Deathwatch

Moderator:Valas

Post Reply
Valas
Expert Poster
Posts:187
Deathwatch

Post by Valas » Mon Aug 20, 2012 12:28 am

Deathwatch

The Deathwatch is a Space Marine Chapter, but one quite different from every other Chapter known to exist. There are many things that set the Deathwatch apart from their fellow Battle-Brothers, the first of which is the fact that the Chapter’s brethren are not permanent members, but seconded from other Chapters for a specific mission or a set period of time. Not all Chapters dispatch their Battle-Brothers to serve in the Deathwatch, but for those who do, the service does great honour to both the individual Brother and to the Chapter as a whole. The origins of this practice are lost to history, but certainly many Chapters have undertaken terrible oaths to provide their most experienced alien-fighters whenever called upon to do so. Such an honour is afforded to a Space Marine that has served in the Deathwatch that many continue to bear the Chapter’s distinctive heraldic shoulder plate even once they have returned to their parent Chapter.

The second point that marks the Chapter out as unusual is the fact that the Deathwatch is almost exclusively engaged with the fight against the alien. That is not to say the Chapter avoids confrontation with other foes, but the vast majority of its missions are against the many and varied xenos races that threaten Mankind. The warriors that join the ranks of the Deathwatch are always those with the most experience of fighting against alien warriors. They have faced every kind of alien threat, and prevailed. They have faced the impure blasphemies of the noisome Reek and emerged untainted. They have entered the dark nightmare of the Hrud warrens, and scoured those vile places clean. They have resisted the domination of the mind eating Khrave, rewarding those inexplicable life forms with death. In short, they have entered the darkest places in the galaxy, faced what terrors lurk there, and emerged victorious. The warriors of the Deathwatch are amongst the most potent defenders of Humanity, without whom a thousand xenos races might have overwhelmed Mankind centuries ago.

Lastly, and perhaps most significant of all of the differences between the Deathwatch and its brother Chapters is the fact that its mission is, broadly, directed not by the dictates of a single Chapter Master responsible only for his own brethren, but by the alien hunting Inquisitors of the Ordo Xenos. This arm of the Inquisition concerns itself primarily with the detection, study, containment and eradication of alien threats, and the Deathwatch is sometimes referred to as its ‘Chamber Militant’. While an individual Inquisitor is no match for an entire horde of slavering alien monstrosities, the Deathwatch were created with the specific purpose of defeating such a foe, and the two organisations work together very closely in the ceaseless war against the vile xenos.

Valas
Expert Poster
Posts:187

Re: Deathwatch

Post by Valas » Mon Aug 20, 2012 4:08 am

Classes

Assault Marine Class

Assault Marines are specialists in the brutal art of close quarters combat. They carry a range of weaponry, usually a lethal combination of a pistol and a melee weapon, the most common being the iconic bolt pistol and chainsword. Many choose to take to the battlefield equipped with a jump pack, allowing them to close rapidly on their foes, often descending from above in a devastating charge.

- Hit Die: d12.
- Skill Points (Int Modifier * 5 at 1st level): 3 + Int Modifier.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Demolitions (Int), Disable Device (Int), Drive (Dex), Forbidden Lore ( Cults, Demonology, Heresy, Inquisition, Mutants, Psykers, Warp, Xenos ), Intimidate (Cha), Jump (Str), Lore (Tactia Imperialis,) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex).

Talents (Level granted): Arcane Defense Enchantment (1), Armor Proficiency Light (1), Armor Proficiency Medium (1), Armor P Proficiency Heavy (1), Black Carapace (1), D20 AutoFire(1), d20 Reload (1), Geneseed Implant (1), Larramans Organ (1), Remain Conscious (1), They Shall Know No Fear (1), Weapon Proficiency Exotic (1), Weapon Proficiency Martial (1), Second Wind (3)

Talents: D20 Burst Fire, D20 Dead Aim, D20 Frightful Presence, D20 Quick Reload, Alertness, Great Fortitude, Hard Target, Power Attack, Die Hard, Toughness, Track, D20 Strafe, D20 Heroic Surge, Cleave, Great Cleave, Strong Mind, Weapon Focus, Hunter of Aliens, Blind Fight, Knockdown, Improved Knockdown, Weapon Specialization, Improved Critical, Armor of Contempt, Bionic Leg, Bionic Arm, Vehicle Circuitry, Iron Jaw, Sprint, Sound Constitution 1 & 2, Sure Strike, Wall of Steel, Furious Assault, Unshakable Faith, Might of the Emperor, Unforgiving Blade, Storm of Blows, Unassailable Grace, Bulging Biceps, Wrath of Righteousness, Point Blank Shot, Signature Wargear.

Librarian Class

Librarians are those Space Marines born as psykers, able to wield the powers of the mind against the foes of Mankind. To be a Space Marine is to be one in a billion—a man judged strong, tough, and bold enough to stand against the horrors of the galaxy. To be also a psyker, judged capable of holding back the ravenous beings of the warp and to wield his powers in combat, the Librarian is truly one of Mankind’s most exceptional warriors.

- Hit Die: d12.
- Skill Points (Int Modifier * 5 at 1st level): 3 + Int Modifier.

Class Skills: Concentration (Con), Forbidden Lore ( Cults, Demonology, Heresy, Inquistion, Mutants, Psykers, Xenos ), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Lore (Tactia Imperialis, Arcane Knowledge) (Int), Listen (Wis), Navigate (Int), Persuade (Cha), Profession (Wis), Psynisciencem (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Talents (Level granted): Arcane Defense Enchantment (1), Armor Proficiency Light (1), Armor Proficiency Medium (1), Armor P Proficiency Heavy (1), Black Carapace (1), D20 AutoFire(1), d20 Reload (1), Geneseed Implant (1), Larramans Organ (1), Remain Conscious (1), They Shall Know No Fear (1), Weapon Proficiency Exotic (1), Weapon Proficiency Martial (1), Second Wind (3)

Talents: D20 Burst Fire, D20 Dead Aim, D20 Frightful Presence, D20 Quick Reload, Alertness, Great Fortitude, Hard Target, Power Attack, Die Hard, Toughness, Track, D20 Strafe, D20 Heroic Surge, Cleave, Great Cleave, Strong Mind, Weapon Focus, Hunter of Aliens, Blind Fight, Knockdown, Improved Knockdown, Weapon Specialization, Improved Critical, Armor of Contempt, Bionic Leg, Bionic Arm, Vehicle Circuitry, Iron Jaw, Sprint, Sound Constitution 1 & 2, Iron Will, Unshakable Faith, Bulging Biceps, Wrath of Righteousness, Signature Wargear. Point Blank Shot, Attentive.

Psychic Talents:
Psychkinesis – Ballastic Attack, Detonate, Disintegrate, Molecular Agitation, Inferno, Blood Boil

Psychometabolism – Adrenaline Control, Complete Healing, Crisis of Life, Strength of the Land

Psyoportation – Dimension Door, Convocation, Banishment, Gates of Infinity, Time Shift

Telepathy – Domination, Mass Domination, Hallucination, Tower of Iron Will, Psionic Blast, Psionic Crush, Purgutus

Clairestience – Combat Mind, Danger Sense, See Invisibility, True Sight

Metapsionics – Cannibalize, Empower, Psychic Blade, Stasis Field, Ultrablast, Vortex of Doom

Other Psionic Feats: Expansive Mind 1-5, Expertise 1-2 (Psychkinesis, Psychometabolism, Psyoportation, Telepathy, Clairestience, Metapsionics), Focus 1-2 Psychkinesis, Psychometabolism, Psyoportation, Telepathy, Clairestience, Metapsionics), Specialty Discipline Psychkinesis, Psychometabolism, Psyoportation, Telepathy, Clairestience, Metapsionics), Magnify, Harness Subconscious, Meditative Focus

Tactical Marine Class

Tactical Marines are the most numerous of Space Marine warriors, and as their name suggests they are equipped and trained to fulfill the widest range of battlefield roles. Armed with the iconic boltgun, Tactical Marines provide the bulk of the Kill-team’s firepower, which they are able to lay down in a devastating fusillade even as they advance implacably towards their objective. Most Battle-Brothers taking up service in the Deathwatch have advanced to the position of Tactical Marine in their parent Chapters, and so are veteran warriors well versed in the many disciplines of war. Truly, there are very few enemies that the Tactical Marine has not encountered and defeated, and no battlefield holds any terror for him.

- Hit Die: d12.
- Skill Points (Int Modifier * 5 at 1st level): 3 + Int Modifier.

Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Demolitons (Int), Disbale Device (Int), Drive (Dex), Forbidden Lore ( Cults, Heresy, Inquistion, Mutants, Xenos ), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Lore ( Beast, Imperial Guard, Tactia Imperialis) (Int), Listen (Wis), Navigate (Int), Persuade (Cha), Profession (Wis), Psynisciencem (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).

Talents (Level granted): Armor Proficiency Light (1), Armor Proficiency Medium (1), Armor P Proficiency Heavy (1), Black Carapace (1), D20 AutoFire(1), d20 Reload (1), Geneseed Implant (1), Larramans Organ (1), Remain Conscious (1), They Shall Know No Fear (1), Weapon Proficiency Exotic (1), Weapon Proficiency Martial (1), Second Wind (3)

Talents: D20 Burst Fire, D20 Dead Aim, D20 Frightful Presence, D20 Quick Reload, Alertness, Great Fortitude, Hard Target, Power Attack, Die Hard, Toughness, Track, D20 Strafe, D20 Heroic Surge, Cleave, Great Cleave, Strong Mind, Weapon Focus, Hunter of Aliens, Blind Fight, Knockdown, Improved Knockdown, Weapon Specialization, Epic Weapon Specialization, Improved Critical, Armor of Contempt, Bionic Leg, Bionic Arm, Vehicle Circuitry, Iron Jaw, Sprint, Sound Constitution 1 & 2, Wall of Steel, Swift Attack, Crippling Strike, Gunfighter Saint, Unshakable Faith, Favored By Fate, Last Killer Standing, Hatred, The Emperor Protects, Bulging Biceps, Wrath of Righteousness, Point Blank Shot, Signature Wargear.

Techmarine Class

Techmarines are those brethren schooled in the forbidden knowledge of the Omnissiah—the Machine God. Those aspirants who display an affinity for the operation of machines undergo special trials and tests, to discern their suitability to receive additional training under the Adeptus Mechanicus. Upon their ascension to the status of Battle-Brother, those judged worthy are dispatched to a Forge world of the Adeptus Mechanicus—perhaps even Mars itself, where they are inducted into the secrets of the Machine Cult. Upon his eventual return
to his Chapter, the Space Marine has learned not only the operation of all manner of machinery, but also how to convene with the machine spirits themselves, how to undertake repairs of aggrieved or wounded machines, and even how to build new ones. This terrible knowledge weighs heavily upon the newly created Techmarine, and in many ways sets him apart from the ranks of his brothers. Yet, despite his induction into the most secret of arts, he is, and shall ever remain, a Space Marine.

- Hit Die: d12.
- Skill Points (Int Modifier *7 at 1st level): 3 + Int Modifier.

Class Skills: Climb (Str), Concentration (Con), Craft ( All), Demolitons (Int), Decipher Script (Int), Disbale Device (Int), Drive (Dex), Forbidden Lore ( Adeptus Mechanicus, Archtechnology, Inquisition, Xenos ), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Lore ( Beast, Imperial Guard, Legend, Tactia Imperialis, Technology ) (Int), Listen (Wis), Navigate (Int), Persuade (Cha), Pilot (Dex), Profession (Wis), Repair (Int), Research (Int), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis).


Talents (Level granted): Armor Proficiency Light (1), Armor Proficiency Medium (1), Armor P Proficiency Heavy (1), Black Carapace (1), D20 AutoFire(1), d20 Reload (1), Geneseed Implant (1), Larramans Organ (1), Remain Conscious (1), They Shall Know No Fear (1), Weapon Proficiency Exotic (1), Weapon Proficiency Martial (1), Potentia Coil (1), Respirator Unit (1), D20 Smart Defense (1), Second Wind (3), D20 Skill Mastery (4), D20 Smart Survival (7), D20 Smart Weapon (8).

Talents: D20 Burst Fire, D20 Dead Aim, D20 Frightful Presence, D20 Quick Reload, D20 Autofire, Point Blank Shot, Alertness, Great Fortitude, Hard Target, Power Attack, Die Hard, Toughness, Track, D20 Strafe, D20 Heroic Surge, Cleave, Great Cleave, Strong Mind, Weapon Focus, Hunter of Aliens, Blind Fight, Knockdown, Improved Knockdown, Weapon Specialization, Improved Critical, Armor of Contempt, Bionic Leg, Bionic Arm, Vehicle Circuitry, Iron Jaw, Sprint, Sound Constitution 1 & 2, Bulging Biceps, Wrath of Righteousness, Signature Wargear, Mechadendrite Use, Feedback Screech, Lumen Shock, Lumen Blast, Mechadensrite ( Manipulator, Optical), Total Recall, Energy Cache, Independent Targeting, Rite of Awe, Gun Blessing, Orthropozy, Prosanguine, Rite of Pure Thought, Logis Implant, Rite of Fear, Soul of Iron, Bionic Frame, Purity of the Machine, Flesh is Weak, Machine Spirit Empathy, Wall of Steel.

Chaplain Class

In ordinary Space Marine Chapters, if such a term may be applied to such unique and diverse organizations, Chaplains are those appointed to minister to the spiritual well being of their brother Space Marines. As befits the spiritual leaders of such mighty warriors in battle, Chaplains lead from the front as awe-inspiring warrior priests, fighting wherever the fight is fiercest and praising the Emperor through the destruction of his enemies. They rejoice in the glorious act of war and exhort their Battle-Brothers to ever greater deeds of bravery and devotion. Their stern demeanor and critical eye watches over every action of a Battle-Brother from his initiation to his last breath in service to the Chapter, ever alert for signs of slackening in zeal or any wavering in belief. Above all, Chaplains remind the Battle-Brothers to honor the Primarchs and keep their faith with the Emperor.

- Hit Die: d12.
- Skill Points (Int Modifier * 5 at 1st level): 3 + Int Modifier.

Class Skills: Climb (Str), Concentration (Con), Drive (Dex), Forbidden Lore ( Cults, Demonology, Heresy, Inquistion, Mutants, Psykers, Warp, Xenos ), Intimidate (Cha), Investigate (Int), Lore ( Beast, Imperial Guard, Tactia Imperialis ) (Int), Jump (Str), Listen (Wis), Navigate (Int), Persuade (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Sense Motive (Wis), Survival (Wis).


Talents (Level granted): Armor Proficiency Light (1), Armor Proficiency Medium (1), Armor P Proficiency Heavy (1), Black Carapace (1), D20 AutoFire(1), d20 Reload (1), Geneseed Implant (1), Larramans Organ (1), Remain Conscious (1), They Shall Know No Fear (1), Weapon Proficiency Exotic (1), Weapon Proficiency Martial (1), Second Wind (3).

Talents: D20 Burst Fire, D20 Dead Aim, D20 Frightful Presence, D20 Quick Reload, D20 Autofire, Point Blank Shot, Alertness, Great Fortitude, Hard Target, Power Attack, Die Hard, Toughness, Track, D20 Strafe, D20 Heroic Surge, Cleave, Great Cleave, Strong Mind, Weapon Focus, Hunter of Aliens, Blind Fight, Knockdown, Improved Knockdown, Weapon Specialization, Improved Critical, Armor of Contempt, Bionic Leg, Bionic Arm, Vehicle Circuitry, Iron Jaw, Sprint, Sound Constitution 1 & 2, Frenzy, Hand of the Emperor, Litany of Hate, Litany of Faith, Faith talent, Repel Daemon, Daemon Trap, Divine Symbol, Resurrection, Soul Storm, Righteous Frenzy, Divine Endurance, Bulging Biceps, Wrath of Righteousness, Signature Wargear, Wall of Steel, Point Blank Shot.

Post Reply