TEXT: AN INTRODUCTION 
  TO DEATHWATCH
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  Final Sanction
  Lead Developer
  Ross Watson
  Written by
  Owen Barnes
  Editing
  Ben Lurie
  Graphic Design
  Kevin Childress
  Additional Graphic Design
  Mark Raynor
  Cover Art
  Matt Bradbury
  Interior Art
  Matt Bradbury, Igor Kieryluk, Karl Kopinski, Jorge Maese, 
  Hector Ortíz, Michael Phillippi, Karl Richardson,  
  Oliver Specht, and Adrian Smith
  Art Direction
  Zoë Robinson
  Production Manager
  Gabe Laulunen
  FFG Lead Game Designer
  Corey Konieczka
  FFG Lead Game Producer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Head of Licensing
  Paul Lyons
  Head of Intellectual Property
  Alan Merrett
  Special Thanks to the Playtesters
  “No Guts, No Glory” Sean Connor with Mathieu Booth, 
  Nick Hodge, Stephen Pitson, and Michael Thompson, “You 
  Bid Babies?!” Jordan Millward with Keri Harthoorn, Kyle 
  Harthoorn, Kieren Smith and Julia Smith
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  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch, 
  the foregoing marks’ respective logos, Deathwatch, and all associated marks, logos, places, names, creatures, races and race insignia/
  devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 
  40,000 universe and the Deathwatch game setting are either ®, ™, and/or © Games Workshop Ltd 2000–2010, variably registered 
  in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing Inc. All rights 
  reserved to their respective owners. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any 
  form by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publishers.
  Product Code: DWP1 Print ID: 801APR10
  Printed in the USA
  For more information about the DEATHWATCH line, free downloads, answers 
  to rule queries, or just to pass on greetings, visit us online at
  www.FantasyFlightGames.com
  CREDITS
  2
  �
  
  Final Sanction
  It is the 41st 
  Millennium
  F
  or more than a hundred centuries, the Emperor has sat 
  immobile on the Golden Throne of Earth. He is the 
  master of mankind by the will of the gods, and master 
  of a million worlds by the might of his inexhaustible armies. 
  He is a rotting carcass writhing invisibly with power from 
  the Dark Age of Technology. He is the Carrion Lord of the 
  Imperium for whom a thousand souls are sacriﬁced every day 
  so that he may never truly die.
  Yet in his deathless state, the Emperor continues his eternal 
  vigilance. Mighty battleﬂeets cross the Daemon-infested 
  miasma of the warp, the only route between distant stars, 
  their way lit by the Astronomicon, the psychic manifestation 
  of the Emperor’s will. Vast armies give battle in his name 
  on uncounted worlds, but for all their multitudes, they are 
  barely enough to hold off the ever-present threat from aliens, 
  heretics, mutants, and worse.
  To be a man in such times is be one amongst untold 
  billions. It is to live in the cruellest and most bloody regime 
  imaginable. Yet you are not just any individual—you are a 
  warrior in the fabled Adeptus Astartes, a soldier in the front 
  lines of the Imperium’s never ending war of survival against 
  those that would see it burn. You are one of the Emperor’s 
  Finest: a warrior born from a lost age to face humanity’s 
  greatest enemies in its time of greatest need. 
  WHAT IS 
  DEATHWATCH?
  DEATHWATCH is a roleplaying game in 
  which you take on the role of 
  a member of the Adeptus 
  Astartes—the devout, bio-
  engineered 
  super-soldiers 
  also known as Space 
  Marines. 
  After 
  many 
  years 
  of 
  exemplary 
  service 
  within 
  your 
  own 
  Chapter, 
  you 
  have been singled out 
  and selected to join one 
  of the most unique and 
  specialised groups of Space 
  Marines—the Deathwatch.
  Only exceptional candidates from the ﬁghting 
  forces of the Adeptus Astartes are invited to join the 
  mysterious Deathwatch and take on a new oath to safeguard 
  the Imperium from the darkest of threats. You are called 
  into service to hunt down and destroy hostile xenos forces, 
  to seek out and crush the root of heresy and sedition, and 
  to continually ﬁght against the foul daemon menace that 
  crawls forth hungrily from beyond the Warp. You are at the 
  forefront of Mankind’s war for survival against 
  an extremely hostile universe.
  Along with the other players, you form a Kill-team of 
  Deathwatch Space Marines—but the challenges you face are 
  not all external. Since you have each been recruited from a 
  separate Space Marine Chapter, your fellow Space Marines 
  may have wildly differing traditions, beliefs, experiences and 
  backgrounds than yours. You must learn to put aside your 
  differences and work with Space Marines who may be strangers 
  or even rivals in order to succeed in the most extraordinary 
  of missions—or face the threat of total annihilation when 
  confronted by implacable alien foes. 
  PRE-GENERATED CHARACTERS
  The following sample characters have been speciﬁcally 
  designed for the FINAL SANCTION preview adventure that begins 
  on page 22 of this booklet. While four different characters 
  are provided, FINAL SANCTION can easily accomodate larger 
  player groups by adding additional Deathwatch Tactical 
  Marine characters.
  3
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  3
  
  Final Sanction
  44
  46
   4  8
  3  0
  4  4
   
  Character Name: Brother Elyas 
   
  Player Name________________________________________
   
  Chapter: Dark Angels 
   
  Speciality: Deathwatch Assault Marine 
   
   
  Rank: 1
  History: Before you were seconded to the Deathwatch, you proved your unquestioning loyalty to your Chapter when you served in a 
  mission of utmost importance, purging heretical records forged by those who would spread vicious lies about the Dark Angels. What 
  secrets you destroyed are a mystery even to you.
  You are known as aggressive and headstrong within your Kill-team, a trait well-suited to your role as an Assault Marine. You relish any 
  opportunity to bring your skills to bear against the enemies of the Emperor.
  Chapter Demeanour: Son of the Lion 
  Personal Demeanour: Hot-Blooded
   Weapon Skill 
  Ballistic Skill 
  Strength 
  Toughness 
  Agility 
  Intelligence 
  Perception 
  Will Power 
  Fellowship
   
  (WS) 
  (BS) 
  (Str) 
  (T) 
  (Ag) 
  (Int) 
  (Per) 
  (WP) 
  (Fel)
  SON OF THE LION
  Although only the upper echelons of the Chapter are aware 
  of the awful truth of the Dark Angels’ past, even those newly 
  recruited are possessed of a secretive, even introverted nature. 
  The idea that outsiders are not to be trusted is drilled into the 
  recruits from an early stage, and they are tested continuously to 
  ensure their compliance until it becomes second nature. After all, 
  a brother who cannot be entirely trusted to keep the Chapter’s 
  secrets is unlikely to advance through its ranks.
  STOIC DEFENCE
  Dark Angels are stubborn in attack and intractable in defence, 
  holding their ground against even the most furious of assaults. 
  Once per combat, a Battle-Brother of the Dark Angels Chapter 
  may enact a Stoic Defence. The Space Marine gains 6 Temporary 
  Wounds and his maximum Movement Rate is reduced to 1/2 
  his Agility Bonus, rounding up (most Space Marines with this 
  ability hold their chosen position and do not advance or retreat!). 
  Unlike normal Wounds, these bonus Wounds are removed when 
  affected by the Damage of any successful attack, and are always 
  removed ﬁrst before applying Damage to the Battle-Brother’s 
  normal Wounds. These bonus Wounds are also lost if the Battle-
  Brother leaves his chosen location either involuntarily or by his 
  own choice.
  Awareness (Per)
  Common Lore (Int)† (Adeptus Astartes, 
  Imperium, War)
  Dodge (Ag)
  Intimidate (Str)
  Scholastic Lore (Int)† (Codex Astartes)
  SKILLS
  Basic
  Skilled
  +10%
  +20%
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  TALENTS AND SPECIAL RULES
  Wings of Angels: When making a Charge whilst using his Jump 
  Pack, the Assault Marine adds an additional 1d5 Damage to any melee 
  attacks.
  Deathwatch Training: The Space Marine automatically conﬁrms 
  Righteous Fury against aliens.
  WOUNDS
  Total: 21
  Current_______________
  Fatigue_______________
  FATE POINTS
  Total: 3
  Current_______________
  MOVEMENT
  Half Action: 5m (12m) 
  Full Action: 10m (24m)
  Charge: 15m (36m) Run: 30m (72m)
  ARMOUR
  Mark VII Power Armour
  Armour Points: 8
  GEAR
  Mark VII power armour, powerﬁst, jump pack, bolt pistol, 3 frag and 
  3 krak grenades, combat knife.
  4  7
  4  1
  4  1
  3  7
  10
  8
  �
  
  Final Sanction
   Weapon Skill 
  Ballistic Skill 
  Strength 
  Toughness 
  Agility 
  Intelligence 
  Perception 
  Will Power 
  Fellowship
   
  (WS) 
  (BS) 
  (Str) 
  (T) 
  (Ag) 
  (Int) 
  (Per) 
  (WP) 
  (Fel)
   
  Character Name: Brother Sepheran  
  Player Name________________________________________
   
  Chapter: Blood Angels 
   
  Speciality: Deathwatch Devastator Marine 
   
   
  Rank: 1
  History: Before you were seconded to the Deathwatch, you were part of Strike Force Bloodhawk, deployed to the insurrectionist world 
  of Golgotha. Thanks in part to your efforts, the Blood Angels armoured columns and Stormraven gunships smashed through the outer 
  fortress walls and crushed the rebels.
  You often carefully consider your actions and rarely act without reckoning the odds. This tendency led to your assignment as a Deathwatch 
  Devastator Marine, where your calculating nature works to your advantage when providing heavy ﬁre where it is needed most.
  Chapter Demeanour: The Red Thirst 
  Personal Demeanour: Calculating
  Awareness (Per)
  Common Lore (Int)† (Adeptus Astartes, 
  Imperium, War)
  Dodge (Ag)
  Intimidate (Str)
  Logic (Int)
  Scholastic Lore (Int)† (Codex Astartes)
  SKILLS
  Basic
  Skilled
  +10%
  +20%
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  TALENTS AND SPECIAL RULES
  Unrelenting Devastation: When ﬁring a Heavy weapon against a 
  Horde, the Devastator Marine inﬂicts 1 extra point of damage to a 
  Horde’s Magnitude for every hit.
  Deathwatch Training: The Space Marine automatically conﬁrms 
  Righteous Fury against aliens.
  WOUNDS
  Total: 23
  Current_______________
  Fatigue_______________
  FATE POINTS
  Total: 2
  Current_______________
  MOVEMENT
  Half Action: 5m Full Action: 10m
  Charge: 15m 
  Run: 30m
  ARMOUR
  Mark VII Power Armour
  Armour Points: 8
  GEAR
  Mark VII power armour, heavy bolter, bolt pistol, 3 frag and 3 krak 
  grenades, combat knife.
  BLOOD FRENZY
  Blood Angels possess a savagery in combat that has its roots 
  deep in the history of their Chapter. It is a trait that can 
  serve them well in close quarters combat where strength 
  and speed are vital. Once per combat, a Battle-Brother of 
  the Blood Angels Chapter may summon up a Blood Frenzy. 
  While under the effects of this ability, the Battle-Brother 
  may re-roll Damage dice with melee weapons. In the case 
  of melee weapons that inﬂict multiple dice of Damage, all 
  dice or none must be re-rolled. In addition, such is the 
  brutality of his attacks that he scores Righteous Fury (see 
  page 14) on a dice result of 9 or 10 rather than just 10. This 
  ability lasts for one round.
  THE RED THIRST
  Deep within the psyche of every Blood Angel is a destructive 
  yearning, a battle fury and blood hunger that must be held in 
  abeyance in every waking moment. Few Battle-Brothers can hold 
  the Red Thirst in check unceasingly—it is far from unknown for 
  Blood Angels to temporarily succumb to its lure at the height  
  of battle.
  47
  48
   4  2
  5  0
  4  3
  10
  8
  4  1
  4  3
  4  8
  3  8
  �
  
  Final Sanction
   Weapon Skill 
  Ballistic Skill 
  Strength 
  Toughness 
  Agility 
  Intelligence 
  Perception 
  Will Power 
  Fellowship
   
  (WS) 
  (BS) 
  (Str) 
  (T) 
  (Ag) 
  (Int) 
  (Per) 
  (WP) 
  (Fel)
  FURY OF THE WOLF
  The Battle-Brothers of the Space Wolves are ferocious and 
  aggressive warriors. Though far from mindless berserkers, they 
  are certainly possessed of a feral exuberance for battle. They 
  have an overriding sense of duty and honour, and are driven 
  ever onwards by a strong desire to right the many wrongs that 
  have befallen the Imperium of Man since the heady days of the 
  Great Crusade. Space Wolves exhibit a ﬁerce sense of loyalty to 
  their comrades in arms and this is on occasion extended to their 
  compatriots in other branches of the Imperium’s military. 
  WOLF SENSES
  As part of the genetic gifts of their Primarch Leman Russ, the 
  Space Wolves have almost preternatural senses that exceed 
  even those of other Space Marines. A Battle-Brother of the 
  Space Wolves Chapter may re-roll any failed Perception-
  based Tests and counts as being able to see normally in total 
  darkness. However, none of these bonuses apply if the Space 
  Wolf is wearing a helmet for a sealed set of armour. 
  Awareness (Per)
  Charm (Fel)
  Common Lore (Int)† (Adeptus Astartes, 
  Imperium, War)
  Dodge (Ag)
  Intimidate (Str)
  Search (Per)
  SKILLS
  Basic
  Skilled
  +10%
  +20%
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  WOUNDS
  Total: 20
  Current_______________
  Fatigue_______________
  FATE POINTS
  Total: 4
  Current_______________
  GEAR
  Mark VII power armour, bolter with kraken rounds, bolt pistol, 3 frag 
  and 3 krak grenades, combat knife.
   
  Character Name: Brother Skold 
   
  Player Name________________________________________
   
  Chapter: Space Wolves 
   
  Speciality: Deathwatch Tactical Marine 
   
   
  Rank: 1
  History: Space Wolves have often sailed upon the sea of stars to seek out any sign of their long-vanished Primarch. These Great Hunts 
  have not yet succeeded, but often carved new legends of heroism across the galaxy. Before you were seconded to the Deathwatch, you 
  were fortunate enough to have taken part in a Great Hunt, and you have dozens of stories about the wonders and terrors you witnessed.
  You are an excellent ﬁt for your Kill-team, as you are naturally comradely with your Battle-Brothers, often inspiring them with tales and 
  anecdotes of your own deeds or those of your Primarch. 
  Chapter Demeanour: Fury of the Wolf 
  Personal Demeanour: Gregarious
  42
  45
   3  7
  4  1
  4  2
  4  1
  5  3
  3  8
  5  3
  10
  8
  TALENTS AND SPECIAL RULES
  Bolter Mastery: When ﬁring a Bolt weapon, the Tactical Marine 
  gains a +10 bonus to all Ballistic Skill Tests and +2 to Damage. 
  Deathwatch Training: The Space Marine automatically conﬁrms 
  Righteous Fury against aliens.
  MOVEMENT
  Half Action: 4m Full Action: 8m 
  Charge: 12m 
  Run: 24m
  ARMOUR
  Mark VII Power Armour
  Armour Points: 8
  �
  
  Final Sanction
   Weapon Skill 
  Ballistic Skill 
  Strength 
  Toughness 
  Agility 
  Intelligence 
  Perception 
  Will Power 
  Fellowship
   
  (WS) 
  (BS) 
  (Str) 
  (T) 
  (Ag) 
  (Int) 
  (Per) 
  (WP) 
  (Fel)
   
  Character Name: Brother Lucian 
   
  Player Name________________________________________
   
  Chapter: Ultramarines 
   
  Speciality: Deathwatch Apothecary  
   
  Rank: 1
  History: You are a Tyrannic War Veteran, having fought in the Battle for Macragge before you were seconded to the Deathwatch. You 
  struggled against horrid Tyranid beasts from Hive Fleet Behemoth, and thanks in part to your efforts, the Ultramarines prevailed...but at 
  great cost.
  You are well-known to the Battle-Brothers in your Kill-team for being a scholar, and you are often found trying to puzzle out an answer 
  to most any problem from the records of history or a tome of learning. 
  Chapter Demeanour: Honour the Codex 
  Personal Demeanour: Studious
  Awareness (Per)
  Common Lore (Int)† (Adeptus Astartes, 
  Imperium, War)
  Dodge (Ag)
  Intimidate (Str)
  Medicae (Int)
  Scholastic Lore (Int)† (Codex Astartes)
  SKILLS
  Basic
  Skilled
  +10%
  +20%
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  TALENTS AND SPECIAL RULES
  Enhance Healing: When making a successful Medicae test, the 
  Apothecary may restore 1d5 additional Wounds. 
  Deathwatch Training: The Space Marine automatically conﬁrms 
  Righteous Fury against aliens.
  WOUNDS
  Total: 19
  Current_______________
  Fatigue_______________
  FATE POINTS
  Total: 2
  Current_______________
  MOVEMENT
  Half Action: 5m Full Action: 10m
  Charge: 15m 
  Run: 30m
  ARMOUR
  Mark VII Power Armour
  Armour Points: 8
  GEAR
  Mark VII power armour, chainsword, bolt pistol, 3 frag and 3 krak 
  grenades, combat knife.
  FAVOURED SON
  The Ultramarines consider themselves a pure expression of 
  the Codex Astartes and among the truest of the Emperor’s 
  sons. This pride and unshakable personal belief often 
  manifests itself in their leadership abilities and the example 
  they set to other members of the Adeptus Astartes. A 
  Battle-Brother of the Ultramarines Chapter may re-roll any 
  Fellowship Tests when dealing with either Space Marines 
  or members of the Imperial armed forces (i.e. Imperial 
  Guard, Imperial Navy, etc.).
  HONOUR THE CODEX
  In all of their duties, from battle to study, the Ultramarines are 
  thorough, analytical, and attentive to every detail. They are slow 
  to anger and rarely make a rash decision. By constant recourse 
  to the articles of faith enshrined within the Codex Astartes, the 
  Ultramarines are able to face any eventuality with well-practised 
  battle drills and established doctrine. 
  46
  40
   4  3
  4  0
  4  1
  4  2
  4  3
  4  5
  4  1
  10
  8
  �
  
  Final Sanction
  Deathwatch 
  Rules Summary
  T
  he following pages summarise some of the most 
  important rules in the DEATHWATCH game, especially 
  those needed to play through the preview adventure, 
  FINAL SANCTION.
  CHARACTER ANATOMY
  In DEATHWATCH, each player controls a character, also known 
  as a Battle-Brother. Battle-Brothers are as varied as the 
  multitude of Space Marine Chapters from which they come, 
  raised for battle and trained in a variety of methods of killing. 
  In addition to his personality, disposition, background, 
  and moral compass, a Battle-Brother is deﬁned by a set of 
  Characteristics, Skills, Traits, and Talents.
  CHARACTERISTICS
  Characteristics represent a Battle-Brother’s raw ability in a 
  variety of physical and mental areas. There are nine different 
  Characteristics, each rated on a scale of 0 to 100. The higher 
  the Characteristic score, the better.
  WEAPON SKILL (WS)
  Weapon Skill measures a Battle-Brother’s competence in hand-
  to-hand ﬁghting, whether using ﬁsts, knives, or chainswords.
  BALLISTIC SKILL (BS)
  Ballistic Skill reﬂects a Battle-Brother’s accuracy with ranged 
  weapons, such as boltguns and plasma pistols.
  STRENGTH (S)
  Strength is a measure of a Battle-Brother’s physique and 
  determines how much he can carry as well as how hard he 
  can hit with melee attacks.
  TOUGHNESS (T)
  Toughness deﬁnes how easily a Battle-Brother can shrug 
  off injury and how resilient he is to toxins, poisonous 
  environments, and other physical ailments.
  AGILITY (AG)
  Agility measures a Battle-Brother’s quickness, reﬂexes, and 
  poise.
  INTELLIGENCE (INT)
  Intelligence describes a Battle-Brother’s acumen, reason, 
  education, and general knowledge.
  PERCEPTION (PER)
  Perception measures the acuteness of a Battle-Brother’s 
  senses and determines how accurately he perceives his 
  surroundings.
  WILLPOWER (WP)
  Willpower describes a Battle-Brother’s mental fortitude, how 
  well he can withstand the multitude of horrors in the universe, 
  and serves as a key measure for psychic potential.
  FELLOWSHIP (FEL)
  Fellowship is a Battle-Brother’s ability to interact with others, 
  to deceive, charm, befriend, or lead.
  CHARACTERISTIC 
  BONUSES
  Except for Weapon Skill and Ballistic Skill, all Characteristics 
  have an associated bonus. The Characteristic Bonus is equal 
  to the tens digit of the Characteristic.
  EXAMPLE
  Artusus has an Agility of 34, so his Agility Bonus is 3. He has a 
  Willpower of 41, so his Willpower Bonus is 4.
  Characteristic Bonuses are often used as modiﬁers. Since 
  these bonuses are determined by the Characteristic, they may 
  rise and fall throughout the game. Should a Characteristic take 
  a penalty, that penalty likewise applies to the Characteristic 
  Bonus.
  UNNATURAL CHARACTERISTICS
  Space Marines are far tougher and stronger than normal 
  humans as a result of their genetic heritage. This is reﬂected 
  in the use of Unnatural Characteristics. An Unnatural 
  Characteristic applies the listed multiplier to the character’s 
  Characteristic bonus.
  EXAMPLE
  Artusus has a Strength of 44, however as a Space Marine he also 
  has Unnatural Strength (x2), so his Strength Bonus is 8, rather than 
  just 4.
  8
  
  Final Sanction
  SKILLS
  The following skills represent only a sampling of the skills 
  that are available in DEATHWATCH. 
  SKILL TYPES
  Skills are divided into two general categories: Basic and 
  Advanced. Basic Skills are common to citizens throughout 
  the Imperium, while Advanced Skills require special training 
  or experience.
  Awareness
  Type: Basic 
  Governing Characteristic: Perception
  Awareness reﬂects a character’s ability to perceive hidden 
  dangers and to notice small details about his physical 
  surroundings. Awareness is not tied to any one sense; it 
  encompasses them all. Awareness differs from Search in that 
  Awareness is more instinctual; it is tested passively or in 
  response to a subtle change. Making an Awareness Skill Test 
  is usually a Free Action.
  Charm
  Type: Basic 
  Governing Characteristic: Fellowship
  Charm is used to befriend, persuade, or inﬂuence others in ways 
  that are generally perceived as positive, or a least non-hostile. 
  Making a Charm Skill Test usually takes about a minute.
  Common Lore
  Type: Advanced Governing Characteristic: Intelligence
  Skill Group: Adeptus Astartes, Machine Cult, Administratum, 
  Ecclesiarchy, Imperial Creed, Imperial Guard, Imperium, Tech, 
  Underworld, War
  Common Lore is divided into a number of different groups 
  that represent general knowledge about a topic or organisation. 
  Making a Common Lore Skill Test requires no time at all; a 
  character either knows something or he does not.
  Dodge
  Type: Basic 
  Governing Characteristic: Agility
  The Dodge skill used as a Reaction in combat to negate a 
  hit. See Combat Action Descriptions on page 12 for more 
  information.
  Intimidate
  Type: Basic 
  Governing Characteristic: Strength
  Intimidate is used to frighten, coerce, bully, or threaten 
  others. While Intimidate is usually backed up by Strength, 
  the GM can allow more subtle uses of Intimidate that rely on 
  Intelligence or Fellowship. Making an Intimidate Skill Test is 
  a Full Action.
  Logic
  Type: Basic 
  Governing Characteristic: Intelligence
  Logic represents a character’s proﬁciency at reasoning and 
  problem solving. It might be used to help form a complex 
  plan, extrapolate the interior layout of a structure based on 
  exterior observation, decipher a code, or solve a troublesome 
  mathematic equation. Note that Logic is a theoretical skill—
  Tech-Use is its practical counterpart.
  Medicae
  Type: Advanced Governing Characteristic: Intelligence
  The Medicae skill is used to treat and repair injuries by closing 
  wounds and restoring the balance of the body’s humours. 
  A successful Medicae Test removes Damage equal to the 
  character’s Intelligence Bonus. A failure by more than three 
  degrees of success inﬂicts one additional point of Damage. 
  Using Medicae is a Full Action for both the character using 
  the skill and his patient. Medicae can also be used to determine 
  the cause of death when studying a body.
  Scholastic Lore
  Type: Advanced Governing Characteristic: Intelligence
  Skill Group: Archaic, Astromancy, Beasts, Bureaucracy, 
  Chymistry, Cryptology, Heraldry, Imperial Creed, Judgement, 
  Legend, Numerology, Occult, Philosophy, Tactica Imperialis
  Scholastic Lore grants special, learned knowledge in a 
  particular discipline or subject. A Scholastic Lore Test used to 
  recall a fact requires no time at all; a character either knows 
  something or he does not. Scholastic Lore Tests can also be 
  used once every 1d10 hours to conduct research in a proper 
  environment (a library, for example).
  Search
  Type: Basic 
  Governing Characteristic: Perception
  Search is used when a character is trying to ﬁnd something, 
  or when he examining an area for concealed objects, clues, 
  or anything else that might be hidden. Search differs from 
  Awareness in that Search is a deliberate activity. A single 
  Search Skill Test is sufﬁcient to cover a small room or the 
  equivalent and usually takes several minutes. Larger areas may 
  require multiple Search tests and much longer periods of time 
  at the GM’s discretion.
  Tech-Use
  Type: Advanced Governing Characteristic: Intelligence
  A character can use Tech-Use to repair mechanical items or 
  ﬁgure out how unusual technical artefacts work. A Tech-
  Use Skill Test can take anywhere from a minute to an hour, 
  depending on the complexity of the task. Extra degrees of 
  success on a test can reduce the necessary time.
  9
  
  Final Sanction
  Tests
  T
  ests are the basic way of determining successor 
  failure in a game of DEATHWATCH. When a Battle-
  Brother performs any task that could have dramatic 
  consequences—affecting the story, a character’s health, a 
  leader’s reputation, the safety of the Kill-team, and so on—a 
  Test should be performed.
  THE CORE MECHANIC
  • Determine the a Skill or Characteristic to Test
  • Add or subtract any relevant modiﬁers to the Skill or 
  Characteristic
  • Make a percentile roll (1d100)
  • If the percentile roll is less than or equal to the Skill or 
  Characteristic being tested, the Test succeeds
  • If the percentile roll is greater than the Skill or 
  Characteristic being tested, the Test fails
  DEGREES OF SUCCESS AND FAILURE
  For most tests, it is enough to know whether a character 
  succeeded or failed. Sometimes, however, it is useful to know 
  how well a character succeeded, or how badly he failed. This 
  is particularly important in certain combat situations, such 
  ﬁring a gun capable of a semi-automatic or fully automatic 
  burst.
  Measuring degrees of success and failure in a Skill or 
  Characteristic Test is straightforward. After the percentage 
  roll is made, compare the roll with the modiﬁed Characteristic 
  score. For each full 10 points by which the Characteristic was 
  exceeded, one degree of success is achieved. Conversely, for 
  each 10 full points by which the test failed, one degree of 
  failure is gained.
  SKILL TESTS
  The most common type of Test a Battle-Brother performs 
  during the game are Skill Tests. Each skill is governed by 
  a characteristic. For example, the Dodge Skill is governed 
  by the Agility Characteristic. To make a Skill Test, add any 
  relevant modiﬁers to the Skill’s governing Characteristic, then 
  make a percentage roll. If the result is equal to or less than 
  the modiﬁed Characteristic, the Test succeeds. If the result is 
  greater than the modiﬁed Characteristic, the Test fails.
  CHARACTERISTIC TESTS
  Sometimes a Battle-Brother wants to attempt something 
  not covered by a Skill. In such cases, a Characteristic Test 
  can be used instead of a Skill Test. The GM determines the 
  most appropriate Characteristic for the Test, then the player 
  makes a percentage roll. If the roll is equal to or less than the 
  Characteristic, the Test succeeds. If the roll is greater than the 
  Characteristic, the Test fails.
  TEST DIFFICULTY
  Not all tests are equal. Setting a plasma charge on a stationary 
  bunker and placing the same charge on a moving battle tank 
  while under ﬁre may both require Demolition Tests, but the 
  later is clearly harder than the former. How much harder is 
  one from the other? This is where test difﬁculty and the roll 
  of the GM both come into play.
  In some cases, the difﬁculty of a test is pre-determined by 
  the rules; in other cases, the GM should decide the difﬁculty 
  and consult Table 1–1: Test Difﬁculty to determine the 
  appropriate modiﬁer. The difﬁculty modiﬁer is applied to the 
  governing Characteristic associated with the test.
  COMBINING DIFFICULTIES
  There are instances where multiple factors make performing a 
  particular action easier or more difﬁcult. If a situation calls for 
  two or more bonuses or penalties, simply combine all modiﬁers 
  together and apply the total to the Skill or Characteristic.
  The maximum modiﬁer that can be applied to a Skill Test 
  or Characteristic Test is +60 or –60.
  THE ROLE OF FATE
  Space Marines are potent warriors and legendary individuals 
  with abilities, backgrounds, and experiences well beyond those 
  of ordinary citizens of the Imperium. More than anything, 
  the role of Fate in a Battle-Brother’s life is what separates him 
  from the lesser heroes of mankind. All PCs begin play with 
  a number of Fate Points, determined at character creation. 
  For some, these Fate Points represent destiny, a sign that the 
  Emperor has marked them for greatness. For others, Fate 
  represents simple luck.
  USING FATE POINTS
  Fate Points allow a Battle-Brother to manipulate situations by 
  mitigating bad results or turning a mishap into good fortune. 
  A Battle-Brother has a limited pool of Fate Points, and when 
  a Fate Point is spent, that pool is reduced by one. Spending 
  a Fate Point is a Free Action that a Space Marine may take 
  at any time during his turn. Spent Fate Points are restored at 
  the beginning of the next gaming session, or possibly under 
  special circumstances in the middle of a game session that the 
  GM deems appropriate.
   
  Table 1–1: Tes
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  –2
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  Very Hard
  –3
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  10
  
  Final Sanction
  Spending one Fate Point allows for one of the following:
  •  Re-roll a failed test once. The results of the re-roll are 
  ﬁnal
  • Gain a +10 bonus to a test. This must be chosen before 
  dice are rolled
  • Add an extra degree of success to a test. This may be 
  chosen after dice are rolled, and only if the test was 
  already successful
  • Count as having rolled a 10 for Initiative
  • Instantly recover 1d5 Wounds
  Combat
  M
  ost non-combat actions happen in “narrative time”, 
  where the precise passage of time does not need to 
  be marked—e.g., a drive across a city might take 
  about an hour. Combat, however, is usually resolved using 
  “structured time” divided into Rounds, Turns, and Actions. 
  Each character, including NPCs, takes one Turn each Round. 
  The order in which Turns are resolved depends on Initiative 
  Order.
  COMBAT OVERVIEW
  When a new combat begins, follow these steps to determine 
  what happens.
  STEP ONE: SURPRISE
  At the beginning of a combat, the GM determines if any 
  characters are Surprised. This can only happen once at the 
  beginning of a combat, and there are many combats where 
  nobody is Surprised. A Surprised character loses his Turn 
  on the ﬁrst Round of combat because he has been caught 
  unawares by his enemies. If no one is Surprised, move 
  immediately to Step Two.
  STEP TWO: ROLL INITIATIVE
  At the start of the ﬁrst Round, each character rolls for Initiative. 
  Each character rolls 1d10 and adds his Agility Bonus (the 
  tens digit of his Agility characteristic). The result of the roll 
  applies for all successive Rounds in the combat.
  STEP THREE: DETERMINE INITIATIVE 
  ORDER
  The GM ranks all the Initiative rolls, including those of the 
  NPCs, from highest to lowest. This is the order in which the 
  characters take their Turns during each Round of combat.
  STEP FOUR: COMBATANTS TAKE TURNS
  Starting with the character at the top of the Initiative Order, 
  each character takes a Turn. The character currently taking 
  his Turn is known as the Active Character. During his Turn, 
  the Active Character can perform one or more Actions. Once 
  his Actions have been resolved, the next character in the 
  Initiative Order becomes the Active Character and takes his 
  Turn, and so forth. 
  STEP FIVE: ROUND ENDS
  Once each character has taken a Turn, the Round is over. Any 
  lingering effects that specify a duration of “until the end of 
  the Round” now end.
  STEP SIX: REPEAT STEPS FOUR AND 
  FIVE AS NEEDED
  Continue to play successive Rounds until the combat is 
  complete or until the event that triggered the switch from 
  narrative time to structured time is resolved.
  ACTIONS IN COMBAT
  During each normal Round, every character gets a Turn to 
  act. On his Turn, a character can take one or more Actions.
  TYPES OF ACTIONS
  Every Action is categorised into one of the following types.
  11
  
  Final Sanction
  Full Actions
  A Full Action requires a character’s complete attention to 
  accomplish. A character can take one Full Action on his Turn 
  and cannot take any Half Actions.
  Half Actions
  A Half Action is fairly simple; it requires some effort or 
  concentration, but not so much that it consumes a character’s 
  entire Turn. A character can take two different Half Actions 
  on his Turn instead of taking one Full Action. A character 
  cannot take the same Half Action twice in the same Turn.
  Reactions
  A Reaction is a special Action made in response to some 
  event, such as an attack. A character can take one Reaction 
  each Round. Unlike the other types of actions, a character 
  usually performs a Reaction when it is not his Turn.
  Free Actions
  A Free Action takes only a moment and requires no real effort 
  by the character. Free Actions may be performed in addition 
  to any other Actions on a character’s Turn, and there is no 
  formal limit to the number of Free Actions one character can 
  take. The GM should use common sense to set reasonable 
  limits on what can be done in a few seconds.
  ACTION SUBTYPES
  Into addition to its type, every Action is also categorised into 
  one or more subtypes. Action subtypes don’t do anything in 
  of themselves, but they are used to clarify what a character is 
  and is not allowed to do in a variety of special circumstances. 
  For example, a character who is Immobilised cannot perform 
  any Actions with the Movement subtype.
  USING ACTIONS
  During his Turn, a character may perform one Full Action or 
  two different Half Actions. A character could, for example, 
  make an All Out Attack (Full Action) or Aim and make a 
  Standard Attack (two Half Actions).
  MORE ACTIONS
  The combat actions described in this booklet represent only a 
  sampling of the options that are available in DEATHWATCH.
  COMBAT ACTION 
  DESCRIPTIONS
  These Actions provide characters with a variety of options 
  in combat.
  AIM
  Type: Half Action or Full Action 
  Subtype: Concentration
  The character spends extra time to perform a more precise 
  attack. Aiming as a Half Action grants a +10 bonus to the 
  next Weapon Skill or Ballistic Skill Test made as an attack. 
  Aiming as a Full Action increases the bonus to +20. The 
  next action the character performs must be an attack or the 
  beneﬁts of Aiming are lost.
  ALL OUT ATTACK
  Type: Full Action 
  Subtypes: Attack, Melee
  The character makes a furious melee attack at the expense of 
  personal safety. He gains a +20 bonus to his next Weapon 
  Skill Test, but he cannot Dodge or Parry until the start of his 
  next Turn.
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  12
  
  Final Sanction
  CHARGE
  Type: Full Action 
  Subtypes: Attack, Melee, Movement
  The character rushes at his target and delivers a single melee 
  attack. The target must be at least four metres away, but still 
  within the attacker’s Charge Move. The last four metres of 
  the Charge must be in a straight line so the attacker can build 
  speed and line up with his target. He gains a +10 bonus to 
  his Weapon Skill Test made at the end of the Charge.
  DODGE
  Type: Reaction 
  Subtype: Defence, Movement
  Dodge is a Reaction that a character can perform when it 
  is not his Turn. After a character is hit, but before Damage 
  is rolled, the character can attempt to avoid the attack by 
  making a Dodge Skill Test. A character must be aware of 
  the attack in order to make the test. If the test succeeds, the 
  character gets out of the way at the last moment and the 
  attack is considered to have missed (and thus no Damage is 
  rolled). If the Dodge Skill Test fails, the attack connects and 
  deals Damage normally. Dodge can be used to avoid both 
  melee and ranged attacks.
  Dodging Auto-Fire and Area Effect Attacks
  When Dodging Fully-Automatic or Semi-Automatic Bursts, 
  each degree of success on the Dodge Skill Test negates one 
  additional hit.
  FULL AUTO BURST
  Type: Full Action 
  Subtype: Attack, Ranged
  The character ﬁres a roaring burst of fully automatic gunﬁre at 
  his enemies. The attacker must be wielding a ranged weapon 
  capable of fully automatic ﬁre to take this action.
  The attacker makes a Ballistic Skill Test with a +20 bonus. 
  A dice result of 94–100 indicates the weapon has Jammed 
  (see page 15). If he succeeds, the attack scores a hit normally. 
  Furthermore, each degree of success scores an extra hit. The 
  number of extra hits scored in this manner cannot exceed the 
  weapon’s fully automatic Rate of Fire. Extra hits can either be 
  allocated to the original target or any other targets within two 
  metres, provided none of the new targets would have been 
  harder to hit than the original target.
  MOVE
  Type: Half or Full Action 
  Subtype: Movement
  The character can spend a Half Action to move a number of 
  metres equal to his Agility Bonus. As a Full Action, he may 
  move twice that distance.
  PARRY
  Type: Reaction 
  Subtype: Defence
  Parry is a Reaction that a character can perform if it is not 
  his Turn. If the character is wielding a melee weapon, he can 
  use it to attempt to Parry another melee attack against him, 
  provided he is aware of the attack. To Parry, make a Weapon 
  Skill Test. If the test succeeds, the attack is considered to have 
  missed (thus no Damage is rolled). If the test fails, the attack 
  connects and Damage is rolled normally. Parry can be used 
  against melee attacks but not ranged attacks.
  READY
  Type: Half Action 
  Subtype: Miscellaneous
  The character draws a weapon or retrieves an object stowed 
  in a pouch or pocket. A weapon or item can also be properly 
  stowed away with this action (but note that simply dropping 
  an item is considered a Free Action). Ready can be declared 
  twice in the same Turn if it is used on two different weapons 
  or items.
  RELOAD
  Type: Half, Full, or Extended Action (Varies by Weapon)
  Subtype: Miscellaneous
  Declaring this action allows a character to reload a ranged 
  weapon. The duration of Reload (Half Action, Full Action, 
  etc.) is dictated by the weapon’s description.
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  13
  
  Final Sanction
  SEMI-AUTO BURST
  Type: Full Action 
  Subtype: Attack
  The character ﬁres a burst of semi-automatic gunﬁre at his 
  opponents. The attacker must be wielding a weapon capable 
  of semi-automatic ﬁre to take this action.
  The attacker makes a Ballistic Skill Test with a +10 bonus. 
  A dice result of 94–100 indicates the weapon has Jammed 
  (see page 15). If he succeeds, the attack scores a hit normally. 
  Furthermore, every two degrees of success scores an extra 
  hit. The number of extra hits scored in this manner cannot 
  exceed the weapon’s semi-automatic Rate of Fire. Extra hits 
  can either be allocated to the original target or any other 
  targets within two metres, provided none of the new targets 
  would have been harder to hit than the original target.
  STANDARD ATTACK
  Type: Half Action 
  Subtype: Attack
  The character either performs one melee attack by testing 
  Weapon Skill or one ranged attack by testing Ballistic Skill.
  RUN
  Type: Full Action 
  Subtype: Movement
  The character runs at full speed, covering a distance up to 
  triple his movement. Until the character’s next turn, ranged 
  attacks against him suffer a –20 penalty to Ballistic Skill 
  Tests, but melee attacks against him gain a +20 bonus to 
  Weapon Skill Tests.
  USE A SKILL
  Type: Half, Full, or Extended Action (Varies by 
  circumstance)
  Subtype: Miscellaneous
  The character uses a skill, which typically involves making a 
  Skill Test.
  OTHER ACTIONS
  There are many more combat action options in the full game 
  of DEATHWATCH. Additionally, the GM may allow players to 
  perform special actions not covered by any of the above. Such 
  improvised actions should usually involve some kind of Skill 
  or Characteristic Test.
  THE ATTACK
  There are several attack Actions in DEATHWATCH, from the 
  All Out Attack to Full Auto Burst to the straightforward 
  Standard Attack, but the process of inﬂicting harm upon on 
  an opponent is always resolved the same way. Follow these 
  steps to resolve attacks in combat.
  STEP ONE: DETERMINE IF THE ATTACK 
  IS POSSIBLE
  Melee attacks require the attacker to be engaged in melee 
  with his target. Ranged attacks cannot be made if the attacker 
  is engaged in melee unless he is ﬁring a pistol class weapon. 
  In either case, the attacker must be aware of his target. 
  STEP TWO: TEST
  A melee attack requires a successful Weapon Skill Test. A 
  ranged attack requires a successful Ballistic Skill Test. As with 
  other tests, if the dice roll is equal to or less than the skill 
  being tested, the attack hits the target.
  STEP THREE: DETERMINE DAMAGE
  If an attack hits, it damages its target. Each weapon has a damage 
  listing, which usually involves a die roll, plus or minus some 
  number. Roll the appropriate die, add any relevant modiﬁers, 
  and if the attack was a melee attack, add the attacker’s Strength 
  Bonus. The result is the total damage applied to the target.
  If any die rolled for damage results in a natural “10”, there is 
  a chance of Righteous Fury.
  Righteous Fury
  When rolling damage after a successful attack, if any die rolled 
  results in a natural “10”, there is a chance the Emperor’s favour 
  is with the attacker. (This includes a result of “10” when rolling 
  1d5 for damage.) This calls for a second attack roll that is 
  identical to the original attack, including all modiﬁers,. If that 
  second attack hits, the attacker may roll an additional die for 
  damage of the same type and add it to the damage total.
  If the additional damage roll also results in a natural “10”, 
  the Emperor has indeed smiled upon the attacker and the 
  attacker may roll another die for damage and add it to the 
  damage total. This process continues until a number other 
  than “10” is rolled on the damage die.
  SINGLE SHOT, SEMI-AUTO, AND 
  FULL AUTO FIRE
  Each weapon has a code that indicates whether it is 
  capable of ﬁring more than a single shot in combat, and 
  how many shots the weapon expends when doing so. 
  A weapons rate of ﬁre has three entries to indicate the 
  modes a weapon can be ﬁred in. The ﬁrst entry indicates 
  whether the weapon can be ﬁred singly (S). The second 
  entry indicates whether or not a weapon can be ﬁred 
  semi-automatically, and the number listed describes 
  the shots ﬁred. Finally, the third entry describes if the 
  weapon can be ﬁred on full auotmatic. Any mode in 
  which the weapon cannot be ﬁred is indicated with a 
  “–”.
  Some weapons can be ﬁred in more than one mode. If 
  this is the case, each of its different rates of ﬁre will be listed 
  in its proﬁle. Characters must choose which mode they are 
  ﬁring their weapon in before making an attack.
  14
  
  Final Sanction
  STEP FOUR: APPLY DAMAGE
  From the damage total, the target of the attack subtracts his 
  Toughness Bonus and his Armour Points. If this reduces the 
  damage total to zero or less, the attack is shrugged off with 
  no ill effect. Otherwise, any remaining damage is applied to 
  the target. If the target’s damage exceeds his wounds, he is 
  killed.
  COMBAT CIRCUMSTANCES
  The chances of hitting in combat can be modiﬁed in a similar 
  manner to Skill Tests. These combat circumstances can be 
  used to reﬂect the effects of terrain, the weather, tactical 
  situations and a variety of other factors. Characters should 
  make as much use of beneﬁcial circumstances as possible. A 
  good plan, suitable equipment or skilful use of tactics can 
  often make the difference between life and death for a Battle-
  Brother. The following circumstances are some of the most 
  common encountered in combat. The GM has the ﬁnal say 
  about the Difﬁculty of any particular Test.
  Darkness
  Weapon Skill Tests made in darkness are regarded as Hard 
  (–20), while Ballistic Skill Tests are regarded as Very Hard 
  (–30).
  Difﬁcult or Arduous Terrain
  Weapon Skill and Dodge Tests made whilst standing in 
  difﬁcult terrain such as mud are Difﬁcult (–10). Tests made 
  whilst standing in arduous terrain such as deep snow or upon 
  ice are Very Hard (–30).
  Engaged in Melee
  When a character is adjacent to an enemy, he can engage that 
  enemy in melee combat by performing any attack action with 
  a melee weapon. If a character moves away from an enemy 
  whilst engaged in melee combat, that enemy can make a free 
  melee attack against the character moving away. A character 
  engaged in melee combat cannot make ranged attacks unless 
  he wielding a pistol class weapon.
  Point Blank
  Ballistic Skill Tests made to hit a target within three metres 
  are Easy (+30). Note that this bonus does not apply when 
  shooting targets that are engaged in melee combat with the 
  character.
  Shooting into Melee Combat
  Ballistic Skill Tests made to hit a target that is engaged in 
  melee combat are Hard (–20).
  Unaware Targets
  Weapon Skill or Ballistic Skill Tests made to attack unaware 
  targets (i.e., Surprised targets), are Easy (+30).
  WEAPON JAMS
  A Jammed weapon cannot be ﬁred until it is cleared. Clearing 
  a Jam is a Full Action that requires a Ballistic Skill Test. If 
  the test is successful, then the Jam has been cleared, though 
  the weapon needs to be reloaded and any ammo in it is lost. 
  If the test is failed, the weapon is still Jammed, although the 
  character can attempt to clear it again next Round.
  INJURY
  As a consequence of ﬁghting, characters take Damage. A 
  combatant can take Damage up to an amount equal to his 
  Wounds. When the Damage equals the character’s Wounds, 
  he is killed.
  CRITICAL DAMAGE
  The injury rules in this booklet have been simpliﬁed due 
  to space restrictions. DEATHWATCH includes a full array of 
  colourful critical damage effects, including permanent injuries 
  such as limb loss.
  15
  
  Final Sanction
  Hordes
  T
  he enemies of Mankind can attack in vast numbers; 
  howling heretics, skittering tides of aliens, or ranked 
  warriors. Alone, such enemies would stand no chance 
  against the might of the Adeptus Astartes. Together in large 
  groups, however, they can pose an overwhelming threat. 
  Hordes have the potential to defeat the Emperor’s ﬁnest by 
  sheer weight of ﬁre and numbers. The rules presented here 
  are intended to help Game Masters reﬂect these massed forces 
  that the Deathwatch may face in battle.
  USING A HORDE
  A Horde should be treated by the Game Master as a single 
  vast creature. The Horde has the same proﬁle as the base 
  creature which makes up its numbers. The only exception to 
  this is that a Horde replaces the individual creature’s Wounds 
  value with its Magnitude and location-based armour with a 
  single armour value. 
  MAGNITUDE
  A Horde is a vast number of one type of enemy or creature 
  attacking in large numbers. The abstract number of enemies 
  making up such a Horde are reﬂected in the Horde’s 
  Magnitude. This represents the Horde’s determination and 
  numbers as an abstract value: one point of magnitude does 
  not equal one individual enemy or creature but may represent 
  tens, scores or even hundreds. 
  HORDE TRAITS
  A creature entry may have a trait listed that has (Horde) written 
  next to it. These traits represent the way particular creatures 
  ﬁght in large numbers, and only apply when that creature is 
  used as the basis of a Horde. Two examples of this are:
  DISCIPLINED (HORDE)
  The Horde is made up of hardened and well disciplined 
  troops who do not break and ﬂee even after having sustained 
  terrible casualties. The Horde with this trait does not suffer 
  the –10 penalty to Willpower tests to resist breaking if they 
  are bellow 50% of their staring magnitude. Also they do not 
  automatically fail their Willpower Test to break if they are 
  below 25% of their starting Magnitude 
  OVERWHELMING (HORDE)
  The creatures that make up the Horde are capable of swarming 
  over enemies and ripping them apart in close combat. The 
  Horde with this trait always rolls an extra 1d10 for damage 
  caused by the Horde in close combat as long as it has a 
  magnitude equal to or greater than 20. 
  ATTACKING A HORDE
  A character can damage a Horde by shooting it with ranged 
  weapons or attacking it in melee. These attacks are treated 
  as if they are against a single creature even though they 
  may represent mowing down ranks of enemies or scything 
  through many foes. 
  Characters must still roll to hit a Horde, but the appropriate 
  size bonus should apply to these tests based on the Horde’s 
  magnitude.
  Weapons that can ﬁre on full auto or semi-auto cause 
  additional hits. These hits must be allocated against the Horde 
  and not any individual characters that may also be present. 
  DAMAGING A HORDE
  Each hit that causes any amount of damage reduces a Horde’s 
  magnitude by one. Therefore, an attack that, after accounting 
  for armour and Toughness Bonus, causes 15 points of 
  damage reduces the Horde Magnitude by 1. The deliberate 
  consequence of this is that sustained ﬁre and blast weapons 
  are much more effective against Hordes than weapons which 
  ﬁre only one shot; a lascannon is a weapon for destroying 
  tanks, not mowing down large numbers of infantry. 
  • Weapons with the Blast Quality inﬂict a number of hits 
  equal to the number in parenthesis. 
  • Locations are not used when ﬁghting a Horde.
  • A Horde has a single armour value that is applied to all 
  damage rather than different armour values for different 
  locations.
  MELEE
  When ﬁghting against a Horde in Melee, a Space Marine 
  inﬂicts one hit for every two Degrees of Success on his 
  Weapon Skill Test. Melee weapons with the Power Field 
  Quality inﬂict one additional hit.
  BREAKING A HORDE
  When a Horde’s Magnitude is reduced by 25% in a turn, it 
  must make a Willpower Test when it is its turn to act again. If 
  it passes, it may continue to act. If it fails, it breaks and ﬂees 
  at its highest move value. 
  If the Horde’s Magnitude is less than 50% its starting 
  value, it suffers a –10 to the Willpower Test. If the Horde’s 
  Magnitude is less than 25% of its starting value, it automatically 
  fails the Willpower Test and breaks. 
  16
  
  Final Sanction
  HORDES ATTACKING
  A Horde can make both melee attacks against enemies in close 
  proximity and ranged attacks at enemies that are at a distance 
  in a single turn as an attack action.
  Melee: A Horde attacks all adjacent enemies, or enemies 
  that are in close proximity (the GM is the ﬁnal arbiter of 
  whether a target is in close proximity or not) if not using a 
  map; if there are ﬁve Battle-Brothers in close proximity of 
  a Horde, all are attacked. A Horde that has multiple attacks 
  from being armed with two weapons or the Swift Attack or 
  Lightning Attack Talents may use its full number of attacks 
  against every eligible target. A Horde’s sheer weight of 
  numbers is represented by the fact that its targets may not 
  Dodge or Parry any of its Melee Attacks unless otherwise 
  noted. 
  Ranged: A Horde may make ranged attacks equal to the 
  ﬁrst digit of its Magnitude. Thus, a Magnitude 25 Horde can 
  make two ranged attacks. Any additional hits from sustained 
  ﬁre can be applied to any eligible target. Therefore, if the 
  heretics hit Brother Silas well enough that they cause an 
  extra hit with their stub autos, the additional hit is applied 
  to Brother Silas.
  Modiﬁers for range and sustained ﬁre apply as normal, but 
  a Horde can never aim. 
  Ammo expenditure and Jamming are never applied to 
  Hordes—they always have enough bullets to keep ﬁring.
  DAMAGE CAUSED BY HORDES
  Any attack from a Horde that hits has the damage it causes 
  increased by a number of d10s equal to the Horde’s magnitude 
  divided by ten, with a maximum bonus of +2d10. This is 
  in addition to the normal damage dealt by the weapon that 
  the Horde is armed with. It also includes the Strength Bonus 
  added to damage caused by melee weapons. The damage 
  is reduced by the targets Toughness bonus and armour as 
  normal. Thus, a magnitude 25 Horde of heretics armed with 
  axes adds 2d10 to the normal damage that a heretic would do 
  with its axe (1d10+5), and therefore causes 3d10+5 damage 
  if they hit in combat. Likewise, the same Horde armed with 
  autopistols causes 3d10+2 damage with its ranged attacks. 
  This represents an enemy being mobbed and struck countless 
  times or a stream of bullets hammering a single target.
  17
  
  Final Sanction
  Demeanours
  D
  emeanours are speciﬁc traits associated with a Space 
  Marine. Some Demeanours are linked to the Space 
  Marine’s home Chapter—the Chapter’s beliefs, 
  traditions, or even speciﬁc ﬂaws in their gene-seed—
  whilst others are unique to that individual Space Marine’s 
  personality.
  The purpose of Demeanours is to highlight what makes 
  each Chapter—and each Space Marine—different. They 
  exist in DEATHWATCH as a narrative prompt, meaning that 
  they present options and reasons for a Space Marine player 
  character to act a certain way or respond in a particular 
  manner to any given circumstance. Demeanours are not a 
  straightjacket; they do not force a character to take action. 
  Rather, Demeanours present the player with ideas and 
  opportunities for his roleplaying to have an impact on the 
  mechanics of the game.
  USING DEMEANOURS
  Part of the fun of a roleplaying game involves selecting 
  unique choices personal to one’s own character, and then 
  gaining the beneﬁts of that choice during the game. In this 
  way, a Demeanour can be both a particular advantage for the 
  Space Marine or portray a challenge he must overcome—and 
  in enduring, grow stronger.
  The Chapter Demeanour represents the beliefs and 
  traditions of your home Chapter. It may also represent 
  particular quirks or mutations of their gene-seed. Your 
  Chapter Demeanour is part of the bedrock of your character, 
  and as such, the Chapter Demeanour does not change. 
  Your Personal Demeanour represents a strongly-held set 
  of values or facet of your personality. It may be an ideal you 
  strive to live up to or a code of honour. However you choose 
  to describe it, your Personal Demeanour is a powerful part 
  of who you are and helps set you apart from the other Space 
  Marines of your Chapter. During the course of the campaign, 
  part of the GM’s role is to challenge your Personal Demeanour 
  and test your values. Can you hold true to your beliefs in the 
  face of utter evil or seductive temptation? It is natural that 
  your character should grow and change over time, and that 
  should be reﬂected in your Personal Demeanour. You may 
  choose to change your Personal Demeanour at any time you 
  feel it is appropriate...no one knows your character better 
  than you!
  So, in short: Chapter Demeanour never changes. Personal 
  Demeanour is intended to change with the character’s growth 
  and development as a character during the campaign. 
  Demeanours can be triggered by the player to gain a 
  bonus in much the same manner as a Fate Point (see page 
  10). Unlike spending a Fate Point, however, triggering a 
  Demeanour provides a bonus that can then be boosted by 
  roleplaying.
  TRIGGERING A DEMEANOUR
  When a Space Marine focuses on the core elements of his 
  personality, calls upon the legacy of his geneseed, or honours 
  the important beliefs and traditions of his Chapter, he becomes 
  more than just another Battle-Brother. He has triggered his 
  Demeanour, and thus he becomes a paragon of his own traits 
  and those of his Chapter.
  In order to trigger a Demeanour, the Space Marine player 
  need only announce that he is doing so and apply the 
  beneﬁts. When a Space Marine’s Demeanour is triggered, the 
  Space Marine gains any applicable beneﬁt he would normally 
  get from spending a Fate Point (see page 10). Triggering a 
  Demeanour should be done in a manner that is relevant to 
  the Demeanour, although it is up to the player’s discretion 
  as to how he chooses to interpret his Demeanour for the 
  situation.
  A Demeanour may be triggered a maximum of once (and 
  only once, no matter how many demeanours he may have!) 
  per game session. Limiting the Demeanour’s triggering to 
  once per game keeps those elements that make the Space 
  Marine and his Chapter special front and centre in the game 
  experience.
  IMPROVEMENTS
  In addition, the beneﬁts of triggering the Demeanour may 
  be enhanced if the Space Marine player puts effort into 
  roleplaying the Demeanour. The player can portray his 
  character either gaining strength from the ideals of his 
  Demeanour or (alternately) considering the demeanour as a 
  particular challenge to be overcome. If the Space Marine player 
  roleplays his Demeanour well, he can gain an Improvement. 
  An Improvement is a doubling of any applicable bonus 
  (gaining a +20 bonus to a Test instead of +10, removing 
  2d5 Damage instead of 1d5, and so forth). 
  A Space Marine Triggering his Demeanour may add an 
  Improvement if the other Space Marine players agree that his 
  Demeanour has been roleplayed well. This bonus is meant 
  to reward additional effort on the Space Marine player’s 
  part and the appreciation of his efforts by the other Battle-
  Brothers in his kill-team. A simple method to judge this is for 
  the triggering player to ask for the opinion of the other Space 
  Marine players at the table after roleplaying the Demeanour. 
  If the majority believe that he portrayed his Demeanour well, 
  the character gains the beneﬁts of the Improvement.
  18
  
  Final Sanction
  Space Marine 
  Weapons and 
  Wargear
  T
  he Space Marines are armed with some of the ﬁnest and 
  deadliest weapons produced within the Imperium.
  MELEE WEAPONS
  CHAINSWORD
  The Chainsword has served many a Battle-Brother during his 
  time in an Assault Squad. These weapons generally have a ﬂat 
  carapace containing the chain with only the forward curved 
  section open where the spinning chain teeth can bite into 
  ﬂesh and bone.
  POWER FIST
  A power ﬁst generates an energy ﬁeld so violently disruptive 
  that the weapon inside it is of little consequence. Therefore, 
  instead of surrounding a traditional weapon, the ﬁeld 
  envelopes an oversized and augmented glove. Backed by a 
  Battle-Brother’s strength, a power ﬁst can sunder even the 
  heaviest armour or rupture ﬂesh as though bursting a bloody, 
  overripe fruit. Keeping these superior energy ﬁelds charged 
  requires heavy cables linked to the armour’s power system. 
  The generators are also rare and difﬁcult to maintain, making 
  such a weapon a sign of status, even within the Adeptus 
  Astartes.
  A power ﬁst adds a multiplier to the wielder’s Strength 
  Bonus. (Note: A Space Marine already doubles his Strength 
  Bonus from his Unnatural Strength Trait. Therefore, the 
  Power Fist increases the multiplier by one, tripling the Space 
  Marine’s Strength Bonus)
  COMBAT KNIFE
  When a Battle-Brother’s last grenade has been thrown, when 
  his bolt rounds are spent and the enemy tide continues to 
  swell, he can always turn to his combat knife. Every Space 
  Marine is issued one of these blades as soon as he recovers 
  from receiving his implants, and he carries it up until his ﬁnal 
  moment of battle. This large knife—easily the size of a normal 
  human’s sword—holds a mono-molecular edge that never 
  dulls, even through centuries of service. In some Chapters 
  combat knives are passed down through the generations, with 
  the deeds of their owners etched upon them. In others, the 
  forging of metal into blade is simultaneous with the forging 
  of a recruit into Space Marine, and his combat knife is laid to 
  rest when he is.
  RANGED WEAPONS
  If common Imperial citizens picture power armour when 
  they think of a Space Marine’s proﬁle, then they picture bolt 
  weapons when they think of his fury. Powerful and ﬂexible, 
  bolters are the favoured weapon of the Adeptus Astartes. Most 
  bolter models have their roots with the Space Marines, despite 
  smaller, inferior adaptations treasured by Imperial ofﬁcers 
  and nobles. Loud and brutal, bolt weapons are terrifying to 
  witness in any hand, but none wield them with such deadly 
  proﬁciency as the Adeptus Astartes.
  Bolters ﬁre self-propelled mass-reactive shells called bolts, 
  set to explode just after penetration for maximum lethality. 
  Overall they are superb if temperamental devices, requiring 
  skilled maintenance using only the most proper rituals and 
  blessings. The standard bolter round is .75 calibre with a 
  super-dense metallic core and diamantine tip. 
  ASTARTES BOLT PISTOL
  As destructive as its full-size counterpart, a bolt pistol’s 
  primary drawbacks are its smaller clip and slower rate of ﬁre. 
  However, they are ideal for Devastator units needing to take 
  down an enemy at close quarters and for Assault specialists 
  needing a vehicle for the Deathwatch’s many special bolt 
  types.
  DESIGNER’S NOTE: TRIGGERING A DEMEANOUR
  The intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic 
  and highly memorable moment (a “divine moment of blessed fury”) once per session. The opportunity provided by the 
  Demeanour is inextricably linked to the Space Marine’s Chapter and his own unique strength of personality—it is his 
  chance to put the spotlight on just how his Chapter is different from those of his Kill-team Battle-Brothers, or (just as 
  signiﬁcant) how that particular Space Marine’s personality is expressed. It is recommended to the GM that triggering a 
  Demeanour should always have something extremely impressive occur in-game, even if the Space Marine player’s dice 
  utterly desert him. A Triggered Demeanour that results in an attack that hits and fails to do damage, for example, could 
  still knock down the enemy—or (should the enemy escape) leave him with a distinctive scar forevermore. It is left to the 
  GM’s discretion for the exact effects of this, but it should be suitably epic and reward the Space Marine for roleplaying 
  his Demeanour.
  19
  
  Final Sanction
  ASTARTES BOLTER
  The bolter, or boltgun, is the backbone of every Space Marine 
  arsenal. Bolters vary in age and pattern across the Space 
  Marine Chapters, though nearly all Astartes bolt weapons 
  accept the same ammunition. The Deathwatch-pattern bolter 
  incorporates a shot selector, while Battle-Brothers who bring 
  weapons from their home Chapter add attachments for the 
  same functionality.
  ASTARTES HEAVY BOLTER
  Heavy bolter variants have been widely adopted for Imperial 
  forces beyond the Space Marines, although none can compare 
  to the punishment doled out by the original design. These 
  weapons are potent in a wide variety of roles, capable of 
  turning entire infantry platoons into a carpet of gore as well 
  as assailing vehicles in a hail of large, armour-penetrating 
  explosions. Heavy bolters ﬁre rounds of a much larger calibre 
  than the standard bolt, contain more propellant, and are 
  capable of achieving longer ranges.
  GRENADES
  Throwing grenades requires no special training or Talents and 
  is resolved using a Ballistic Skill Test including any modiﬁers 
  (such as range). The normal range for a thrown grenade is the 
  thrower’s Strength Bonus multiplied by three in metres.
  FRAG GRENADE
  The Adeptus Astartes ﬁll their large fragmentation (or frag) 
  grenades with powerful explosives and aerodynamic metallic 
  shards. The high velocity shrapnel created when they detonate 
  is deadly against common infantry.
  KRAK GRENADE
  Krak grenades use concentrated explosives to punch holes in 
  armoured targets such as vehicles or bunkers. The powerful 
  detonations do not produce a blast effect, however, making 
  them impractical for use against most infantry or moving 
  targets.
  WARGEAR
  JUMP PACK
  These large rocket thrusters typically attach to the backpack 
  power unit on Astartes power armour. The user triggers a jump 
  pack to lift high into the air and then swoops down as part 
  of his assault. Jump packs are also useful in leaping over high 
  obstacles and reaching distant enemies. Most Battle-Brothers 
  receive the specialised training necessary to operate these 
  devices as part of an assault squad, where the extra noise and 
  bulk is secondary to the extra mobility that would allow him 
  to charge that much faster into the thick of battle.
  An Astartes Jump Pack allows for a safe, guided fall from 
  any height, and any number of short jumps. Such jumps 
  allow the Battle-Brother to double his Base Movement and 
  travel in any direction without regard for obstacles. For all 
  other purposes, he counts as having taken the appropriate 
  Movement action. He must land by the end of his Turn. 
  Alternatively, the pack can use maximal thrust to ﬂy for 12 
  metres a turn for up to a minute before the turbines require a 
  minute to cool. 
  KRAKEN ROUNDS
  The superior propellants in kraken rounds provide increased 
  range without sacriﬁcing armour penetration, whilst their 
  ultra-dense adamantine composition and improved explosive 
  charge provide a ﬁnal burst of force for puncturing the 
  heaviest armours.
  Effects: The weapon’s Penetration increases to 8, and its 
  Range increases by 50%.
  WEAPON QUALITIES:
  BALANCED
  Some weapons, such as swords and knives, are designed so 
  that the weight of the hilt balances the weight of the blade, 
  making the weapon easier to wield. Balanced weapons grant 
  a +10 bonus to Weapon Skill Tests made to Parry.
  NAME
  AME
  AME
  AME
  RANGE
  ROF
  DMG
  PEN
  CLIP
  RLD
  SPECIAL
  IAL
  AL
  AL
  AL
  AL
  AL
  MELE
  ELE
  ELE
  EL E W
   W
   WEAP
  EAP
  EAP
  A ONS
  ONS
  ONS
  CHAI
  HAI
  HAI
  HAI
  HAINS
  NS
  NS
  NSWORD
  ORD
  ORD
  OR
  —
  —
  1D10+3
  4
  —
  —
  B
  ALA
  ALA
  ALA
  ALA
  ALA
  L
  AL NCED
  ED
  ED
  ED
  ED
  ED
  ED
  E , , ,
  TB AR
  EAR
  EAR
  EAR
  EAR
  EAR
  EAR
  A ING
  ING
  ING
  ING
  NG
  ING
  ING
  N
  COMB
  MB
  MB
  MBAT
  A  K
   KNIF
  I
  NIFE
  —
  —
  1D10+2
  2
  —
  —
  —
  POWERF
  ERF
  ERF
  ERF
  ERR
  E
  ISISISIST
  —
  —
  2D10
  10
  9
  —
  —
  POWER
  ER
  ER
  ER
  ER
  ER
  ER
  ER
  ER
  E FIEL
  IEL
  IEL
  IEL
  IEL
  IEL
  IEL
  IEL
  IEL
  ELLD, , 
  UNWIEL
  IEL
  IEL
  IEL
  IEL
  IEL
  IEL
  IEL
  E DY
  DY
  DY
  DY
  DY
  DY
  DY
  DY
  D
  RANGE
  GE
  GE
  GE
  GE
  GE
  GE
  G D W
   W
   W
   WEA
  EA
  EA
  EAPONS
  NS
  N
  BOL
  OL
  OL
  OL
  OL
  O T
  L ER
  ER
  ER
  ER
  ERR
  E
  10
  10
  10
  10
  10
  100M
  S/22
  /22/4
  /4
  /4
  2D10
  10
  10+5
  +5
  +5
  5
  28
  28
  28
  FULL
  LL
  LL
  LL
  LLL
  TEAR
  EAR
  EAR
  EAR
  EAR
  EAR
  AR
  E
  ING
  ING
  ING
  ING
  NG
  ING
  ING
  ING
  BOL
  OL
  OL
  OL
  OL
  O T
  L PISISISISTOL
  OL
  OL
  OL
  OL
  30
  30
  30
  30
  30
  30M
  S/2
  /2
  /2
  /22/–
  /–
  /–
  /
  2D10
  10
  10
  10+5
  +5
  +5
  +5
  +5
  5
  14
  14
  14
  14
  FULL
  LL
  LL
  LL
  LL
  LLL
  TEAR
  EAR
  EAR
  EAR
  EAR
  EA
  EAR
  EAR
  EAR
  EA ING
  ING
  ING
  ING
  NG
  ING
  ING
  ING
  NG
  NG
  HEAV
  EA
  EAV
  EAV
  EAV
  AV
  EAV
  AV
  EAV
  EAVV
  EA Y B
   B
   B
   BOL
  OL
  OL
  OL
  OL
  OL
  OL
  O T
  L ER
  ER
  ER
  ER
  ER
  ER
  15
  15
  15
  15
  150M
  –/
  –/
  –/–/
  –/
  –/10
  10
  10
  1
  2D10
  10
  10+1
  +1
  + 0
  5
  60
  60
  60
  60
  60
  FULL
  LL
  LL
  LLL
  LL
  LL
  LL
  LL
  TEAR
  EAR
  EAR
  EAR
  EAR
  EAR
  AR
  AR
  EAR
  EAR
  AR
  A ING
  ING
  ING
  ING
  ING
  NG
  ING
  ING
  ING
  ING
  GRENADES
  FRAG
  RAG
  RAG
  RAG
  RAG
  AG
  RAG
  AG
  AG
  R
  GREN
  REN
  REN
  REN
  EN
  EN
  REN
  EN
  RE ADE
  ADE
  ADE
  ADE
  ADE
  DE
  DE
  DE
  ADE
  ADE
  D
  SB 
  B 
  B X 3 3 33
  —
  2D10
  10
  10
  10
  0
  —
  —
  BLAS
  LAS
  LAS
  LAS
  LAS
  AS
  AS
  LAS
  LAS
  LAS
  LAS
  AST ( ( ( ( ( ( (5)5)5)5)5)5))5)5))5)5)5))
  KRA
  RA
  RA
  RA
  RA
  RA
  RAK GREN
  RE
  REN
  REN
  REN
  REN
  REN
  EN
  E
  R
  ADE
  ADE
  ADE
  ADE
  ADE
  ADE
  DE
  ADE
  SB 
  B 
  B 
  B 
  B X 33 33 33
  —
  3D10
  10
  10
  10
  1 +4
  +4
  +4
  +4
  +4
  6
  —
  —
  —
  20
  
  Final Sanction
  BLAST (X)
  Many missiles, grenades, and some guns create an explosion 
  when they hit. When working out the effects of a Blast 
  weapon, anyone within the weapon’s blast radius in metres 
  (the number in parenthesis) is also hit.
  TEARING
  Tearing weapons are vicious devices, exploding while lodged 
  inside their victim or using multitudes of fast-moving jagged 
  teeth to rip into ﬂesh and bone. These weapons roll one extra 
  die for Damage, and the lowest result is discarded.
  UNWIELDY
  Huge and often top-heavy, Unwieldy weapons are too 
  awkward to be used defensively. Unwieldy weapons cannot 
  be used to Parry.
  POWER FIELD
  A ﬁeld of power wreathes weapons with this Quality, 
  increasing their Damage and Penetration. Such modiﬁers are 
  already included in the weapon’s proﬁle. When the weilder 
  successfully uses this weapon to Parry an attack made with 
  a weapon that lacks this Quality, he has a 75% chance of 
  destroying his attacker’s weapon.
  MARK VII “AQUILA” POWER ARMOUR
  Astartes power armour is the high standard against which 
  other forms of Imperial protection are measured. The 
  commanding sight of the God-Emperor’s warriors in their 
  iconic battle gear has routed more than one enemy force 
  without ﬁring a shot. Heavy ceramite plates form the basis 
  for most suits, actuated by electrically motivated ﬁbre bundles 
  that replicate the movements of the wearer and enhance his 
  strength. Not only are Adeptus Astartes patterns the pinnacle 
  of power armour technology, but a Space Marine’s unique 
  interface implants ensure that his armour responds with the 
  speed and precision of his own body. Each Battle-Brother 
  is responsible for the care of his own suit of power armour, 
  the components of which may have served his Chapter for 
  millennia before him.
  Astartes power armour contains many complex sub-
  systems, and it is the synergy of advanced technology 
  with Space Marine physiology that makes a Battle-Brother 
  in power armour so deadly. This combination yields the 
  following effects:
  Ceramite Plating: Provides AP 8 to all Locations.
  Enhanced Strength: Increase the Battle-Brother’s 
  Strength by +20. The effect on SB is calculated after the 
  Unnatural Strength multiplier.
  Auto-senses: The Space Marine gains +10 to Awareness 
  Tests for Sight and Sound, and can see in total darkness.
  Osmotic Gill Life Sustainer: With the helmet on, 
  the armour is environmentally sealed and can maintain an 
  adequate oxygen supply as long as the unit is powered.
  Bio-monitor and Injectors: If the internal cogitator 
  detects a problem with the wearer’s bio-signs, it can administer 
  pain suppressors, combat stimms, and anti-toxins. 
  Vox Link: Serves as a standard vox and a channel for any 
  more sophisticated data transmissions the suit or its wearer 
  can access. The bio-monitor feed also transmits through this 
  link, permitting a squad to view each others’ vitals.
  Magnetized Boot Soles: Can be activated to secure 
  the Space Marine to a metallic surface (such as the hull of a 
  spaceship).
  Nutrient Recycling: Filters in the armour capture and 
  purify body waste, re-constituting it into a nutrient solution 
  that is intravenously returned to the body. This can sustain a 
  Battle-Brother for long periods of time, but not indeﬁnitely.
  Poor Manual Dexterity: While protective, armoured 
  gloves are not ideal for ﬁne manipulation. Delicate tasks 
  suffer a –10 penalty unless using equipment designed for 
  Space Marines. 
  MARK VII “AQUILA” POWER ARMOUR
  21
  
  Final Sanction
  Final Sanction
  “There is an alien shadow falling across the stars; it swallows worlds 
  and leaves only bone and ash to mark its passing. I fear if unchecked 
  this shadow will consume humanity and cast us into an endless night 
  from which we may never see the dawn.”
  –Elsharna, Astropath Ascendant in Lordsholm
  F
  INAL SANCTION is an introductory adventure designed to 
  give both players and GMs a chance to experience the 
  DEATHWATCH Roleplaying Game. The adventure places 
  the players in the roles of members of a Deathwatch Kill-
  team, hardened elite warriors of the famed Adeptus Astartes, 
  and hurls them into the action against overwhelming odds and 
  fearsome foes. It is their task to win glory for their Chapter, 
  vanquish the foes of the Imperium and survive to complete 
  their sacred duty to the Emperor. This adventure can also act 
  as a starting point for GMs to run further adventures and 
  missions in the war-torn worlds of the 41st millennium. 
  GETTING STARTED
  To run this adventure you need one player to take on the role 
  of the Game Master, 2–4 players to take on the roles of the 
  Battle-Brothers, and at least two ten sided dice (d10s). All 
  the information required can be found within the pages of 
  this booklet including a quick start version of the core rules, 
  background on the adventure setting, detailed information 
  on the adventure itself and pre-generated characters. Some 
  background on the Warhammer 40,000 universe, in which 
  the DEATHWATCH game is set, can be found at the start of the 
  booklet. However, the adventure has been designed to be self 
  contained and no prior knowledge of the setting is required.
  Before running this adventure the Game Master should be 
  sure to read it thoroughly.
  NOTES FOR THE GM
  The following section gives the GM an overview of the 
  adventure as well as the location in which it takes place. In 
  addition to this overview, there are numerous ‘GM Guidance’ 
  sidebars throughout the adventure itself. These sidebars 
  provide the GM with tips, advice, and general guidance on 
  how to deal with aspects of the rules, the actions of the 
  players and the development of the plot. 
  AN OVERVIEW OF THE ADVENTURE
  The adventure takes place in the sprawling city of Lordsholm, 
  on the Agri-world of Avalos. An unremarkable world, Avalos 
  rests on the edge of the Orpheus Salient between Hethgard and 
  the Well of Night, but has thus far been spared the attentions 
  of the Imperium’s enemies. Recently the world came to the 
  attention of the Ordo Xenos and Inquisitor Kalistradi, who 
  arrived with her retinue to uncover rumours and signs of a 
  Genestealer infestation. What she discovered was far worse 
  that she could have anticipated.
  The adventure is divided into three parts: Baptism by Fire, 
  Lordsholm Burns, and The Lord of Blood and Darkness.
  PART 1: BAPTISM BY FIRE
  The ﬁrst part of the adventure details the Battle-Brothers’ 
  arrival on Avalos, having been dispatched to Lordsholm to 
  aid Inquisitor Kalistradi (at her request) in the purging of 
  a Genestealer infestation. However, when they arrive they 
  discover that things have gone from bad to worse, and Avalos 
  is sliding into total war. Only moments after their frigate 
  makes orbit, the vessel is set upon by a swarm of kraken 
  (Tyranid bio-ships scouting the system for the approaching 
  hive ﬂeet). The Battle-Brothers make a narrow escape by drop 
  pod as the Imperial ship is torn asunder, cutting off their 
  support and any chance of reinforcement. During the pod’s 
  descent, it locks onto the Inquisitor’s encrypted transponder 
  signal and adjusts course, making planetfall within the city 
  of Lordsholm. This is the point at which the adventure itself 
  begins, as the players kick their way out of their drop pod 
  into the howling wind and rain of the night and the midst of 
  a pitched battle.
  22
  
  Final Sanction
  They have arrived in the Portica District (having crashed 
  through the roof of an Imperial chapel) where the 117th 
  Lordsholm Planetary Defence Force are making a stand 
  against a much larger force of rebels (citizens infected or 
  controlled by the Broodlord and his nest). The players must 
  defend the chapel and repel the attack giving them a chance 
  to ﬂex their combat abilities as well as witness ﬁrsthand their 
  inspiring effect on the PDF. Once the ﬁght is over, the Battle-
  Brothers are approached by Captain Ascote, commander of 
  the remaining free PDF in Lordsholm. He blesses them for 
  their arrival and seek to speak with them alone. At this point, 
  his form changes revealing that he is in fact a shapechanging 
  Callidus Assassin named Syndalla. 
  Syndalla then outlines the dire situation (Kalistradi is 
  missing, she is the last of the Inquisitor’s retinue, and the city 
  is close to falling) and defers command of the situation to 
  the Battle-Brothers. This is the point at which their Mission 
  Objectives come into play (see page 24 for more details on 
  Missions and Mission Objectives). She suggests to them that 
  their Primary Objective should be to locate Lordsholm’s 
  Astropath Elsharn, and send a request for support using their 
  Deathwatch ciphers. She has seen invasions like this before, 
  and she is sure they have just hours before the shadow in 
  the Warp descends and all communications are cut off. 
  However, simply sending a message is not enough—without 
  intervention, the city is doomed to fall before the night is out. 
  Therefore, their other Primary Objective should be to ﬁnd 
  and destroy the Broodlord, disrupting his forces and giving 
  the PDF a chance to retake the city.
  There are also a number of other smaller concerns 
  (Secondary and Tertiary Objectives) that the Battle-Brothers 
  may undertake, such as clearing out bands of Genestealers 
  roaming the city, destroying rebel strongpoints and their 
  leaders, ﬁnding and aiding other pockets of PDF still holding 
  out, and securing more arms and ammo (they begin very 
  short on weapons, having just what is on them and in their 
  drop pod)—all of which will contribute to the ﬁnal success 
  or failure of their mission.
  PART 2: LORDSHOLM BURNS
  With the situation laid out before them by Syndalla and a city 
  in ﬂames at their feet, the Battle-Brothers are free to complete 
  their Objectives as they see ﬁt, or if they have their own ideas 
  about how to save the city, to create their own plan of attack. 
  This can be as complex or as simple as the GM and players 
  desire, ranging from a simple path from one encounter to the 
  next until the Battle-Brothers arrive at the ﬁnal confrontation 
  with the Broodlord, to an open battleﬁeld in which the Battle-
  Brothers choose their Objectives and targets as they see ﬁt. 
  If they wish, the players can even create their own mission 
  parameters, coming up with their own strategies and tactics 
  and choosing their own favoured approach, be it stealth, 
  frontal assault, or sabotage.
  There are four distinct districts within Lordsholm—the 
  Magistria District, the Portica District, the Fabrica District 
  and the Calistria District. Each has its own set of Objectives 
  as well as challenges and each is a piece of the ongoing ﬁght 
  to save the city. One of the districts also hides the Broodlord’s 
  nest. The Battle-Brothers begin the adventure in the Portica 
  District, but may travel freely between the districts depending 
  on their plan of attack and their chosen Objectives. An 
  overview of the challenges of each district is as follows:
  Portica District: This is the district in which the Space 
  Marines arrived and their initial base of operations. It is 
  mostly overrun by rebels, but Syndalla (in her guise as 
  Captain Ascote) holds a small section. This is also the district 
  where goods are stored and transferred on and off world. 
  It therefore offers both the PDF and PCs a chance to ﬁnd 
  supplies as well as a way to strike at the rebels by destroying 
  their stocks of weapons.
  Magistria District: This is the seat of Lord-Governor 
  Perian Thorsholt and has as yet not fallen to the rebels (mostly 
  due to Thorsholt sealing it off and pulling his forces back to 
  protect his own neck). It is also the location of the House 
  of Echoes, where the Astropath Elsharna resides. The Battle-
  Brothers must go here if they wish to send their astropathic 
  message for aid. Unfortunately, it is chaos inside the district. 
  Numerous nobles have been infected and several Genestealers 
  have snuck in. This location can also be a source of allies; if 
  the PCs save or kill Lord-Governor Thorsholt, they may be 
  able to gain the aid of his personal guard in the retaking of 
  the city.
  Calistria District: This is the main residential district of 
  Lordsholm and where the ﬁghting is at its thickest. It is also 
  the place where the PCs can ﬁnd rebel leaders and strong 
  points as well as allies in the form of citizens and PDF units 
  holding out in isolated buildings. Retaking the district or 
  at least weakening the rebel presence here makes the ﬁnal 
  confrontation easier for the Battle-Brothers.
  Fabrica District: Filled with smoking manufactoriums, 
  this is the main industrial district and also the location of the 
  Broodlord’s nest. As such, it is completely in the hands of 
  the rebels. The Battle-Brothers must ﬁght (or sneak) into this 
  district to complete their Mission (see Part 3: The Lord of 
  Blood and Darkness on page 37).
  PART 3: THE LORD OF BLOOD AND 
  DARKNESS
  Once the players have sent their astropathic message (or failed 
  to do so) they are ready to seek out the Broodlord and cleanse 
  his nest. There are numerous ways in which they can ﬁnd 
  out the location of the nest, either through exploration or 
  clues/information found in other districts. The nest is located 
  in the Sollar and Sons Prometheum Works in the Fabrica 
  District. Depending on their choice of attack, this may play 
  out as either a bug hunt or a pitched battle—it is a dangerous 
  environment to ﬁght in and the Broodlord and Genestealers 
  use it cleverly, performing hit and run attacks, climbing the 
  walls and gantries, and using runoff tunnels too small for 
  the Battle-Brothers. Most likely the Broodlord will try and 
  weaken them, forcing them to use up most of their ammo 
  on his lesser minions before attempting to lure them into the 
  pressure tanks where it lairs and overwhelm them (it is up to 
  the Battle-Brothers, of course, to avoid or survive this!).
  23
  
  Final Sanction
  Killing the Broodlord throws the rebels and other 
  Genestealers into confusion temporarily, giving the PDF and 
  the Battle-Brothers a chance to gain the upper hand. Though 
  the battle is still not over, it may now be winnable. In the 
  Broodlord’s lair, they also discover Kalistradi’s corpse, her 
  notes, and the dark truth behind the infestation. The adventure 
  ends with the Battle-Brothers contemplating the ramiﬁcations 
  of this truth and looking up to see the descending shadow of 
  the Tyranid hive ﬂeet.
  THE SETTING
  FINAL SANCTION takes place within the ancient city of Lordsholm 
  during the course of a single bloody night of ﬁre and rebellion. 
  It is a dark and decaying place ﬁlled with shadows and screams. 
  There are lurking foes and cowering citizens through which 
  the Battle-Brothers must ﬁght, sneak and negotiate their way 
  through in order to face rebels, aliens and traitors. It is also a 
  place where the fate of an entire world hangs in the balance 
  and the lives of several million Imperial citizens rests in the 
  hands of a few brave souls struggling against the encroaching 
  darkness. On a world in ﬂames, on the eve of its destruction, 
  they are the Imperium’s last and only hope to save Avalos.
  Bringing this setting to life is part of the GMs task and 
  can add immeasurably to the players’ experience of their dark 
  night in Lordsholm. Both the city and the setting exist to 
  make the Battle-Brothers feel the weight of their duty and the 
  overwhelming numbers of their foes. These are the hallmarks of 
  being a Space Marine, and especially part of serving in an elite 
  Deathwatch Kill-team. While the players are indeed the most 
  powerful individuals to walk the city streets, they are only a 
  handful in number while their foes are legion. The other factor 
  against them is time, and as the night wears on, they should 
  see the city falling around them, ﬁres lighting up the sky, and 
  bodies covering the streets. The players should be aware in no 
  uncertain way that Lordsholm is about to fall, and only they 
  have the ability to alter its fate.
  A WORLD ON THE EDGE
  Avalos is by and large an unremarkable world, like a million 
  others across the vastness of the Imperium. Its people toil 
  ceaselessly under the rule of the Emperor and the guidance of 
  the Administratum. Avalos rests on the edge of the Orpheus 
  Salient between Hethgard and the Well of Night, all within 
  the environs of the Galactic Eastern Fringe. An Agri-world, it 
  is almost entirely given over to the production of food crops 
  and domesticated animals, shipping vast supplies off world 
  (mostly to feed the soldiers of nearby Achilus Crusade).
  The majority of the world’s surface is a sparsely populated 
  network of farms and orchards, mills and ranches. These 
  are connected by a vast collection of roads, rail lines, and 
  shipping lanes, all feeding to the world’s only major city and 
  its only spaceport: Lordsholm. Resting on the edge of the 
  world’s great southern continent, the city is home to the bulk 
  of the planet’s population and is the seat of its government, 
  the home of its PDF garrison, and its connection to the 
  greater Imperium.
  LORDSHOLM: A CITY IN FLAMES
  Even before the Broodlord’s uprising, Lordsholm was an old 
  and decaying city built more from necessity than any grand 
  design. Sprawled across several miles of coastline, its streets 
  are narrow and winding, shadowed by sagging buildings and 
  crumbling towers. Its roads are for the most part cobbled but 
  are in many places (such as the poorer sections) dirt, with 
  open sewer channels running down their centre. It is a drab 
  and dirty place of browns and greys, ﬁlled with the press of 
  humanity and the stench of rot.
  MISSIONS
  Missions provide a framework for the GM to create adventures for his players and capture the military nature at the 
  heart of being a member of the Deathwatch. Missions are divided up into sections, known as Objectives, each one 
  representing a portion of the overall adventure and contributing to its success. There are three kinds of Objectives:
  Primary Objectives: All of these Objectives must be completed for the Mission to be considered a success.
  Secondary Objectives: These Objectives are not as vital but materially contribute to the Mission’s success and 
  increase the margin of victory.
  Tertiary Objectives (also known as Targets of Opportunity): These Objectives are not vital to the Missions 
  success but offer a chance to earn extra glory or renown. 
  FINAL SANCTION is designed around the concept of a Mission to overcome a planetary uprising and uses Objectives to 
  provide the players with a guide to the tasks they must complete to save Lordsholm and purge the Genestealer infestation. 
  GMs should remember, however, that Objectives are a guide and a tool, and can be  altered, replaced, or disregarded 
  depending on the ﬂow of the adventure and the development of the plot. They are a useful benchmark of success and a 
  way in which the players, in the role of a Deathwatch Kill-team, can feel they have succeeded or failed in their duty.
  For the purposes of this introductory adventure, the rules for Missions have been reduced to focus mainly on Objectives, 
  however the DEATHWATCH rulebook expands the concept extensively adding such things as Oaths (vows to the Emperor, 
  Chapter, or Kill-team taken before embarking on a Mission), Themes (such as Assault, Recon, and Diplomacy), and 
  Complications (such as Misdrops, Traitors, and Bad Intel). Missions, and the completion of Objectives, also play a part in 
  earning a Battle-Brother Experience Points and Renown, which improve their abilities and standing with the Chapter. 
  24
  
  Final Sanction
  Since the arrival of the Broodlord and its Genestealer 
  infestation, things have only gotten worse. Now much of the city 
  lies in ruins, and the rest has been transformed into a battleground. 
  Bodies lie rotting in the streets while wildﬁres skip around the 
  city unchecked, burning rebels and loyalists alike. Many buildings 
  and roads have been hastily fortiﬁed and throughout the city 
  barricades block off many areas or make passage extremely 
  hazardous. Wherever the players travel in Lordsholm, they are 
  sure to hear the snap of lasguns or the chatter of heavy stubbers 
  echoing off the building around them.
  Adding to these woes are the city’s murky canals. Lordsholm 
  is crisscrossed with hundreds of them, which divide the districts 
  and turn whole city blocks into islands. Once a thriving part of 
  the city’s infrastructure, they have now become corpse choked 
  barriers over which rebels and loyalists trade shots or hurl 
  grenades. They also present a unique challenge for the players as 
  to move around the city they need to cross canals at numerous 
  points—a task made harder by the fact the majority of the city’s 
  bridges have been destroyed. The canals have also been used 
  by the rebels to seal the city in from the outlying provinces by 
  burning every bridge to the mainland.
  Through all this chaos and confusion it falls to the Battle-
  Brothers to explore the city and complete their Mission, during 
  the course of which they will probably visit each of the four 
  districts of Lordsholm at least once.
  MAGISTRIA DISTRICT 
  Located on the northern reaches of the city atop the cliffs 
  overlooking the bay is the Magistria District. Sectioned off 
  from the rest of the city by wide canals and high walls, it is 
  the home of Lord-Governor Perian Thorsholt’s manor and 
  Avalos’ feeble collection of noble houses. Here, the decay is 
  not so evident—what little wealth the world has can be seen 
  in its grand houses, parks, and statues to the God-Emperor. 
  It is also the one part of the city that has thus far survived 
  the ravages of the uprising with minimal damage—mostly due 
  to Thorsholt sealing its gates, burning its bridges, and pulling 
  back a substantial portion of his PDF division to guard its walls. 
  Important locations within the Magistria District include:
  • Thorsholt Manor: A sprawling, stately home located at 
  the highest part of the sea cliffs and looking down across 
  the entire city. It has been the seat of power on Avalos for 
  as long as anyone can remember and is a nexus for its rich 
  and powerful. The manor’s wide open gardens and lawns 
  cover several acres and are surrounded by white marble 
  walls. With the uprising raging in the city below, the 
  Governor and his nobles have hidden themselves in the 
  manor’s hundreds of rooms, suites and chambers, drinking 
  and feasting and generally pretending all is well. 
  • The House of Echoes: The tallest tower in all of 
  Lordsholm is the House of Echoes, perched on the edge 
  of Thorsholt Manor overlooking the sea. Shunned by the 
  superstitious nobility, it is a place of whispers and magic, 
  and home to the astropath Elsharna with her Hollow 
  Guard and other lesser psykers. When the uprising began, 
  the Hollow Guard sealed the tower and barred all access to 
  Elsharna to await orders from the Lord-Governor—orders 
  that have yet to materialise. 
  PORTICA DISTRICT 
  Including the south eastern portion of the city and running 
  along much of its seaward edge is the Portica District. A hub 
  of roads, mag-rails, and docks the district is where goods from 
  all over Avalos enter the city, either destined for the factories 
  of the Fabrica or the spaceport and off-world markets. Its 
  proximity to the sea means it is often cold and damp, shrouded 
  in fog and reeking with the smell of brine. Since the uprising, 
  it has become a bitter battleground between the rebels and the 
  PDF for two reasons: control of the spaceport and control of 
  the PDF base and its arsenal of weapons. So far, the PDF are 
  holding out, having blown many of the bridges and turned 
  mag-cars and warehouses into makeshift strong points—but 
  only barely. Important locations within the Portica District 
  include:
  • Avalos Spaceport: Small and crude by the standards 
  of the rest of the sector, the spaceport is nonetheless 
  the world’s only solid link to the greater Imperium. 
  During the ﬁrst hours of the uprising, rebels attacked 
  the spaceport in the hopes of taking it intact. However, 
  strong resistance by the PDF and the heroic actions of a 
  few bold ofﬁcers has held them off and seen much of it 
  reduced to pitted launch platforms and blazing landers. 
  What remains, however, is still worth ﬁghting for, and it 
  remains a bitterly contested area. 
  25
  
  Final Sanction
  • Lordsholm PDF Base: The last true stronghold of 
  Imperial rule on Avalos (not counting the manor) is the 
  PDF base. Unfortunately with the bulk of the Lordsholm 
  division drawn away to protect the manor, the remaining 
  regiment is only barely managing to hold its walls as 
  wave after wave of rebels launch increasingly more 
  suicidal attacks from the neighbouring districts. However 
  the uprising plays out, the fall of this base may well be a 
  blow the PDF could not recover from. 
  • Imperial Stores: Due to the district’s location and its 
  infrastructure, a great deal of off-world supplies and 
  equipment are stored here. These include the huge 
  underground Imperial stores, sealed by the PDF at the 
  start of the rebellion and then cut off as the tide of battle 
  shifted. The supplies and ammunition within these stores 
  could aid the PDFs efforts greatly, if only they could be 
  reached. Should the rebels manage to enter the stores 
  instead, the PDF will surely pay a high price in blood. 
  CALISTRIA DISTRICT 
  Filling out the bulk of the western reaches of the city and 
  spilling out across the canals and onto the mainland is the 
  Calistria District. A squalled mass of rotting buildings, 
  crumbling roads, and broken walls, it is an overcrowded hive 
  of humanity. In the wake of the uprising, its countless twisting 
  alleyways and decaying townhouses have become the centre 
  of the rebel efforts to take control of the city. It has become 
  a place where even crossing the street can be fatal as snipers, 
  stubber nests, and booby traps (belonging to both sides) 
  maim, murder, and kill anything in their sights. If the PDF is 
  to have any chance of retaking the city it must include seizing 
  control of this district. Important locations within the Calistria 
  District include:
  • Rag Markets: The string of large open squares in 
  the centre of the district is known by the citizen of 
  Lordsholm as the Rag Markets. Not so long 
  ago, this was where people would come 
  to buy, sell, and barter for all manner 
  of goods and services. Since the 
  uprising however the squares have 
  become 
  warzones, 
  crisscrossed 
  with barricades and trenches. 
  Sometimes a square changes hands 
  several times in a single hour as 
  both rebels and PDF launch endless 
  successions of counterassaults.
  • Blind Saint: Not all of the district is in 
  the hands of the rebels, and here and 
  there pockets of resistance hold out. One 
  such place is the Blind Saint, a tavern 
  frequented by enforcers and PDF. When 
  the uprising swept over the district, the 
  customers quickly barricaded themselves 
  in and fought off all attempts to wipe 
  them out. Even now, key PDF ofﬁcers 
  and skilled enforcers are holed up 
  awaiting support, however slim the 
  chances of it turning up might be.
  • Pit of Filth: On the western most edge of the district 
  is the slums, the domain of the poor and wretched of 
  Lordsholm. Known to the PDF colloquially as the Pit of 
  Filth, it is here that the rebellion ﬁrst took hold. The PDF 
  believe the rebel leaders are commanding and controlling 
  the uprising from the Pit, though as yet no one has 
  survived long enough to reach it and ﬁnd out for sure.
  FABRICA DISTRICT
  Sitting deep in the centre of the city, hidden by a pall of 
  smoke and ringed by dozens of foul smelling canals is the 
  Fabrica District. Filled with factories, mills, and manufactoria, 
  the district is the grinding, hammering heart of Lordsholm’s 
  industry and the source of much of the world’s ﬁnished goods. 
  It is also home to the great promethium reﬁneries on which 
  the city it reliant for its light and power. Before the uprising 
  it was the site of numerous bloody murders and unexplained 
  disappearances. Then, once the uprising started, the district 
  was the ﬁrst to fall, targeted by the rebels and attacked from 
  within. However, since this time, it has remained mostly 
  unscathed; its streets emptied of citizens, its borders fortiﬁed, 
  and its bridges and gates sealed. Important locations within 
  the Fabrica District include:
  • Promethium Bridge: With most of the lesser bridges 
  and gantries destroyed, there remains only one major 
  artery into and out of the district: the promethium 
  drawbridge. Built of dirty iron and steel and powered by 
  massive gears, it stretches over a hundred metres across 
  the canal. Since the rebels seized the district, the bridge 
  has remained up, protected by scores of well armed rebels 
  determined to ensure that no one crosses.
  • Seawater Runoff: Even with the promethium 
  bridge up, it is still possible to enter the Fabrica 
  district from the sea. All the waste and 
  ﬁlth produced by the factories and 
  mills ﬂows out to sea through runoff 
  channels, where it is swept away by 
  the tide twice a day. The seawater 
  runoff channels run right into the heart 
  of the district, linking to almost all 
  of its industrial buildings.
  • 
  Sollar 
  and 
  Sons 
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  Works: 
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  gained a dark reputation. Now, however, 
  it has been transformed into a charnel 
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  26
  
  Final Sanction
  SHADOW OF THE HIVEMIND
  The ﬁnal piece of the setting is the very presence of the 
  Broodlord and his children—harbingers of the oncoming 
  Hive Fleet Dagon, which at any moment could appear and 
  devour the world whole. This is the terror that pervades the 
  entire world: the rebels know something big is coming and 
  rejoice in it, the PDF can feel the breath of the beast on their 
  necks even though they don’t know its name, and the Battle-
  Brothers carry the secret that the true horror is yet to come.
  It is the nature of the Tyranid threat (from which the 
  Broodlord and his Genestealers are spawned) to spread across 
  the stars devouring whole worlds in their endless hunger for 
  biomatter, and leaving only barren rock and dust in their 
  wake. Hive Fleet Dagon has taken a large bite out of the 
  Jericho Reach. On scores of worlds and in the darkness of 
  the void, the Imperium is struggling to hold back its hordes 
  of bio-engineered warriors as they extinguish one world after 
  another.
  The GM should impress upon the players the severity of 
  the threat Avalos (and by extension their Kill-team) faces. 
  Unless it is somehow averted, Avalos will be destroyed. Not 
  merely occupied, damaged, or ruined, but completely and 
  utterly annihilated, scoured of life from its highest mountains 
  to its deepest oceans. Its cities will crumble to dust, its seas 
  and air will vanish and its people will become meat for the 
  hive ﬂeet. However, while the Battle-Brothers appreciate the 
  scope of the Tyranid threat, the players might not (especially 
  if they are not familiar with the Warhammer 40,000 setting). 
  If this is the case the GM can use Syndalla (a survivor of such 
  an attack and an experienced Throne Agent) to ﬁll them in, 
  with appropriately gory details. 
  ALLIES AND ANTAGONISTS
  Throughout the adventure there are a number of key NPCs 
  the Battle-Brothers may encounter—some may become allies, 
  but most will probably try to kill them. 
  INQUISITOR KALISTRADI
  “Avalos has all the signs of infestation, and like on so many of these 
  backwater worlds the local authority has been ineffective in either 
  identifying or dealing with the threat. I will conduct an investigation 
  into the extent of the infestation, but it may be my recommendation 
  that Avalos be purged, lest it lead to the spread of Hive Fleet Dagon 
  closer to the Well of Night.”
  Kalistradi was an Inquisitor of the Ordo Xenos and a specialist 
  in Genestealer infestation. Though the Battle-Brothers won’t 
  know for sure until they ﬁnd the Broodlord’s nest, she is 
  dead. After months of investigation on Avalos she tracked 
  the source of the infestation from its origins out in the great 
  southern farmlands and into Lordsholm. Initially, she believed 
  that the Lord-Governor Thorsholt was complicit in the spread 
  of the infestation. However, she later came to realise he was 
  merely incompetent. What she didn’t know was that ever 
  since she set foot upon Avalos, she had been watched by the 
  Broodlord and his minions, and when her path ﬁnally led her 
  to Lordsholm the ancient Genestealer chose to act, igniting 
  the uprising and plunging the city into chaos. The Inquisitor 
  dispatched some of her team to deal with the uprising, while 
  she took the rest and sought out the Broodlord, fearing aid 
  from the Deathwatch would not arrive before the city fell. 
  Unfortunately for her, she did not survive her encounter with 
  the Broodlord and his children. 
  While Kalistradi can give no direct aid to the Battle-
  Brothers, she has left behind some clues and other information 
  that may help them ﬁnd the Broodlord’s nest.
  SYNDALLA, AKA CAPTAIN ASCOTE
  “The Emperor protects those who protect themselves.”
  The sole survivor of Kalistradi’s retinue, Syndalla is a skilled 
  Throne Agent and Assassin of the Callidus Temple. When 
  the uprising began, the rebels assassinated most of the PDF 
  ofﬁcers, leaving the guardsmen in chaos. Before she left for 
  the nest Kalistradi told Syndalla to use her polymorphine 
  to assume the guise of a PDF ofﬁcer and hold the regiment 
  together until she could return. That was ﬁve days ago. Since 
  then, she has been holding on, hoping help will arrive or 
  Kalistradi will return. She is a fanatically devoted servant 
  of the Emperor and the Inquisition and is willing to die to 
  complete her mistress’s mission on Avalos.
  Syndalla is the Battle-Brothers’ contact on Avalos (in lieu 
  of Kalistradi) and the closest thing they have to a real ally. 
  The GM should use Syndalla (as a near equal of the Battle-
  Brothers) to help guide them, provide information on the 
  situation, and point them in the right direction if they are 
  unsure how to proceed. She is, however, in no way in charge 
  of the Kill-team, just as they have no authority to command 
  her. She always allows them to make their own choices on 
  how to handle things.
  No Proﬁle is provided for Syndalla as she does not directly 
  aid the Battle-Brothers in their combats. The GM can assume 
  however that anything short of the Broodlord or multiple 
  Genestealers presents her with no signiﬁcant threat.
  Note: In addition to her role in providing local intelligence 
  and representing the PDF (in the guise of Captain Ascote) 
  Syndalla may also help the Battle-Brothers in inﬁltration or 
  impersonation if they come up with a good plan. This could 
  include such things as impersonating a key rebel leader or 
  even the Lord-Governor, or inﬁltrating ahead of the Kill-
  team to provide them with information. However, she is not 
  reckless, and only agrees to help in this way if the Battle-
  Brothers have sound tactical reasoning behind their actions.
  27
  
  Final Sanction
  ELSHARNA, ASTROPATH ASCENDANT
  “Even with these blind eyes, I can see the end approaching. The 
  darkness in the warp and the shadow in the void have come to Avalos 
  to end us all.”
  Elsharna is Avalos’ Astropath Ascendant and the Battle-
  Brothers’ only means of sending a message off world before 
  the shadow in the Warp falls. She is a blind teenage girl 
  trapped in the highest reaches of the House of Echoes, where 
  Thorsholt keeps her safely locked up. She becomes aware of 
  the Kill-team as soon as they arrive, since such powerful and 
  fated warriors shine bright in her psychic vision. 
  Like many psykers, Elsharna can be difﬁcult to understand, 
  speaking in riddles or mixing up the past, present, and future 
  while gazing off into the distance with her empty eye sockets. 
  The GM can use the Battle-Brothers’ visitation with her to 
  provide clues about the whereabouts of the Broodlord if they 
  haven’t found any more solid leads. She can also advise them 
  on where certain other Objectives might be found. Whatever 
  the players learn from her, however, is likely to be buried 
  under prophecies of doom and pronouncements of dread—
  Elsharna can clearly see the approaching hive ﬂeet and knows 
  just what it means for Avalos.
  No Proﬁle is provided for Elsharna as she is a non-
  combatant.
  LORD-GOVERNOR PERIAN THORSHOLT
  “It’s only a small civil disturbance, just some malcontents rousing the 
  poor or some such. I’m sure it will be over soon...”
  Perian Thorsholt is the ruler and planetary governor of 
  Avalos, and while not an evil man or even a particularly 
  incompetent one, he is woefully ill-equipped to deal with the 
  current situation unfolding on his world. When the uprising 
  took hold, he feared (quite rightly) that he would become a 
  target, and so he called the majority of his personal guard 
  and the PDF to the defence of his manor. Cut off from the 
  outside, he has fortiﬁed himself and hopes for things to turn 
  out for the best.
  No Proﬁle is provided for Thorsholt as he is a non-
  combatant.
  Note: Thorsholt can either be a potent ally or an irritating 
  enemy depending on how the players choose to handle him. 
  He wields impressive power and is still the rightful planetary 
  governor of Avalos, appointed by the mandate of the nobles 
  and the sufferance of the Administratum. He is, however, 
  stricken with indecision and is jumping at shadows. If the 
  players treat him roughly, he is liable to either ﬂee the manor 
  or be reduced to a quivering wreck and be no use to them 
  at all. However, if they offer him even a spark of respect 
  (pandering to his natural ego) he makes efforts to meet 
  their demands. Thorsholt knows he has no dominion over 
  the Battle-Brothers (and would not want any), but he also 
  considers himself at least their close peer (as ridiculous as this 
  may seem to a member of the Adeptus Astartes).
  LORDSHOLM IRREGULARS, PDF 
  TROOPERS
  “Sir! The men are formed up and ready to give the enemy the 
  business.”
  The army of Avalos is made up mostly of young men, 
  conscripted to serve their time in the Planetary Defence 
  Force, or PDF. Led by ofﬁcers drawn from the ruling elite 
  (of mixed abilities) their training is limited and, before the 
  uprising, their combat experience was non-existent. They are, 
  however, proud of their city and their world and are willing 
  to die defending it.
  PDF Guardsman Horde Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  35
  35
  30
  30
  30
  20
  30
  30
  30
  Movement: 3/6/9/18 
  Magnitude: 30
  Armour: Flak Armour (All 4). 
  Weapons: Lasgun (100m; S/3/—; 1d10+4 E; Pen 1), or 
  Heavy Weapons Team with Water-Cooled Heavy Stubber 
  (100m; —/—/10; 2d10+4 I; Pen 2).
  REBELS
  “The Lord of Blood and Darkness is come. Fall to your knees and 
  accept the end is nigh!”
  Many of the rebels are citizens tainted by the Broodlord and 
  his children. Others, however, are merely malcontents, who 
  have taken up arms against the hated upper classes. Drawn 
  from the masses, rebels come in many shapes and sizes, all 
  driven by the Broodlord’s alien hatred and desire for carnage 
  and death.
  Rebel Horde Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  25
  25
  30
  30
  30
  20
  30
  40
  30
  Movement: 3/6/9/18 
  Magnitude: 30
  Armour: None. 
  Weapons: Crude melee weapons (1d10+3 R; Pen 0); Stub 
  Riﬂe (100m; S/—/—; 1d10+3 I; Pen 0), or Heavy Weapons 
  Team with Water-Cooled Heavy Stubber (100m; —/—/10; 
  2d10+4 I; Pen 2).
  28
  
  Final Sanction
  Rebel Leader Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  45
  35
  40
  40
  30
  20
  30
  40
  30
  Movement: 3/6/9/18 
  Wounds: 16
  Armour: Bloodstained Flak Armour (All 4). 
  Weapons: Chainsword (1d10+5 R; Pen 2), Autopistol (30m; 
  S/—/6; 1d10+2 I; Pen 0; Clip 18; Reload Full).
  Rebel General Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  55
  35
  40
  40
  30
  20
  30
  40
  30
  Movement: 3/6/9/18 
  Wounds: 19
  Armour: Heavy Carapace (All 6). 
  Weapons: Powersword (1d10+7 R; Pen 5), Plasma Pistol 
  (30m; S/—/—; 2d10+8 I; Pen 6; Clip 12; Reload Full).
  Note: Every time the players face the rebels, they slowly 
  become more and more organised. Unless the Kill-team takes 
  great lengths to remain stealthy, the GM should increase the 
  Magnitude of the rebel Hordes they encounter by 5 each 
  time. He can also add rebel leaders or generals, rebel heavy 
  weapon teams or have the rebels set up ambushes (erecting 
  barricades, taking up positions in buildings and even hiding 
  Genestealers in their ranks).
  LANDSHOLM GENESTEALER
  The Broodlord’s children have bred and multiplied since its 
  arrival, stalking the streets of Lordsholm and creating carnage 
  and chaos in their wake.
  Landsholm Genestealer Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (12)
  65
  —
  60
  60
  60
  30
  55
  40
  ––
  Movement: 12/24/36/72  
  Wounds: 20
  Skills: Awareness (Per), Climb (S), Dodge (Ag) +10, Swim 
  (S) +10.
  Traits: Unnatural Strength (×2).
  Armour: Reinforced Chitin (All 6).
  Weapons: Rending Claws (2d10+12; Pen 5, Special).
  Special Rules
  Stealth: As masters of stalking their prey, Genestealers are 
  hard to spot even in open terrain. If a Genestealer moves at half 
  speed and does not attack, creatures must pass a Challenging 
  (+0) Awareness Test to detect its presence.
  Rending Claws: The claws of a Genestealer are razor 
  sharp and a well placed blow can cut right through even the 
  toughest armours. When rolling to attack with this weapon, 
  if the attack roll results in two or more Degrees of Success, 
  double its Penetration.
  LANDSHOLM BROODLORD
  The Broodlord is an ancient and powerful Genestealer and 
  master of the Tyranid infestation on Avalos. From its nest, its 
  potent psychic presence controls and commands its followers 
  and directs them against their foes. 
  Landsholm Broodlord Proﬁle
  WS
  BS
  S
  T
  Ag
  Int Per WP Fel
  (12)
  (12)
  67
  —
  60
  60
  60
  45
  55
  50
  ––
  Movement: 6/12/24/36  
  Wounds: 80
  Skills: Awareness (Per), Climb (S), Swim (S).
  Traits: Unnatural Strength (×2), Unnatural Toughness (×2).
  Armour: Reinforced Chitin (All 8).
  Weapons: Rending Claws (2d10+12; Pen 5, Special).
  Special Rules
  Stealth: As masters of stalking their prey, Broodlords are 
  hard to spot even in open terrain. If a Broodlord moves at 
  half speed and does not attack, nearby beings must pass a 
  Challenging (+0) Awareness Test to detect its presence.
  Rending Claws: The claws of a Broodlord are razor sharp 
  and a well placed blow can cut right through even the 
  toughest armours. When rolling to attack with this weapon, 
  if the attack roll results in two or more Degrees of Success, 
  double its Penetration.
  Lord of the Brood: The Broodlord is father and master of 
  the Genestealer infestation and more powerful than a normal 
  example of his species. The Broodlord may attack three times 
  in a single round with a Full Action. These attacks may be 
  made against separate targets.
  29
  
  Final Sanction
  Part 1: Baptism 
  by Fire
  “Emperor’s blood! Look at the size of those... TEETH!”
  –Last words of Galrite Haltreme, Captain of the Valiant 
  T
  his ﬁrst part of the adventure sees the players crashing 
  down upon Avalos into the midst of a battle. In 
  short order, they must hold their ground, assess the 
  situation, and then formulate a plan of attack to put down 
  the xenos-fuelled uprising. With luck and determination, this 
  section should ﬁnish with the players having established their 
  mission parameters and setting off into the burning city to 
  complete their objectives and bring death to the enemies of 
  the Imperium.
  THE STORY SO FAR...
  The adventure starts with the Battle-Brothers having just 
  landed on Avalos via an emergency drop from their crippled 
  vessel. However, before the action kicks off, the GM should 
  get the players up to speed and brief them on the events that 
  have led to their arrival on the world of Avalos. This is an 
  important step, as unlike most Imperial troops, Battle-Brothers 
  are typically well-informed and prepared before making a 
  drop, having been briefed by their commanders on the nature 
  of their enemy and the intricacies of their assigned mission.
  Over six months ago, Inquisitor Kalistradi arrived on 
  Avalos chasing rumours of Genestealer infestation and 
  several reported sightings of a Space Hulk on the edge of the 
  system. After months of secret investigation, she discovered 
  that Genestealers had indeed taken residence on Avalos, 
  concentrated in the world’s primary city—Lordsholm. Without 
  the means to purge the infestation herself, and fearing the local 
  authorities had already been compromised, she sent a coded 
  astropathic communication to Watch Fortress Erioch issuing a 
  formal request for aid from the Deathwatch in exterminating a 
  Genestealer infestation on the world of Avalos. After reviewing 
  the evidence and assessing the threat of a Tyranid presence in 
  the Avalos system, the Watch Captain considered the danger 
  serious enough to dispatch a Kill-team. 
  Once the players are ready and are clear on the nature 
  of their mission, then the GM can read or paraphrase the 
  following:
  Your journey to the Avalos system aboard the Imperial 
  Sword Class Frigate Valiant was swift. During the voyage, you 
  remained mostly apart from the rest of the crew, who in turn kept 
  their distance, overawed to have not one, but several members of 
  the legendary Adeptus Astartes aboard their ship. Your only real 
  contact was with its commander, Captain Galrite Haltreme, as 
  he gave you updates on the vessel’s progress and assurances that 
  you would reach Avalos as quickly as his crew could manage.
  Two hours ago, your vessel entered the Avalos system and 
  began its journey toward the primary bio-sphere. A scan of the 
  system revealed only dust and silence. 
  47 minutes ago, your vessel came within vox range of Avalos 
  and the captain attempted to raise local Imperial authorities, 
  only to met with static and white noise.
  18 minutes ago, the Valiant entered orbit above Avalos. 
  Almost immediately a swarm of Tyranid kraken emerged from 
  behind the world’s primary moon, descending on the frigate and 
  taking its crew by surprise. Even as the Valiant burned under a 
  barrage of bio-plasma and pyro-spores, your Kill-team managed 
  to reach a drop pod and prep for launch. In a ﬁnal act of duty, 
  Captain Haltreme opened the hanger doors and ﬁred your pod 
  down toward the planet below. Moments later, the frigate’s hull 
  buckled and broke under the jaws of the kraken.
  6 minutes ago, your pod screamed down though Avalos’ 
  atmosphere, leaving a trail of ﬁre across the sky while inside 
  you endured the brutal gravity as only your enhanced bodies are 
  capable of. Still kilometres above the surface of the world your 
  pod’s rudimentary guidance locked on to an Astartes transponder 
  and in a brief burst of retro rockets changed direction to follow its 
  pulsing signal. Scant seconds later you made planetfall, and with 
  a deafening crack of thunder your pod slammed into the ground 
  throwing dust and debris high into the air. Almost immediately 
  your harness released and the pod’s doors were ﬂung open. 
  Emerging from your pod, you appear to have landed through 
  the roof of an Imperial chapel, crashing down in the midst of 
  pews, tiles, and statues. Through the hole made by your drop pod, 
  your can see that it is a dark rainy night, water pouring down 
  onto your armoured forms. Through shattered doors, you can see 
  Lordsholm, an ancient and crumbling city, soaked in rain and 
  ablaze with uncontrolled ﬁres, stretching off in all directions. 
  Nearby, the crack of weapons ﬁre and thump of explosions 
  announces a battle in progress.
  BATTLE FOR THE CHAPEL
  Outside the chapel, the 600 men of the 117th Lordsholm 
  PDF under Captain Ascote (Syndalla), are under assault from 
  a large contingent of rebels, easily in the thousands. The PDF 
  have set up a makeshift barricade around the chapel from fallen 
  masonry, dead guardsmen, and even a burnt out Chimera, 
  creating a fortiﬁed position about 200 metres across. Outside the 
  barricade, the chapel’s graveyard and forecourt has been cleared 
  into a killing ground some 50 metres wide; beyond this lurks the 
  shadowy rain soaked ruins of Lordsholm and the rebel lines.
  The battle is a massed bloody affair, fuelled by the alien 
  hatred of the rebels and their vast numbers. The GM should 
  make it clear to the players that without their assistance, the 
  rebels will destroy the PDF regiment. For this engagement, the 
  rebels will assault the players as a Rebel Horde (see page 28), 
  the Magnitude of which can be selected by the GM depending 
  on how hard he wants to make things for the players, but 30 or 
  40 should present a reasonable challenge. Meanwhile, the PDF 
  exists mostly in the background, adding to the carnage of the 
  battle but not directly inﬂuencing the actions of the players. The 
  proﬁle for the Rebel Horde can be found on page 28.
  30
  
  Final Sanction
  Winning this battle comes down to keeping the rebels at bay 
  and completing a number of Turning Points—key moments in 
  the battle where the intervention of the Battle-Brothers can tip 
  the balance against the rebels and reduce their overall ﬁghting 
  strength. The GM can start the battle with a few rounds of regular 
  combat, as the ﬁrst of the Rebel Hordes charges up the steps of 
  the chapel against the PDF lines. He should then insert a Turning 
  Point of his choice from the list below. Once the Turning Point 
  has been resolved (for better or worse) he can throw in another 
  Horde, and another few rounds of regular combat against the 
  Battle-Brothers before choosing another Turning Point. Once 
  the players have completed two or three of these (or as many or 
  as few as the GM feels appropriate, depending on the players’ 
  appetite for combat) the rebels retreat, bloody and broken, and 
  the battered PDF soldiers can breathe a sigh of relief.
  TURNING POINTS
  • Fire Superiority: Several rebel heavy stubber teams have 
  found an elevated position on the edge of the killing ground 
  in the tower of a ruined building. Already, their ﬁre is raking 
  the PDF lines and raking up a toll of dead and dying. They 
  must be shut down—fast. If they are allowed to operate 
  for more than 8 combat rounds, then the damage is done 
  and the rebels have won this Turning Point. Treat the heavy 
  stubber teams as a Rebel Horde with Magnitude of 15. If a 
  Battle-Brother takes a good look at the building the rebels 
  are using, he can make a Challenging (+0) Intelligence 
  Test to realise that a single well placed explosive could take 
  the whole building down.
  • Mortal Combat: From amongst the throngs of rebels a 
  massive ﬁgure emerges. 7 feet tall and rippling with muscle, 
  he screams a challenge at the PDF lines and charges. This is 
  a Rebel Leader (still only human) and he is making a show 
  for his followers. Use the Rebel Leader proﬁle from page 28 
  (note he is not a Horde). Even one on one, the leader is no 
  match for the Battle-Brothers. However, this confrontation is 
  more about morale than simple victory, so success depends 
  on how fast and how dramatically the players dispatch him. 
  If he lives for more than 2 combat rounds, then the rebels 
  win the Turning Point, if he dies from ranged ﬁre no one 
  wins, and ﬁnally, if the Battle-Brothers kill him in melee 
  within 2 rounds or less, then they win. 
  • Bunker Busters: A group of rebels carrying demolition 
  charges are attempting to blow a hole in the barricade. 
  Charging across the killing ground, they are surrounded 
  by other rebels trying to shield them from ﬁre. Treat these 
  rebels as a Horde with a magnitude of 30. The Horde takes 
  5 rounds to close with the barricade. If the Battle-Brothers 
  can cut them down before this, they win the Turning Point; 
  if not,then the rebels win.
  • Breaking Point: The PDF (Planetary Defence Force) are 
  close to collapsing under the weight of constant attack and 
  need to have the fear of the God-Emperor put into them. 
  The GM should warn the players that the PDF are going 
  to fold and suggest they need rallying. The Battle-Brothers 
  can achieve this either by making a Challenging (+0) 
  Fellowship Test (the GM should give a player a +20 bonus 
  if he actually comes up with some good rallying cries), or 
  by showing disdain for the rebels by walking out into the 
  killing ground and surviving a round without taking any 
  damage (i.e., not suffering any Wounds). The GM should 
  give them 3 rounds to do one of these and win the Turning 
  Point, otherwise some (though not all) of the PDF break 
  ranks and ﬂee.
  GM GUIDANCE: SETTING THE SCENE
  The action in FINAL SANCTION starts very abruptly, and once the players set foot in Lordsholm, the clock is be ticking 
  and time is of the essence. For this reason, the GM should allow the players’ time to introduce themselves to each other, 
  compare character descriptions, and ask any questions they have about their Mission, the rules or the setting before 
  the adventure proper gets rolling. At this point, the players should know that they have been deployed to Avalos to aid 
  Inquisitor Kalistradi, and that they likely face a Genestealer infestation. They have been briefed on the world, so if they 
  have any questions the GM can give them an overview of Avalos and Lordsholm using the information presented in 
  The Setting (see page 24). They should also be familiar with some of the key NPCs, by name at least, such as the Lord-
  Governor, the Astropath, and the Inquisitor and her retinue. What they won’t know, of course, is that when they arrive, 
  their ship is going to be ambushed and just how bad the uprising has become. The GM should keep the more detailed 
  aspects of the city a secret (such as locations and current goings-on) as even the Deathwatch intelligence is weeks old.
  GM GUIDANCE: RUNNING THE 
  BATTLE
  The focus of this battle should be on the actions of the 
  players and how they can turn the tide against the rebels. 
  The GM doesn’t need to keep track of exactly how many 
  PDF or rebels are slaughtered, or concern himself with 
  making attacks for them unless they directly affect the 
  Battle-Brothers. Instead, the battle should shift around 
  the players, depending on their completion (or failure) 
  of the Turning Points. At any given moment, scores of 
  men on both sides are ﬁring, charging, or dying amidst 
  the hail of gunﬁre and the relentless hacking of melee 
  weapons. It may also happen that the Battle-Brothers fail 
  to win any of the Turning Points. This is not a problem. 
  The GM should still end the battle when he feels the 
  players have had enough and have the rebels retreat. Of 
  course, if they do particularly badly, he should make sure 
  to describe the pitiful handful of guardsmen remaining 
  alive and the mounds of loyal dead.
  31
  
  Final Sanction
  THE DUST SETTLES
  Once the rebels have been repelled and the chapel secured 
  the Battle-Brothers have a chance to catch their breath and 
  take stock. Captain Ascote informs them that he set the 
  transponder under instructions from Inquisitor Kalistradi and, 
  when they are ready, briefs them on the situation unfolding in 
  Lordsholm. When the players are ready to talk to the Captain 
  the GM can read or paraphrase the following:
  Captain Ascote leads you back into the chapel, still dominated 
  by the wreckage of your drop pod. Once inside and out of sight 
  of the men still holding the walls, a ripple seems to run down 
  the captain’s body and his form distorts and shimmers taking on 
  a new shape. Before you stands a lithe female, clearly a member 
  of the Callidus Assassin Temple—shape shifting killers and 
  favoured tools of the Inquisition. Inclining her head to you she 
  greets your Kill-team:
  ‘My lords, blessed be the Emperor you are not too late, it 
  seems my mistress’s faith in the Deathwatch was well placed. 
  Would that she were here to greet you herself, but I fear the 
  xenos have her somewhere in the city, and for several days I have 
  worn the guise of the PDF commander simply to hold these men 
  together so that there might be a place for you to land. My name 
  is Syndalla, at least that is what Kalistradi called me, other than 
  this I will not waste words with pleasantries or formalities, for 
  this city is about to fall. The Genestealers have infected much 
  of the population and those that remain are badly demoralized 
  and exist only within a few isolated parts of the city like this 
  one. Added to this, I expect the vanguard of the Tyranid ﬂeet 
  to arrive within a matter of days. Our only hope is to send a 
  message through the world’s astropath before the shadow falls 
  using your Chapter cyphers and request reinforcements. This on 
  its own, however, is not enough. Even with aid on the way, I 
  think Lordsholm will fall before dawn. The only way to stop this 
  is to ﬁnd the Broodlord which spawned this infestation and kill 
  it. I will give you what help I can but I also need to keep the PDF 
  from completely collapsing. I have prepared some details to aid 
  you in your task and will offer what knowledge I have.’
  At this point Syndalla outlines the Mission Objectives (see 
  sidebar) and answers any questions the Battle-Brothers have 
  about the city. The most likely questions are ‘how do we ﬁnd 
  the astropath?’ and ‘where is the Broodlord?’ She can tell 
  them where to ﬁnd the astropath (in the House of Echoes 
  near the Manor), but she does not know where the Broodlord 
  can be found (only that he no doubt resides in a district ﬁrmly 
  in the hands of the rebels).
  With their Mission established and the night wearing on, 
  the Battle-Brothers should now be ready to strike out into the 
  city and complete some of their Objectives.
  Part 2: 
  Lordsholm 
  Burns
  “It’s like everyone just got up one day and decided to burn the whole 
  Emperor-damned city to the ground; not that I blame them, but they 
  could have waited until I’d left!”
  –Karn Plock, Keeper of the Blind Saint
  T
  he second part of the adventure focus on the characters’ 
  journey through the shattered city and their efforts to 
  turn the tide of the uprising, contact the astropath, and 
  ultimately ﬁnd the location of the Broodlord. This section 
  has been intentionally been designed as an open collection 
  of locations, encounters, and Objectives so that the players 
  might choose their own path and their own style of play. 
  This section can also be as long or as short as the GM desires 
  and he can drag out the journey through burning streets with 
  running gun battles, booby traps, and ambushes or fortiﬁed 
  positions which need to be destroyed or bypassed.
  In addition to the collection of Objectives outlined for 
  the players, the GM can also use the presence of the ‘ticking 
  clock’ to motivate the Kill-team. He can remind them that the 
  city is set to fall and they have perhaps only hours before all 
  hope is lost. This time scale is abstract, however, and exists as 
  a dramatic tool for the GM to add to the feeling of a doomed 
  world in its last moments of life. The GM can stretch out the 
  night for as long as he wants, either ignoring it when things 
  are moving at a good pace or having the players get a warning 
  GM GUIDANCE: DEMEANOURS
  Demeanours are a facet of every Battle-Brother’s 
  personality and reﬂect how they see their duty to the 
  Emperor, their view of their Chapter, and how they 
  go about ﬁghting the foes of the Imperium. They also 
  play a part in how the Kill-team (i.e., the PCs) react 
  to each other and what makes Battle-Brothers, even 
  from the same Chapter, unique. Demeanours, and a 
  chance to roleplay them, are likely to surface when it 
  comes time to plan their foray into the city and decide 
  on which Objectives to focus on ﬁrst. The GM should 
  encourage players to explore their character’s outlook 
  with his Battle-Brothers and to discuss different ideas 
  on how best to proceed. However, the GM should 
  also remind the players that they are an elite combat 
  unit. Despite any bad feelings towards each other, they 
  are still highly trained professionals and should not 
  let petty rivalry get in the way of their duty to the 
  Emperor.
  Details on the rules for Demeanours can be found 
  on page 18. 
  32
  
  Final Sanction
  from Syndalla, notice a clock, or even see the ﬁrst hint of the 
  false dawn if they seem inclined to slacken their efforts. 
  Throughout this section, the GM can also make use of 
  Syndalla, who stays in contact with the Kill-team via comm-
  link while she remains to organise the PDF. She can be useful 
  in pointing out locations, letting them know when they are 
  near Objectives, and adding extra bits of information to keep 
  the plot moving.
  PORTICA DISTRICT
  This is the district in which the players ﬁrst arrive on Avalos. 
  The Imperial chapel in which they landed is located several 
  city blocks from the Lordsholm PDF Base and then a little 
  further from the spaceport. There are three set locations/
  encounters within this district for the Battle-Brothers to 
  complete should they choose to seek them out.
  AVALOS SPACEPORT
  While much of the spaceport is in ruins, it is still of vital 
  importance to both sides as a landing zone and fuel depot (the 
  PDF need it to keep a gateway off world open and the rebels 
  want to shut it down). If the players travel to the spaceport, 
  they discover scattered PDF platoons holding out amongst 
  the rubble while a much larger force of rebels presses in on 
  them. To win this engagement the Kill-team must clear out 
  the rebels, which amount to three Magnitude 40 Hordes, one 
  of which is made up of heavy weapon teams. In addition, 
  hidden in the Hordes are two Genestealers which remain 
  hidden until they can take the Kill-team by surprise (ideally 
  two on one if the players split up).
  Helping the PDF to secure the spaceport is a Turning 
  Point, while the two Genestealers count as Roaming 
  Genestealers which the players can kill to reduce the size of 
  the Broodlord’s nest. 
  LORDSHOLM PDF BASE
  Not far from the chapel where they landed is the city’s PDF 
  base where more PDF are holding out against the rebels. A 
  bloodied PDF regiment (or what is left of it) is holding the 
  walls of the blasted compound against a large rebel force. To 
  make matters worse, the rebels have brought up three heavy 
  siege guns and are pounding the walls. To break the siege and 
  free up the defending PDF, the Space Marines must defeat 
  the three Magnitude 40 Hordes outside the walls and destroy 
  their siege guns in 10 turns or less. If the Battle-Brothers fail, 
  then the walls are breached, and in a further 5 rounds, the 
  PDF are effectively destroyed.
  Complicating the matter is that one of the PDF ofﬁcers 
  is a traitor infected by the Genestealers. This only becomes 
  apparent if the players take the time to talk to the PDF, assess 
  their morale, and then pass a Routine (+10) Fellowship 
  Test. If successful, the Battle-Brothers get the impression 
  that something is ‘wrong’ with one of the regiment’s ofﬁcers, 
  MISSION: PURGE THE GENESTEALER INFESTATION
  PRIMARY OBJECTIVES
  • Kill the Broodlord: The Kill-team must ﬁnd and destroy the Broodlord, ending his control over his nest and 
  disrupting the efforts of the uprising. Clues to the location of the Broodlord’s nest can be found throughout the 
  city.
  • Send an Astropathic Message for Help: The Kill-team must locate and enter the House of Echoes and ﬁnd 
  Astropath Ascendant Elsharna. They must then keep her alive long enough to send a message to nearby Imperial 
  forces for reinforcement.
  SECONDARY OBJECTIVES
  • Rescue the Lord-Governor: The Kill-team can ﬁnd Lord-Governor Perian Thorsholt and ensure his survival until 
  reinforcements can arrive. This ensures continued Imperial control within Lordsholm.
  • Help the PDF Recapture the City: The Kill-team can aid the PDF in key battles throughout the city, using their 
  presence, tactical skill, and ﬁrepower to turn the tide of battle. These opportunities are noted in the text as Turning 
  Points, and work in much the same way as those detailed in the battle for the chapel (see above).
  TARGETS OF OPPORTUNITY
  • Kill the Roaming Genestealers: For every Roaming Genestealer the Kill-team ﬁnd and exterminate, they lessen 
  the Broodlord’s hold on the city and reduce the ﬁnal size of his nest when they track it down. These targets are noted 
  in the text as a Roaming Genestealer.
  • Kill the Rebel Leaders: There are a number of key rebel leaders leading and directing the uprising. Finding and 
  killing them weakens the rebels’ efforts. These targets when they appear are noted in the text as a Rebel Target, and 
  like the Turning Points, they have an overall effect on the players’ rewards.
  • Gather PDF Support: Throughout the city there are a number of PDF regiments and companies holding out 
  waiting for orders. If the players break through to them and give them orders they can offer support. These PDF 
  units are noted in the text as PDF Support Units and can be used later in the adventure to counter Rebel Hordes and 
  make the Kill-team’s tasks easier.
  33
  
  Final Sanction
  although not which one. The GM can allow the players to come 
  up with whatever means they think necessary to weed out the 
  traitor, although he is adept at hiding (they may even need to 
  call on Syndalla for aid). Killing all the PDF ofﬁcers also works.
  Breaking the siege gives the Kill-team a single PDF Support 
  Unit. If they deal with the traitor, then they have complete 
  control over the base and gain an additional two PDF Support 
  Units. 
  IMPERIAL STORES
  Below the vast southern warehouses of the district are the 
  Imperial Stores where much of the off-world goods and 
  Imperial arms and armour are kept. Having learnt the location 
  of the stores, the rebels have launched an attack to try and 
  secure them. By the time the Kill-team arrives, the outer 
  defences have been broken and the ﬁghting has spread to 
  the sub levels. To destroy the rebel force and open the stores, 
  the Kill-team must defeat (or sneak past) the two Magnitude 
  50 Rebel Hordes stationed outside and ﬁght their way down 
  through the pitch-black cramped passages (Battle-Brothers 
  may only advance single ﬁle). Inside, another two Magnitude 
  30 Rebel Hordes, led by a Rebel General, are sweeping the 
  tunnels for any remaining PDF.
  Winning this battle is a Turning Point, and the rebel general 
  counts as a Rebel Target. In addition, if they secure the stores, 
  the GM can allow them to restock on ammo and grenades.
  MAGISTRIA DISTRICT
  Seat of the Lord-Governor and residence of Lordsholm’s 
  rich, the Magistria district is where the players can ﬁnd the 
  astropath. They can also ﬁnd Lord-Governor Thorsholt and 
  either enlist his aid or remove him from power. There are two 
  set locations/encounters within this district for the Battle-
  Brothers to complete should they choose to seek them out.
  THORSHOLT MANOR
  Thorsholt Manor is a sprawling affair of hundreds of rooms, 
  outbuildings, parks and gardens. Currently, the bulk of 
  Lordsholm’s nobility and upper merchant classes are holed up 
  here, trying not to show too much fear at what many suspect 
  is indeed the end of their city. The Lord-Governor is in the 
  largest of his atriums, holding court and trying to keep a calm 
  façade. Suspecting an attempt to save the Lord-Governor, 
  the Broodlord has set up an ambush and 8 Genestealers are 
  lurking in the rafters ready to drop in once the Battle-Brothers 
  show themselves.
  Because the manor is full of nobles and other citizens, this 
  may complicate things for the players. When the ambush is 
  sprung, the GM should have citizens running in all directions 
  screaming and generally getting in the way. Unless the 
  players want to simply ﬁre through them (a valid option) 
  then they need to check their lines of sight for every shot, 
  which imposes a –10 penalty to ranged attacks (–20 if they 
  are using semi or full auto ﬁre). In addition, as soon as the 
  ﬁghting starts, the Lord-Governor ﬂees for his chambers 
  with at least one Genestealer in pursuit. This could lead to a 
  running battle through the ballrooms and banquet halls, the 
  Genestealers leaping from tables, chandeliers, and banisters 
  while the players tear the place up with bolter ﬁre.
  If they save the Lord-Governor and treat him well, he 
  becomes cooperative and gives them what help he can. He 
  provides them with maps of the city, offers his suspicions that 
  the Broodlord is in the Fabrica District, and tells them about 
  the seawater runoff channels that they can use to enter the 
  Fabrica District stealthily.
  GM GUIDANCE: USING OBJECTIVES
  So the players now have a list of Objectives and a big 
  open city. This can be daunting for both the players 
  and the GM, and they might be wondering where to 
  start. Given Syndalla’s guidance, they will probably go 
  straight for the Primary Objectives, ﬁghting their way to 
  the astropath, sending the message, and then beginning 
  the hunt for the Broodlord. This is ﬁne; especially 
  as completing the Primary Objectives ultimately 
  determines the success of their Mission. However, it is 
  possible in the rush to complete these Objectives that 
  other encounters and locations get overlooked.
  This is where the GM can try and tempt the Kill-team 
  with Secondary and Tertiary Objectives, reminding the 
  players (perhaps through Syndalla) of the beneﬁts they 
  offer—such as PDF Support and Turning Points—that 
  can aid them in their ﬁnal confrontation. Completing 
  Secondary and Tertiary Objectives also means more 
  Experience Points and Renown at the end of the 
  adventure.
  GM GUIDANCE: KEEPING BATTLES 
  INTERESTING
  Throughout this adventure, the players are likely to ﬁght 
  a lot of rebels, and the same horde of screaming citizens 
  charging them can become monotonous. To counter this, 
  the GM can vary encounters with things like dangerous 
  terrain such as unstable roadways or bridges that can hold 
  the weight of a rebel but not a Space Marine, or ﬂaming 
  ruins that can cook off ammo and blind vision. He might 
  also encourage the players to win battles in inventive 
  ways, rather than simply blasting away. This could 
  involve using the terrain against the rebels—destroying 
  bridges to cut off their reinforcements, igniting cover 
  to burn them out, or even ignoring them and brushing 
  them aside to get to more important targets.
  Most importantly, combat should be fun and exciting 
  for the players and not a tedious exercise in dice rolling. 
  If at any time the GM feels that the combat might be 
  dragging or things stagnating, then he can have the rebels 
  break and ﬂee, a new combatant such as a Genestealer 
  or Rebel Leader enter the fray, or some other dramatic 
  event to get things moving again. Remember that there 
  are going to plenty of combats in this adventure for the 
  players, and they shouldn’t need to ﬁght (or even win) 
  them all to complete it!
  34
  
  Final Sanction
  Every Genestealer the Battle-Brothers kill in the ambush 
  counts as a Roaming Genestealer. In addition, if they remove 
  or kill Thorsholt then they gain a single PDF Support Unit. 
  If they win him over then they gain 5 PDF Support Units as 
  he uses his authority to aid the players.
  THE HOUSE OF ECHOES
  In the outer gardens of the manor, on the edge of the sea cliffs 
  is the House of Echoes, a gothic tower hanging precariously 
  over the edge of the cliff. It is here the Battle-Brothers ﬁnd 
  the astropath Elsharna. Getting in, however, may be difﬁcult, 
  as the House is heavily guarded by the Hollow Guard, a 
  well-equipped and mind-cleansed honour guard. Unless they 
  have Thorsholt with them, the guard does not let them in 
  and responds to violence with violence (use the PDF Horde 
  Proﬁle with a Magnitude of 50, and carapace armour worth 
  5 Armour Points). Furthermore, the tower door is sealed with 
  a powerful psychic ward, which can only be opened from 
  the inside (though the Battle-Brothers may simply blast their 
  way in through a wall). Even if the players kill the Hollow 
  Guard, they may still be able to negotiate with Elsharna’s 
  retainers from the other side of the door, though they need 
  to be convincing. 
  Once they make their way inside, they can then meet with 
  Elsharna and ask her to send their message. Despite the efforts 
  of her guards (and any resulting carnage), she is expecting 
  them and agrees to send the message. Unfortunately, doing 
  so takes some time and the Broodlord—understanding the 
  importance of the astropath—has sent a group of rebels to 
  sneak into the manor and kill Elsharna. When the Battle-
  Brothers gain entry and the psychic ward is unlocked, the 
  rebels seize their chance. The players then have to keep the 
  astropath alive for at least 10 rounds as three Magnitude 50 
  Rebel Hordes and three Rebel Leaders (These Rebel Leaders 
  count as Rebel Targets) assault the tower. The GM should 
  play this out with Rebels coming in through doors, windows 
  and holes in the wall forcing the Kill-team to cover different 
  angles of attack and perhaps split up. 
  Once the Hordes are repelled and the message sent 
  Elsharna bids them leave, accepting that her role has ended 
  and her time is coming to an end. If they ask Elsharna about 
  the location of the Broodlord she answers them enigmatically: 
  “Beneath the son where the invisible air burns, the lord of darkness 
  sleeps in death—that is all I see...” 
  CALISTRIA DISTRICT
  The Calistria District is the heart of the rebellion and the 
  gateway to the Fabrica district, and the players must pass 
  through this district if they are to ﬁnd the Broodlord’s nest. 
  More than any other place in Lordsholm, it is a total warzone 
  and overrun with rebels. There are three set locations/
  encounters within this district for the Battle-Brothers to 
  complete should they choose to seek them out.
  RAG MARKETS
  The Rag Markets are the rebels’ ﬁrst line of defence in the 
  district and their effective front line against the PDF, which 
  is launching attacks from the adjoining districts., The rebels 
  have dug a trench network and built a strongpoint in each 
  of these four large squares. Each square is then held by two 
  Magnitude 40 Rebel Hordes and a Rebel Leader, as well as 
  three heavy stubber nests covering all advances. To cross the 
  rebel lines the Kill-team must either use stealth or take the 
  squares one at a time. 
  If the Kill-team manages to slip pass the lines leaving them 
  intact then they cannot call on PDF Support Units (with the 
  exception of that gained from the Blind Saint) in the rest 
  of the district or in the Fabrica District. In addition, other 
  rebel positions may call on the eight rebel Hordes from this 
  location as reinforcements. 
  Winning the battle for the Rag Markets counts as a Turning 
  Point. In addition, the four rebel leaders all count as Rebel 
  Targets. 
  GM GUIDANCE: USING PDF 
  SUPPORT UNITS
  Whenever the Battle-Brothers complete an encounter 
  which awards them PDF Support Units (as noted in 
  the text) they should make a note of how many PDF 
  Support Units they have available. These units can 
  then be ‘spent’ at any point later in the adventure 
  by sending a vox message to Syndalla and calling in 
  reinforcements. For each PDF Support Unit the players 
  deploy in this way they may negate a single rebel 
  Horde (of any Magnitude), effectively tying it down 
  or destroying it with their PDF allies (at the GM’s 
  discretion, this may count as a Turning Point, and if 
  led by a Rebel General, the players may also get the 
  Rebel Target). Once a unit has been used however its 
  strength is spent, and it can no longer be called upon 
  by the players.
  GM GUIDANCE: GETTING INTO THE 
  MANOR
  The ﬁrst obstacle the players must face is how to enter 
  the district (surrounded by a wide canal and high 
  walls) and then how to enter the Manor. They can of 
  course simply blast their way in while mowing down 
  the PDF; however this only exacerbates Thorsholt’s 
  paranoia and makes him believe the Kill-team are 
  coming to remove him from power. If the Battle-
  Brothers want to be more subtle, they can also talk 
  their way in. Their presence and the air of Imperial 
  authority they carry with them goes a long way, as 
  well as the awe they inspire in pretty much everyone 
  they meet. Threats also work. Sneaking in is another 
  option, though not quite so glorious. The players can 
  utilize sewers running under the walls and into the 
  canals to enter the manor.
  35
  
  Final Sanction
  BLIND SAINT
  Not far from the Rag Markets is an ancient stone tavern known 
  as the Blind Saint (for the defaced statues on its roof ). When 
  the Battle-Brothers enter the district, they pick up short range 
  vox transmissions from the PDF defending the Saint. Assaulting 
  the building is two Magnitude 40 rebel Hordes lead by four 
  rebel leaders. They have the area well covered by four heavy 
  weapons teams, one in each of the four buildings surrounding 
  the Saint. If the Battle-Brothers are to free the survivors they 
  must deal with the rebels and silence their heavy weapons.
  Among the survivors is an ofﬁcer by the name of Gremarch, 
  who had some contact with Inquisitor Kalistradi before she 
  disappeared. If the Battle-Brothers make it clear their intention 
  is to ﬁnd the Broodlord then he passes on what he knows: the 
  Inquisitor entered the Fabrica district looking for a promethium 
  works, though he does not know the name. He also tells them 
  about the heavily defended Promethium Bridge and the not so 
  well known Seawater Runoff.
  Rescuing the survivors in the Blind Saint gives the players 
  a PDF Support Unit. 
  PIT OF FILTH
  Deep within the depths of Lordsholm’s slums is the rebel 
  HQ. Heavily defended by three Magnitude 40 Hordes and 
  a dozen Rebel Leaders, it is also well hidden. To ﬁnd it they 
  need to ﬁnd a way to track the rebel vox signals, shadow a 
  rebel patrol, or interrogate a Rebel Leader (a difﬁcult task 
  given their fanatical hatred for the Imperium and the mental 
  domination of the Broodlord). Inside the HQ, the Battle-
  Brothers ﬁnd three Rebel Generals organising and directing 
  attacks. If they secure the place (i.e., kill everyone) they discover 
  extensive plans of the city and rebel troop positions as well as 
  intelligence indicating the location of the Broodlord’s nest in 
  the Sollar and Sons Promethium Works.
  Each of the Generals counts as a Rebel Target.
  FABRICA DISTRICT
  On the far side of the Calistria district, and across the great 
  canal, stretches blocks and blocks of factories. It is here 
  that the players eventually must come and it is here that 
  the Broodlord and his children have made their nest. There 
  are two set locations/encounters within this district for the 
  Battle-Brothers. The key task facing the players, however, is 
  how to get into the district. With the width and depth of 
  the canal (plus its fast current so close to the sea), and all 
  the smaller bridges destroyed there are only two ways in: the 
  Promethium Bridge and the Seawater Runoff. 
  PROMETHIUM BRIDGE
  The Promethium Bridge is well defended by six Magnitude 
  50 Rebel Hordes, two of which are heavy weapon teams, as 
  well as six Rebel Leaders and two Rebel Generals (all are 
  considered Rebel Targets, and the Generals are Key Rebel 
  leaders). As soon as the rebels come under attack they try and 
  blow the bridge. The players have 10 Rounds to stop this. If 
  the Battle-Brothers have freed up any PDF units then now 
  36
  
  Final Sanction
  would be a good time to use them. The players may also ﬁght 
  their way through to the bridge and try and lower it before 
  it blows. The bridge can only be lowered with the efforts of 
  at least two of the Battle-Brothers working the gears (far too 
  large for normal humans to move) and 3 Turns or a successful 
  Challenging (+0) Strength Test.
  SEAWATER RUNOFF
  An easier way into the Fabrica District is from the sea through 
  the seawater runoff where the district’s waste is washed 
  away. It is a long pitch-dark tunnel however, chest deep (to 
  a Space Marine) in stinking water. It is also patrolled by four 
  Genestealers. Lurking under the water the Genestealers stalk 
  the Battle-Brothers and try and split them up. For example, 
  one Genestealer may ﬂash into view before running off down 
  a side passage while the other three wait to catch the last in 
  line. Fighting in the water is also difﬁcult, halving movement 
  rates and imposing a –20 on Dodge tests. The Genestealers 
  are excellent swimmers and are unaffected by these penalties.
  Each of the Genestealers the players kill here counts as a 
  Roaming Genestealer.
  Part 3: The 
  Lord of Blood 
  and Darkness
  “Aliens? In Lordsholm? You must be mistaken sir.”
  –Francia Sollar, owner and proprietor of the Sollar and Sons 
  Promethium Works.
  The ﬁnal part of the adventure deals with the Kill-team’s 
  confrontation with the Broodlord and their assault on its 
  nest. If they know where the nest is (the Sollar and Sons 
  Promethium Works) then they can journey there straight 
  away, and may even gain the element of surprise (if they 
  entered via the seawater runoff ). If they enter the district 
  before they learn the exact location of the nest, the GM can 
  have them conduct a search through the deserted factories 
  which may involve Genestealer and rebel ambushes as well as 
  almost certainly alerting the Broodlord to their presence.
  SOLLAR AND SONS 
  PROMETHIUM WORKS
  An ancient crumbling stone building the promethium works 
  is nestled amongst a row of reﬁneries under a maze of pipes, 
  pressure tanks and exchange valves. Mostly untouched by the 
  ﬁghting, the promethium works remains largely intact and the 
  players can enter either by the large main gates, one of its high 
  barred windows (with a bit of applied violence) or through the 
  sewers if they want a more stealthy option. Once inside, they ﬁnd 
  the place deserted, without bodies, blood or other signs of battle. 
  All is eerily quiet. In fact, the factory is full of Genestealers as well 
  as a few maddened and emaciated rebels doing their bidding. 
  Any Roaming Genestealers the players have not killed are present 
  here—the GM should subtract the number the players have killed 
  from 20 to ﬁnd how many remain (the GM may wish to set the 
  maximum number of Genestealers in this encounter to one per 
  Battle-Brother entering the ﬁght—otherwise, this ﬁnal battle 
  may be overwhelming for the Deathwatch).
  Once it knows the Kill-team is in the promethium works, 
  the Broodlord’s plan is fairly straight forward. It ﬁrst wants to 
  weaken the Battle-Brothers, split them up and inﬂict wounds. 
  Then it wants to lure them into the pressure tanks and ﬁnish them 
  personally in the close conﬁnes of the pipes where both it and its 
  children have the advantage.
  Initially, the Genestealers try hit and run attacks against the 
  Battle-Brothers hoping to weaken them and get them to use up 
  their ammo. This entails attacking from gantries overhead, drains 
  below, or the multitude of shadows, ﬁghting in close combat 
  for a round and then disengaging. There are many places in 
  the promethium works where the Genestealers can go which 
  the players cannot because of their size, which (added to the 
  Genestealers’ speed) should make it very hard for the Kill-team 
  to chase them down.
  If the Space Marines have managed to sneak in undetected, 
  or so swiftly as to take the nest by surprise, the defence is a 
  little less well organised. Initially, only a third of the remaining 
  Genestealers are present and the others take 10 minutes to arrive 
  from other parts of the district (possibly allowing the players to 
  ﬁnd the entrance to the nest before they return).
  Once the Kill-team completes a sweep of the factory, it 
  discovers what appears to be the entrance to the nest, a large 
  section of pipe torn open leading into the ground (toward the 
  reﬁneries) splattered with blood and ichor. This is the only way to 
  the nest, as ﬁnding and reaching it from the outside is practically 
  impossible. The Kill-team may try, but the GM should make it 
  clear that the pipes stretch for blocks in all directions and they all 
  look the same. Inside, however, there should be a trail to follow.
  Once inside the pipes, the Kill-team can only advance single 
  ﬁle (Genestealers are more agile and can move down them two 
  abreast). The pipes are pitch black and a maze. However the 
  Battle-Brothers’ superior senses should be able to lead them in the 
  right direction (this is a matter of time but the GM may allow the 
  players to make Challenging (+0) Awareness Tests to speed 
  it up).
  The Genestealers are very familiar with the pipes and try 
  to split up the players using valves to block off the pipe. The 
  GM can have this happen a few times as long as there are 
  Genestealers alive. As the players pass a junction, a rebel in 
  the factory closes a valve, cutting off either the front most 
  or rear most PC. The Genestealers then attack the lone 
  Battle-Brother until the others can force the gate (taking 3 
  Rounds, or a Challenging (+0) Strength Test, whichever 
  comes ﬁrst). 
  Making it more difﬁcult to detect the Genestealers is the fact 
  that the pipelines run outside the factory for much of their length 
  and are being pelted with rain creating a deafening drumming 
  (–30 on all Awareness Tests involving hearing). 
  37
  
  Final Sanction
  THE BROODLORD’S LAIR
  The nest is located in a series of pressure tanks, high above the 
  factory. It is a vile place ﬁlled with bodies and coated with ichor. It 
  is about 20 metres across and 20 again high with at least a dozen 
  smaller pipes leading in, each with a valve gate. The Broodlord 
  lurks in the shadows near the roof waiting for the Kill-team. Once 
  they are inside its nest, it descends and attacks along with any 
  other Genestealers remaining alive (the GM may wish to set the 
  maximum number of Genestealers in this encounter to one per 
  Battle-Brother entering the ﬁght—otherwise, this ﬁnal battle 
  may be overwhelming for the Deathwatch). The Broodlord is a 
  cunning and powerful foe and should require the coordinated 
  efforts of the players to defeat. It uses the pipes and its excellent 
  climbing ability to strike and then retreat to disappear into 
  a pipe to strike again from a different location. It also uses its 
  Genestealers to try and gang up on a Battle-Brother and surround 
  them. Initially it targets any Battle-Brothers with heavy weapons 
  or melee weapons; however it may shift its attacks if any of the 
  PCs seem particularly deadly (i.e., they manage to kill one or 
  more Genestealers). 
  The Broodlord knows it ﬁghts for its brood and so ﬁghts to the 
  death. If the Kill-team retreats, then it pursues them relentlessly to 
  the edge of the district.
  CONCLUSION
  Once the Broodlord has been dealt with, the players can take 
  stock. In the nest they ﬁnd the remains of Inquisitor Kalistradi 
  as well as her notes and suspicions about the infestation. 
  Though they probably lack the time right away, a careful 
  examination of her work reveals some worrying evidence that 
  the Genestealers did not come here by chance, but were lured 
  by another power, someone who wants to steer the hive ﬂeet 
  in this direction.
  This revelation, however, is for another time, and even 
  though the ﬁghting still rages, the GM should allow the 
  players a chance to catch their breath and enjoy a moment 
  of glory at their service to the Emperor. The city has been 
  spared for now, but as sure as the sun rises, Hive Fleet Dagon 
  is coming...
  REWARDS
  The GM should give the players the following rewards 
  depending on how they have done with the mission:
  EXPERIENCE POINTS
  • Each Primary Objective Completed: 300xp
  • Each Secondary Objective Completed: 200xp†
  †To Complete the ‘Help the PDF Recapture the City’ 
  Objective the players must have won 2 or more Turning Points 
  (not counting those in the Battle for the Chapel).
  • Each Target of Opportunity Eliminated: 100xp†
  †To Complete the ‘Kill the Roaming Genestealers’ Objective 
  the players must have killed 12 or more Roaming Genestealers 
  (not counting those killed in the Promethium Works).
  †To Complete the ‘Kill the Rebel Leaders’ Objective the 
  players must have eliminated 6 or more Rebel Targets.
  †To Complete the ‘Gather PDF Support’ Objective the 
  players must have gathered 6 or more PDF Support Units.
  RENOWN
  • All Primary Objective Complete: 1 point
  • All Secondary Objective Complete: 1 point
  • All Targets of Opportunity Objective Complete:  
  2 points
  • Killed a Genestealer single-handedly: 1 point†
  • Inﬂicted the most damage on the Broodlord:  
  1 point
  †Only applies once
  In addition to this the GM can give the Battle-Brothers 
  an additional bonus of 500xp if they managed to win every 
  Turning Point and kill every Rebel Target, in addition to 
  completing each of the Primary Objectives, reﬂecting their 
  central role in ensuring an Imperial victory in Lordsholm.
  38
  
  Final Sanction
  �
  39
  
   
  FINAL SANCTION is an introductory adventure for the 
  DEATHWATCH roleplaying game. Landsholm is a planet 
  in the balance, suffering from rebellion and anarchy. 
  The Inquisition suspects an alien inﬂeunce behind this 
  unrest, and requests assistance from the Deathwatch. 
  Vile xenos creatures place the fate of the planet in 
  danger, and only the Deathwatch can turn the tide 
  before it is too late.
   
  An introduction to action and adventure as a Space 
  Marine in the grim darkness of the far future. 
  Welcome to Warhammer 40,000 Roleplay.
   
  A set of basic rules are included to help players and 
  Game Masters become familiar with the DEATHWATCH 
  roleplaying game.
   
  This free booklet gives you a taste of the thrilling 
  new roleplaying game from award winning 
  publisher Fantasy Flight Games. DEATHWATCH will be 
  available August 2010.
  FREE 
  NOT FOR RESALE
  PURGE THE ALIEN IN THE NAME OF THE EMPEROR!
  �
  �
  �
  �
  
SOURCE: textdata/thevault/Deathwatch/Deathwatch Final Sanction.pdf