| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2026/02/05 09:46:37
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Modifiers to Rolls
Especially with Generative Tests, there is a lot of opportunities for modifiers. Most of these will be very straightforward. If a roll requires a plus or minus, it will be written like so:
D6+1, 2D3-1
For these types of rolls, simply math the modifier on the rolled result.
D6+1 generates a number between 2 and 7. 2D3-1 generates a number between 1 and 5.
However, sometimes modifiers get applied to the difficulty of the task. Perhaps a scary monster or Psychic Effect applies a -1 penalty to the testing model’s Leadership. In cases like these, the modifier adjusts the stat being rolled against, rather than the dice roll itself. This distinction is necessary because modifiers of this sort are temporary, applying only to the test at hand.
In the case of a multiplication modifier, the total score is multiplied rather than added or subtracted. Basic math still.
D6x5 generates a score between 5 and 30, in increments of 5.
This all gets complicated only in the rare instance where a die roll's score is modified by both. In these cases, we do the math that comes first in the chain.
D6+2×3 is a D6 roll plus 2 and then multiplied by 3, whereas D6×2+3 is a D6 roll times 2 and then a 3 is added to that result.
Terms
This section covers certain terminology that occurs throughout these Rules. Namely, the difference between the Terms Triggered and Invoked.
A Triggered thing happens because a set circumstance occurs, such as a model wandering to within the range of a Boobytrap Marker. An Invoked thing occurs because a player or the GM activates it by expending some sort of resource, such as when a player spends their CP to enact a Stratagem.
Colors and Emphasis
Throughout these rules you will find certain phrases and words in Bold, that are Underlined, Italicized, or in a different Color. Sometimes they may be in brackets of [One Type] or <Another>. Frequently these different emphases are combined. All of this is deliberate.
We use the Bold emphasis to denote category headings and stats, such as a model’s Vitals like Strength and Toughness, or its Aptitude. We also use Bold to single out the names of things, such as the title of Ships like the [++Intolerance++], [++Redacted++], and [++Desolation’s Wake++], a model’s keywords like its <Specialty> and <Status> such as <Intercessor>, <Tactical>, or <Veteran>, and for things with an abundance of subcategories like Talents, Psychic Powers, and Weapon-types.
We use Underline to denote Abilities that come from a variety of sources, such as a model’s <Specialty>, its Talents, and its Chapter of Origin.
We use Italics to emphasize examples, and to discern the title of a thing as a Spaceship rather than any other type of vehicle.
Different colors are used to indicate very important Categories of things. We use red for things like [Factions] and associated Esteem, although we also use this color to indicate anything involving the survivability and Injury of models. We use orange for Bad Stuff like Animosity, Taint, and Xenotech. Magenta for Corruption and its Threshold. Relics and other fancy, ancient, or unique wargear like Honorifics and nonstandard Ammo types for Special weapons like Sapphiric Plasma Cells, use cyan. Special Ammunition, such as Bolt Shells, and Special Bolt Rounds use green. And lastly, Conditions such as Shaken, Prone, or Concealed use yellow for emphasis.
Colors are also used as quick reference for the Talent Tiers. I'm following the standard "Trash through Legendary" format present in most games. Tier 1 uses no special color at all. Tier 2 Talents use Green, Tier 3 Talents use Blue, Tier 4 Talents use Magenta, and Tier 5 Talents use a color we'll pretend is golden and totally not orange.
Brackets indicate [Faction] association and important <Keywords>.
I try to stay consistent with these emphases throughout the rules. All of it is meant to draw the attention of the reader to important and inter-linked ideas.
Stats
There’s a bunch. More than what you are used to if you are familiar with 40k, but about as many as you might expect in your average RPG. These Stats are separated into Categories for ease of reference. We have Vitals, Active Stats, Movement, Battlefield Resources, Reputation, Progression, Keywords, Triggers, Traits, Loadout, and Abilities. Each Category manages a handful of inter-related stats that I hope will help make reading and finding the information easier for players.
I am only going to describe the stats I've added in or modified. Refer to your preferred edition of 40k for the stats I don't cover.
|
|
This message was edited 6 times. Last update was at 2026/02/16 10:51:42
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/09 13:26:25
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Vitals
These cover the stats that govern an individual model’s interaction with the meat of this game - the Missions onboard the Space Hulk known colloquially as the [++Redacted++]. These Stats are primarily static numbers, although they can be modified by Environmental Effects, some Lingering Effects, and by a model’s Talents.
There are 4 Vitals for every model. These are its Strength, Toughness, Initiative, and Leadership. Find their explanations and uses below.
Strength
A model’s Strength is a measure of its raw power. How hard it hits and, to a certain degree, how much it can carry or drag. This stat is also used to represent a model’s sense of will and is often tested to resist alluring effects such as the whispering promises of Daemons and genetic flaws. Strength is one half of the basis for a model’s Capacity stat, which is detailed later.
A model can drag Weight much heavier than it can carry and while the full explanation of how carrying and dragging work is detailed in the Equipment Section, we can mention here that a model can drag a thing that has a total Weight equal to three times its Strength stat.
Models also use this stat when they are fighting their foes in the scrum of hand to hand combat to determine how hard they hit. And this stat is used to determine how high a model can jump from a standing position.
Toughness
A model’s Toughness is a measure of its physical endurance. How well it can resist toxins, weather a hit from the terrible weapons of their enemies, and sometimes endure extremes of heat, cold, and hard vacuum. This stat is one half of the basis for a model’s Capacity stat.
This stat is also used to determine from what height a model can “safely” fall or jump from without reasonable fear of suffering Damage.
Initiative
A model’s Initiative stat serves two primary purposes. The first is to determine its reflexes, especially as it pertains to fighting in hand to hand combat and the second is to give a sense of a model’s situational awareness. Initiative is often tested when the GM thinks the player’s model might catch sight of a hidden thing, when a player sets their model to actively search for hidden things, and when an Effect might require quick action to avoid.
Every model also has a Sensory Range that is used to determine how far it can effectively sense its environment when it is in a place of near or total darkness. For most models this Sensory Range is equal to twice its Initiative value. More on how this works and interacts with the rest of the rules in the Shooting Section.
Leadership
A model’s Leadership is both its ability to lead others and also a measure of their ability to control their own nerves, especially when under fire. Leadership is most often tested by Squad Leaders at the start of a player’s Command Phase, after their squad suffered Damage and lost HP on their opponent’s previous Turn. We call this the Morale test and it is covered in more detail in the Phases of the Game Section.
A GM can also call for a Leadership test when a model comes under fire from a particularly devastating or precise weapon. This is often referred to as a Pinning test. Weapons with the Target Selection Quality will often also have the Pinning Quality. These weapons can stop a model in its tracks and force it to find Cover or risk total destruction.
Lastly, Leadership is tested in the very rare instance when a model finds itself out of Comms Range of all of its other allies. This is sometimes referred to as the Last Man Standing test.
|
|
This message was edited 3 times. Last update was at 2026/02/09 13:49:21
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/10 07:31:30
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Active Stats
The stats in this section cover a model’s capabilities and are universally presented in Active test format. Each model has 3 Active Stats - Weapon Skill (WS), Ballistic Skill (BS), and Aptitude (A).
Weapon Skill
See the 40k rulebook for details.
Ballistic Skill
See the 40k rulebook for details.
Aptitude
A model’s Aptitude is a measure of its skillfulness, broadly speaking. It is rolled when a model attempts to use an Active Skill Effect well. Aptitude is generally not used when players use the Passive Effects of their Skills, unless the GM deems it necessary. Aptitude is also rolled when a model is the Active Spotter for a Macro-type weapon. See the Sections on Equipment and Shooting for more on how this works.
Movement
These stats cover a model’s limitations of movement during their Turn. From caution to abandon, a model may Move normally, make a running Advance, or not Move at all. How a model Moves dictates how it may act in future Phases of their Turn. These stats also cover the potential distance a model may move when Charging an enemy Unit or when attempting to safely jump across gaps in the terrain or down into the abyss of the unknown. This section is separated into two basic umbrellas of information: Normal Moving and Safely Jumping. The rules for moving abnormally and jumping in an unsafe manner are covered in the Movement Phase Section.
Why are we so blatant with these stats, you may ask? Because there are rules in the Section on Progression that allow players to purchase special Abilities for their models that can directly modify these stats. Therefore, we need a baseline from which to so modify.
A model has 4 Normal Moving stats and 4 Safely Jumping stats. These are its Move, Encumbered Penalty, Advance, and Charge for Normal Movement & Across a Gap, Up When Standing Still, Down into a Pit, and With a Running Headstart for Safely Jumping. Find their explanations and details below or in the 40k rulebook.
Normal Moving
These stats are all concerned with a model being moved in their own Turn, during their own Movement Phase, but sometimes there are special Events, Effects, or Abilities that allow or force a model to Move out of sequence. These Safe guidelines still apply to out-of-sequence movement, although it is likely a model that is forced or compelled to move will exceed these safe limitations and therefore become subject to the rules for Falling and/or Fleeing.
Move
See the 40k rulebook for details.
Encumbered Penalty
When a model is overloaded with Weight, we say they are Over Weight. Each point of Over Weight equals a -1” penalty to that model’s Move stat. If this penalty would reduce a model’s movement to 0” it cannot be moved at all unless its controlling player declares that it is Advancing.
Advance
See the 40k rulebook for details. If a player declares an Advance and starts moving their model, regardless of how far the model is actually moved, it counts as Advancing.
Charge
See the 40k rulebook for details.
Safely Jumping
Moving inside the ruins of a spaceship can be very tricky to do safely. While a model’s general movement is dictated by its Move and Advance stats, it may also be forced, or its player may desire for it, to cross gaps in the floor, jump from one catwalk to another, or to plunge down into a pit to expedite its descent. The following stats are all the limitations of safety. They are the maximum distance a model can move across those gaps as part of a normal Move or Advance, without risking a fall.
Across a Gap
This is the maximum safe distance a model can cross, as part of their regular Movement Phase, without the need to make rolls. This distance is always a number of inches equal to half a model’s Strength stat.
Up When Standing Still
This is a lot harder to do than most people think. This is mostly about jumping up to grab a hand hold and pulling yourself over the lip of the height. However, this also covers just a straight jump up and the height a model can hurtle without breaking stride. This height is a number of inches equal to one quarter (25%) of a model’s Strength stat, rounding down. Any obstacle this high or lower incurs no penalty to a model’s normal Move or Advance. Any obstacle up to twice this height may be leapt up towards by sacrificing 2” of the model’s Movement. If the model does not have enough remaining Move or if the obstacle is too tall, the model’s controlling player may elect to inflict the Climbing Condition on their model to initiate their ascent.
Down Into a Pit
This is less about jumping and more about falling gracefully. The maximum safe downward distance a model can cover, in lieu of a normal Move, is a number of inches equal to the model’s Toughness stat.
With a Running Head Start
If a player declares an Advance for their model in the Movement Phase, they may add +1” to all of the above safe distances.
|
|
This message was edited 1 time. Last update was at 2026/02/13 21:24:44
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/11 21:17:14
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Battlefield Resources
This is by far the widest ranging section of stats. Some of these are commodities, in that they can be traded away in return for a set benefit. Some are ablative, meaning they are eroded by circumstance and penalty. Some are ranges, both to and from the targets of a model’s Abilities. And some are static values, to be stacked towards a goal or expended as modifiers to achieve complex tasks.
Objective Control (OC)
This stat is inherent to all models and is a measurement of each one's tactical awareness and coordination. The more tactically capable a model, the higher this stat will be. OC is used to accumulate control over Static Objectives or to contest enemy-controlled territory. See the Section on Mission Objectives for more on how this works.
Command Points (CP)
These are resources generated from a variety of sources, including a model's <Specialty> and sometimes some of its Talents. At the start of every Mission, during the Briefing Phase, all models set to Deploy to the upcoming Mission pool their CP together to form the foundation of their Squad Command Pool. CPs are spent on Stratagems throughout a Mission and are a vital resource in every game.
Cohesion
This a measure of a model's trust in its squad mates. It is rated 0 to 9 and presented as Cohesion0, Cohesion1, etc. All models begin the Campaign with Cohesion0 as the default. When players attempt to use their model's Abilities or in-game Effects on other allied models, it is the distance from the recipient model that determines whether it will affect them or not. We call this distance its Cohesion Range. That distance is equal to this ability's Rating (the number at the end of this stat) times 6". A model with a Cohesion0 effectively must be in base-to-base contact with an allied model in order to be considered in range of their Abilities. See the Sections on Using Abilities, Progression, and Talent Trees for more on how this works.
Aura
This a measure of a model's presence on the Battlefield; their force of will, their larger-than-life status. It is rated 0 to 9 and presented as Aura0, Aura1, etc. All models begin the Campaign with Aura0 as the default. When a player attempts to use one of their model's Abilities or an Effect on an enemy model, the player uses its model's Aura Rating to determine if that enemy is within range of their effect. A model's Aura range is equal to this stat's Rating times 3". A model with Aura0 must therefore be in base to base contact with an enemy model in order to be considered in range to use their abilities on it. See the Sections on Using Abilities, Progression, and Talent Trees for more on how this works.
Capacity
This a measurement of a model's ability to carry its wargear, weapons, and accessories. A model's Capacity is equal to its Strength stat and its Toughness stat added together, plus any load-bearing wargear it might equip. Each item a model might carry will have an associated Weight (Wt). When a player spends Renown to arm their models for its Missions they deduct the total Wt of all that model's weapons and wargear from its Capacity stat. If the total Wt a model is carrying exceeds its Capacity, it slows that model down, reducing its Move stat by the amount it is Over Weight. We call this Condition Encumbered. If a model's Encumbered reduction would reduce that model's Move to 0", not only can that model not carry any more stuff, but it also cannot be moved at all unless its controlling player declares that it is Advancing and that model cannot be selected to Declare a Charge.
Psy Rating
This a measure of a model's presence in the Warp and its susceptibility to and aptitude for Psychic Powers. The default Psy Rating for all models is 0, but it can be rated from -10 to 15. A model with a negative Psy Rating is more difficult to use Psychic Powers on and against, but they are also more difficult to get along with or tolerate the presence of. If a model has a negative Psy Rating it cannot use Psychic Powers at all and any model that uses a Psychic Effect that targets them directly suffers a penalty to its Manifestation rolls equal to that model's negative Rating. Lastly, a model with a negative Psy Rating must pay an additional amount of XP per Tier for all Cohesion Talents it may buy equal to its negative Rating.
For example, a model with a Psy Rating -2 would need to pay +2XP times Tier to purchase its next level of Cohesion. If the model has Cohesion0, it would need to pay 12XP to purchase Cohesion1 instead of the normal 10XP. Or, if the model has Cohesion3, it would need to pay 24XP to purchase Cohesion4, because that's a Tier 2 Talent.
Note that a model with a positive Psy Rating is not automatically able to Manifest Psychic Powers. To do that a model must also have the <Psyker> keyword. See the All Things Psychic Section for more details on how all of this works.
Hit Points (HP)
This is the total Damage a model can sustain before it is threatened with becoming a casualty. HP can be restored or regenerated over the course of a Mission or repaired during the Downtime between Missions. See the Sections on Downtime and Injury, Recovery, & Death for more on how HP works.
Shooting Attacks
This is the number of times a model can use its Ranged Weapons during its own Shooting Phase. This stat is not the same as a weapon’s Firing Modes, and in fact, a player may use just one of these Shooting Attacks to Shoot with their ranged weapon in any Firing Mode available to it. The primary caveat of this stat is that each of a model’s Shooting Attacks may only be made against one target Unit. See the Section on the Shooting Phase for more details about Firing Modes and eligible targets.
Melee Attacks
This is the number of dice a player rolls when making attacks in the Fight Phase. See the Section on the Fight Phase for more details.
|
|
This message was edited 2 times. Last update was at 2026/02/11 21:20:02
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/13 09:51:24
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
*I also added in a blurb about the colors of Talent Tiers in the first post of this page.
Reputation
This is an important piece of the primary progression mechanics of this system. All of these stats measure a model’s reputation in a slightly different way. They represent a model’s perceived trustworthiness with allies, potential allies, the Chapter they left behind, and the tenets of the [Ordo Xenos] that they currently serve.
There are 5 Reputation stats. They are Renown, Favor, Corruption, Chapter Trust, and Esteem/Animosity by [Faction]. They are detailed below.
Renown
Renown is a measure of a model's reputation with the Deathwatch itself. It is a metric by which the player is able to “borrow against” in order to change their equipment Loadout for each Mission. A model earns Renown by achieving heroic deeds, such as Issuing a Challenge to a mighty foe, surviving against seemingly impossible odds, or single-handedly capturing the most Objectives in a Mission. There are 4 Generic Renown Triggers that apply to all models. A model's <Chapter> also grants it 2 Renown Triggers and its <Specialty> grants it 2 more Renown Triggers, for a total of 8. In addition, a model's player may purchase Talents over the course of the Campaign that grant that model even more situation-specific Renown Triggers. There is no limit to the number of Renown Triggers a model may have. Sometimes, a Mission might include ways of earning Bonus Renown. The criteria for these will be clearly defined in the Briefing Phase of the Missions themselves.
Renown is “spent” during the Arming Phase of each Mission to borrow weapons, wargear, and other Assets from the Arsenal of the Ordo, but is then “refunded”, sometimes with caveats, to the model when they return from their Mission, during the Debriefing Phase. It is worth mentioning here that all things borrowed from the Armory aboard the [++Intolerance++] have both a Renown Threshold and a Renown Cost. The details about what this means and how this works are covered in the Section on Equipment.
Renown is meant to fluctuate. It can be earned and lost, spent and refunded. There is no upper limit to a model’s Renown, but the lowest it can go is 0. A model can never have a negative Renown, regardless of the math.
Players should keep track of their models’ current Renown as it forms one half of the Basis of a Unit’s Campaign Rating. See the Section on GM’s Allotment for more on what this Campaign Rating means and how it is used.
*I'll post the rest of these over the course of the next few days. They're bulky.
|
|
This message was edited 2 times. Last update was at 2026/02/13 10:19:08
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/14 07:26:21
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Favor
Favor is similar to Renown in that it is earned by deed and that it is specific to an aspect of the Deathwatch that each player’s models serve. However, Favor cannot be spent and can only ever be reduced in two very specific ways.
The [++Intolerance++] embarked with 3 different Watch Captains on board:
Principle Algyaeth Anuunan of the <Storm Wardens>, Lord Mechanator Guomonde Thetia of the <Gorgons Eradicant>, and Erephon the Blooded of the <Flesh Tearers>. Each of these warriors has a very different philosophy towards waging war and prosecuting the Missions and intent of the Deathwatch. Each of the player’s models may earn the respect and Favor of these heroes by performing tasks that align with that Watch Captain's ideals.
Favor has Tiers, 1 through 5, much like Talents. Each Tier comes with an associated benefit, typically a minor bonus or a slight Discount. Each of these Tiers has a Favor Threshold, and once a model reaches that Threshold it immediately gains the benefit associated with it. The universal Threshold for all Favor Tiers is +10.
Therefore, Tier 1 is reached when a model gains 10 Favor with that Watch Captain. Tier 2 is reached when it gains 20 Favor, as 10+10 is the next Threshold. Tier 3 would then be 30, and so on.
If a model has negative Favor it must simply earn its way to positive 10 to gain the first Bonus. There is no penalty beyond having to work more diligently to earn the trust of the Watch Captain with which its Favor is less than positive.
Any model may earn Favor with any Watch Captain. Becoming the favorite of one does not exclude the Favor of another. And in fact, the Space Marine that excels in all aspects of warrior ethics is an Exemplar of the Craft of War. Although a model may begin the Campaign with a negative Favor, or even lose a little Favor later in the Campaign, there is no penalty associated with this loss beyond perhaps the temporary loss of a Tier's bonus.
More details on how Favor works, how it can be earned or lost, and what benefits it provides can be found in the Section on Unit Creation.
|
|
This message was edited 1 time. Last update was at 2026/02/14 18:31:25
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/15 10:00:52
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Corruption
Corruption is an inevitability of contact with the Warp and the Daemonic. A cruel inversion of the virtues espoused by the elite Astartes. Corruption is not earned but suffered, and it has its limits. Every model has both a Corruption tally and a Threshold. For most models, the absolute limit of their exposure to this alluring demand of rebellion is 10. Models suffer Corruption when they are exposed to the raw energies of the Warp, when they encounter enemies with the <Daemon> keyword, and when they become affected by enemy Psychic Powers of the Malediction subtype. Sometimes, this is just +1 Corruption, but rarely more can be suffered from a single source. If a player-controlled model accumulates enough Corruption to meet or exceed its Threshold, it is lost. If this occurs on Mission, the model immediately comes under the control of the GM and acts henceforth as an enemy model. If this occurs during Downtime or at any other time away from a Mission, the model is simply executed by its peers or imprisoned within the dungeons of the [++Intolerance++]. In either case, remove the model from the player's Roster, permanently. If it turned during a Mission and is not removed as a casualty or captured by Deathwatch forces, all of the wargear it was equipped with at the time is also lost along with it.
Luckily for players, Corruption can be shed. Some Specialties have Abilities that can Mitigate or remove Corruption from their allies or even stop the gain of it in the first place. Some wargear, such as Relics, can be equipped to slow or stop this insidious stat. Some deeds, Stratagems, and Talents can alter how Corruption is suffered, increase a model’s Threshold, or even allow a model to exploit its gain. When all else fails, a player may spend its model’s hard earned XP and precious Downtime to shed some of its Corruption, 1 point at a time.
More about Corruption, its consequences, how to Mitigate it, shed it, or use it can be found in the Sections on Downtime, Talents, and Unit Creation.
This stat is a hard limit and a reminder to players that their models are not invincible, nor beyond complete and terrifying betrayal.
|
|
This message was edited 1 time. Last update was at 2026/02/15 10:03:09
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/16 10:40:51
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Chapter Trust <CT>
Chapter Trust (hereafter referred to as <CT>) is a measure of a model's alignment with its Chapter of Origin. <CT> can be spent on a variety of things and is an extremely versatile resource. The amount of <CT> a model begins the Campaign with is determined by the inherent personality of their Chapter but is typically between 35 and 65.
<CT> has many uses. First, it can be spent to add additional instances of a Chapter's wargear to the Arsenal of the Ordo at the start of the Campaign. The Sections on Unit Creation and Chapters of Origin have more information on what this is but suffice to say here that each time a Chapter seconds one of its warriors to the Deathwatch, it sends a collection of customized wargear with them. A player can spend some of its model’s <CT> to add more copies of any of that custom gear. This facilitates allowing its allies-to-be to equip copies of their favorite stuff to deepen their bonds of camaraderie. The exact cost of doing this is covered in the Section on Chapters of Origin.
Second, <CT> can be spent on Chapter-specific Talents. These are upgrades and abilities unique to the Chapter the model comes from and cannot be purchased with any other resource. Most Chapters have 9 such Talents, of various Tiers. See the Section on Chapter of Origin and the Section on Talents for information on what this means and how it works.
Third, <CT> can be spent on Chapter-specific Specialties, known as Divergences, which are either upgrades to a model’s standard <Specialty> options or completely unique <Specialty> options specific to the model’s Chapter, such as is the case with Chapters like the <Space Wolves> and <Company of the Bear>. Some of these Divergences can also be further upgraded, either at the start of the Campaign or subsequently, by spending this resource.
Fourth, <CT> can be spent to purchase Talents and abilities unique to the [Ordo Xenos] - the Deathwatch itself. Things like Rank, Authority, Command and Control, and the ability to dictate Mission focus or Tactical Direction.
Fifth and finally, <CT> can be converted, with a 1 to 1 exchange, into XP and/or Renown. It is important to note that this exchange is a one-way transaction. <CT> can be converted into these resources, but these resources cannot be converted back to <CT>.
This resource can only be earned through upholding the ideals of the model's own Chapter or those of the Deathwatch itself. This is accomplished by adhering to its Chapter's principles and seeking the completion of its Secret Missions and Side Quests. These ideals and tasks may even fly in the face of the tenets of the Deathwatch the model ostensibly serves, by acting in a way that raises the suspicions of the [Inquisition] and/or makes the model appear untrustworthy to its fellows, peers, and Squad Mates. Such is the risk. When the model adheres to the principles and ideals of the Deathwatch, it can alleviate this suspicion. And how the player decides to spend their models' <CT> - either to bring them closer in alignment with their own Chapter or with that of the Deathwatch - will determine the level of trust its fellows will bestow upon them.
The Sections on Chapters of Origin, Triggers, and Unit Creation all have more information on what this Reputation resource is, how exactly it is earned, and what it can be spent on.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/17 11:17:54
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Esteem and Animosity (by [Faction])
Esteem is the last of the Reputation stats and covers a model's standing with a broad swath of organizations. To begin, this stat is tracked individually and separately with each [Faction] the model has had contact and dealings with. A player must voluntarily choose to build a relationship with a [Faction] and all Esteem starts at 0. Unlike many of the other stats in this Category, Esteem can and may drop below zero. Although not automatic, a player's models can, through direct or indirect action, act against the interests of any given [Faction] within the context of the Campaign's Missions.
Each [Faction], much like the Watch Captains, has a set of ideals and goals that it wants to work towards. Taking on Missions that serve those goals and/or taking on Secondary or Opportunity Objectives in service of a [Faction]’s goals earns a model positive Esteem with that [Faction]. Taking on Missions or Objectives in opposition to those goals results in a model losing Esteem with that [Faction]. If this loss of Esteem dips it below zero, that model risks developing Animosity towards that [Faction].
Much like Favor, Animosity has Tiers. Unlike Favor, these Tiers introduce penalties and consequences for their gain. At Tiers 1 and 2, a model can still take on actions, Missions, and Objectives that pull them back into neutral or positive Esteem. However, once a model reaches Tier 3 Animosity, there is no turning back and no amount of working towards that [Faction]’s goals, directly, indirectly, or accidentally, will return the model to its good graces. Animosity even runs the risk of turning a [Faction] into a permanent enemy, of both the model and the Deathwatch as a whole.
Although Esteem and Animosity are both earned individually by models, it is rated by the average of all models in a Unit or, if multiple Units Deploy to the same Mission, by the average of all those Units. Esteem can be spent on wargear, temporary Cohorts, and information relevant to the completion of Missions, Narrative Goals, and even the Campaign itself. Animosity can only be “spent” by the GM to add types of enemies and/or bonus Allotment to their forces.
When a player uses Esteem to purchase stuff, only a Unit’s Squad Leader may spend any to do so, deducting their purchases from the Unit’s average. Unlike Renown, Esteem spent in this way is not refunded at the end of the Mission, regardless of the return of wargear or the survival of borrowed Cohorts. Any Esteem remaining after purchases are made is divided equally amongst the player’s surviving models and forms the basis of their continued ranking with that [Faction]. This division may bring a model back from the brink of Animosity but can never repair a reputation that has sunk to Tier 3 Animosity or worse. If a Unit’s average is a negative number due to 1 or more model’s Animosity, that Squad Leader cannot purchase anything from the relevant [Faction].
A Unit also has spending limits. The player that controls the Squad Leader model must choose a Primary [Faction] for whom they are working towards the goals of. It is from this [Faction]’s Esteem List that stuff may be purchased from freely. The Squad Leader may also purchase stuff from other [Factions], but only those [Factions] that are either Favorably or Marginally aligned to the Primary [Faction]. And even then, the Squad Leader’s player may only spend up to half its Squad’s Esteem with a Favorably Aligned [Faction] or up to a quarter of its Squad’s Esteem with a Marginally Aligned [Faction].
As the Campaign progresses, the players will have more and more opportunities to develop relationships with a variety of [Factions], but it is up to the players themselves to pick and choose to whom they align their models’ goals.
See the Sections on Narrative Plot and GM's Allotment for more on how both Esteem and Animosity work, and what each [Faction] can provide for both.
|
|
This message was edited 3 times. Last update was at 2026/02/20 02:45:29
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/18 10:16:39
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Progression
This section is short, as there is only one stat in it: XP. This stat is the metric by which we track a model’s experience and specialization. XP is earned through actions. Things like destroying enemy Units, achieving Objectives, and surviving are all examples of how a model can earn XP. This stat tracks a model’s current XP and is meant to fluctuate as it is earned and spent on various upgrades in the form of Talents, Skills, and Skill Ratings.
XP
XP is earned through Triggers. There are 4 Generic XP Triggers that apply to all models. A model's <Chapter> also grants it 2 XP Triggers and its <Specialty> grants it 2 more XP Triggers, for a total of 8. In addition, a model's player may purchase Talents over the course of the Campaign that grant that model even more situation-specific XP Triggers. There is no limit to the number of XP Triggers a model may have. Sometimes, a Mission might include ways of earning Bonus XP. The criteria for these will be clearly defined in the Briefing Phase of the Missions themselves.
This resource is accumulated simply by engaging with these Rules and the Missions. Play the game - earn the XP. XP can never be lost but it is meant to be spent. Spent XP is deducted from a model’s current total, but a running Tally of all the XP a model has earned throughout the course of the Campaign is kept as it forms one half of the Basis of a Unit’s Campaign Rating. See the Section on GM’s Allotment for more on what this Campaign Rating means and how it is used.
Players use their XP to purchase Talents, Skills, and Skill Ratings for their models. Briefly, Talents are a broad category of Abilities that are Rule Makers, Rule Benders, and Rule Breakers that describe how the established Rules work differently for the model that Talent has been purchased for. Skills are a different category of Abilities that are similar to Stratagems except that each has a number of different uses - called Effects - that can be used by expending their associated Ratings or even Passively, throughout the course of the Missions. Skill Ratings are the number of times a player may use an Active Effect of its associated Skill per Mission. Expended Ratings are refunded at the end of each Mission during the Debriefing Phase. See the Section on Abilities below and the Section on Skills later, for more details on how this all works.
Keywords
These are all individual descriptors that associate a model with rules that apply only to them. They cover a wide variety of categories from a model’s [Faction] to its experience level, from its Battlefield role to its compatible equipment, and from its size to anything else that makes sense to identify with it. This is a broad category of important words.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/19 06:08:09
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Triggers
All models have Triggers. These are the statements that direct players towards the exact actions that will earn their models XP, Renown, and <CT>. There are 4 Generic Triggers for both XP and Renown, and 3 Generic Triggers for a model’s <CT>. In addition, there are 2 more Triggers for both XP and Renown from both a model’s <Specialty> and their Chapter of Origin, and 3 more Triggers for its <CT> from each model’s Chapter of Origin. In virtually all cases, these Triggers earn a model +1 of the given resource when the criteria set out by it is met. Only in the case of 2 of a model’s <CT> Triggers is this different. In both of these exceptions the model instead earns +3 <CT>, but only during the Debriefing Phase of a Mission where the criteria have been met. Some of these Triggers may seem open to interpretation. This is deliberate as players are encouraged to advocate for their models’ actions to mean something.
In addition, any Talents that a player purchases for their models that introduce a new Trigger, for any resource, are recorded in this Section. It is on players to keep track of their models’ Triggers and to advocate for their fulfillment when they believe their models have met the criteria to earn them.
There is no limit to how many Triggers a model may have.
Generic Renown Triggers
The following are the 4 Generic Renown Triggers. A player’s model earns +1 Renown whenever it meets the criteria set forth by one of the following Triggers. Unless specifically stated otherwise, this Renown gain happens immediately upon completion of the Triggering action.
Survive The Mission: if this model has 1 HP or more during the Mission’s Debriefing Phase.
Remove a Significant Threat: after this model’s direct action removes the last remaining HP from a model with the <Boss Monster>, <Character>, <Elite>, <Miniboss>, <Monster>, <True Monster>, or <Vehicle> keyword and that model is removed as a casualty.
Personally Complete an Objective: when this model’s direct action completes the criteria for claiming any Objective as complete.
Make Efficient Use of Your Skills: whenever this model successfully uses an Active Effect of any Skill.
Generic XP Triggers
The following are the 4 Generic XP Triggers. A player’s model earns +1XP whenever it meets the criteria set forth by that Trigger. Unless specifically stated otherwise, the XP gain happens immediately upon completion of the Triggering action.
Survive The Mission: if this model has 1 HP or more during the Mission’s Debriefing Phase or if it Recovers 1 HP or more during the subsequent Downtime.
Destroy the Enemies of the Imperium: after this model’s direct or indirect action removes an enemy model as a casualty.
Make Use of Your Abilities: each time this model uses a Passive or Active Effect of one of their Skills or Abilities, pass or fail.
Contribute to the Completion of the Mission: each time the direct action of this model contributes to an Incremental Objective, or it inflicts 1 or more Unsaved Wounds on a model with multiple HP, or it completes or contributes to the completion of any Mission Objective.
Generic Deathwatch <Chapter Trust> Triggers
Do Not Suffer the Alien to Live: during the Debriefing Phase of any Mission where this model removed any number of enemy models with the <Aeldari>, <Demiurge>, <Drukhari>, <Kroot>, <Necron>, <Ork>, <T’au>, <Tyranid>, <Vespid>, <Votann>, or <Xenos> keyword as a casualty or inflicted 1 Mortal Wound or more on a model with one of these keywords, it gains +1 <CT>.
Learn to Work in Concert With Your Peers: whenever this model’s Cohesion Rating or its Aura Rating is improved, or it gains a benefit from an allied model’s <Chapter> Stratagem, or it purchases a Talent normally exclusive to a model from a different Chapter, it gains +1 <CT>.
Work Towards the Completion of the Mandatory Task: if this model has at least 1 HP remaining during the Debriefing Phase of any successfully completed Main Mission, it gains +3 <CT>.
|
|
This message was edited 3 times. Last update was at 2026/02/19 06:14:38
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/20 05:49:16
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Traits
Traits are small instances that apply new rules, or change the way existing rules apply, to all models of a given keyword. For instance, all <Astartes> have the Superhuman Physique and the They Shall know No Fear Traits. All [Factions] have their own Traits that give them unique qualities or at least partially dictate their behavior on the Battlefield. Traits are inescapable. Their associated rules must be followed in the situations they apply to. The only work around for this is to try to not put your models in situations where their Traits would be Triggered. This is easier to say than to do, given that games will always be played by 2 or more people.
Not all Traits are bad. Many of them are quite beneficial.
For example, the Superhuman Physique Trait doubles the safe falling distance for an <Astartes> and allows its controlling player to re-roll a failed Toughness Stat Test once per Mission.
But some are bad.
For example the <Zinc Overlords> have a Trait called Disturbing Mirth. While it grants the model +1 use of its Chapter Heirloom per Mission, it is triggered when an enemy model is removed as a casualty from a lingering effect - such as poison, radiation, or burning - and the Space Marine giggles into its Squad-Channel Vox. Whenever this Trait is Triggered, the <Zinc Overlords> model must reduce its Cohesion Rating by 1 until the end of the Mission.
Traits help to define how models interact with the Battlefield and are sometimes in line with or work in opposition to a model's XP, Renown, and <CT> Triggers. They add flavor and depth to the characters that are our heroes.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/21 10:02:35
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Loadout
Space Marines, amongst others, carry a lot of stuff. All the gear, armor, weapons, and implants a model carries, at the outset of its Deployment, is referred to as its Loadout. Loadout is not the same as a model’s total carrying Capacity, as a model may drop things and pick other things up during the course of a Mission.
Every <Specialty> available to players has what’s called its Standard Loadout. Players may add to this, swap out components with other things, and permanently modify its composition both at the outset of the Campaign and during its course as need or desire arises.
GMs also have Standard Loadouts for their models and may, following the guidelines in the Section on Allotment, add to or modify even their lowliest model’s carried stuff.
An important piece of a model’s Loadout is its available Slots. In addition to a model’s physical carrying Capacity, there is a limit to the number of items or item types it may be equipped with. A model cannot be unreasonably festooned with Pistols, for example. The following is a breakdown of any given model’s Primary Slots:
Armor: a model may only be equipped with a single suit of worn Armor
Backpack: a model may only be equipped with a single worn Backpack
Hips: a model has 4 available spaces on its Hips
Torso: a model starts with 2 available spaces on its Torso, but may add more spaces by filling one or more of those pre-existing with load-bearing equipment
Carried: a model may Carry either 2 Melee weapons, 2 Pistols, 1 Rifle, or 1 Heavy weapon; if the model carries only 1 Melee weapon, 1 Pistol, or 1 Rifle, it may also carry 1 Light item as well
Field: a model may only be equipped with 1 Field
Implants: a model has 1 space per Limb, Torso, and Head for available Implants, unless it also has the Foundation Implants for each of those locations
Each of the above Primary Slots are further broken down into Secondary Slots where components of each may be carried or slotted into. Some equipment might also add additional categories of Slots that apply only when equipped with that item, such as the Socket Slots that come with Suits of Powered Armor.
Armor: Type
Left Vambrace: only 1 Weapon or Light Item may be clamped to or integrated into this Slot. A weapon that requires an Ammo Source may also include 1 Magazine or Power Cell as part of its occupation of this Slot. Alternatively, a Weapon fitted here may be connected to an Ammo Source carried on a different Slot on the model’s person.
Right Vambrace: only 1 Weapon or Light Item may be clamped to or integrated into this Slot. A weapon that requires an Ammo Source may also include 1 Magazine or Power Cell as part of its occupation of this Slot. Alternatively, a Weapon fitted here may be connected to an Ammo Source carried on a different Slot on the model’s person.
Internal: this Slot may fit up to 2 Miniscule Items, usually things like Vox Communications, Locator Tags, Pict Devices, and other such things.
(Power Source: this Slot only applies to Armors that are Powered, such as any of those worn by the <Astartes> and some members of the Inquisition.
Left Leg: only 1 Pistol or Light Item may be carried in this Slot. If anything is carried in this Slot reduce the model’s Safe Jumping Distances by -1”.
Right Leg: only 1 Pistol or Light Item may be carried in this Slot. If anything is carried in this Slot reduce the model’s Safe Jumping Distances by -1”.
Torso: only 1 Light or Miniscule Item may be integrated into this Slot, such as Under Armor, Heat Masks, Ablative or Heat Mantles, Additive Plates, Integrated Fields, etc.
Accessories: this covers a wide variety of add-ons such as Cloaks, Search Lights, Homing Beacons, and other things of that size and nature. The Type of Armor worn will determine the exact number of these items that may be added and their relative size classification.
Mods: this Slot is, by default, space for 1 Modification. Some Armor Types have the capacity to accept more Mods.
Backpack: Type
(Power Source: this Slot is only relevant to Backpacks designed to power either integrated technologies or a suit of Powered Armor.)
Internal: most Backpacks include between 1 and 4 Slots for wargear and collectibles. Each Slot can carry the equivalent of 1 Light Item or up to 4 Miniscule Items.
Accessories: some Backpacks have the load-bearing capacity to have up to 2 external Slots.
Mods: this rare Backpack Slot is space for 1 Miniscule Integrated Modification.
Hips: Each Slot below may be filled with 1 Pistol, 1 Melee Weapon, up to 8 Rifle Magazines, up to 10 Pistol Magazines, up to 6 Grenades, up to 2 Mines, 1 Bomb, 1 Light Item, up to 4 Miniscule Items, or 1 Load-Bearing Accessory
Slot 1:
Slot 2:
Slot 3:
Slot 4:
Torso: Each Slot below may be filled with up to 8 Rifle Magazines, up to 10 Pistol Magazines, up to 6 Grenades, up to 2 Mines, 1 Bomb, 1 Light Item, or 1 Load-Bearing Accessory
Slot 1:
Slot 2:
Carried: A model cannot carry more Weapons or Items than it has hands. Heavy Weapons and Large Items require 2 hands to carry.
Weapon or Item 1:
(Weapon or Item 2:
Field: Type
Mods:
Implants: these are purchased and equipped differently than other wargear and are extremely limited in their scope unless a model first installs one of the qualifying Foundation Implants.
Head: unless a model has the Cranial Web Foundation Implant, this Slot can only accept 1 Implant.
Torso: unless a model has the Visceric Matrix and/or the Ossific Anchorage Foundation Implant, this Slot can only accept 1 Implant.
Left Leg: unless a model has the Ossific Anchorage Foundation Implant, this Slot can only accept 1 Implant.
Right Leg: unless a model has the Ossific Anchorage Foundation Implant, this Slot can only accept 1 Implant.
Left Arm: unless a model has the Ossific Anchorage Foundation Implant, this Slot can only accept 1 Implant.
Right Arm: unless a model has the Ossific Anchorage Foundation Implant, this Slot can only accept 1 Implant.
For more on Loadouts and what models can equip in their Slots, see the Sections on Unit Creation, Chapter of Origin, and Equipment.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/22 10:51:16
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Abilities
This is a broad catch-all for things like a model’s Skills and Active Skill Effects, accumulated Talents, and its <Specialty>-specific capabilities. Player models will likely see the most change to this category over the course of the Campaign. The GM’s models are less likely to have very comprehensive Abilities unless they are very important Characters. This section will also show a model’s Primary, Secondary, Uncategorized, and Restricted Skills. For more information on Skills, how they are Rated, and what these Categories mean, see the Section on Unit Creation and the Section on Skills.
|
|
This message was edited 1 time. Last update was at 2026/02/22 21:57:44
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/23 07:25:30
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Units vs. Squads
In this game we have both Units and Squads. Every Squad is a Unit, but not every Unit is a Squad. Why is there a distinction? Units are groups of models, sometimes as small as just a single model, that operate in concert and count as a single body, for the purposes of Target Priority and Morale. A Squad is a special type of Unit that is technically a collection of smaller Units, because of one important keyword: <Character>. The <Character> keyword allows a model to move and act independently of the rest of its Unit. Units can be a combination of <Character> models and models without this keyword. When we have a mixed group like this, we often refer to the non-<Character> keyword models as Cohorts.
Cohorts and Units without <Character> models in them must remain within 2” of either the <Character> they are associated with or another model from the same Unit at all times or they risk becoming Shaken and therefore less capable of operating effectively on the Battlefield.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/24 05:24:38
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
**this list is incomplete, but I will add to it as I find the time. Also, I over estimated how much content I have completed to post. I only have about 2 more days worth of stuff written. I'll be taking a break from posting after the last of the finished stuff is up and I will pick up again when I have more finalized. Currently, I've had to separate each Section into its own Word Doc to make it more manageable to deal with, but I am still working on like 10 docs at the same time.
Conditions
During the course of gameplay models will become subject to certain effects, consequences, and circumstances that linger beyond the Turn in which they are initially Triggered. Collectively, we call these lingering effects Conditions. There are a wide variety of these. The most common of them are described below:
Battleshocked: see the 40k rulebook
Bleeding (Duration): models affected by this suffer 1 Automatic hit at the Strength of the weapon or Effect that inflicted this Condition, at the start of each of their Movement Phases for the Duration. Roll to Wound as normal, but a model gets no Armor or Invulnerable Save against this.
Burning: models affected by this suffer D6 Automatic hits at the Strength of the weapon or Effect that inflicted this Condition on them at the start of each of their Movement Phases. Roll to Wound and Save as normal. A model may opt to forgo its Command Phase in an attempt to end this Condition on itself or to help another model end the Condition for them. If attempting the Action without help, roll the model’s Aptitude. If aiding another, the Condition ends automatically.
Concealed: a model affected by this cannot be targeted by an enemy model’s Shooting Attacks and cannot be Charged. A model loses this Condition if it makes an Attack of any kind or if it Advances or Charges.
Concussed:
Confused:
Corrosion: a model affected by this suffers 1 automatic Armor Breech at the start of its next Turn. In addition, after this occurs, roll a D6. On the result of a 6+, this Condition persists into its following Turn. Some Corrosion Effects are more powerful and might persist on a lesser roll, inflict Damage, and/or additional Armor Breeches.
Encumbered: when a model is affected by this Condition its Movement is slowed by an amount equal to its Encumbered Penalty.
Lingering Effect (Duration, #+): a model affected by this Condition suffers 1 automatic hit of the Effect type at the start of each of its next Movement Phases for the Duration, on the D6 roll of the number in parenthesis associated with it.
Petrified (Duration): a model affected by this rare Condition cannot act in any way until its Duration ends. A model that remains Petrified for more than 1 Turn suffers a cumulative 1 Mortal Wound at the start of each of its Turns thereafter.
Pinned: a model affected by this suffers -1 to its Leadership, cannot use Skills or Abilities in any way, cannot Advance and cannot Charge, may only Move D3” or half its Move stat (whichever is less), cannot make Shooting Attacks, and may only participate in the Fight Phase if it is already in Engagement Range. In addition, it suffers -1 to hit, and is affected by the Fights Last rule. This Condition automatically downgrades to the Shaken Condition at the end of this model’s next Turn. An allied model with the appropriate Skill or Ability can attempt to end this Condition early.
Prone: a model affected by this is -1 to be hit with Shooting Attacks and gains a +1 Cover Bonus, even if it is in the Open. However, the model cannot Advance or Charge on its own Turn and, if it is in Engagement Range of an enemy model, becomes +1 to be hit and +1 to be Wounded in the Fight Phase. A model may spend its Movement Phase standing up to end this Condition.
Shaken: a model affected by this suffers -1 to its Leadership, -1 to hit with any Attack it attempts to make, and cannot Advance until the end of its next Turn. An allied model with the appropriate Skill or Ability can attempt to try to end this Condition early.
Shocked:
Stasis: a model affected by this cannot be affected in any way other than to be pushed and cannot act in any way until this Condition ends. They have effectively been removed from the passage of time.
Stunned:
Vulnerability (Type): a model affected by this is +1 to be Wounded when hit by a weapon or Effect of the specified (Type). Vulnerability persists until Triggered or the affected model spends its Command Phase applying the appropriate Counter to nullify it.
|
|
This message was edited 2 times. Last update was at 2026/02/24 22:59:14
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/25 11:05:05
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Injury, Recovery, and Death
During the course of the Missions it is inevitable that your Unit will suffer casualties and injuries. Individual models will take Damage and suffer lost HP. They will also accumulate Wound Tokens that represent lingering, but healing injuries, but the physiology of Astartes is by design resistant to both the short term and long term effects of catastrophic injuries. It takes a lot to kill a Space Marine. The following rules cover everything you need to know about the Injury, Recovery, and Death of your Astartes characters.
Split Post
To make things easier, in this section I will cover the Rules governing Injury. In the next post I will cover the Rules governing Recovery and Death.
Injury
When a Space Marine model is hit by an Effect or an enemy model's Attacks there is a possibility that it may become Injured. Each model has a number of Hit Points (HP) that are representative of how much Damage it can sustain before it starts to have a negative effect on its performance. However, unlike HP in a classic RPG, these can and will be regenerated in real time, and even being reduced to 0 HP is not necessarily the end for that model, on or off the Battlefield. HP are eroded by the Damage of weapons and Environmental Effects.
Some weapons in this game do a flat amount of Damage. Some weapons do a variable amount of Damage. Many Effects also inflict flat or variable Damage. This Damage directly translates to lost HP. When a model is Hit by an Effect or Attack, the player controlling the Attacking model or Effect rolls to Wound the target, comparing the Attack's or Effect's Strength versus the target's Toughness, just as described in the 40k Rulebook.
Once a model is Wounded it may attempt to mitigate that Wound using any means at its disposal. For most models, the first line of defense against this is its Armor Save. Armor Saves are an example of an Active Dice Roll and are often modified by an Attack's or Effect's Armor Penetration value (AP) and/or the Cover a model can claim. More on how this works will be covered in the Section on Shooting but suffice to mention here that if a model's controlling player succeeds on their Armor Save roll, the Damage from that Attack or Effect is completely negated. If this roll fails, the target must then suffer the Damage of that hit to its HP. If this Damage would reduce the model to 0 HP, its controlling player places the model on its side and they must then roll on the Injury Table below to determine the fate of their model. To do this, the player makes a D6 Generative Roll, adding relevant modifiers including all of its current accumulated Wound Tokens to the result and consults the following chart. A model controlled by the GM that has the <Fodder>, <Goon>, or <Minion> keyword does not roll on this table when reduced to 0 HP, it is simply removed as a casualty. Models with the <Elite> keyword are simply treated as dead when a 5+ is rolled for them on the chart below. Replace that model with a Corpse Marker. If a model suffers Damage in excess of its remaining HP, add a number of additional Wound Tokens equal to the excess Damage to that model before rolling on this Table.
Injury Table
D6 Roll: Effect
1.Shake it Off: stand the model back up and restore it to 1 HP, but it also accumulates +1 Wound Token.
2-3.Hopefully That Will Stop Bleeding: stand the model back up and restore it to 1 HP, but it also accumulates +2 Wound Tokens.
4.Even if You Survive, That's Going to be an Ugly Scar: stand the model back up and restore it to 1 HP, but it also accumulates +3 Wound Tokens and is subject to the Pinned Condition.
5+.That's All a Body Can Take: remove the model as a casualty and, if it has the <Boss Monster>, <Character>, <Miniboss>, or <True Monster> keyword, it also accumulates +4 Wound Tokens.
Models with the <Astartes>, <Heretic Astartes>, or <Renegade Astartes> keyword, however, have their own special snowflake Astartes Injury Table as detailed below.
Astartes Injury Table
D6 Roll: Effect
1-2.Shake it Off, Marine: stand the model back up and restore it to 1 HP.
3-4.The Bleeding Will Stop Itself: stand the model back up and restore it to 1 HP, but it also accumulates +1 Wound Token.
5.That's Going to Leave a Lasting Mark: stand the model back up and restore it to 1 HP, but it also accumulates +2 Wound Tokens and is subject to the Pinned Condition.
6.The Physiology of the Astartes Cannot be Understated: stand the model back up and restore it to 1 HP, but it also accumulates +3 Wound Tokens and is subject to the Pinned Condition.
7-8.Even for a Space Marine That's Catastrophic Damage: if the Teleportarium is functioning for this Mission, remove the model as a casualty and it accumulates +4 Wound Tokens. Otherwise, the model stays where it is and becomes a Static Priority Objective - Fallen Marine (8) for both its allies and its enemies. Whichever <Faction> secures this Objective Marker first determines if it escapes or is permanently removed from the player's Roster. If its <Deathwatch> allies claim control of this Objective Marker first they must carry it to the Extraction Point or otherwise win the Mission in base to base contact with it. If the enemy <Faction> claims control of this Objective Marker first or if the <Deathwatch> fail the Mission, treat this result as if a 9+, as detailed below, has been rolled instead.
9+.All That Remains is the Chapter's Due: if the Teleportarium is functioning for this Mission, remove the model as a casualty and it accumulates +D3+3 Wound Tokens. Otherwise, the model stays where it is and becomes a Static Priority Objective - Fallen Marine (8) as detailed above. If a <Deathwatch> <Apothecary> or <Biologis> model ends its Movement Phase within 2" of this Objective Marker, its controlling player may attempt a Static Incremental Objective - Extract the Progenoids (Medic: 18). If this Incremental Objective is completed successfully, the model is considered dead. Remove it from its players Roster, permanently. If the Fallen Marine is recovered or if it is Teleported away, instead of having its Progenoids recovered, its controlling player may make a roll on the Recovery Table below, adding all of the model's accumulated Wound Tokens to their roll. If the Enemy <Faction> claims control of this Objective Marker first, remove this model from its controlling player's Roster, permanently, along with all of the weapons and wargear it was equipped with or carrying at the time.
All accumulated Wound Tokens remain with a model until an Effect or an Ability removes them. Models that end a Mission that is one in a chain of Linked Missions with any Wound Tokens and at least 1 HP, reduce their Wound Token total by -1 before Deploying for the next Mission in that Linked chain.
|
|
This message was edited 3 times. Last update was at 2026/02/25 23:26:53
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/26 08:11:10
Subject: Re:[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Recovery and Death
During the Debriefing Phase of each Mission, both the players and the GM must roll on the Recovery Table below to determine the fate of each of their casualties. Players roll for all of their models, but the GM only rolls for models with the <Boss Monster>, <Character>, <Miniboss>, or <True Monster> keyword, or an <Elite> with the <Fated> keyword. This is a D6 Generative Roll modified by the total number of Wound Tokens each casualty has remaining when their controlling player rolls.
Player-controlled models that are removed as casualties via Teleportation reduce their total current Wound Tokens by -1 before their player rolls on this Table for them. Player-controlled models that were removed as casualties by being claimed by an enemy <Faction> as an Objective Marker are simply permamnently removed from the player's Roster\, along with all the wargear they were carrying at the time. Losing valuable wargear and Progenoids in this way is a terrible blow to a Leader's Honor and Pride. For each allied <Astartes> model lost to the enemy <Faction> like this, that model’s Squad Leader suffers -2D3 Renown. In addition, the Mission Leader also suffers -D6 Renown for each <Astartes> lost in this way. Remember that Mission Leaders are drawn from the pool of Squad Leaders, so a model that is both a Squad Leader and the Mission Leader suffers both of these reductions.
Recovery Table
D6 Roll: Effect
1.Full Recovery: restore the model to its full HP.
*If this was an enemy <Faction> model, it gains the <Fated1> keyword if it did not have it already or increases its <Fated> Rating by +1 if it does, plus the GM may add any single Tier 1 Talent they think is appropriate to this model. If this model already has a Tier 1 Talent - because it has previously Recovered in this way - the GM may instead assign it a Tier 2 or another Tier 1 Talent. Each Tier 1 Talent increases this model's Allotment Cost by +1 and each Tier 2 Talent increases its Allotment Cost by +3.
*If this was a player-controlled Cohort model, it gains the <Fated1> keyword if it did not have it already or increases its <Fated> Rating by +1 if it does, plus +1XP and +1 Renown in addition to its corresponding Triggers.
*If this was a player-controlled <Astartes> model, follow the rules for its corresponding Triggers.
2-3.Light Wounds: restore the model to half - rounding down for enemy <Faction> models and rounding up for <Deathwatch> models - its maximum HP and reduce its accumulated Wound Tokens by -D6. If this reduction would result in a negative number, instead restore the model to its full HP.
If this was an enemy <Faction> model and its Wound Token reduction doesn’t restore it to full HP, it Costs +3 Allotment if the GM wants to use it on any Mission within the next 2D6 Hours.
*If this was a player-controlled Cohort model and its Wound Token reduction doesn’t restore it to full HP, it gains +1 XP, +1 Renown, and must spend the next 2D6 Hours in Recovery.
*If this was a player-controlled <Astartes> model and its Wound Token reduction doesn’t restore it to full HP, it must spend its next Downtime Action in Recovery.
4-5.Heavily Wounded: restore the model to 1 HP and reduce its accumulated Wound Tokens by -1.
*If this was an enemy <Faction> model, it cannot be used on any Mission within the next 2D6 Hours. After that time, if the GM wants to use it on a Mission, they must make an Active 4+ test to do so. Once this roll has been successful, the GM no longer has to keep rolling to use it. Each time this test is failed, restore +1 HP to this model and reduce its accumulated Wound Tokens by -1, until its HP are fully restored and its Wound Tokens equal 0. The GM may voluntarily forgo this roll, automatically restoring +1 HP to their model and automatically reducing its Wound Tokens by -1. This model also gains the <Fated1> keyword if it did not have it already or increases its <Fated> Rating by +1 if it does.
*If this was a player-controlled Cohort model, it must spend the next 2D6 Hours in Recovery. After that time, if the player wants to use it on a Mission, they must make an Active 4+ test to do so. Once this roll has been successful, the player no longer has to keep rolling to use it. Each time this test is failed, restore +1 HP to this model and reduce its accumulated Wound Tokens by -1, until its HP are fully restored and its Wound Tokens equal 0. The player may voluntarily forgo this roll, automatically restoring +1 HP to their model and automatically reducing its Wound Tokens by -1.
*If this was a player-controlled <Astartes> model, it must spend its next Downtime Action in Recovery. After that, its controlling player may only bring this model along on a following Mission if they first succeed on an Active 4+ test. Once this roll has been successful, the player no longer has to keep rolling to use it. Each time this test is failed, restore +1 HP to this model and reduce its accumulated Wound Tokens by -D3, until its HP are fully restored and its Wound Tokens equal 0. The player may voluntarily forgo this roll, automatically restoring +1 HP to their model and automatically reducing its Wound Tokens by -D3.
6-9.Most Likely Dead: unless this model has the <Astartes>, <Heretic Astartes>, or <Renegade Astartes> keyword, it is permanently dead and cannot be used again this Campaign.
*If this was an enemy <Faction> model with the <Astartes>, <Heretic Astartes>, or <Renegade Astartes> keyword, the GM may only use this model again on any Mission if they first succeed on an Active 4+ test. The GM must spend their Allotment first and roll every time, wasting that Allotment if the test is failed. Each time this test is failed, restore +1 HP to this model and reduce its accumulated Wound Tokens by -1, until its HP are fully restored and its Wound Tokens equal 0.
*If this was a player controlled model with the <Astartes> keyword, Cohort or otherwise, instead reduce this model's Wound Token total by -D6 and roll on this Table again during the next Downtime Phase. If the player's model has the Renown to afford it, they may instead purchase the Cyborg Talent or the Ossific Anchorage, Cranial Web, and Vicerex Matrix Implants and follow the rules for Recovering from Implantation.
10-14.Inter Them in Holy Sarcophagi: if this model is not a player-controlled model with the <Astartes> keyword, this result means it is dead. Otherwise, return all of this model's wargear to the Arsenal of the Ordo and remove it from the player's Roster. It is now in stasis in a Dreadnaught Sarcophagus, where it will remain until called upon. It retains all of its Talents, but none of its Skills or Skill Ratings. Any Talent that does not make sense for a Dreadnaught to use - such as those pertaining to Jump Packs - are also lost. The Threshold to take this model as a Dreadnaught on a Mission is equal to this model's current Renown at the time of this result, +100. The Cost is 25% of its Threshold, rounding up. It is armed with whatever weapons are closest in comparison to this model's final Loadout.
15+.There is Nothing Left But to Record Their Name: the model is dead. If it was a player-controlled model, they may Record Their Name, but this model is otherwise removed from its controlling player's Roster, permanently.
A dead model's Recorded Name may be Invoked once per Campaign to allow a player to potentially Critically Succeed at a test that normally cannot Critically Succeed, to reduce the Damage of a hit against a model with 1 HP remaining by -D6, or to reduce the Cost of a Stratagem by -1CP. However, the timing of this invocation must coincide with an action this dead <Astartes> model would have attempted in its own lifetime. The GM has final say as to whether or not the moment to use this special Ability is valid.
Battlefield Triage and Miraculous Regeneration
Fear not, it isn't all just Grim and Dark. Both players and GMs alike have ways of reducing the effects and consequences of their model's Injuries. The primary means to do this is the Medic Skill, but models may also have access to wargear and special Abilities such as Talents, that help to reduce Damage, to mitigate Injuries, or to remove ill effects outright. Refer to the Sections on Skills, Talents, Abilities, All Things Psychic, and the Arsenal of the Ordo for further explanation on all of these options.
Regeneration
During gameplay a model may be affected by an Ability or wargear that grants it some form of Regeneration. Unless specifically stated otherwise, Regeneration automatically Triggers at the start of the model’s Command Phase. Regeneration is also Rated, much like Skills. If this Rating is presented as a static number - i.e. Regeneration1 - this is the fixed number of HP restored to the model at the start of its Command Phase each Turn. If this Rating is presented as a negative number - i.e. Regeneration -2 - then on each Turn after the first time it is Triggered the number of HP this Ability restores to the model at the start of its Command Phase is reduced by -1 until the number reaches 0, after which it no longer has any effect for the remainder of this Mission.
Players whose models are reduced to 0 HP that also have some form of the Regeneration Ability must first pass an Active 6+ roll in order for their Ability to save their model. Otherwise, follow the Rules for Injury, Recovery, and Death as normal.
Healing
During gameplay a model may be affected by a Skill, an Ability, or wargear that grants it some form of Healing. Usually this comes from an ally’s Medic Skill Effect, but may also come from another source. Regardless of the source, any restored HP or reduced Wound Tokens occurs at the end of the Phase in which it was Invoked.
Ignoring Wounds
Some models have or can gain a temporary version of the Feel no Pain Ability. This Ability is always accompanied by an Active roll number in parenthesis - i.e. Feel no Pain (5+). This Ability is used after a model suffers any amount of Damage and is rolled for each point of that Damage individually. This Ability can sometimes reduce the Damage of a Wounding hit to a survivable number. It should be noted that most of the time this Ability is Invulnerable, meaning it cannot be reduced or modified, regardless of the severity or Strength of the weapon or Effect that inflicted the Damage. Only in exceptionally rare cases is this Ability mutable - such as when taking Damage from a Spaceship- or Macro-type weapon.
|
|
This message was edited 1 time. Last update was at 2026/02/26 15:04:51
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2026/02/27 07:41:45
Subject: [Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)
|
 |
Ragin' Ork Dreadnought
Deep in the Outer Boroughs of NYC
|
Alright then, folks. This is a placeholder post until I get more of this unwieldy thing written and codified. I'll post more in about a week.
|
|
|
|
 |
 |
|
|
|