TEXT: PERILOUS MISSIONS OF
  DUTY AND HONOUR
  ™
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  ROLEPLAYING IN THE GRIM 
  DARKNESS OF THE 41ST MILLENNIUM
  
  Credits
  Lead Developer
  Ross Watson
  Written and Developed by
  Andrea Gausman
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  Ben Lurie
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  Graham Davey
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  Kevin Childress
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  Mark Raynor
  Cover Art
  Michael Phillippi
  Interior Art
  Alberto Bontempi, Andrew Bosley, Matt Bradbury, Victor 
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  Nikolaus Ingeneri, Igor Kieryluk, Karl Kopinski, Stefan 
  Kopinski, David Nash, Rick Sardinha, Oliver Specht, Mark 
  Smith, David Sondered, Theo Stylianides, Chase Toole, 
  Allison Theus and Ben Zweifel
  Art Direction
  Zoë Robinson
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  Gabe Laulunen
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  Corey Konieczka
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  Michael Hurley
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  Christian T. Petersen
  Games Workshop
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  Owen Rees
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  Special Thanks to our Playtesters
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  War” Benn Williams, with Chris Lancaster, John Ross, Aric Wieder, 
  Rebecca Williams, and Eric Young
  FANTASY
  FLIGHT
  GAMES
  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, The Emperor Protects, and all associated marks, logos, places, names, creatures, races and race insignia/
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  ISBN: 978-1-58994-780-1  Product Code: DW03   Print ID: 873SEP10
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  Credits
  2
  
  Contents
  Contents
  The Emperor Protects 
  4
  Game Master’s Briefing ..........................................................4
  Background ..............................................................................4
  Running The Emperor Protects ............................................5
  The Price of Hubris 
  9
  Overview ..................................................................................9
  Choice, Consequence, and Hubris . ................................... 10
  Nowhere Else to Turn . ....................................................... 11
  The Horizon’s Pride . .......................................................... 12
  The Golden Planet . ............................................................. 15
  The City of Haistand . ......................................................... 16
  Meeting the Caele . .............................................................. 21
  The Black Depths . .............................................................. 22
  Go Set a Watchman . ........................................................... 25
  The Divested Hunt . ............................................................. 27
  The Reaving Canyons . ....................................................... 27
  Proven Warriors . .................................................................. 29
  The Tainted City . ................................................................ 30
  Grensvayl . ............................................................................. 30
  Map of Grensvayl and Environs���������������������������������� 31
  And Into the Fire . ................................................................ 32
  Apostate Caverns . ................................................................ 36
  The Heroes’ Return . ............................................................ 39
  A Day for Celebration . ....................................................... 39
  Celebration Turned to Slaughter . ..................................... 42
  What Remains? . ................................................................... 44
  A Solemn Return . ................................................................ 44
  Appendix: NPCs . ................................................................ 46
  A Stony Sleep 
  52
  Overview . ............................................................................. 52
  Unstable Foundations . ........................................................ 53
  Mission Modifications . ....................................................... 53
  A Missing Inquisitor ............................................................ 54
  Arming and Oath-Taking . ................................................. 54
  The Inquisitor’s Ship . ......................................................... 55
  The Fortress World . ............................................................ 56
  Upon This Rock . ................................................................. 62
  The City of Kar’thir . ........................................................... 62
  Optional Encounter: The Cold Trade . ............................. 68
  A Trail to the South . ........................................................... 69
  The Kar’dane Islands . ......................................................... 69
  Optional Encounter: Vipers in Our Midst . ...................... 77
  The City Beneath the Sea . ................................................. 79
  The Alien Tomb City . ......................................................... 80
  The Crashing Tide . ............................................................. 85
  Artefact Manifest . ................................................................ 86
  Appendix: NPCs . ................................................................ 88
  The Vigilant Sword 
  96
  Overview . ............................................................................. 96
  Running The Vigilant Sword . ........................................... 96
  The Pieces Fall Into Place . ................................................. 97
  Arming and Oath-Taking .................................................102
  A Turbulent Voyage ...........................................................103
  The Iron Pit ........................................................................104
  Into The Heart of Darkness ..............................................105
  Irradial Forge Slums ...........................................................106
  The Shipyards .....................................................................111
  The Soul Alembic ...............................................................114
  The Irradial Forge ..............................................................116
  The Manufactorum ............................................................116
  The Outer Forge Wall ........................................................120
  Beyond the Wall .................................................................121
  Optional Encounter: Servitor Nursery ............................124
  Optional Encounter: Orbital Battery Controls ...............124
  The Forge’s Iron Heart ......................................................125
  Escaping the Corrupted Forge .........................................131
  No Rest for the Weary .......................................................131
  Aftershocks on Erioch .......................................................132
  The Unending Watch ........................................................132
  Appendix: NPCs ................................................................133
  Appendix I: Encounter Circumstances Quick Reference 
  Tables .......................................................................................141
  Appendix II: Tomb Map �������������������������������������������143
  3
  
  Introduction
  The Emperor 
  Protects
  “I’ve never seen anything like Space Marines in action. Anyone who 
  sees them knows in his soul they are the God-Emperor’s creations. 
  More than that, you know that through them He is still watching 
  over us.”
  –Corporal Drayle after a Kill-team rescue on Baraban
  W
  elcome to The Emperor Protects, a three–part 
  adventure supplement for the Deathwatch 
  Roleplaying Game� These events take a 
  Deathwatch Kill–Team on a desperate mission that will lead 
  the Battle–Brothers throughout the Jericho Reach and pit 
  them against the unspeakable forces of Chaos. The adventures 
  herein take the Kill–Team across the Reach in an attempt 
  to stop a Chaos Sorcerer from enacting his plans for total 
  domination of the region; by destroying the warp gate used 
  to supply the ongoing Achilus Crusade. In order for the Kill–
  Team to prevent this from coming to pass they will confront 
  horrifying xenos, canny agents of Chaos, and even face their 
  traitorous brethren from the Alpha Legion.
  GAME MASTER’S BRIEFING
  the emperor protects takes the form of three adventures, 
  each linked together by a common story arc. The adventures 
  can be played through sequentially (the conclusion of one 
  leading straight into the opening of the next), or the action 
  can be broken up and rearranged in any manner desired.
  The adventures are set in the Jericho Reach, a war–torn 
  region of space on the Eastern Fringe of the galaxy.
  the emperor protects also explores a range of subjects 
  and play styles, from extreme action to diplomacy, and 
  exploration to epic combat. As befits the Battle–Brothers’ role 
  and position as Space Marines of the Deathwatch, each of 
  these challenges must be overcome if they are to survive and 
  triumph in the face of adversity.
  At the beginning of each of the three adventures, Game 
  Masters will find advice on how to use each adventure on 
  its own, and how they can integrate the events into their   
  own campaign.
  BAcKGROUND
  The events of the emperor protects begin with the Chaos 
  Sorcerer Dahzak—a man who is consumed by ambition and 
  has a lust for power. His quest for knowledge brought him to 
  the Cellebos Warzone along with so many other splinters of 
  the various Traitor Legions. Gleaning dark secrets in the ruins 
  of the Charon Stars, he conceived a plan to twist the Jericho 
  Reach’s mysterious warp gate to his own ends.
  Dahzak’s plans begin with an arcane piece of technology 
  called a thaumagramm diode. The diodes are devices that can 
  be used to manipulate space–time to open a breach into the 
  Immaterium. Dahzak came across the plans for these warp–
  altering devices in his unending quest for forbidden lore. 
  As he came to understand what the diodes were capable of, 
  he saw his opportunity. He also saw that he would never be 
  capable of constructing and attuning the diodes on his own. 
  To that end, he sought out allies skilled not just in technology, 
  but used to integrating it with warp energies.
  He found that ally in a group called the Vinculum 
  Proselytes. This order of corrupt Magi on Samech has delved 
  into the forbidden mysteries of tech–heresy for centuries, and 
  the “improvements” Chaos can bring to it. 
  Within their Forge, Dahzak and the Vinculum Proselytes 
  began to construct the thaumagramm diodes. It quickly 
  became apparent that their understanding of special 
  manipulation was insufficient for the task. They rectified this 
  problem by seeking the aid of the Alpha Legion. With their 
  subtle and well–planned tactics, they have helped the Irradial 
  Forge acquire many important inputs to the diodes.
  Dahzak and the Irradial Forge have another obstacle aside 
  from the difficulty of constructing the diodes. Even if a ship 
  could penetrate the Iron Collar and reach the warp gate in 
  the Well of Night, it would still have a patrolling Adeptus 
  Mechanicus cruiser to deal with. A scout ship, which would 
  be ideal for sneaking past the blockade, would not be able to 
  stand up to the punishment that can be meted out by one of 
  these vessels. 
  Thus, the group must find some way to get a larger ship 
  to the warp gate without being destroyed in the process 
  of trying to penetrate the Iron Collar. To that end, Magos 
  Vayze, leader of the Vinculum Proselytes, has hit upon the 
  solution: Antisonate plating. This special and unique plating 
  is typically used to cloak some of the best stealth craft in the 
  Reach. However, in addition to being rare and costly, it is 
  ineffective on large vessels. To allow the plating to maintain 
  its stealth properties over a larger surface area, Vayze has 
  combined the Antisonate with rare Decavane crystals. The 
  Vinculum Proselytes have gone to great lengths to establish a 
  secret mining operation on an out of the way planet, where 
  they slowly accumulate the necessary quantities of Decavane. 
  At the Irradial Forge, construction of their stealth warship, 
  the Ruin Bringer, is nearly complete; and Vayze and Dahzak 
  have almost perfected the thaumagramm diodes. 
  Dahzak however, has no army, as he operates with only 
  his apprentice, Sethahar, to aid him. His plans for the warp 
  gate are too grand a scheme to carry out without additional 
  support and Dahzak knows that his sorcerous knowledge will 
  not be enough. To bolster his numbers and execute the many 
  infiltrations required, Dahzak has allied with a cell of Alpha 
  Legion operating in the Jericho Reach, led by Lamdus Rize. 
  Combined with the corrupt techno–magi of the Proselytes, 
  what terrible ambition could bring these three forces together? 
  Dahzak has spun a vision of the gate transformed into an 
  open breach to the warp, both cutting off further support for 
  the Achilus Crusade and flooding the reach with the creatures 
  of Chaos. Should they manage to succeed, the entire Jericho 
  Reach may be turned over to the flood of Chaos.
  4
  
  Introduction
  SynopSiS
  the emperor protects is a multi–adventure supplement that 
  is broken down into three distinct, and linked, adventures. As 
  stated previously, these adventures can be run in the sequence 
  they are presented in, or they can be run in whatever order 
  the GM deems appropriate.
  Below are brief synopses of each adventure within this 
  supplement. The beginning of each adventure provides 
  information on how to run it, and additional information the 
  GM needs should he wish to adjust each adventure to fit into 
  his group’s play styles and campaign events.
  Adventure One: The Price of Hubris
  The Price of Hubris begins with a Rogue Trader by the name 
  of Diaz Lan bringing the Crusade’s request for aid with the 
  world of Aurum, to the Deathwatch’s attention. Assigned to 
  assist the Crusade with helping to bring the world into the 
  fold of the Imperium, the Rogue Trader transports the Kill–
  Team on his ship, the Horizon’s Pride. 
  Once they arrive at Aurum, the Battle–Brothers must 
  determine if the world not only harbours the taint of the 
  xenos, but also win over the fierce natives. However, in the 
  course of their duties, the Kill–Team discovers that Aurum 
  harbours a most deadly secret that the natives have been 
  trying to keep: Genestealers.
  Adventure Two: A Stony Sleep
  In the adventure, A Stony Sleep, the Kill–Team is sent to the 
  world of Karlack in order to discover what happened to an 
  Ordo Xenos Inquisitor by the name of Vincent. Contacted by 
  his colleague, Inquisitor Quist, the Battle–Brothers soon find 
  themselves within the grips of a trap devised by the Traitor 
  Legion of Space Marines called the Alpha Legion.
  Masquerading as Space Marines from the Black Templars 
  Chapter, the Alpha Legion managed to gather up the 
  secrets of the planet’s long–dead xenos inhabitants from the 
  missing Inquisitor. As the Battle–Brothers follow their own 
  investigation, they encounter members of a xenos–cult called 
  the Reborn. The trail eventually leads them to the city of 
  Kar’thir where they discover a terrible threat looming within 
  the xenos ruins sunken beneath the oceans.
  Tracking their foes to an island chain, the Kill–Team 
  discovers that the Chaos Space Marines they have been 
  following have initiated a series of events that could lead to the 
  rise of an alien war host within the very heart of the Crusade’s 
  conquered territory. If the valiant Deathwatch cannot find a 
  way to stop the Alpha Legion’s efforts, then Karlack will find 
  itself overwhelmed under a tide of alien ruin.
  Adventure Three: Sword of Vigilance
  When the adventure Sword of Vigilance begins, the Deathwatch 
  has deciphered the meanings of their findings on Karlack and 
  Aurum, and realises that there is an unholy alliance on Samech. 
  It appears they mean to target the Warp Gate. The Battle–
  Brothers bring this threat before the Chamber of Vigilance. 
  There, the Kill–Team is charged with entering the corrupt 
  mechanical heart of Samech, and halting the heretics’ scheme 
  before it launches.
  Arriving on Samech, the Battle–Brothers encounter the 
  triumvirate’s ultimate triumph, the stealth–warship Ruin Bringer. 
  Soliciting the aid of several potential allies, the Kill–Team 
  fights a desperate battle to destroy the monstrosity created 
  by corrupted minds, and from there are able to penetrate 
  the Irradial Forge. From here, the Kill–Team discovers the 
  thaumagramm diodes and will finally meet their arch–enemies 
  that have plagued them across the whole of the Jericho Reach.
  RUNNING THE EMPEROR 
  PROTEcTS
  the emperor protects reflects the culmination of a plot 
  measured in decades. The GM is welcome to run additional 
  Missions between the adventures provided herein. As the plots 
  are put together in the third adventure, the order of the first 
  two Missions is interchangeable—although the escalation 
  plays out better if run in order. 
  In the order presented, the Kill–Team first determines the 
  fate of a planet, then a Salient, and then the entire Crusade. 
  This book also builds the story by accumulating information 
  over multiple Missions. The effectiveness of this technique 
  can be enhanced by ensuring good notes are taken by the 
  GM and/or the players. The Missions also offer options for 
  a less player–driven approach to initiation if this is a problem 
  for your group. However, letting the players move the story 
  forward is a more engaging experience for them. The GM 
  can help with retention by re–iterating the key plot points 
  discovered so far at the beginning of every game session.
  The enemy profiles and numbers in the Missions assume a 
  Kill–Team of 5 Battle–Brothers between Ranks 1 through 4. 
  The difficulty can easily be scaled by changing the number of 
  adversaries in any encounter. In a few instances other facets 
  must be scaled, and those are noted in the individual Missions. 
  Additionally, the adventures within the emperor protects
  are not recommended for beginning Battle–Brothers. At a 
  minimum, members of the Kill–Team should have at least 
  an additional 1,000 experience points (XPs) on top of the 
  amount already given to them during character creation. 
  Thus, all Battle–Brothers participating in the emperor 
  protects should have at least 14,000 XPs. The Game Master 
  is welcome to adjust this amount as he sees fit.
  MiSSion ConSequenCeS
  Space Marines make important decisions; their presence can 
  tip the scales of power. Sometimes they may not even realise 
  the profound effect they have on the events around them 
  until later. As the Kill–Team progresses through the first 
  two adventures, many choices come before them. Several of 
  these have ramifications in the sworD of Vigilance, which 
  is the climax Mission. the sworD of Vigilance opens with 
  a summary of what those choices and consequences are. It’s 
  strongly recommended that the GM track what the Kill–Team 
  decides for each choice throughout the emperor protects.
  5
  
  Introduction
  optional and Conditional 
  enCounterS
  Every group has their own preferences for pacing and the 
  percentage of time spent in combat. Some of the encounters 
  in the emperor protects are labelled as Optional. The 
  narrative is cohesive with or without these incidents, and the 
  GM can choose which ones he wants to include to set the 
  appropriate pace for his group. The third Mission also uses 
  Conditional encounters. These are simply extensions of the 
  Mission Consequences. Each conditional encounter opens 
  with the circumstances that trigger its occurrence. As always, 
  both the Conditions and the entire Consequences concept are 
  suggestions, not mandates. You can opt to include or exclude 
  whatever fits best in your campaign and play style.
  enCounter CirCuMStanCeS
  A number of the encounters in this book have special 
  circumstances governing the relevant challenge. Quick 
  reference handouts are provided in the Appendix to make 
  these encounters easier for the GM to run and the players 
  to play. The handouts deliberately place the statistical effect 
  as the last column. This allows the GM to decide whether 
  he wants the players to know the exact rules governing the 
  situation, or to cut off the last column and convey things only 
  in narrative terms.
  If the GM is a beginner, he may want to ignore all the 
  situational modifiers until he is more comfortable with the 
  overall rules. The GM should also consider the experience 
  level of his players when introducing this supplement to   
  his group.
  draMatiS perSonae
  Below are the central antagonists of the overall plot. Their 
  profiles can be found in the Missions where they are first 
  encountered.
  Dahzak
  Dahzak is a powerful sorcerer, and especially gifted in seeing 
  the future. This ability has served him well in his quest to 
  improve his knowledge and power. In Dahzak’s many years 
  he has commanded armies, and he has roamed dead stars 
  alone. Recently, until needing the Vinculum Proselytes, he 
  had but a single apprentice. Dahzak’s charisma comes from 
  his certainty. His claims that he knows every possibility 
  are quite compelling. They are also quite false. Dahzak is 
  certainly an exceptional diviner, but that art is fickle even for 
  the best master. He overplays his confidence in predictions 
  (and sometimes fabricates them entirely) when it serves   
  his purpose.
  Lamdus Rize
  Lamdus has been the head of his Alpha Legion cell for 
  decades. Like many such cells, the bonds of loyalty between 
  the Traitor Space Marines within it are strong. The same can 
  hardly be said for how they view their allies. Lamdus is well 
  aware that he and his men are simply tools of convenience to 
  Dahzak and the Irradial Forge. However, his best opportunity 
  to sabotage the warp gate is to play along, for now. 
  Magos Vayze
  Magos Vayze is the senior tech-priest of the Vinculum 
  Proselytes. While the thaumagramm diodes are fascinating 
  and cutting off the Crusade can only be positive for Samech, 
  these apostate Mechanicus do nothing without a price. In 
  Dahzak’s case, the Proselytes demanded the sorcerer free 
  them from the constraints of the flesh so that they could be 
  truly one with the machine. The results were not exactly as 
  expected, leaving all of the Magi dependent upon sorcery to 
  sustain them. Still, it was satisfactory to buy the services of 
  the Irradial Forge. Vayze is not eager to see Dahzak’s plans 
  enacted, as it leaves the Proselytes without a counterbalance 
  to their dependence on the sorcerer’s powers.
  Sethahar 
  Sethahar is Dahzak’s apprentice. While his master favours 
  divination, Sethahar excels in destructive magic. He is 
  quiet and brooding individual, whose temper can lash out   
  unexpectedly and with all the destructive force of his sorcery. 
  Dahzak entrusts him with many important tasks, secure that 
  they both know if his apprentice was to scheme against him, 
  the diviner would see it coming.
  treaChery BegetS treaChery
  The tenuous alliance of these wretched powers only 
  stands to prove why such unions are seldom successful. 
  In reality, all three forces have their own designs for 
  the warp gate. Dahzak believes the gate can be used to 
  breach the Eldar webways, and grant him the elusive 
  goal of entrance to the Black Library. While the diodes 
  can enslave and defile a machine spirit, directing their 
  purpose still requires the talents of a psyker. Herein 
  lays Dahzak’s opportunity to take control. The Alpha 
  Legion desires to cut off the Crusade’s supply of troops 
  and resources, an opportunity that appeals to them 
  greatly. These Chaos Space Marines secretly plan to 
  sabotage the tech sorcery and destroy the warp gate 
  instead of corrupting it. Meanwhile, the Vinculum 
  Proselytes support the stated plan, to twist and corrupt 
  the Warp Gate to create a breach into the empyrean 
  and flood the region with the energies of the warp.
  6
  
  nowhere elSe to 
  turn
  •
  the golden 
  planet
  •
  the diveSted 
  hunt
  •
  the tainted City
  •
  the heroeS’ 
  return
  
  I : The Price of Hubris
  +++To: Lord GeneraL CasTus IaCTon+++ 
  +++From: Keybor Tayne, PrImary LexoGraPher+++
  +++subjeCT: ConTaCT hIsTory wITh aurum+++
  as requested, I have compiled a chronological account of our attempts to establish 
  relations with the natives of the planet designated: aurum. The following shows a repeated 
  pattern of rejecting diplomats, supporting your assessment that military envoys may be 
  better received.
  787.m41: First contact made by naval survey team. reception is neutral. Post-contact analysis 
  reveals extreme resource value of planet. aurum is made high priority for re-indoctrination.
  789.m41: Larger contact envoy sent to aurum, including adeptus ministorum and adeptus 
  administratum representation. negotiations quickly deteriorate, although adepts confirm 
  Imperial cultural roots before being forced to leave planet.
  791.m41: Captain Laurel mattheos of Imperial navy and squad of armed crewmen force contact. 
  Contingent is unexpectedly well-received. reach agreement to allow Imperial presence in 
  capital city: haistand.
  798.m41: Captain mattheos killed in action, negotiations resumed by rogue Trader diaz Lan. 
  reach agreement to allow small military outpost for protection of growing non-combatant 
  population in haistand. Construction begins on “The aspirance.”
  802.m41: rogue Trader diaz Lan repeats contact. negotiations fail to allow Imperial presence 
  to extend beyond haistand.
  809.m41: rogue Trader diaz Lan re-opens negotiation on previous topic. attempts to win 
  support by participating in local combat games. departs planet in critical condition from 
  reptile bites.
  816.m41: rogue Trader diaz Lan repeats contact. aurans rebuff Lan and refuse to honour 
  future negotiations with him on grounds he is “not a man.”
  +++The emperor Protects+++
  This world is critical to the Crusade. If these primitives 
  only respect strength, we will send them the Deathwatch. 
  One way or the other, Aurum will be brought into 
  compliance.
  –Inquisitor Quist
  8
  
  I: The Price of Hubris
  The Price of 
  Hubris
  “We shall not capitulate to the demands of these grasping xenos, 
  brothers. This ground holds one of our own, a hero whose bravery 
  we shall not betray with defeat. We will defend his honour; we will 
  defend our Chapter’s honour, to the last drop of our blood.”
  –from Marneus Calgar’s address at the Battle of the 
  Sepulchre
  I
  n the face of war, murderous xenos, the vengeful agents of 
  Chaos, and the many other threats of the Jericho Reach, 
  the true purpose of the Achilus Crusade is sometimes lost. 
  The Crusade is first and foremost an attempt to bring the 
  Reach back under Imperial control. At present, the Crusade 
  is far from self-sustaining. Troops, rations, ammunition, 
  and virtually every other component of the trident assault 
  must flow through the Warp gate, secretly siphoned from 
  Segmentum Obscurus. The Crusade’s masters recognise that 
  sooner or later either the resources or the secrecy that sustains 
  their lifeline will give out, so establishing more fortresses 
  and agricultural centres like the agri-world of Karlack is an 
  important goal.
  For this reason, the Crusade’s leaders have been eying the 
  feral world of Aurum for decades. The exceptionally fertile 
  planet would make a fine addition to the Crusade’s woefully 
  small portfolio of pacified worlds. Because the Crusade is 
  already fighting on many fronts, the Imperium would much 
  rather incorporate it peacefully than turn Aurum into one 
  more war zone.
  The Crusade has tried tactic after tactic to negotiate with 
  the stubborn and prideful feral worlders, but the natives’ 
  reception has been lukewarm at best. Despite Aurum’s 
  precarious position between the oncoming Hive Dagon and 
  the turbulent Cellebos Warzone, the planet’s leader, Caele 
  Rylus Darkscourge, refuses to cede his world to outsider 
  authority peacefully. Recently, relations have suddenly grown 
  even more strained, as the bodies of both natives and Imperial 
  missionaries have been found picked clean of flesh with an 
  efficiency far surpassing any native predator. Auran authorities 
  have refused to cooperate with the Imperials on-planet in 
  investigating the killings, and many Imperials have begun to 
  wonder if their lack of cooperation masks something more 
  sinister than stubborn pride. Recently, tensions reached the 
  boiling point when an Adeptus Sororitas sister was found 
  dead under mysterious circumstances. 
  The Crusade has called upon the Battle-Brothers not only 
  to determine if Aurum harbours an alien foe, but also to 
  represent the best of humanity to a warrior culture. If anyone 
  stands a chance of winning over the fierce Aurans, it is the 
  Emperor’s finest.
  OVERVIEw
  Diaz Lan is a Rogue Trader and liaison between the 
  Deathwatch and the Achilus Crusade. He comes to Erioch 
  requesting the Battle-Brothers’ aid with the uncooperative 
  Aurans. If the Space Marines cannot convince the natives 
  to trust the Imperium, they can at least seek out and purge 
  whatever foe the planet hides. Lan transports the Kill-team on 
  his ship, where they may contend with secrets and sabotage 
  before reaching the planet.
  Rylus Darkscourge is the Caele of Aurum; his title 
  commands loyalty from the planet’s many tribes and nascent 
  cities. He rules from the cliff-top settlement of Haistand, 
  where the Battle-Brothers arrive, and which the Caele’s 
  laws confine them to. The Battle-Brothers can choose to 
  investigate matters in the city and meet with Rylus, who 
  offers them a chance to win answers diplomatically through a 
  proving called the Divested Hunt. At the opposite end of this 
  spectrum, they may ignore the Aurans’ dictates entirely and 
  follow their investigation into the wilds of Aurum—although 
  this brings the planet to the brink of war.
  Whether they spark hostilities or soothe them, the Kill-
  team eventually learns what the Aurans are trying so hard 
  to hide. The canyon settlement of Grensvayl is infected with 
  Genestealers, and the Aurans’ pride will not let them ask for 
  help even as they slowly lose the battle to keep the aliens 
  contained. The Battle-Brothers enter the ruined city to do 
  what the Aurans could not.
  9
  
  I : The Price of Hubris
  However, the Broodlord, the fearsome master of the 
  Genestealer brood, has already escaped its prison. The Adeptus 
  Astartes must summon all their battle prowess to keep this 
  xenos horror from decimating both friend and foe—and from 
  escaping Aurum to infect another unsuspecting world. 
  cHOIcE, cONSEqUENcE, 
  AND HUBRIS
  The overarching theme of this Mission is pride. The Aurans 
  have spurned many Imperial offers of help with their 
  problems because they consider themselves better than the 
  Imperium. Their stubborm arrogance reflects what an Adeptus 
  Astartes who falls prey to hubris might become. Fittingly, the 
  Battle-Brothers may find themselves receiving a good deal 
  less respect than they are used to, and as a result the Battle-
  Brothers’ own pride could jeopardise their mission as surely 
  as the Caele’s could doom his planet. 
  Although they are proud, the Aurans have many virtues 
  such as courage, honesty, and strength at arms. They should 
  be portrayed in a balanced manner, as the Mission has more 
  impact if the Kill-team feels some connection to these warrior 
  people. The Auran leader, Rylus, is a noble figure who the 
  Space Marines hopefully view as a rival worthy of making 
  peace with. That is certainly how he perceives them at the 
  Mission’s beginning.
  Since the situation on Aurum is very politically charged, 
  the Battle-Brothers’ choices will drastically affect the way The 
  Price of Hubris plays out. They have the opportunity to win a 
  great prize for the Imperium and be lauded as the heroes of a 
  planet. However, they could also spark a bloody war that costs 
  many lives. Every GM knows that you can never predict what 
  your players will do. This adventure presents the encounters 
  most likely to happen if the Battle-Brothers achieve all their 
  objectives, and provides guidance on what may occur if they 
  decide to bring war instead of peace to Aurum.
  The Mission comprises a set of components, which may 
  occur in a variety of orders, or may need to be skipped or 
  altered depending on the Kill-team’s choices. The key to 
  running a componentised adventure is to balance the effects 
  of the players’ choices with telling an interesting story. When 
  plausible, take the opportunity to use some form of the given 
  encounters to extend conflicts and create an engaging story. 
  However, don’t force encounters on your players if they 
  worked to anticipate or avoid them, lest they feel herded into 
  one outcome regardless of their actions. Use the following 
  guide posts for how events unfold:
  • Rylus does not assent to the Space Marines going to 
  Grensvayl without a Proving, no matter how compelling 
  their argument. They may go anyway, either through 
  stealth or open defiance.
  • Rylus is driven by tradition. He celebrates the purge of 
  Grensvayl even if the Kill-team did not gain his approval 
  and even if they refuse to attend the celebration, as long 
  as they are not at war from openly defying him.
  • If war breaks out, the focus of the story may shift to 
  that conflict for a time, but the Battle-Brothers can still 
  achieve the Objective of purging the xenos even in the 
  midst of war. They also have numerous opportunities to 
  pull the planet back from war if they choose to do so.
  In this adventure, the Primary Objectives are clear from 
  the onset of the Mission, and it is important to make sure the 
  players are clear on what they are, and remember them. This 
  adventure will take most gaming groups multiple sessions; 
  it is a good idea to review the Primary Objectives at the 
  beginning of each session.
  uSing the priCe of huBriS aS a 
  Standalone MiSSion
  If you wish to run this Mission alone, rather than as 
  a part of the emperor protects trilogy, remove 
  the thaumagramm diode schematic and the radial 
  of Chaos from the apostate magi’s compound in the 
  caves. Samech’s corrupt Machine Cult hardly needs an 
  ambitious assault plan to covet Decavane crystals for 
  the potent energy cores they can create. 
  10
  
  I: The Price of Hubris
  Nowhere Else 
  to Turn
  T
  he Battle-Brothers’ introduction to Aurum begins 
  with a visit from Diaz Lan. The Kill-team’s Watch 
  Captain has already accepted the Mission at the time 
  he sends the Battle-Brothers to hear Lan’s request, although 
  he has not yet informed Lan of his decision. (Depending 
  on his nature, he may suggest the Kill-team withhold this 
  fact from Lan until the end of the briefing, as it is important 
  that the Crusade never take the aid of the Deathwatch for 
  granted). The Deathwatch has arranged for Lan’s audience on 
  a platform overlooking one of the Watch Station’s numerous 
  practice ranges. This one is for arctic training, and the sound 
  of live-fire exercises billows up with the frigid air. (If the GM 
  has established any other Kill-teams stationed on Erioch, he 
  may wish to personalise the background events with their 
  practice.) 
  Lan is waiting (and appears to have been waiting for 
  some time) when the Battle-Brothers reach the riveted metal 
  platform. He is swathed in a cruxermine fur cloak, which he 
  is holding tight around his trim frame. Ice particles cling to 
  his short silver hair. Behind him, an artificial wind whips the 
  frozen range into a field of white, where harsh icy shapes 
  occasionally appear in the brief interludes of calm. Scattered 
  bursts of distant bolter fire evidence that the range is in 
  use. Any Battle-Brothers not in power armour feel a slight 
  chill, but their mucranoid organ largely protects them from 
  the bitter cold. Read aloud or paraphrase the following as   
  they enter:
  The Rogue Trader straightens as you enter, pulling his fur-lined 
  cloak tighter around him. “Thank you for seeing me. I would 
  offer you a seat or a draft of amasec, but I find myself a bit ah – 
  short-staffed at the moment. Not to question your hospitality of 
  course.” A salvo of exploding melta charges booms behind him, 
  momentarily illuminating the snow field.
  The pause in the conversation creates an opportunity for 
  the Battle-Brothers to comment or ask questions. When the 
  topic turns back to the Mission, Lan proceeds while pacing 
  back and forth:
  “My humblest apologies if you have already heard something of 
  our plight. I will be frank with you. The Lord Militant believes 
  that some kind of alien creature has descended upon Aurum. I’m 
  sure venerable warriors such as yourselves will be more than a 
  match for it. However, the truth that the Crusade needs your help 
  in another matter on that planet—possibly one that only you can 
  address. Aurum is a valuable world, and its people did not turn 
  to dark powers during the Age of Shadow.”
  “However, they have proved remarkably resistant to negotiation. 
  Their leader, a devil of a warrior who calls himself Rylus 
  Darkscourge, won’t permit any sizeable Imperial detachments to 
  land, nor will he allow our people to stray beyond their capital 
  city. Some over-zealous prospectors tried to stray beyond these 
  edicts once, and their deaths nearly shattered our fragile peace. 
  The Aurans are a proud people, and the truth is I think they’re 
  not impressed by us. We could pacify the world, but the last 
  thing we need is one more population held by force instead of 
  faith.” Behind him, the black outlines of the drilling Kill-team 
  appear like shadows in the man-made blizzard. He watches their 
  perfectly coordinated movements for a moment before turning 
  back. “You may find this ironic, but the Adeptus Astartes might 
  be our last chance for peace on Aurum.” 
  Lan answers their questions to the best of his ability. If 
  the Battle-Brothers ask about why the world is so important, 
  Lan explains the presence of the Decavane crystals, as well 
  as the extraordinary agricultural opportunities it presents. 
  He also provides what information he has on the recent 
  deaths. Since 783.M41, the Imperium has had a presence in 
  Haistand, which passes for Aurum’s capital city. Small groups 
  of diplomats and missionaries have resolutely persisted 
  in their efforts to forge a lasting alliance with the natives. 
  Both the previous and current Caele allowed Imperials to 
  land, but not to venture beyond Haistand. Over the last few 
  years, the missionaries have observed an unusual number of 
  disappearances; these events are doubly suspicious because 
  the populace, and the Caele in particular, meet inquiries 
  with stony silence. The situation came to a head when Sister 
  Rachayel, a Sister Hospitaller accompanying the Ecclesiarchy, 
  was found dead. As Lan describes it:
  “Her body was found in the Mission, with her own dagger 
  through her chest. The locals were eager to call it a suicide due 
  to a weak spirit. She may not have been a Sister of Battle, but no 
  loyal member of her order would throw away her life. And there 
  have been other deaths. Perhaps just a few, perhaps many. It’s hard 
  to say as the Aurans seem to be concealing them from us. The few 
  bodies we’ve seen were meticulously stripped of everything: flesh, 
  skin, blood. Some had deep grooves in the ribcage and arms, as 
  though something had cleaved through to the bone itself.” 
  “Since the Imperium has been unable to survey beyond Haistand, 
  some sort of xenos could easily occupy other regions of the planet. 
  Perhaps the Aurans even know. I shudder to think that they may 
  even be thrall to some alien presence we know nothing about. 
  It could be why they are so insistent not to let us go beyond the 
  single city. Whatever is behind this, I’d say there is more than the 
  Imperium bargained for on Aurum.”
  11
  
  I : The Price of Hubris
  Because of the Caele’s restrictions on travel, planetary data 
  on Aurum is limited. Sensorium scans from orbit suggest a dry 
  climate, fertile despite its low rainfall. The terrain is mainly 
  vegetation-rich mesas and sweeping, uncultivated expanses of 
  grassland. Wildlife tends towards reptilian creatures, and the 
  population is fairly evenly dispersed in small settlements across 
  the main continents.
  Lan is accustomed to having to persuade the Deathwatch to 
  perform deeds slightly outside their mandate. He answers the 
  Battle-Brothers’ questions with infinite patience, continuing to 
  emphasise the need for better relations with the Aurans. When 
  the Kill-team communicates their assent (in as short or long 
  a time period as they desire), he thanks them graciously. The 
  Crusade has tasked him with transporting them, and he informs 
  them that his ship, the Horizon’s Pride, awaits their departure.
  arMing, oBjeCtiveS, and oath-taking
  Most of this Mission’s Primary Objectives are clear from the 
  beginning. The Watch Captain covers these (below) explicitly 
  with the Kill-team, and you should do the same with your 
  players. Other Objectives do not become clear until the Kill-
  team arrives and discovers what the Aurans have tried so hard to 
  hide; the complete list of objectives can be found at the end of 
  the adventure. The Mission has a suggested Requisition rating of 
  55 (rounded up from 51), based on the following assumptions:
  • Primary Objective: Discover what is committing the 
  murders on Aurum (Novice Objective, 16 Requisition)
  • Primary Objective: Eliminate the threat on Aurum 
  (Skilled Objective, 17 Requisition)
  • Primary Objective: Convince the Aurans to re-assimilate 
  into the Imperium (Veteran Objective, 18 Requisition)
  The GM may wish to modify the Rating based on how 
  pessimistic the Kill-team’s Watch Captain is about the threat 
  they face, or how he views the peace-keeping request of   
  the Crusade. 
  THE HORIzON’S PRIDE
  The Horizon’s Pride is a glimmering light cruiser. Over the 
  centuries, the Lan dynasty covered its many battle scars with 
  copper laurels. The burnished leaves now virtually encrust 
  the ship; the metal garden testifies to the ship’s endurance. 
  The Horizon’s interior is equally elaborate, although its 
  ornamentation has not fared as well in the weathering 
  effects of a shipboard atmosphere recycled for centuries. 
  The Lan family crest—a rapier and a broken quill—features 
  prominently in the engravings. The crew wear uniforms 
  strongly reminiscent of the Imperial Navy, and move with 
  an uncanny symmetry that can almost be explained by long 
  hours of formation drilling.  
  The grand scale of the vaulted corridors and ceilings 
  easily accommodates armoured Battle-Brothers. Lan offers 
  each Battle-Brother a lavishly appointed state room for the 
  duration of the journey. If they inquire about something less 
  luxuriant, Lan replies that the barracks are all occupied by 
  his crew, and that while more grandiose accommodations are 
  available, the only remaining quarters are cells in the brig. 
  proMinent loCationS
  The Horizon’s Pride is a massive vessel with a crew numbering 
  tens of thousands. Some of the locations most likely to be of 
  interest to the Battle-Brothers are detailed below.
  Staterooms
  Each Battle-Brother is offered a stateroom befitting the 
  dignitaries and high-ranking military personnel the ship often 
  transports. More gleaming copper laurels trim the rooms of 
  the decadent suites, and each one is carpeted with unique 
  and exotic weaves. Most of the furniture is too dainty for a 
  Space Marine, but the ostentatiously large canopy beds can 
  accommodate even a Battle-Brother if he chooses to sink into 
  the thick velvet covers.
  command Bridge 
  The Command Bridge is without a doubt the most elaborately 
  bedecked vista on the Horizon’s Pride. Sturdy glass panels 
  depicting stellar bodies alternate with ancient cogitators and 
  sensorium reporters. Every luminator is held aloft by a lifelike 
  statue, and the eye can travel no more than a few centimetres 
  without encountering some surface inlaid with precious stone 
  or metal. The command throne sits recessed in the rear wall 
  with an arch of cherubs carved above it. 
  Lan’s Study
  Lan’s study is mercifully free of excess decoration. Its panels 
  of strange amber wood emit a soft glow that bathes the room. 
  Across from his desk is the room’s centrepiece: a bas relief in 
  marbled metal depicting a swirl of geometric shapes.
  Adjoining the study is his library, full of rare tomes 
  towering to the ceiling and even rarer alien artefacts in glass 
  cases. The items on display in the library are harmless, the 
  type of novelties tolerated in the hands of those who can 
  afford them: a Jokaero digital laser, a wraithbone pendant, an 
  ork tooth, and other similar trophies.
  The Brig
  If any of the Battle-Brothers opts for more austere 
  accommodations, Lan is as good as his word. Upon request, 
  he makes available several unlocked cells in the prison block. 
  These tiny, unadorned rooms are not dissimilar from the 
  Battle-Brothers’ personal quarters on Watch Fortress Erioch. 
  However, while their cells are solid and private, there are less 
  comfortable holdings deeper in the brig. There, greasy runoff 
  from the engine rooms above drips through stacked cages 
  where less illustrious prisoners languish. One such prisoner 
  is Kohl Bennex (see below), who pleads with the Battle-
  Brothers to hear his tale if they ever enter the block.
  12
  
  I: The Price of Hubris
  perSonS of intereSt
  The bulk of the Horizon’s crew step around the Kill-team 
  and politely avoid eye contact with the practiced ease of the 
  serf classes. However, certain crew and passengers are more 
  noteworthy.
  Veyoris Akioh
  Lan’s Seneschal handles the ship’s most important matters 
  of commerce and information brokering. Most of the senior 
  command circle seems accustomed to the presence of Adeptus 
  Astartes—not surprising given Lan’s appointment as the 
  Deathwatch liaison. Akioh is the exception. He consistently finds 
  excuses to avoid their path, to leave any location they arrive in, 
  and to interact with them as little as possible. 
  In truth, Akioh is an unsanctioned psyker. His skill in telepathy 
  makes him exceptional at his job aboard the Horizon’s Pride, and 
  so Lan fastidiously does not question his Seneschal’s prescient 
  flashes of insight into people and events. A deeply religious man, 
  Akioh is not certain that the Emperor’s holy warriors aren’t able 
  to see straight through to the warp taint in his soul. He thus 
  minimises contact whenever Deathwatch representatives are on 
  board, particularly if they include a Librarian.
  If cornered into conversation, he is polite but obviously 
  nervous. He attempts to stick to simple topics of mutual 
  interest, such as war tactics or the progress on the Crusade 
  salients. Should Akioh’s secret be realised, he penitently submits 
  himself to judgment, vowing that no one aboard the ship knew   
  his secret.
  Althea ciberis
  Althea Ciberis would not be picked out of a crew line-up 
  as Lan’s First Officer, but it is her role nonetheless. This 
  withered old woman possesses a fierce determination and 
  even fiercer tongue. She began as an auspex operator on the 
  Horizon when it was still captained by Diaz’s great-uncle on 
  the far side of the warp gate. She has survived and served 
  three generations of the Lan family, which she idolises.
  Althea is thoroughly hardened by her long years in the 
  void as well as the last four decades of the Crusade. She has 
  little patience and no fear—of Space Marines or anyone 
  else. Virtually the only person she shows any respect to is 
  the captain. If she suspects (or sees) that the Battle-Brothers 
  are causing any sort of inconvenience for Lan, she does not 
  hesitate to seek them out for a reprimand.
  Archibal Heth
  Brigadier Archibal Heth is not a part of the Horizon’s crew. 
  He is also a passenger bound for Aurum and bears a purpose 
  similar to the Battle-Brothers. Heth recently inherited the 
  unenviable post of Ambassador-Militant to Aurum. This tasks 
  him with both commanding the tiny force of Imperial troops 
  permitted in Haistand and—the reason for sending a senior 
  officer—continuing negotiations with the natives.
  Heth is greatly relieved that the Deathwatch agreed to 
  involve themselves on the planet. As a veteran of the Acheros 
  salient, he has seen the might of the Adeptus Astartes 
  firsthand. The Brigadier’s face is lined from the strain of the 
  war with Chaos, and he wears a monocle. His personal effects 
  contain a great variety of weapons, but on the ship he makes 
  do with a standard laspistol. 
  While he has never been to Aurum, Heth has detailed 
  intelligence from the Crusade’s long history with the planet. 
  He is more than willing to tell the Battle-Brothers everything 
  he knows about the politics, prominent people, and geograph 
  of Haistand.
  Kohl Bennex
  Kohl Bennex’s term of service aboard Lan’s ship was short-
  lived. He stands accused of slaying an Enginseer in the servitor 
  bay. While Lan would be well within his rights to execute 
  Bennex, he opted to hold him until he could rendezvous 
  with representatives of the Adeptus Mechanicus and turn the 
  criminal over. 
  Bennex has good reason to fear the Machine Cult’s justice, 
  and takes any opportunity to convince the Battle-Brothers to 
  plead his case. According to Bennex, he did kill Enginseer Kreth, 
  but it was in self defence. The young crewman encountered a 
  scullion servitor behaving erratically and repeating nonsense 
  phrases. He brought it to the Enginseer for examination. When 
  he explained the situation, Kreth suddenly attempted to impale 
  him with his utility mechadrendite. Bennex managed to dodge 
  the strike, and in a panic, knocked the tech-adept into an open 
  vat of caustic engine waste.
  If the Battle-Brothers meet and believe Bennex, they could 
  react in numerous ways. Lan did not look deeply into the matter, 
  too worried about a potential Machine Cult reprisal for the 
  death of one of their own. However, he places great weight on 
  the opinions of the Battle-Brothers, and heeds any reasonable 
  advice they give. Should the Kill-team choose to investigate the 
  servitors, the defiled automatons erupt into violence, launching 
  the corrupted servitors encounter (see page 14).
  diaz lan
  Diaz Lan is a member of the Lan Rogue Trader Dynasty, 
  which sent many vessels through with the Achilus 
  Crusade. A far better diplomat than the Crusade’s busy 
  Lord Militant, Diaz Lan was nominated to the position 
  of Crusade liaison, and is often the voice of requests 
  from the Crusade and Lord Militant Tetrarchus himself. 
  If any of the Battle-Brothers have served long terms 
  in the Deathwatch, they will probably have had prior 
  encounters with Lan.
  13
  
  I : The Price of Hubris
  captain Diaz Lan
  Lan generally gives the Kill-team space, although he makes 
  a point to cross their paths a few times during the journey 
  to enquire about previous Missions. He may invite them for 
  a social dinner as an excuse to sate his ever-curious mind, 
  or hold a casual discussion aboard the bridge. However, 
  he avoids bringing them into his study and library if at all 
  possible. If they seek him out there, a successful Scrutiny 
  Test detects an undercurrent of nervousness in his gracious 
  demeanour. If pressed, he professes to be worried about the 
  safety of his many rare artefacts, as his display areas were not 
  sized for giants. In truth, it is not the items on display that 
  worry him, but those he has secreted away.
  optional enCounter: 
  Corrupted ServitorS
  If the group is one that enjoys action, some players might 
  be ready to deal a little of the Emperor’s vengeance before 
  their journey on the Horizon is over. Kohl Bennex’s story is 
  indeed true. Enginseer Kreth was an infiltrator from Samech, 
  sent to sabotage the next intervention on Aurum to give the 
  apostate magi more time for their endeavours. Kreth spent 
  several months working dark rituals and incorporating tainted 
  circuitry into any servitor he could get hold of. The subtle 
  tech-sorcery sleeps inert until activated, which allowed Kreth 
  to infect a great number without detection. He had planned to 
  unleash them on the delegation mid-journey. Even though the 
  saboteur is dead, the malicious programs he wrote will not lie 
  dormant much longer. If Battle-Brothers do not discover the 
  servitors first, the creatures wake and attack on their own.
  If the GM decides to use this encounter, he can drop hints 
  of the impending danger in addition to the plight of Bennex. 
  While describing general activity on the ship, mention that the 
  servitors seem in poor repair. Their movement is twitchy; their 
  flesh is marred by un-sutured wounds; they may occasionally 
  wander the corridors to no apparent purpose as though their 
  command programming has become corrupt.
  Unless the Battle-Brothers have pressed the matter to an 
  early conclusion, the servitor attack comes when the Kill-team 
  is separated, such as when they rest. A pair of the deranged 
  automatons attacks each Battle-Brother. It is immediately 
  obvious that something is very wrong with the creatures the 
  instant they come into view. Their dead pores seep a brackish, 
  foul-smelling liquid, and a faint orange glow shines in their eye 
  sockets. The servitors mutter a constant stream of blasphemous 
  syllables (which continues for some minutes even after they 
  are put down unless all vocal capability is destroyed). Equally 
  disturbing is the mutated state of their limbs. Whether their 
  appendages previously ended in hands or tools, each one 
  is now a deadly spray of razor-like metal fragments. These 
  jagged bouquets dance with baleful energy. 
  Brigadier Heth has his stateroom in the same area as those 
  offered to the Kill-team. Anyone nearby may hear the sounds 
  of las fire coming from his room, and realise that he too is 
  under attack.
  As the combat winds down, Diaz Lan comes barreling 
  down the corridor, silk robe spattered with blood and lubricant 
  and his fine bolt pistols smoking. “Never a dull moment 
  with the Deathwatch!” Lan exclaims, surveying the area for 
  any lingering monstrosities. Satisfied, he starts to make his 
  habitual gesture of holstering his pistols, only to realise that 
  he is hardly dressed for the occasion. He sighs in disgust at 
  his ruined robe. “Well, I suppose I’d better have the rest of the 
  servitor pool checked. I’m sure you gentlemen can take care of 
  yourselves. Pardon me.”
  The crew spend the duration of the voyage herding 
  servitors in for detailed diagnostics by the ship’s most senior 
  and trusted tech-priests.
  the SeCret life of diaz lan
  Serving as the Crusade’s errand boy is far from ambitious Diaz Lan’s first choice of occupation. An explorer by heart, he has had 
  to content that wanderlust for many decades by gathering the second-hand tales and trophies of others. The small museum in 
  his library is but the tip of an iceberg. He has secreted away dozens of artefacts, weapons, and documents that would raise many 
  eyebrows if they came to light. While Lan’s status as a Rogue Trader affords him a great deal of leeway in his possessions and 
  interests, the Crusade’s forces contain enough steadfast puritans that discretion is in his best interests. 
  Lan is a scholar and collector, not a sympathiser with the alien’s cause. Even if he could power his Helix Gauntlet, he has no 
  more intention of wielding it than he does of converting to the Tau Empire. The Battle-Brothers present an enticing risk for 
  Lan. They might be pragmatic individuals with whom he could finally share enlightened conversation. Or they could condemn 
  him as a xenos sympathiser and trader of forbidden items. If any of the Battle-Brothers make a good impression on the Rogue 
  Trader, he may launch an exploratory philosophical conversation about alien lore to see how much it is safe to reveal. Should 
  any of the characters win Lan’s trust, he proves to be a highly knowledgeable resource about the secrets of the Jericho Reach. A 
  few of his hidden possessions include:
  • Journal of Balastus Irem: This text, detailing the mentalities, commerce, and trade etiquette of several alien races was banned 
  by the Ordo Xenos when they purged the entire Irem family line in the Koronus Expanse.
  • Helix Gauntlet: Detailed twin spirals wrap this sleek and perfectly seamless silver gauntlet. A loose power socket near the 
  wrist suggests that the glove might serve as a weapon if powered, but Lan has never found a compatible energy source. This 
  item is locked in a chest in the Rogue Trader’s private quarters.
  • Sarcophagus of the Honoured Dead: The relief in Lan’s study is actually the lid of one of the coveted artefacts rumoured to 
  contain the Honoured Dead. These ornate coffins trade for fabulous prices in the Jericho Reach. A switch underneath Lan’s 
  desk dislodges the sarcophagus from the wall. 
  14
  
  I: The Price of Hubris
  The Golden 
  Planet
  “Behind every smile, there hides treachery. 
  Beneath every pillow, there lies a dagger. 
  Within every flowing cup, there waits poison.”
  –from the Psalms of Suspicion 
  T
  he trip to Aurum takes close to a month. Even as 
  charted by a Navigator, the route from Erioch to Aurum 
  requires detours and frequent re-calculations because 
  of the presence of the Hadex Anomaly. When the ship at last 
  makes its final translation into real space, Lan sees Brigadier 
  Heth and the Battle-Brothers off. He does not accompany 
  them in the lander to the surface. As he explains it:
  “I fear I’ve worn out my welcome with the Aurans. You know 
  that particular sour look your Watch Captain gets whenever 
  I darken your threshold? That expectation that his patience is 
  about to be tried? It’s rather the same look Caele Darkscourge 
  gets when he sees me. Your Mission will go better without my 
  aid, rest assured.”
  As the lander descends, read aloud or paraphrase the 
  following:
  Aurum is true to its namesake. The atmosphere is a soft gold as 
  you descend through it. The shuttle speeds over sandy plateaus 
  wrapped in leafy vines before Haistand comes into view. The 
  tribal capital towers on the border between the planet’s canyon 
  savannahs and its fertile mesas. Haistand rests on the flat top 
  of a great cliff, where time has tightly packed more stone and 
  wood structures into the same space. A wide road winds up the 
  cliff-side to accommodate a steady stream of natives from the 
  outlying lands.
  The Warp MosT perilous
  Plotting a course through warp space is a difficult task 
  under the best of conditions. Even with their genetic 
  gifts, Navigators must train for years to guide ships 
  safely through the Empyrean. Even then, they would be 
  lost without the guiding light of the Astronomican. The 
  Hadex Anomaly—a cancerous rift in realspace where 
  the warp and reality mingle—festers in the centre of 
  the Jericho Reach. The warp in and around the vortex is 
  the domain of some of Chaos’s most dreadful minions, 
  and so blighted is the region that the Astronomican 
  is often obscured. For both these reasons, all but the 
  most desperate and insane void-farers give the Hadex 
  Anomaly a wide berth even if avoiding it means they 
  must take a more indirect route.
  15
  From the Journal of Balastus Irem
  598412.M41
  A Strategic Withdrawal
  I have seen a great many terrors during my years in the shadows of the Expanse. I daresay some I wilfully sought out. Yet never 
  did I think to face the mythic nightmares upon which the Imperium’s history is founded. In my last entry of the promising sites here 
  in the Unbeholden Reaches, I detailed uninhabited Anomaly 47-M. It may have no denizens, but it is far from free of competition. I 
  took a dozen of my best men into those dead halls. When we began to notice other footprints in the dust, we assumed it must be our old 
  competitors for the Expanse’s treasures: the Disciples of Thule.
  How wrong we were.
  How can words describe the soul-freezing dread of suddenly stumbling upon a horror you only half believed in? I know now that corrupted 
  Adeptus Astartes really do exist, and they are more terrible than imagination could ever conjure. They effortlessly slaughtered my 
  men with their weapons roaring like ravenous beasts. It was only through the sacrifice of dutiful Vega that I managed to flee back to the 
  ship in time for us to escape. I have few doubts that if those warriors of damnation had breached our hull, they could have slaughtered 
  us to a man.
  From whence did they come? I have never heard so much as a rumour of their kind in the Koronus Expanse before now. They seemed to 
  be searching for something upon the Anomaly. Let them have it. Emperor preserve anyone who hopes to prevent them from taking it.
  
  I : The Price of Hubris
  The shuttle sets down in a wide circle where the rich 
  brown soil is exposed. This primitive landing pad at the edge 
  of town is the only accommodation made for off-worlders. 
  Two other crafts with Imperial markings also sit here, empty. 
  Above them, the bustling city awaits.
  THE cITY OF HAISTAND
  Haistand was founded far back in the planet’s history as a place 
  for trade between the nomadic tribes of the savannah and the 
  tribes living permanently in the green canyons. As the tribes 
  began to unite into larger groups, Haistand turned into a centre of 
  trade and politics. Millennia later, Aurans still look every inch the 
  part of a warrior people. They stand taller than average humans 
  by nearly a head, and their bronze-skinned bodies are lean and 
  fit. They mastered agriculture several centuries ago, but combat 
  prowess is still essential for survival and is a skill that their culture 
  values highly.
  Similarly, their goods and clothing still follow the traditions of 
  their predatory ancestors. Common Auran garments are cut from 
  skins and hides, while interlaced reptile scales form the common 
  basis for armour; their implements of crafting and war are largely 
  bone. Most of the planet’s fauna is reptilian, including the unusual 
  saurian strain dubbed midasaurs. These creatures have incredibly 
  resilient scales that glitter with streaks of gold in Aurum’s 
  sunlight. The primary herd animal is the argrax, a slightly less 
  temperamental strain of grox whose larger relatives remain wild 
  on the plains, and are often hunted for food. The primary mount 
  and beast of burden is a sleek bipedal lizard called a theratryx.
  The Auran reaction to the Space Marines varies. Here their 
  iconic power armour is not a legendary profile, but a point of 
  curiosity. Natives of all ages and genders show an obvious interest 
  in this new breed of off-worlder, but no fear. Haistand’s buildings 
  are mostly of primitive but sturdy masonry, and their ceilings 
  are high enough to accommodate most Space Marines because 
  of the natives’ natural height. Residences and shops crowd each 
  other and the busy streets, which throng with carts, livestock, and 
  pedestrians.
  the Snaking aSCent
  The road hewn into the cliff that Haistand rests atop is wider 
  than any street to be found in the city. It sees a steady flow of 
  traffic from sunrise to sunset, and must accommodate caravans 
  of traders and argrax herds being driven to and from market. It 
  takes approximately 30 minutes to climb the zigzagging path 
  to the city hundreds of metres above. Two ancient columns 
  mark the entrance to Haistand, taller than any structure in 
  the city. These remnants of the planet’s lost ancestry each 
  bear a single eagle. It is here that Brigadier Heth parts ways 
  with the Battle-Brothers, telling them he can be found at the 
  Aspirance, the local Imperial Guard barracks.
  Optional Encounter: Spooking the Herd
  To say that argrax are less temperamental than grox is like saying 
  that Ork Mekboyz are smarter than standard Boyz: it may be 
  true, but it is still relative. Many rangers drive their argrax herds 
  up the winding road to Haistand for trade. While these beasts 
  are more accustomed to one another than their cousins, they are 
  still difficult to keep under control under the best circumstances. 
  Side by side with giants in imposing power armour is not the best 
  circumstances.
  Midway through the climb, the Battle-Brothers pass a slow-
  moving group of argrax. A middle-aged Auran prods them along 
  with a whip and spear, sending the lash in the direction of any 
  reptile that stops moving or makes aggressive motions. As the 
  Space Marines go by, one of the creatures raises its snout and 
  sniffs the air. Something about the scent of these metal-clad men 
  and the hum of their power units offends the beast. It lets out 
  a shrieking roar. The ranger’s whip cracks mightily against the 
  scaled hide, but it is too late. The other reptiles pick up the cry. 
  The herd erupts into violence.
  Most of the creatures attack the source of their provocation: 
  the Battle-Brothers. However, a few others leap on the general 
  populace, turning the winding road into pandemonium. The 
  Aurans are a warrior society and by and large can defend 
  themselves from angry livestock. The GM may just describe the 
  natives’ skirmishes as scenery to the Kill-team’s own fight, or he 
  may wish to offer the Battle-Brothers opportunities for heroism 
  amidst the chaos such as:
  • A small child with a beast bearing down on it.
  • A brave Auran warrior surrounded by a ring 
  of   the creatures.
  • An agrax charging into a crowd or wagon near the path’s 
  edge—almost certain to topple someone off the edge 
  through sheer velocity and body weight.
  16
  
  I: The Price of Hubris
  planetary datafax: auruM
  Population: Estimated 2 Billion
  Tithe Grade: Exactus Non
  Special Notation: Undergoing integration into the Imperium vis the Achilus 
  Crusade
  Geography/Demography: Hot/Temperate, abiding planetary climate is 
  tropical with a low degree of precipitation and storm activity. The planet has 
  two main continental landmasses. Each are dominated by arid plains and rain 
  forest zones surrounding a chain of large mountain ranges. The equatorial 
  regions are made up of bands of deserts. The planet also possesses relatively 
  small polar oceans.
  Governmental Type: Indigenous Monarchy (reigning ruler is known as 
  “The Caele”)
  Planetary Governor: Not yet determined
  Adept Presence: Initial/Low; the Ecclesiarchy and Imperial Guard have small stations set up on the planet’s main 
  continent.
  Military: The Aurum tribes have a primitive force of infantry and cavalry (roughly two regiments of each), nominally 
  commanded by the Caele.
  Trade/Economy/Addendum: Aurum is rich in promethium deposits and the rare decavane crystals (see below). In 
  addition to its abundant natural resources, the planet is strategically well-suited to the needs of the Crusade and the 
  Aurum tribes themselves are a fierce warrior culture that is nearly ideal for integration into the Imperial Guard.
  the golden BleSSing
  Aurum derives its name from the golden glow that suffuses its atmosphere. If it contained so mundane a resource as 
  actual gold ore, it would be of interest only to reckless Rogue Traders willing to risk the untamed Jericho Reach to 
  exploit it. However, Aurum is rich in a far rarer and more immediately useful resource than metal. The unique amber 
  colour suffusing the sky and tinting the planet originates from its rare Decavane crystals. Decavane crystals can hold an 
  exponentially larger charge than standard crystal batteries, making them highly valued for alternate weapon patterns 
  and other military equipment. 
  The relationship between the crystals and Aurum’s environment, if any, is unclear, but it is obvious the planet is 
  exceptionally resource-rich and fertile. Nearly every form of flora prospers when introduced to the rich soil, and herd 
  animals mature quickly and free of illness. Even the native population has grown strong and able on this unusually 
  healthy planet, although the native predators are equally flourishing and the Aurans must strive constantly to perfect 
  their martial skills to keep pace with them.) Some have theorised that the Decavane crystals emit a subtle, beneficial 
  energy field, while others propose that they are the effect and not the cause of some undiscovered property of the planet. 
  Until the natives allow the Adeptus Mechanicus to perform detailed research, scholars can only conjecture.
  iMperial rootS
  For their part, the Aurans attribute their planet’s benevolence to the “Soul of Aurum,” a male personification of the 
  planet’s will. This Soul actually has striking similarities to the God-Emperor—from his creation of 20 sons and their 
  armies to a betrayal by his most beloved child. Their religious parables likewise show roots in the Imperial Creed. The 
  original date of human habitation can only be guessed at, but the low gothic dialect and various cultural artefacts clearly 
  indicate an Imperial history. 
  Culture
  Combat is an Auran way of life, encompassing all ages and genders. In the planet’s past, scattered tribes warred for 
  dominance. The tribes have been united for several centuries, but the planet’s predators ensure that martial prowess 
  remains a necessity. As a result, while the Aurans do farm the fertile land and raise herd animals, traditional hunts 
  remains a staple of their culture. The society has not yet developed currency; they rely on a barter system.
  The traditional Auran greeting is to touch one’s weapon’s hilt to the other party’s shoulder. Non-lethal martial 
  challenges are used to solve nearly any disagreement, from domestic quarrels to trade disputes. If a matter escalates to 
  a serious grudge, the natives have a tradition called “splitting the rock of grievance.” (See page 27 for more details on 
  this combat ritual).
  Aurum’s plains make wood an uncommon commodity, and it is unclear if metal ore even exists on the planet. The 
  natives show a relatively advanced understanding of farming and medicine, but their implements tend to be made of 
  rock and bone.
  17
  
  I : The Price of Hubris
  the overlook
  The buildings closest to the city entrance are residences, stacked 
  two or even a perilous three stories high. The buildings along 
  the outer perimeter are riddled with windows—some open 
  and some curtained by animal hides. This section of Haistand 
  is home to many of the city’s tradesmen and guards, as well as 
  providing temporary lodging for local travellers.
  the word of faith
  The Word of Faith is the first and only Imperial mission on 
  Aurum. The dead Sister Rachayel served here, protecting its 
  chief missionary, Father Marius. The building is not much to 
  look at: a converted single story residence with a meticulously 
  maintained Aquila painted above the door. Should the Battle-
  Brothers venture in sight of the mission, they witness firsthand 
  the difficult task the Ecclesiarchy has before them. Father 
  Marius stands on the steps, doing his best to minister to the 
  disdainful populace. Read aloud or paraphrase the following:
   A gaunt, balding man in worn Ecclesiarchy robes stands outside 
  the mission. He holds a worn copy of the Imperial Creed in 
  one hand as three Aurans tower over him wearing mocking 
  expressions. One of the young men makes a half-hearted grab for 
  the book. “Why would a real god need his stories saved in your 
  see-speak?” The missionary narrowly avoids the first Auran but 
  almost backs into another. The second one leans in “Why does 
  he use frail old men to spread his name? If your Emperor is so 
  mighty, why don’t real warriors follow him?”
  It is at that moment the missionary catches sight of you. 
  His eyes alight with hope, as though the Emperor himself has 
  just answered his prayers. He straightens his posture and points 
  defiantly towards you. “Here, here is your answer! I have told 
  your disbelieving ears that the Emperor protects, and the proof 
  stands before you. These men are his holy champions, and the 
  mightiest warriors in the galaxy.”
  The sudden appearance of such imposing off-worlders 
  combined with Father Marius’s speech is enough to startle even 
  the bold natives into a lapse of silence. The Battle-Brothers are 
  free to try to help Marius correct the Aurans’ views with the 
  appropriate Interaction Tests, or ignore them altogether. (In 
  the latter case, they quickly leave.)
  Marius has been in Haistand for many years, and can offer 
  a great deal of insight into the city, the people, and their 
  leader—Rylus Darkscourge. He can also relate the details of 
  Sister Rachayel’s death. He was the one who found the sister’s 
  body here in the Word of Faith, by an altar to Saint Dominica. 
  The body has since been returned to her order for final rites. 
  Rachayel bore great suspicion towards the faithless of Aurum. 
  Towards the end of her life, she had begun to suspect that they 
  were hiding a dark secret. She confided to Father Marius that 
  she sometimes saw flames dancing on the western horizon and 
  small convoys of men setting out from Haistand through its 
  back gates in the dead of night—always heading north.
  Rachael thought the recent deaths were the work of a 
  daemon, and spent many nights searching for it. Marius is not 
  sure whether he believes her assertion or not, but he cannot 
  deny that she must have encountered something dreadful 
  during the midnight hunts. He does not believe she would 
  have been so cowardly as to kill herself, even in the face 
  of a daemon. Marius knows she ranged at least to the cliffs 
  beneath Haistand and the surrounding lands, but says she 
  was sometimes gone days at a time, so her search may have 
  extended further. The last time he saw her alive, she had been 
  planning to follow the next suspicious train of wagons north.
  the old religion
  Not far from the Word of Faith stands a much older site 
  of worship. This nameless temple is a stark contrast to the 
  struggling mission. It dates back to Haistand’s founding, 
  representing the native religion. If the Auran’s command of 
  low gothic was not evidence enough that they must once have 
  been under the Imperium’s banner, the tribal altar erases any 
  doubt. The frieze above the entrance features a weathered line 
  of carved warriors. The spacing suggests that once the figures 
  numbered twenty, although two of them have been defaced 
  into only vague outlines. The warriors bear such distinctive 
  features as a cyclopean eye on one and wings on another. 
  If the Battle-Brothers enter the temple, they see a dozen or 
  so Aurans in quiet prayer, with no apparent priest. One wall 
  displays a well-maintained mural of a golden hero wrestling 
  a four-headed dragon.
  auran arMS and arMour
  Aurum is abundant in many resources, but metal ore 
  is not among them. Even such rudimentary metals 
  as bronze and iron were unknown to them until the 
  Crusade’s arrival. The Aurans’ saurian scale armour and 
  bone weapons certainly fit the definition of primitive 
  weapons. However, the evolution of the planet’s wild 
  life makes many of its derivative materials stronger 
  than the analogue on most primitive worlds. Midasaur 
  scale armour is so strong that it confers the same 
  protection as standard flak armour. The prevalent bone 
  weapons hold a better edge than most feral blades, 
  but still have difficulty penetrating strong materials. 
  Since that includes midasaur scale armour, the finest 
  local weapons are crafted from razor sharp talons or   
  fangs instead. 
  The Battle-Brothers may also notice an unusual 
  weapon carried by many of the planet’s warriors. The 
  gyrblade is a set of two crescent-shaped cutting edges 
  at a 120 degree angle from one another. Their axis is a 
  jointed handle which allows the wielder to quickly vary 
  their attack angle. Skilled specialists in the weapon 
  are also capable of rotating the blades in a constant 
  circular motion, creating a deadly zone of lacerating 
  motion around the axis. They are used singly and in 
  pairs. Profiles for gyrblades and other common Auran 
  tools of war can be found on page 28.
  18
  
  I: The Price of Hubris
  war groundS
  The war grounds were constructed to rally vast numbers 
  of troops from the planet’s diverse tribes in wartime. The 
  establishments of Haistand’s most renowned armourers ring 
  the district. At present the grounds are an expanse of open 
  ground in the packed city. The city protectorate who practice 
  here occupy only a minute fraction of the total area, and 
  patches of grass have crept onto the cleared earth with no 
  feet to trample it.
  The sparring warriors give the Battle-Brothers curious 
  glances before quickly and deliberately ignoring them, 
  avoiding eye contact as best one can with a Space Marine 
  helmet. If the Battle-Brothers approach, the Aurans do not 
  acknowledge them until directly or addressed. When this 
  happens, Shieldmaster Zayr takes over the discussion. He steps 
  to the front of the group and replies to the Kill-team with 
  curt responses and a hostile gaze. His answers are uniformly 
  unhelpful, obviously meant to discourage further conversation. 
  In particular if the topic of Sister Rachayel or the other killings 
  comes up, Zayr resolutely maintains that the Imperial regime 
  is simply over-reacting to the planet’s violent predators. His 
  words and attitude convey a sense that the Imperium is not 
  mentally equipped to deal with the danger of life on Aurum. 
  The Aspirance
  The dozen Imperial Guardsmen tolerated on Haistand have 
  dubbed the two-story structure afforded them for barracks and 
  administration the Aspirance. The stone building sits on a corner 
  of the war grounds, where their members are permitted to drill 
  (usually openly scrutinized by the natives). The Aspirance is 
  Brigadier Heth’s headquarters. If the Battle-Brothers seek him 
  out, they find him settling in behind a cramped desk on the 
  first floor, sorting through the records left by his predecessor. 
  According the guardsmen’s accounts, the previous assignee 
  to the post slighted one of the nearby native warriors with a 
  careless remark. He compounded the mistake by accepting the 
  resulting challenge to battle—with lethal results.
  Heth offers to help the Battle-Brothers however he can. 
  Some of his men have been stationed on Aurum for decades; 
  they freely describe their experiences and answer questions. 
  While the militia at the war grounds has never been friendly 
  with the occupants of the Aspirance, mutual respect was 
  burgeoning until mutilated bodies began appearing. Since 
  then, the relationship has been curt and guarded. If asked 
  about the Caele, one of the guardsmen says the following:
  “I’ve seen Caele Darkscourge up close a few times. He used to 
  come to the Aspirance to talk to the Brigadier—the old one. 
  When you meet him, you’ll certainly see why they follow the 
  man. You just know he’s sure he’s doing the right thing—or I 
  guess that’s what the Aurans think, I mean. He doesn’t look at 
  us like the rest of ‘em do though. Most of them just seem to be 
  laughing on the inside. But when he looks at us, you can tell he’s 
  searching for something, and seeing something the others aren’t. I 
  think I like it better when they laugh.”
  They have also witnessed the same strange occurrences that 
  Sister Rachayel reported. One of the soldiers speaks of winds 
  from north sometimes carrying an odour that he cannot quite 
  identify, but associates with industry and hive worlds. Many 
  of the guardsmen have sometimes seen an odd glow in the 
  western sky at night, when all should be dark.
  the hall of viCtorieS
  The Hall is the largest building in Haistand, and one of the 
  few made entirely of wood. The polished structure is well-
  maintained, but currently empty. It is only used for the Caele’s 
  ceremonies. In previous generations, this meant celebrations 
  before or after battle. However, as the tribes of the planet 
  have made peace, its purpose has evolved to hosting holiday 
  celebrations and feasts for visiting tribal leaders. An empty 
  stone amphitheatre stands immediately adjacent to the hall.
  CoMMerCe aiSleS
  These haphazard rows of carts and baskets are the heart 
  of Haistand. The city evolved as a place for the barter 
  society to meet and trade. The goods exchanging hands are 
  representative of the feral worlder’s day-to-day life. Baskets 
  of produce and grain from the agricultural mesas crowd the 
  narrow walkways. Bladed weapons are displayed plentifully 
  beside ornaments of bone and glittering gold crystal. Perhaps 
  the most interesting sight is the hanging carcasses of giant, 
  predatory lizards several times the size of a man. The skins 
  deCavane CryStalS
  Decavane crystals are more myth than science. Reported 
  only in the Jericho Reach, usually they are found in small 
  clutches, often already excavated from tightly guarded 
  locations. The crystals are most valued as concentrated 
  energy sources for various armaments, although rumours 
  abound that they have more miraculous properties such 
  as healing old wounds and purging illness.
  No authoritative story exists as to the origin of the 
  crystals. The most prevalent theory connects them to 
  Eldar terraforming. Others point to their exclusivity in 
  the Jericho Reach as evidence that they must have been 
  developed by the civilisation that once dominated the 
  Jericho Sector before it fell to shadow. More sinister 
  whispers also exist, tales that the crystals are the ill-
  begotten product of dark pacts made long ago. 
  appliCationS
  Decavane Crystals can be fashioned to replace or 
  augment the power sources of many standard weapons. 
  This requires sufficient time, tools, and a successful 
  Tech-Use Test. If the would-be Artificer succeeds, this 
  grants the following benefits to a las or plasma ranged 
  weapon, or a Powered melee weapon: Increase Damage 
  by +1; the weapon gains the equivalent of the Razor 
  Sharp Quality. Alternatively, the power source of any 
  piece of equipment may be modified, increasing any 
  time limits on its operation by a factor of x10. 
  19
  
  I : The Price of Hubris
  and freshly butchered meat of various midasaur strains fills 
  the nearby air with the scent of blood.
  One particular merchant, a relatively short man by the 
  name of Beyrr, takes an extreme interest in the Kill-team’s 
  power armour if he catches sight of this off-world technology 
  marvel. He waves his hands excitedly to flag them over, and 
  if that fails goes as far as to chase after them through the 
  streets. He pleads and bargains for them to trade him their 
  “fabulous thinstone armour” (naturally completely ignorant 
  of the personal bond between an Adeptus Astartes and his 
  armour and their lack of interest in material goods). He offers 
  such exchanges as a herd of the local lizard livestock, his own 
  personal residence in the overlook, and axes edged with the 
  diamond-hard fangs of a Diablodon. 
  When all else fails, he makes a more desperate bid. He 
  surreptitiously produces a wrapped object from under his vest. 
  Within the leather folds is a very unusual knife. Its handle is 
  common carved stone, but the blade is a large, curving talon 
  of sleek charcoal black chitin. A successful Challenging 
  (+0) Forbidden Lore (Xenos) Test identifies it as Tyranid 
  in origin. The merchant swears the blade is extremely rare 
  and can cut through anything. He promises four in exchange 
  for one of their suits of armour.
  If questioned, he is not immediately forthcoming to 
  the source of the weapons. Successful Interaction Tests or 
  roleplayed persuasion may convince him to reveal that a man 
  named Heydal traded the set of talons to him. However, this 
  was many months ago and Heydal does not live in Haistand. 
  He has presumably moved on.
  other reSidenCeS
  While homes can be found on nearly every street of Haistand, 
  they are most concentrated at the Overlook near the city’s 
  entrance, and at the far side. The opposite end of the city 
  contains many smaller dwellings of the farmers who own or 
  work the local lands. They live within the city for convenience 
  and protection, and make the trek down a small network 
  of trails on the cliff ’s other side that lead to the fertile   
  farming canyons.
  the Caele’S hoMeStead
  The Caele’s residence sprawls along one of the cliff edges. 
  The main structure is three stories high and ancient, dating 
  beyond the memory of any living Auran. It has a flat roof and 
  striking granite columns at the entrance. Time and the elements 
  have eroded the columns, but large swathes of their original 
  inscriptions remain visible. They portray overlapping ellipses, 
  angles, and vectors. An Ordinary (+10) Scholastic Lore 
  (Astromancy) or Navigation (Stellar) Test recognises the 
  images as star charts of the systems closest to Holy Terra. 
  Smaller stone annexes connect to the large house by 
  gravel paths. The complex includes a small pen for theratryx 
  mounts, and a large garden of hanging plants. A few warriors 
  come and go from the main building, but they seem to be on 
  errands more than patrol.
  alkedre fireStalker
  Alkedre is Rylus’s Sinsar, his second in command. While 
  Auran leadership does not have a formal line of succession, 
  the role of Sinsar assures that the combat trials used to choose 
  a new Caele can at least be postponed if the current leader 
  dies in wartime. Alkedre comes from a distant tribe in the 
  foothills, where Rylus recruited her. She carries a giant two-
  handed sword and wears bright red armour; more of the same 
  creature’s scales hang in her blond hair. 
  Unlike Rylus, Alkedre would welcome an alliance with the 
  Imperium. She sees it as an opportunity to improve Auran 
  technology while allowing her people to see other stars 
  and learn the battle techniques of other cultures. She voices 
  this opinion quite frequently. However, the Sinsar has great 
  respect for Rylus and while she has no qualms arguing about 
  his decision whenever the opportunity presents itself, she 
  accepts his leadership without bitterness.
  karthaS
  Karthas served for many years as one of Grensvayl’s perimeter 
  guards. Two years ago, he suffered a serious bite wound from 
  a Malissector, and still bears the scars on his shoulder. He 
  returned home to Haistand to heal. After he recovered, instead 
  of going back, he took up responsibility for the labour camp 
  that supplies promethium to the quarantined town. The 
  guards use it to maintain a great perimeter of fire around the 
  tainted valley. He and Zayr are co-conspirators. Zayr is in 
  charge of judging and detaining true criminals, while Karthas 
  transports them and safeguards the secrecy of their location.
  The true situation is more dire than even Caele Rylus 
  can imagine. Karthas was infected by the Genestealer’s Kiss 
  in Grensvayl. His play for oversight of the well was quite 
  deliberate. Over time he persuaded Rylus to let him lead a 
  sortie into the town to attempt cleansing it. This slaughter was 
  nothing but a ruse. He led his entire party into an ambush, 
  and used the confusion to help the Broodlord and several of 
  zayr
  Zayr is the Shieldmaster of Haistand, tasked with 
  maintaining a standing body of warriors to defend 
  the city. The Aurans have few laws. Most disputes are 
  settled between individuals (often violently) with the 
  Caele’s word superseding all. In times of peace, their 
  daily duties mainly entail protecting the Caele and 
  carrying out his orders. However, Zayr and his men 
  occasionally intervene to deal with truly dangerous or 
  deviant individuals. In recent years a new punishment 
  for Aurum’s criminals has been devised—a secret 
  labour necessary for the planet’s survival.
  Zayr knows the truth behind the killings, and 
  believes acutely that the shame belongs to the Auran 
  people. He also knows that Rylus wishes to keep 
  the matter quiet. Therefore, both his orders and his 
  conscience both incline him to block the newcomers 
  from learning the shame of Grensvayl, and to resent 
  them for prying.
  20
  
  I: The Price of Hubris
  its kin escape. The black depths of the labour camp provide 
  an ideal place for the brood to breed and grow. So in the wells 
  built to keep the Malissectors contained, their numbers grow. 
  Karthas uses the Infected Auran Warrior Profile on page 50.
  Rylus keeps Karthas close since he is one of the few privy 
  to the secret of the Malissectors. When he is not at the well, 
  Karthas is frequently as the Caele’s homestead. He is among 
  the handful of warriors selected to guard and council the 
  Auran leader. 
  MEETING THE cAELE
  If the Adeptus Astartes request to meet with the Caele, they 
  are almost immediately ushered into the homestead complex 
  for an audience. In fact if they do not seek him out, sooner or 
  later he requests a visit from them. Rylus Darkscourge meets 
  the Battle-Brothers in a large, circular chamber of the main 
  building. The room has a sand floor and no furniture. It has 
  no external windows and instead several wall sconces provide 
  torchlight and give off a faint herbal smoke. Between the 
  torches hang tapestries so faded that their weaves are nothing 
  but mottled gray outlines of men and beasts now. Read aloud 
  or paraphrase the following when Rylus joins them:
  Caele Rylus Darkscourge enters from the door opposite the one 
  you came through. He strides towards you with confident grace. 
  As he comes closer you realise that his height is level with most of 
  your brothers. He nods a greeting but does not smile; his dark eyes 
  are serious. “Welcome, Adeptus Astartes. I heard that your tribe 
  had come to Aurum. All that I have read of your kind says that 
  you would not be here without purpose. What is it?”
  Presumably the Battle-Brothers broach the subject of the 
  suspected xenos presence, and possibly the Imperium’s attempts 
  to return Aurum to humanity’s fold. Rylus is dismissive of 
  the Crusade’s overtures of alliance, saying that the Imperium 
  has yet to prove they have either the capacity or the worth 
  to govern the Auran people. If the Kill-team brings up the 
  promethium pits (see the Black Depths encounter below) he 
  becomes defensive. “Does its crude nature offend you? We 
  cannot all have your technological marvels.” Any remarks about 
  the volume of promethium being drawn in comparison to the 
  small amount seen in Haistand only earns a reply like:
  “We are quite new to the practices of draining the blood of our land. 
  I supposed we are simply not as efficient at it as your people.” 
   When the topic of the unexplained deaths comes up, Rylus 
  at least does them the courtesy of not blaming local predators. 
  Instead, he asks them what they think is the cause. 
  21
  Caele Rylus Darkscourge 
  Rylus Darkscourge has been the Caele of Aurum since it was discovered by the Crusade 
  nearly three decades ago. He is tall and powerfully built even for an Auran—standing 
  almost as tall as a Space Marine. His long black hair contains several small braids, 
  but is unadorned except for the polished bone circlet on his brow. Like all of Aurum’s 
  leaders, his right to rule did not come through birth, but through victory in combat. 
  Rylus is a charismatic speaker and a strong warrior. 
  At the Imperium’s first contact, he realised his people’s way of life would never be 
  the same, by the mere fact that they were no longer alone. Since that time he has 
  meticulously gathered lore and stories of the planets and politics beyond his world, 
  making him far savvier about the Imperium than most of his people. 
  He drew quite a grim conclusion from the stories of traders and from reading between 
  the lines of history books. He is certain that if the Crusade was allowed to absorb 
  Aurum, the Imperium would ruthlessly exploit both its people and its resources, leaving 
  Aurum far less than it was. This was not an easy decision for Rylus to reach. As he 
  learned of the galaxy, he came to understand its many threats and knows that the 
  Imperium may be man’s best defence. The message of the watching Emperor of Mankind and 
  a humanity united rings true with him. However, he is the proud king of a proud people. 
  Submitting the golden planet to rule by a cruel and unworthy dictator is a shame he 
  cannot allow.
  To him, the Battle-Brothers present a unique opportunity. Rylus has heard legends of 
  the honour and valour of the Adeptus Astartes. Because their Chapters exist outside the 
  normal confines of the Imperium, they might be able to provide him an unbiased warrior’s 
  view on how to deal with the Imperium’s hunger for his world. They are also the first 
  members of the Imperium he believes might be able to win respect in the eyes of his 
  people. If they could prove themselves the equal of Auran warriors, he would finally 
  have an off-world ally to help him understand and purge the Malissectors.
  
  I : The Price of Hubris
  No matter the theory they present—even if they paint 
  the vivid possibility of a planet overrun with Genestealers or 
  devoured by the following Hive Fleet—Rylus remains firm 
  in his edict that outsiders may not venture beyond Haistand. 
  He makes it clear that if they attempt to defy this interdiction, 
  he will respond with force—an incident that could quickly 
  escalate to war and unfortunate consequences for the Imperials 
  presently in Haistand.
  “Even if I wished to grant you an exception to the laws which 
  have governed your emissaries for decades, my people would never 
  accept it. Honoured warriors though you may be in your own 
  Imperium, you are unproven here. No Auran has a voice in our 
  councils until they are initiated through our rituals. I am told 
  your Brotherhood has similar traditions of choosing, so surely 
  you understand their importance.” His expression, while still 
  grim, betrays a spark of hope. “I will offer you an opportunity 
  I have presented no others: undergo a Trial of Proving. Do this, 
  and not only will you advance your Imperium in the eyes of my 
  people, but I will then be free to grant you whatever freedoms 
  and answers you need in pursuit of the threat which brought 
  you here.”
  This is the best Rylus can offer. No amount of debate can 
  persuade him to give more, and he continues to press the Kill-
  team to accept his offer if initially refused.
  THE BLAcK DEPTHS
  Man knows the places he was never meant to go. The fear he feels 
  when looking within those forbidden depths is the Emperor’s blessing 
  to humanity. It is a sacred whisper to turn back before your soul is 
  lost. If only men would listen.
  –Inquisitor Zayel: Admonitions Against the Warp
  The Battle-Brothers may or may not choose to follow up on the 
  descriptions of strange activities to the north (being careful to 
  avoid detection unless they wish to start an incident by leaving the 
  city). If they stand on the northern edge of Haistand, a successful 
  Difficult (–10) Awareness Test allows the acute olfactory senses 
  of the Neuroglottis to recognise the tang of promethium in the air. 
  Once scented, if the Battle-Brothers wish to follow it to its source, 
  they may do so with a Challenging (+0) Tracking Test. 
  Alternatively, they may wait to see if any of the strange night-
  time convoys depart northward. Should they make such an 
  attempt, long after sunset two carts drawn by theratryx make a slow 
  journey down the smaller paths on the rear slopes of Haistand. 
  Assuming the Adeptus Astartes have their helmets’ autosenses 
  available, they can easily see that each cart contains four men 
  bound with sturdy rope. A Challenging (+0) Perception Test 
  recognises one of the drivers as being one of Zayr’s men from the 
  war grounds. (The other is Karthas.) Following this procession 
  without detection requires little in the way of stealth, between the 
  dark, the rattle of the carts, and the cries of the theratryx.
  feral worldS
  In keeping with the Administratum’s need to document 
  and quantify, standard terminology has evolved to 
  broadly classify the many types of worlds encountered 
  in the Imperium. The designation feral world indicates 
  a planet with a primitive technology base. While 
  other traits are common with such cultures, such as 
  physiques evolved for survival and savage traditions, 
  these are not universal (or unique) to feral worlds. 
  Even the measure of technology can be subjective, 
  as Imperial-controlled feral worlds may often have 
  acquired tools and weapons through trade. However, 
  their understanding and treatment of such items would 
  make most tech-priests shudder to witness. (Hence the 
  lifespan of a machine spirit on a feral world tends to be 
  as short as that of the planet’s inhabitants.)
  the MaliSSeCtorS
  The mutilated corpses are actually the work of 
  Genestealers: a deadly four-armed strain of Tyranid 
  capable of turning other species into their dominated 
  minions, and hosts for hideous offspring. In many 
  cases the dead were simply victims of a Genestealer’s 
  ingrained drive to kill. However, others—like Sister 
  Rachayel—forced the creatures into confrontation by 
  actively seeking them out.
  The Genestealer infestation centres in the settlement 
  of Grensvayl, about 200 kilometres from Haistand in the 
  canyon farmlands. The first infection was over a decade 
  ago, giving the brood time to spread through the town’s 
  population. For most of this period, Haistand remained 
  ignorant of the infection. However, as Grensvayl fell out 
  of contact, Rylus finally sent a war party to determine 
  the cause. The result was disastrous.
  While Rylus does not know the Imperium’s name 
  for these xenos predators, he has seen them teeming in 
  the infected settlement. He and those within the circle 
  of knowledge have dubbed the creatures Malissectors. 
  They understand that the monsters infect, and worse 
  yet enslave, his people. In Auran culture this is a sign 
  of impurity in the victims: that their bodies and minds 
  could not resist domination. Rylus and his people see the 
  infestation as their own failing. The Caele has worked 
  hard to conceal the Malissectors from the offworlders 
  so as not to show weakness to an enemy.
  22
  
  I: The Price of Hubris
  Either method leads the Kill-team no more than a dozen 
  kilometres north of the city. The scent of promethium grows 
  unmistakable, and then overpowering. When the Battle-Brothers 
  see their destination, read aloud or paraphrase the following:
  The land has been sloping steadily downwards for the last several 
  kilometres. Finally, it drops into a lowland of black, bubbling 
  rents in the earth. The crude promethium wells up into large 
  pools. Men with black-stained limbs scoop the promethium into 
  buckets, and carry it across the shaky wooden planks that connect 
  one uneven piece of solid ground to another.
  Unfortunately 
  the 
  Battle-Brothers 
  have 
  a 
  more 
  immediate concern that investigating this unsophisticated 
  promethium well. A wheeling, shrieking ring of reptilian 
  predators surrounds the pits. The heat and fumes from the 
  raw promethium keeps them from coming too close to the 
  labouring men, but they dive at the incoming carts with sharp 
  beaks and talons. Only the bows of Zayr’s men keep them 
  from being torn to shreds as they pass through the perimeter, 
  and even then one of the shackled prisoners is dragged from 
  the carts and quickly devoured.
  If the Kill-team plans to get any closer to the large operation 
  in the pits, they are going to have to pass through the circle of sky 
  reavers. The creatures emit raucous cries as they circle the wells, 
  so their sounds of death are unlikely to be of much concern to 
  the Aurans. But bolter fire, the growl of chainblades, or the glow 
  of power swords is sure to attract attention. Unless they devise 
  a clever plan to avoid the winged predators, assume the Battle-
  Brothers are attacked by approximately twice their number of the 
  creatures (see page 50 for their profiles). The sky reavers should be 
  relatively easy to dispatch, but each time someone uses a loud or 
  bright weapon (the GM has final say on what these are), Karthas 
  should make a Challenging (+0) Awareness Test to detect the 
  intrusion. If he succeeds, he and the seven Auran guards attack the 
  Kill-team. Karthas has everything to lose if the Battle-Brothers 
  leave alive. Two masters—the Broodlord and Rylus—have tasked 
  him with safeguarding this secret location. If he thinks it is 
  exposed, violence is his first solution to hide it again.
  This primitive attempt to draw promethium is a laborious and 
  dangerous effort for the Aurans. It may not be immediately clear 
  that the men being unloaded from the carts are criminals, but it 
  is evident they don’t want to be here. All of the men drawing 
  and hauling the black sludge notably lack weapons. Only Karthas 
  and his men are armed; the sky reavers make effective sentries for 
  anyone who cannot defend himself, as several outlying piles of 
  picked bones attest.
  the Crude pitS
  The black, bubbling wells of promethium swelter in random 
  pools between the rocks. Sulphur, methane, and other heady 
  gases waft invisibly into the air, although between their power 
  armour and their multi-lungs the Battle-Brothers should have no 
  trouble with the air. However, if they wish to progress further into 
  the lowland, they need to navigate the pitted terrain. The Aurans 
  seem to move from one dry rock bed to the next via improvised 
  bridges of wooden planks. It is obvious to the eye that these 
  bridges are too fragile to hold a Space Marine, much less one in 
  power armour. Some options for getting through include:
  • Make the appropriate Strength or Acrobatics Tests to Leap 
  (see page 207 of the Deathwatch Rulebook) across the 
  gaps. The widest distance is 12 metres.
  • The distances can easily be bridged with a Routine (+20) 
  Piloting: Personal Test by anyone equipped with a 
  jump pack.
  • The pools vary widely in temperature, ranging from 
  simply warm to scalding lakes that can cook a man alive. 
  A Challenging (+0) Tech-Use Test with an auspex or 
  equivalent augurs can determine which pools are safe to 
  wade through in power armour and which ones would 
  cook them like the blast of a meltagun.
  Falling into or erroneously entering a harmful promethium 
  pit causes 1d10+4 points of Damage, ignoring armour but not 
  Toughness. Additionally, roll 1d10–4 on the Power Armour 
  Critical Effects Table (on page 163 of the Deathwatch
  Rulebook) to see if the extreme conditions damage the Battle-
  Brother’s power armour. These effects continue each Round 
  one is in the pool, although most of them are small and shallow 
  enough that a Battle-Brother should be able to wade out in a 
  single Round.
  adeptuS aStarteS honour
  The Divested Hunt encounter (see page 27) assumes the 
  Battle-Brothers accept Rylus’s challenge to prove their 
  worth. What if they see such games as beneath them and 
  refuse to undergo his proving? If that happens, then the 
  Aurans show them the same disdain (and impose on them 
  the same restrictions) that they have for the rest of the 
  Imperium. 
  Rylus is not the only person who knows about the 
  infection at Grensvayl. The Kill-team can eventually 
  learn of the settlement’s plight and location elsewhere in 
  Haistand or at the promethium pits. Alternatively, while 
  the Horizon’s Pride originally read the fire perimeter around 
  Grensvayl as volcanic activity, Lan’s crew may eventually 
  realise that something far more unusual sits at that location. 
  However, the Caele’s animosity means that the Kill-team 
  must either circumvent or openly defy the interdiction to 
  leave the city. The latter brings an assault from a Horde of 
  Auran warriors (see At War with the Golden People).
  If the Battle-Brothers still want to attempt relations 
  with the Aurans after dealing with Grensvayl on their own 
  terms, it becomes a far more difficult task. However, their 
  deeds in the settlement (and perhaps even their fight with 
  the Auran warriors) could also be used to garner respect 
  by a clever negotiator.
  23
  
  I : The Price of Hubris
  penal BarraCkS
  This large structure—in the very centre of the area—is no 
  more than treated hides stretched over a framework of bone. 
  The heat from the pits means nothing else is needed to stay 
  warm, and the over-sized tent exists mainly to ward off the 
  weather. Here, the Auran criminals sleep on piles of furs and 
  take their meals. They are just waking as light enters the 
  golden sky, retrieving dried meat and fruit from nearby 
  storage boxes for the morning. Should the Kill-team ven-
  ture too close or fail an important Silent Move 
  Test and be noticed by the prisoners, they do not 
  raise an alarm. Many of them stare; a few may even 
  try to approach, but they have nothing to gain 
  from starting a combat or alerting Karthas.
  conversing with the convicts
  If the Battle-Brothers choose to converse with (or 
  follow up later with) the Aurans put to work in 
  the promethium wells, they may learn some 
  additional facts about their situation. A term 
  of service in a labour camps is a common 
  Auran method for dealing with those who 
  break one of their few laws. Murderers and 
  other highly dangerous men are put to death. Most 
  of those here are guilty of a lesser crime such as theft 
  or cowardice in battle. Although the labour of drawing the 
  promethium is unpleasant, the prisoners are given ample food 
  and time to rest. Some Space Marines may see this as humane, 
  while others might see it as unforgivably weak. Most feudal 
  serfs across the Imperium have worse living conditions, and 
  Imperial criminal punishments include conscription to a short 
  life of bloody combat in the Imperial Guard Penal Legions, 
  usually on a hellish Death World.
  flooded CaveS
  Submerged caves border some of the open promethium pools, 
  rock chambers that are mostly flooded by the black crude and 
  have only a few feet of clearance between the black liquid and 
  the stone ceiling. The new brood of Genestealers lurk here 
  and grow their numbers, doubly cautious after their brush 
  with exposure from the Adepta Sororitas’s investigation. The 
  creatures only stay in the caverns with promethium lakes of 
  tolerable temperatures, providing an easy place to hide for 
  short periods. The Genestealers are smart enough not to 
  reveal themselves to an armoured Deathwatch Kill-team, at 
  least not yet, when they have nothing to gain from battle. 
  If the Battle-Brothers take an interest in exploring any of 
  the submerged caves, the xenos hide in the black depths of 
  the promethium lakes. While it would take a Hellish (–60) 
  Awareness Test to confirm that something is lurking in the 
  thick, fluctuating liquid, the Battle-Brothers may still get an 
  uneasy sense that something is watching them.
  the fate of SiSter raChayel
  The Battle-Brothers are not the first servants of 
  the Emperor to make it to the Black Depths. Sister 
  Rachayel came this way before them. It was here 
  that she found the secret the Aurans strove so hard 
  to bury—not promethium siphoning or criminal 
  labour, but something far worse. She uncovered 
  what the Caele himself still does not know: since 
  being infected by the brood, Karthas has turned the 
  secret promethium pits into a breeding ground for 
  more monstrosities.
  Some caverns are so flooded with crude 
  promethium that they are unsafe to drain, filled 
  almost to the ceiling with black liquid and noxious 
  fumes. It is here that the infected warriors and 
  Genestealers hide, venturing out at night to hunt and 
  multiply. Sister Rachayel discovered this xenos den. 
  Unfortunately the xenos also discovered her. They 
  did not kill her, but rather attempted to implant her 
  with their corrupted seed. Refusing to become an 
  instrument of the unclean, Sister Rachayel fell upon 
  her own sword. Knowing that her disappearance 
  would cause questions, Karthas brought her body 
  back to Haistand and hoped it would be dismissed 
  as a suicide.
  24
  
  I: The Price of Hubris
  Monsters in the Deep
  What if—through luck or persistence—the Kill-team 
  uncovers the Genestealers here at the Black Depths? This 
  may change their understanding of the stakes, but it doesn’t 
  change Rylus’s mind about the proving. He is honour-bound 
  not to let the Space Marines near Grensvayl until they have 
  shown respect for Auran tradition, and will fight to the 
  death to keep them from doing otherwise. Additionally, the 
  Broodlord does not reside with the rest of his offspring in 
  the promethium wells. While the Kill-team may reduce the 
  number of free alien predators, they cannot cut off the head 
  of the beast here and now.
  point of departure
  On the edge of the perimeter roughly opposite where the 
  convoy entered, more carts sit unattended. A few large clay 
  jars filled with promethium occupy a small portion of their 
  beds. There is also a stand of bows and arrows used to clear 
  the sky when these vehicles are ready to begin their journey. 
  However, the lack of activity (or beasts of burden) here, and 
  the large amount of empty space to be filled in the carts 
  suggests they won’t be setting out any time soon. 
  The Battle-Brothers have several options at this point. 
  Day is dawning, which makes it harder to hide their trespass 
  against the edict to remain in Haistand. It is possible to follow 
  the trail the promethium-filled carts have made on previous 
  journeys with a Challenging (+0) Tracking Test, although 
  there is no telling how far the path may lead. Should the 
  Battle-Brothers decide to undertake this journey, they also 
  quickly find it is nearly impossible to do so in secret. See the 
  Go Set a Watchman Encounter below.
  GO SET A wATcHMAN
  While the path from Haistand to the crude pits is unguarded, 
  the long route from the pits to the promethium’s destination is 
  carefully watched. Caele Rylus has taken great pains to ensure 
  that the secret of Grensvayl’s taint stays concealed from outsiders. 
  The carts run a flat, open trail through the grasslands, with few 
  places to hide. Furthermore, a Routine (+20) Awareness Test 
  spots the first of many watch posts along the route.
  Unless the Battle-Brothers are all equipped with masking 
  screens or some other means of crossing the open plains without 
  notice, they are almost certainly spotted before reaching the 
  distant settlement of Grensvayl. Because of the Kill-team’s 
  unusual status in the political situation, as well as the Caele’s 
  interest in them, the news of their trespass is delivered swiftly 
  and directly to the Caele. Rylus himself rides up at the head 
  of a small war host approximately 3 hours after the Battle-
  Brothers are first spotted heading west. Read aloud or paraphrase   
  the following:
  The approaching party of Aurans raises a small cloud of dust, 
  crossing the open terrain surprisingly silently on their fleet-footed 
  reptilian mounts. The group consists of several dozen warriors, 
  with the Caele’s tall figure in their vanguard.
  Give your players a chance to react to the oncoming group. 
  Assume the Battle-Brothers sight them at a distance of about 
  60 metres, which gives them 2 Rounds before the Caele 
  reaches them. (You may wish to increase this if the Battle-
  Brothers make Awareness Tests). Assuming they don’t pre-
  empt the approach, continue:
  The Caele, Rylus Darkscourge, signals his warriors to hold a 
  few metres back, and only he rides up to you on his green and 
  bronze theratryx. He speaks quietly but with authority. “You 
  have broken the laws of Aurum. My laws. Your Imperium has 
  claimed to come in peace. If this is so, do not push us to war. I too 
  believe we can benefit one another, but this is not the way”
  Rylus urges the Kill-team to return to the capital. His own 
  laws forbid off-worlders from leaving Haistand, and he would 
  be dishonoured if he knowingly allowed them to violate his 
  edict. As mentioned in his description on page 21, the Caele 
  believes that the Space Marines might be the answer to his 
  conundrum of the stand-off with the Imperials, but it is not a 
  route he can explore if they openly defy him. He emphasises 
  his belief that they can find a peaceful solution if they return 
  with him to Haistand, but makes it clear he is willing to enforce 
  his laws by whatever means necessary if they do not comply.
  If the Kill-team agrees to return with the war party, modify 
  the Meeting the Caele encounter (assuming they have not 
  spoken with him yet). After reconvening in the audience 
  chamber, begin with his explanation of why it is imperative 
  that they keep with Auran law and traditions if they are truly 
  to do any good on the planet. If the Kill-team refuses to return, 
  and tries to continue following the cart tracks, the Aurans do 
  attack them. 
  gM guidanCe: Clarity and 
  ConSequenCe
  One of the great joys of roleplaying is the players’ 
  ability to make any choice they can imagine, with the 
  Game Master able to ensure that the world reacts in 
  appropriate and compelling way. The GM should never 
  forbid them from choosing a certain path, but he also 
  has a responsibility to make sure the players understand 
  their situation with the same clarity as their characters 
  would. The Kill-team has the very real possibility 
  of failing a Primary Objective, causing the death of 
  dozens of Imperial citizens and starting a war. If this 
  is the Kill-team’s choice, let them make it. However, 
  it can be easy for players to forget all the details of an 
  adventure, particularly if a Mission is broken up over 
  several weeks of real time. If the players seem about to 
  make a detrimental choice, a generous GM will at least 
  make sure they remember that one of their Primary 
  Objectives is to settle the matter of Aurum peacefully. 
  If they are clear on this fact, then anything goes!
  25
  
  I : The Price of Hubris
  Rylus leads a formidable number of Auran warriors against 
  the Battle-Brothers on the open plain. The war party rode 
  after the Kill-team on theratryx, and thus the majority of the 
  warriors are mounted. Use the Mounted Combatants rules 
  and the warrior and theratryx profiles in the appendix to 
  represent a Horde of mounted Auran warriors at a Magnitude 
  of 45. Rylus (who counts as an Elite enemy and should not 
  be combined with his soldiers) fights on foot. If the Battle-
  Brothers win the fight, nothing is stopping them from finishing 
  the remaining 150 kilometres of the trek to Grensvayl. The 
  settlement’s sentries do not receive them well, but should be 
  easily dispatched by Space Marines (see The Tainted City).
  Attacking the Caele is an act of war with far more serious 
  implications than the skirmish on the plains. Rylus has the 
  Touched by Fates Trait, so in all likelihood he survives the 
  battle to return to Haistand. (Even if he did not, Alkedre is still 
  there to succeed him.) See At War with the Golden People.
  a poor negotiating StanCe
  Should the Battle-Brothers fight and lose to the Auran 
  warriors on the way to Grensvayl, they wake up, minus a Fate 
  Point, apparently underwater. When they get their bearings it 
  becomes clear they lie at the bottom of a deep stone well. The 
  water is about 2 metres high, and the sheer sides of the pit 
  extend up some 15 metres. Their visible weapons have been 
  taken, although they are still in their power armour. 
  They are in fact in the well outside the Caele’s homestead, 
  as he has nowhere else to keep such mighty prisoners. A few 
  moments after they wake, the Caele appears over the rim of 
  the well for one last attempt at reason. His attitude towards 
  the Battle-Brothers is not nearly as open as it otherwise 
  would have been, and he is deeply troubled by any deaths 
  that occurred. However, his objective remains unchanged: see 
  the Battle-Brothers prove themselves so that they can purge 
  Grensvayl without offending Auran honour. On the brink of 
  war, his tactics are less than diplomatic. He warns the Battle-
  Brothers that if they do not agree to redeem themselves before 
  his people by undergoing a Proving, he will take their actions 
  as overtures of war—and he is as good as his word.
  If rebuffed again, Rylus launches an attack on the Imperial 
  NPC’s in Haistand. He leaves the Battle-Brothers in the pit, 
  telling them he wants them to see the bloody results of their 
  stubbornness before they die. The Kill-team can probably 
  devise a clever way to climb or break out of their makeshift 
  holding cell. If they can’t, the surviving Imperial NPC’s have 
  good reason to want to extract them as quickly as possible.
  at war with the golden people 
  The Aurans strike the Imperium where it is the most vulnerable: 
  by attacking the civilians and isolated representatives inside 
  the capital. Auran warriors quickly cut down the handful of 
  Missionaries, scribes, and traders in Haistand as soon as the 
  word of war is given. The Battle-Brothers encounter their 
  bloody corpses on the streets and in the Overlook when they 
  re-enter the city. Archibal Heth and his handful of guardsmen 
  prove more difficult, barricading themselves inside the 
  Aspirance and raining las fire down any foe that gets close to 
  the building. The Kill-team’s first indication that violence has 
  erupted in the city may be a vox broadcast from Heth himself, 
  reporting the situation.
  At this point, the Kill-team is free to address the situation 
  as they wish: aid Heth and his guardsmen, bring the fight 
  back to the Caele’s homestead, or proceed towards their 
  objective at the end of the trail to the west.
  Assuming the Battle-Brothers do cleanse Grensvayl despite 
  the enmity of the Aurans, they have an opportunity to end the 
  hostilities—if they so choose. By this point much bitterness 
  and blood has probably built up between the two factions. 
  However, destroying the Genestealers proves much about the 
  Adeptus Astartes, even if it shames the Aurans to admit it. If 
  the Battle-Brothers use this deed as the basis of a truce, the 
  Caele grudgingly accepts. How much Rylus (or his successor) 
  is willing to actually forgive is another matter entirely. Good 
  roleplaying (or exceptional Charm Tests) are required to 
  progress beyond anything more than the same stalemate the 
  planet was in when the Kill-team arrived. Depending on how 
  well or poorly any such attempt to change the Caele’s attitude 
  go, the Victory Feast could still end up being in their honour, 
  or it might be to memorialise fictional Auran heroes taking 
  post-mortem credit for the Kill-team’s deeds.
  Mounted CoMBatantS
  The Aurans ride theratryx into battle (and an enterprising 
  Battle-Brother may wish to try his hand at this as well). 
  A character who is mounted suffers a –20 penalty on 
  Dodge Tests and uses the mount’s movement rate instead 
  of his own. In melee combat, the mount may make one 
  standard attack in addition to any attacks of the rider. If 
  the rider has the Wrangling Skill, the mount may use a 
  Wrangling Skill Test instead of a Weapon Skill Test to 
  hit with its melee attack. One of the rider’s hands must 
  be used to control the reins of his mount. Hits against 
  a mounted character in ranged combat must roll an 
  additional 1d5. On a result of 1–3, the mount is hit. Any 
  other result indicates that the rider is hit instead. 
  Here are some guidelines for the GM if the Battle-
  brothers end up fighting the Auruan cavalary as a 
  Horde: use the mount’s movement rate and Toughness 
  for the Horde, and add an additional 10 magnitude.
  duty unto death
  No matter what happens with the local populace, Aurum 
  is still a planet that the Imperium wants to claim, and 
  it still has a xenos infestation. The Battle-Brothers are 
  unlikely to let personal conflicts keep them from seeking 
  out and destroying the threat before calling the Mission 
  complete. Should anger make them forgetful, Lan is sure 
  to ask them about that Objective before breaking orbit 
  and, if necessary, he reminds them of their duty to the 
  Crusade and their Watch Captain.
  26
  
  I: The Price of Hubris
  The Divested 
  Hunt
  “Steel is only as good as the man who wields it. Words are only as 
  good as the man who gives them. You stand here today to be judged 
  not by your tribe’s name or your possessions, but by your skill and 
  courage.”
  –from the Opening Rituals of the Storm Wardens’ Trials of 
  Aspiration
  I
  f the Battle-Brothers accept Rylus’s proposal, Alkedre 
  takes responsibility for preparing the Battle-Brothers. She 
  explains that the nature of a warrior’s proving varies with 
  the standing he is vying for in society. The Battle-Brothers 
  are to undergo the trial of the most honoured Aurans: the 
  Divested Hunt. This ritual sends warriors to the Reaving 
  Canyons, where some of the planet’s most fearsome predators 
  dwell. Using only their skill and the ritual Auran weapons 
  that are a part of the ceremony, they must slay a Diablodon, 
  the king of the planet’s midasaur strains. 
  The trial requires that the Kill-team leave behind all 
  their blessed power armour and weapons. (Techmarines 
  are required to detach any servo-arms or servo-harnesses. 
  The Aurans assume any such appendages must be a kind of 
  weapon. In fact, if any of the Battle-Brothers have obvious 
  permanent augmetics, they may have difficulty convincing 
  the Aurans that they do not come off ). The Caele offers to 
  personally guard the Kill-team’s possessions if their well-
  being is of concern to the Battle-Brothers. (They have several 
  other options for safe-keeping as well, such as contacting 
  Lan or Heth.) Alkedre supplies any Battle-Brother who needs 
  garments with leather coverings.
  The Sinsir believes that the Imperium could improve life 
  on Aurum, and thus strongly wants the Battle-Brothers to 
  succeed in winning over Rylus and the populace. She does her 
  best to prepare them for the Hunt, and answers any additional 
  questions they have about the trial or the canyons. The 
  rules of the Hunt are simple and immutable. Bring nothing 
  with them into the Canyons. Take no aid from anyone but 
  themselves. Return with a trophy—at least the head— from 
  an adult Diablodon, and swear an oath that they took its life. 
  She also describes their quarry:
  “It is the largest of the Reaving Canyon’s denizens. It stalks on 
  two legs, and favours the inferno of the Deadlands.” She sketches 
  a distinctively uneven four-toed print in the dirt “That is the 
  shape of its track.” Then she draws their attention to her brilliant 
  red armour. “But most-over, you will know it by the colour of its 
  scales. Its hide is patterned like the blazes of hell itself.”
  If the Battle-Brothers ask her about the history of her 
  armour, she confirms that it is from a slain Diablodon. 
  Furthermore, each of the scales hanging in her hair is from a 
  different one of the creatures slain by her hand. 
  THE REAVING cANYONS
  When the Battle-Brothers are ready, Rylus, Alkedre, and scores 
  of curious Aurans make the trek through the winding farmland 
  to the Reaving Canyons. The entrance fissure is clearly marked 
  by talismans of protection and splayed human skeletons that 
  warn of the danger. The onlookers are silent to a man when 
  the Battle-Brothers cross into the Canyons. Rylus solemnly 
  wishes them luck.
  Just past the threshold stands a weathered stone plinth 
  with a selection of worn but reliable Auran weapons: the 
  implements of the hunt. Assume at least three of each weapon 
  type is available in the primitive arsenal. The profiles for the 
  implements are given in Table 1–1 on page 28.
  The terraced path is narrow as the Battle-Brothers enter the 
  network of canyons. Aurum’s lauded virility is obvious as they 
  proceed. Grasses grow on sheer slabs of stone; climbing plants 
  flourish as they cling to the rocky walls. A canopy of trees 
  lining canyons’ summit mostly blocks the amber sky. Within 
  that shade the vegetation is not tall but dense, and it rustles 
  constantly with the movement of unseen creatures through 
  it. Not long after the entrance disappears, muffled reptilian 
  shrieks begin to echo through the lush maze, the calls of its 
  many inhabitants. Even as the passage widens, it is still only 
  wide enough to accommodate two Battle-Brothers at a time. 
  27
  
  I : The Price of Hubris
  theratryx neSting groundS
  The first area where the terrain differs is an open pit of high 
  golden grasses. It is immediately evident that the area has 
  residents. Wild theratryx nest here. Clutches of eggs peek out 
  of pebbled mounds at the centre and around the circumference 
  of the uneven ring. The bright, scaly shoulders and heads of 
  the parents are visible as they prowl through the grass. The 
  path branches to the east and west on the other side of the 
  nesting ground. 
  If the Battle-Brothers attempt to go undetected by the 
  theratryx, it requires a Challenging (+0) Silent Move Test. 
  (Assume the Test is made when the characters are midway 
  through the field, closest to the greatest concentration of 
  theratryx and therefore most likely to be detected.) The Test 
  becomes Ordinary (+10) if they reduce their profile by crossing 
  the field one at a time. However, this leaves anyone caught by 
  the protective animals further from the support of his squad. 
  The diameter of the crossing is roughly 100 metres.
  If anyone is detected or the Battle-Brothers choose to fight 
  their way through, the theratryx form a Horde of Magnitude 
  30. (Use their profile on page 50 to form a Horde.)
  reaverS of the Sky
  The western passage climbs upwards to an open plateau 
  where the sky teems with winged reptiles. Their screeching 
  cries increase as they scent the Kill-team, but they are 
  scavengers who prey on weak, single targets. They will not 
  attack a large group unless provoked. The opposite side of 
  the plateau overlooks the broiling red Deadlands hundreds 
  of metres below. The cliff side is steep but has ample hand-
  holds, requiring an Ordinary (+10) Climb Test to ascend 
  or descend.
  gnarled tunnel
  The eastern path leads into a damp, dim tunnel through the 
  earth. Over time the trees on the cliffs above have worked 
  their roots through the rock and soil here, and centuries of 
  dripping water and slow growth hollowed out a misshapen 
  cavern between the tangled roots. The passage is forty metres 
  long. It is short enough that light enters dimly from both 
  sides of the passage, but long and dark enough to make the 
  Battle-Brothers keenly aware of the absence of their helmets 
  and their autosenses. 
  As the Battle-Brothers work their way through the tightly 
  packed roots, they occasionally have to push or cut one 
  aside. Approximately thirty metres in, they push through a 
  particularly large cluster of the wooden tendrils, and thin 
  trails of dirt begin to stream from the ceiling. Roots begin 
  dropping and swaying as the tunnel destabilises. Have each 
  character make a Challenging (+0) Climb, Contortionist 
  or Survival Test to force their way through the remaining 
  woody stems before the passage collapses around them. 
  Anyone who fails the Test takes 1d10+6 Impact Damage as 
  they are caught in the cave-in; their comrades must also dig 
  them out. 
  The tunnel leads out of a cliff face at the edge of the 
  Deadlands. (The collapse may happen on the way in or out 
  of the canyons. If the Battle-Brothers collapse the tunnel on 
  their way in, they need to exit via the sky plateau.)
  the deadlandS
  This red gorge stands out on the golden-green surface of 
  Aurum like an inflamed wound. Mantle plumes bring magma 
  close to the planet’s surface, scorching the ground and 
  regularly venting hot gases. The poisoned air and shocks of 
  high temperature keeps anything from growing in this fissure, 
  earning it and the surrounding plain their attribution in the 
  Auran language.
  Soon after the Kill-team enters the Deadlands, the effects 
  of the harsh, acidic air become apparent. Any character who 
  does not pass a Difficult (–10) Toughness Test (modified by 
  the Oolitic Kidney and Multi-lung) suffers a level of Fatigue. 
  This Test increases to Hard (–20) if the character does not 
  possess a functioning Mucranoid to protect them from the 
  SpaCe Marine trialS
  The idea of proving oneself worthy should hardly be 
  foreign to most Space Marines. It is standard practice 
  for Chapters to have some way to select promising 
  youths to receive the Space Marine implants. These 
  tests are varied but always gruelling, ranging from the 
  Blood Angels’ contests at Angel’s Fall to the aspirant 
  rituals of Fenris which culminate in the Test of Morkai. 
  Compared to what many of the Battle-Brothers had to 
  endure to earn the place they hold as a Space Marine, 
  the Divested Hunt may not seem unreasonable.
  Table 1–1: Implements of the Hunt
  Name
  Class
  Range
  RoF
  Dmg
  Pen Clip Rld
  Special
  kg
  Fang-Tipped Spear
  Melee
  – 
  – 
  1d10+1 R
  2
  – 
  N/A
  – 
  2
  Auran Gyrblade
  Melee
  – 
  –
  1d10 R
  0
  – 
  N/A
  Primitive, Special*
  3
  Talon Blade
  Melee
  – 
  –
  1d10 R
  0
  – 
  N/A
  –
  1
  Bone Sword
  Melee
  – 
  –
  1d10+1 R
  0
  – 
  N/A
  Primitive, Balanced
  2
  Bow & Arrows
  Basic
  15m
  S/–/–
  1d10+2 R
  1
  1
  1/2
  Primitive
  4
  *A gyrblade does an additional point of Damage per degree of success on the Attack roll. When a character is equipped with a pair of 
  gyrblades, they instead do 2 additional points of Damage per degree of success.
  28
  
  I: The Price of Hubris
  oppressive heat. This Fatigue cannot be removed from a 
  character until he is out of the punishing environment. 
  As the Battle-Brothers venture deeper into the broken 
  ground, they can hear the sounds and see the silhouettes of 
  midasaurs moving through the thick fumes. The sulphuric 
  stench becomes punctuated by the even more stomach-
  churning scent of rotting flesh. It issues from a broken shelf 
  of rock. An Ordinary (+10) Awareness Test spots several 
  of the tracks Alkedre drew on the incline leading up to the 
  shelf. They have found the Diablodon’s lair.
  the devil’S BoneS
  A Routine (+0) Tracking Test can decipher that the tracks 
  are the comings and goings of one creature, not a pack. How 
  the encounter with the enormous creature goes depends 
  greatly on the strategy the Kill-team employs. They may lie 
  in wait for it outside the lair and plan an ambush, or they may 
  proceed directly in to confront it.
  The source of the stench is obvious as they draw closer 
  to the Diablodon’s lair. The ledge is an exhibit of bones and 
  freshly stripped carcasses, and tattered remains of kills in 
  every stage of decomposition in between. Some picked bones 
  are human while many others are from the same smaller 
  predators the Kill-team passed in the Canyon. The ledge is 
  20 metres up, with a wide ramp of jagged stone leading to 
  it. When the Battle-Brothers reach the apex, read aloud or 
  paraphrase the following:
  A fine powder of crushed bone coats the uneven floor of the 
  Diablodon’s lair. The recessed ledge is the ruddy colour of a 
  charnel house, painted in dried blood and heaped with skeletons. 
  A gas vent deeper beneath the overhang spews an acrid yellow 
  cloud from the cavity. Like a daemon stalking through the smoke 
  of hell, an obscured red creature prowls the lair. It noses at a 
  scrap-coated ribcage. A sharp cracking sound follows as it tears 
  a rib free to devour the marrow.
  If the Battle-Brothers do not lure it out or charge in, the 
  Diablodon eventually scents them. Its head shoots up as it 
  scents new prey. When the Battle-Brothers get their first look 
  at the creature, read or paraphrase the following:
  This scarlet monster is the pinnacle predator on a planet teeming 
  with deadly midasaurs. It has a distinctive sagittal crest that seems 
  to blaze in the sunlight, and stands taller than a Dreadnought. Its 
  giant yellowed claws alone are the size of power swords, each one 
  permanently stained crimson by the blood of the dead—along 
  with its overlapping needle fangs.
  When it spots the Battle-Brothers, it charges with a 
  roar as loud as a Valkyrie’s engines. See page 48 for the   
  Diabodon’s profile.
  PROVEN wARRIORS
  When the Battle-Brothers emerge from the Canyons, a pair of 
  Auran youths sit outside the threshold, waiting for them. They 
  leap up when they see the Kill-team. At first they stare, and then 
  they grin. One of them races to a tethered theratryx and then 
  rides off in the direction of Haistand to announce the news. The 
  other leads the Battle-Brothers back to Haistand.
  By the time they reach the city, word has obviously spread. 
  The Divested Hunt is a rare occurrence, and the locals pay a great 
  deal more attention to the Battle-Brothers when they return than 
  when they arrived (particularly if they are displaying the head 
  or similar trophy of a Diablodon). That is not to say that the 
  reception is warm; the Aurans still keep their distance, and seem 
  generally undecided whether they should attack or cheer.
  Rylus awaits them at his homestead. He welcomes them back 
  with sincere praise and congratulations. He indicates that they 
  now have serious matters to discuss, once they are recovered and 
  re-armed. 
  expanding the CanyonS
  This section assumes the Kill-team moves through the 
  Reaving Canyons at a relatively brisk pace. However, 
  if your group is eager for more action, takes longer in 
  game play hours to traverse the area (or simply seems 
  to be enjoying this part of the adventure and you want 
  to expand on it), below are some options to expand on 
  the Reaving Canyons.
  land of the MidaSaurS
  As the name suggests, vicious reptilian predators lurk 
  in every corner of this region. You may wish to add 
  additional fights if the pacing calls for it. Any dangerous 
  lizard makes a thematically appropriate encounter. 
  Many varieties are presented in this adventure, or you 
  can invent your own.
  a queSt for Survival
  As presented here, the Battle-Brothers should have 
  relatively little trouble locating a Diablodon and 
  returning to Haistand in the course of a day. However, 
  if the size of the canyons grows, so does the difficulty 
  and duration of the task. The Hunt can easily expand 
  into a quest of days, requiring the Battle-Brothers to 
  rely on their skills and implants to help them survive 
  without their power armour. Tracking Tests may be 
  needed to follow their quarry over vast distances before 
  they can finally slay it.
  29
  
  I : The Price of Hubris
  The Tainted 
  City
  Barren and blighted was the land. Even as I stood upon the parched 
  soil, I could feel corruption seeding my lungs with every breath of 
  dry air. The days of pride and plenty have been consumed by the 
  flames of vanity.
  –From the Corpse of Corulsiem
  O
  nce the Space Marines have retrieved their equipment 
  and taken whatever rest they desire, Rylus meets 
  them on the roof terrace atop the main house. The 
  rectangular terrace has little ornamentation or appointments, 
  but it does provide a perfect view of the green stepped 
  farmlands below and the sprawling grasslands bathed in the 
  light of the planet’s golden sky. The tile beneath their feet 
  shows a worn geographical etching of the surrounding land, 
  with Haistand in the centre. Rylus awaits them on the roof. 
  He addresses them in a sincere but reserved tone:
  “Well done, my friends. Truly you live up to your legends. Thank 
  you for undertaking the Trial. It will mean much to my people. It 
  is only proper that we celebrate your great accomplishment as we 
  would any warrior’s. However, I suspect that first you would like 
  to speak of the lurking, scythed death that has infected Aurum.”
  Rylus at last lays bare all that he knows of the Malissectors. 
  He tells the Kill-team how Grensvayl withdrew further from 
  contact and became more isolationist year after year. At the last 
  harvest, they sent no crops at all, where once the Commerce 
  Aisles had spilled over with red pears and handfruit from their 
  orchards. Rylus sent a war party to the settlement to see what 
  had happened. Only a handful of his warriors returned, and 
  those who did had barely escaped with their lives. They spoke 
  of Aurans enslaved to a six-limbed race of monstrosities, and 
  of horrible cross-breeds between human and beast.
  Rylus has kept the city quarantined ever since and ensured 
  that no one—Auran or off-worlder—visits the blighted 
  city. He admits that some of his motivation was pride; he 
  was ashamed to acknowledge that the bodies and spirits of 
  his people had become so impure. However, he had other 
  motivations for his constant denial of the Imperium; sooner 
  or later either he or the Battle-Brothers broach the topic of 
  Tyranids or Genestealers. When this happens, read aloud or 
  paraphrase his commentary:
  “Your Crusade has talked of these devouring mantises that bear 
  down on all of us from the edge of what is known. If I did not 
  believe them once I certainly cannot deny it now. In truth, it was 
  never a matter of disbelief. Aurum is a world of many beauties 
  and many dangers. Why should the galaxy be any different? The 
  real choice before me has always been one of the lesser enemy. I 
  have learned all that I can of your Imperium. Are they truly a 
  kinder master to their slaves than the Malissectors?” He shakes 
  his head. “But do not let my musings distract you from your duty. 
  Whatever I may think of the other men of the Eagle, you are 
  undoubtedly worthy. I grant you leave to go where you will on 
  Aurum. These Malissectors, these Gene Stealers, are a plague on 
  all of us. Is there any aid you require in purging them?”
  Rylus provides them with directions to the settlement, 
  which is about 150 kilometres west from Haistand. If they 
  make any other requests, he grants them to the best of his 
  ability. He is reluctant—but not unwilling—to send Auran 
  warriors if they request it, for he knows any he sends are 
  unlikely to return.
  GRENSVAYL
  Grensvayl was once no different from the hundreds of other 
  agricultural settlements that dot Aurum’s fertile mesas. The town 
  was built where the Espri River splits into 3 branches, providing 
  natural irrigation to a large orchard on the eastern edge of the 
  town. Then the Magi of Samech came to plunder Aurum’s 
  Decavane Crystals. The apostate Mechanicus of the Jericho 
  Reach’s most infamous Forge World have a fascination with xenos 
  specimens. They brought several Genestealers with them as tools 
  of misdirection and destruction.
  Their plan had both a short term and a long term goal. For 
  the first few years of the heretical machine cult’s occupation, the 
  Genestealers did what they were born to do: destabilise and thin 
  the enemy ranks. Their nightly depredations created such an 
  atmosphere of paranoia that a few strange noises or lights from the 
  cliffs seemed just another eerie mystery. Certainly with rumours of 
  lurking monsters, the inhabitants felt little desire to poke around 
  in dark caves. In the long run, the apostate Mechanicus hoped 
  that the infection would spread, leading the Hive Fleet to Aurum 
  and denying this prize world to the Imperium. This fate could 
  still come to pass.
  Their scheme went smoothly—at first. The Magi did not 
  count on the Caele being so quick to react to the odd behaviour 
  of Grensvayl’s population. After several unsuccessful attempts to 
  cleanse the settlement, Rylus instituted the fiery quarantine which 
  has stood to this day. While not their ideal outcome, this served 
  the Magi well enough, as it allowed them to continue their mining 
  unhindered. However, as the years marched on, the number of 
  purestrain Genestealers increased and the supply of other living 
  beings diminished. Like most Tyranids, Genestealers can subsist 
  on nearly any form of biomatter, but their instincts drive them to 
  hunt animal prey first. The creatures grew ever more predatory 
  and clever as they grew more desperate. Eventually they found a 
  way into the mining caverns, putting a bloody and premature end 
  to the Decavane crystal collection.
  30
  
  I: The Price of Hubris
  Map of Grensvayl and Environs
  31
  
  I : The Price of Hubris
  the ring of fire
  The location of Grensvayl is visible from many kilometres 
  away. It is marked by a column of smoke by day and a blaze 
  of fire by night. The town lies in a deep, dead-ended ravine. 
  The former gap in the cliffs that afforded entrance to the town 
  is buried in a wall of broken stone hundreds of metres high. 
  Topping this barricade, and continuing in an uneven circle 
  around the entire cliff circumference, is an eternally roaring 
  blaze. Even as the Battle-Brothers approach, several dozen 
  men guard the fiery perimeter with the finest weapons Auran 
  craftsmen can produce. Sweat shines on their tanned skin as 
  they vigilantly watch for any creatures attempting to break 
  through. It is obvious some xenos have in the past, as a few 
  of the men carry Genestealer talons as trophies. Read aloud or 
  paraphrase the following as the Kill-team approaches:
  The settlement finally ceases to be a flicker of balefire on the 
  horizon and materialises into a blazing inferno. The tainted 
  settlement of Grensvayl has been completely sealed into a circle 
  of cliffs by manmade avalanches. Dozens of Auran sentries 
  keep watch from above, and drip a steady coat of unrefined 
  promethium down the cliff edges to keep the blazing wall of 
  fire fuelled. Barely visible through the flames is the scorched, 
  desolate town. Its river is close to dry; its buildings are burnt and 
  blackened; its famed orchards are withered. Yet, something moves 
  in the dead town: hunched, hideous shapes weaving between the 
  flickering shadows.
  heydal
  Heydal has command of the fire perimeter. He is lanky and 
  (like most of the men here) streaked with soot. It is difficult 
  to tell whether his braided hair was always black or has just 
  permanently taken on the colour. Heydal meets the Battle-
  Brothers if they have any requests or questions for the perimeter 
  guard. He is laconic and grim from years of this hellish duty, 
  but he is also extremely receptive to the possibility the Kill-
  team presents of finally seeing this matter concluded. Note 
  that Heydal is the man who sold Beyrr the Genestealer claw 
  during his last visit to Haistand; the Battle-Brothers may wish 
  to follow up with him on this subject (see page 20).
  The Battle-Brothers can enter Grensvayl from any point they 
  choose. Options include:
  •  A stealth drop via Deathwatch Thunderhawk into the 
  middle of town. (A less discreet drop via drop pod is 
  also possible, but it draws a Horde of Genestealers from   
  the orchard).
  • Using melta torches or similarly powerful implements 
  to unseal the recent cavern breach. However, this does 
  present the possibility of enemies sneaking out behind 
  the Adeptus Astartes if they are not careful.
  • A heavy coat of flame-retardant allows an armoured 
  Battle-Brother to remain safely in the promethium-fuelled 
  fire for approximately two minutes, long enough to climb 
  down the flaming part of the cliff.
  A Tireless Foe
  The recent bid for freedom was far from the first by Grensvayl’s 
  cursed population. Below are some of the most prominent 
  escape attempts. Heydal may mention these events if asked; 
  he has been present since the beginning of the quarantine.
  • 806.M41: Only a few months after the Caele sealed off 
  the ravine, a group of infected warriors found an opening 
  where the river used to flow out through underground 
  channels. Fortunately a perimeter sentry spotted the 
  infected warriors as they started to cross the plains. The 
  sentries were able to put the hideous beings down, but 
  at a great loss of life. They promptly sealed the egress 
  points of all three river forks as well.
  • 810.M41: The first sizeable generation of purestrain 
  Genestealers matured in this period. One night they made 
  a coordinated push through the fire perimeter. Though 
  badly injured, the creatures still nearly overwhelmed the 
  sentries. Only a few Auran warriors survived the bloody 
  night.
  • 815.M41: One of the xenos, possibly the original 
  specimen, had grown in power and cunning over the 
  years. It manifested psychic powers and managed to 
  mesmerise one of the sentries into letting it pass through 
  the barrier. Fortunately other warriors witnessed its 
  escape and managed to bring it down.
  • 817.M41: Karthas persuades Rylus to try wiping out 
  the Malissectors one last time. He leads a war party into 
  Grensvayl with disastrous results.
  AND INTO THE FIRE
  The blockage at the entrance to Grensvayl mostly redirects 
  the Espri River, but enough water seeps through that a stream 
  still flows through the town’s former riverbed. Most of the 
  town is covered in soot from years under the perimeter fire. 
  Several wooden buildings have burnt down from heat and 
  sparks, and even the stone structures show disrepair. The 
  ambient noise in Grensvayl is a contrasting blend of the 
  roaring flame above, and the trickling flow of water. 
  Optional: Rain of Fire
  If the GM wants to emphasise the effects of the perpetual 
  fire perimeter above, he may occasionally call for characters 
  to make Ordinary (+10) Dodge Tests to avoid the flaming 
  globules of pitch that drip off the cliff sides and fall upon 
  the town. Any Space Marine hit by the fire suffers 2d10 E 
  Damage to his Body location. (Be sure to check to see if any 
  of the characters are carrying a Charm, as this is precisely the 
  sort of random misfortune such talismans ward against.)
  the Bridge
  This stone bridge once arched over the fork in the Espri 
  River, serving as a landmark and meeting place. Now it soars 
  uselessly high above the diminished water flow.
  32
  
  I: The Price of Hubris
  Optional Encounter: Ambush
  A pair of Genestealers lurks in the shadows under the bridge 
  supports. If the Battle-Brothers cross over or under the 
  bridge, they should make an Opposed Awareness Test against 
  the Genestealers’ Concealment. Those who fail the Test are 
  surprised as the creatures attack with their scything claws. If 
  the Battle-Brothers stay in the concealment of the bridge’s 
  shadows, add 1 to the Arrival Counter.
  Be it here or elsewhere, read aloud or paraphrase the 
  following when the Kill-team faces the first Genestealers:
  The hideous creatures emerging from the shadows are archetypes 
  of alien evil. Their twisted scarlet bodies hunch forward, but 
  even so the Genestealers are your equal in height. Thick black 
  carapace protects their six-limbed bodies, and each deadly 
  appendage is tipped with the discoloured claws so infamous 
  for shredding Terminator armour. They rush from their hiding 
  places, like a serrated tide in the colours of blood and night.
  the orChard
  The fact that the orchard’s orderly rows of trees have continued 
  to grow proves the hardiness of all life under Aurum’s golden 
  sky. The fruit-bearing trees have become only slightly stunted 
  despite the smoke obscuring the sun and choking the air. As 
  one of the few remaining sources of easily ingested bio-matter 
  (even if it is far from the preferred choice for a Genestealer’s 
  bloody palate), the orchard is teeming with Genestealers. The 
  Arrival Counter in the orchard always begins at 1, and the 
  nimble Genestealers also gain +10 to all Concealment and 
  Silent Move checks from the tree cover.
  If the Kill-team sets fire to the orchard, intentionally or 
  not, it removes the Genestealers’ bonuses to stealth. However, 
  it immediately sets the Arrival Counter to 0 (if it was not 
  there already) and forces all men and creatures in the area to 
  make an Agility Test each Round to avoid catching fire.
  the weapon SMith
  This building is slightly larger than many of the others in town. Its 
  door has been ripped from the frame, leaving the remains of the 
  workshop exposed to the elements. The interior has suffered much 
  of the same blackening as the rest of the settlement. Underneath 
  the grime, this establishment once created the primitive blades, 
  bows, and spears that the Aurans wield. Now only a few crafting 
  tools remain. The large supply of weapons—and anything that 
  might remotely serve as one—was stripped long ago.
  argrax StallS
  This large sauriary is one of the few wooden structures 
  remaining in Grensvayl, and it has certainly seen better days. 
  Large patches of the walls have completely burned away, and 
  other ragged holes show where beasts clawed their way in, or 
  out. It appears that some food supply survived until recently 
  here, because glittering Auran forage flies are still buzzing 
  over the carcasses of dead livestock.
  StorehouSeS
  In more peaceful times, these large buildings stored fruit and 
  other crops harvested from the surrounding farmlands. Now, 
  they are vast, dark caverns to shelter Grensvayl’s twisted 
  denizens from the inferno above. The primary residents of 
  the storehouses are Infected Warriors, who form a Horde 
  of Magnitude 25 when the Kill-team encounters them. The 
  battle may take place in the dark open expanse of barren 
  holds, in the subterranean cellars, or both. The thick stone 
  walls provide good insulation not only from the unpleasant 
  environment outside, but also for sound. Unless the GM 
  deems that the Kill-team is making an excessive volume of 
  noise, the Arrival Counter does not apply here.
  orBital BoMBardMent
  The Battle-Brothers may propose having the Horizon’s 
  Pride raze Grensvayl from orbit. This is possible, 
  although Lan advises against it. The settlement’s depth 
  in the ravine makes it unlikely that the ship could 
  get a clean shot. Some of the notoriously resilient 
  Genestealers would almost certainly manage to survive 
  in the nearby caves and resultant rubble. The Kill-team 
  would still have to clear the town, and they would 
  lose the elements of surprise and most of the number-
  mitigating terrain.
  Still, if the Battle-Brothers insist, Lan agrees to a 
  targeted lance strike. This changes the nature of the 
  encounters in Grensvayl considerably. All of the exterior 
  locations become smoking ash and rubble. Several of 
  the infected warriors in the storehouses survive in the 
  cellar levels. Move a suitable number of Genestealers 
  into the apostate caverns, and modify the Exterminate! 
  set up as follows: The Arrival Counter starts at 1 instead 
  of 2 because of the lack of obscuring cover. The Kill-
  Team starts with 50 Kill Markers.
  detonation iMMinent
  If the Battle-Brothers pursue other large-scale tactics, 
  they may be able to obtain and modify a torpedo from 
  the Rogue Trader’s vessel to create a bomb they can 
  plant in the town. The payload has sufficient destructive 
  power to level the settlement, but they need to find a 
  way to prevent the Genestealers from deactivating (or 
  prematurely detonating!) the torpedo while the Battle-
  Brothers move to a safe distance, and they must still 
  clear and seal the caverns and the storehouse cellar lest 
  the xenos shelter there.
  33
  
  I : The Price of Hubris
  StaBle
  The theratryx stable in Grensvayl is modest, built to house only 
  a half-dozen of the reptilian mounts. The bones of several of the 
  creatures still litter the dirt floor, along with a few chitin plates 
  proving their sharp teeth and claws took at least one alien down 
  with them. Unlike the Argrax stalls, this smaller structure is stone 
  and relatively undamaged. It is oblong, with a wide entrance where 
  double doors once stood at each end. The Space Marines may see 
  a use for the building in their combat strategy. Its solid walls are 
  good protection, and the close quarters effectively prevent enough 
  Genestealers to form a Horde from getting inside.
  However, the xenos are also clever enough that 
  they do not continue to charge into a disadvantageous 
  battleground. After sufficient casualties, they try other tactics   
  such as:
  • Tearing through weak points in the roof.
  • Breaking off their attack and feigning retreat as they lurk in 
  wait for the Space Marines to emerge.
  • Summoning infected warriors to bombard the building with 
  flaming projectiles
  Optional Encounter: circling Like Vultures
  If the brood knows fresh lifeforms are inside the warrior lodge 
  (below), it is quite possible Genestealers are keeping watch 
  outside. This may be what draws the Kill-team’s attention to 
  the building.
  warrior lodge
  Most Auran villages have a warrior lodge near one or more 
  critical points in the city, and Grensvayl is no exception. 
  This small, square structure is close to the sealed off ravine 
  entrance. Three survivors from Karthas’s recent war party 
  have fortified themselves inside the lodge. While they have 
  made short, guarded runs to the riverbed for water, they 
  are as short on food as the rest of Grensvayl. Furthermore, 
  one of their number has deduced the corrupting effect of 
  the Malissectors’ bite and shared his theory with the trio. All 
  of them are now highly suspicious that the others might be 
  infected. They might be right. Read aloud or paraphrase the 
  following if the Battle-Brothers enter the lodge:
  You are greeted by ivory blades when you step inside. Three 
  Aurans occupy the rectangular building, each in a different 
  corner, and each with their weapons held ready. They all have 
  a gaunt, malnourished cast. One is a bald man with small black 
  eyes; the second is a leathery older woman, and the third is a 
  little more than a boy—around the age that the Adeptus Astartes 
  choose their recruits. All three freeze in indecision upon seeing 
  you—obviously not what they were expecting. The warriors 
  glance at one another, but do not lower their weapons.”What 
  new beast is this?” the woman accuses with a shake of her 
  gyrblade. The bald man points a lean finger at you.”It is a trick! 
  Malissectors are hiding inside those statues!”
  exterMinate!
  The Kill-team’s Objective in Grensvayl is straight 
  forward: eliminate the xenos. The Genestealers can 
  be considered purged when the Battle-Brothers 
  accumulate 100 Kill Markers. Genestealers count as 
  2 Kill-Markers, while a Genestealer Horde counts 
  for 3 Kill-Markers per point of Magnitude. Some 
  recommended locations for encounters are included 
  below, but the GM should feel free to place enemies 
  in any place at any time within the town. The Infected 
  Warriors do not yield any Kill Markers, but that doesn’t 
  mean they can be ignored.
  the threat of nuMBerS
  Individual Genestealers are fearsome enough in close 
  combat—even to a Space Marine. However, they 
  become truly deadly in large numbers. Much of this 
  encounter focuses on the tactical need to engage the 
  creatures in small groups rather than draw the entire 
  population on the Kill-team’s heads at once. The GM 
  should be sure the players understand (as much as their 
  characters should, at any rate) the magnitude of threat 
  presented by a full Horde of Genestealers.
  keeping a SenSe of danger
  Every outdoor combat in Grensvayl has higher stakes 
  than just the battle at hand. The noise, blood, and 
  activity of a fight draws Genestealers towards the fray. 
  The longer a fight drags on and the more explosions 
  emanate from it, the greater the risk. Use the rules 
  below to add to the sense of urgency:
  Arrival Counter: The Kill-team begins each 
  encounter with 2 Rounds before Genestealers notice 
  their presence. Therefore, every combat starts with the 
  Arrival Counter set to 2 Rounds.
  Silent Death: As long as the Arrival Counter is not 
  at 0, at the end of each Round in which no one fires a 
  bolter or other weapon with a report, the Leader may 
  make a Silent Move Test. If he succeeds, add 1 to the 
  Arrival Counter.
  Drawn to the Kill: Every Round of Combat after the 
  Arrival Counter hits 0 (so beginning on the 3rd Round 
  in most circumstances) 1d5 Genestealers arrive on the 
  scene, beginning 50 metres away from the centre of 
  the combat. (This means they spend their first Round 
  closing.) When the total number of active Genestealers 
  present surpasses 15, they have reached a critical mass 
  and become a Horde of Magnitude 10. From this point, 
  their brood telepathy summons more of their kind at 
  an accelerated rate, increasing the Horde’s Magnitude 
  by 1d5+1 each Round after the Horde forms.
  The maximum number of Genestealers that join in 
  one combat is 30 or a Horde of Magnitude 30. This 
  counts towards the total number of Kill-Markers 
  needed to complete the Mission Objective, and the 
  total number of Genestealers in the settlement never 
  exceeds 120 Kill-Markers’ worth.
  34
  
  I: The Price of Hubris
  Jaff
  This young warrior had only just passed his Trial of Proving 
  in time to join the ill-fated war party. As he is still maturing, 
  his build is slighter and shorter than the other Aurans. He 
  appears to be holding together with remarkable resolve and 
  courage given the circumstances—he may even remind some 
  of the Space Marines of their young selves. However, he 
  realises that he is far out of his depth in this situation, and 
  follows any direction given by the Space Marines.
  Srena
  This sinewy, middle-aged woman shows obvious distrust for 
  the Space Marines. She was already trapped here when (or if ) 
  they completed the Divested Hunt, and hence eyes them with 
  the same haughty disdain most Aurans have for outsiders. She 
  is not inclined to follow their lead without a strong argument.
  Gorus
  All Aurans must be warriors in order to survive, but nearly all 
  of them have a second occupation. For most this is farming 
  or hunting. In the case of Gorus, it is lorekeeping. He keeps 
  the oral histories and legends of the Auran tribes, giving him 
  a deep base of knowledge to draw upon. He is the most vocal 
  about the possibility that one of the other survivors could be 
  infected, and is the source of much of the doubt that spread 
  through the small party. 
  The Battle-Brothers now must decide what to do with 
  the Aurans. Do they leave them here until the settlement is 
  cleansed? Do they purge them? As Gorus points out, they could 
  be hosts for Genestealers. Whether one or more of the warriors 
  are actually hosts is up to the GM’s discretion. To avoid over-
  complicating the rest of the settlement purge with a retinue of 
  NPC’s, the GM should choose a scenario that avoids dragging 
  the entire survivor party through Grensvayl. Options include:
  • One of the warriors is under Genestealer dominion. The 
  next time the party faces a combat with the brood, the 
  infected warrior’s first act is to turn on the party—starting 
  with the easiest targets: the other Auran warriors.
  • At least one of the warriors is infected and makes a strong 
  plea to stay fortified in the lodge until the Battle-Brothers 
  have cleansed the city. In reality, this is a contingency plan 
  by the brood to spread their influence in Haistand even if 
  the colony here is eliminated.
  • All of the warriors are infected. They insist on reinforcing 
  the Battle-Brothers, and take the next opportunity to lead 
  them into an ambush.
  • None of the warriors are infected, but one or more have 
  been driven insane by the constant state of fear and 
  paranoia. They turn on their allies the instant someone 
  tries to convince them to leave the lodge.
  If at least one of the survivors is not under the influence of 
  the Genestealers, he is likely to tell the story of how Karthas 
  led the warriors into the orchards. The Genestealers descended 
  upon the war party, and paid no attention to Karthas as he 
  calmly walked away, leaving his men to their doom.
  the geneStealer’S kiSS
  Sooner or later the Battle-Brothers realise they are dealing with Genestealers. These creatures reproduce by implanting 
  their own genetic material into host organisms of virtually any living species—including humans. A Genestealer is 
  capable of using the same telepathy that links a brood of the horrific xenos together to dominate the mind of a being 
  infected by its genetic material. When this victim reproduces with its own species, the offspring is a twisted hybrid of 
  Tyranid and host bio-seed. These hybrids eventually interbreed and birth purestrain Genestealers as the course of this 
  bizarre species’ reproductive cycle.
  Once the Kill-team realises what they face, the players are bound to have a few questions about certain mechanics.
  BeCoMing a hoSt
  A Space Marine’s superior physiology added to special Deathwatch treatments makes him immune to the Genestealers’ 
  infection, but to others, it possesses a great risk. This change is not instantaneous; the character does not turn on his 
  allies in the next Round. The exact pace at which a host becomes subverted to the alien will is left up to the GM. Anyone 
  within the aura of the Virtue psychic power gains +20 to his Toughness Test to avoid being infected by a Genestealer’s 
  bite. See the Genestealer profile on page 47 for the exact mechanics of the bite.
  deteCting infeCtion
  An Auspex, Diagnostor Helm, or similar augury instrument must be used to determine if a person has become infected 
  by a Genestealer. A character using one of these devices makes a Difficult (–10) Medicae Test to determine if the 
  patient is infected. Two or more Degrees of Success with the Reading psychic power also gives this information. The 
  GM should roll all detection Tests in secret so that the players do not know whether they passed or failed, as a failed 
  Test always yields a clean reading.
  Curing infeCtion
  Obscure and arduous medical procedures—known by many Apothecaries and members of the Ordo Xenos—exist to 
  remove the taint of a Genestealer. However, this requires an extremely skilled practitioner of the healing arts working in 
  advanced medicae facilities. After a week of gruelling scans, operations, and genetic scouring, the medicae may attempt 
  a Very Hard (–30) Medicae Test to see if the treatment has been effective.
  35
  
  I : The Price of Hubris
  BarriCadeS
  Years ago the last untainted citizens of Grensvayl made their 
  stand just west of the river bed, where they had a clear line 
  of sight in most directions. This resistance is no more. Their 
  makeshift defences—built of bone, ploughs, and even talons 
  and chitin from the enemy—crumble as a testament to the 
  victory of the xenos.
  APOSTATE cAVERNS
  These natural caverns, adjacent to a rich node of Decavane 
  crystals, were the source of Grensvayl’s doom. Samech’s 
  apostate Mechanicus landed here over a decade ago, 
  expanding the natural cave system for their mining operation, 
  and seeding the deadly Genestealers as cover for their work. 
  Read aloud or paraphrase the following when the Battle-
  Brothers near the western cliffs:
  As you near the western edge of the settlement, you can see 
  immediately that there is something unnatural set into the cliff 
  wall. A shock of twisted, corroded metal mars this world of plants 
  and stone. Looking closer, you see that fragments of artificial 
  rock face still cling to what appears to be a mangled bulkhead 
  door. Larger chunks of this shattered veneer lie in rubble nearby. 
  Once, this hatch might have been well hidden, but now it is just 
  as ruined as the surrounding town.
  Cavern entranCe
  Originally built for secrecy, the entrance to the caverns now 
  stands out starkly against the cliffs. The stone camouflage 
  may have been enough to deceive the natives, but the very 
  predators the Magi introduced became their undoing. The 
  rent entry testifies to the price of the apostates’ false sense   
  of security. 
  the Mining ChaMBer
  Those who assume Genestealers are merely animals often 
  find it is the last mistake they ever make. The creatures are 
  quite intelligent, particularly Broodlords. Furthermore, they 
  pass a sort of racial memory to their offspring. In the case 
  of Grensvayl, even though recent generations of Genestealers 
  have been born in an isolated feral settlement with none 
  but their own alien kin to learn from, some of the recent 
  infected warriors still have a loose grasp of technology. They 
  know that the Tech-priests’ possessions hold some kind of 
  power, but do not understand how to use them. A small 
  group of infected warriors has taken up residence in the 
  mining chamber, determined to discover the secrets of the   
  mysterious machines.
  The mining chamber is by far the largest section of the 
  caves. Dormant drilling lasers, extraction bits, and complex 
  storage arrays line the walls of the large room. The complex 
  structure of a Decavane crystal is notoriously fragile, and it 
  must be removed from its natural environment with great 
  the Shape of thingS to CoMe
  In the Apostate Caverns, the Battle-Brothers 
  encounter many important links to the greater story 
  of the emperor protects. For cohesion in the 
  GM’s mind, here is an overview of how these pieces 
  fit together.
  linkS to the other MiSSionS
  In order to subvert the warp gate, Dahzak and the 
  Vinculum Proselytes must first be able to get to it. 
  Magos Vayze devised a way to use spent Decavane 
  crystals to absorb the same great quantities of energy 
  they can emit. While the Irradial Forge certainly 
  has more traditional uses for Decavane as a power 
  source, its role as an energy sink is what makes it 
  vital to the Ruin Bringer.
  Creating original MiSSionS
  There is no set amount of time that has to pass between 
  any of the Missions in the emperor protects. You 
  can run interim Missions or use the pre-written 
  ones back to back. Another possibility is to create 
  more Missions that fit in with the overall story. The 
  Sword of Vigilance opens with an overview of all 
  the information that must be assembled to guess 
  what the forces of Chaos are plotting. the emperor 
  protects could easily become several more Missions 
  if you feed those clues to the Kill-team one at a time. 
  Presented here are some ideas if you want to devise 
  your own interim Missions.
  Use the Radial of Chaos as a Link. All three 
  Missions in the Emperor Protects point to the 
  Vinculum Proselytes—specifically their symbol 
  and Magi—as a common factor. Using those same 
  elements in other operations makes it clear that they 
  are part of the same story. You could also allow 
  the Kill-team to learn more about the Vinculum 
  Proselytes and their blasphemous mixture of 
  technology and sorcery prior to the final Mission.
  Encounter Lamdus Rize and the Alpha Legion. 
  Dahzak allied with the Alpha Legion for a reason: 
  there is much to be done before the operation 
  can launch. In the background, Lamdus and his 
  men are in engaging in many preparatory military 
  actions such a sabotaging key relays to make the 
  Ruin Bringer’s passage easier. The Battle-Brothers 
  might encounter them in this context before A   
  Stony Sleep.
  Present Dahzak earlier. Defeating a villain can 
  be even more satisfying if the protagonists first 
  build up antipathy for him. The vector amplifier in 
  A Stony Sleep is not the first, and may not be the 
  last piece of arcane technology Dahzak pursues. He 
  could potentially build up a long enmity with the 
  Battle-Brothers before they finally defeat him.
  36
  
  I: The Price of Hubris
  care before being refined into a power source. The mining 
  equipment was all designed for this delicate, arduous process. 
  The huge central drilling column occupies the heart of the 
  chamber, obscuring the infected warriors lying in wait on the 
  other side. As makeshift weapons, none of the tools available 
  compare to a Space Marine’s armament. However, should it 
  become relevant, assume a laser drill counts as a lasgun, and an 
  extraction bit can be removed and used as a combat knife.
  Arrows of Light
  Operating the complex equipment in the chamber is beyond 
  even the average Imperial citizens. Xenos-dominated feral 
  worlders stood little chance of puzzling it out. All the same, 
  through trial and error (and not a few deadly accidents) they 
  discovered the machinery in the cavern can be used as a 
  weapon. When the Space Marines enter the cavern, they can 
  make an Awareness Test opposed by the warriors’ Silent Move. 
  Battle-Brothers who succeed hear the warriors scrambling 
  amongst the machines in time to avoid being Surprised.
  The infected warriors touch the correct wires together, and 
  the forward part of the chamber fills with arcing energy. This 
  energy has the same Damage and Penetration as a Meltagun. 
  Although the attack does not have the Flame property, treat 
  it in the same manner for purposes of avoidance: the feral 
  worlders do not roll to hit. Instead, the Battle-Brothers 
  make an Agility Test to avoid taking damage. The three men 
  hunker down behind the blocky energy coils and drill banks 
  50 metres away. This gives them virtually complete cover 
  with an AP of 30. Once they are dispatched and the crystal 
  assemblies stop emitting electrical pulses, the Space Marines 
  can get a better look at the area.
  crystal Processing
  The source of the deadly energy is a large web of Decavane 
  crystals linked to directional electrodes. They do not appear 
  to be powering anything, and an Ordinary (+10) Tech Use 
  Test confirms that the assembly’s only purpose seems to be to 
  emit large bursts of power from the crystals. Beside the array 
  is a large stack of dull, grey crystals that have been completely 
  drained in this manner. They are cold to the touch.
  The room also contains a refining cylinder (identifiable 
  with a successful Challenging (+0) Tech-Use Test). This 
  more traditional equipment bombards the Decavane with 
  photons until it is stable enough to pack and transport. This 
  device and the amount of crystal beside it are much smaller 
  than the emitter web and its expended fuel.
  The Mining Shaft
  The apostates have left a huge hole in the stone beneath the 
  drill. It is several metres across and extends twenty meters 
  down. If anyone descends, they see an even larger hollow 
  created by years of mining. Judging by the amount of rock 
  removed and the density of crystal still remaining in the walls, 
  it possible that thousands of kilos of crystal may have been 
  extracted. The total quantity of crystals, drained and refined, 
  in the rest of the complex is only a slight fraction of what this 
  mine appears to have provided.
  The GM may also want to reward anyone who takes 
  the trouble to scan or climb down to this level by having a 
  lone Infected Warrior or Genestealer hiding in the darkness. 
  This justifies their diligence in searching every corner of 
  the settlement to be sure they cleansed it completely. (If the 
  Kill-team doesn’t thoroughly investigate, the GM can decide 
  whether that has ramifications or not.)
  South Cave
  The apostates used the cave south of the entrance as their 
  living quarters. It contains overturned cots and a scattered pile 
  of broken cogs, all liberally stained with old blood. The cogs’ 
  arrangement suggests the echo of the grotesque machine they 
  once formed, leaving little doubt that the chamber is better 
  off in its damaged state. Several of the ruined components are 
  etched with the symbol of a cog inside an eight-pointed chaos 
  star. (The Radial of Chaos, which is not a known symbol.) 
  Two of the slaughtered machine cultists have been dragged 
  away, but the body of the most mechanised of the cabal was 
  left behind. It takes a moment to recognise the pile of tubes, 
  deCiphering the SCheMatiCS
  The unidentifiable designs in the transport chamber 
  are for Thaumagramm Diodes, the corruptive 
  technology which is the cornerstone of Dahzak’s plan. 
  While finding these schematics is not crucial to the 
  emperor protects, it does provide a way for the 
  player characters to start assembling the clues that link 
  the Missions together. The primary skill involved in 
  understanding what the diagrams depict is Tech-Use. 
  However, Forbidden Lore (Warp) is also essential to 
  completing the picture.
  If the group has a Techmarine who shows an interest 
  in unravelling this mystery, let him lead the efforts to 
  understand what they have discovered (possibly in 
  concert with a member of the Inquisition if he lacks the 
  Forbidden Lore component). If the group does not have 
  such a character, an NPC can carry on the research in 
  the background on Erioch, reporting his various stages 
  of progress to the player characters. Below are some 
  revelations you can slowly release at the appropriate 
  pace (possibly beginning in the Transport Chamber if 
  a Techmarine examines the diagrams there).
  • The schematics are for a relatively small device, but 
  it requires a potent power source. This is almost 
  certainly why they needed the Decavane.
  • The device uses a forbidden fusion of the arts 
  of technology and warp sorcery. Furthermore, it 
  seems made to interact with other creations that 
  have similar properties.
  • The principles of the design have certain patterns in 
  common with teleportation technology. Something 
  in the flow of powers depicted relates to time and 
  space manipulation.
  • The schematic is for some sort of oscillation device 
  that transforms or alters the flow of energy.
  37
  
  I : The Price of Hubris
  coils, and manipulators as the remains of a living being. He 
  was too much metal and not enough flesh to be of interest 
  to the Genestealers, and so they picked what little sustenance 
  they could from his frame and left the rest to rust. A successful 
  Ordinary (+10) Common Lore: Jericho Reach Test 
  recognises the characteristics of one of Samech’s apostate 
  Mechanicus Magi.
  tranSport ChaMBer
  The apostates brought the planet’s doom with them in 
  stasis along with equipment and drills. Their most precious, 
  dangerous cargo was a captured Genestealer from Samech’s 
  infamous stock of “specimens.” Its vacant transport tube still 
  sits in this cavern, deceptively innocuous amidst the various 
  other refuse of their endeavour. 
  A large, plasteel cylinder sits among the debris, covered in a thick 
  layer of grime. Lifeless bio-monitoring screens checker the stasis 
  tube, and a six-shackled adamantite restraint harness lies beside it.
  While the other contents are largely empty crates and 
  broken tools, an Ordinary (+10) Search Test finds a stack 
  of parchment schematics and drained data-slates. Some of 
  the schematics depict the mining array in the main chamber. 
  However, a few of the schematics depict... something else. Read 
  aloud or paraphrase the following if they are examined:
  The durable parchment and rich inks have survived the years 
  of dirt and dankness well. This was obviously an important 
  document scribed with care. The main diagram shows an 
  octagonal crystal conduit of indeterminate size. Several notations 
  and sub-diagrams detail runes and complex circuit patterns 
  illuminated on the device.
  A Routine (+20) Forbidden Lore (Warp) Test can 
  identify the runes as the markings of sorcery.
  viCtory
  When the Kill-team has cleared the town, their easiest exit 
  strategy is to vox the Thunderhawk for extraction from the 
  ring of fire. However, they are certainly free to make more 
  dramatic exits such as blasting open the rubble sealing 
  the ravine, sending the dammed river cascading back   
  through Grensvayl.
  where iS the Broodlord?
  Depending on how much the characters and/or 
  players know about Tyranids, they may be aware 
  that the pinnacle of Genestealer evolution is a deadly 
  and psychic creature called the Broodlord, and that 
  Broodlords are often found at the head of infestations 
  such as Grensvayl’s. This knowledge might convince 
  some that their Mission is not over until they have slain 
  the Broodlord (and they would be right). However, the 
  creature is no longer in the settlement.
  If the characters are focused on this creature, the 
  GM can take the opportunity to remind (or reveal to) 
  them that a Broodlord did emerge just a few years ago, 
  and was thought killed. (See A Tireless Foe on page 
  32.) Alternatively, he certainly can re-arrange events 
  to confront the Broodlord and infiltrators in Haistand 
  before the celebration—a feast which is bound to go 
  far smoother without the catastrophic interruption! 
  However, the characters (not just the players) should 
  have a good reason to believe that such a creature is still 
  alive before proceeding down that route.
  38
  
  I: The Price of Hubris
  The Heroes’ 
  Return
  “To inspire is our duty as surely as battle. We know too well the 
  horrors that assault men’s souls every day. With hope and with faith, 
  we guard those souls just as with blade and bolter we guard their 
  bodies.”
  –attributed to Roboute Guilliman
  I
  f all has gone well, the Kill-team returns apparently 
  triumphant. That evening, Rylus meets them on the roof 
  again to discuss the future of the Imperium on Aurum. 
  Read aloud or paraphrase the following:
  As you emerge into the dry evening air, the sun is setting. It streaks 
  the golden sky with a rich sheen of bold crimson and warm 
  orange, making the luminous heavens look like a great mural 
  of the planet’s namesake metal. The Caele faces the horizon, but 
  he turns as he hears you approach. With the halo of the gold 
  sunset behind him, the tall warrior could have stepped out of  
  a painting.
  His face smiles, but his eyes are grave and joyless as he greets 
  you. “I am humbled. You have accomplished what my people 
  could not, and cleansed us of the shame of this taint. Alkedre 
  is already preparing arrangements for your victory feast. I hope 
  you will indulge us this one last Auran tradition.” Even the 
  forced smile fades. “I think we will see fewer and fewer of them 
  in the years to come. Do you still wish us to join with—to return 
  to—your Imperium?”
  The Caele requires little convincing (assuming the Battle-
  Brothers are still behind this part of their Mission). He knows 
  they have saved his planet from a threat he could not, and is 
  more or less honour-bound to accept their request. However, 
  he offers one last alternative.
  “Will you at least consider another option? You could tell the 
  Imperium that the Gene Stealers had planted their roots too deep. 
  Tell them that our world is doomed, and that your people must 
  flee it for their own safety. The ancient soul of Aurum tells me 
  that the Crusade will not be kind to our people. How long before 
  we become only farm labourers for your armies? Until all that 
  makes this planet glow is stripped away? For years the Aspirance 
  has preached that death will soon come to Aurum if their armies 
  do not stop it, and this may be true. But our warriors would 
  gladly fill the war grounds to lay down their lives against an 
  enemy. They will not find such peace in servitude.”
  He sighs, and looks over you and your Battle-Brothers. “I 
  have never seen warriors that are your equal, and your vision 
  stretches even beyond the stars of Aurum. Give me your counsel, 
  and I will follow it.”
  Rylus accepts whatever recommendation the Kill-team 
  makes. If the Battle-Brothers are at odds with one another, 
  use Charm Tests to determine whose influence reigns. Charm 
  or Logic Tests may also be used to make Rylus feel more 
  confident about a decision that involves Imperium control of 
  Aurum. Regardless of the decision they lead him to, he insists 
  on holding their victory feast before they leave. However, the 
  mood the Battle-Brothers leave Rylus in certainly shades his 
  demeanour through the rest of the adventure.
  A DAY FOR cELEBRATION
  The festivities are scheduled to start just before midday, and 
  Alkedre has requested that the Battle-Brothers arrive at the 
  homestead slightly earlier to prepare. Most Space Marines 
  understand the importance of ceremony, but if by chance any 
  (or all) of the Space Marines decide not to attend their own 
  victory celebration, it carries on without them in absentia. 
  Diaz Lan still has a duty to solidify relations with the planet, 
  so he has no intention of leaving orbit without attending this 
  monumental step in gaining their acceptance. This leaves the 
  Battle-Brothers with the morning to follow up on loose ends, 
  if they so desire.
  the eneMy within
  Depending on whether they spoke with the war party 
  survivors in Grensvayl and other clues, the Battle-Brothers 
  may have deduced that something is wrong with Karthas. 
  If they bring their suspicions to the Caele’s attention, he 
  immediately arranges a meeting for them, although he is slow 
  to believe any accusations. Alternatively, if Karthas is not with 
  the Caele or at the promethium pits, he may be found in 
  his home north of the commerce aisles. His pregnant wife, 
  Leyann, is present there. At first the Broodlord dwelt beneath 
  their home, recovering from the grave burns it received in its 
  last escape attempt. Once it healed, the city den proved ideal 
  for spreading its genetic taint through the population.
  optional enCounter: 
  offended honour
  Depending on the Battle-Brothers’ actions, Zayr has any 
  number of reasons to feel that they have trampled his 
  pride. They may have dishonoured him by uncovering 
  the promethium pits, or the Auran culture by refusing the 
  Divested Hunt, or just shamed him personally by succeeding 
  in Grensvayl where Zayr’s men had failed. If Zayr feels 
  sufficiently humiliated, he challenges the Battle-Brothers by 
  splitting the rock of grievance.
  Splitting the Rock of Grievance: This ritual begins by 
  presenting the other party with two pieces of a quartered 
  stone. Each man then uses their pieces to delineate two corners 
  of the boundary in which they will fight. Most combats are 
  to the first blood (a hit that does 3 or more Wounds), but 
  the victor always has the option to shatter the loser’s skull. 
  The skull is then also quartered and left by each of the stone 
  markers for one week. 
  39
  
  I : The Price of Hubris
  The encounter opens when Zayr approaches the Battle-
  Brothers and wordlessly drops two pieces of stone before 
  them. Even if they don’t understand the significance, everyone 
  around them seems to. A crowd immediately forms, whispering 
  and keeping their distance. Either an onlooker or Zayr himself 
  explains about splitting the rock of grievance. Of course, 
  nothing forces the Battle-Brothers to accept the challenge. If 
  they refuse, Zayr denounces them before the onlookers:
  “These are the most noble warriors of the off-worlders?! So great 
  that they run from a challenge? Truly your people are cowards 
  with no sense of honour. You may have Rylus fooled, but you 
  show your true face now.”
  Unless one of the Battle-Brothers makes a speech which 
  sways the crowd in their favour (a difficult task), refusing the 
  challenge lowers the Kill-team’s standing in the eyes of the 
  natives considerably. They are a far less enthusiastic audience at 
  any ensuing public events, and the Battle-Brothers are likely to 
  hear murmurs of “coward” in nearby crowds for the duration of 
  their stay in Haistand.
  If they do accept, the combat must be one on one. The Kill-
  team needs to select a participant (it does not necessarily have 
  to be the Leader). The only stipulation is that he may not use 
  ranged weapons. Unlike the Divested Hunt, no one pressures him 
  to remove his armour or advanced weapons. However, he might 
  choose to do so of his own accord, given that his opponent has 
  only scale armour and primitive bone gyrblades.
  The crowd is respectfully silent during the ritual and shows no 
  favouritism. After the rocks are placed, everyone makes room and 
  the combat begins. Power armour or no, the odds are incredibly 
  stacked against Zayr. This combat is more about how the Battle-
  Brother chooses to treat his stubborn and outmatched opponent. 
  Does he wear his power armour? Does he pull his strikes—which 
  might otherwise kill the Auran outright? Does he opt to finish 
  Zayr off? If by some fluke Zayr does win, his pride is sated and 
  he does not make good on the option to quarter his opponent’s 
  skull. (This is probably fortunate for him, as he would have a 
  hard time cracking a Space Marine’s skull.)
  the viCtory feaSt
  The Battle-Brothers who arrive at the Caele’s homestead as 
  requested are met by Alkedre. She attempts to deck each of 
  them in a necklace displaying the fangs of the Diablodon and 
  threaded with a few of its distinctive scales. (If they brought back 
  a sizable portion of the creature, she may even present one of 
  them with a fiery red scale cape; if they spurned the Divested 
  Hunt then obviously no trophies are involved.) Diaz Lan and 
  Brigadier Heth are present as well in dress uniforms. They have 
  been invited to accompany the small procession.
  Shortly before the sun reaches its peak, the procession sets out, 
  walking the main thoroughfare between the Caele’s homestead 
  and the Hall of Victory. Rylus and the Battle-Brothers are at the 
  head of the line, flanked by roughly a dozen of the Caele’s most 
  favoured warriors (this includes Heydal and Karthas if he has 
  not been dealt with). Behind them trail Alkedre and four Aurans 
  carrying a raised platform on their shoulders—a monument 
  to the Battle-Brothers’ victory. On it is splayed the mangled 
  remains of a Genestealer from the ruin of Grensvayl. The creature 
  is ritually impaled on a number of intersecting spears. Read or 
  paraphrase the following for anyone present:
  The Aurans have turned out in force to celebrate your victory. 
  From the moment you exit the Caele’s gates you see them lining 
  the streets and throning close around the procession. The change 
  in their demeanour is dramatic. Everywhere you turn the tanned 
  faces are grinning and cheering—their weapons waved aloft in 
  salute, their ululations of celebration ringing through the city.
  Everyone’s mood is joyful. The Aurans are rid of a great 
  and shameful threat; the Imperium has finally won respect 
  in the eyes of the natives. The group slowly makes its way 
  towards the Hall. Large bonfires—fuelled with bundles of 
  plains grass—burn a scintillating golden orange around the 
  amphitheatre in front of the Hall. The monument-bearers set 
  the Genestealer corpse at the centre of the stone stage as the 
  boisterous crowd files into the rows. Rylus climbs to the stage 
  platform, and beckons the Battle-Brothers to join him. Read 
  or paraphrase the following:
  Rylus steps forward to stand beside the gruesome display. He raises 
  one hand, and the crowd falls silent. “My people, as I look in your 
  faces, I can see you know that today is a great day. By this act of 
  bravery by the Imperium’s warriors, by these Adeptus Astartes, 
  our lives are changed forever.” He gestures at the monument. “For 
  more than a decade these monsters have threatened our planet, as 
  the Imperium’s speakers have tried to tell us they threaten the lives 
  of all men. We would not listen.” He turns to Brigadier Heth, and 
  then to the Battle-Brothers. “Whatever else may come, we hear you 
  now. Whatever other rocks of grievance we may split, the ancient 
  Spirit of Aurum knows you as noble warriors.”
  following up in the BlaCk 
  depthS
  It is possible the Battle-Brothers may decide to investigate 
  the promethium wells after making peace with the Caele. 
  In this case the GM has a few options. He may decide to 
  reward their diligence by letting them discover and purge 
  the creatures at the wells. The Broodlord could appear 
  alone at Lan’s shuttle, in the Caele’s residence, or not at 
  all—yielding a less eventful but more celebratory feast. 
  Alternatively their venture to the black depths could begin 
  one of the scenarios in Missing the Party on 
  page 41.
  If the hiding Genestealers remain undiscovered, they 
  do not leave the wells until the celebration begins and 
  Haistand’s guard is down. There is no sign of them in the 
  capital prior to the celebration, but see Missing the Party.
  40
  
  I: The Price of Hubris
  The crowd erupts into cheers, which Rylus allows to 
  continue for a time. Anywhere that Aurans are near Imperial 
  representatives such as the Missionaries or Guardsmen, they 
  can be seen heartily thumping the off-worlders’ shoulders 
  with their weapon hilts. As the exultation dies down, the 
  Caele continues. Depending on how the Kill-team guided 
  him, he goes on to announce his intentions for the future of 
  the Imperium and the planet. If the Battle-Brothers agreed to 
  his proposal, he is ambiguous about his intent, expecting the 
  situation to resolve itself when the Kill-team makes its report.
  Then, Rylus turns to the Battle-Brothers and indicates for 
  them to address the crowd. The Kill-team may be surprised 
  by this turn of events, but it is Auran tradition for warriors 
  to address their fellows when being honoured. The Caele 
  is encouraging but not insistent. Allow any character that is 
  willing a chance to address the crowd. Unless they declined 
  Zayr’s challenge the audience is friendly and receptive. Use 
  Interaction Tests only as a fallback for players who aren’t sure 
  what their character would say, or as an option for anyone 
  who would like chance to dictate whether they provoke an 
  exceptional reaction (positive or negative).
  The celebration moves into the Hall of Victory after the 
  public address. Read aloud or paraphrase the following:
  The warm Auran sun filters in through the high windows, bathing 
  the feast hall in warm gold light. Several long tables have been 
  prepared with the hospitable planet’s bounty. Dozens of varieties 
  of sliced fruit and baked grains surround centrepieces of whole, 
  roasted argrax and platters of basted midasaur ribs. Pitchers of 
  handfruit nectar and fermented red sap are availablee. As the 
  chosen attendees file in, small emerald lizards assemble around 
  them to beg for table scraps.
  The Hall is large, but it cannot possibly hold the entire city’s 
  population. After the main procession enters, the Aurans by 
  the door appear to be holding an impromptu blade-throwing 
  contest for the right to enter. Eventually the winners filter in 
  to occupy the empty benches, grinning and cheering at their 
  guests. Most of Haistand’s NPCs are present, seated around the 
  hall. The Battle-Brothers are free to join the feasting wherever 
  they desire. Available tables and conversation include:
  The Caele’s Table: The Aurans’ pensive leader answers his 
  people’s questions about the Imperium and the Space Marines. 
  If he spots the Battle-Brothers, he tries to gesture one over to 
  answer their inquiries first-hand. Possible questions include:
  • Have they ever fought anything more fearsome than the 
  Genestealers, and what was it?
  • How do the Space Marines move in such heavy armour? 
  Depending on how it is explained, one of the Aurans 
  may follow the explanation with a request to try the   
  armour on.
  • Why are the Space Marines so much bigger than the other 
  Imperials?
  Heth and Alkedre’s Table: The Brigadier and the Sinsir are 
  discussing life in the Imperial Guard. Heth gives a glory-filled 
  recruitment speech straight out of the Imperial Infantryman’s 
  Uplifting Primer. Alkedre seems quite impressed by the vision 
  presented. However, in parallel with their discussion, the two 
  Guardsman who accompanied Heth appear to be growing 
  enamoured with the Auran warriors’ description of their   
  tribal life.
  MiSSing the party
  Individual Chapters and even individual warriors have 
  their own ideas about what is within the bounds of 
  their duty, and what is acceptable to their honour. What 
  if some (or all) of the Battle-Brothers refuse to attend 
  the ceremony, or are not invited because of strife with 
  the Aurans? In this case you will still want to draw 
  the absent characters towards the climactic action. 
  This final confrontation can either be in the Hall of 
  Victory as written, or the Combat Sites from that fight 
  can be spread across the city to represent the breaking 
  pandemonium.
  One way to do this is to let them suddenly discover 
  that the Genestealer threat is not as cleansed as the 
  Caele would like to believe. The most interesting way 
  to do this depends on what they have decided to do 
  while the victory feast goes on. Some options include:
  • If they are out in the city, a Challenging (+0) 
  Awareness Test may spot the brood trying to creep 
  through the low grasses from the North into the 
  city. The Battle-Brothers reach the intruding aliens 
  just as they finish scaling the northeast cliff and 
  charge into the Hall of Victories.
  • If the Kill-team has not dealt with Karthas, throw 
  them a lead towards his home. There, the Kill-team 
  discovers a hidden cellar where human and reptilian 
  bones show that something with a prodigious 
  appetite has been hiding. The room smells faintly 
  of promethium. Worse yet, a fresh set of clawed 
  tracks lead out of the cellar, and towards the Hall.
  • A bloody, exhausted escapee from the promethium 
  well stumbles into town. It may be chance that the 
  Battle-Brothers are the first people to spot him, 
  or if they spoke with the prisoners he may have 
  sought them out deliberately. He relays a chilling 
  story of monsters rising out of the flooded caverns 
  and ripping their way through the inmates on their 
  way towards Haistand. 
  the Slaughter in wartiMe
  Just because the Battle-Brothers and the Aurans may 
  be at war instead of feasting together doesn’t mean the 
  remainder of the Genestealer brood has gone away. If 
  relations with the natives turn bloody and are never 
  mended, Lan and a handful of men come to the surface 
  to rescue the remaining Imperials. When this happens, 
  the Genestealers seize their chance to try infecting him. 
  The combats set in the Hall can easily be modified to 
  create a series of fights scattered across Haistand.
  41
  
  I : The Price of Hubris
  Father Marius’s Table: The Missionary is telling the story of 
  how the Emperor re-gathered the scattered Primarchs to him. 
  He is on the three challenges of Leman Russ if a Battle-Brother 
  approaches, and it looks like the Aurans might be considering 
  re-enacting one or more of the tests. Unless egged on they 
  settle for emulating one or both of the first two challenges; 
  eating or drinking (as opposed to a combat challenge).
  • If any of the Battle-Brothers participate in a drinking 
  challenge, it can be represented by opposed Carouse 
  Tests. Battle-Brothers gain a +10 to this Test from their 
  Preomnor.
  • Eating competitions can be represented by opposed 
  Toughness Tests. Space Marines gain no additional benefits 
  beyond their Unnatural Toughness.
  Heydal and Lan’s Table: Heydal has finally been relieved of 
  his trying sentry duty. The Rogue Trader coaxes information 
  about the Genestealers out of him, while Heydal seems 
  perplexed and fascinated by the concept of currency, something 
  foreign to their barter economy.
  The Last Table: The occupants of the last table depend on 
  the actions the Battle-Brothers have taken. If they saved any of 
  the warriors in the lodge, then they occupy the table, recounting 
  their tale of survival in Grensvayl. Otherwise, if they have not 
  dealt with Karthas, he and three recently infected warriors sit 
  in a cluster of unsuspecting Aurans.
  After sufficient roleplaying to establish what everyone is 
  doing at the feast, have each character make an Ordinary 
  (+10) Awareness Test. Those who pass hear a distinctive 
  shrieking hiss over the clamour of the hall, and may act 
  immediately. (Those who failed are sure to notice the resulting 
  activity and can act on the following round.) Read or paraphrase   
  the following:
  The Genestealers’ appearance in the hall is so sudden that they 
  seem to have materialised, like a discordant element of a dream—
  or a nightmare. Many of the creatures are stained black, and drip 
  viscous crude promethium. There is no moment of posturing, and 
  no time for their victims to scream. The first Aurans cut down 
  never even see what murdered them. They die with cups in hand, 
  smiles on their lips. The next few are not so fortunate. They have 
  just enough time to begin reaching for their weapons. They die 
  with the reflections of the xenos monsters in their dead eyes. 
  At the head of this teeming brood is a monster larger and 
  more hideous than the rest. It towers above its smaller kin, every 
  midnight plate ridged with protrusions, and a wicked intelligence 
  gleaming in its malicious eyes. The Broodlord leaps towards the 
  Caele’s table as its chitinous minions progress down the banquet 
  laid out for them.
  cELEBRATION TURNED TO 
  SLAUGHTER
  The feast hall is quickly overtaken by carnage. The entire 
  building is a frenzy of battle, but a distinct fight breaks out 
  around each of the tables. Each Battle-Brother may choose to 
  stay where he was, or spend a Round moving from one table 
  to another. Because friend and foe are densely intermixed 
  in the hall, the GM should strongly consider using the 
  optional rule on page 248 of the Deathwatch Rulebook  for 
  Stray Shots.
  It is important to note that this is not a random attack by 
  mindless animals. Genestealers are far more intelligent and 
  cunning than many give them credit for. The assault on the 
  hall has a specific purpose and target: to infect the Rogue 
  Trader Diaz Lan. Like all Tyranid creatures, if Genestealers 
  remain through a Hive’s consumption of a planet, they are 
  ultimately re-absorbed into the Fleet’s pool of biomatter. 
  The drive to avoid this fate is the very trait that makes 
  Genestealers effective vanguard organisms. They are driven 
  to flee ever further from the oncoming Hive Fleet, infecting 
  and destabilizing more planets as they go.
  Being on the border of the Orpheus Salient, Aurum is close 
  enough to the oncoming Fleet that the Genestealers’ instinct 
  to move onward is paramount. A Rogue Trader is the perfect 
  host for these creatures. Once loyal to the brood, his human 
  seeming, his ship, and his unusual freedom of passage could 
  carry the Genestealers to hundreds of distant worlds given 
  enough time. The feast represents the first time Lan has been 
  to the planet since the Broodlord’s escape. All other bloodshed 
  in the Hall is a distraction, a decoy meant to pull attention 
  away from Lan so that he can be implanted without notice.
  42
  
  I: The Price of Hubris
  The caele’s Table
  Naturally, Rylus immediately leaps to the front of the Auran 
  ranks. The scarred Broodlord’s psychic abilities and combat 
  prowess threaten to quickly cut through the Caele’s men 
  and leave him overwhelmed through sheer numbers alone. 
  When rolling for sideline combat results for this combat 
  site, both sides gain +10 to their Opposed Test as long as 
  their respective leader (Rylus or the Broodlord) remains to   
  lead them.
  Heth and Alkedre’s Table
  Two dichotomous combat styles are evident in this combat. 
  Heth and his two guardsmen have flipped over a long table 
  and fire from behind it. The Aurans form an outnumbered 
  front line, trying to hold the deadly taloned creatures back 
  from the Guardsmen while not obstructing their shots. 
  Because of the Aurans’ defensive tactics and their alertness 
  to friendly fire, the rules for Stray Shots do not apply here, 
  and characters firing into the melee suffer only a –10 penalty 
  instead of the usual –20.
  Father Marius’s Table
  However slow the Aurans may be to accept Father Marius’s 
  teachings, they leap to defend him from the xenos as if he was 
  one of their own. Father Marius is a loyal servant of the God-
  Emperor and does anything but cower. He bellows words of 
  the Emperor’s wrath at the oncoming horde. The Aurans form 
  the front line against the Genestealers, and Marius scorches 
  any of the creatures that threaten to overwhelm them with 
  his holy flamer—which is particularly effective against the 
  promethium-spattered creatures. This section of the hall 
  crackles with flame in short order.
  Heydal and Lan’s Table
  The brood cunningly assaults this location with a smaller 
  force, creating the appearance that the Heydal and Lan are 
  holding their own without assistance. The false purpose of 
  their attack is represented by the lower Weapon Skill at this 
  location. If Karthas is present at the feast, he further aids this 
  deception. Every Round that this centre is in Combat, in 
  addition to assessing casualties, make an additional Opposed 
  Test between the Genestealers’ effective Weapon Skill 
  of 55 and Lan’s Dodge of 44. If Lan fails, he must pass a 
  Toughness Test or become infected as per the Genestealer’s 
  Kiss mechanic. 
  Any character fighting at this combat site or who spends 
  an Action that includes observing it can make a Challenging 
  (+0) Scrutiny Test. If he succeeds, he notices that the 
  Genestealers seem to be attacking with less fury here and 
  are centring their efforts on Lan. If Karthas and his warriors 
  are present to give the illusion of a greater struggle, this test 
  becomes Difficult (–10), but if passed also reveals the warriors 
  who are only feigning combat. 
  froM the BlaCk depthS
  The Genestealers have been hiding in the promethium 
  wells, hence the reason for their splotchy coats of 
  the substance. However, being covered in fuel is 
  particularly disadvantageous if facing foes that wield 
  fire. The Genestealers automatically fail any Tests to 
  avoid catching on fire, and take 2 additional points 
  of damage per round from fire and weapons with the 
  Flame Quality. Note that the Broodlord was not in the 
  pits and thus this rule does not apply to it.
  running the viCtory hall 
  fight
  There is a lot of activity in the hall during this scene. It 
  can be easy to get overwhelmed or sidetracked with all the 
  enemies and NPC’s involved. The GM can use one simple 
  rule to keep the fight manageable and interesting: keep the 
  focus on the player character point of view. Track the total 
  number of Rounds since the fight began, but stick to only 
  to rolling for sideline combats when a Battle-Brother takes 
  time to assess it, when he enters the combat, or at the end 
  of the fight when you need to know the final outcomes. 
  A character can take a Half Action to assess the situation 
  of one other combat, or a Full Action to assess the entire 
  room. The maelstrom of clashing steel and claws is too 
  dangerous and frantic to distil meaning from quick glances 
  while defending oneself.
  Sideline CoMBatS
  A sideline combat is any combat where a player character is 
  not participating. Each combat site has a specified number 
  of allies and Genestealers present. The prowess of the 
  individuals at each site is abstracted into a single Combat 
  Skill for that site. The profile for each site can be found on 
  Table 1–3: Combat Sites (see page 45). Whenever you 
  need to assess a sideline combat, roll an Opposed Test of the 
  site’s Combat Skill vs. Genestealer Weapon Skill for every 
  Round they have been in sideline combat. Each degree of 
  success indicates one death in the opposing ranks. When 
  the number of one side reaches 0, they have been wiped 
  out. Assume that named NPCs are always the last to die in 
  a group of allies.
  player CoMBatS
  Because NPC’s are present (at least to begin with) at most 
  of the other tables, the same principle applies to fights 
  where the Space Marines are involved: keep the focus 
  on the player character(s). Simply put, assume the heroic 
  presence of a Battle-Brother turns the tide of the battle at 
  any combat site where he is engaged. As long as a Battle-
  Brother is actively fighting at a site, his allies are collectively 
  able to diminish the Genestealers’ numbers by one each 
  Turn (in addition to any the Battle-Brother kills).
  If the GM prefers not to leave the combat outcomes up to 
  chance and to instead determine the outcomes narratively, 
  he may find it useful to make notes of how each combat 
  should go—with assistance and without—ahead of time.
  43
  
  I : The Price of Hubris
  wHAT REMAINS?
  At last the flames receded, and I saw the ruin of all that I had once 
  treasured. As the ashes ran between my fingers, I could not recall 
  what had possibly been worth this price.
  –Author Unknown, from document fragments recovered in 
  the Black Reef
  When the combat finally subsides, the Hall of Victory is 
  strewn with alien corpses and dead Aurans. The GM assesses 
  the final outcomes of any sideline combats, and determines 
  who is still standing. In addition to the specific case of Lan, he 
  should also decide how many Aurans have become infected 
  and if this fate befell any other important NPC’s. Brigadier 
  Heth knows enough to report if he has been bitten, and Lan 
  knows enough to hide it, but all of the other NPC’s have no 
  notion that a stray bite is even of concern unless the Battle-
  Brothers tell them.
  Lan’s ship has the medical facilities to treat one person 
  infected by a Genestealer, but no medicae skilled in doing 
  so (which means this is only a viable option if the Kill-team 
  has an Apothecary). It also has no stasis tubes large enough 
  to hold a person, although a Battle-Brother might think to 
  retrieve and repair the tube in the Apostate Caverns (requiring 
  an Ordinary (+10) Tech-Use Test). Unless they can come 
  up with further options, the group faces the unpleasant task 
  of locating and dealing with any other infected victims before 
  it is too late.
  Hopefully Rylus survived intact and can carry out whatever 
  course of action the Battle-Brothers convinced him to follow 
  with regard to the Imperium. If he did not, then Alkedre 
  inherits the title of Caele and immediately begins to use this 
  incident as a rallying point for the Aurans’ need to unite with 
  the Imperium. Although deeply saddened by the turn of events, 
  both Rylus and Alkedre support the Kill-team in whatever 
  must be done to cleanse the recently infected. At some point 
  during the follow-up, Heth, (assuming he survived) comments 
  that all this might have been avoided if the Aurans had trusted 
  the Imperium to help with their problem from the beginning.
  It is up to the GM to determine the success of the Kill-
  team’s approach to cleansing this last Genestealer taint—both 
  in truth as well as in appearance. If Karthas has survived 
  undetected until now, he does his best to avoid any tests 
  or scans that might reveal him now. Of course, if he is not 
  stealthy enough that might finally be his undoing.
  Once the Deathwatch has closed matters to their 
  satisfaction, Lan returns with them to the Horizon’s Pride. 
  Their choices will have long-lasting ramifications for the fate 
  of the golden planet.
  A SOLEMN RETURN
  Lan sincerely thanks the Battle-Brothers on behalf of the 
  Crusade for their help with Aurum, but otherwise keeps to 
  himself, sobered by his brush with the Genestealers. When the 
  ship reaches Erioch, he bids them a formal but brief goodbye 
  before leaving them to debrief with their Watch Captain.
  44
  
  I: The Price of Hubris
  rewardS
  Table 1–2 Mission Experience Rewards shows the value 
  of completing each of the Objectives if you award experience 
  using the detailed mission-based method. Additionally, if the 
  Battle-Brothers recovered the thaumagramm diode schematic, 
  this is worth 100 additional XP, as is vindicating Kohl Bennex, 
  and discovering the promethium operation. If the Kill-team 
  exposed Karthas as a servant of the enemy, award 150 XP. If 
  they realised that the brood was targeting Lan, award 50 XP, 
  or 100 XP if they realised and prevented it from occurring. 
  The following are worth 2 Renown each:
  • Completing the Divested Hunt
  • Convincing the Aurans to join the Imperium; if the 
  Kill-team incited war with the Aurans, this subtracts 2 
  Renown from the total earned on the Mission
  The following are worth 1 Renown each:
  • Purging (or appearing to purge) the Genestealer threat 
  from Aurum
  • Keeping all of the Imperial NPCs (Heth, Father Marius, 
  and Lan) from dying
  As always, the GM should feel free to further reward clever 
  plans and good roleplaying.
  future iMpliCationS
  The most immediate ramification of this Mission is the 
  disposition of Aurum. Depending on how the Battle-Brothers 
  left the planet, the Imperium may have gained a valuable 
  world, whose conscripted troops soon appear in Imperial 
  Guard regiments. Or they may have created one more bloody 
  battlefront that the Battle-Brothers one day need to return to. 
  If Karthas and his infected allies were not uncovered, then 
  the Genestealer infestation will almost certainly undergo a 
  resurgence on the golden planet. If they were destroyed, then 
  perhaps that threat truly has been ended—or perhaps not if it 
  suits the GM. The nature of the unusually nurturing planet’s 
  “spirit” remains unaccounted for as well.
  Relevance to Dahzak’s Plan
  The Space Marines hopefully found the bodies of the apostate 
  Adeptus Mechanicus, whose use for the Decavane crystals at 
  this point remains unclear. They may also have recovered 
  the schematics for the thaumagramm diode, which can be 
  slowly deciphered by PCs or NPCs in the time leading up 
  to The Sword of Vigilance. Several of the Kill-team’s choices 
  echo through the overall story of the emperor protects. A 
  summary of these effects can be found on page 142.
  Table 1–3: Combat Sites
  Combat Site
  Caele Rylus
  Heth and Alkedre
  Father Marius
  Heydal and Lan
  Number of Allies
  14
  22
  7
  14**
  Number of Genestealers
  8*
  12
  4
  6**
  Brood Weapon Skill
  65 / 75
  65
  65
  55
  Heroes’ Combat Skill
  45 / 55
  39
  45***
  40
  *Does not include the Broodlord
  **Does not include the infected warriors
  ***Add an extra degree of success to any contest won by Father Marius and his allies thanks to the potency of Flame attacks. Also assume if 
  Marius uses The Emperor Protects, he does so when one or more Battle-Brothers are present in his combat.
  Table 1–2: Mission Experience Rewards
  Objective
  Experience Awarded
  Discover what is causing the deaths on Aurum
  325
  Eliminate the threat on Aurum (purge Grensvayl)
  350
  Persuade the Aurans to join the Imperium*
  400
  Return with information on who brought the xenos to Aurum
  200
  Protect the Aurans from the final Genestealer outbreak (including pre-emptive elimination)
  400
  Succeed in the Divested Hunt
  200**
  Corrupted Servitors, Spooking the Herd, Offended Honour
  75 each
  *You may wish to award partial experience if they resolved the situation in some other manner
  **Extra experience over formula for the effort involved
  45
  
  I : The Price of Hubris
  Appendix: NPCs
  alkedre fireStalker
  For complete information on Alkedre see page 20.
  Alkedre Firestalker Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  55 32 50 45 48 46 52 45 44
  Movement: 4/8/12/24 
   
  Wounds: 26
  Skills: Awareness (Per), Climb (S), Command (Fel), 
  Concealment (Ag), Dodge (Ag) +20, Intimidate (S) +10, 
  Scrutiny (Per) +20, Silent Move (Ag), Survival (Int) +10, 
  Swim (S), Tracking (Int), Wrangling (Int) +10.
  Talents: Basic Weapon Training (Primitive), Counter Attack, 
  Crushing Blow, Lightning Attack, Melee Weapon Training 
  (Primitive), Swift Attack, Wall of Steel.
  Armour: Saurian Scale Armour (All 4).
  Weapons: Two-Handed Talon Blade (2d10+7 R; Pen 0; 
  Unbalanced). 
  Gear: Red scale laurel; Tribal tokens and trophies.
  argrax
  These temperamental herd lizards are a cousin of the 
  ubiquitous grox.
  Argrax Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 — 65 68 12 12 42 35 14
  Movement: 4/8/12/24 
   
  Wounds: 22
  Skills: Awareness (Per).
  Traits: Bestial, Brutal Charge, Size (Hulking), Natural 
  Armour (Scales) 4 (All), Natural Weapons (Clawed Hooves), 
  Quadruped, Stampede. 
  Armour: Scaly Hide (All 4).
  Weapons: Clawed Hooves (1d10+6 I; Pen 0; Primitive).
  Gear: None.
  auran Broodlord
  The apex of the Genestealer brood, a Broodlord is a towering 
  monster with a dangerous cunning to match its singular 
  deadliness. The Broodlord serves as the psychic anchor for 
  the brood’s telepathy and commands its lesser brethren as the 
  alpha predator. Once the reproductive cycle of the Genestealer 
  brood births one of these monstrosities, any opposition will 
  be hard pressed to stamp out the alien infestation.
  Auran Broodlord Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (12)
  (14)
  (12)
  76 — 75 74 65 48 60 64 ––
  Movement: 16/32/48/96  
  Wounds: 80
  Skills: Awareness (Per) +10, Climb (S), Concealment (Ag), 
  Dodge (Ag) +10, Silent Move (Ag), Survival (Int), Swim (S), 
  Talents: Ambidextrous, Brood Psyker*, Combat Master, 
  Crushing Blow, Fearless, Hard Target, Leap Up, Lightning 
  Attack, Lightning Reflexes, Preternatural Speed, Psi Rating 
  (6), Step Aside, Swift Attack.
  Traits: Dark Sight, Fear 3 (Horrifying), Improved Natural 
  Weapons, Multiple Arms, Natural Armour (Hardened 
  Carapace) 8 (All), Natural Weapons (Claws), Size (Enormous), 
  Unnatural Agility (x2), Unnatural Speed (x2), Unnatural 
  Strength (x2), Unnatural Toughness (x2), Tyranid. 
  *Brood Psyker: A Broodlord is a psyker but its powers 
  draw upon a localised portion of the Tyranid Hive Mind 
  rather than direct manipulation of the warp. Because of this, 
  a Broodlord does not need to test to use its psychic powers 
  and never suffers Psychic Phenomena or Perils of the Warp. A 
  Broodlord may only use one psychic power during its turn.
  Psychic Powers: Aura of Despair (functions as per the 
  psychic power Weaken Resolve), Hypnotic Gaze (functions as 
  per the psychic power Shackle Soul), and Brood Telepathy (as 
  per the psychic power Short Range Telepathy, but may affect 
  all Genestealers and infected creatures within range).
  Armour: Hardened Carapace (All 8).
  Weapons: Claws (1d10+16 R; Pen 9; Razor Sharp, Tearing), 
  Genestealer’s Kiss** (1d10+7 R; Pen 6).
  Gear: None.
  **Genestealer’s Kiss: A Genestealer possesses an ovipositor 
  within its maw that implants the alien’s genetic material into 
  its victim, seeding the target’s body with a parasite that will 
  contaminate the victim’s offspring and form into a hybrid 
  creature. Over time, a group of hybrids will eventually breed 
  purestrain Genestealers. In this manner, Genestealers often 
  infiltrate a society from within. If a victim takes 1 or more 
  Wounds from this bite, he must succeed at a Challenging 
  (+0) Toughness Test or become a host for the Genestealer’s 
  corrupting seed. Once a victim reproduces, he cares for the 
  rapidly growing hybrid with a paternal affection induced by 
  the nascent brood telepathy of the growing creature. A Very 
  Hard (–30) Medicae Test can remove the Genestealer’s 
  taint, but doing so requires a week of care in an advanced 
  medicae facility. Space Marines are immune to this effect.
  46
  
  I: The Price of Hubris
  auran geneStealer
  As insidious as it is deadly, the Genestealer is a predator 
  without peer. Infestations of these creatures can cripple a 
  world with cold and alien efficiency. The stealth and guile of 
  these intelligent monsters is only exceeded by their terrifying 
  combat prowess. Razor-sharp claws and lightning quickness 
  make for a melee combatant that can fell all but the mightiest 
  of opponents. Perhaps worse still is the prospect of being left 
  alive by these creatures: an infected host doomed to breed 
  more Genestealers and strengthen the expanding brood.
  Auran Genestealer Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (12)
  (12)
  65 — 60 60 60 30 55 40 ––
  Movement: 12/24/36/72  
  Wounds: 20
  Skills: Awareness (Per) +10, Climb (S), Concealment (Ag), 
  Dodge (Ag) +10, Silent Move (Ag), Survival (Int), Swim (S), 
  Talents: Ambidextrous, Crushing Blow, Fearless, Hard Target, 
  Leap Up, Lightning Attack, Lightning Reflexes, Preternatural 
  Speed, Step Aside, Swift Attack.
  Traits: Dark Sight, Fear 2 (Frightening), Improved Natural 
  Weapons, Multiple Arms, Natural Armour (Reinforced Chitin) 
  4 (All), Natural Weapons (Claws), Unnatural Agility (x2), 
  Unnatural Speed (x2), Unnatural Strength (x2), Tyranid.
  Armour: Reinforced Chitin (All 6).
  Weapons: Claws (1d10+14 R; Pen 7; Razor Sharp, Tearing), 
  Genestealer’s Kiss* (1d10+5 R; Pen 6).
  Gear: None
  *Genestealer’s Kiss: A Genestealer possesses an ovipositor 
  within its maw that implants the alien’s genetic material into 
  its victim, seeding the target’s body with a parasite that will 
  contaminate the victim’s offspring and form into a hybrid 
  creature. Over time, a group of hybrids will eventually breed 
  purestrain Genestealers. In this manner, Genestealers often 
  infiltrate a society from within. If a victim takes 1 or more 
  Wounds from this bite, he must succeed at a Challenging 
  (+0) Toughness Test or become a host for the Genestealer’s 
  corrupting seed. Once a victim reproduces, he cares for the 
  rapidly growing hybrid with a paternal affection induced by 
  the nascent brood telepathy of the growing creature. A Very 
  Hard (–30) Medicae Test can remove the Genestealer’s 
  taint, but doing so requires a week of care in an advanced 
  medicae facility. Space Marines are immune to this effect.
  auran quarantine periMeter 
  guard
  Serving at the Grensvayl Perimeter is a grim honour. 
  Only the most proven warriors are entrusted to keep the   
  Malissectors contained. 
  Auran quarantine Perimeter Guard Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  50 41 52 48 45 35 46 32 35
  Movement: 4/8/12/24 
   
  Wounds: 24
  Skills: Awareness (Per) +10, Climb (S), Concealment (Ag), 
  Dodge (Ag) +20, Intimidate (S), Silent Move (Ag), Survival 
  (Int) +10, Swim (S), Tracking (Int), Wrangling (Int).
  Talents: Basic Weapon Training (Primitive), Heightened 
  Senses (Sight), Melee Weapon Training (Primitive), Swift 
  Attack.
  Armour: Saurian Scale Armour (All 4).
  Weapons: Fang-Tipped Spear (1d10+6 R; Pen 2).
  Gear: Tribal tokens and trophies.
  auran warrior
  The Aurans are a proud warrior people. Every boy and girl is 
  raised to fight for survival and honour from a young age. The 
  Soul of Aurum provides for them, nourishing the land and 
  their bodies. Its people grow exceptionally tall and strong 
  within its golden light.
  Auran warrior Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  45 41 46 48 45 35 38 32 35
  Movement: 4/8/12/24 
   
  Wounds: 18
  Skills: Awareness (Per), Climb (S), Concealment (Ag), Dodge 
  (Ag) +20, Intimidate (S), Silent Move (Ag), Survival (Int) 
  +10, Swim (S), Tracking (Int), Wrangling (Int).
  Talents: Basic Weapon Training (Primitive), Melee Weapon 
  Training (Primitive), Swift Attack.
  Armour: Saurian Scale Armour (All 4).
  Weapons: Fang-Tipped Spear (1d10+5 R; Pen 2), Talon 
  Blade (1d10+4 R; Pen 0) or Bone Sword (1d10+5 R; Pen 0; 
  Primitive), and either an Auran Gyrblade (1d10+4 R; Pen 0; 
  Primitive, Special) or Bow (1d10+2 R; Pen 1; Primitive).
  Gear: Tribal tokens and trophies, Quiver with 12 Arrows (if 
  armed with Bow).
  Caele ryluS darkSCourge
  Rylus is as exceptional among his people as his people are 
  among the specimens of humanity. Truly, it is difficult for 
  most who look upon him to deny that he has earned some 
  sort of favour in the eyes of a greater power. The question is, 
  what? For complete information on Rylus Darkscourge see 
  page 21.
  47
  
  I : The Price of Hubris
  caele Rylus Darkscourge Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  68 48 66 65 55 48 45 52 50
  Movement: 5/10/15/30  
  Wounds: 35
  Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, 
  Concealment (Ag) +10, Dodge (Ag) +20, Intimidate (S) +20, 
  Scrutiny (Per) +10, Silent Move (Ag), Survival (Int) +20, 
  Swim (S) +10, Tactics (Int), Tracking (Int) +10, Wrangling 
  (Int) +10.
  Talents: Air of Authority, Ambidextrous, Blademaster, Basic 
  Weapon Training (Primitive),Combat Master, Counter Attack, 
  Crippling Strike, Crushing Blow, Duty Unto Death, Furious 
  Assault, Iron Jaw, Leap Up, Lightning Attack, Lighting 
  Reflexes, Melee Weapon Training (Primitive), Preternatural 
  Speed, Step Aside, Sure Strike, Swift Attack, Wall of Steel.
  Traits: Touched by the Fates (3).
  Armour: Golden Saurian Scale Armour (All 6).
  Weapons: Ancient Serrated Talon Blade (1d10+10 R; Pen 
  4; Balanced, Tearing), Bone Dagger (1d10+8 R; Pen 0; 
  Primitive).
  Gear: Bone Circlet; Tribal tokens and trophies.
  Corrupted Servitor
  These servitors have been blighted by some unknown force. An 
  unhallowed energy now pulses through their power circuits.
  corrupted Servitor Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (8)
  38 35 50 40 10 10 30 45 ––
  Movement: 1/2/3/6 
   
  Wounds: 20
  Skills: Awareness (Per), Trade (any one) +10, Trade 
  (Technomat) +10.
  Talents: Melee Weapon Training (Primitive, Chain).
  Traits: Armour Plating, Dark Sight, Machine (4), Natural 
  Weapons (Razorhands), Sturdy, Unnatural Strength, Unnatural 
  Toughness. 
  Armour: None (All 6).
  Weapons: Razorhands (1d10+14 R; Pen 2; Tearing). 
  Gear: Internal vox (to receive/relay instructions only).
  diaBlodon
  This creature is Aurum’s consummate predator. It holds a 
  near-mythical status in the local culture, and to slay one is the 
  mark of a great warrior.
  Diablodon Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (15)
  (10)
  45 — 59 55 35 15 40 36 01
  Movement: 6/12/18/36  
  Wounds: 75
  Skills: Awareness (Per). 
  Talents: Combat Master, Fearless, Heightened Senses 
  (Smell).
  Traits: Improved Natural Weapons, Natural Armour (Thick 
  Scales) 5 (All), Natural Weapons (Bloodied Claws and Massive 
  Jaws*), Size (Massive), Unnatural Strength (x3), Unnatural 
  Toughness (x2). 
  *Massive Jaws cannot be Parried
  Armour: Thick Scales (All 5).
  Weapons: Bloodied Claws (1d10+15 R; Pen 3, Toxic**), 
  Massive Jaws (1d10+15 R; Pen 2; Tearing).
  Gear: None.
  **The fetid blood and remains coating the Diablodon’s claws give its 
  attacks the Toxic quality.
  48
  
  I: The Price of Hubris
  rogue trader diaz lan
  For more information on Diaz Lan see page 27 of the 
  Deathwatch game master’s Kit.
  Rogue Trader Diaz Lan Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  38 52 35 41 44 52 43 39 47
  Movement: 5/10/15/30  
  Wounds: 17
  Skills: Awareness (Per), Carouse (T), Charm (Fel) +20, 
  Command (Fel) +10, Common Lore (Imperium, Jericho 
  Reach, Koronus Expanse, Rogue Traders) (Int), Deceive (Fel), 
  Dodge (Ag), Evaluate (Int) +10, Forbidden Lore (Xenos) 
  (Int) +20, Literacy (Int) +10, Pilot (Space Craft) (Ag) +20, 
  Scholastic Lore (Astromancy) (Int), Scrutiny (Per), Speak 
  Language (Low Gothic, High Gothic, Eldar) (Int), Tactics 
  (Int), Tech-Use (Int).
  Talents: Air of Authority, Ambidextrous, Deadeye Shot, 
  Master Orator, Melee Weapon Training (Universal), Mighty 
  Shot, Peer (Imperial Navy), Pistol Weapon Training 
  (Universal), Nerves of Steel, Quick Draw, Step Aside, Touched 
  by the Fates (2), Two-Weapon Wielder (Ballistic).
  Armour: Master-crafted Carapace Armour (AP 7).
  Weapons: Inferno Pistol (10m; S/–/–; 2d10+8 E; Pen 13; 
  Clip 3; Rld Full), Ceres-Pattern Bolt Pistol (30m; S/2/–; 
  1d10+5 X; Pen 4; Clip 8; Rld Full, Tearing), Master-Crafted 
  Power Sword (1d10+10 E; Pen 5; Balanced, Power Field).
  Gear: Auspex, Cartograph, Elucidator, Set of fine clothing
  Exceptional Leader: As a free action once per Round, Lan 
  may grant an ally that he can see and who can hear him +10 
  to any one Test.
  father MariuS
  Father Marius is a cleric of the God-Emperor of Mankind. 
  He has spent decades trying to bring salvation to the people 
  of Aurum. Despite rejection and numerous setbacks, his faith 
  in his religion and the Auran people does not waver. While 
  his martial prowess may not approach that of an Imperial 
  Guardsman or Auran warrior, all loyal servants of Mankind 
  learn how to effectively smite its foes.
  Father Marius Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  38 28 40 35 42 31 45 48 50
  Movement: 4/8/12/24 
   
  Wounds: 22
  Skills: Awareness (Per), Charm (Fel), Common Lore (Imperial 
  Creed, Imperium) (Int) +10, Dodge (Ag), Forbidden Lore 
  (Heresy) (Int), Literacy (Int), Medicae (Int), Scholastic Lore 
  (Imperial Creed) (Int) +10, Speak Language (High Gothic, 
  Low Gothic) (Int). 
  Talents: Basic Weapon Training (Universal), Cleanse and 
  Purify, Melee Weapon Training (Universal), The Emperor 
  Protects**, Unshakeable Faith.
  Traits: Touched by the Fates (2)
  **The Emperor Protects: By spending a Fate Point, Marius 
  grants himself and a number of allies equal to his Willpower 
  Bonus immunity to the effects of Fear and Pinning. 
  Additionally all ranged or close combat attacks made against 
  him and his designated allies are at a –10 modifier. These 
  benefits last for the duration of an encounter. By burning a 
  Fate Point, Marius may allow an ally (never himself ) to resist 
  the effects of any single attack, effectively allowing the ally 
  to emerge unscathed as if by a miracle. The Fate Point must 
  be burnt once the attack has hit but before Damage has been 
  rolled. 
  Armour: Flak Armour (All 4).
  Weapons: Chainsword (1d10+6 R; Pen 2; Tearing, 
  Balanced), Flamer (1d10+4 E; Pen 2; Range 20m; S/–/–; 
  Clip 6; Rld 2 Full, Flame).
  Gear: Ecclesiarchal robes, aquila pendant, sepulchre, censer 
  and incense, micro-bead, 1 fuel reload for Flamer. 
  49
  
  I : The Price of Hubris
  infeCted auran warrior
  These men and women have fallen inexorably under the 
  control of the Brood. Their battle prowess has been subtly 
  enhanced by the alien taint. The follow the commands of the 
  xenos and recklessly defend their masters.
  Infected Auran warrior Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  48 41 58 48 42 35 40 32 35
  Movement: 4/8/12/24 
   
  Wounds: 28
  Skills: Awareness (Per) +10, Climb (S), Concealment (Ag), 
  Deceive (Fel) +10, Dodge (Ag) +20, Intimidate (S), Silent 
  Move (Ag), Survival (Int) +10, Swim (S), Tracking (Int), 
  Wrangling (Int).
  Talents: Basic Weapon Training (Primitive), Brood Brother, 
  Fearless, Frenzy, Heightened Senses (Sight), Melee Weapon 
  Training (Primitive), Swift Attack.
  Brood Brother: The warrior is affected by the Brood 
  Telepathy of the Broodlord. He automatically enters Frenzy 
  if any member of the Genestealer brood is threatened.
  Armour: Saurian Scale Armour (All 4).
  Weapons: Fang-Tipped Spear (1d10+6 R; Pen 2).
  Gear: Tribal tokens and trophies.
  Sky reaver
  These avian reptiles hunt in large flocks. 
  Sky Reaver Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  30 — 35 42 55 15 45 35 10
  Movement: 5/10/15/30  
  Wounds: 10
  Skills: Awareness (Per) +20, Concealment (Ag), Silent Move 
  (Ag) +10, Tracking (Int) +20.
  Talents: Heightened Senses (Hearing, Sight, Smell).
  Traits: Bestial, Trait: Flyer (8), Improved Natural Weapons, 
  Natural Armour (Scales) 3 (All), Natural Weapons (Talons), 
  Cloud of Talons.*
  Armour: Scales (All 2).
  Weapons: Talons (1d10+3 R; Pen 0).
  Gear: None
  *Cloud of Talons: A single Sky Reaver is not a great 
  threat, particularly to an Adeptus Astartes. However, in large 
  numbers they descend from the sky like a bladed storm. When 
  Sky Reavers form a Horde of Magnitude 15 they gain the 
  following advantages: Attacks on the Horde are at –10 as their 
  malleable cloud easily disperses and reforms around incoming 
  blows. Their Attacks gain the Tearing Quality, and they gain 
  the Swift Attack Talent. They lose these bonuses once the 
  Horde breaks or drops below the required Magnitude.
  theratryx
  Aurans use this reptilian biped as a mount and beast of 
  burden. However, much like the Aurans themselves, you can 
  take the beast out of the wild, but you cannot take the wild 
  out of the beast.
  Theratryx Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  40 — 55 42 44 15 45 35 10
  Movement: 5/10/15/30  
  Wounds: 20
  Skills: Awareness (Per) +20, Concealment (Ag), Silent Move 
  (Ag) +10, Tracking (Int) +20.
  Talents: Furious Assault, Heightened Senses (Hearing, Sight, 
  Smell), Sprint, Takedown.
  Traits: Bestial, Brutal Charge, Improved Natural Weapons, 
  Size (Hulking), Natural Armour (Scales) 3 (All), Natural 
  Weapons (Talons).
  Armour: Scales (All 3).
  Weapons: Talons (1d10+5 R; Pen 4; Tearing).
  Gear: Domesticated Theratryx have a riding harness, 
  otherwise none.
  zayr
  For complete information on Zayr see page 20.
  zayr Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  55 41 55 50 45 37 46 45 46
  Movement: 4/8/12/24 
   
  Wounds: 26
  Skills: Awareness (Per), Climb (S), Command (Fel) +10, 
  Concealment (Ag), Dodge (Ag) +20, Intimidate (S) +10, 
  Silent Move (Ag), Survival (Int) +10, Swim (S), Tracking (Int), 
  Wrangling (Int).
  Talents: Basic Weapon Training (Primitive), Blademaster, 
  Crushing Blow, Die Hard, Dual Strike, Melee Weapon 
  Training (Primitive), Two-Weapon Wielder (Melee), Swift 
  Attack.
  Armour: Saurian Scale Armour (All 4)
  Weapons: 2 Auran Gyrblades (1d10+7 R; Pen 0; Primitive, 
  Special).
  Gear: Tribal tokens and trophies.
  50
  
  a MiSSing 
  inquiSitor
  •
  the fortreSS 
  world
  •
  a trail to the 
  South
  •
  the City Beneath 
  the Sea
  
  II : A Stony Sleep
  A Stony 
  Sleep
  Beneath Man’s glories that rose and fell, they slumber. Beneath 
  the shadow that eclipsed an age, they slumber. Beneath the tenuous 
  grasp that reaches to reclaim, they slumber. Do not wake the sleeping 
  ancients.
  –anonymous prophecies found in   
  Watch Fortress Erioch’s Vaults
  K
  arlack is the lynchpin of the Achilus Crusade’s 
  military might and central to the defences of the Iron 
  Collar which guards the Well of Night. The natives 
  of the once-green planet maintained their Imperial traditions 
  through the Age of Shadow, and welcomed the Crusade as 
  long-lost allies. Their reward was a planet quickly leeched of 
  resources and transformed day by day into a teeming hive of 
  soldiers and bureaucrats working to keep the Crusade moving 
  forwards. The dwindling local population have forgotten why 
  they ever welcomed the Imperium, and their complacency 
  has turned to a festering resentment as they choke on their 
  poisoned air and are forced to scrounge for the very crops 
  they have been forcibly recruited to grow.
  Yet something older than mankind and its petty feuds 
  sleeps beneath the surface of Karlack. In an age long before 
  man began to count the years, it became the resting place 
  of an ancient alien race with technology far beyond human 
  understanding. Some senior members of the Ordo Xenos 
  have tracked the remnants of this civilisation not just to the 
  Jericho Reach, but to lost worlds and ancient ruins across 
  the galaxy. They see the signs of a race whose reach was 
  seemingly unlimited. What only a few of these scholars 
  suspect is that the tombs hold not corpses, but an 
  diabolical force that waits to one day rise again.
  These ancient xenos possessed many secrets 
  of mastery over space and time that Dahzak must 
  rediscover in order to perfect his thaumagramm 
  diodes. The sorcerer and Magos Vayze seek a piece of 
  technology called a vector amplifier. However, retrieving 
  one from the tombs on Karlack required infiltrating the most 
  highly protected Imperial planet in the Jericho Reach. To 
  carry out such a daunting mission, the Vinculum Proselytes 
  turned to the Alpha Legion—Chaos Space Marines who 
  excel in such strikes behind enemy lines. For years the Alpha 
  Legion on Karlack has sabotaged Imperial forces and incited 
  native rebellions to misdirect and weaken Imperial resistance 
  while they search for their objective. During those same years, 
  Inquisitor Zaer Vincent of the Ordo Xenos also delved into 
  the mysteries of Karlack. This brought him into competition 
  with the Alpha Legion, and they kidnapped him to learn 
  what he knew and to keep him off their trail. However, 
  when an Inquisitor disappears, eventually someone is going 
  to notice. And that someone is about to recruit the aid of   
  the Deathwatch.
  OVERVIEw
  The Alpha Legion’s influence has slowly permeated Karlack 
  like the tendrils of an insidious infection. Even before Alpha 
  Legion cell leader Lamdus Rize allied with Dahzak and the 
  Vinculum Proselytes, the planet’s xenos legacy was of interest 
  to him as a tool in his efforts to raise anti-Imperial sentiment 
  among the population. His most successful anti-Imperial 
  cult feeds on the fallacy of a benign master race that once 
  inhabited Karlack. This group calls itself the Reborn; Yale 
  Ivaris—handpicked by Rize to grow the group’s size and 
  capabilities—leads the xeno-cult in rebellion and recruitment. 
  Although the evidence of a past civilisation cannot be denied, 
  the rest of this xeno-cult’s creed is entirely contrived by the 
  Alpha Legion to create unwitting servants.
  Since committing to aiding Dahzak’s assault on the 
  warp gate, Rize has turned the xeno-cult’s attentions 
  towards unearthing their deities’ legacy. Inquisitor Vincent’s 
  investigations into the same subject made him a danger 
  and an opportunity. After capturing him, the Alpha Legion 
  masqueraded as Black Templars to infiltrate his quarters in 
  an Imperial fortress, plundered his research, and left a deadly 
  trap for whoever might try to investigate his disappearance. 
  Although he managed to kill several of the Chaos Space 
  Marines, Vincent ultimately failed to stop the Alpha Legion 
  from extracting his secrets. 
  52
  
  II: A Stony Sleep
  It is Vincent’s disappearance that draws the Battle-Brothers 
  into Karlack’s turmoil. Inquisitor Quist requests their aid in 
  locating her colleague. However, the Alpha Legion’s trap 
  soon leaves the Battle-Brothers on their own to investigate 
  not only Vincent’s disappearance, but also the attempt on 
  Quist’s life and the false Black Templars. Their trail leads to 
  the Cenotaph of Achilus in Kar’thir. Here, the Battle-Brothers 
  have their first encounter with the Reborn. They also have 
  the opportunity to meet one of Vincent’s surviving cadre. In 
  Kar’thir all evidence points towards a looming threat in the 
  xenos ruins beneath Karlack’s ocean. In the rebellious and 
  geologically unstable southern islands, the Battle-Brothers 
  must gather enough information to locate this sunken city. 
  The archipelagos also hold the chance to run up against 
  Ilvaris and his minions, the Vinculum Proselytes, and discover 
  the fate of Inquisitor Vincent.
  Once they have acquired the necessary information and 
  resources, the Kill-team can enter the cursed alien necropolis. 
  When they arrive, they find that the Chaos Space Marines 
  have already started a chain of events that could lead to the 
  rise of an alien war host in the very heart of the Crusade’s 
  fortress world. They must find a way to reverse their enemies’ 
  work or see Karlack submerged under a tide of xenos.
  UNSTABLE FOUNDATIONS
  Karlack is a planet in the midst of a radical transformation. 
  The Imperium would say it is reaping the benefits of 
  inclusion in the glorious Imperium of Mankind, but not 
  all the indigenous people share such rosy optimism. If the 
  Kill-team had a hand in changing Aurum’s permanent status 
  with the Crusade during The Price of Hubris, Karlack serves 
  as a portal to a future that will be or might have been for 
  the Aurans. Karlack’s setting should evoke a strong contrast 
  between the Imperial military might and the feudal traditions 
  being eroded. Literally and thematically, A Stony Sleep is 
  about power built on shaky foundations. Rebellion festers in 
  the Crusade’s greatest stronghold, xenos tombs lie beneath 
  Karlack’s holy places, and traitors litter the ranks of the just 
  and the unjust alike.
  MISSION MODIFIcATIONS
  In addition to the usual scaling of enemy numbers that you 
  need to do for group size and experience level, this adventure 
  contains challenges designed for the squad to overcome by 
  working together. If your group is particularly small, you 
  should decrease the number of challenges at the Kal’thane 
  Bulwark, and decrease the difficulty of destroying the 
  power matrix in the sunken city. If you want to run A Stony 
  Sleep as a standalone adventure, the Alpha Legion certainly 
  has enough incentive to see Karlack fall even without the 
  Vinculum Proselytes’ influence. 
  downtiMe
  Every Mission in the emperor protects includes a return 
  to Watch Fortress Erioch and the opportunity for Battle-
  Brothers to interact with each other and the NPCs there. 
  Some GMs may prefer to abbreviate these segments and 
  get to the action faster. However, a Battle-Brother’s life and 
  relationships between Missions can be very different from his 
  personality on the field of duty. GMs running long campaigns 
  that focus on character development and politics should make 
  sure the players have these chances to showcase a different 
  side of their characters. By their nature Missions also tend to 
  be isolated. Erioch is the most convenient (though certainly 
  not the only) centre for interactions that span a campaign 
  rather than a single adventure.
  aquatiC CoMBat
  A large portion of this Mission takes place in an oceanic 
  region. While no encounters were explicitly written to take 
  place in the water, any number of circumstances might cause 
  the GM to need rules for combat in this environment. For 
  underwater combat, Weapon Skill and Ballistics Skill Tests 
  are at –20 while submerged. A Swim Test is required to move 
  effectively during aquatic combat. If the Test is passed by 
  two more degrees, the difficulty of Attack Tests are reduced 
  by –10. For further information, Chapter VII: Playing the 
  Game in the Deathwatch Rulebook provides extensive 
  information about swimming and water terrain.
  inquiSitor adrielle quiSt
  Adrielle Quist was first noted by Inquisitor Carmillus 
  for her prodigious telepathic abilities and sharp, 
  investigative mind. She was one of a select few Acolytes 
  brought to the Tower of Brass when her mistress became 
  Inquisitor of the Chamber at Erioch. Quist earned her 
  rosette five years ago, and remains Carmillus’s primary 
  field agent. She has a deep fascination with alien 
  technology that she keeps tightly concealed. She is all 
  too aware that many around her would brand her a 
  radical or traitor for her desire to see the Imperium 
  study and match the technological advancement of 
  races like the Tau. She is secretly one of the Crucible 
  Resolviate’s principal sources of xenos artefacts.
  53
  
  II : A Stony Sleep
  A Missing 
  Inquisitor
  I
  f any of the Kill-team know Inquisitor Quist well enough 
  to care about her movements, then they are aware that 
  she has been back upon Erioch only a few days before 
  requesting a meeting in her chambers at the base of the Tower 
  of Brass in the early hours before the waking cycle. True to its 
  namesake, this spire knifes into the void from the hull of the 
  Watch Fortress. Quist is afforded several linked rooms in the 
  lower levels. Read aloud or paraphrase the following when 
  the Kill-team arrives:
  The vaulted doors into the Tower of Brass have remained 
  unchanged over the millennia, inscribed with the catechism of 
  hate: The Mark of the Xenos. However, the guard stationed 
  outside them changes as the title Inquisitor of the Chamber 
  changes bearers. The size and nature of an Inquisitor’s sentry 
  force is indicative of the resident of the gleaming edifice. In 
  keeping with Inquisitor Hezika Carmillus’s violent and martial 
  nature, she keeps no guard at all: a message that she can face any 
  threat on her own.
  You pass through the unlocked doors and ascend two 
  spiralling flights of stairs to Inquisitor Quist’s audience room. 
  One wall is a transparent plate of glassteel facing into the void. 
  At this time before Erioch’s weak dawn, it faces the dim light 
  from the system’s cold, rising star. Quist stands in the centre of the 
  patterned marble floor, arms clasped behind her back.
  The Inquisitor exchanges brief, cursory greetings with 
  the Kill-team before continuing. Her request stems from a 
  missive only hours old, and she is eager to act upon the news 
  it contained. Quist deals well with Space Marines in part 
  because she has never been one for idle pleasantries, and this 
  meeting holds even less of them than usual.
  As soon as you have all entered the room, she speaks. “I will be 
  brief, as time is of the essence. Too much has already been wasted 
  by the careless and the idle. I do not believe any of you ever made 
  the acquaintance of my colleague, Inquisitor Zaer Vincent. He 
  was—is—a fine man with a nose for secrets. It may have finally 
  been his end. He has been investigating an increasing number of 
  harmful incidents and rumours of a xenos presence in Karlack’s 
  less tamed southern hemisphere. I’m sure I do not need to elaborate 
  on the ramifications if such rumours should prove true on the 
  Crusade’s key fortress world. Yet no one has heard from Vincent 
  in many months.” She holds up a folded letter. “Until now.”
  Quist goes on to tell the Kill-team that she received 
  the letter, written in Vincent’s hand, only hours ago. It is 
  dated 816.M41. The perils and inefficiencies of war on an 
  unclaimed frontier kept it from her hands for almost a year. 
  Now, long after his disappearance his last communication has 
  finally reached the Ordo Xenos. Quist has a close personal 
  history with Vincent, and his hand-written letter was sent 
  because of that history more than any official reason. She 
  does not elaborate on their background; she simply presents 
  the Kill-team with the letter (see page 55). 
  When they are done reading it, she says:
  “Whatever malign forces protect these secrets, they may have 
  already killed one of my Ordo. I do not intend to be their next 
  victim. Will you aid me in exposing and purging any xenos taint 
  on Karlack?”
  Quist knows little more of Vincent’s investigation than 
  is written in the letter. To her knowledge, he has been out 
  of contact since departing with a handful of Throne Agents 
  to Karlack. If anyone comments on the personal tone of the 
  letter, or asks what he was apologizing for, Quist dismissively 
  insists that it has no bearing on the Mission.
  ARMING AND OATH-
  TAKING
  T
  his Mission has a suggested Requisition rating of 140 
  (rounded down from 143) based on the following 
  assumptions:
  Primary Objective: Protect Inquisitor Quist from harm 
  (Skilled Objective, 17 Requisition)
  Primary Objective: Complete Inquisitor Vincent’s 
  investigations into the southern oceans (Skilled Objective, 17 
  Requisition)
  Primary Objective: Prevent the sleeping ancients in 
  the city beneath the sea from rising (Veteran Objective, 18 
  Requisition)
  Secondary Objective: Discover the fate of Inquisitor 
  Vincent (Novice Objective, 11 Requisition)
  Secondary Objective: Kill or capture Isiaah Faln (Veteran 
  Objective, 13 Requisition)
  Secondary Objective: Get past the Alpha Legion forces 
  in the tomb city (Veteran Objective, 13 Requisition)
  Secondary Objective: Determine the city’s exact location 
  (Skilled Objective, 12 Requisition) 
  Secondary Objective: Find a way to enter the tomb city 
  (Novice Objective, 11 Requisition)
  Secondary Objective: Acquire transport capable of 
  operating in extreme ocean depths (Skilled Objective, 12 
  Requisition)
  Tertiary Objective: Prevent the Sons of Taeg from 
  completing their assassination at Citadel Primaris (Veteran 
  Objective, 8 Requisition)
  Tertiary Objective: Help Mediator Dyne deal with Alexei 
  Drahj (Skilled Objective, 7 Requisition)
  Tertiary Objective: Defeat the xeno-cult beneath the 
  Cenotaph (Novice Objective, 6 Requisition)
  54
  
  II: A Stony Sleep
  This seems like a high rating for an escort Mission, since 
  the Deathwatch has no idea what they are actually sending 
  the Battle-Brothers into. However, one Inquisitor has already 
  vanished, and Quist has a vested personal stake in the Kill-
  team’s success. Since she is the Mission Authority, it is easy to 
  justify why she might be generous with equipment.
  THE INqUISITOR’S SHIP
  As the chief field agent of Erioch’s Inquisitor of the Chamber, 
  Inquisitor Quist spends far more time in the void than she 
  does on Erioch. Her ship, the Angelus Invictus, is modest in size 
  but highly customised. She provides the Battle-Brothers a 
  communal but sizable room for the journey. Retractable metal 
  slabs are built into the walls; their size is identical to the stone 
  plinths of Erioch’s cells, leaving little doubt that this room 
  was made for the explicit purpose of transporting Kill-teams.
  The ship has only a skeleton crew; whatever cadre 
  the Inquisitor has, they are obviously out upon their own 
  missions. Other than a few servitors and a decrepit cherub 
  that rarely shifts from its perch in the galley, the living crew is 
  limited to a pilot, a Navigator, and a Vindicare assassin.
  SaMinel Modar
  Quist’s Navigator lurks inside a voluminous cloak. Its shroud 
  protects him from sight, providing only fleeting glimpses of 
  shadowed and weathered skin beneath. He does not avoid the 
  Kill-team, but never engages them in conversation, speaking 
  only when spoken to. His raw voice responds with flawless 
  high gothic, in a tone as cold and timeless as the void itself.
  nihl zee
  The Vindicare Temple is a sanctioned sect of the Officio 
  Assassinorum. Their agents specialise in stealth and sniping. 
  Nihl left Hive Malfi for the training temples on Terra at so 
  young an age that he remembers nothing else. He is a lithe, 
  quiet man who speaks to everyone—serf, Space Marine, and 
  Inquisitor—with eloquent but brief honesty. He does not 
  seem particularly pleased to have been tithed to the Ordo 
  Xenos, but speaks no ill of the Inquisitor or her cadre. 
  the aBSent pilot
  The door to the bridge remains locked for the duration of 
  the trip, and the crew avoids discussion of the pilot. If the 
  Battle-Brothers make any attempt to approach the bridge, 
  Quist meets them with a polite request to respect the privacy 
  of her agents.
  55
  To: Inquisitor Adrielle Quist
  From: Inquisitor Zaer Vincent
  Subject: The City in the Sea
  Priority Clearance: Arch-Emblematis
  Adrielle,
  I know that our last conversation was less than civil, but as I prayed for guidance on who could fulfil my 
  task if I failed, no face came to my mind but yours. I am perilously close to finally uncovering the truth 
  beneath the legends and fatalities associated with Karlack’s southern seas.
  My latest work with the island sensor arrays has showed conclusively that a group of unnatural 
  structures does lie beneath the ocean, and I have triangulated them with nearly with enough precision 
  to make the journey. However, I have begun to suspect that I am not the only one interested in 
  finding these ruins. The surrounding islands teem with xeno-cultists. Their most troubling aspects are 
  the unusual degree of organisation they have displayed lately, and the core of well-researched theories 
  about the planet’s xenos history that underpin many of the tenets of their religion. It seems unlikely the 
  natives could have made such deductions on their own. Either an outside force is aiding these rebels 
  and cultists, or Karlack’s ancient inhabitants are not as dead as we foolishly believed.
  I have one last preparation to make, and then I will be departing for those cursed waters. I pray to the 
  Throne that I will only find the dead. As you know too well, caution has always been my blessing and 
  my curse. If some ill should befall me, my notes are in my quarters at Citadel Primaris. And if this is my 
  last opportunity to tell you, I’m sorry.
  The Emperor Protects,
  
  II : A Stony Sleep
  The Fortress 
  World
  “Let this moment mark the turning of the ages. We return the 
  Emperor’s light to this planet as we return it to this shadowed 
  Reach. This fortress will stand as a monument to the Imperium’s 
  immortality.”
  –Lord Militant Achilus at the groundbreaking of Karlack’s 
  Citadel Primaris
  T
  he approach to Karlack is unique within the Jericho 
  Reach. Read aloud or paraphrase the following on 
  approach:
  At the heart of the Crusade’s military power and the centre of the 
  Iron Collar that defends Imperial possession of the warp gate, 
  the fortress world’s perimeter is littered with defences. The first 
  layer of fortified space is a sphere of mechanised battle stations, 
  their augur arrays constantly scanning the void. A few track the 
  Angelus Invictus with their plasma batteries as it passes. Next, 
  on the outskirts of the occupied ring, are the massive space 
  docks where Adeptus Mechanicus adepts repair and slowly 
  construct new ships for the Imperial Navy. These jagged spires 
  and gargantuan platforms berth everything from gleaming new 
  fighters to the war-ravaged skeletons of cruisers who survived 
  battles their crews did not.
  Supply stations, more advanced sensorium arrays, and void-
  faring troop barracks orbit closer to the faded greyish-green planet. 
  Karlack’s sky and atmosphere are thick with the smoke of industry 
  and clouds of dirt thrown up by the ongoing construction. Once 
  you clear the brackish cloud layer, the landmasses are patchworks 
  of bare earth, dull armoured fortifications, and the occasional 
  stretch of green farmland where fast-growing crop strains are 
  continually planted and harvested for processing into rations.
  Tens of thousands of troops and transports stage from 
  Karlack at any one time, regiment upon regiment preparing 
  to replace the losses of an especially bloody battle in one 
  of the Crusade salients. However, in addition to the many 
  bases and emplacements in its orbit, the planet also requires a 
  large permanent garrison for defence and maintaining order. 
  Such troops occupy hundreds stations across Karlack, but the 
  largest, first, and most important of these is Citadel Primaris.
  Citadel Primaris towers like a mountain above a plain of 
  levelled earth. Observation decks and weapon emplacements 
  jut from the sloping walls at regular intervals. The Angelus 
  Invictus lands on one of the immense duracrete pads between 
  a Valkyrie transport and a huge Marauder bomber. Inquisitor 
  Quist presents her rosette to the straight-backed guards at the 
  main gate, and the Kill-team proceeds inside. A large gravel 
  yard lies beyond the high walls, where several squads are 
  drilling under the watchful eye of a Commissar. Before Quist 
  and the Battle-Brothers can even cross the yard, a man in a 
  General’s dress uniform emerges from one of the tall bastions, 
  flanked by a dozen guards in black flak armour. 
  The man is Lord General Castus Iacton. He briskly but 
  courteously greets the team before ushering them into his 
  ready room. Recognition sparks in the Lord General’s eyes as 
  Quist explains who she is and why she has come. When she 
  finishes, Iacton replies:
  “Inquisitor Quist, I was beginning to wonder if you were ever 
  going to come. Your colleague left this behind, with the strictest 
  orders that I was to deliver it to you only.” He walks to a small 
  adamantine vault edged with gold filigree, and aligns several 
  dials. The door swings open, and he withdraws a lacquered 
  box. It is etched with ornate designs, and held shut by a series of 
  warded locks even more diabolical than the one on his safe. He 
  carefully presents the box to Inquisitor Quist.
  As Quist takes the box from his gloved hands, have the 
  Battle-Brothers make Challenging (+0) Awareness Tests. 
  Anyone who passes notes a faint astringent odour as she 
  works the locks. It may occur to them that Quist is the only 
  individual in the room not wearing gloves. Immediately after 
  reporting this fact to any characters that succeeded in the 
  check, read aloud or paraphrase the following:
  56
  
  II: A Stony Sleep
  The Inquisitor spends a moment scrutinizing the interlocking 
  chains and coded wards. Then, she slides a chain aside to reveal 
  a circle of runes with the Inquisition’s symbol in the centre. She 
  depresses the symbol and the runes light up in an amber glow.
  Pause briefly after this section, giving the players a chance 
  to interject if they desire. If no one interrupts, continue:
  Buried within the chain links and carved into the locks are 
  partial icons, like pieces of a puzzle. In a very deliberate order, 
  Inquisitor Quist rotates the fastenings to align the symbols. As she 
  forms each one: a skull, a leering face, a sword, the amber runes 
  turn green. At last only one remains. She pauses for a few seconds, 
  squinting at the box as though to clear her vision.
  Again, pause here to give the players a chance to interrupt. 
  If they still do nothing, continue:
  She rubs her temples and aligns the two halves of an Aquila. 
  The final rune turns green. As Quist lifts the lid her breathing is 
  noticeably erratic. She sways slightly. The box tumbles from her 
  hands as she falls to the floor, colour quickly draining from her 
  face. The unlocked box lies beside her, open lid showing nothing 
  inside.
  The box’s seal mechanism is laced with a virulent contact 
  toxin. The severity of Quist’s exposure to it depends on how 
  long she handled the box. If the Battle-Brothers interrupted 
  before she started opening the box, she is incapacitated but not 
  in danger of dying. If they separated her from the box before 
  she finished opening it, then she may make a Challenging 
  (+0) Toughness Test to avoid the poison’s deadly effects. 
  If she opened the box, then no Toughness Test is possible. 
  If the toxin takes effect, the Inquisitor’s life is forfeit without 
  immediate medical attention.
  In addition to the missing Inquisitor Vincent, the Kill-team 
  now has a (hopefully) near-assassination to contend with. If 
  Quist lives, she is at best severely weakened and must remain 
  under the care of the Citadel’s medicae staff. Nihl Zee remains 
  at her side to stand guard. She charges the Kill-team with 
  finishing her Mission, and discovering who made the attack. 
  At this point the Citadel is open to them. 
  lord general CaStuS iaCton
  Lord General Iacton has the heavy responsibility of 
  command over Karlack. He is the most senior military 
  officer on the planet, and bears responsibility for 
  keeping it safe from both outside attack and any 
  internal failing of faith, security, or logistics. This 
  duty does not encompass just the ravaged planet, but 
  extends to the farthest hollowed-out asteroid and 
  smallest monitor buoy in the system. He is a stern 
  man tasked with more responsibilities than one man 
  could ever hope to handle. The ceaseless demands of 
  his duties have left him short on patience—even for 
  Inquisitors and Space Marines.
  the fate of inquiSitor quiSt
  A swiftly administered Ordinary (+0) Medicae 
  Test can save the Inquisitor’s life. If the group lacks an 
  Apothecary, the GM should be generous in allowing the 
  Kill-team to salvage this objective in some other way—
  perhaps through a clever application of the anti-toxins 
  stored in their power armour. It is also possible that a 
  Medicae in the Citadel could be summoned quickly 
  enough to prevent her death. If the Kill-team makes 
  little effort to save her and the GM has no further use 
  for Quist in his campaign, there is nothing to stop her 
  from expiring before the Battle-Brothers’ eyes either. 
  However, this should be an appropriately grave moment 
  for the Battle-Brothers, as it was their task to protect the 
  Inquisitor on this Mission—a task they have now failed. 
  They will surely want to seek out and bring justice to 
  the enemy that so dishonoured them.
  ditChing the inquiSition
  If Quist never gets near the box (or wears her gloves 
  that day), the GM should consider finding some other 
  reason to separate her from the Kill-team. Her profile is 
  provided and she could continue to lead this Mission, 
  but this isn’t likely to be as engaging for the players. 
  Solving xeno-cult conspiracies is the bread and butter 
  of the Ordo Xenos, and if they remain with Quist, 
  the Space Marines could end up feeling like glorified 
  bodyguards as she adeptly puts together the clues. 
  Some other possibilities for putting the Battle-Brothers 
  in control include:
  • Reveal the Alpha Legion’s involvement sooner—
  perhaps with a sighting of the Chaos Space 
  Marines in their regular armour. The confirmed 
  sighting of a Traitor Legion makes this a matter 
  for Space Marines at least as much as the Ordo 
  Xenos.
  • Increase the sense of urgency and have time pressure 
  force the group to split up. Quist and her agents 
  (and possibly Dyne) retrieve the city’s coordinates 
  for the Kill-team. The storms and earthquakes 
  around the planet increase, and Quist orders the 
  Kill-team to proceed immediately after acquiring 
  the submersible rather than waiting for her.
  • Increase the importance of Alexei Drahj. He gets 
  wind of the Ordo Xenos and flees. Quist and Dyne 
  make pursuing him their priority, and the Kill-team 
  must complete the original Mission on Karlack.
  57
  
  II : A Stony Sleep
  the ready rooM
  Like everything Imperial on Karlack, the Lord-General’s 
  ready room carries the faint stigma of being “new.” Despite 
  attempts to tarnish the gold luminators and age the parchment 
  of freshly inked maps, one cannot help but notice the telltale 
  lack of wear that comes with new construction. Several star 
  charts hang about the walls, with entirely too many un-
  claimed worlds marked, and the Hadex Anomaly festering in 
  the very centre of the Imperium’s trident of conquest.
  If questioned, the Lord General is cooperative though 
  noticeably impatient. He reveals the following information:
  • Inquisitor Vincent left Citadel Primaris almost a year 
  ago (around the date of his letter to Quist). When he 
  departed, he left the box in his quarters.
  • The Inquisitor claimed to be here to staunch the 
  flourishing Cold Trade of xenos relics in Kar’thir, but the 
  Lord General knew he spent a great deal of time on other 
  more secret matters.
  After a few minutes of questioning or at any point that 
  the conversation seems to be lagging or growing repetitive, 
  Iacton exclaims:
  “Isn’t there some report you can retrieve? I told all this to the 
  other Space Marines just last week!” 
  According to Iacton, the “other Space Marines” bore the 
  markings of the Black Templars. (The Battle-Brothers may 
  make an Ordinary (+10) Common Lore (Jericho Reach) 
  Test to realise that no Black Templars are on the roster of 
  Achilus Crusade forces). The Black Templars asked Iacton 
  many questions about Inquisitor Vincent, and investigated the 
  Inquisitor’s quarters, which had been left undisturbed since 
  his departure. It was actually their suggestion that he move 
  the box from Vincent’s room to his vault. Once the other 
  Space Marines had finished their investigation, they departed; 
  Iacton believes they may have had a few documents in their 
  possession. Their transport’s trajectory suggested they were 
  headed elsewhere on the planet, but beyond that Iacton has 
  nothing to suggest.
  troop BarraCkS
  Citadel Primaris can house whole regiments easily, but its 
  accommodations are less than luxurious. As the fortress’s least 
  valuable resource, the guardsmen are stored in the exterior 
  rooms, the first layer beyond the high protective walls. Tall 
  ladders line the walls so that occupants can climb to the upper 
  bunks, which are stacked dozens high. The guardsmen peer 
  down curiously from their perches if they spot the Kill-team, 
  but keep their distance. They do not have any information on 
  Inquisitor Vincent; in fact the vast majority of them arrived 
  after his disappearance. However, they can offer various 
  relevant insights on the planet based on a Routine (+20) 
  Inquiry Test. (A Command Test may be substituted for this 
  roll, but the Test becomes Challenging (+0) as the men are 
  intimidated.) The GM may add appropriate bonuses for good 
  roleplaying ( see Table 2–1 below).
  vinCent’S quarterS
  The Inquisition’s reputation has been quite effective in keeping 
  Vincent’s room isolated. The troops who know it exists have 
  a very real fear of facing execution for glimpsing the wrong 
  document or artefact. The room is a converted office, with 
  an unmade and largely unused cot in one corner. The small, 
  disorderly room could easily be mistaken for the home of a 
  lowly scribe. Parchment litters the desk and the cot, books lie 
  open—each with a dozen page markers in it, and stacks of 
  journals tower perilously on every flat surface. Several of the 
  drawings depict geometric symbols of xenos origin. 
  A Routine (+20) Search Test locates several items 
  of interest. The first item is an Artefact Manifest (See the 
  handout on page 86) describing ruined fragments of the 
  alien technology Vincent encountered on Karlack. It is stored 
  with the other materials of his investigation, suggesting some 
  connection between them. The Search Test also allows the 
  Space Marines to determine that a page has been freshly torn 
  from one of his research journals. The journal’s title page reads 
  “Beneath the Cenotaph.” The book is full of hand-written 
  observations, sketches, and theories about the ancient history 
  of Kar’thir, where the Cenotaph of Achilus resides. Vincent’s 
  notes suggest that the indigenous city may have been built on 
  the ruins of a civilisation that pre-dated human settlement.
  Table 2–1: Information on the Southern Islands
  Degrees of Success
  Result
  0 
  The southern continent is a source of strange occurrences, ill omens, and heretical cults. Troops are 
  regularly deployed to put down uprisings and defend the scattered Imperial holdings.
  1
  As above. Also, the cult activity in the south has been on the rise. In particular, a group called The Reborn 
  has been especially destructive.
  2
  As above. Also, The Reborn used to be a fairly minor operation, no greater than the rest of the insurgent 
  rabble. Their transformation into a serious threat began when a man calling himself Feynir Surbryte 
  became their leader. Their operations are not isolated to the south, and they have hidden cells all across 
  the planet.
  3+
  As above. Also, several people have been executed in Kar’thir over the last few years for participating 
  in the underground sale of xenos artefacts, or the Cold Trade. Many suspect that a great deal of their 
  proscribed stock comes from the south.
  58
  
  II: A Stony Sleep
  If the Search Test succeeds by two or more degrees of 
  success, the Battle-Brothers also find the torn scraps of a 
  parchment strip behind a desk. This brief note was taken from 
  inside the box by the impostor Space Marines, and shredded. 
  However, a little patience can reconstruct the message. It 
  reads:
  No door that we would understand leads into the city. This key 
  will afford you entry.
  prinCe-prefeCt allewiS lxxxiii
  Prince Allewis the eighty-third ruled Karlack when the 
  Crusade first made contact. The Imperium was quick to praise 
  him for his preservation of tradition and the Emperor’s creed. 
  He in turn was quick to support the re-assimilation into the 
  Imperium, and the re-introduction of the many wondrous 
  technologies the people had forgotten. No one benefitted 
  more from these marvels than the Prince himself. The Crusade 
  bestowed upon him the additional title of prefect, and has 
  made sure he lives in safety and comfort. He now occupies 
  a suite on one of the Citadel’s highest levels, sound-proofed 
  against the clamour of armies and vehicles outside.
  Allewis is a shrewd politician who kept his planet in 
  line with strong public demonstrations of force before the 
  Imperium’s arrival. His primary function now, beyond serving 
  as a figurehead, is to advise the Lord General on his people’s 
  culture. Although he has been able to take a far less active 
  role in the ruling of Karlack since the Crusade arrived, his 
  political instincts remain unchanged. He understands that he 
  stands in a precarious situation—dependent upon the Crusade 
  to maintain his station, and yet in competition with them for 
  influence over the planet and its resources. His best asset in 
  this power struggle is to grow his allies on and off planet. He 
  is always quick to invite important visitors for an audience, 
  and the Battle-Brothers are no exception. If they spend long 
  at Citadel Primaris a native servant approaches them with a 
  perfumed envelope bearing the wax seal of a sleeping felid.
  Optional Encounter: the Prince’s Sanctuary
  Should the Battle-Brothers take Prince-Prefect Allewis up on 
  his offer, they board an ascender that carries them hundreds 
  of metres up to the Citadel’s upper levels. The Prince’s 
  receiving room is decorated with off-world luxuries and a 
  large silver crest of a sleeping felid hangs prominently on the 
  mantle. As the Kill-team arrives, read aloud or paraphrase the 
  following:
  “Welcome, welcome fine visitors.” The Prince-Prefect ushers you 
  into a richly appointed room that belongs in a noble’s hive spire, 
  not a fortress. The exterior balcony provides a sweeping view 
  of the murky sky and bare earth outside. He gestures at a side 
  table obviously prepared by a shrewd diplomat versed in the 
  Adeptus Astartes. A basin of ice holds large, sturdy goblets of 
  wine sized so that even power-armoured hands can grip them. 
  The accompanying delicacy of Bekrin otter has been seared on 
  large skewers making it equally easy to partake of. “Now, the 
  Adeptus Astartes only call when something important is afoot. 
  How can Karlack’s Prince-Prefect assist you?”
  59
  The CiTy BeneaTh The Sea
  The legends associated with Karlack’s southern seas are so varied and mutable that attempting to sift out the 
  grains of truth from them has been a daunting task. Still, certain themes have recurred in my historical 
  research and the hundreds of oral legends recounted to me. Points of agreement include:
  The Sunken City—Dozens of accounts report the existence a vast ruined city deep beneath the southern ocean. 
  Details of its appearance are sparse, but the few that exist point with disturbing agreement to a definitively 
  inhuman design.
  Ill Omens—Virtually everything about the south is viewed with gloom and pessimism. Whether the tide is 
  high or low, the sun shines or storms rage, soothsayers rush to call it bad tidings. Every disaster, poor crop, 
  and stillbirth on the rest of the planet is quickly attributed to the omens from the south.
  Restless Machine Spirits—False augury readings, engine failings, rebellious weapons—all of these phenomena 
  and more seem to occur with unusual frequency near the southern oceans. 
  Spectres of Death—Of all the images conjured by the native tales, this is the one which haunts my dreams. 
  The most common purpose of these dark, ghostly apparitions is as collectors of lost souls. These black, shrouded 
  beings rise from the sea to drag men down to oblivion. Afterlives aside, what concerns me is that if any truth 
  lies in this particular legend, then whatever lies beneath the sea may not be quite dead after all.
  
  II : A Stony Sleep
  He listens intently to whatever information they reveal, 
  making noises of consternation and sympathy at all the 
  appropriate moments. The Prince has two primary assets at 
  his disposal: the Planetary Defence Force and a vast network 
  of eyes and ears across the planet. Once he has assembled an 
  idea of what he might be able to offer the Battle-Brothers 
  based on his resources, he gets to his own agenda.
  The relationship between Allewis and Lord General Iacton 
  is strained at best. Allewis’s desire to maintain some security 
  and standard of living on his planet (at least for himself ) is 
  not in accord with the Crusade’s great need for manpower, 
  materials, and food. Their latest bone of contention is over 
  the re-building of the Karlack 1st. Iacton has his eyes on the 
  royal guard to provide a core of men with combat training to 
  this rebuilt regiment. Allewis on the other hand believes that 
  the Planetary Defence Force is already far understrength, and 
  does not want to give away a single man.
   He asks them to speak to Iacton on his behalf, and persuade 
  him to leave the royal guard here. Allewis is confident that the 
  opinions of the Adeptus Astartes would carry strong weight 
  with the Lord General. In exchange, he offers whatever aid he 
  has surmised might be helpful. This might include supplies, 
  sightings of the Black Templars, or the simple promise of a 
  favour depending on what the Kill-team told him of their 
  mission. If they refuse his offer, he is gracious, but provides 
  no useful information aside from small talk of dreadful riots 
  in the south. 
  Mustering ground
  Vast flats of levelled ground radiate out for miles from Citadel 
  Primaris. A haphazard stream of troops lands and depart in 
  shuttles at all hours of the day and night. The small figures of 
  lone officers pace between the blocks of soldiers, bellowing 
  commands and catechisms that are swallowed in the perpetual 
  roar of vehicles.
  The Karlack 1st is slowly assembling in their allotment 
  of dirt. This is no less than the fourth time this regiment 
  has been re-founded, and the Imperial Guard looks like it is 
  recruiting from the bottom of the barrel. The men still wear 
  their woven native clothing; many are boys too young to 
  even undergo Space Marine trials, while others are so old 
  and sickly they seem unlikely to survive the space voyage 
  to their first deployment. Their leader, Commander Emvire, 
  paces restlessly through the scrawny ranks.
  training ground
  The space between the outer Citadel walls and the main 
  fortress itself is a training ground. Presently, several squads 
  of the 16th Maccabian Janissaries run orderly drills on the 
  hard-packed dirt. This regiment of iron-masked soldiers was 
  recruited from the Calixis Sector’s bright, cold shrine world 
  of Maccabeus. Their grim determination and deep-rooted 
  faith make Maccabian troops well suited to the corrupting 
  horrors the Acheros Salient. 
  Minka Thrace 
  Minka Thrace leads the drills on the range. She is a small, 
  fierce woman with a piercing grey gaze. She and her brother 
  were orphaned at a young age by a religious schism. She 
  attended the Schola Pregenium and was tagged for a future 
  of military leadership, while her brother joined the Black 
  Priests.
  optional encounter: assault on 
  the prince
  Prince-Prefect Allewis has done a remarkable job keeping 
  himself in favour with most of the oppressed population. 
  However, there are fractious elements that attribute 
  considerable blame to him for the plight of Karlack’s native 
  people. One such group calls themselves the Sons of Taeg, 
  after the dead baron of Kar’thir. The enmity of this small but 
  capable minority is one of the things that keeps him behind 
  the fortress walls. Hatred is a powerful motivator, and even the 
  fortress is not enough to deter the Sons of Taeg. Composed 
  largely of former knights and other members of what used to 
  be Karlack’s privileged class, these men were already trained 
  in the primitive arts of war. They quickly added stealth and 
  guile to their repertoire to avoid Imperial reprisals.
  For months, they have carefully planned an assassination 
  of “The Turncoat Prince.” One of their members enters the 
  Citadel walls driving a six-wheeled transport stacked with 
  crates that allegedly contain rations. In fact it holds more 
  Sons of Taeg. Unfortunately for them, their timing coincides 
  with the Battle-Brothers’ presence. Shortly after the troops 
  in the yard begin to file out from their drilling to return to 
  their camps, the Sons of Taeg burst from their hiding place, 
  willing to sacrifice their lives to take down Prince Allewis. 
  If they are anywhere in the Citadel’s vicinity, the Kill-team 
  60
  Esteemed Warriors of the God-Emperor,
  You would do me great honour if you would meet with me at the summit of this magnificent Imperial castle. 
  I know that men of your importance are always short on time. I promise you brevity, and an unparalleled 
  knowledge of the places, people, and history of this humble planet. 
  Your faithful servant,
  Prince-Prefect Allewis LXXXIII
  
  II: A Stony Sleep
  cannot miss the ensuing commotion. The Sons of Taeg profile 
  can be found on page 91 Most notably, each man has a 
  single demolition charge containing 1d5+1 kg of explosives 
  readied. (Roll separately for the payload of each rebel, and 
  do not reveal the numbers to the players.) These bombs are 
  deadly, but they were intended to be planted, not thrown. If 
  a Son of Taeg becomes desperate enough to use his explosive 
  charge as a weapon, it travels only 2 metres + 2 metres for 
  every degree of success on his Ballistic Skill Test. If the Test 
  is failed, this means it still detonates but travels nowhere. This 
  means there is a high probability the thrower himself is caught 
  in the blast. He will only make such an attack if death seems 
  imminent (this includes being targeted by a Space Marine). To 
  make matters worse, the rebels stole fatigues from the green 
  recruits of the Karlack 1st, making them very difficult to pick 
  out from actual Guardsmen. The bulk of their explosives is 
  largely what gives them away.
  These explosives aren’t something that a Space Marine can 
  ignore, but fully armoured they can survive a few detonations 
  and keep fighting. The real danger is not to the Battle-Brothers, 
  but to Citadel Primaris, its stationed troops, and of course to 
  Prince-Prefect Allewis. By the time the Battle-Brothers reach 
  the training range, it is a confused maelstrom of combatants, 
  corpses, and explosions. Assume at this juncture the surviving 
  number of Sons of Taeg number twice that of the Kill-team. 
  The following rules apply to this fight:
  Camouflaged Enemy: On the first Round a Space Marine 
  enters this combat, and every time he wishes to locate a new 
  hostile target, he must make an Awareness Test to pick out a 
  Son of Taeg from the actual Guardsmen. (No Test is required to 
  locate a foe one of his Battle-Brothers is already fighting.) 
  Stand Back!: An exploding demolition charge kills a 
  number of Guardsmen equal to the blast radius of his charges 
  (kg x 3) unless the Battle-Brother takes some action to get them 
  out of the way before his opponent dies. His options are:
  • The Battle-Brother can order the Guardsmen to get clear 
  of the combat. To do so, he makes a Routine (+10) 
  Command Test. If he succeeds, the soldiers pull back 
  a number of metres equal to their Full Move (6) plus 1 
  metre for every Degree of Success. This is a Half Action 
  for the Battle-Brother and may be repeated to move the 
  men further.
  • The Battle-Brother can toss men great distances with his 
  enhanced strength (although the “saved” Guardsmen may 
  end up with bruises and broken bones). For every Half 
  Action he spends sweeping Guardsmen out of the way, he 
  removes a number of men from the blast area equal to his 
  Strength Bonus.
  • As a last resort, the Space Marine can throw himself on 
  a blast to shield others from the explosion. This requires 
  a Challenging (+0) Agility Test to act in time. If he 
  succeeds, the Battle-Brother fully stops the blast from 
  killing any Guardsmen, but the explosion adds an 
  additional 1d10 per 2 kg to its normal Damage. This is 
  a Reaction.
  Death to the Turncoat!: The ultimate goal of the Sons of 
  Taeg is to take out the Prince-Prefect. Any of the rebels who 
  go undetected for 5 Rounds make it inside the Citadel on their 
  6th Round, and proceed towards the Prince-Prefect’s quarters. 
  Assume the following progression of their movement:
  • Rounds 7-8: Moving through the halls towards the 
  ascender. Each agent has a 20% chance of being located 
  and killed in combat with loyal forces before they make it 
  to the ascender.
  • Rounds 9-12: Riding the ascender up to Allewis’s level
  •  Round 13: Moving to Allewis’s quarters
  • Round 14: Attempting to blow up the Turncoat Prince. 
  (All of Allewis’s guards are engaged in the fight outside 
  the Citadel.)
  following the BlaCk teMplarS
  When the “other Space Marines” left the fortress, their next 
  destination was the Cenotaph of Achilus. In addition to 
  Vincent’s plundered notes, other possibilities exist for putting 
  the Kill-team on the trail to Kar’thir.
  • An enterprising Techmarine may filter through the data 
  banks from the Citadel’s sensor logs. A Challenging 
  (+0) Logic Test can extrapolate their exact vector.
  • The Prince-Prefect may not personally step much outside 
  the Citadel these days, but his eyes and ears are another 
  matter. His informants in Kar’thir heard of black-clad 
  Space Marines in the city last week. Allewis expects a 
  reciprocal favour for sharing this information, although 
  he may find himself disappointed.
  61
  the ill-fated karlaCk 1St 
  The Crusade has raised five regiments from Karlack 
  since making contact with the planet, providing vital 
  replenishment to the forces from other sectors that ship 
  through the warp gate. No tale of a regiment in the 
  Jericho Reach is a pleasant one, but the Karlack 1st 
  has been shattered and reformed three times since its 
  inception.
  • 786.M41: The regiment receives passage to 
  the coreward battlefront on the Lord Militant’s 
  Proclamation of Wrath. They are lost with Lord 
  Militant Achilus himself in the infamous Gellar 
  field failure.
  • 812.M41: The regiment is decimated by the first 
  Tyranid offensive.
  • 786.M41: The regiment is shattered on the Death 
  World Ravacene, reduced to only a handful of men 
  from the bloody war and toxic environment.
  CoMMander eMvire
  Commander Tarik Emvire has had the dubious fortune 
  of surviving the last two events that desolated the 
  Karlack 1st. He is a tall, burly man who now wields 
  a chain axe instead of the steel one he possessed as 
  Kar’thir’s master at arms before the arrival of the 
  Imperium. He has greyed significantly in the decades 
  since he joined the Hammer of the Emperor. He 
  also carries a persistent cough from the ash-choked 
  environment of his last posting.
  
  II : A Stony Sleep
  • Mediator Dyne hears about the follow up on his master’s 
  disappearance and sends a message (intended for Quist) 
  to the Citadel asking for a meeting in Kar’thir. Once in 
  the city, the Kill-team hears of the Black Templars’ recent 
  presence. (See Stories from Kar’thir on page 63.)
  UPON THIS ROcK
  The Cenotaph of Achilus looms in the heart of Kar’thir, 
  Karlack’s largest city. This towering black monument entombs 
  the Crusade’s first Lord Militant, Tiber Achilus. Built upon 
  the ruins of an ancient Imperial temple, it has become the 
  spiritual heart of the Crusade in many regards—with all 
  the curses and commendations that entails. Read aloud or 
  paraphrase the following as the Battle-Brothers approach:
  The Cenotaph is a gleaming monolith of black marble, built 
  in the centre of a sprawling feudal town. It dwarfs the muddy 
  wooden buildings that huddle like supplicants around its base. 
  Large swathes of bare earth scar the settlement and its adjacent 
  lands; some of them hold the skeletons of abandoned construction. 
  Large cargo haulers rumble down other dirt paths, throwing huge 
  clouds of dust into the air.
  The Cenotaph was anticipated to become a popular 
  pilgrimage for the newly devout of the Jericho Reach. 
  However, when the Crusade did not progress as smoothly as 
  its leaders had hoped, they quickly abandoned their efforts 
  to modernise Kar’thir in order to funnel resources into the 
  salients. The remains of their grand ambitions now crumble, 
  neglected. A modest landing pad, one such fruit of these 
  abandoned labours, sits on the edge of the city. An unpaved 
  trail leads from it up into Kar’thir’s heart.
  THE cITY OF KAR’THIR
  Before the Crusade’s arrival, Kar’thir was a prospering centre 
  of art and commerce under the rule of Baron Taeg. Now, it has 
  seen better days. The population has slowly atrophied from 
  sickness and emigration. The Baron, the most visible member 
  of Karlack’s nobility after the Prince moved to his new office 
  inside Citadel Primaris, was executed for supporting rebellion 
  several years ago—an Imperial verdict many natives question. 
  With its last advocate gone, the city is a desolate, grimy jumble 
  of half-finished construction, abandoned feudal shops, and 
  the roaring machines of progress.
  A large majority of the settlement’s denizens are Karlack’s 
  natives, still eking out a living in the diminishing city. The 
  people of Kar’thir generally have one of two reactions to 
  the Battle-Brothers. Either they treat them with deferential 
  respect, or they avoid them with the same distance they give 
  all representatives of the Imperium. These mixed reactions are 
  partly caused by the citizens’ limited recognition of the Space 
  Marines for what they are. The Adeptus Astartes are a subject 
  only depicted in oral tradition and extrapolated imagery. If 
  the Battle-Brothers make their nature clear to a native, they 
  are more likely (though not guaranteed) to garner respect.
  taeg Manor
  Baron Taeg’s ancestral home slowly crumbles in one quarter 
  of Kar’thir. Respect and superstition keeps most of the locals 
  from crossing through its iron gates. Its lawn is a stark patch 
  of green in the dirty city, although it has evolved into a tangle 
  of weeds and interlocking trees without anyone to maintain 
  it. The three-story estate is dark within, and rumour says its 
  dead Lord still walks the halls. The only ghost for the Battle-
  Brothers to encounter here is Mediator Dyne, a member of 
  Inquisitor Vincent’s cadre.
  Dyne is extremely pleased to contact allies he can reveal 
  himself to. He offers his assistance on the Kill-team’s task 
  unconditionally, and requests their aid with his duty. He has 
  uncovered that the merchant Alexei Drahj is using Kar’thir as 
  a hub for smuggling xenos artefacts. He has the channels to 
  arrange a meeting by posing as a prospective buyer. However, 
  without the rest of his cadre, he lacks the firepower to bring 
  the well-protected criminal to justice. Dyne asks if the Battle-
  Brothers are willing aide him in this matter. (See the Cold 
  Trade optional encounter below.) 
  foreigner’S triangle
  The first Imperials to settle in Kar’thir occupied apartments 
  bordered by three main thoroughfares. As more prospecting 
  traders and visiting Crusade officials gathered in this district, 
  it took on its nickname with the natives. The first wave of 
  improvements to the city’s rudimentary infrastructure began 
  here. A few blocks of finished modern buildings stand alone 
  in the epicentre of the abandoned renovation efforts. A 
  jagged ring of desolate skeletal structures and demolished lots 
  radiates out from the triangle.
  The Unfinished Basilica
  On the outside, this incomplete Administratum building 
  appears little different from the other lonely skeletons around 
  it. The framework stops at six stories, with no more than 
  crossbeams laid on any floor. The eroding edifices still wait 
  for statuary and the arched windows remain open holes. 
  This unassuming exterior is precisely why the xenos artefact 
  traffickers of the Transpired Circle selected it for clandestine 
  meetings and exchanges. (See the Cold Trade optional 
  encounter below).
  the tannery
  From the outside, there is nothing noteworthy about this 
  workshop on the western edge of town except the usual 
  stench of dead animals and tanning agents associated with 
  leatherworking. However, its interior houses a passage that 
  leads to an ancient site deep beneath the Cenotaph. It is 
  obscured behind racks of hanging animal skins, and the 
  Battle-Brothers are more likely to find themselves coming 
  from the reverse side of the passage.
  62
  
  II: A Stony Sleep
  the oBSidian pavilion
  The original centre of Kar’thir was razed (along with many 
  buildings) to accommodate the Cenotaph. Even though no 
  sign remains of the dark stone tiles that gave the square its 
  name, it maintains the title of “Obsidian Pavilion,” and still 
  serves as the central function area of the city. The activity now 
  clusters around the steps up to the towering monument.
  The western side of the plaza holds freshly built stocks 
  and a gallows. The stocks are crowded with transgressors 
  against the Imperial Creed. The rest of the pavilion holds 
  a scattering of visitors and locals. The off-worlders are 
  primarily dignitaries and merchants making a show of piety. 
  Alexei Drahj may be present with his usual retainers, casually 
  inspecting the impoverished population’s wares. The desire 
  for new Imperial currency draws the natives to the foot of the 
  Cenotaph. They hawk everything from handmade jewellery 
  to rough-carved aquila icons, largely by waving these wares 
  in their hands. A sizeable portion of the peddlers offer stone 
  fragments with dull gold etchings, calling them “Eternity 
  Charms.” These trinkets are supposedly wrought from the 
  ruins of the holy site on which Kar’thir was founded, although 
  some smell suspiciously of fresh paint.
  Stories from Kar’thir
  The Obsidian Pavilion is the easiest place to interact with 
  the natives, although certainly not the only one. Below are 
  various stories that might be gleaned through interaction   
  in Kar’thir:
  • “Everyone knows there’s something wrong with the 
  oceans below. There was an ill wind blowing from the 
  south the day my wife bore our still babe. It was the cold 
  breath of the reapers that live on the ocean floor, coming 
  to take our poor child.”
  • “Have you come to avenge Baron Taeg? His spirit rests 
  ill, I tell you. His shadow moves back and forth in the 
  halls of his old estate, and I’ve seen the lights flickering 
  late at night from the road outside.”
  • “Eternity Charms are nothing to be concerned with. 
  They’re just harmless little reminders that good works 
  can be immortal. Worse things change hands in Kar’thir. 
  The Transpired Circle come like vultures to pick the 
  ancient bones clean. The tales of what they find in the 
  mud and rocks are so nightmarish I couldn’t begin to 
  tell you what’s true and what’s not. But if you want 
  something to look at, how about a nice, safe Charm? I’ll 
  give you a good price on this one.”
  • “What sort of miracle or menace has brought the holy 
  Adeptus Astartes to us twice in so little time? I think I’d 
  best be strong in my ignorance—better not to know. But 
  sure as I stand before you blessed warriors now, there was 
  another group here in the Pavilion just a few days ago. 
  They didn’t stop to bless us with their words as you have, 
  just went right to the Cenotaph there.”
  the Cenotaph of aChiluS
  The Crusade’s first Lord Militant is memorialised in a tomb 
  whose grandeur is derived from brute size. There is nothing 
  ornate or intricate about the towering black monolith; it is just 
  a soaring pillar of stone engraved with an ever-growing tally 
  of the lost. Before the Age of Shadow fell across the Jericho 
  Sector, Kar’thir’ centred around a fabulous church of the 
  God-Emperor built on the top of a rolling hill. That temple 
  of Imperial faith toppled long ago, but the Cenotaph is built 
  of magnificent black plinths excavated from its foundations.
  On the western side of the monument there are tall 
  doors which lead into the crypt’s interior. These doors are 
  supposed to be sealed, and the fact that they stand damaged 
  is an immediate sign that something amiss. A large breach 
  exists in these panels, easily wide enough for a Space Marine 
  Mediator lazel dyne
  Dyne is an accomplished sage, and often served as the 
  face man for Vincent’s operations. He wears simple 
  local robes with a draping hood to keep his cranial 
  implants from attracting attention. For two years he 
  has investigated the “Cold Trade” of xenos artefacts in 
  Kar’thir. Much of the last year has been spent waiting 
  for his master to return—a possibility that grows ever 
  more remote. 
  If Dyne hears that agents of the Ordo Xenos are 
  nearby, he attempts to contact them. This may be via 
  letter at the Citadel, or seeking them out in person if 
  he can find them in Kar’thir. Dyne can provide some 
  insight into the last known actions of Inquisitor Vincent. 
  According to him, Vincent uncovered the location of 
  the ruins beneath the sea just before he disappeared. 
  He gathered his cadre to make some final preparations 
  in the southern islands, and intended to then head 
  for the sunken city. Dyne is well-versed in the steps 
  Inquisitor Vincent had to carry out in his investigation 
  of the city. He can educate the Kill-team on any or all 
  of the obstacles they may face if they seek to find it 
  themselves. (See the Objectives on page 69.)
  Dyne remained behind as he was close to rooting 
  out the artefact traffickers. He never heard from the 
  cadre again. He also knows that Vincent spent a great 
  deal of time in Kar’thir studying the Cenotaph, but can 
  only conjecture what connection it has to the xenos 
  structures in the southern ocean.
  in age there iS Strength
  In the Imperium, older is usually better. Anything 
  built in contemporary times is a copy of a copy of a 
  copy of a design only half remembered. Karlack reeks 
  of newness, and nowhere is that more apparent than 
  the Foreigner’s Triangle. Its architects did their best 
  to weather the stone and tarnish the metal for a false 
  veneer of age, but it does a poor job of concealing the 
  planet’s lack of mankind’s legacy.
  63
  
  II : A Stony Sleep
  to enter. When the Battle-Brothers cross the threshold, the 
  tomb’s interior is a drastically different environment from 
  the outside. The unexposed sides of the black marble retain 
  strange golden markings that glitter in the low light. A 
  giant white likeness of the lost Tiber Achilus stands in the 
  monument’s hollow heart, equally empty. The original Lord 
  Militant was lost to the warp, and the stone effigy serves the 
  place of a coffin. The path of the intruders is immediately 
  obvious; a gaping hole in the floor leads down into the ruins 
  beneath the tomb.
  The opening drops into the nave of a crumbling Imperial 
  cathedral. The wooden pews have long since rotted, and 
  any ornamentation been stripped by scavengers, but statue 
  fragments and faded patches of murals remain. The Battle-
  Brothers find themselves facing fragments of their own 
  likenesses: Space Marines in old marks of armour carved into 
  the support pillars. However, the tunnels continue. The walls 
  of multiple altar niches and the apse gape open, revealing 
  that an even more ancient site exists behind the Imperial 
  construction. All of the chambers beyond are walled in the 
  same sleek black material that forms the Cenotaph itself.
  the eMpty MauSoleuM
  Behind the apse is an empty, cavernous sepulchre. Bare shelves 
  and empty platforms evidence the many sarcophagi that once 
  occupied the chamber. A square platform stands in the middle 
  of the chamber. All that remains of the dull metal statue once 
  topping it is a set of oblong boots with overlapping scales 
  terracing the slope of the foot. Opposite the statue is a circle 
  etched in the black floor. Close inspection reveals inactive 
  gold micro-circuitry inside its 5 metre radius. Everything else 
  was looted generations ago.
  the CruMBling reliquary
  This section of the ancient structure is in the worst state 
  of disrepair. The construction above has caused collapsed 
  walls and earthen cave-ins that render this chamber a maze 
  of rubble. A faint, repetitive scraping echoes from ahead. A 
  Challenging (+0) Awareness Test identifies the sound of 
  metal tools in the dirt. It can also lead the listener to the source 
  of the digging. Read aloud or paraphrase the following:
  As you come around a crumbled pillar, you see three men in local 
  clothes. They use shovels and spades to dig underneath the rubble. 
  You catch the last fragment of a conversation: “Don’t you think 
  if they’ve spent all this time down here they must know the place 
  better than us?” Another voice replies, “Didn’t say they don’t. Just 
  saying I don’t want to gamble they’re the types to share.”
  The men’s names are Stephan, Weyr, and Kall. They freeze 
  for a moment at the sight of hulking men in power armour and 
  then react in uncoordinated panic. Roll Initiative and treat the 
  ensuing Rounds as a combat to determine if the grave robbers 
  get a chance to act. They are not thinking rationally, and take 
  the following actions unless Very Hard (–30) Interaction 
  Tests are made. Stephan lobs his shovel in the Battle-Brothers’ 
  direction and tries to run deeper into the rubble to hide. Weyr 
  brandishes his pick and does his best to look menacing with 
  it. He attacks with it if anyone draws near. Kall, the only one 
  to apparently recognise them, drops to his knees and begins 
  praying to the Emperor for forgiveness.
  When the “combat” is over, presumably the Battle-Brothers 
  have custody of at least one prisoner, along with their plunder. 
  The results of the men’s toil lie in a nearby burlap sack. It 
  contains a dozen chipped pieces of marble identical to the 
  “Eternity Charms” and a strange green orb.
  Obviously outclassed, the grave robbers are forthcoming 
  with any information the Battle-Brothers ask for. At this 
  juncture they just hope not to be turned over to the local PDF 
  officers. They offer at least one of the Stories from Karthir (See 
  page 63), and may also provide the following facts depending 
  on the conversation:
  • This is their third expedition since the opening appeared 
  in the Cenotaph. Most of their findings have been Eternity 
  Charms, but there was one other unusual item—a strange 
  staff with branching crescent blades—which they sold to 
  Alexei Drahj.
  • They have heard strange voices coming from the other 
  end of the ruins, past the carved tunnels. At first they 
  thought it to be competitors for artefacts, but glimpses 
  of hooded figures made them reconsider a confrontation. 
  They have stayed clear of that section. Its occupants must 
  have some other way in and out.
  The men conclude any conversation with a vow never to 
  enter the ruins again, and a plea to let them leave quietly.
  the Carved tunnelS
  Twin tunnels wind back from two of the altars; their walls 
  covered in remarkably preserved images. While the familiar 
  vertical strips of geometric golden script do occur at regular 
  intervals, it is carved reliefs that dominate the passage. The 
  imagery varies: landscapes with geometric structures, odd 
  skeletal faces, and sarcophagi. A circular panel ringed with 
  glyphs depicts a series of structures beneath a horizontal line. 
  If any of the Battle-Brothers stop to examine this image, the 
  line could be interpreted as the level of the ocean above the 
  buildings. A Challenging (+0) Ciphers (Xenos Markings) 
  or Hard (–20) Logic Test detects a recurring mathematical 
  theme in the symbols around the relief, suggesting map 
  coordinates. However, without the cipher key, no further 
  decryption is possible. 
  the CultiSt ChaMBer
  Whatever purpose the western ruins may have once served, 
  they are now a site of worship for the Reborn. The carved 
  tunnels unite in a small vestibule which opens up to an 
  immense man-made chasm. This opening is 30 metres wide 
  and appears to stretch down into the ground for hundreds, 
  if not thousands of metres. Its present occupants are not the 
  first to discover this location. Once a black facade covered 
  the entry chamber, but it is pitted and scarred from years of 
  scavengers picking away at it. The walls on either side of 
  64
  
  II: A Stony Sleep
  the deep chamber crumble a few grains at a time, weakened 
  when the huge pillars used to construct the Cenotaph were 
  excavated. Deep below a warm light glows faintly, and soft 
  voices echo.
  The descent towards the bottom of the chamber is 
  thousands of metres. Without any additional gear the Climb 
  Test is Challenging (+0)—a risky process, but not impossible. 
  The GM should provide generous bonuses for any clever 
  ideas on scaling down more safely, such as the Ultramarines’ 
  Lead by Example ability using knives for climbing spikes. For 
  simplicity’s sake use only one Test to represent the descent, 
  which takes about thirty minutes. Should any character be 
  in possession of suitable climbing gear or a Jump Pack, he 
  can make an attempt (with the most applicable Skill) to grab 
  any comrade that fails his Climb Test and prevent them from 
  tumbling to their doom. (If any unfortunate characters fail and 
  are not saved, they wake up sore and bruised on a convenient 
  rock outcropping many metres below, less one Fate Point.)
  As the Battle-Brothers descend the wall, they can begin 
  to observe the activity beneath them. If anyone is equipped 
  with magnification equipment, read aloud or paraphrase the 
  following:
  Figures gather below, dressed in the simple wools and cotton 
  weaves of Kar’thir’s residents. Rising above them in the centre of 
  a room is a crude statue. Its metal body is humanoid but vaguely 
  defined—either deliberately or due to poor craftsmanship. Only 
  the head is clearly fashioned and painted; it depicts a stark white 
  human skull.
  Further down, their Auto-senses begin to pick out the 
  words spoken below them. Their leader (the tanner who owns 
  the shop with the passage in it) is sharing vibrant stories of 
  the generosity and benign deeds performed by beings called 
  the Undying. The Battle-Brothers catch the end of a parable:
  thoSe who CaMe Before
  The Battle-Brothers are likely to guess that the recent 
  damage to the Cenotaph and the ruins below was 
  caused by the “other Space Marines,” and they would 
  be correct. The Alpha Legion impostors failed to obtain 
  the sunken city’s true location from Inquisitor Vincent, 
  forcing them to retrace his steps in discovering it. All 
  of the new openings (in the doors of the monument, 
  the ceiling and walls of the ruined cathedral, etc) 
  have a melted look and are ringed with the corrosive 
  remains of a chemical reaction. Some form of potent 
  acid burned these passages silently to avoid notice.
  the reBorn
  It is difficult to say how long this xeno-cult has existed 
  on Kar’thir, but they have waxed in size and power since 
  the Crusade’s arrival. This seductive philosophy begins 
  by creating a level of comfort with the alien, awakening 
  Karlack inhabitants to the reality that their world is built 
  on the ruins of an ancient civilisation. Then, the xeno-
  cult’s leaders extol the virtues they have surmised about 
  their predecessors. They call this advanced xenos race the 
  Undying. The Reborn hold that this wise and powerful 
  race first mastered technology, and then the mysteries of 
  life itself. They took to the stars to spread their knowledge 
  and foster the growth of fledgling races. Eventually these 
  benefactors fell into peaceful slumber to let the young 
  races continue on their own. Some day they will awake 
  and begin a new age of enlightenment and immortality 
  for the faithful.
  The xeno-cult’s name refers to both the philosophical 
  rebirth of extolling the alien over the human, and the 
  immortality they expect the Undying to bring when they 
  arise to reclaim the galaxy. The Reborn believe fervently 
  in this utopian destiny, and violently defend it.
  the alpha legion’S influenCe
  All the Reborn truly believe in their creed, except their 
  leader, Feynir Surbryte. The Reborn was little more than 
  a handful of dreamers and discontented rabble until the 
  Alpha Legion took an interest in Karlack. They chose this 
  group as the vehicle for their destabilisation, and inserted 
  a charismatic and devious new leader to help the Reborn 
  grow and organise. Now, they are a force to be reckoned 
  with. They have fanatical cells in nearly all of Karlack’s 
  major population centres.
  65
  
  II : A Stony Sleep
  “And then the Undying said to the farmer: ‘I see that you have 
  learned well the lessons we have taught. Your crops flourish in the 
  drought while those of your neighbours wilt. I shall grant your 
  request.’ The farmer fell to his knees in thanks as the Undying 
  floated gracefully to his ailing child. The Undying laid his cool 
  hand upon the boy’s brow. The sickness left his body, and he was 
  whole again.”
   The xeno-cultists then spend several minutes offering their 
  praise and devotion to the statue and talking excitedly of the 
  aliens’ return. When the team comes into visual range, everyone 
  can now see the scene described previously. The Battle-Brothers 
  can make Challenging (+0) Awareness Tests at 20 metres up 
  to notice concealed ledges at that height (one on each side of 
  the room). Each of these large rock shelves has a large metallic 
  device in its centre and a spiral passage leading down to the 
  main level. The passage take 25 metres of movement to traverse 
  from ledge to floor. 
  If they continue down the chamber wall, have the Kill-
  team make a Silent Move Test opposed by the Reborn Cultists’ 
  Awareness when they are 15 metres from the floor. If they are 
  not detected, the xeno-cultists are Surprised on the first Round 
  the Space Marines reveal themselves. If they are detected, 
  then the Reborn initiate combat while the Space Marines are   
  still climbing.
  Enough of the xeno-cultists recognise the Adeptus Astartes 
  and know them as the enemies of their xenos idols that they 
  refuse to be drawn into conversation or negotiation. See the 
  Reborn Cultist profile on page 93. The main group forms 
  a Horde of Magnitude 32 around the statue. Two smaller 
  groups break off and flee into either side passage, emerging 
  a Round later on the concealed ledges. Each of these Hordes 
  is Magnitude 20, and the two groups collectively control the 
  lightning projector (as detailed in the sidebar). The elevated 
  Hordes gain the Fearless Talent as they have nowhere to go and 
  are guarding sacred relics of the Undying, but the main group 
  breaks normally. 
  The passage back to the surface is clearly visible from ground 
  level (and in fact is where the main Horde of cultists flees if 
  broken). Once the Kill-team has taken care of the Reborn, 
  unless they want to make the long climb back up the chamber 
  walls, they are likely to take this exit back into Kar’thir. The 
  passage slopes gently upwards. For a few hundred metres the 
  walls are smooth, as though cut with the same technology that 
  built the ruins. However, after that the walls become uneven, 
  braced by rotting wooden struts and frequently twisting around 
  rock formations. It would have taken generations to tunnel this 
  far at Karlack’s current technology level. The Battle-Brothers 
  finally emerge in the tannery. Read aloud or paraphrase the 
  following:
  Even before you see the light of the exit, your Auto-senses alert 
  you to the stench of rotting flesh and excrement. You may wonder 
  what sort of charnel house lies ahead. However, when you step 
  out of the tunnel, the only dead you see are the skins of animals. 
  You are inside a tannery, where hides are splayed in the various 
  stages of curing. A pair of young boys toil over the reeking vats.
  The boys are the tanner’s apprentices, and if they spot the 
  Space Marines they stare in utter confusion and terror. The 
  frightened and bewildered boys can give the absent owner’s 
  name (Oldreg) if asked, but appear to know nothing about his 
  activities outside the shop, or even the existence of the passage. 
  The bottom floor of the tannery is the workshop, and the upper 
  floors are divided into a room for the boys and one for their 
  employer. Oldreg’s room contains several handwritten stories 
  similar to the one he told to the other xeno-cultists, and several 
  Eternity Charms. Each of the apprentices also has an Eternity 
  Charm, given to them by their employer. As they cannot read, 
  they have no scriptures, but innocently confess that Oldreg has 
  told them many fables of the Undying. Although they were too 
  young to join the cult, he had begun slowly poisoning their 
  minds with his religion masked as children’s stories.
  the Many-headed BeaSt
  If the Battle-Brothers spend time examining Oldreg’s 
  possessions, they come to the conclusion that the xeno-cult 
  in Karlack is only one facet of a much larger whole. Oldreg 
  has a correspondence history with Feynir Surbryte. The 
  letters appear to have been hand delivered, leaving no clues 
  to Surbryte’s location. However, Oldreg appears to have been 
  making notes on Inquisitor Vincent. The notes and letters 
  depict that Vincent visited the Cenotaph of Achilus repeatedly. 
  For the last several months before his disappearance, Oldreg 
  or another xeno-cultist was constantly shadowing him.
  the lightning projeCtor
  Each ledge holds a sleek silver array with three curving 
  prongs. These devices are all that remain of the impressive 
  weapons that once fortified this alien tomb. Over time 
  (and many grisly deaths), the Reborn puzzled out how 
  to operate the projectors. When activated, the two nodes 
  form a crackling arc of electricity that can be directed by 
  pivoting the arrays.
  Once per Round, in addition to their normal attacks, 
  the Reborn can make a Ballistic Skill Test as an attack 
  against every Battle-Brother standing on the chamber 
  floor (but not on the walls or ledges). This attack may 
  be Dodged as normal. The lightning arc does 2d10+5 
  E Damage with AP 8 and has the Shocking Quality. 
  The projector only works so long as both nodes are 
  active. However, the mass of xeno-cultists prevents the 
  Battle-Brothers from assaulting a node directly until the 
  Horde around it has been reduced by at least 50% of   
  its Magnitude.
  The xeno-cultists also occasionally shock their own 
  members with stray hits. This does not happen frequently 
  enough to incur significant Magnitude Damage, but 
  does leave a string of charred corpses on the floor.
  66
  
  II: A Stony Sleep
  67
  
  II : A Stony Sleep
  OPTIONAL ENcOUNTER: 
  THE cOLD TRADE
  As Mediator Dyne indicates, Kar’thir has a flourishing population 
  of xenos artefact traffickers. The underground business started 
  while Lord Militant Achilus still lived and the Crusade was 
  celebrating new, stunning victories regularly. Resources poured 
  into rebuilding Karlack in the Imperial image, bringing droves 
  of the wealthy and politically connected to claim a stake in the 
  planet’s future. The inundated natives quickly realised that the 
  trinkets they sometimes unearthed fetched high prices with 
  certain elements of these newcomers. The Crusade was too 
  occupied with securing their hold on the planet and the Salients 
  to delve into native commerce, and Karlack’s status as a fortress 
  world made it the ideal hub for a black market. As long as 
  the merchants were careful, they could operate literally under 
  the Imperium’s nose. This situation drew the attention of the 
  Transpired Circle, and Alexei Drahj has slowly been amassing 
  wealth and power in Kar’thir.
  The rudimentary luxury of the Foreigner’s Triangle does not 
  meet Drahj’s refined standards. He resides in orbit on his cruiser, 
  the Frozen Tear, shuttling to and from the surface to conduct his 
  business. The corrupt trader protects himself with an entourage 
  of bodyguards. Their profiles along with his can be found on 
  page 88. It is possible to find Drahj in several of Kar’thir’s locales, 
  most notably the Obsidian Pavilion. However, his exchange 
  point at the unfinished basilica is the least public of these and 
  thus the best place to catch him in the act.
  unfiniShed BuSineSS
  Drahj uses the unfinished basilica for illicit deals. If Dyne sets up 
  a meeting, Drahj arranges it for the dark hours of the morning. 
  It is up to the Battle-Brothers whether they want Dyne to 
  actually go to the site or lay some other form of ambush. If the 
  Kill-team decides to lie in wait before the criminal arrives, they 
  find his enhanced senses harder to fool than they might have 
  expected. Make the appropriate Opposed Tests. Drahj brings six 
  bodyguards with him. If he arrives first, two remain at his side 
  while the other four position themselves in the girders of the 
  incomplete building.
  Violence erupts at the first sight of a Space Marine, and Drahj 
  fights fiercely for his inhuman life. He knows even if the Space 
  Marines took him alive, his nature would still condemn him. He 
  throws pretence to the wind and uses every gift at his disposal.
  Fighting within the unfinished basilica Administratum is 
  precarious. Each of the six levels is 8 metres above the next, and 
  wide and deep enough for such parameters to be irrelevant. What 
  is relevant is that none of the stories above the ground have been 
  finished; they are only cross works of girders. Each beam is 15 
  centimetres wide, and they form a grid of squares 4 metres to a 
  side. This provides sufficient footing for stationary fire, but melee 
  combat, Dodging, and Movement all run a risk of falling (see 
  Table 2–2). If firing between levels, the beams provide AP 25 
  cover to the Body of any target directly above or below the firer.
  Drahj’s shuttle (parked with all the others on the edge of the 
  city) holds a stasis box where he keeps his most interesting wares. 
  It is sealed with a gene-coded lock, but getting a biological sample 
  is hopefully not a difficulty (one way or another) after the fight. 
  The box contains one or more of the following:
  • A staff topped with crescent blades, extremely similar to 
  the sceptre in Inquisitor Vincent’s notes.
  • A small field projector of some kind. Its black casing 
  is smooth, and the dull green runes on it have been 
  unpowered for centuries. An Ordinary (+10) Tech-Use 
  Test notices some similarities between the item and a 
  dilation field.
  • The broken stock of a xenos rifle. The weapon is forged 
  from a dark, sleek metal. A set of coils vaguely resembling 
  the inside of a suspensor sit near the grip.
  • A Tau pulse carbine rifle
  The Deathwatch is certainly within its rights to execute 
  any survivors, or ample authorities exist on Karlack to turn the 
  criminals over to. As well, the disposition of the technology 
  cache is up to the Kill-team.
  the tranSpired CirCle
  The planet Transpire sits at the edge of the Deserter’s Coil, 
  one more husk of a planet slowly being repopulated by all 
  the Reach’s worst elements. Transpire holds the region’s 
  typical pockets of aspiring Chaos devotees, but it is also 
  home to one of the Reach’s largest trading posts for xenos 
  technology. The loose cartel calling itself the Transpired 
  Circle was founded here from natives of the Jericho Reach, 
  Imperial deserters and a few ambitious, unscrupulous 
  traders drawn from far away. Alexei Drahj is simply one 
  member of the Circle’s inner ring. This handful of men and 
  women keep hold of their power only by making the most 
  vile deals with Chaos.
  The Transpired Circle secretly references the device 
  unearthed on its planet of origin by its founding members. 
  This blasphemous alien relic corrupts the human form, 
  granting inhuman gifts to the few who manage to survive 
  the process. However, it is said that after the carefully 
  shrouded ritual of initiation, no one is ever quite the same. 
  Their behaviours change slowly over the years, with the 
  oldest members of the inner circle now using their ill-
  gotten fortunes to pursue agendas no man can fathom.
  Drahj himself is one such survivor, now a xenos 
  perversion in human skin. He balances his arrogance with 
  charm, at least in the presence of the Adeptus Astartes. 
  Table 2–2: Actions in the Unfinished 
  Basilica
  Action
  Acrobatics or Agility Test†
  Melee (per Round)
  Routine (+20)
  Half Move or Dodging
  Ordinary (+10)
  Full Move
  Challenging (+0)
  Run or Charge
  Difficult (–10) 
  †Activating the magnetised boot soles of Astartes power armour 
  negates the need for these tests but has the usual effect on Move-
  ment.
  68
  
  II: A Stony Sleep
  A Trail to the 
  South
  Solidarity is our shield. Loyalty is our weapon. The bonds of duty 
  hold stronger than steel.
  –From the Oath of Loyalty
  T
  he Kill-team’s final objective is probably not a surprise 
  to them: follow the impostor Space Marines to the 
  sunken city. If the Kill-team does not naturally gravitate 
  towards trying to find this mysterious location, the GM has 
  several options for pointing them towards it:
  • Deciphering the glyphs in the carved tunnels
  • A series of anomalous seismic tremors have been wracking 
  the southern hemisphere, causing rampant destruction 
  and tidal waves. Imperial diviners and the Geomancers 
  alike attribute it to something more than natural activity.
  • If any of the Reborn are left alive, at least one of them 
  is aware that many of their brethren are preparing for a 
  “Great Awakening” somewhere in the south. Interrogating 
  or Intimidating this information out of the survivors is an 
  Ordinary (+10) task.
  • Sometimes, the simplest methods are the best. Inquisitor 
  Quist (if she lives), General Iacton, Mediator Dyne, or 
  any other allied party may simply point out that the 
  city was Vincent’s primary interest, and there is a good 
  chance that the enemy is seeking it.
  However, the southern oceans are a large place, and the 
  ruins beneath it are legend—and legends rarely come with 
  map coordinates. The Alpha Legion expended a great deal of 
  effort to learn about and gain access to the location. Finding 
  the ruins is not trivial for the Kill-team either. Any of the 
  NPCs knowledgeable about the planet suggests that the 
  Kar’dane Monitoring Bulwarks are most likely to have what 
  they need to reach the sunken city. 
  THE KAR’DANE ISLANDS
  The Kar’dane archipelago chain is home to the Crusade’s 
  only sizable holdings in the southern hemisphere. During 
  the Crusade’s original occupation of the planet, the southern 
  islands seemed like an isolated, low-population region ideal for 
  locating expensive and delicate sensor arrays. Consequently, 
  most of the planets’ monitoring and science stations, as well 
  as a large portion of the generatoriums for planetary defence 
  were built here. Unfortunately, neither the climate nor the 
  population behaved as the Crusade expected. Storms and tidal 
  waves have repeatedly damaged the valuable equipment, and 
  the islands proved home to Karlack’s most fractious rebels. 
  Variously sized contingents of Planetary Defence Forces are 
  stationed at the bulwarks to keep them secure.
  Quist’s shuttle or military vehicles are both available to 
  transport the Kill-team to the archipelago, as well as a pilot 
  if they so desire. The islands are rocky, with beaches of 
  coarse, black sand. Many of the landmasses measure only 
  a few dozen metres in diameter, but those large enough to 
  have what could be called an interior support surprisingly 
  lush vegetation. The hardy plants cling to the rock through 
  the thin soil, keeping their roots through storms that have 
  ravaged the Imperial stations.
  Roughly two dozen stations dot the Kar’dane islands. The 
  largest juts hundreds of metres high in a haphazard jumble 
  of antennas and augury dishes patched and re-patched with 
  whatever the attendant Tech-Priests could scrounge. The 
  smallest is little more than a lone vox monitor atop a cylinder 
  that scarcely has room for a single officer to sit inside. 
  finding the Sunken City
  Although the Battle-Brothers may not know it yet, getting 
  into the city requires a little more than just finding out where 
  it is. What the Battle-Brothers need from the monitoring 
  bulwarks depends on how much they know by this point. The 
  prerequisites equate to the following Secondary Objectives:
  Objective 1: Determine the city’s exact location. 
  The Battle-Brothers should already be aware they need   
  this information.
  Objective 2: Acquire transport capable of operating 
  in extreme ocean depths. The deepest parts of the ocean 
  apply pressure far greater than being crushed beneath 
  the foot of a titan. The vacuum pressure differentials that 
  spacecraft must withstand come nowhere close to rivalling 
  those in the depths of Karlack’s oceans. Reaching the city 
  requires a submersible vehicle specifically built to withstand   
  extreme pressure. 
  69
  
  II : A Stony Sleep
  Objective 3: Find a way to enter the tomb city. 
  Inquisitor Vincent’s box originally contained a sigil that 
  unlocks the city’s outer doors. Since that is now in the 
  possession of the Alpha Legion, the Battle-Brothers need an 
  alternate means of entry. Hopefully they already have this 
  information from Vincent’s note or Dyne, but if they do not, 
  another opportunity to learn lies in the archipelago. 
  The monitoring bulwarks below present possible avenues 
  for fulfilling these Objectives, although the GM and his 
  players may devise other options.
  the kal’thane Bulwark 
  Kal’thane Island is also called Mount Kal’thane, as it is actually 
  a dormant volcano. Its variation from the other real islands 
  leaves it isolated, with no other land masses in sight. The 
  monitoring station nests in the crater at the cone’s summit. 
  Even though Magos Geomancer Quezalt has no official rank 
  with the PDF, he is clearly in command of the dozen troops 
  stationed in a facility packed with sophisticated cogitators, 
  augur arrays, and data processors.
  Karlack is of interest for the Geomancers for two reasons: the 
  unusual seismic and tidal activity in the south and as Quezalt 
  puts it, “the opportunity to witness a greatly accelerated decay 
  of the natural geologic state due to modernisation.” Quezalt 
  is the most senior of his order on the planet, and although 
  he has not been bothered yet by cultists, Quezalt knows it 
  is a possibility if the southern region is not brought under 
  control, and thus he would be very receptive to the Kill-team’s 
  needs—if he didn’t have more pressing concerns.
  The seismic activity that drew the Geomancers here has 
  grown from interesting to dangerous. Whatever is happening in 
  Inquisitor Vincent’s city beneath the sea is causing catastrophic 
  earthquakes and tidal waves in the southern hemisphere. The 
  Kal’thane bulwark is in real danger of being swallowed by the 
  volcano it resides in. The problems are immediately evident 
  when the Kill-team arrives, as tremors wrack the island. Small 
  avalanches of dirt and basalt rock constantly slide down the 
  slope of the cone. Magos Quezalt does not throw away this 
  Omnissiah-sent chance to preserve himself and his work. After 
  the Battle-Brothers explain their purpose, he says:
  “Tautology: I would take readings if I could. The erratic seismic 
  phenomenon exceed this facility’s structural limits. They also 
  disrupt the machine spirits’ concentration. Their augur readings 
  will be inaccurate as long as the activity continues to measure 
  above sixty point four on the vibration index. The activity 
  is currently four times this limit, and I calculate that it will 
  continue to escalate.”
  Quezalt explains that the seismic activity has been growing 
  in intensity for the last few days. The volcano sits on a fault 
  line, and all the Magos’s analysis indicates that it will soon 
  collapse in on his location. He does not spend long on other 
  topics before getting to the mutually beneficial option:
  “Both our problems arrive at the same solution. I have isolated 
  the main fault line through the island. The local plates can be 
  stabilized for a period of two years by large magnitude applications 
  of opposing force. Such as—” The Magos is interrupted by a 
  thunderous rumbling. Several loud impacts clang against the side 
  of the facility. Quezalt rushes to his cogitators and pours over a 
  ticker stream of binary. He looks up from the thin print out as 
  it continues to spew from the machine, and resumes his sentence 
  calmly. “Such as explosives. I have already placed sixteen of the 
  twenty necessary devices. However, the last four seismic pivots 
  remain beyond my physical capacity to reach. Were individuals 
  such as you able to place the four charges, I can initiate the 
  stabilisation. Consider in your timing: a seismic wave is about to 
  reach us that will submerge this island in eight minutes.”
  There are four remaining points on the island where charges 
  must be planted. The Magos initiates a hololithic display of 
  the island and points the locations out, briefly describing 
  each. (The Circumstance column of the Quick Reference 
  handout for this Mission gives the amount of detail the Kill-
  team receives.) The charges may be placed in any order, but 
  all the tasks must be complete before the shockwave hits. All 
  of the locations involve some sort of challenge in placing the 
  charge (or the Magos would have done it himself ). Some of 
  these tasks might benefit from having multiple Battle-Brothers 
  working together, but if they do not split their numbers at 
  all, chances are slim that they will be able to finish before the 
  seismic wave destroys the facility. 
  +++To: Deathwatch Operatives+++
  +++From: Lord General Castus Iacton, 
  Citadel Primaris+++
  +++Subject: Kard’dane Monitoring 
  Bulwarks of Note+++
  -Kal’thane Bulwark: A senior member 
  of the Geomancers of Vanity resides 
  at this bulwark, studying Karlack. 
  It therefore has some of the most 
  sophisticated augur arrays available.
  -Kal’dir Bulwark: This may be an 
  opportunity for mutual benefit. This 
  bulwark has been under assault by 
  deviants of the Reborn for months. The 
  last vox transmission suggested the 
  attack may be so relentless because 
  the bulwark has something the xeno-
  cultists want. 
  -Kal’vex Bulwark: The largest of the 
  bulwarks, Kal’vex also has excellent 
  sensor arrays, as well as personnel 
  with extensive experience in the 
  southern region.
  -Kal’tran Bulwark: Our few dedicated 
  watercraft dock at this bulwark. The 
  bulwark should be able to provide you 
  with a submersible that can reach the 
  ocean floor.
  70
  
  II: A Stony Sleep
  The four deployment points are:
  A Submerged Cavern
  This deployment point deep beneath the volcano can only 
  be reached by approaching it through a submerged passage 
  with a strong opposing current. Reaching the necessary 
  location is an Extended Test requiring 4 successful Difficult 
  (–10) Swim Tests. Each Test represents 30 seconds. The 
  only benefit to having multiple Battle-Brothers attempt this 
  deployment is two chances of someone succeeding. 
  A Narrow Crevice
  This deployment point is deep within the volcano cone. A narrow 
  fissure provides an opening to the location, but the 60 metre 
  long path to it is only centimetres wider than the charge itself. 
  Magos Quezalt provides a special launcher for firing the charges 
  over long distances, but the cumbersome reload process takes 60 
  seconds. Making the shot with the launcher is an Arduous (–40) 
  Ballistic Skill Test. The firer may use the Aim action, but the 
  time necessary increases by a factor of 6 (30 seconds for +10 /60 
  seconds for +20) due to the complexity of lining up the shot. Any 
  abilities that reduce the difficulty of a Called Shot also reduce this 
  shot’s difficulty. Assistance from a second Battle-Brother halves 
  the time necessary to reload the launcher. 
  A Massive Granite Slab
  The earthquakes started before Quezalt was able to place the 
  charge in this deployment point, and now the necessary spot 
  is covered with a huge piece of granite that broke off from 
  the cliff side. Pushing it out of the way to drop the charge is 
  an Extended Strength Test requiring 4 successful Arduous 
  (–40) Strength Tests. Each Test represents 30 seconds. 
  Normal rules for assistance apply.
  An Elevated Cave
  This cave in the volcano’s side is at the most unstable part of the 
  island. The cave is already well on its way to collapsing, and a 
  constant hail of stone and stalactites rain from its ceiling. The 
  charge must be planted at a location 500 metres back in the 
  cavern. If the Battle-Brother does not adequately avoid the largest 
  chunks of falling rubble, he is constantly buffeted and knocked 
  down, greatly impeding his progress forward. Determine how far 
  the Battle-Brother(s) can Run in one minute by taking his Agility 
  Bonus x 36. Running through the cave requires a Challenging 
  (+0) Dodge Test each minute. Failure indicates that for the next 
  minute, the Battle-Brother only moves at his Full Move speed 
  (one third of his Running speed). The only benefit to having 
  multiple Battle-Brothers attempt this deployment is two chances 
  of someone succeeding.
  By the time the Battle-Brothers get their instructions and 
  reach the deployment points, they have only four minutes left 
  to complete the tasks at hand. However, all the locations except 
  the narrow crevice require one minute to get clear of the blast 
  radius. Anyone who does not deploy their charge within three 
  minutes may continue trying, but if all the charges are deployed 
  by the four minute mark, Quezalt still detonates them regardless 
  of who might be caught in it. Anyone who does not get clear of 
  the blast takes 8d10 I Damage. Because of the distance between 
  the deployment points, there is not sufficient time for a character 
  to change locations before the quake hits. The Quezalt has a large 
  supply of charges, and therefore these are never a limiting factor. 
  Clever solutions (for example, flying through the cave with a jump 
  pack) should be rewarded with bonuses or automatic success.
  If they fail, their pilot has the good sense to lift off ahead of 
  time, but the bulwark and all its venerated machines are doomed. 
  The volcano walls collapse in on the crater, crushing the station 
  (and possibly Magos Quezalt as well). The Kill-team must get the 
  coordinates some other way.
  If the island is stabilised, the Magos expertly performs their 
  request, and in short order indicates that the epicentre of the 
  disturbances lies deep within the Sinner’s Trench. He gives them 
  the exact coordinates, and notes that his machine spirits also divine 
  a large amount of non-native rock formations at that point. 
  the kal’dir Bulwark
  Kal’dir is one of the largest islands in the archipelago, and offers 
  plenty of thick jungle for the Reborn rebels to hide within. The 
  xeno-cultist fighting force has maintained their siege of this modest 
  coastal bulwark for months on end. Their vox transmitters were 
  destroyed early in the conflict. Since that time, the station’s most 
  senior officer, Lieutenant Tiron, has learned precisely why Kal’dir 
  is such a priority target. They sit directly above a small trove of 
  Undying technology. Tiron has sealed the heretical cache, so he 
  does not understand its true value. The contents are not weapons, 
  but marble tablets and icons of worship. Most significantly, the 
  cache contains an inscribed octahedron identical to the one in 
  the geoManCerS of vanity
  The ruined world of Vanity is home to a constant battle 
  for possession between the Achilus Crusade and its 
  enemies. The lethal radiation and burnt-out geography 
  are key obstacles to both sides, as they kill most soldiers 
  before they can be of any use. The Adeptus Mechanicus 
  has established a small subterranean enclave in one of 
  the planet’s most poisoned regions. Here, they study 
  the nature of rock and earth, hoping to find knowledge 
  in the wasteland that can be turned to a martial victory. 
  This order calls themselves Geomancers. They can be 
  found to a smaller extent on other worlds in the Jericho 
  Reach, studying unusual geologies and terrains.
  adjuSting the deployMent 
  pointS
  This encounter was designed for at least five Battle-
  Brothers. For a Kill-team of four (or if only one Battle-
  Brother attempts the Massive Granite Slab) drop the 
  Strength Test Difficulty to –30. If the Kill-team has 
  three or less members, lower the Granite Slab difficulty 
  and reduce the number of deployment locations to the 
  size of the Kill-team.
  71
  
  II : A Stony Sleep
  Vincent’s notes—another sigil key. This artefact is a key in both 
  a literal and metaphoric sense. In addition to opening the tomb 
  city, the runes on its exterior unlock the cipher from the carved 
  tunnels under Kar’thir. If any of the Battle-Brothers detected the 
  mathematical theme in those reliefs and recorded the images, he 
  can use the key to determine the sunken city’s location without 
  further information by making a Difficult (–10) Ciphers 
  (Xenos Markings) Test. 
  Of course getting into the bulwark means the Battle-Brothers 
  first need to get past the force laying siege to it. The Kal’dir xeno-
  cultists are far better organised than their brethren in Kar’thir, and 
  possess heavy weapons for breaching the fortified facility. (See the 
  Militant Rebel profile on page 90, and use it to form a Horde.)
  If the Battle-Brothers break the cultists’ siege, Tiron gladly 
  rids himself of the materials that made his installation such a 
  target. If the Kill-team managed to get inside while the assault 
  still continues, Tiron is not so cooperative. The bulwark is running 
  low on supplies, and he knows he and his men are dead without 
  intervention. Driven by desperation, he draws his pistol and 
  shakily demands that the Battle-Brothers deal with the xeno-cult 
  at his doors before he opens the seal (which truthfully poses little 
  barrier to the Adeptus Astartes warriors).
  the kal’vex Bulwark
  The Kal’vex bulwark takes up every centimetre of its small 
  island and extends precariously out over the ocean. This region 
  of islands is particularly wracked with storms, and the bulwark 
  has become more haphazard with every emergency repair. The 
  situation only declined when the Tech-priests grew offended 
  at the state of affairs and forsook Kal’vex. Since that time it has 
  relied on technomats and rough emulations of witnessed tech-
  rites to keep the facility together. 
  When the Battle-Brothers arrive, one of the region’s typical 
  storms rages. Have their craft’s pilot make a Challenging (+0) 
  Piloting Test to avoid sustaining damage to the vehicle while 
  landing. The station’s personnel are baffled by the arrival of 
  the Adeptus Astartes, clearly trying to understand what could 
  possibly warrant a visit to their run-down post. Once they 
  understand that the Space Marines want to use their augury 
  systems, a pall of awkward silence falls across the crew. 
  Finally, one of them reveals that all such systems were long 
  ago plundered for components to appease the aqua processors, 
  stabilisers, and other vital machine spirits of the bulwark. 
  However, if the Kill-team reveals their interest in rumours of 
  the sunken city, the staff directs them to an unusual guest.
  The castaway
  The Battle-Brothers are led to a small but neat room furnished 
  with a cot and chest. The nameless refugee inside washed up 
  on the bulwark a few months ago, terribly injured and mostly 
  insane with starvation and exposure. He has said enough in 
  his ramblings for the station’s men to glean that he survived a 
  shipwreck far out to sea. Over time, he began to speak of a city 
  beneath the ocean with fervent certainty. He has demanded to 
  be taken there several times. Through all of this, he has never 
  given his name. The PDF officers apologetically suggest that 
  maybe he can tell them something about their objectives.
  Read aloud or paraphrase the following:
  The man slouches on the cot, his back pressed to the corner of 
  the room. He is wearing coveralls obviously borrowed from the 
  bulwark’s occupants. They hang on his malnourished frame; his 
  skin is flaking and sallow, and his eyes are lost in the terror of 
  someplace very far from here. When he sees you, he whimpers and 
  draws into himself. A small, pleading noise begins to repeatedly 
  come from his lips. “No no no no no no.”
  Only when he sights their Deathwatch shoulder plates 
  does his reaction change. His eyes fixate on the silver symbol, 
  and he stares in childlike wonder. If the Battle-Brothers 
  have already been to Surbryte’s camp in Kar’dane, then 
  they recognise the man immediately. It is Inquisitor Vincent. 
  Depending on the topic, roleplaying, and Interaction Tests, 
  below are some responses they may garner:
  Who are you?
  “It’s better not to remember. I know what I used to be. So proud. 
  So foolish. At the end, I was weak.”
  What happened to you?
  “No less than I deserved. No less than all men like me deserve. But 
  oh, the pain. I wasn’t ready to be judged. I wasn’t ready to die, not 
  rotting in the dark with the old ones. I have failed.”
  Did you go to the city in the sea?
  “I-I don’t know. I saw it so clearly while the water filled my 
  lungs. But seeing is not being. They go. Yes. Yes. Your dark 
  brothers go.”
  What is in the sunken city?
  “The old ones.” He lets out a creaking laugh that turns into a 
  hacking cough. “The Undying.”
  How do we reach the sunken city?
  He shudders. “That is always the question, always what you want 
  to know. I told you, didn’t I? Told you about the key.” A few 
  tears trickle down his hollow, sunburnt cheeks. “God-Emperor 
  curse me, I gave you the key.”
  72
  
  II: A Stony Sleep
  About The Augurs…
  While the castaway is an interesting find, any directions 
  he might provide are certainly less than reliable. A visual 
  inspection of the stripped sensorium arrays easily reveals that 
  they could be re-assembled by anyone with the Tech-Use 
  skill, and perhaps even by the technomats who took them 
  apart in the first place. Unfortunately, the PDF crew draws 
  the line at letting their painfully re-constructed technology 
  be torn apart. They aren’t foolish enough to directly oppose 
  the Adeptus Astartes with force, but do everything they can 
  to sabotage modifications done without their consent. Such 
  mischief might include: loosening the exterior scaffolds while 
  the Space Marines try to work, creating power overloads, and 
  throwing garbage down from upper ports, and harsh language. 
  Their cooperation may be gained through exceptional 
  persuasion, or with a Very Hard (–30) Tech-Use Test to lay 
  out a plan for repairing both the augurs and the vital systems 
  in a manner that leaves both functional. 
  Making the repairs requires 15 hours minus the Degrees 
  of Success on a Tech-Use Test. This time can be halved if the 
  bulwark’s remaining two technomats assist. It also requires 
  the implementer(s) to climb through the jumbled scaffolds of 
  the exterior in the raging storm to make the modifications. 
  Everyone who does this must make a Difficult (–10) Climb 
  Test or plunge into the roiling sea. Any technomats who fall 
  are lost to the waves. However, a Battle-Brother may attempt 
  a Swim Test (with the usual modifiers for armour, see page 
  208 in the Deathwatch Rulebook) to make his way back to 
  the rigging. Even if he fails, his life sustainers easily keep him 
  alive until he can flounder back along the ocean floor.
  Once the Augur Arrays have been re-assembled, a Difficult 
  (–10) Scrutiny Test is needed to interpret the readings from 
  these patched machine spirits in the turbulent weather. If the 
  Kill-team waits for the storm to subside (which is does in 
  1d10 hours), the Test is only Challenging (+0). If they can 
  coerce Vincent into giving them jumbled directions on where 
  to scan, they gain a +20 bonus to the Test.
  the kal’tran Bulwark
  The Kal’tran bulwark is not immediately visible on approach 
  to the mid-sized island. Most of the complex is built into 
  the submerged rock of the island, with several docking bays 
  and glassteel observation ports. A small, square building 
  on the mainland contains the hatch which leads into   
  the installation.
  A tall, lean man called Senior Docktender Orvel meets the 
  Kill-team. He makes a clumsy salute as he tries to imitate 
  what he has seen the Crusade forces do. When the Battle-
  Brothers bring up the bulwark’s deep sea transport, his face 
  seems to grow slightly green. Reluctantly, he informs them 
  of the situation.
  Kal’tran is supposed to be home to the most advanced 
  deep sea vessel on the planet, the Jericho Cathurian class 
  submersible. However, it is also home to the largest force 
  of Reborn insurgents on the planet—and they have stolen 
  the Cathurian. Submersibles are not common vehicles in 
  the Imperial armoury, and the Cathurian is rare even among 
  submersibles. If the city is located in a deep part of the ocean 
  (and the Battle-Brothers know it is if they have already 
  obtained the location coordinates), Senior Docktender 
  Orvel certainly knows of no other methods to transport   
  them there.
  The theft happened only a few days ago. Much to the 
  PDF’s shame, a Reborn cultist had existed in their midst, 
  and he allowed his fellows to gain access to the submersible. 
  By the time Orvel and his men realised what happened, 
  the Cathurian was already headed out to sea. The Senior 
  Docktender admits that he suspects where the rebels have 
  the submersible, but does not have the men or firepower to 
  reclaim it. The Reborn have several holdings on the island, 
  but only one that borders the water. If the Battle-Brothers 
  can retrieve the Cathurian or simply secure the area where it 
  is being kept, Orvel will gratefully provide a trained crew to 
  take them wherever they want to go.
  what Can Break an inquiSitor?
  Mighty though they are, bastions of iron will and the 
  judges of whole planets—Inquisitors are still men. Vincent 
  spent months being tortured by a Chaos Space Marine, 
  and ultimately betrayed his sacred vows. He destroyed 
  one sigil key to keep his captors from obtaining it, but he 
  eventually broke and told his tormenter how to retrieve 
  the second one stored at the Citadel. (He didn’t plan on 
  them poisoning the box.) Once the Alpha Legion had a 
  key, Vincent directed them to a location far out in the 
  southern seas. This location was not the sunken tomb city, 
  but a turbulent field of deep sea vents. The Inquisitor’s 
  intent was to see both his foes and himself lost forever 
  beneath Karlack’s restless ocean. In this too he failed. 
  Their vessel was ill-prepared. It did sink, and the Chaos 
  Space Marines did perish, but Rize read the Inquisitor’s 
  journals at Citadel Primaris. He gleaned enough to use 
  the cipher key on the carvings beneath the Cenotaph, 
  and find the real location on his own. Furthermore, cruel 
  chance spared Vincent the watery grave that claimed his 
  captors. He survived the crash, barely. His guilt and the 
  weeks he spent adrift in Karlack’s ocean have depleted his 
  physical and mental reserves.
  what doeS he know?
  When his faculties were fully intact, Vincent learned that 
  the Reborn’s “Undying” mythos was rooted in a grain of 
  truth. Karlack obviously contains the ruins of an ancient 
  civilisation, but Vincent began to suspect that some of the 
  aliens might still be alive, in hiding or in stasis. When he 
  painstakingly tracked down their suspected location, the 
  mythical sunken city, he also learned that it was impossible 
  to enter without a sigil key. Unfortunately Lamdus Rize 
  was also looking for any trace of this xenos race. When 
  he learned that the Inquisitor had already done the hard 
  work for him, he had Ilvaris lure the Inquisitor and his 
  cadre into a trap. How much of this Vincent remembers 
  now is questionable.
  73
  
  II : A Stony Sleep
  The Reborn Encampment
  The costal encampment of the Reborn militants is on the other 
  side of the island. Their leader, Feynir Surbryte, is overseeing the 
  site personally. It is not coincidence that Surbryte’s forces stole the 
  Cathurian at this juncture, because they are headed to the same 
  location as the Deathwatch. The Alpha Legion’s best intelligence 
  (largely drawn from Dahzak’s divinations) suggests that a massive 
  number of souls may have to be sacrificed to resurrect the xenos 
  from their tombs. With the submersible in their possession, the 
  Reborn have been steadily sending their members to the sunken 
  city. What worshipper of the Undying wouldn’t want to be a 
  part of awakening their beloved patrons? The xeno-cult’s leader,   
  for one.
  The man presently going by Feynir Surbryte is cosmopolitan 
  enough to know good never comes from disturbing powerful 
  beings. His time serving the Alpha Legion on this planet is 
  growing to a close. Soon it will be time to take on a new identity 
  and further the Legion’s fractious agenda on another world. His 
  last duty is to funnel his flock into the sunken ruins as fodder for 
  Lamdus Rize’s plan.
  The encampment can be reached by taking a sea vessel around 
  the island, or by crossing through its jungle on foot. Several dozen 
  identical beige tents are pitched along the sandy white beach. 
  Most of them are similar on the inside: a few bedrolls, a weapon 
  cleaning kit, and perhaps a handful of personal items. However, 
  one such tent belongs to Yale Ilvaris, and it is considerably more 
  interesting (see opposite). The sand covers thirty metres between 
  the tree line and the murky ocean. Once this beach might have 
  been idyllic, but decades of manufacturing, construction, and 
  runoff from over-farming show their effects in the south as well. 
  The choppy water is a brackish green-brown, and dead fish line 
  the shore. The Cathurian is hard to miss, its grey hull rising above 
  the water line a few dozen metres out. 
  Mines ring the encampment. If the Battle-Brothers approach 
  by land, roll an Opposed Test between their Awareness and an 
  effective Concealment Skill of 55. Success means they spot the 
  mines and are able to avoid them. On a failure, everyone in the 
  vicinity takes 3d10 X Damage with a Penetration of 2. Moreover, 
  their presence is revealed to the xeno-cultists, who quickly rush 
  out into combat.
  Battling the Reborn
  The camp is a wide, open stretch of sand dotted with tents. 
  Each tent is 2 metres wide and tall; the tents obscure sight, 
  but do not provide any significant AP if used as cover. If a 
  Battle with the Reborn breaks out, it has two distinct sets of 
  Adversaries. The first is a Magnitude 36 Horde of militant 
  cultists. The second is Feynir Surbryte and the other senior 
  members of the Reborn. The senior xeno-cultists number 
  1 less than the number of Battle-Brothers. Use the Militant 
  Rebel Cultist profile on page 90 to construct the Horde, and 
  individual Militant Rebel Cultists equipped with Cult Weapons 
  for the senior members. The Horde forms a protective ring 
  around their leaders, shielding their enlightened leaders with 
  their bodies. Assume this ring is 8 metres from the outer edge 
  to the inner edge. Until this mass of xeno-cultists breaks, the 
  Kill-team cannot advance on the leaders in the centre, and all 
  ranged attacks on them incur a –30 Penalty.
  The senior xeno-cultists have managed (with help from 
  their Alpha Legion patrons) to salvage a few working pieces 
  of the Undying’s advanced technology. Their alien weapons 
  pose a far graver threat than the xeno-cultists’ guns. Surbryte 
  and his closest devotees wield sleek rifles with a vibrant 
  green chamber inset in the barrel. They emit wide beams of 
  disintegrating energy. This deadly polarised lightning scours 
  away skin and armour more efficiently than the most caustic 
  acid. Layer by layer the target’s molecular bonds break. 
  Starting with the armour, then the skin, then his insides, the 
  victim’s body turns into gaseous particles that bond with the 
  beam of the weapon. If no Battle-Brothers are struck by a 
  flayer rifle in the first Round of combat, the GM may want to 
  assume a xeno-cultist took a stray hit so he can still describe 
  the lurid effects.
  The Traitor’s Bargain
  A survivor to the end, Ilvaris hangs onto life (by burning his 
  last Fate Point) after all his followers go down. He squints 
  up at the Angels of Death looming over his injured body, 
  and decides it may be time to rethink his allies. If the Battle-
  Brothers come near him after fighting the xeno-cult leaders, 
  read aloud or paraphrase the following:
  Surbryte’s breathing is shallow, but he still breathes. He winces up 
  at you with a look of resignation. “Will you hear me out before 
  you dispense your justice, favoured of the God-Emperor?”
  feynir SurBryte
  Feynir Surbryte is only the latest identity of the 
  man born Yale Ilvaris. Ilvaris is the definition of an 
  opportunist. Born on a small planet in the corona of the 
  Hadex Anomaly, he drifted from one cult to another, 
  with an innate knack for choosing the winning side. 
  More pragmatic than dogmatic, his talents eventually 
  brought him into an alliance with the Alpha Legion. 
  Destabilisation through cults and unrest is a key strategy 
  for this Traitor Legion. In exchange for such luxuries 
  as juvenat treatments, Ilvaris has roused discontent and 
  furthered the Alpha Legion’s cause from within on more 
  than a dozen worlds.
  Ilvaris and his Feynir Surbryte persona are to thank 
  for the prominence of the Reborn on Karlack. The 
  bastion of Imperial might makes an obvious target of 
  interest for the Alpha Legion. For reasons not revealed 
  to Ilvaris, the Chaos Space Marines had a particular 
  interest in the planet’s xenos legacy even before they 
  agreed to help with Dahzak’s plan. It was for this 
  reason they directed his efforts specifically towards the 
  Reborn. Through their puppet, the Alpha Legion has 
  taught the cultists how to repair and operate some of 
  the powerful “Undying” artefacts they have unearthed. 
  Through Ilvaris’s training and charismatic leadership, 
  the zealous xeno-cult has developed a sizable contingent 
  of competent fighters. 
  74
  
  II: A Stony Sleep
  Ilvaris makes a bid for his life. He paints himself as the victim 
  of cruel fortune. Born under the heel of Chaos in the Charon 
  Stars, he had no choice but to serve the region’s foul masters. 
  Through all this, he never truly gave his soul over to the dark 
  powers, a fact he encourages them to verify by checking his 
  body for the marks of Chaos (of which he has none). To try 
  to prove his worth, he offers to reveal everything he knows 
  about the Alpha Legion and the Reborn. Below are facts he 
  may disclose:
  • The Reborn were nothing until Lamdus Rize sent Ilvaris 
  to organise them. They would never have gotten any of 
  the alien technology working if the Alpha Legion hadn’t 
  shown them how.
  • Ilvaris doesn’t know much about what the Undying really 
  are, but Rize seems to have suspicions. For many years 
  they were nothing but a mythical idol to rally behind. 
  Then Rize joined with some organisation on Samech. 
  Suddenly, he became far more interested in the aliens that 
  used to inhabit Karlack, and driven to discover sites related 
  to them.
  • Rize lured Vincent into an ambush here in the southern 
  islands. He killed most of the Inquisitor’s cadre, and spent 
  months trying to learn what Vincent knew about the city 
  beneath the sea. Ultimately, the Inquisitor folded. Ilvaris 
  isn’t sure what happened after that, but just a few days 
  ago Rize directed him to acquire the Cathurian and begin 
  shipping his followers out on it. Ilvaris doesn’t know where 
  they’re going, but he knows they aren’t coming back. 
  If the Kill-team lets him keep talking, he vows to repent 
  his evil ways. He may even mean it, at the GM’s discretion—
  particularly if the Deathwatch Space Marines give him reason 
  to think they can point him towards a brighter future than 
  being the Alpha Legion’s agent provocateur forevermore. He 
  continues trying to negotiate for his life until the Kill-team 
  either accepts, or silences him.
  Ilvaris’s Tent
  The xeno-cult’s phony leader lived in much the same fashion 
  as the rest of the Reborn; his furnishings and possessions 
  seem typical of those elsewhere in the camp. However, an 
  Ordinary (+10) Search Test reveals two items of interest. 
  If the Kill-team made a deal with Ilvaris then he points 
  everything out himself in a guided tour. 
  Weapons Locker: Ilvaris left this innocuous case under 
  his cot unlocked in his rush to join the fray outside. It contains 
  indentations shaped to store his wraithblade and temporal 
  distorter. It also contains a needle pistol with several doses of 
  virulent poisons, and a thick glove covered in spikes that taper 
  to needle-thin points. The inside of the lid is scarred with 
  oxidation. Once it displayed an etched marking, but someone 
  deliberately burned it away.
  Data Crystal: This crystal contains pict recording from 
  Rize’s interrogations of Inquisitor Vincent. A sampling of the 
  contents includes:
  Dated ten months previous:
  The picter shows the nondescript interior of a beige tent. A man 
  with a neatly kept beard stands straight-backed in the frame. A large 
  figure crosses close to him, looming. The Chaos Space Marine’s 
  armour is bears a blue and green scale pattern. He takes off his 
  helmet, revealing short blond hair. He speaks calmly. “We each 
  have the ability to inconvenience each other, Inquisitor. You could 
  take a good deal of my time—time I would rather not lose. And I, 
  I could take a good deal of your flesh. Flesh I assume you would 
  rather not lose. So I propose we both depart this tent now, with all 
  our assets intact. Just tell me, how do I find the xenos monoliths?”
  Dated four months ago:
  The picter shows the same tent, and the remnants of the same 
  bearded man. A metal rack has been brought into the tent, and he 
  hangs from it by metal shackles that appear to have been welded 
  on around his wrists. His withered, bloody body shows that the 
  Traitor kept his promise. His captor enters, carrying a shaggy 
  object. He tosses it at the Inquisitor’s feet, and the face of a dead 
  woman stares up. “That was the last of them. She mentioned 
  something quite interesting in her last screams, however. She 
  seemed to think the sigil you destroyed wasn’t the only one you 
  found. Tell me about this second key.”
  Dated three weeks ago:
  The picter zooms in very close in on the Inquisitor’s face, which is 
  drawn in pain and drenched with sweat. Out of sight, something 
  makes a strange buzzing whine—like the hybrid of a shrieking 
  animal and a bone saw. “No more...” his hoarse voice is like 
  gravel. “There is... There is another key.” The noise stops, giving 
  way to expectant silence. “It’s at the Citadel—in my chambers.” 
  The view remains fixed, but off-screen the Alpha Legion warrior 
  speaks. “Then we shall go and acquire it. Then you will take us 
  to the tombs.” 
  the alpha legion
  Of all the accursed Legions who turned from the light of 
  the Emperor during the Horus Heresy, the Alpha Legion 
  remains the most enigmatic. Their emblem is the Hydra, 
  symbolizing the multi-headed nature of their Legion, with 
  each group able to act independently of the others. They 
  excel in infiltration and destabilisation. The practice they 
  employed on Karlack is a common one for them: stirring 
  up cults to weaken and distract the target before the Alpha 
  Legion launches its attack. 
  One other idiosyncrasy of these Traitors is that they 
  still use their battle cry from times past: “For the Emperor!” 
  Needless to say these words on the lips of betrayers is a 
  grave affront to loyal Space Marines. Most assume this 
  reaction is the reason the Alpha Legion use the phrase.
  75
  
  II : A Stony Sleep
  Alpha Legion Dreadclaw
  An Alpha Legion’s Dreadclaw assault pod sits at one end 
  of the camp. This flight-capable drop pod is what brought 
  the Traitor squad to the planet, and where they stored their 
  equipment. A Challenging (+0) Security Test opens the 
  hatch underneath the hull. Cautious and secretive to the last, 
  the Traitor Marines have left little informative on their vessel. 
  However, a set of storage chests do hold one thing of great 
  interest: the “Black Templar” armour. 
  The baroque, spiked profile of Chaos power armour 
  is difficult to disguise no matter how it is painted. For 
  that reason, the Alpha Legion had to acquire armour from 
  loyal Adeptus Astartes for their masquerade. Upon closer 
  inspection, none of the suits of power armour are actually 
  Black Templar in origin. They come from an eclectic array 
  of loyal Chapters—no doubt pillaged from the Battle-
  Brothers who opposed them in past encounters. The GM 
  can decide exactly which Chapters are most interesting, but 
  the list of initial Achilus Crusade forces on page 339 of the 
  Deathwatch Rulebook makes a good starting point. The 
  unique emblems and inscriptions have all been covered with 
  thick black paint, and the Black Templars’ white cross symbol 
  stencilled on the shoulder pad. A Space Marine’s eye can pick 
  out the distinguishing marks underneath the paint and forged 
  tabards, but it is easy to understand how those outside the 
  Adeptus Astartes would miss the difference.
  Despite their recent service history, these suits appear to be 
  untainted beneath the false colours. They could be returned 
  to honourable service either with the Deathwatch or their 
  home Chapters.
  The cathurian
  The submersible lies stationary several meters out from shore. 
  Its adamantite-grey hull is smooth except for a few embossed 
  Imperial icons. Two exterior hatches are unlocked. If Ilvaris 
  is serious about siding with the Deathwatch, he informs them 
  that a crew of apostate Adeptus Mechanicus await them inside 
  the submersible. Otherwise, whoever enters the ship first may 
  be in for more than one unpleasant surprise. These corrupt 
  followers of Arch-Magos Vayze are high-ranking Magi on 
  Samech. Using the poisonous fruits of forbidden science, each 
  one of them is not only a master of machines, but a twisted 
  chimera of logical order and its antithesis. 
  Despite being formidable combatants, their task on Karlack 
  is to transport the sacrificial lambs to the sunken tombs and 
  aid in finding a vector amplifier. Battling Space Marines is an 
  unnecessary risk to those priorities. When the Battle-Brothers 
  enter the Cathurian they find the dark Tech-Priests scrambling 
  to make the vehicle ready for a departure. However, a single 
  Alpha Legion Chaos Space Marine oversees the operation. 
  Unlike the Magi, the Chaos Space Marine is ready and waiting 
  for his nemeses to arrive. 
  Battle in Close Quarters
  Two Apostate Mechanicus Magi work near the entry hatch 
  when the Battle-Brothers enter the Cathurian. Unless the 
  Kill-team is deliberately loud, the Magi are Surprised. The 
  hiding Alpha Legion Chaos Space Marine holds his action 
  until the end of the Round in an attempt to ambush the Kill-
  team. Only Battle-Brothers who win an Opposed Test of 
  their Awareness versus his Concealment notice him before 
  he attacks.
  Once he engages, two more Tech-Priests join him in 
  defending their stolen prize. The area around the entry hatch is 
  a square four metres on a side. Beyond this are narrow, random, 
  snaking halls. (If the Kill-team entered simultaneously through 
  both hatches then the GM can improvise an intersection of 
  passages between the two.) The Chaos Space Marine and the 
  Apostate Magi attack from the halls, using them for cover. 
  a hero’S naMe
  The stolen armour provides an opportunity for the GM 
  to plant his own campaign history or hooks for future 
  Missions. Many suits of power armour bear the name 
  of their owner, and those of particularly venerable 
  Adeptus Astartes display identifying heraldry. The 
  Kill-team may find a set of such armour. It could be the 
  property of a hero whose fate was heretofore unknown, 
  and perhaps provides a link to a duty unfinished that 
  the Battle-Brothers must follow up on. Alternatively, 
  perhaps one suit of artificer armour stands out from the 
  others. It obviously belonged to a great hero, but no one 
  has ever heard his name. Who was this Battle-Brother 
  and why have all records of his deeds disappeared?
  76
  
  II: A Stony Sleep
  Fighting in the cramped passageways imposes a –10 penalty 
  to the Weapon Skill of all the Hulking combatants, including 
  the Alpha Legion Space Marine. The profiles for this encounter 
  can be found on page 89. The Apostate Magi carry pendants 
  bearing the same cog and chaos wheel symbol that the Battle-
  Brothers might have seen in the cave on Aurum.
  Taking the Submersible
  Should the Battle-Brothers fail to clear the Cathurian before 
  signalling Kal’tran to come and retrieve it, the Samech Magi 
  attempt to depart in the vessel. A Difficult (–10) Awareness 
  Test alerts anyone nearby that the craft’s engines are waking. If it 
  is detected early, there is still enough time to make a dash for the 
  hatches. Otherwise, the next indication is when the Cathurian 
  starts submerging. At this juncture, the Kill-team must create 
  enough breaches that it can’t safely dive, or find some other 
  unorthodox way to stop it from getting away.
  After the Battle-Brothers seize the Cathurian, they discover 
  the Magi and Chaos Space Marine weren’t alone. The vessel’s 
  locked port hold contains several dozen Reborn cultists who 
  were waiting to join their brethren for the great arising of the 
  Undying. The controls for the hold doors are on the bridge, 
  and the magi kept said doors locked to avoid unnecessary 
  complications. The Battle-Brothers can unlock the doors, jettison 
  the xeno-cult passengers, or simply leave them where they are.
  OPTIONAL ENcOUNTER: 
  VIPERS IN OUR MIDST
  The traitor at Kal’tran is not the Reborn’s only inside agent. 
  Among “Surbryte’s” possessions there is a contact list of other 
  members inside the planet’s military. The longer the Battle-
  Brothers delay in getting this list to Iacton, the greater the chance 
  that these individuals will find out about Surbryte’s defeat and flee 
  or cause damage. Most of the bulwarks as well as the Kill-team’s 
  transport have a long-range vox that can send the information 
  directly back to the Citadel Primaris for immediate action. Lord 
  General Iacton replies personally to the transmission. Once he has 
  absorbed the lists, he states that he can take care of most of the 
  traitors, but requests the Battle-Brothers to deal with one serious 
  security threat. Isiaah Faln is the master of Malvon bulwark, which 
  controls a substantial portion of the southern defence grid. Faln 
  has the potential the potential to cause massive damage before 
  loyal forces reach him, and due to his proximity to Kal’tran, he 
  may already know about the Reborn’s fall. Iacton asks the Battle-
  Brothers to detour to the nearby island and take Faln down before 
  he does lasting harm.
  Malvon is similar in environment to Kal’tran, only smaller in 
  landmass. Owing to its strategic importance, this bulwark is a 
  squat, heavily fortified structure. Unfortunately for the Kill-team, 
  it is also heavily armed, and Faln did indeed receive word of the 
  Deathwatch presence in the islands. The PDF troops under his 
  command wouldn’t know a loyal Space Marine from a traitor, 
  and he has taken advantage of that to rally them with a story 
  that mirrors the Kill-team’s initial problems at the Citadel. Faln’s 
  troops believe the region is under assault by Chaos Space Marines, 
  and Faln has warned them that these foes of man may try to fool 
  them with lies.
  Read aloud or paraphrase the following when the Battle-
  Brothers get their first look at the bulwark:
  The octagonal grey structure is roughly two stories tall, and 
  topped with four twin-linked long-barrelled autocannons on 
  pivoting turrets. A thick wall—4 metres tall and topped with 
  razorwire—surrounds the compound. 
  The Battle-Brothers’ options range from a reckless frontal 
  assault to negotiation or guile. Use the following information 
  about the base layout to help in running the encounter. The 
  GM may reveal some of this information or offer suggestions 
  based on the success of an Ordinary (+10) Tactics Test. He 
  may wish to roll this Test in secret so that the players are not 
  sure of the validity of their information.
  autoCannon eMplaCeMentS
  Each Emplacement does 5d10 +8 X Damage, Pen 6, with 
  Range 500, RoF S/2/5 and the Twin-Linked Quality. The 
  guns are controlled from a station inside the base, using the 
  operators’ Ballistics Skill of 35. Should anyone choose to 
  attack the emplacements themselves, they have AP 15 and 
  it takes 30 Wounds to destroy one of the barrels. The long 
  barrels prevent a gun from firing at a target directly adjacent 
  to the building on which it is mounted, and the weapons 
  are never considered Point Blank Range. Similarly, while the 
  emplacements’ elevation gives them line of sight over most 
  of the compound, anyone staying close to an intervening 
  building is obscured.
  Main rooM
  This octagonal structure has murder slits on the sides which 
  do not have attached passages. Each slit can accommodate 
  enough PDF soldiers to form a Horde of Magnitude 10.More 
  soldiers than that are inside the Base, but the size of the slit 
  limits how many can fire at one time. Therefore, the Horde 
  maintains its Magnitude of 10 even if it takes Damage, as 
  more soldiers replace the dead. However, keep track of any 
  Magnitude Damage done as it applies to the Magnitude of 
  soldiers faced inside. There is too much noise to attempt 
  normal communication with the soldiers while they are 
  firing. The main room has two access hatches on the roof; 
  opening them from the outside requires a Challenging (+0) 
  Security Test. Opening the main door from outside requires 
  a Difficult (–10) Tech Use Test.
  SeCondary rooM and oBServatory
  The secondary building contains the gunnery station for 
  the autocannon emplacements on its lowest level, and the 
  Command Observatory (where Isiaah Faln is located) at the 
  top. Moving between stories takes one Round to traverse the 
  stairs. The west side of the ground floor has an escape exit 
  that is not as well secured as the main entrance, but is also 
  concealed from the outside. It can be spotted by anyone on 
  77
  
  II : A Stony Sleep
  that side of the complex with a Challenging (+0) Awareness 
  Test, and opened with an Ordinary (+10) Security Test. 
  While most of the base is constructed from materials too 
  strong for personal arms fire to break through, the mirrored 
  glassteel panels lining the third story are a weak point, and 
  shatter if a single attack does more than 25 points of Damage 
  to them.
  periMeter wall
  Reaching the base requires going over or through the thick 
  perimeter wall, which is 4 metres high. If climbed, the 
  razorwire does no more than scratch the paint of Astartes 
  power armour. Breaching the wall requires dealing 10 Wounds 
  of Damage to the same spot after penetrating its AP of 25. 
  landing pad
  The landing pad is currently empty, and the two control 
  consoles are unmanned. If a Battle-Brother crouches behind a 
  console at the right angle, he has nearly complete cover from 
  all of the turrets. While neither of these consoles house the 
  controls for the main door, they could be used by a Techmarine 
  to interface with the central cogitator. The consoles do have 
  vox panels that connect to the main building’s proclaimer 
  system. A large ascender leads down to the ground level 
  corridor that adjoins the base, but the door here is also sealed 
  identically to the main door. This corridor also has a murder 
  slit on either side.
  inSide the BaSe 
  and additional faCtS
  The distance from ground to roof in the base is 8 metres, 
  except for the Command Observatory which rises another 4 
  metres above the rest of the roof. The actual Magnitude of the 
  Horde of inside the base is 50, less any Magnitude Damage 
  done through the murder slits. However, the confined nature 
  of the base gives the Horde an effective Magnitude of 20, 
  only using their actual Magnitude to calculate Breaking 
  thresholds. Once face-to-face with the men, the Battle-
  Brothers may also try to persuade them to put down their 
  weapons through roleplay or Interaction Skills. Meanwhile, 
  as soon as the Kill-team breaches the base, Faln tries to escape 
  through the secondary building’s side exit.
  what SluMBerS Beneath 
  karlaCk
  Warhammer 40,000 fans have almost certainly 
  recognised the architecture and other telltale facets 
  of the aliens entombed beneath Karlack. They are 
  an ancient race that will one day be dubbed the 
  Necrons, and they are anything but the benign entities 
  the “Undying” myths paint them as. Before the rise 
  of man, this technologically advanced civilisation 
  began to worship the C’tan, star gods, who eventually 
  transformed them into a race of living metal hungry 
  for the life force of other beings. 
  The Necrons and their C’tan masters submitted 
  themselves to stasis-sleep millions of years ago, waiting 
  for a fertile time to rise and once again harvest the life 
  of the galaxy. The Necrons do not become known to 
  the Warhammer 40,000 universe at large until 897.
  M41 when they begin to wake in force. That is decades 
  later than the current Deathwatch setting. As always 
  the GM can make his own choices about his campaign, 
  but be aware that any happenings which introduce the 
  Necrons as a tangible enemy force earlier deviates from 
  the official Warhammer 40,000 timeline.
  78
  
  II: A Stony Sleep
  The City 
  Beneath the 
  Sea
  Sometimes at night the sea grants me glimpses of what lies beneath. 
  Often I see not what is, but what was and what might be, for the 
  ocean is more ancient than the mountains. 
  –from the writings of an ancient Terran Prophet
  U
  nless one of the Battle-Brothers is trained in piloting a 
  submersible, the Kal’tran Bulwark provides Lieutenant 
  Helmsman Shayde Athenos to command the vessel. 
  The young, slightly plump junior officer apologetically 
  explains that using the augury-only guidance systems of 
  submersibles requires special training. All the Captains who 
  can do so are presently deployed. She resolutely promises to 
  deliver the Kill-team to their destination safely.
  The cramped submersible was not built to accommodate 
  Space Marines, and they must hunch awkwardly to fit in most 
  spaces of the ship. Perhaps one of them could loom in the 
  bridge, but Athenos encourages them to wait in the starboard 
  hold. Be certain to decide where everyone is located in the 
  submersible and where the sigil is, as this plays an important 
  role later on. In particular, the GM should decide if any 
  additional NPCs are seated in the hold with the Battle-
  Brothers. This could create some interesting situations.
  Even the reinforced hull of the Cathurian groans as the Kill-
  team descends into Sinner’s Trench. Only the densest alloys 
  can hold up the pressure at these depths, so the claustrophobic 
  submersible has no viewports. It runs on the perceptions of 
  the machine spirits alone. For hours the occupants experience 
  an endless feeling of sinking. The waters grow more and 
  more turbulent as they approach their destination. Towards 
  the end of the journey, a powerful shockwave suddenly rocks 
  the vessel, and it turns pitch black as every powered machine 
  goes out, including power armour and the Cathurian itself. 
  Pause and let the characters react, before informing them 
  a minute later when the machines start to wake. If anyone 
  makes an inquiry to the bridge, Athenos gives a reply laced 
  with colourful expletives indicating she doesn’t know what it 
  was. A constant rumbling vibration now pulses through the 
  hull. They continue on for another thirty minutes. 
  Then read aloud or paraphrase the following.
  The sense of movement slows as you near the coordinates. 
  Suddenly the Cathurian shudders violently; your ears fill with 
  the terrible sound of impact and buckling metal. Alarm klaxons 
  begin to blare. The voice of Lieutenant Helmsman Athenos comes 
  over the proclaimer. “It’s all right! We’re not breached. I don’t 
  understand. The augurs don’t show anything here... Oh for the 
  Shining Saint’s sake would someone turn off that noise?” The 
  proclaimer cuts off.
  The Battle-Brothers have reached their destination. The 
  sigil begins to emit a bright green light, which illuminates the 
  seams of anything that might contain it. On the other hand, if 
  someone is actively holding it, they barely have time to notice 
  the light. The instant a living being makes contact with the 
  sigil, everyone in the room displaces with a sensation very 
  similar to teleportation deployment. 
  no way out
  By all appearances, when the Kill-team first arrives in the tomb city, they have no way to leave. Of course it wouldn’t 
  be a very enjoyable adventure if the characters were forced into a situation with no way out but death. Your players 
  probably have a sense that you wouldn’t be this unfair, but that doesn’t mean the characters are in on the secret. There 
  are great roleplaying opportunities in the Kill-team believing that they face certain death here in the alien structure. You 
  can encourage those opportunities by highlighting how grim their situation looks.
  79
  
  II : A Stony Sleep
  Read aloud or paraphrase the following:
  One second you were bathed in the green light, and the next you 
  stand in the centre of an alien city. Towering obelisks of gold-
  etched marble intersect shapes of smooth curves and Euclidian 
  angles—all revealed in their own virid illumination. At first the 
  sky and the horizon are shimmering black, but then you see a long 
  cylinder floating above you: the Cathurian. You are in the fabled 
  sunken city, and a huge dome of force surrounds it, holding back 
  the press of the lightless waters. That is what the ship struck, and 
  where the sigil has taken you.
  Whoever touched the sigil finds it in their hand or near 
  their feet as they get their bearings. The Battle-Brothers (and 
  any unfortunate guests) stand in a square depression amidst 
  the xenos structures. Emerald light is fading from the border 
  of lines and symbols as the mysterious transport mechanism 
  powers down. The force dome appears to be emanating from 
  an elevated crystal far in the distance. Anyone with an auspex 
  or similar sensors detects huge amounts of energy flowing 
  through the radiant green polyhedron.
  Ahead, giant doors stand parted. They are as tall as drawings 
  depict the entrance to the Golden Throne. Beyond them, the 
  monolithic tomb awaits.
  THE ALIEN TOMB cITY
  The city beneath the sea is not a ruin. It is a great tomb, 
  and however wrong about these aliens the Reborn cult may 
  have been, they were right about thing: this ancient race is 
  immortal. They do not rot here; they only wait to re-awaken. 
  The Traitor Legions behind the entire scheme intend to see 
  that happen. While their primary objective may be retrieving 
  the technology sample for Dahzak’s cabal, they are not about 
  to pass up the opportunity to strike at the Achilus Crusade. 
  Karlack is the very lynchpin of the Iron Collar, and if such a 
  powerful enemy were to assault the planet from within, the 
  Crusade might never recover.
  The complex where the action takes place is only one 
  small fragment of the huge tomb city, but it is still massive. 
  The smallest corridors are wide enough to fit two Rhinos 
  abreast; the stone chambers are tall enough to hold a Titan. 
  Within these xenos crypts, Lamdus Rize learns the peril of 
  attempting to deceive a seer. Dahzak had divined that the 
  Alpha Legion would betray him, and gave Sethahar orders 
  to strike pre-emptively. Once they had obtained a vector 
  amplifier and begun opening the tombs, Rize’s use to the 
  cabal was at an end. 
  The Chaos Space Marines detect the Battle-Brothers’ 
  arrival. Sethahar allows Rize to deploy his men to buy more 
  time. However, as Sethahar and Lamdus reach the departure 
  circle, it becomes clear that the sorcerer has no intention of 
  waiting for the Alpha Legion before leaving. The two Chaos 
  Space Marines turn on one another on the far side of the 
  Monolith field. While this action takes place “off screen,” the 
  Kill-team’s new Primary Objective should be obvious: stop 
  the aliens from waking. However, the sunken city also offers 
  opportunities to learn more about their enemies and their real 
  goals (see page 141 for a map of this region).
  entranCe
  The Battle-Brothers immediately notice the sluggishness of 
  their armour and the heaviness of their limbs as they enter the 
  radius of the vitality absorption. Beyond the entry corridor 
  are two overlapping pyramidal chambers, extending so 
  high that their apex is scarcely visible from within. Intact 
  sarcophagi scale these mountainous walls, thousands upon 
  thousands built into the incline. The Kill-team also finds the 
  recently shattered remains of a bizarre spider-like creature 
  and its apparent victims on the smooth floor. 
  left Behind
  What if one of the player characters wasn’t in the 
  hold when the sigil activated? The Cathurian has a 
  single nautical boarding torpedo, built from the same 
  pressure-tolerant metal as the submersible itself. This is 
  how Athenos had been originally expecting to deploy 
  her passengers. If anyone was left behind, they can load 
  into the boarding torpedo while the Enginseers adjust 
  its electromagnetic properties. They target what appears 
  to be an unstable portion of the dome, theorizing the 
  altered field may allow the torpedo to pass through. 
  Then they fire the Battle-Brother(s), and pray.
  iMplaCaBle hunger
  The energy drain the Kill-team experienced earlier 
  on the sub was the activation of the tomb’s primary 
  systems—the call for its occupants to wake. This process 
  required great amounts of energy, and the alien xenos 
  city is capable of harvesting that from anywhere. Most 
  of that energy came from the life forces of the Reborn 
  xeno-cultists. However, the mechanism continues to 
  slowly leech life from every source available to it—
  flesh and machine alike. As long as the absorption field 
  remains active it has the following effects:
  • Vitality Leech: Anyone inside the tomb complex 
  carries one level of Fatigue. Note that this affects 
  xeno-cultists and Chaos Space Marines as well.
  • Power Drain: Any device that uses a power source 
  behaves as though under the Minor Disruption 
  effect of a Haywire Field. See the table on page 
  143 of the Deathwatch Rulebook.
  The GM may also wish to embellish with 
  inopportune equipment failures on either side at 
  random intervals. Note that the alien technology and 
  constructs are not affected.
  80
  
  II: A Stony Sleep
  Read aloud or paraphrase the following: 
  The metal carcass of a large construct is strewn across the 
  chamber. You count several jointed limbs—the length of each 
  close to your entire height—and at least one weapon arm. It is 
  primarily pitted with bolter fire, but some portions of the creature 
  bear the scars of a power weapon. One of the severed limbs is 
  gnarled and misshapen, as though crafted to mimic the deformity 
  of mutation. Several dead xeno-cultists also lie in the chamber, 
  their bodies shorn to pieces and riddled with singed openings 
  Their lips are frozen in screams of horror.
  An Ordinary (+10) Scrutiny Test observes that 
  both the bolter shells and the wounds made by them are   
  Adeptus Astartes calibre. 
  alpha legion aSSault
  The next triangular chamber has several square openings 
  leading into a hallway behind it. The Kill-team has little 
  chance to look around, as they are immediately assaulted 
  by Alpha Legion Chaos Space Marines. At this point the 
  Alpha Legion’s goal is to kill or at least delay the Kill-team 
  until Lamdus and Sethahar can complete their own primary 
  objective: retrieval of a vector amplifier. However, even as this 
  combat takes place, Sethahar is enacting his betrayal. 
   If any of the Alpha Legion Chaos Space Marines survive 
  (either because they withdraw or were not present) they 
  return to harry the Kill-team once they discover that they 
  have been left behind. They realise that they are now trapped 
  in the tomb with the rising xenos, and know that the Adeptus 
  Astartes must have a sigil of their own in order to have 
  entered. Their goal on subsequent attacks—which can occur 
  anywhere in the complex— is to take the sigil key. (This can 
  be a good way to draw your players’ attention to one means 
  of their own escape if they don’t figure it out.) 
  In any situation where the Kill-team has the opportunity 
  to observe Alpha Legion corpses (such as after battle with 
  them) have each character make a Difficult (–10) Scrutiny 
  Test. On a success they observe a thin layer of a foul-smelling 
  ochre powder coating their enemy’s armour. A Difficult (–10) 
  Lore: Scholastic (Chymistry) or Very Hard (–20) Chem-
  Use Test identifies the substance by smell and appearance. 
  The powder is trialkaline. This substance is a powerful 
  anti-corrosive often used in toxic environments. It can also 
  be analyzed in a safer setting using the proper equipment, 
  which requires only a Routine (+20) Lore: Scholastic 
  (Chymistry) Test.
  If anyone attempts to follow the trail of the other agents 
  of Chaos and the xeno-cultists, it requires a Challenging 
  (+0) Tracking Test to locate the miniscule patches of rubble 
  and blood left by their passing. Their course leads down the 
  northeast passage of this hallway.
  Control deviCe
  Like all of these aliens’ technological remnants, this smooth, 
  angular mechanism has little in common with the gothic, 
  ornamented machines of the Imperium. The device orchestrates 
  the energies of the tomb city, including the waking and stasis 
  of its occupants. Whatever omen or stimulus it may have 
  initially awaited, Sethahar’s spell— channelling the life force of 
  hundreds of xeno-cultists—triggered it early. A pulsing green 
  crystal tops the pyramidal control structure, which itself sits 
  on a vast cylindrical platform open to the black sea-sky. Gold 
  walkways connect the platform to two other identical circular 
  islands. Corpses heap across one another on these islands.
  The gold bridges are flat and only a few centimetres thick, 
  but solid as adamantite. However, an eight metre gap has 
  been melted from each walkway with a high-powered energy 
  weapon, trapping the Reborn xeno-cultists on the stone pillars 
  where they died. They bear no visible wounds, but their skin 
  is pale and ashy. If anyone examines them, the bodies are ice 
  cold to the touch.
  The control device is too foreign to consider operating. Its 
  dark, shimmering surface bears no visible interface. The crystal 
  continues to throb slowly, like the beating of a sinister heart. 
  It is incredibly resilient but not unbreakable, possessing AP 
  20 (but only one wound). If any of the Battle-Brothers decide 
  to shatter it, the absorption field effects end. However, power 
  continues to hum through the tomb, and the low rumbling 
  persists as ancient seals continue to deteriorate. It is too late to 
  stop the creatures from waking.
  StarSCape alCove
  This alcove is covered with carvings. However, before the Battle-
  Brothers can examine them closely, they have xeno-cultists to deal 
  with. A handful of the Reborn fled the Chaos Space Marines and 
  alien construction rather than be herded onto the pillars. While 
  they came to their senses in time to avoid becoming sacrifices to 
  the awakening, they are still trapped in the tomb city. Roughly a 
  dozen people huddle together beneath the alien carvings. They 
  gasp at the first heavy tread of a Space Marine boot, but their fear 
  turns to relief when they see the symbols of the Inquisition and 
  loyal Adeptus Astartes Chapters. They erupt into a cacophony of 
  pleas for salvation and forgiveness.
  If the Kill-team does look closer at the depictions on the 
  walls, they are part navigational and part worship. Similar 
  to the reliefs at the Cenotaph but far more elaborate, these 
  within the toMBS
  The interior of the Necropolis feels more like a 
  xenos world than a location on an Imperial Fortress 
  planet. The GM can help maintain this alien feel by 
  drawing attention throughout the tombs to some of 
  the following environmental aspects:
  • In many places the stone of the tombs is so smooth 
  is seems like metal. Sometimes it is cold to the 
  touch, and others strangely warm.
  • Brilliant green energy crystals and green 
  illumination
  • Strange geometry in all of the structure’s angles 
  and ordered xenos runes
  81
  
  II : A Stony Sleep
  designs track the movement of the galaxy’s eastern fringe. 
  Glittering gold lines weave among the stars and nebula; these 
  unlabelled courses seem like the focus of the pieces more than 
  the stars themselves. Correlating any of the objects on the 
  wall to the Jericho Reach is only possible with the encryption 
  key, and even then it is not easy. The chart depicts many 
  dead stars and planetary bodies that no longer exist, and 
  lacks many that have been born since its creation. Gleaning 
  meaningful information from the charts on the spot requires 
  a Challenging (+0) Navigation (Stellar) or Scholastic 
  Lore (Astromancy) Test. However, it is possible to capture 
  picts of the relief and compare them to standard charts later. 
  Findings might include:
  • When this map was etched, the Hadex Anomaly did 
  not exist. Instead, at that location the chart shows the 
  ill-fated systems that became the Charon Stars. No sign 
  exists of what might have caused the terrible wound in 
  reality that would one day drag them into the warp and 
  their damnation.
  • The area now dubbed the Well of Night is surrounded 
  by geometric symbols that not even the cipher   
  can elucidate.
  • The region where the Black Reef sits is completely void, 
  as though unexplored and uncharted.
  • Nearly all the celestial bodies show some discrepancy 
  in their nature or location given the countless aeons that 
  have passed since the chart’s carving. Except the Erioch 
  system, which is shown exactly where it hides today, 
  accompanied by mathematical notation showing seven 
  identical planets.
  idol rooM
  This alcove mirrors the position of the other. It does not 
  contain carvings, but statues. Auspexes refuse to penetrate 
  the shimmering metal, but the sculptures produce a hollow 
  echo if struck. Each slender figure is vaguely humanoid, but 
  their features and visages vary widely. Their faces are without 
  exception cold—either mocking or hungry or both. The few 
  that bear weapons carry nothing similar to the technology 
  found with the Reborn. These representations almost seem to 
  be the gods’ gods.
  a ruined portal
  The various structures of the massive tomb city connect via 
  a series of portals. When power returned to the tomb, the 
  dormant stacks of metal blocks once again framed gateways of 
  swirling emerald light. This is what the Chaos Space Marines 
  had been waiting for. They sundered the closest portal and 
  stripped it of its vector amplifier. If the Kill-team encounters 
  the portal’s remains, it lies in a heap of polyhedral shapes 
  with the last flickers of energy quickly fading from it.
  the Monolith field
  The northern wall of the ringed hall holds one of the complex’s 
  few openings. A long portion of the wall has been cut away, 
  forming a window. This window looks directly onto a field 
  of glowing pyramids floating above a dark, sheer surface. 
  Each monolithic ziggurat holds a large green crystal at its 
  apex, and it crackles with arcs of energy. It is difficult to grasp 
  the exact size of these edifices from within the tombs, as the 
  massive complex renders even the largest objects insignificant 
  in comparison to its own scale.
  A long tower of steps leads from a nearby hall spoke down into 
  the field. The trail of the remaining Chaos Space Marines takes 
  this exit out into the expanse of hovering pyramids. Only then 
  does their size take on meaning. These are not more buildings, 
  but weapon platforms. Each of their four corners mounts an array 
  of huge energy weapons. These beam weapons look identical in 
  all but size to the alien rifles in the hands of the senior reborn. 
  If their strength increased as much as their size, these weapons 
  could be capable of stripping the hull from a Rhino. 
  The smooth pyramids hover motionless. However, their 
  inert appearance is deceptive. It is impossible to say whether 
  the structures trigger on proximity or if their machine spirits 
  possess some malicious awareness, but if any Battle-Brothers 
  attempt to cross the field, the monoliths erupt with deadly beams 
  of destructive energy. Anyone wishing to cross the long field 
  must apply diligence to avoid being flayed alive. He can make a 
  series of Dodge Tests to avoid being hit or Concealment Tests 
  to avoid being detected. (The GM should determine the exact 
  number and difficulty of these Tests depending on the level of 
  the characters. See page 66 for the Damage taken on a hit from 
  the lightning arc projectors.)
  The far side of the field holds two points of interest. One 
  is the arcane transport device that can be used to leave the 
  necropolis. The other is a magnificent view of the energy crystal 
  projecting the force dome around the Necropolis. It floats with 
  two bordering platforms hundreds of feet in the air. An opening 
  appears to lead out to this area from elsewhere in the tomb, 
  but there is no ground connection from the monolith field. For 
  more information on the transport circle and the energy core, 
  see below.
  tranSport CirCle
  The Undying were masters of space and time. Teleportation 
  was a common method of travel for them, as witnessed in 
  the sigils. Naturally, the devices are not one way. At the edge 
  of the monolith field is a large ring inscribed with gold 
  circuitry. An Ordinary (+10) Scrutiny Test recognises it 
  as virtually identical to the one in the empty mausoleum 
  beneath the Cenotaph. Its centre contains a vertical slot that 
  is conspicuously the size and shape of the sigil key. By the 
  time any pursuers reach this point, Sethahar has gone. The 
  surrounding warp still echoes with the taint of his sorcery. 
  However, Lamdus remains. The Battle-Brothers cannot miss 
  the Space Marine in Alpha Legion power armour who leans 
  up against a fractured pillar. He still lives, barely. His helmet 
  is gone, his armour scorched by fire and rent as though by 
  blades. His eyes come to focus on the Kill-team, and he clears 
  82
  
  II: A Stony Sleep
  the blood from his lungs before speaking. Lamdus is unarmed 
  and slow moving. Assuming they do not kill him before he 
  can speak, read aloud or paraphrase the following: 
  The Chaos Space Marine’s lips twist into a self-deprecating 
  smirk. “It took you long enough to get here,” he rasps. “I was 
  beginning to think my vengeance would have to die with me.” 
  The bent heraldry on his armour and the number of blackened 
  trophies that remain suggest this man was an important member 
  of his Legion. “Listen closely, loyal sons.” He savours the last 
  two words in bitter amusement. “There is more at stake here than 
  even this world. On Samech- on Samech Dahzak schemes. Our 
  purpose in it no longer matters. He beat us to betrayal. So...better 
  your victory than his.”
  Rize may have breath left to whisper short answers to one 
  or two questions; if anyone asks about Inquisitor Vincent, Rize 
  believes he perished at sea with the rest of his men. The Chaos 
  Space Marine leaves them with one last enigmatic warning:
  “Do not let Dahzak foresee your intentions as he did mine. Only 
  the- the Emperor protects.” He does not draw another breath. 
  Rize is content to die if the Kill-team leaves him to do 
  so. His iron will resists any attempts to revive him; he has no 
  desire to be a prisoner of his enemies. 
  Know Thine Enemy
  The Alpha Legion is too secretive for the names of their 
  leaders to circulate, but many other Chaos Space Marines 
  covet infamy. Dahzak is one of those. A Difficult (–10) 
  Forbidden Lore (The Traitor Legions) Test recognises 
  the sorcerer’s name. The Degrees of Success determine how 
  much a Battle-Brother knows about him (see Table 2–3 on 
  page 84).
  the writhing Corridor
  When the Kill-team enters this long corridor, have each 
  member make an Ordinary (+10) Awareness Test. Those 
  who succeed perceive movement on the ceiling high above 
  them. From where they stand the entire dark plane above 
  seems to ripple like a shadowy ocean. Anyone capable 
  of magnification or some form of closer inspection sees 
  swarming beetle-like constructs made from the same metal as 
  the arachnid remains at the necropolis’s entrance.
  the weStern paSSage
  This dark corridor ends in a wall of collapsed stone; the 
  tombs have not perfectly survived the years and the seismic 
  activity of their own opening. The passage leads deeper into 
  the necropolis, but it would take some time to move the fallen 
  stone. An Easy (+30) Tracking Test confirms that nothing 
  tangible has passed this way in centuries.
  83
  
  II : A Stony Sleep
  Matrix anteChaMBer
  Two open doorways lead from either side of this perpendicular 
  room into the power matrix. As the Kill-team nears this 
  juncture, read aloud or paraphrase the following:
  You no longer need to suppose what the construct at the entrance 
  looked like intact. One undamaged and in possession of all eight 
  limbs hovers through one of the wide entrances in eerie silence. 
  Had it been forged by Imperial hands, such an advanced creation 
  would surely be adorned with embellishments and litanies. 
  Instead, its angular shell reflects only functional considerations. 
  Its massive body is unpainted metal; the only colour it carries 
  are several glowing green photo-receptors on its small head. One 
  of its forward limbs is a wicked trident of claws. The other is 
  a long, sinister energy weapon. The emerald eyes momentarily 
  brighten as it fixates on you.
  This automaton has crawled the tombs for millennia 
  uncounted, maintaining the sanctuary of its masters until 
  their return. The tomb guardian is a mighty enemy, primarily 
  lashing out with its bladed claws, and only using the particle 
  emitter on foes at range or who are exceptionally armoured. 
  It knows only devotion to its masters and has no sense of self 
  preservation. It relentlessly attacks these intruders until they 
  or it are destroyed. If the GM wants to increase the challenge 
  of the last encounter, he may wish to imply that time is up 
  on the Objective. In that scenario, if the Battle-Brothers don’t 
  split their attention between destroying the power matrix 
  and fending off the tomb guardian, all is lost. Note that 
  the guardian causes Fear; see page 277 of the Deathwatch 
  Rulebook for how Fear affects Space Marines.
  neCropoliS power Matrix
  The tombs’ power core is a room of suspended platforms and 
  arcing electricity. Each of the antechamber doors leads out to 
  a floating disc, across from which a perpendicular network 
  of three more discs hovers completely unsupported. The 
  sixth circle hangs in the centre, with a flashing green crystal 
  hundreds of times bigger than that on the control device, or 
  even the monoliths. It flashes ever brighter as the tremors 
  grow in intensity. If the Battle-Brothers find a way to the 
  power matrix through a different route than the antechamber 
  (such as through the monolith field), the tomb guardian 
  attacks there instead. 
  A virtually impenetrable force dome similar to that covering 
  the sunken city protects the power matrix. (It counts as a force 
  field with a protection rating of 95 and no Overload possible.) 
  However, this is only detected if the Kill-team studies the 
  crystal carefully before launching an attack on the power 
  matrix. The first time anyone attempts to damage the crystal 
  in any way, the core’s defence mechanisms activate. This has 
  two primary effects: first, the core’s defence batteries power 
  up. In every subsequent Round, it fires the equivalent of a 
  Particle Emitter beam at every character in the room, using a 
  Ballistic Skill of 40. Secondly, it calls the monoliths on the 
  field, which begin to drift towards the elevated platform. 
  waking anCientS
  The Battle-Brothers’ Objective to keep the slumbering 
  xenos from waking is a race a against a ticking clock—a 
  clock whose hands they can’t see. Even without an 
  objective timer on the last part of this Mission, it is 
  important to create a sense of urgency and escalating 
  threat. The move from the still tombs at the entry way 
  to the writhing tombs beyond is one way to do this. 
  Others include the tremors growing louder, and the 
  monolith power crystals beginning to light.
  If the GM feels that the players have tarried too 
  long, he may want to consider having a small wave 
  of occupants actually rise. This will drive home how 
  imminent the xenos’ waking is. The profile for spectral 
  harbingers has been included in the appendix. Since 
  they can become incorporeal, these wraiths would be 
  the first to exit their sarcophagi. Furthermore, their 
  ghostlike appearance means they seem more like spirits 
  of the dead than a race of living metal aliens, thus 
  keeping the Warhammer 40,000 continuity intact.
  Table 2–3 Dahzak’s Infamy
  Degrees of Success
  Details Known
  Standard Success
  Dahzak is a powerful Chaos Space Marine sorcerer known to be operating in the corrupt worlds of the 
  Charon Stars. He is an exiled member of the Thousand Sons Traitor Legion
  One
  The stories of Dahzak’s past exploits in the Jericho Reach often place him at battles for troves of tainted 
  tomes and talismans. Among the Thousand Sons there exists a splinter cabal led by the exile Ahriman. It 
  is rumoured this faction was responsible for turning the majority of the Thousands Sons Legion into the 
  Rubric Marines. Dahzak is or was a member of this cabal.
  Two
  Dahzak is a powerful diviner, and owes much of his status to his ability to predict the moves of his enemies. 
  While his innate talents seem to lie in foresight, it is said he constantly seeks and acquires spells and items 
  related to direct interaction and movement through the warp. 
  Three (or more)
  Dahzak fell strangely silent shortly after the arrival of the Achilus Crusade. While the optimistic like to 
  boast that he was slain in the initial clashes of the Acheros Salient, dark whispers from the Hadex Anomaly 
  say that he has spent those long years forging an alliance with other corrupt powers of the Charon Stars to 
  enact some terrible plan.
  84
  
  II: A Stony Sleep
  The Battle-Brothers are now in double jeopardy of running 
  out of time. The aliens are close to waking, and even if the 
  Kill-team avoids the arcing energy, they stand a slim chance 
  of survival once the monoliths get into range. They need to 
  devise some method of shutting down the core, and quickly! 
  If the players continue to repeatedly Attack the power matrix 
  with their usual methods, the GM should drop a hint that a 
  direct assault might not be the best approach. For example: 
  “Once again your plasma blast spatters harmlessly on the deflection 
  barrier. Nothing you have done seems to have scratched the device. You’re 
  beginning to think you might need another way to shut it down.”
  Ideally the Kill-team comes up with a plan that uses their 
  individual abilities to overcome this challenge. The easiest way 
  to represent it is with the Assistance rules on page 204 of the 
  Deathwatch Rulebook. For this task, ignore the limit on the 
  number of characters that can assist, but set a Difficulty that 
  is at least Very Hard (–30) for the base Test. Based on their 
  plan, decide which action (and therefore whose Test) will be 
  the main Test. Then allow each assisting character to describe 
  what aid they are giving, using either a Trained Skill, Talent, 
  Special Ability, Psychic Power, Squad/Solo Mode Ability, or a 
  piece of equipment. Possible examples include:
  • Using Demolitions to create a super-penetrating blast 
  with linked krak grenades.
  • Use of the Divination discipline to determine the best 
  timing and angle for overcoming the force field.
  • Applying Tech-Use or Ferric Lure to disrupt the gravitic 
  suspension system of the core and de-stabilise the matrix
  • Using a Signum to coordinate fire.
  If the Kill-team fails an attempt, it means that a particular 
  approach does not work and they must try an alternate plan 
  (by at a minimum choosing a new character or Test for the 
  main Test). Additionally, each failure means another volley of 
  energy from the defence systems, and time for the monoliths 
  to draw closer. 
  THE cRASHING TIDE
  The power matrix is all that is holding back the crushing 
  ocean above. If the Battle-Brothers succeed in destroying 
  the power matrix or otherwise de-activating the tombs, read 
  aloud or paraphrase the following:
  The green light of the power matrix goes out. For a moment, 
  there is utter silence. Then the black sky collapses into a torrent 
  of falling water.
  If they are outside at the power core, the Battle-Brothers 
  must get inside and quickly to avoid being swept away as the 
  ocean crashes down on the necropolis. The impact of millions 
  of tons of water creates fractures immediately. Large stone 
  chunks fracture from the tombs as they begin to fill with 
  water. If the Battle-Brothers have pieced together how to use 
  the sigil to depart the tombs, they battle rising water and the 
  collapsing structure to make it back to the transport circle
  If they don’t use the circle, other possibilities for their 
  survival include:
  • If the boarding torpedo was launched, it can survive 
  even the pressure of the crashing waters. The Battle-
  Brothers could shelter inside it and vox to the Cathurian   
  for retrieval.
  • Abuse the Battle-Brothers with a Round or two of 
  crushing Damage and Fatigue as their armour buckles 
  and begins to implode. At the last moment, the Cathurian 
  grapples them with an electromagnet and pulls them 
  inside before they perish.
  When Lieutenant Helmsman Athenos sees the Kill-team, 
  read or paraphrase the following:
  “You’re alive! Well, thank the Shining Saint.” She has no time to 
  say anything else as the Cathurian spins violently. You can feel 
  the ship buffeted and pulled by the whirlpool and debris of the 
  collapsing necropolis. The metal hull strains and the submersible’s 
  engines roar as it tries to counteract the pull. With a sudden 
  forward lunge, you feel the vessel pull free of the suction. The 
  Cathurian’s engines bang and rattle like a shoddy bionic lung, 
  but you are on your way back to the surface.
  The Battle-Brothers have a few hours to get their bearings, 
  treat their injuries, and discuss what just happened before 
  the Cathurian limps back to dock at Kal’tran. Oddly, any 
  technology the Battle-Brothers may have taken off the 
  Reborn xeno-cultists has vanished without a trace. However, 
  the sigil key remains.
  85
  
  II : A Stony Sleep
  Table 2–4: Mission Experience Rewards
  Objective
  Experience Awarded
  Save Inquisitor Quist’s Life
  350 XP
  Complete Inquisitor Vincent’s investigation and determine what lies beneath the southern ocean
  350 XP
  Prevent the Reborn from rising and consuming Karlack
  400 XP
  Discover the fate of Inquisitor Vincent
  175 XP
  Kill or capture Isiaah Faln
  250 XP
  Get past the Alpha Legion forces in the tomb city
  250 XP
  Determine the city’s exact location
  200 XP
  Find a way to enter the tomb city
  175 XP
  Acquire transport capable of operating in extreme ocean depths
  200 XP
  Prevent the Sons of Taeg from assassinating Prince-Prefect Allewis
  150 XP
  Help Mediator Dyne deal with Alexei Drahj
  100 XP
  Defeat the xeno-cult beneath the Cenotaph
  75 XP
  ArTEfACT MAnIfEST
  Crescent Bladed Sceptre
  To the best of my observations this short staff is purely ceremonial. It is 
  topped by two large crescent blades and two smaller sets of blades, 
  all symmetrical. It does appear to have some form of micro-circuitry 
  embedded in the handle, but it is of insufficient magnitude to possibly 
  constitute a weapon. It does appear that the bottom part of the 
  sceptre has broken off. 
  Crystal Conduit
  I have personally collected three samples of these translucent 
  tubes in varying sizes, and they are perhaps the most commonly 
  found xenos artefact on Karlack, aside from the rock fashioned into 
  so-called “eternity charms.” I shudder to think how many of these 
  relics are probably in use as doorstops and even glassware by 
  the natives. The conduits have proved highly resistant to heat and 
  energy, suggesting they were used to conduct power in weapons 
  and technology.
  field Emitter
  This small device bears a passing resemblance to force fields and similar Imperial devices, leading 
  both Dyne and myself to speculate that it likewise emitted some kind of field. However, it is entirely 
  possible that the artefact serves no such purpose. It could be an explosive, a beacon, or perhaps even 
  just a lifeless religious icon for all the response we have been able to prompt from it.
  Metal Carapace
  This curious metal shell is at once smooth and angular. Less than a metre long, it appears as though 
  some sort of appendages once connected to both sides of the shell. Its underside displays remnants 
  of gravitational projectors.
  Broken halberd
  There is very little left of this weapon. The composition of its handle is similar to the sceptre, although 
  the circuitry is less complex. Its weighting and broken joints suggest some form of double-bladed 
  melee weapon.
  By THE AuTHorITy of InQuISITor ZAEr VInCEnT, orDo XEnoS
  86
  
  II: A Stony Sleep
  Escape by Teleportation
  If the Battle-Brothers use the sigil, they find themselves 
  beneath the Cenotaph of Achilus, at the matching circle in 
  the Empty Mausoleum.
  return to Citadel priMariS
  Quist is awake and recovering when the Kill-team returns to 
  Citadel Primaris. She listens intently to whatever report they 
  give. If they retrieved Inquisitor Vincent, she asks that he be 
  brought to her. The broken man weeps quietly against her 
  shoulder and she speaks gentle words of comfort to him. All 
  the while, her left hand drifts beneath her robes. It emerges 
  with her bolt pistol. In one swift motion, she brings it to the 
  back of his head and pulls the trigger. The explosion spatters 
  her in his blood. Mediator Dyne stiffens, as though about 
  to retaliate for the death of his master, but Nihl’s presence is 
  enough to make him think better of it. If the Space Marines 
  have grown attached to Vincent or the GM has some other 
  reason to believe they might want to interfere in this matter, 
  he may want to allow an Agility Test to intervene before 
  Quist pulls the trigger.
  On the other hand, if the Kill-team reports his existence 
  but left him elsewhere, she verifies his location and gives a 
  small nod to Nihl, who silently departs to dispatch him. If the 
  Battle-Brothers do not make an issue of the execution, then 
  Quist has nothing more to say on the matter. However, if they 
  question her at the Citadel or on the return trip to Erioch, she 
  says simply:
  “The Zaer Vincent I knew was a good man. He devoted his life to 
  protecting mankind even in the Reach where many of the faithless 
  have forgotten the Emperor. The person I killed was a broken 
  traitor. He gave aid to the enemies of man and rambled about 
  xenos ruins to anyone he saw. He was a liability to the Ordo, 
  and it would show no pity for his failing. The clean death I gave 
  him was a mercy.”
  Quist’s preference is that everyone believes Vincent died 
  with his retinue—not to hide the execution but to preserve 
  his integrity. She requests that they let her be the one to 
  report on him, but does not argue if the Battle-Brothers take 
  other actions. She may, however, hint that she will omit being 
  poisoned from her report (assuming it happened) if they agree 
  to her request. 
  reSpeCtS for the dead
  The Battle-Brothers most likely bring news of at least one 
  Inquisitor’s death after this Mission. The Inquisitor of the 
  Chamber, Hezika Carmillus, arranges a funerary ceremony 
  shortly after the Kill-team’s return. The following assumes 
  Quist lived; if she perished Inquisitor Carmillus takes her place 
  in presiding over the rites. The Battle-Brothers are given the 
  option to attend. Read aloud or paraphrase the following:
  The funeral takes place in one of many unused chambers along 
  Watch Fortress Erioch’s exterior. Death has finally given it a 
  purpose. Had the ceremony been somewhere other than a remote 
  war front, it might have been a grand political affair. Instead, the 
  attendees number a few dozen, mainly the resident Ordo Xenos 
  members and Battle-Brothers like yourself. Watch Commander 
  Mordigael and several others give short eulogies.
  The Battle-Brothers may also elect one of their number to 
  speak, if they so desire. As the ranking member of the Ordo 
  Xenos, Inquisitor Carmillus speaks last:
  “None of us can ask for more than to die in service to the 
  Imperium. The number of people who hear our name or speak 
  praises over our coffin does not change who we were in life, 
  where we succeeded and where we failed. A cold grave is reward 
  enough; for it is the only rest the vigilant will ever know. So go 
  now to the slumber you have earned.” She gives the signal for the 
  casket to be released into the void.
  rewardS
  Table 2–4 Mission Experience Rewards (see page 86) shows 
  the value of completing each of the Objectives if you award 
  experience using the detailed mission-based method. 
  The following are worth 1 Renown each:
  • Preventing Inquisitor Quist from being poisoned or 
  if she chooses to omit it from her logs.
  • Stopping the Reborn xenos from rising again.
  • Defeating the Alpha Legion.
  • Killing or capturing Isiaah Faln.
  • Any two of the following: stop Alexei Drahj, bring 
  Inquisitor Vincent to Quist, stop the sons of Taeg from 
  killing the Prince-Prefect.
  • If the Battle-Brothers deliberately killed any Imperial 
  citizens other than cultists, they lose 1 Renown.
  The GM should reference page 270 in the Deathwatch
  Rulebook to see if the Kill-team qualifies for additional 
  Renown for completing multiple Objectives. As always, 
  he should also feel free to further reward clever plans and   
  good roleplaying. 
  future MiSSionS
  The starscape in the submerged temple might have raised or 
  answered any number of questions. The GM could easily add 
  one or half a dozen sites marked upon it that the Deathwatch 
  must now examine. One can only hope that all traces of 
  the tomb city were crushed by the sea. However, Karlack’s 
  southern oceans are infamous for washing strange objects up 
  to shore. Even as the Battle-Brothers return home, inhabitants 
  of the archipelagos might be hauling a shimmering metal idol 
  out of the sea.
  87
  
  II : A Stony Sleep
  Appendix: NPCs
  prinCe-prefeCt allewiS
  For more information on Allewis see page 59.
  Prince-Prefect Allewis Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  46 34 33 41 35 50 52 45 44
  Movement: 3/6/9/18 
   
  Wounds: 16
  Skills: Awareness (Per) +10, Carouse (T), Charm (Fel) +10, 
  Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, 
  Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.
  Talents: Master Orator, Melee Weapon Training (Primitive). 
  Pistol Weapon Training (Las).
  Armour: None.
  Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), 
  Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; 
  Rld 1 Full, Accurate, Tearing). 
  Gear: Extremely fine and expensive clothing, ornate and 
  ostentatious jewellery, 2 spare charges for duelling laspistol. 
  alexei drahj
  This rich merchant is secretly a member of the Transpired 
  Circle. Like his dark peers, he has sacrificed his humanity for 
  wealth and personal power. 
  Alexei Drahj Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (12)
  (8)
  55 50 58 65 47 52 48 60 50
  Movement: 4/8/12/24 
   
  Wounds: 38
  Skills: Awareness (Per), Carouse (T), Charm (Fel), Command 
  (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive 
  (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) 
  +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak 
  Language (Low Gothic, High Gothic) (Int).
  Talents: Ambidextrous, Basic Weapon Training (Universal), 
  Concealed Cavity, Heightened Senses (All), Lightning Attack, 
  Melee Weapon Training (Universal), Pistol Weapon Training 
  (Universal), Preternatural Speed, Swift Attack, Unnatural 
  Agility (x2), Unnatural Strength (x2), Unnatural Toughness 
  (x2).
  Traits: Dark Sight, From Beyond, Regeneration (3), The 
  Stuff of Nightmares, Transpired Alteration.†
  Armour: Armoured Bodyglove (AP 3).
  Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 
  1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), 
  Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, 
  Power Field), Xeno-Filament Grenades (Thrown; SBx3m; 
  S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing).
  Gear: Expensive yet practical clothing; Personal encrypted 
  vox, chrono, 3 Xeno-filament grenades. 
  †Transpired Alteration: Some members of the Transpired 
  Circle can control their bodies at a structural level that rivals 
  psychic biomancers. Once per Round, as a Free Action, Drahj 
  can make a Willpower Test. If he succeeds, he may add +10 
  to one Characteristic until the next time he uses this ability.
  alexei’S thug
  Thug Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  40 35 35 40 38 30 36 38 24
  Movement: 3/6/9/18 
   
  Wounds: 18
  Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, 
  Intimidate (S) +10, Shadowing (Ag), Silent Move (Ag)
  Talents: Basic Weapon Training (Las, SP), Melee Weapon 
  Training (Primitive), Pistol Weapon Training (Las, SP)
  Armour: Mesh Armour (4 All) 
  Weapons: Monoblade (1d10+4 R; Pen 2), Hand Cannon 
  (35m; S/–/– 1d10+4 I; Pen 2; Clip 5; Rld 2 Full), 
  Lascarbine (35m; S/2/– 1d10+3 E; Pen 0; Clip 40; Rld 2 
  Full; Reliable).
  Gear: Micro-bead vox, 1 Hand Cannon Reload, 1 Las charge 
  pack, Lho sticks
  Mediator lazel dyne
  For more if information on Mediator Dyne, see page 63.
  Mediator Lazel Dyne Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (12)
  40 45 45 48 44 60 55 50 36
  Movement: 4/8/12/24 
   
  Wounds: 20
  Skills: Awareness (Per) +10, Ciphers (Inquisition) (Int) +20, 
  Command (Fel) +10, Common Lore (All) (Int) +10, Dodge 
  (Ag) +10, Forbidden Lore (Inquisition, Heresy, Xenos, Psykers, 
  Warp) (Int) +10, Inquiry (Fel) +20, Literacy (Int) +20, Logic 
  (Int) +10, Medicae (Int) +10, Scholastic Lore (All) +20; 
  Scrutiny (Per) +10, Speak Language (Low Gothic, High Gothic 
  and a number of human and xenos tongues) (Int) +10).
  Talents: Electro Graft Use, Basic Weapon Training (Universal), 
  Concealed Cavity, Exotic Weapon Training (Web Pistol), 
  Foresight, Infused Knowledge, Logis Implant, Melee Weapon 
  Training (Universal), Peer (Academics, Inquisition), Pistol 
  Weapon Training (Universal), Polyglot, Swift Attack, Total 
  Recall, Unnatural Intelligence (x2).
  Traits: Knowledge is Power†, Cyclopaedic Learning††
  Armour: Concealed Mesh Armour (All 4)
  88
  
  II: A Stony Sleep
  Weapons: Customised Hellpistol (35m; S/2/–; 1d10+4 E; 
  Pen 7; Clip 40; Rld 2 Full, Tearing), Mordian-Pattern Power 
  Sword (1d10+9 E; Pen 5; Balanced, Power Field).  
  Gear: Data-slates, auto-quill, scrolls, parchment, micro-bead 
  vox, badge of office, cerebral plug.
  †Knowledge is Power: Once per session, Dyne can 
  automatically pass an Intelligence Test or a Skill Test based on 
  Intelligence. This only counts as a standard success. 
  ††Cyclopaedic Learning: Dyne automatically succeeds at 
  Forbidden Lore (Xenos) Tests. If degrees of success are required, 
  he counts as having rolled 01 on his test. 
  laMduS rize
  For more information on Lamdus Rize, see page 82.
  Lamdus Rize Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  60 55 68 50 56 52 45 48 46
  Movement: 6/12/18/36  
  Wounds: 30
  Skills: Awareness (Per), +10 Charm, (Fel) +10, Ciphers (Chapter 
  Runes, Underworld) (Int), Command (Fel) +10, Common Lore 
  (Adeptus Astartes, Imperium) (Int), Concealment (Ag) +20, 
  Demolitions (Int), Deceive (Fel) +10, Dodge (Ag) +20, Drive 
  (Ground Vehicles, Skimmer), Forbidden Lore (Heresy, Traitor 
  Legions, Warp) (Int) +10, Interrogation (Fel) +10, Literacy 
  (Int), Pilot (Spacecraft) (Ag), Scholastic Lore (Occult) (Int) +10, 
  Scrutiny (Per) +10, Security (Int) +10, Silent Move (Ag) +20, 
  Speak Language (Low Gothic, High Gothic) (Int), Survival (Int) 
  +10, Tactics (Int) +20, Tracking (Int). 
  Talents: Air of Authority, Ambidextrous, Astartes Weapon 
  Training, Blademaster, Bolter Drill, Combat Master, Die Hard, 
  Fearless, Hard Target, Heightened Senses (Hearing, Sight), Hip 
  Shooting, Insidious Infiltration†, Inspire Wrath, Jaded, Quick 
  Draw, Rapid Reload, Swift Attack, True Grit, Wall of Steel.
  Traits: Size (Hulking), Space Marine Implants, Unnatural 
  Strength (x2), Unnatural Toughness (x2).
  Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, 
  Legs 8). 
  Weapons: Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 
  5; Clip 14; Rld Full, Tearing), Astartes Bolter with Motion 
  Predictor (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, 
  Tearing), Astartes Combat Knife (1d10+15 R; Pen 2), Astartes 
  Power Sword (1d10+18 E; Pen 6; Balanced, Power Field).
  Gear: Bolt pistol and Bolter reloads, Multikey, Stummer
  †Insidious Infiltration: The Alpha Legion are masters 
  of sowing dissent and often recruit members of the native 
  populace to act as agents and spies. They gain a +20 to Skill 
  Tests involving the coercion of others (excluding fellow 
  Astartes) to their cause. Additionally, they gain a +10 modifier 
  to all Concealment and Silent Move Tests.
  alpha legion ChaoS SpaCe Marine
  For more information on the Alpha Legion see page 75.
  Alpha Legion chaos Space Marine Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (8)
  55 58 66 46 55 40 45 48 30
  Movement: 6/12/18/36  
  Wounds: 25
  Skills: Awareness (Per), Charm, (Fel), Ciphers (Chapter 
  Runes, Underworld) (Int), Command (Fel) +10, Common 
  Lore (Adeptus Astartes, Imperium) (Int), Concealment (Ag) 
  +20, Demolitions (Int), Deceive (Fel) +10, Dodge (Ag) +20, 
  Drive (Ground Vehicles, Skimmer), Forbidden Lore (Heresy, 
  Traitor Legions, Warp) (Int)+10, Interrogation (Fel), Literacy 
  (Int), Pilot (Spacecraft) (Ag), Scholastic Lore (Occult) (Int), 
  Scrutiny (Per) +10, Security (Int) +10, Silent Move (Ag) +20, 
  Speak Language (Low Gothic, High Gothic) (Int), Survival 
  (Int) +10, Tactics (Int) +10, Tracking (Int). 
  Talents: Ambidextrous, Astartes Weapon Training, Bolter 
  Drill, Die Hard, Fearless, Heightened Senses (Hearing, Sight), 
  Hip Shooting, Insidious Infiltration†, Jaded, Quick Draw, 
  Rapid Reload, Swift Attack, True Grit.
  Traits: Size (Hulking), Space Marine Implants, Unnatural 
  Strength (x2), Unnatural Toughness (x2).
  Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, 
  Legs 8). 
  89
  
  II : A Stony Sleep
  Weapons: Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 
  5; Clip 14; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 
  2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes 
  Combat Knife (1d10+14 R; Pen 2), Chainsword (1d10+15 
  R; Pen 4; Balanced, Tearing).
  Gear: Bolt pistol and Bolter reloads, Multikey, Stummer.
  Insidious Infiltration: The Alpha Legion are masters 
  of sowing dissent and often recruit members of the native 
  populace to act as agents and spies. They gain a +20 to Skill 
  Tests involving the coercion of others (excluding fellow 
  Astartes) to their cause. Additionally, they gain a +10 modifier 
  to all Concealment and Silent Move Tests.
  feynir SurBryte
  Feynir Surbryte is simply the latest pseudonym of Yale Ilvaris. 
  He is a cunning survivalist who has made it through many 
  wars—some of which he started. He is armed with advanced 
  alien technology. This both protects him and furthers his 
  message of the aliens’ powerful wisdom.
  Feynir Surbryte Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  46 45 38 40 42 38 35 45 48
  Movement: 4/8/12/24 
   
  Wounds: 18
  Skills: Awareness (Per) +10, Carousing (T), Charm (Fel) 
  +10, Climb (S), Command (Fel), Dodge (Ag) +10, Forbidden 
  Lore (Xenos, Heresy) (Int), Scholastic Lore (Occult) (Int) +10, 
  Speak Language (High Gothic, Low Gothic), Survival (Int), 
  Swim (S), Tech Use (Int) +10.
  Talents: Basic Weapon Training (Las, SP), Exotic Weapon 
  Training (Cult Artefacts), Melee Weapon Training (Universal), 
  Pistol Training (Las, SP).
  Traits: Touched by the Fates (1).
  Armour: Custom Xeno Mesh Armour (All 5); Refractor Field 
  (PR 30, Overload 01–10).
  Weapons: Mono-edged Ritual Knife (1d5+3 R; Pen 2), 
  Flayer Rifle (200m S/2/–; 2d10+5 E; Pen 8; Clip Unlimited; 
  Recharge, Volatile, Special†); Wraithblade (1d10+8 R, Pen 
  Special††; Tearing).
  †In addition to normal damage, a target who takes one or 
  more points of damage (after Amour and Toughness) from a 
  Flayer rifle suffers 1d10 points of Toughness damage. 
  ††Attacks from a Wraithblade have the Warp Weapon Trait.
  Gear: Temporal Distorter,††† Cult paraphernalia, elaborate 
  clothing, minor curios of bizarre and alien design.
  †††Temporal Distorter: This arcane piece of xenotech allows 
  the user to manipulate the passage of time, permitting him to 
  move out of phase with his opponents. The artefact may be 
  activated as a free action and requires a Challenging (+0) 
  Tech Use Test. If successful, the user gains an additional full 
  action during his turn. All normal limits to taking actions 
  during a turn apply, with the exception that he may make an 
  additional attack action with this extra full action.
  Militant reBel CultiSt
  Unlike their city counterparts, these cultists have been trained 
  for rebel military operations in the southern islands. Only the 
  xeno-cult’s highest-ranking members are worthy to hold the 
  amazing weapons of the Reborn. Those not so fortunate are 
  more appropriate to use with the Horde rules, as an individual 
  does not pose much threat to a Battle-Brother.
  Militant Rebel cultist Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  38 38 35 35 35 25 35 38 25
  Movement: 3/6/9/18 
   
  Wounds: 15
  Skills: Awareness (Per), Climb (S), Dodge (Ag), Survival (Int), 
  Swim (S).
  Talents: Basic Weapon Training (Las, SP), Exotic Weapon 
  Training (Cult Artefacts), Melee Weapon Training (Primitive), 
  Pistol Training (SP).
  Armour: Flak Armour (All 4).
  Weapons: Ritual Knife (1d5+3 R; Primitive), Autogun 
  (90m; S/3/10 1d10+3 I; Pen 0; Clip 30; Rld Full) or Lasgun 
  (100m; S/3/– 1d10+3 I; Pen 0; Clip 60; Rld Full). A select 
  few cultists are gifted with the eldritch cult weapons listed 
  below.
  90
  
  II: A Stony Sleep
  Weapons: Flayer Rifle (200m S/2/–; 2d10+5 E; Pen 8; 
  Clip Unlimited; Recharge, Volatile, Special†); Particle Emitter 
  (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; Recharge, 
  Tearing); Wraithblade (1d10+5+SB R, Pen Special††; 
  Tearing).
  †In addition to normal damage, a target who takes one or 
  more points of damage (after Amour and Toughness) from a 
  Flayer rifle suffers 1d10 points of Toughness damage. 
  ††Attacks from a Wraithblade have the Warp Weapon Trait.
  Gear: Cult paraphernalia, primitive clothing, strange icons of 
  unknown origin.
  SonS of taeg
  The Sons of Taeg use the Militant Rebel Cultist profile with 
  the addition of explosive charges (see page 61) and Karlack 
  1st Fatigues added to their Gear. They are not armed with 
  Cult Artefacts.
  apoState MeChaniCuS
  The Apostate Magi of Samech are infamous in the Jericho 
  Reach. No deed is too foul and no knowledge too blasphemous 
  if it increases their power.
  Apostate Mechanicus Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  46 55 50 52 35 55 45 45 ––
  Movement: 3/6/9/18 
   
  Wounds: 22
  Skills: Ciphers (Apostate Machine Cult) (Int), Common 
  Lore (Imperium, Machine Cult) (Int) +20, Dodge (Ag) 
  +10, Forbidden Lore (Archeotech, Adeptus Mechanicus, 
  Daemonology, Warp) (Int) +20, Intimidate (S) +10, Literacy 
  (Int), Scholastic Lore (Cryptology, Occult) +20; Scrutiny (Per), 
  Speak Language (Low Gothic, High Gothic, Techna-Lingua, 
  Unholy Tongue) (Int) +20, Tech-Use (Int) +20.
  Talents: Ambidextrous, Autosanguine, Basic Weapon Training 
  (Universal), Binary Chatter, Disturbing Voice, Electrical 
  Succour, Electro Graft Use, Enhanced Bionic Frame, Fearless, 
  Feedback Screech, Infused Knowledge, Logis Implant, Luminen 
  Blast, Luminen Charge, Machinator Array, Mechadendrite 
  Use (servo-arm), Melee Weapon Training (Universal), Pistol 
  Weapon Training (Universal), Paranoia, Prosanguine, Rite of 
  Fear, Swift Attack, Talented (Tech-Use), The Flesh is Weak (2), 
  Unnatural Strength (x2), Unnatural Toughness (x2).
  Traits: Fear (1), Machine (4), Mechanicus Implants.
  Armour: Corrupted Mechanical Flesh (All 7).
  Weapons: Locke-Pattern Bolt Gun (90m; S/2/4; 1d10+5 X; 
  Pen 4; Clip 24; Rld Full; Tearing); Chain Axe (1d10+14 R; 
  pen 2; Tearing), Hellpistol (35m; S/–/–; 1d10+4 E; Pen 7; 
  Clip 40; Rld 2Full), Wickedly Clawed Servo-arm (2d10+16, 
  Pen 10; +10 to Grapple Tests).
  Gear: Dark robes inscribed with blasphemous sigils, various 
  debased cybernetic implants and corrupted clone-organs, 
  Auspex, Combi-tool.
  inquiSitor adrielle quiSt
  For more information on Quist see page 25 of the Deathwatch 
  gm’s Kit.
  Adrielle quist Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  46 41 35 40 51 52 43 59 47
  Movement: 5/10/15/30  
  Wounds: 21
  Skills: Awareness (Per), Charm (Fel) +10, Command (Fel) 
  +10, Common Lore (All) (Int) +20, Deceive (Fel)+20, 
  Dodge (Ag) +20, Forbidden Lore (All) (Int) +20, Invocation 
  (WP), Literacy (Int) +10, Psyniscience (Per) +10, Scrutiny 
  (Per), Speak Language (Low Gothic, High Gothic, Eldar) 
  (Int), Tech-Use (Int) +10.
  Talents: Air of Authority, Fearless, Good Reputation 
  (Adeptus Mechanicus), Master Orator, Melee Weapon 
  Training (Universal), Peer (Adeptus Mechanicus, Deathwatch, 
  Inquisition), Pistol Weapon Training (Universal), Psy Rating 
  (6), Quick Draw, Swift Attack, Touched by the Fates (3).
  Armour: Exceptional Craftsmanship Adamantite Armour 
  (AP 6).
  Weapons: Digi-las (3m; S/–/–;2d5+5 E; Pen 5, Clip 1; Rld 
  N/A), Force Halberd (1d10+9 R; Pen 8; Unbalanced), Ceres-
  Pattern Bolt Pistol (30m; S/2/–; 1d10+5 X; Pen 4; Clip 8; 
  Rld Full, Tearing).
  Psychic Powers: Beastmaster, Compel, Long Range 
  Telepathy, Mind Scan, Short Range Telepathy. 
  Gear: Data-slate, Elucidator, Inquisitorial Rosette, Micro-
  bead vox.
  Indomitable Will of the Inquisition: Once per game 
  session, Quist may automatically pass one Willpower Test 
  (including Skill Tests based on Willpower and psychic powers). 
  If degrees of success are a factor, then she is considered to 
  have rolled a 01. This ability can be used before or after 
  making Willpower Test, and can always be made regardless 
  of any other modifiers that apply to the Test.
  inquiSitor zaer vinCent
  Inquisitor Vincent is a pale shadow of his former self. 
  Weakened by torture, near-death, and guilt, his profile reflects 
  severe Characteristic Damage. 
  Inquisitor zaer Vincent Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  28 34 22 30 25 51 22 20 18
  91
  
  II : A Stony Sleep
  Movement: 2/4/6/12 
   
  Wounds: 10
  Skills: Awareness (Per), Ciphers (Inquisition) (Int) +20, 
  Charm (Fel), Command (Fel) +10, Common Lore (All) 
  (Int), Deceive (Fel) +10, Dodge (Ag+10), Forbidden Lore 
  (All) (Int), Inquiry (Fel) +20, Literacy (Int), Logic (Int) +10, 
  Medicae (Int), Scholastic Lore (All) +10, Scrutiny (Per), 
  Speak Language (Low Gothic, High Gothic, Tau) (Int), Tech-
  Use (Int) +10.
  Talents: Ambidextrous, Logis Implant, Master Orator, 
  Melee Weapon Training (Universal), Peer (Inquisition), Pistol 
  Weapon Training (Universal), Quick Draw, Two-Weapon 
  Wielder (Ballistic).
  Traits: Touched by the Fates (0).†
  Armour: Carapace Armour (AP 6).
  Weapons: None.
  Gear: Data-slate, Inquisitorial Rosette, Micro-bead vox
  †Vincent has spent his last Fate Point. He still retains the 
  ability to trigger Righteous Fury.
  nihl zee
  page 55.
  For more information on this Vindicare Assassin, see 
  Nihl zee Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (8)
  (8)
  (10)
  60 75 45 45 51 33 58 55 25
  Movement: 5/10/15/30 
   
  Wounds: 22
  Skills: Acrobatics (Ag) +10, Awareness (Per) +20, Ciphers 
  (Officio Assassinorum) (Int) +10, Concealment (Ag) +20, 
  Contortionist (Ag) +10, Dodge (Ag) +20, Intimidate (S) +10, 
  Literacy (Int), Scholastic Lore (Tactica Imperialis) +20, Scrutiny 
  (Per), +20, Search (Per) +10, Shadowing (Ag) +20, Silent Move 
  (Ag) +20, Tracking (Int) +10.
  Talents: Ambidextrous, Basic Weapon Training (Universal), 
  Catfall, Crack Shot, Deadeye Shot, Duty Unto Death, Fearless, 
  Hard Target, Heightened Senses (sight), Hip Shooting, 
  Independent Targeting, Lightning Reflexes, Marksman, Melee 
  Weapon Training (Universal), Mighty Shot, Pistol Weapon 
  Training (Universal), Quick Draw, Rapid Reaction, Rapid Reload, 
  Sharpshooter, Step Aside, Swift Attack, Talented (Shadowing, 
  Silent Move), Two Weapon Wielder (Ballistic), Unnatural Agility.
  Traits: Dark Sight, Temple Assassin†.
  Armour: Stealth Suit (All 3).
  Weapons: Exitus Rifle (200m; S/–/–; 2d10+4 I; Pen 9; Clip 
  10; Rld 1 Full, Accurate), Exitus pistol (30m; S/3/–; 2d10+4 I; 
  Pen 9; Clip 5; Rld 1 Full, Accurate).
  Gear: Vindicare Stealth Suit and Spy Mask (Provides Motion 
  Predictor and Preysense sights, adds +10 to Dodge Tests and 
  +20 to Concealment and Silent Move Tests). Telescopic and 
  Red-Dot Laser Sights for both Exitus weapons, 5 spare clips each 
  (note the Exitus weapons may be reloaded with single shots as a 
  reaction), fire selectors. 
  Special Ammunition: Nihl Zee has one each of the following 
  rounds:
  • Shield Breaker Round: Ignores the Daemonic Trait, any 
  protection from a Psychic Power, and any protection from a 
  Field item. When targeting a Psychic Power and/or Field the 
  power/item ceases to function for 1 Round.
  • Hellfire Round: Inflicts +1d10 damage and may inflict 
  Righteous Fury on a damage die roll of 9 or 10. The attack 
  also has the Tearing Quality.
  • Turbo-penetrator Round: Inflicts +2d10 damage and adds 
  +5 to the Penetration and adds the Felling (2) Quality.
  †Temple Assassin: His advanced training affords him two main 
  benefits. The first is physical perfection that grants him a re-roll on 
  any Acrobatics, Climb, Contortionist and Swim Tests. The second 
  is preternatural grace which allows him to take a number of extra 
  Reactions equal to his Agility Bonus. These bonus Reactions can 
  only be used to make Dodge or Parry Tests. Nihl Zee may still 
  only attempt a single Dodge or Parry against each attack made 
  against him. Additionally he may attempt to Dodge any attack, 
  including attacks that are not normally eligible for a Dodge Test 
  (such as massive explosions or an invisible psychic attack). 
  lord general CaStuS iaCton
  For more information on Lord General Iacton see page 57.
  92
  
  II: A Stony Sleep
  Lord General castus Iacton Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  40 48 32 45 40 48 35 42 50
  Movement: 4/8/12/24 
   
  Wounds: 17
  Skills: Awareness (Per), Carouse (T), Charm (Fel), Ciphers 
  (Imperial Code) (Int), Command (Fel) +20, Common Lore 
  (Imperium, Imperial Guard, War) (Int) +20, Deceive (Fel), 
  Dodge (Ag) +10, Intimidate (S) +10, Literacy (Int), Scholastic 
  Lore (Tactica Imperialis) +20; Scrutiny (Per), Speak Language 
  (Low Gothic, High Gothic, (Int).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Good Reputation (Imperial Guard, Planetary Defence Forces), 
  Master Orator, Melee Weapon Training (Universal), Peer 
  (Imperial Guard, Imperial Navy, Inquisition), Pistol Weapon 
  Training (Universal), Swift Attack.
  Armour: Carapace Armour (AP 6).
  Weapons: Lucius-Pattern Hellpistol (35m; S/2/–; 1d10+4 
  E; Pen 7; Clip 40; Rld 2 Full).
  Gear: Data-slate, Micro-bead vox, Numerous medals and 
  honours.
  MagoS geoManCer quezalt
  For more information on Magos Quezalt see page 70.
  Magos Geomancer quezalt Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (8)
  38 50 46 58 35 68 55 44 12
  Movement: 3/6/9/18 
   
  Wounds: 25
  Skills: Ciphers (Imperial Code) (Int), Command (Fel) +20, 
  Common Lore (Imperium, Machine Cult) (Int) +20, Dodge (Ag) 
  Forbidden Lore (Archeotech, Adeptus Mechanicus) (Int) +20, 
  Intimidate (S) +10, Literacy (Int), Scholastic Lore (Chymistry, 
  Geomancy, Numerology ) +20; Scrutiny (Per), Speak Language 
  (Low Gothic, High Gothic, Techna-Lingua) (Int) +20, Tech-Use 
  (Int) +20.
  Talents: Ambidextrous, Autosanguine, Basic Weapon Training 
  (Universal), Binary Chatter, Chem Geld, Electrical Succour, Electro 
  Graft Use, Enhanced Bionic Frame, Fearless, Feedback Screech, 
  Ferric Lure, Ferric Summons, Foresight, Infused Knowledge, 
  Logis Implant, Luminen Charge, Machinator Array, Master 
  Enginseer, Mechadendrite Use (all), Melee Weapon Training 
  (Universal), Pistol Weapon Training (Universal), Prosanguine, 
  Rite of Pure Thought, Swift Attack, Talented (Tech-Use), The 
  Flesh is Weak (3), Total Recall, Unnatural Strength (x2).
  Traits: Mechanicus Implants, Soul of Iron†
  †Soul of Iron: Magos Quezalt has given up his humanity in 
  order to embrace the glory of the machine god. All Interaction 
  Skill Tests are at a –30 penalty. However, he gains one bonus 
  degree of success with any successful Skill Test involving 
  Scholastic Lore (Geomancy).
  Armour: Carapace Armour and Armoured Flesh (All 9), 
  Weapons: Ceres-Pattern Bolt Pistol (30m; S/2/–; 1d10+5 X; 
  Pen 4; Clip 8; Rld Full; Tearing); Omnissian Axe (2d10+12 E; 
  pen 6; Power Field, Unbalanced).
  Gear: Numerous cybernetic implants (including Augur Array and 
  Bionic Heart), Advanced bionic arms, Robes of office, Auspex, 3 
  Servo-skulls, Vox-caster, Combi-tool, Utility mechadendrites.
  grave roBBer
  Grave Robber Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 22 30 30 25 22 30 28 20
  Movement: 2/4/6/12 
   
  Wounds: 10
  Skills: Awareness (Per), Climb (S), Concealment (Ag), Dodge 
  (Ag), Silent Move (Ag), Survival (Int), Swim (S).
  Talents: Basic Weapon Training (Primitive), Melee Weapon 
  Training (Primitive).
  Armour: None. 
  Weapons: Shovel (1d10+1 I; Primitive, Unbalanced) or 
  Thrown Shovel (SBx3m, Thrown, 1d10+1 I, Primitive).
  Gear: Ragged clothing, ill-gotten valuables, rotten odour.
  reBorn CultiSt
  These Imperial citizens have abandoned their loyalty to 
  Mankind and the Emperor to revere the xenos instead. 
  Unfortunately, their alien gods have not gifted them with 
  weapons or martial prowess. The only threat they pose is in 
  the press of sheer numbers.
  Reborn cultist Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 33 30 30 35 25 35 38 25
  Movement: 3/6/9/18 
   
  Wounds: 12
  Skills: Awareness (Per), Climb (S), Dodge (Ag), Survival (Int), 
  Swim (S).
  Talents: Basic Weapon Training (Primitive), Melee Weapon 
  Training (Primitive).
  Armour: None.
  Weapons: Ritual Knife (1d5+6 R; Primitive), Flintlock 
  Musket (30m; S/–/– 1d10+2 I; Pen 0; Clip 1; Rld 5 Full; 
  Primitive).
  Gear: Cult paraphernalia, ragged clothing, strange icons of 
  unknown origin.
  93
  
  II : A Stony Sleep
  guardian of the toMB
  This spider-like automaton has guarded the xenos tombs 
  for ages uncounted. It lives only to protect and repair the 
  advanced technology of its sleeping masters. They equipped 
  this mighty construct to protect them well; its heavy metal 
  exterior houses a host of whirling blades and a large version 
  of the aliens’ deadly energy weapons.
  Guardian of the Tomb Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (15)
  (15)
  35 35 55 58 26 20 35 45 –-
  Movement: 4/8/12/24 
   
  Wounds: 75
  Skills: Awareness (Per) +10, Climb (S), Dodge (Ag), Tech-
  Use (Int) +20.
  Talents: Combat Master, Swift Attack, Talented (Tech-Use). 
  Traits: Auto-stabilised, Dark Sight, Fear (2), Hoverer (4), 
  Improved Natural Weapons, Multiple Limbs, Natural Armour 
  (Metallic Shell), Natural Weapons (Bladed Claws), Size 
  (Enormous), Strange Physiology, The Stuff of Nightmares, 
  Unnatural Strength (x3), Unnatural Toughness (x3).
  Armour: Metallic Shell (All 10).
  Weapons: Bladed Claws (2d10+15 R; Pen 8), Particle 
  Emitter (45m S/2/5; 3d10+8 E; Pen 12; Clip Unlimited; 
  Recharge, Tearing).
  Gear: None. 
  SpeCtral harBinger
  This ethereal, bony creature may rise from the tombs beneath 
  Karlack’s southern sea if the Battle-Brothers tarry too long. 
  It is only the first scout of a much larger host that will 
  overwhelm them if they do not act quickly.
  Spectral Harbinger Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  (8)
  55 48 50 55 45 30 45 45 ––
  Movement: 9/18/27/54  
  Wounds: 24
  Skills: Awareness (Per) +10, Climb (S), Concealment (Ag) 
  +10, Dodge (Ag) +10, Silent Move (Ag) +20.
  Talents: Crushing Blow, Lightning Attack, Preternatural 
  Speed, Step Aside, Swift Attack.
  Traits: Dark Sight, Fear (3), Hoverer (9), Improved Natural 
  Weapons, Natural Armour (Metallic Exoskeleton), Natural 
  Weapons (Bladed Claws), Phase, Regeneration (6), Size 
  (Hulking), The Stuff of Nightmares, Unnatural Agility (x2), 
  Unnatural Strength (x3), Unnatural Toughness (x2).
  Armour: Metallic Exoskeleton (All 8).
  Weapons: Bladed Claws (1d10+9 R; Pen 2, Tearing, †Phase 
  Strike).
  Gear: None.
  †Phase Strike: If the creature succeeds on a Weapon Skill 
  Test by three or more degrees of success, that particular attack 
  may not be parried and the Damage from the attack is not 
  reduced by armour.
  94
  
  the pieCeS fall 
  into plaCe
  •
  a turBulent 
  voyage
  •
  the iron pit
  •
  the irradial 
  forge
  •
  afterShoCkS on 
  erioCh
  
  III : The Vigilant Sword
  The Vigilant 
  Sword
  “A shield is not always the right instrument of defence. Sometimes you 
  give a man a shield and show him how to stand true. However, it is 
  the Adeptus Astartes’ duty to protect mankind by taking the sword to 
  that which man cannot stand against.”
  –Vulkan He’stan of the Salamanders Chapter
  D
  ahzak and the Vinculum Proselytes finally have 
  everything they need to complete their attack on the 
  warp gate. At the eleventh hour, the Battle-Brothers 
  realise how great a menace stirs on Samech. To protect all of 
  the Jericho Reach, they launch a pre-emptive strike into the 
  heart of the Chaos-held Acheros Salient.
  OVERVIEw
  The Deathwatch eventually deciphers the meanings of their 
  findings on Karlack and Aurum, and realises that the unholy 
  alliance on Samech is targeting the Warp Gate. The Battle-
  Brothers have an opportunity to champion their own theory 
  and bring it before the Chamber of Vigilance. Once the threat 
  is recognised, defences around the Iron Collar are bolstered. 
  However there is little assurance that the Crusade can stop the 
  assault. The Kill-team is charged with entering the corrupt 
  mechanical heart of Samech and halting the scheme before 
  it launches. 
  The renowned Thunder’s Word transports the Kill-team. 
  Once on Samech, the path to their Objectives is relatively 
  evident, but without making some detours to garner additional 
  information and allies, the chance of success is remote. The 
  Kill-team can choose between several potential groups to aid 
  them in destroying the warship Ruin Bringer and penetrating 
  the Irradial Forge where their enemies and the thaumagramm 
  diodes await.
  RUNNING THE VIGILANT 
  SwORD
  This Mission sends the Battle-Brothers into a hostile 
  environment to accomplish an Objective of the utmost 
  importance. It’s the kind of high-stakes adventure that 
  Space Marines—and their players—live for. As one would 
  expect on a planet full of enemies, opportunities for combat 
  are everywhere. The Kill-team encounters many injustices 
  that heroes may have a difficult time looking past, and the 
  environment is especially offensive to Techmarines. If the 
  players stop to battle every patrol and destroy every twisted 
  machine, you are in for a lot of fighting. If your group enjoys 
  that kind of game, no problem. However, those who don’t 
  want to spend the entire night rolling dice should remember 
  (and help the players remember) that the Kill-team has a job 
  to do—and it is not fighting in the streets. Ideally the group 
  wants to balance a focus on the Primary Objective with doing 
  some “collateral good.” You should decide ahead of time 
  which Optional Encounters you want to present to the Kill-
  team as possible Tertiary Objectives so that you can bring 
  them to the team’s attention.
  The Kill-team’s task is monumental. This adventure 
  allows them to make certain choices or complete additional 
  Objectives to make their Primary Objective easier. Stress the 
  difficulty of accomplishing their goal if they do not go out of 
  their way to help others and gain allies. Few of the options 
  offered to the Kill-team are savoury, but some are certainly 
  lesser evils than others. If your group is unwilling to sacrifice 
  anything— the slightest of their precepts or a single civilian 
  life—it is up to you whether they stand a reasonable chance 
  of success.
  Another factor that can help (or hinder) the Battle-Brothers 
  is the choices they have made in the Missions leading up to 
  this one. In addition to the summary table of consequences 
  below, each event where the consequence is relevant carries 
  the label Mission Consequence. This should help you easily 
  spot them during the narrative.
  If you want to use this Mission without building on 
  the previous two adventures in the Emperor Protects, the 
  realisations that lead to the Kill-team’s deployment can come 
  entirely from the Deathwatch’s information network. You 
  should pick a balance of assets and obstacles to give the Kill-
  team from Table 3–1: Mission Consequences (see pages 98-
  99). Rather than being the result of their actions, these events 
  are just the beginning state of the Mission.
  96
  
  III: The Vigilant Sword
  False Conclusions
  If your group prefers a story with more twists and turns, you 
  may want to begin the Mission on Erioch with a slightly 
  incorrect idea of what Dahzak and the Vinculum Proselytes 
  are planning. If the players champion their own theory—right 
  or wrong—this should be the accepted assumption as long as 
  it is remotely plausible. Otherwise, the Chamber of Vigilance 
  draws the conclusion that Dahzak and his allies in the Charon 
  Stars intend to use the thaumagramm diodes to power an 
  undetectable warship. There are plenty of opportunities later 
  on Samech to reveal what is really going on.
  The Pieces Fall 
  Into Place
  For days I had kept my eyes downcast, trying to deny the dark bloom 
  above. At last, I could deny its weight no longer; with hesitant eyes 
  I turned my face to the festering sky. There, I saw the horror that 
  cannot be unseen, learned what cannot become unknown. I pray now 
  only that the end I see in that hellish stage above comes swiftly, to 
  cure me of its vision.
  –Account of the Hadex Anomaly’s rise, circa 658.M41.
  B
  egin with an overview of recent events in the Jericho 
  Reach. Hive Fleet Dagon continues to edge closer 
  to the heart of the Crusade. The Tau’s siren song of 
  heresy still lodges in too many Imperial ears. More troops 
  have been spent on the Acheros Salient to hold a line that 
  should be advancing. At this point, the GM should recap any 
  of the mission consequences with the timing of Opening that 
  occur based on the choices so far, or some of the Terrible 
  Puzzle pieces from the table below that haven’t come up 
  during the game so far. This is also a good opportunity to 
  cover happenings relevant to your individual campaign, and 
  describe what the Battle-Brothers have done since their last 
  Mission.
  Mission Consequences: The survey of the Acheros Salient 
  should include the effects of the choices involving the royal 
  guard and/or Isiaah Faln on the war effort. If the Imperium 
  is at war with Aurum, this should be mentioned during the 
  discussion of the Orpheus Salient. If Prince-Prefect Allewis 
  sent his interrogation results, share those at this time.
  A variety of facts must conjoin for the Deathwatch to 
  comprehend the true magnitude of the threat Dahzak poses. 
  Table 3–2: A Terrible Puzzle (see page 99) lists the facts that 
  the masters of the Vigil need before them to recognise the 
  menace forming. It is possible for the player characters to 
  be the ones to uncover one or more of these facts, either as 
  follow up from a previous adventure in this book (for example, 
  researching the diode schematic) or as a part of intermediate 
  Missions of the GM’s own devising. The exception is the 
  last piece of information about the antisonate plating. This 
  knowledge is the trigger for the third Mission. 
  Know Them By Their worKs
  The Kill-team faces many decisions in the line of duty. 
  These choices range from what advice to give a king to 
  whether or not to dig through a cluttered room. Large 
  and small, the repercussions of these choices follow 
  them. Table 3–1: Mission Consequences (see page 
  96) summarises some of the key decisions the Battle-
  Brothers make (or do not make) during The emperor 
  proTecTs. The Story Effect column describes how 
  you can convey the results of their actions within the 
  narrative. The Consequence Timing column indicates 
  when the fact becomes relevant (which may or may 
  not be the best time to communicate it). The Statistical 
  Effect describes the mechanical effect on the various 
  situations the Battle-Brothers face during The Sword 
  of Vigilance. The table is organised in roughly the 
  chronological order that the decisions occurred. Each 
  relevant point in the story also has a note to reference 
  the mission consequences.
  97
  Esteemed Friends,
  I cannot have you believing that my boasts of helpful ears were idle, particularly now that I owe you my life. As 
  you can imagine, we have spent a good deal of time trying to crush the remnants of the conspiracy you uncovered. 
  During this time, Lord General Iacton encountered a stray member of the apostate Tech-Priests who had a 
  hand in recent events. Our prisoner knew precious little that you did not already uncover. However, we did 
  persuade him to share some information about his home on Samech. Our Lexographers have sketched a map based 
  on that intelligence. A copy is included. May it benefit your illustrious organisation.
  Your faithful servant, Prince-Prefect 
  Allewis LXXXIII
  The Princes’s LeTTer
  Below is a letter from Prince-Prefect Allewis, greeting 
  the Battle-Brothers and informing them of some 
  information he has received. The letter makes an 
  excellent player handout if you choose to make it 
  available to your players. The map referenced in the 
  letter can be found on page 107.
  
  III : The Vigilant Sword
  Table 3–1: Mission Consequences
  Decision 
  Location Action Taken
  Consequence 
  Timing
  Story Effect
  Statistical Effect
  Aurum
  Finding the 
  thaumagramm diode 
  schematic
  Combat in the 
  Diode Chamber
  The Battle-Brothers have a 
  solid understanding of what a 
  thaumagramm diode is and the 
  havoc it can cause.
  The Battle-Brothers are mentally 
  prepared for the effects of the diodes 
  and gain a +10 to resist them.
  Aurum
  Leaving Aurum 
  actively at war with 
  the Imperium
  Opening / 
  Arming
  The Auran pacification war 
  has been slow and costly. 
  Resources in the Reach are 
  more strained than ever.
  The scarcity of resources impacts the 
  Deathwatch as well. Subtract 10 from 
  the Mission’s Requisition Rating
  Aurum
  Completing the 
  Divested Hunt
  Combat with 
  Mutated 
  Servitors, Soul 
  Alembic, Defiler 
  Foundry
  The desolate Reaving Canyons 
  are quite similar to the lava 
  wastes of Samech. The Battle-
  Brothers gained insight on 
  how to use this type of terrain 
  effectively.
  In combats on Samech’s open lava 
  wastes, the Battle-Brothers always 
  count as having cover with AP 2.
  Aurum
  Preventing Lan from 
  being infected by the 
  Brood
  Opening / 
  Briefing
  If Lan was infected by the 
  Brood, key Imperial relays 
  along border of the Orpheus 
  and Acheros Salients have been 
  destroyed by an unknown 
  attacker. 
  If the relays stand, the Deathwatch has 
  better information on Samech to brief 
  the Kill-team.
  Karlack
  Allowing the royal 
  guard be inducted into 
  the Karlack 1st (Not 
  accepting the Prince-
  Prefect’s request)
  Opening / 
  Skitarii combats
  The royal guard’s presence in 
  the new Karlack 1st greatly 
  increased its starting combat 
  prowess.
  If the royal guard joined the Karlack 
  1st, the number of Skitarii present in 
  certain encounters decreases as Samech 
  has lost troops in combat with the 
  regiment
  Karlack
  Saving Prince-Prefect 
  Allewis from being 
  murdered
  Opening / 
  Briefing
  The PDF captured and 
  interrogated one of the 
  Apostate Magi on Karlack. 
  The Prince-Prefect shows 
  his gratitude by sharing the 
  outcome with the Kill-team
  The tech-priest did not know what 
  the alien technology was to be used 
  for, but he was “persuaded” to give 
  detailed information about the layout 
  of the Irradial Forge, which the Kill-
  team now has.
  Karlack
  Killing or capturing 
  Alexei Drahj
  Journey on the 
  Thunder’s Word
  If Alexei Drahj and his ship, 
  the Frozen Tear, remained free, 
  he damaged the Thunder’s Word 
  in a recent conflict.
  If the Kill-team did not stop Drahj on 
  Karlack, it makes the Thunder’s Word 
  more vulnerable to detection.
  Karlack
  Saving Magos 
  Quezalt’s equipment at 
  the Kal’thane Bulwark
  Opening / 
  Briefing
  Magos Quezalt eventually 
  learned that Samech tech-
  priests had been on the planet. 
  He sends the Kill-team an item 
  that he believes will be helpful 
  if they face the apostates again.
  Quezalt’s algorithm purifier provides 
  spiritual protection and a +10 bonus 
  to Tech-Use Tests when dealing with 
  Samech’s unclean tech.
  Karlack
  Killing or capturing 
  Isiaah Faln
  Arming
  If Isiaah Faln had the 
  opportunity to damage Karlack 
  from the inside, it impacted the 
  war effort. 
  The increased availability of resources 
  impacts helps the Deathwatch resupply 
  as well. Add 10 to the Mission’s 
  Requisition Rating if the Kill-team 
  dealt with Faln.
  Karlack
  Finding the trialkaline 
  in the Tomb City and 
  identifying it
  Arming / 
  Samech
  Forge Master Greyweaver 
  recommends protecting the 
  Kill-team’s gear in a similar 
  manner.
  The Battle-Brothers’ equipment is safe 
  from the rust decapods’ Highly Acidic 
  Trait.
  Karlack
  Hearing Lamdus’s 
  warning and warding 
  themselves with the 
  Emperor’s blessings
  Arming / 
  Irradial Forge
  The Emperor’s blessing masks 
  the Battle-Brothers from 
  Dahzak’s sorcerous sight.
  Dahzak is completely unaware that the 
  Deathwatch is coming to Samech. This 
  affects certain events inside the Irradial 
  Forge.
  98
  
  III: The Vigilant Sword
  Table 3–2 also presents options for letting NPCs bring 
  information to the Kill-team that they might have missed or 
  didn’t follow up on, but make an effort to let the player characters 
  provide as much of the foundation as possible. The more you 
  guide them to assemble this information themselves, the more it 
  makes the Battle-Brothers the owners of the story.
  When you are ready to begin The Sword of Vigilance, roleplay 
  through how the last matter comes to the Kill-team’s attention. 
  (Discussing it in character helps to emphasise that the information 
  is important, and gets everyone in their character’s mindset). The 
  passage below is just one example of how to do this:
  Mission Consequences: Change the Watch Captain’s opening 
  sentence to a recap of the disruption in the Orpheus Salient’s 
  communication lines if Lan is infected by the Brood.
  You stand in a Briefing Theatre with your Watch Captain. Behind 
  him the latest lines of the Crusade fluctuate on the holo-projector. 
  Coloured shapes wink in and out as the cogitator updates its 
  information about current battles. Your Watch Captain gestures 
  just behind the line of the Iron Collar as he reviews the latest 
  intelligence from the watch stations: “Given the proximity of 
  Pyrathas to the Orpheus Salient, it certainly could be vanguard 
  organisms. It bears further scrutiny.” He changes the image on his 
  data slate. “Lastly, there is this report from Watch Station Iobel. 
  Samech has been trading for the components of antisonate plating 
  in prodigious quantities.“
  “Antisonate plating is costly and has mass limitations. We 
  have never encountered it on anything larger than a Defiler. 
  Whatever they are fashioning, it is far larger, and will be all but 
  undetectable to most augurs.”
  Most players are eager to be engaged in the story and you 
  won’t have any problems getting them to begin speculating 
  and hopefully make the link to the Vinculum Proselytes on 
  their own. However, if they are slow on their recall or to 
  make connections, their Watch Captain can prod them with 
  a statement like “You encountered agents of Samech recently, 
  did you not?” If all else fails, the importance of recent events 
  does not elude the vigilant masters of the Watch. They draw 
  their own conclusions and summon the Kill-team to the 
  briefing described below.
  Whoever first puts all this information together, PC or 
  NPC, brings it to the Chamber of Vigilance’s attention. 
  The Masters of Erioch convene for a short time to discuss. 
  Depending on the nature of your campaign, you may wish 
  to roleplay through this meeting with the Kill-team in 
  attendance. Otherwise, you can simply have the Chamber 
  meet behind closed doors and emerge with their decision. 
  Table 3–1: Mission Consequences, Continued 
  Decision 
  Location Action Taken
  Consequence 
  Timing
  Story Effect
  Statistical Effect
  Samech
  Contacting the 
  sympathisers
  Irradial Forge 
  Slums
  The sympathisers provide 
  information about the Irradial 
  Forge district.
  +10 bonus to Tactics and 
  Concealment or Silent Move Tests 
  while in the Forge District
  Samech
  Retrieving Arcus Dyre 
  from the Soul Alembic
  Breaching the 
  Outer Forge Wall
  The Vinculum Proselytes devote 
  troops to combating Dyre 
  instead of the Battle-Brothers.
  Decreases the number of foes 
  guarding the Irradial Forge
  Samech
  Finding and successfully 
  interpreting the anti-
  venom formula
  Xenos Pens
  The group’s Apothecary learns 
  how to counteract a certain 
  venom
  The Apothecary can restore 
  Wounds to anyone poisoned by the 
  Venomthrope and inoculate against it.
  Table 3–2: A Terrible Puzzle
  Fact
  Possible Player-Driven Discovery
  Possible Discovery by NPCs
  A faction exists in the Magi of Samech called the 
  Vinculum Proselytes. Their activity has been on 
  the rise for the last several decades.
  Researched by PCs after finding the symbol 
  on prior Missions
  Known by Forge Master 
  Greyweaver 
  The Thousand Sons Sorcerer Dahzak seems to 
  be devoting a great deal of resources to chasing 
  ancient technology. This is contrary to his cabal’s 
  usual pursuit of sorcerous knowledge.
  A Battle-Brother performs further research 
  on Dahzak’s cabal after encountering them 
  on Karlack
  Information from the Achilus 
  Crusade via Diaz Lan
  Stories have begun to circulate in the Reach 
  about the Thaumagramm Diode, a device that 
  can induce or alter the flow of warp energy 
  through technology.
  A Battle-Brother spends time between 
  Missions deciphering the schematic found 
  on Aurum
  An NPC deciphers the schematic 
  or a warning is recieved from the 
  Crucible Resolviate
  At least one forge on Samech is purchasing large 
  quantities of antisonate plating. 
  N/A or an original mission
  Watch Station reports, informants, 
  or findings from another Kill-team’s 
  operations
  99
  
  III : The Vigilant Sword
  optional enCounter: perSuading 
  the ChaMBer of vigilanCe
  The senior Deathwatch members form the Chamber of 
  Vigilance, which meets in the very heart of the Watch Fortress. 
  When it convenes to discuss the discoveries around Samech, 
  its attendees include Watch Commander Mordigael, Inquisitor 
  Carmillus, Epistolary Axineton, Forge Master Greyweaver, 
  Battle-Brother Pellas, and all present Watch Captains. When 
  the Kill-team enters the Chamber, read aloud or paraphrase 
  the following:
  “You enter the domed Chamber of Vigilance. Beneath your feet, 
  scriptures of the Codex Astartes are set in the black stone floor 
  as you move to join the circle of watch keepers in the room’s 
  centre. They stand round the engraved Deathwatch symbol, 
  with the waning light of Erioch glinting off its metal surfaces 
  and casting the Chamber’s membership in the star’s pale, dying 
  colours. Antique servo-skulls slowly orbit the room, stirring the 
  trails of scented smoke which waft from the ceremonial braziers. 
  The circle parts to afford you a space within it; then Watch 
  Commander Mordigael speaks.
  “Keepers of the Watch, do you stand your vigil?” The ritual 
  opening is short; the Chamber seldom has time to waste when 
  it convenes. You chorus back the traditional response with those 
  beside you: “I stand vigilant. The Watch never ends.”
  “The Watch Commander lets the echo of that vow die before he 
  says, “Like the pieces of a terrible puzzle, events are conjoining in 
  the Reach to suggest a picture greater than any single occurrence. 
  Who will speak to this threat?”
  You may wish to select an appropriate rival or rivals to be 
  the voice of dissension; this option works best if the characters 
  feel strongly that the evidence shows a threat. (Otherwise you 
  will end up in a monologue as the NPCs debate.) The opposing 
  faction may truly believe that the evidence is coincidental, or 
  rivalry with the Kill-team may have clouded their judgment. 
  In either event, this gives the Kill-team someone to debate 
  with or persuade during the gathering—and a place to focus 
  their attention in the crowd of NPCs.
  Briefing
  When the Chamber of Vigilance agrees to act (as it should 
  in the end), Watch Commander Mordigael wastes no time 
  in commencing the Mission. He summons the Kill-team into 
  the Chamber if they were not already present (in which case 
  you may wish to describe the environment using the first 
  descriptive passage from the optional encounter). With the 
  Battle-Brothers in the ring of Vigil, Mordigael speaks:
  100
  
  III: The Vigilant Sword
  “It is true, we have only speculation as to what the so-called 
  ‘Vinculum Proselytes’ are crafting in their blighted forge. 
  However, it cannot be denied that some foul power rises there, 
  and it means only ill for Mankind. The Chamber of Vigilance 
  has judged that these activities must be halted. Brothers, you have 
  kept the watch proudly. Now we ask you to pursue the enemy 
  you have sighted. Samech is a den for traitors to Mankind and 
  Machine alike. If they are conjuring a new weapon it can only 
  bode ill for the Emperor’s subjects. Find it. Destroy it. See that 
  their infection does not bleed through the Iron Collar.”
  To assault the Iron Pit by force would require a massive 
  war fleet, to say nothing of the extra firepower required simly 
  to travel that far behind the front lines of the Acheros Salient. 
  Given the compelling evidence, the Crusade is likely to agree 
  that a large operation would be effecive, but that assembling 
  such a force would take a great deal of time. The Jericho 
  Reach may not have that time to spare. Therefore, the only 
  option is to insert a Kill-team on the Forge World that can 
  infiltrate the targeted forge district rather than to launch a 
  frontal assault.
  Watch Commander Mordigael goes on to inform that 
  Battle-Brother Pellas and the Thunder’s Word will take them 
  to Samech. The Frigate already eluded the armada above 
  Samech once, in a famed mission to recover records from the 
  Slaughterhouse. The Emperor’s hand is evident now, as that 
  very data provides the only insights the Deathwatch has into 
  Samech. The records describe many of the most influential 
  Forges on Samech. One such power is the Irradial Forge. 
  When the conversation turns to the Forge, Battle-Brother 
  Pellas activates the hololith projectors in the floor. They 
  display a short block of data titled “Irradial Forge- Domain of 
  the Vinculum Proselytes.” It contains planetary co-ordinates 
  and an embedded pict. The pict is black and white but of good 
  quality. It shows a medallion, slightly tarnished, as though 
  taken in the aftermath of a battle. It bears the same symbol as 
  the Magi on Aurum and Karlack: the Radial of Chaos.
  Additionally, a network of humans who may aid the 
  Deathwatch existed at one time on the forge world. Available 
  data is sparse, but these Imperial sympathisers use the symbol 
  of a five-pointed star to identify one another. 
  Epistolary Axineton interjects, “Not that we have proof they still 
  exist. The last record of them is over two hundred years old.” 
  Mordigael nods to acknowledge the risk. “We must have faith 
  that they still exist. But if they have fallen, our brothers will find 
  some other means of completing their mission.”
  The following information and rumours may be available 
  about Samech and the Irradial Forge if the Battle-Brothers 
  seek to learn more about the planet. Mission Consequence:
  Consider whether the Imperial relays still stand when deciding 
  how much detail to provide.
  the antiSonate plating
  If you do want to run an adventure where you reveal the 
  final piece of the Terrible Puzzle, here is an example set of 
  components that could be used to build such a Mission:
  • Background: On the asteroid ring around Dakinor, 
  the Imperial Guard fight an un-ending battle against a 
  death cult called the Torment. The battle for Dakinor 
  has taken a sudden turn for the worst. The Torment 
  have pushed the Imperial Guard back from several key 
  positions in rapid succession. This would be a concern 
  for only the Crusade and not the Deathwatch, if the 
  Torment’s sudden victory streak was not built upon a 
  powerful assortment of alien technology. The source of 
  their new armaments is a deal with the Irradial Forge 
  on Samech. Antisonate plating is refined from rare, 
  wave-absorbing ore, and the Torment have located a 
  supply on the nearby planet Veren.
  • Location: Dakinor’s barely-habitable asteroids circle 
  the gas giant, and it is upon these satellites that the 
  Mission is waged. The visible starscape evokes a sense 
  of being exposed directly to the void.
  • Objective: The Primary Objective is to uncover the 
  source of the Torment’s new armaments.
  • Enemies: In addition to the Torment, the Velk’Han 
  Sept are present at Dakinor when the Kill-team arrives. 
  The Tau are notoriously protective of Veren, and they 
  launch a brutal assault on the Torment for violating 
  the planet.
  • Assets: The Velk’Han Sept’s main target is the 
  Torment, not the Deathwatch. This means the cult 
  is weakened and distracted. Furthermore, the Space 
  Marines’ power armour means the thin atmosphere 
  and extreme temperatures of the asteroids trouble 
  them far less than most of their opponents.
  • Obstacles: Despite the Battle-Brothers’ equipment, 
  they do not know the peculiarities of the celestial 
  bodies like the local foes. The asteroids could present 
  all sorts of challenges related to unstable terrain, 
  gravity, and other celestial objects. There is also no 
  love lost between the Tau and the Deathwatch, and 
  in this case the enemy of my enemy is still my enemy. 
  Lastly, if the Velk’Han Sept does its job too efficiently, 
  then the Deathwatch may never learn if the cultists 
  had uncovered some alien artefact cache.
  • Choices: Do the Battle-Brothers risk that the Tau 
  assault might destroy all answers to the Deathwatch’s 
  questions, or do they fight to protect (at least 
  temporarily) a heretical cult? During the Mission, 
  the Kill-team locates the main armoury where the 
  Torment stores their ill-gotten xeno-tech. They have 
  a fleeting opportunity to detonate the entire asteroid, 
  but the Imperial Guard is embroiled in conflict on 
  it. Do they sacrifice the guardsmen to destroy the   
  alien tech?
  It is a good idea to hold the reveal about the Antisonate 
  trade deal until the end of the adventure, lest its big picture 
  meaning distract from the Mission at hand.
  101
  
  III : The Vigilant Sword
  • The forges of Samech trade their barbaric technology 
  to anyone who can meet their price. They are crucial to 
  keeping the enemy fleets of the Acheros Salient supplied. 
  • The dark forges’ minions stray far across the Jericho 
  Reach. More than one Battle-Brother has died trying to 
  prevent them from capturing forbidden xenos technology 
  and furthering their power base.
  • Samech’s leadership is fractured. It does not have one 
  ruling body. Instead, each of the great forges is an 
  independent district with dictatorship over the affairs 
  around their territory. Internecine conflict is common over 
  commerce or secret lore. However, every forge contributes 
  ships and weapons to Samech’s fleet. In defence of their 
  spoils they are united, and no planet in the Reach can 
  boast a stronger armada in its orbit.
  • Samech turned against the Imperium and the Adeptus 
  Mechanicus long before the Hadex Anomaly formed. 
  Immersion in the warp breach was just fuel on the flame 
  of their depravity. The Jericho Reach has as many legends 
  about the formation of the Anomaly as it has lost worlds. 
  One such tale refers to a forge district that comported with 
  the ruinous powers and revered the mutant even before 
  the birth of the malign rift. The legend implies the forge 
  may have been what summoned the Hadex Anomaly. 
  • Particular if the communications relays are still functional, 
  information on some of the possible targets of opportunity 
  (Tertiary Objectives) may be available.
  ARMING AND OATH-
  TAKING
  This Mission has a suggested Requisition Rating of at least 
  125, modified by the events with Faln and Aurum per Table 
  3–1: Mission Consequences. This Rating is higher than 
  the total of the Objectives, representing the crucial and 
  challenging nature of the Mission. If the Kill-team effectively 
  represented the Mission’s importance to the Chamber of 
  Vigilance, each Battle-Brother also receives one bolter 
  clip (28 bolts) of Vengeance Rounds. Although this high 
  Rating opens up many options for equipment, the mission 
  authorities recommend against Terminator armour because 
  its size and bulk make it harder to stay undetected. (However, 
  Forge Master Greyweaver has an obvious enmity for Samech’s 
  tech-heretics. He may still be persuaded to issue it to Battle-
  Brothers with the appropriate Renown.) Battle-Brothers who 
  rely on special ammunition may wish to requisition more 
  clips than usual.
  Mission Consequence: If the Battle-Brothers found the 
  trialkaline powder on Karlack, Forge Master Greyweaver 
  suggests treating their power armour and weapons with 
  a similar anti-corrosive before departing. He theorises that 
  something in the planet’s toxic environment may pose a 
  danger. If Magos Quezalt owed the Deathwatch a favour, the 
  Kill-team is also issued the algorithm purifier he provided.
  Primary Objective: Stop the thaumagramm diodes from 
  being used to corrupt the warp gate—or whatever equivalent 
  menace the Deathwatch believes grows on Samech. (Veteran 
  Objective, 18 Requisition)
  Secondary Objective: Make sure the forces of Chaos are 
  not capable of making more diodes to try again later. (Veteran 
  Objective, 13 Requisition)
  Secondary Objective: Destroy whatever means the 
  enemy is planning to use to slip past the Iron Collar. (Skilled 
  Objective, 12 Requisition)
  Secondary Objective: Kill Dahzak (Skilled Objective, 
  12 Requisition)
  Tertiary Objective: Destroy the Paragelle (Veteran 
  Objective, 8 Requisition)
  Tertiary Objective: Rescue the Imperial Sympathisers 
  from the Skitarii (Skilled Objective, 7 Requisition)
  Tertiary Objective: Destroy the Defiler Foundry (Skilled 
  Objective, 7 Requisition)
  Tertiary Objective: Destroy the Servitor Nursery (Novice 
  Objective, 6 Requisition)
  Tertiary Objective: Rescue Arcus Dyre and convince him 
  to aid the Mission (Skilled Objective, 7 Requisition)
  Tertiary Objective: Identify the trade in tainted cogitators 
  (Skilled Objective, 7 Requisition)
  Tertiary Objective: Cause as much damage as possible 
  to the infrastructure of Samech without jeopardizing the 
  Mission (Veteran Objective, 8 Requisition)
  epiStolary axineton 
  The White Consul Librarian is exacting and unsubtle. 
  If you have no NPC with a better reason to oppose 
  launching a Mission to Samech, Axineton can be used 
  as he is usually quick to find fault. Some objections to 
  the proposed Mission may include:
  • The Alpha Legion is renowned for Misdirection: 
  The Battle-Brothers’ reports cite Alpha Legion 
  involvement in this plot. This Traitor Legion 
  is known for spreading false information. This 
  is probably an elaborate ruse to divert the 
  Deathwatch’s attention from a real threat.
  • The Orpheus Salient is more pressing: The 
  Deathwatch does not have time to chase theories. 
  Every day Hive Fleet Dagon draws closer to 
  consuming another planet. The Deathwatch should 
  focus on seeing that the Jericho Reach does not 
  suffer the same fate as Prandium did. (If using a 
  different NPC, substitute their pet cause.)
  • The powers of the Charon Stars do not make 
  alliances easily: If a Chaos Space Marine sorcerer 
  and some faction of Samech really do have a 
  tentative alliance, their true aim has to be grander 
  than simply building a ship. The Kill-team should 
  seek out the enemy’s real plan, not chase rumours 
  into the Iron Pit.
   More details on Epistolary Axineton can be found 
  on page 336 of the Deathwatch Rulebook.
  102
  
  III: The Vigilant Sword
  A Turbulent 
  Voyage
  “The empyrean’s foulness bled out through the pores of space, like a 
  murderous infection beneath the skin of reality. There, one cannot 
  pretend that daemons are not separated from us by a tremulously thin 
  veil. I pray I need never enter that place again.”
  –Rogue Trader Kazandus Lan, speaking of the Charon Stars
  S
  amech is one of the most well-protected planets in 
  the Acheros Salient, and lies deep behind enemy lines. 
  Fortunately, no vessel is better suited to make this run 
  than the Thunder’s Word, a Deathwatch Gladius-class frigate. 
  Details on the Thunder’s Word and its commander, Battle-
  Brother Pellas, can be found on page 335 of the Deathwatch
  Rulebook. This is not the first time the vessel has had to slip 
  into the territory of the apostate Magi. However, the last time 
  did not involve deploying forces to the Iron Pit itself. The 
  forge world’s atmosphere is choked with pollution and rife 
  with ionisation. This should make the entry of a single drop 
  pod relatively difficult to detect. From that point on, the Kill-
  team is on their own.
  Life aboard the Thunder’s Word is very similar to that on 
  Erioch. Other Deathwatch Space Marines crew the ship, and 
  its interior reflects a similar aesthetic to the interior of the 
  Watch Fortress. While it lacks the training amenities of the 
  massive fortress, the crew regularly engages in hand-to-hand 
  sparring in the limited cargo hold, and the Kill-team are treated 
  as brothers in arms by the other Deathwatch Space Marines. 
  Conversations in transit offer another chance to present the 
  players with information on targets of opportunity. If the Kill-
  team engages in extensive discussions with the crew, another 
  subject sure to come up is the ship’s service history.
  Battles of the Thunder’s Word
  The Slaughterhouse Infiltration: This mission is the reason 
  the Thunder’s Word has the best chance of bringing the Kill-
  team safely to their destination. The Thunder’s Word bypassed 
  Samech’s entire fleet to reach “the Slaughterhouse,” a watch 
  station circling a nightmare world. One of the keys to their 
  success was the discovery of “Altaire’s Arrow.” Their Navigator, 
  Altaire Vor’cle, discerned a narrow shaft of relatively calm space 
  in the turbulence around the Hadex Anomaly. Not only does 
  Altaire’s Arrow allow safe passage, but it also helps mask the 
  presence of a ship travelling through it.
  The Defence of Hestus: Removed from all the primary 
  battle fronts, Watch Station Hestus drifts through space like 
  a rogue moon. It orbits no known celestial body, but slowly 
  travels some incalculable path that keeps it forever in sight of 
  the Jericho Reach. Several years ago, the watch station drew 
  the eye of Chaos raiders thinking to corrupt it into a part of 
  their arsenal. The Thunder’s Word deployed to investigate the 
  sudden cessation of its data beacon. They arrived to face an 
  Infidel raider, but it called for aid before they could destroy it. 
  Wave after wave of Swiftdeath fighters and Infidel class raiders 
  assaulted the Thunder’s Word as the foe threw their entire force 
  at the Deathwatch vessel. Not only did the Thunder’s Word
  prevail, they completely eliminated the entire raiding fleet.
  Sighting of Hive Dagon: In another of the vessel’s better 
  known exploits, the Thunder’s Word’s was the first to discover 
  the Tyranids encroaching on the Jericho Reach and live to 
  tell the tale. The crew spins a compelling first-hand account 
  of finding the Freya system suddenly emptied of all life, and 
  the morbid puzzle of trying to understand what could have 
  wrought such death—followed by the dreadful answer from 
  the assault of two Tyranid drone ships.
  The Kalenikos Extraction: The Crusade’s landing at the 
  beaches of the Raek Forest cost thousands of Imperial Guard 
  lives. As the Fist of the Emperor struggled to maintain their 
  eroding hold in the sand, reports quickly accumulated of 
  an alien presence that seemed hostile to both the Imperium 
  and the Tau Empire. The Ordo Xenos covertly began an 
  investigation, only to be cut off when the Crusade withdrew 
  from the world. The Thunder’s Word was responsible for the 
  location and retrieval of the Ordo Xenos operatives before 
  they were lost with the other abandoned souls.
  Battle Wounds
  As indicated on Table 3–1, if the Kill-team did not end 
  the proscribed trading activities of Alexei Drahj, the Frozen 
  Tear soon came into conflict with the Thunder’s Word. If this 
  happened, the Thunder’s Word is still obviously healing from 
  that fierce battle. The hull shows many temporary patches 
  over long lance fissures, and the plasma drives occasionally 
  produce energy spikes that ripple through the ship. During 
  the journey to Samech, the Techmarines obviously strive 
  the eMperor proteCtS
  The dying warning of Lamdus Rize was “The Emperor 
  Protects.” What did he mean by these words? Dahzak 
  commands the foul sorceries of Chaos, and he excels at 
  using them to predict the movements of his enemies. 
  However, the light of the Emperor blocks his vision. The 
  Sword of Vigilance contains several points where it is 
  possible for Dahzak to use his foretelling against the Kill-
  team. Space Marines usually swear oaths of valour before 
  a Mission, and often bear some form of holy icons on 
  their personages. However, only very specific protections 
  foil the sorcerer’s divination.
  If the Battle-Brothers interpret the warning as a need 
  to seek out the Emperor’s blessing, a priest or Chaplain 
  is certainly available on the Watch Fortress to perform 
  such a rite and affix special purity seals. A successful 
  Challenging (+0) Lore: Scholastic (Imperial Creed) 
  Test also interprets the warning thusly. If the team 
  consults an NPC on the matter, they might make this test 
  for the characters. Another form of protection is to select 
  the Oath to the Emperor at Oath-Taking. It is possible 
  for the Kill-team to select this oath regardless of Rize’s 
  warning. Even if it was not chosen deliberately, the oath 
  still conveys its protection, although the Battle-Brothers 
  may never know that the Emperor shielded them.
  103
  
  III : The Vigilant Sword
  to continue the repairs. The ship’s crew recounts how they 
  encountered the Tear by chance outside the Quarantined 
  Worlds, and their cogitators reported it as a known violator 
  of the sanctions against xeno-trafficking from Polyphemos. 
  When they attempted to board the vessel to assess its purity, 
  it opened fire. 
  The Iron Pit
  “These vile innovators have abandoned creed and loyalty, to force 
  their own whims upon the Omnissiah’s perfect designs. The machine 
  is not a slate to sign with your own crude hand. These betrayers will 
  learn the gravity of their mistake.”
  –From the Fabricator General’s declaration of Samech’s 
  apostasy
  E
  ven before its Magi turned traitor, before being consumed 
  and expelled by the Hadex Anomaly, the hungry forges of 
  the Adeptus Mechanicus had stripped Samech of resources. 
  It is a land of poisonous waters, soil that cannot support life, 
  and strip-mining scars that plunge kilometres into the planet’s 
  crust. These trenches and craters made natural sites to build 
  manufactorum and hab clusters. Consequently, while Samech has 
  its share of towers and spires, the majority of its forges burrow into 
  the ground rather than climbing skyward. The planet has been 
  plundered to such a degree that the remaining ferrous metals of 
  Samech’s outer core are unevenly distributed and shift frequently. 
  This creates strange magnetic currents and fierce electric storms.
  Synthetic protein supports most of the planet’s inhabitants, but 
  the lack of biological material cannot be fully overcome. Most of 
  Samech’s genatoriums and vehicles use atomic energy. However, 
  promethium is a vital component in certain ancient devices and 
  maintenance rituals that the planet’s Magi have corrupted, but 
  not foresworn. Given its status in the Charon Stars, there is little 
  Samech cannot acquire through trade—but the magi were never 
  content to depend on others for anything so vital, and so they 
  devised the Carbon Transmuter. This machine’s twisting maws 
  of pistons and bubbling alchemical vats can take any organic 
  matter and convert it into glistening black promethium. The most 
  common and easily obtained organic resource is of course human 
  menials. Moreover, the Transmuter is not the only horror with a 
  taste for human flesh in the Irradial Forge district. The mutant 
  elite grow more abominable and further removed from humanity 
  with each passing generation. Many consider themselves above 
  manufactured protein rations; this leaves only one plentiful source 
  of meat for their refined palates. Between such hunger and the 
  taxing conditions under which the menials labour, Samech 
  consumes life at a voracious pace. The Magi rely on a combination 
  of the slave trade and breeding to keep their stock of labour   
  from depleting.
  Even the warp has spawned only the weakest parodies of life 
  in this barren ecosystem. After a warp intrusion, tainted worlds 
  often emerge overrun with daemons and mutated life forms. While 
  Samech has its share of both, the warp’s influence took root most 
  deeply in the technology for which the planet is renowned. The 
  forges must constantly use sonic emitters to repel rust decapods—
  fist-sized parasites that feed on metal. Their swarms have had a 
  profound effect on the already ravaged planet’s surface. Millennia 
  of industry stripped kilometres off the planet’s crust; in some 
  cases it came close to reaching Samech’s upper mantle. When 
  the rust decapods evolved, they sought these weak points like 
  boreworms seeking exposed flesh. The creatures are impervious 
  to heat, and therefore capable of feasting on the planet’s metal-
  rich mantle without harm. The resulting breaches frequently 
  erupt in geysers of molten minerals. These volcano-like fissures 
  cool into irregular ore masses, which are immediately beset by 
  the parasites until they breach the crust again. Samech sometimes 
  trades rust decapods with the vile forces they favour. All that stops 
  them from being a menace to the entire Acheros Salient is that the 
  forces of Chaos are little better at controlling the parasites than 
  the Crusade. Several of the Salient’s early battlefields are now 
  quarantine zones full of the destructive creatures that neither side 
  can enter without quickly finding their vehicles and armaments 
  devoured by ravenous decapod swarms. 
  Another strange but less overtly harmful type of fauna are the 
  simuloptera, which are virtually unknown beyond the planet. 
  The original purpose of these nanotech colonies can only be 
  speculated, but they changed drastically once Samech entered 
  the Hadex Anomaly. With chroma-simulator shells, they are the 
  perfect chameleon. A hive can range from the mass of a bolter 
  to a Thunderhawk, and mimic the appearance of anything with 
  equivalent size. 
  When the Thunder’s Word arrives, read aloud or paraphrase the 
  following:
  The Thunder’s Word has proved true a second time. War 
  cruisers and defence satellites vie for space around this bastion of 
  unwholesome power. The Thunder’s Word cannot possibly 
  remain unseen for long. Below this cloud of the enemy’s vessels 
  burns Samech. It is an uneven red rock, covered with lacerations 
  of blistering lava and the dark cancers of forge cities whose jagged 
  tendrils embrace the planet. Dozens of orbital docks are locked 
  in orbit; some have metal umbilical cords that plunge through the 
  gray atmosphere to the mechanical placenta of the forges.
  The Battle-Brothers each receive a teleport homer for 
  extraction. However, they must deploy by drop pod. The 
  dense, charged nature of Samech’s atmosphere makes it far 
  too likely that a teleport deployment would land them in 
  lava, unstable ground, the heart of a reactor, or some equally   
  lethal hazard.
  SaMeCh
  Anyone familiar with the fronts of the Achilus Crusade 
  knows of Samech’s existence, and that it is an apostate 
  forge world supplying arms to much of the Acheros 
  Salient. Characters trained in Lore: Common (Jericho 
  Reach) or Lore: Forbidden (Adeptus Mechanicus) know 
  more. Beyond the established intelligence on page 349 
  of the Deathwatch Rulebook, the Imperium has only 
  speculation and unreliable data. (However, see the 
  rumours below for some of said speculations.)
  104
  
  III: The Vigilant Sword
  Conditional enCounter: puShing 
  the oddS
  If the Battle-Brothers ended the threat of Alexei Drahj and 
  prevented the conflict where he damaged the Thunder’s Word, 
  the ship slips undetected into Samech’s orbit for a second time. 
  In this case, the drop pod launch goes smoothly. However, if 
  the frigate still bears the damage from their recent battle with 
  the Transpired Circle, the planet’s defence augurs detect the 
  erratic energy signature of their plasma drives. The first sign 
  of trouble comes only a few moments after translating back 
  into real space. Read aloud or paraphrase the following.
  Without warning, the Thunder’s Word shudders and tilts 
  as a battery salvo reverberates off the hull. The external feeds 
  show several dingy red ships breaking orbit to turn towards your 
  vessel. Pellas’s voice comes over the vox system: “Go Brothers! To 
  the drop pods! We will do our duty here. Do yours.”
  However, before the Kill-team can reach the drop pod, 
  there is a resounding impact against a nearby bulkhead 
  followed by the shrieking of tearing metal; the bulkhead 
  begins to spark and melt. Skitarii pour from the boarding 
  torpedo. At this point the Battle-Brothers are 60 metres from 
  the drop pod. The unfailingly loyal soldiers have only one 
  goal: keep the enemy from reaching Samech. They split into 
  two equal sized groups (the total number of Skitarii should 
  be roughly equal to the number of Battle-Brothers plus four). 
  One attacks the Battle-Brothers, while the other focuses on 
  destroying the drop pod before the Kill-team can launch. The 
  Kill-team must decide whether they stop the Skitarii from 
  wreaking havoc on the Thunder’s Word, or concentrate on 
  getting to the pod and launching their Mission. Should the 
  Horde succeed in disabling the drop pod, it takes ten minutes 
  and a Difficult (–10) Tech-Use Test to repair the damage. 
  This means the Kill-team must wipe the boarders out to a 
  man, or do an unparalleled job of protecting the technician. 
  The Skitarii profile is on page 134.
  INTO THE HEART OF 
  DARKNESS
  He beckoned to the spirit of murder, to the profound evil, to the 
  darkness in the heart of the land.
  –Extract from a Terran cautionary tale
  When the Battle-Brothers deploy, read aloud or paraphrase 
  the following:
  The first few seconds after the drop pod launches are calm in the 
  weightless silence of the void. Then you hit Samech’s atmosphere; 
  the pod lurches and rattles as though protesting immersion in this 
  vaporous taint. The violent movements buffet your pod, and you 
  can hear the roar of fiery plasma sheathing your descent. This 
  gives way abruptly to the thunder of the retro rockets when they 
  kick in, slamming your shoulder pads against the top of your 
  harness as they slow your fall. The super-heated air around the 
  pod dissipates and the data screen on the central column displays 
  the rocky ground rushing towards you. With a final jolt, the 
  drop pod hits the rocky surface.
  Except for the settling dust of your landing, the harsh 
  landscape is still as death. The pitted crags snake endlessly in all 
  directions, and nothing moves under the ruddy sky.
  A smooth, glassy rail lies nearby, running roughly north 
  and south. It is perfectly level, and the contrast only serves 
  to emphasise how uneven the ravaged land is. The rail spans 
  huge gaps, hanging alone in the air with a gravity-defying 
  disregard for the yawning abysses beneath it. The Kill-team’s 
  information indicates that this rail line leads north towards 
  their destination. 
  The first hour of their trek is uneventful. However, when 
  they are a few kilometres out from the forge district, the area’s 
  sentry spirits detect the power signatures of their armour. 
  Skirmishes between the different forge districts, as well as 
  feral machines and raids from scavengers are all common on 
  Samech, and the Battle-Brothers are mistaken for just another 
  band of raiders. The planet’s magi have devised an infinite 
  arsenal of blasphemous and lethal technology to defend their 
  secrets. What greets the Battle-Brothers is a type of “improved” 
  servitor crafted by Arch-Magos Vayze. These monstrosities 
  are a product of Vayze’s long-standing fascination with the 
  power to be gained by fusing Samech’s tech heresies with 
  the power of the dark gods. Read aloud or paraphrase   
  the following:
  You spot the phalanx of machine-beasts several dozen metres out. 
  The heavy brutes are neither quiet nor agile as they lumber over 
  the jagged terrain. It is as though someone took the most Chaos- 
  deformed mutants they could find, and then covered them with 
  crude augmetics and corroded armour plating. Over time, the 
  foul essence of the creatures beneath have warped the machines 
  as well as the flesh.
  a Ship in peril
  Even if the Thunder’s Word was not detected initially, 
  there is a limit to how long it can remain hidden in 
  Samech’s well-protected orbit. This adventure is full of 
  tertiary objectives and colourful content to explore. You 
  do not want to deny your players the chance to explore 
  it, but every group’s tolerance for such exploration is 
  different. If you need to redirect the focus back to the 
  Primary Objective or increase the sense of urgency, 
  the Thunder’s Word can periodically vox down in an 
  increasing state of peril, urging the Kill-team to hurry 
  so that they can be extracted. An Optional Encounter 
  associated with this problem is also provided.
  105
  
  III : The Vigilant Sword
  The mutated servitors have no ranged weapons and move 
  slowly. The Battle-Brothers have no trouble picking several 
  of them off with ranged weapons before they get into close 
  combat. The number of the twisted creatures that actually get 
  near the Kill-team should outnumber them roughly 3 to 2. As 
  with most of Samech’s lava wastes, the ground is rough and 
  broken. Deep crevices and rocky teeth cover the ground. You 
  should emphasise this fact to the players when setting up the 
  combat. If anyone wants to get creative with the terrain, it is a 
  fair assumption that a pit and/or extrusion is never more than 
  Run distance away.
  Mission Consequence: If the Battle-Brothers completed 
  the Divested Hunt they may use the terrain to provide cover 
  with AP 2 as a Free Action.
  IRRADIAL FORGE SLUMS
  Only a few minutes after dealing with the mutated servitors, 
  the Irradial Forge at last comes into view. Read aloud or 
  paraphrase the following:
  As you proceed, the colossal forge grows on the horizon like a 
  rising, malignant sun. Its outline ripples, and you cannot tell if it 
  the effect of the planet’s constant heat, or some shifting property 
  of the structure. It is as large as any hive, a twisting complex of 
  pipes and chimneys and panels. Some portions are meticulously 
  ordered while others look more like the result of an accident 
  than a design. Eventually a secondary structure emerges in the 
  distance, a few kilometres away from the forge itself: the two 
  spiky pillars of the shipyard. Not until you are nearly at the 
  end of the rail do the ramshackle slums come into view. They 
  are a sad, sprawling clutter of metal boxes. In the shadow of the 
  Irradial Forge the flimsy, stunted buildings look more like the 
  forge’s rejected offal than the homes of millions. The closer you 
  draw, the more oppressive the heat becomes.
  Here in these slums, the enslaved human menials eke out a 
  meagre existence during the precious few hours they do not 
  labour for the Forge. The Vinculum Proselytes place an emphasis 
  on breeding volume, so the majority of the Irradial Forge’s 
  menials are born, live, and die on the tainted planet. However, a 
  steady infusion of slaves keeps the gene pool varied and viable. 
  A life of privation and toil quickly grinds down the spirit no 
  matter where the slave was born. The menials are as a rule too 
  downtrodden and effectively conditioned to do more than what 
  their masters demand and scratch in the dirt to survive. They 
  wear loose mass-produced coveralls and keep their hair closely 
  cropped. While Samech is relatively distant from its corrupted red 
  sun, the man-made thinness of the planet’s crust has increased 
  the temperature drastically over the years. Furthermore, the 
  miasma of gases in the atmosphere traps radiant heat. Like an 
  insect under a magnifier, wood, parchment, clothing, and other 
  flammable materials are subject to combustion when the sun is 
  at its peak. Large pails of inert mineral powder fill every corner 
  of the slums, for dousing an unfortunate building or menial who 
  cooks too long under the red sun.
  Prominent slums locations are detailed on 
  page 107.
  the BlaCk engine terMinuS
  One spoke of the translucent rail ends here at the south-
  western corner of the slums. A gargantuan iron cage covers 
  the end of the line, where the Black Engine sleeps between 
  runs. The cage is presently empty, the doors thrown open. A 
  few metal platforms and corroded loaders surround the cage. 
  Beyond this, a wide radius of collapsed structures suggests that 
  nothing survives too long close to the engine’s holding place.
  the proving altarS
  The corrupt Machine Cultists must still replenish their numbers 
  as they succumb to age. Every day dozens die gruesomely on 
  the proving altars, where hopefuls go to implant themselves 
  the BlaCk engine
  The Black Engine’s rail has criss-crossed Samech for 
  thousands of years. Its history stretches back before 
  the Age of Shadow, and some say before the Age of 
  Man. The spiked iron beast that presently travels the 
  rails is the invention of Samech’s current regime, but 
  its efficacy relies on the inimitable phenomenon 
  surrounding the archeotech track. The track does not 
  exist solely in the physical world. Anything that touches 
  it takes on the same properties, becoming Incorporeal. 
  This allows vehicles upon it to travel without the 
  restraint of physics or air friction, and to ignore any   
  environmental hazards.
  Unless one of the Battle-Brothers passes a Difficult 
  (–10) Lore: Forbidden (Archeotech) Test, they are 
  not aware of the rumours associated with this device 
  and have no reason to shy from the tracks. However, 
  if anyone should stand upon the rail, he gains the 
  Incorporeal Trait for as long he remains in contact. 
  The GM may also find it adds an interesting dynamic 
  to the combat if the Black Engine itself passes by in 
  the middle of the fight. The Round before it arrives, 
  describe the howling sound generated by the oscillating 
  blades around the wheels. The monitoring systems of 
  their power armour may detect a sudden drop in the 
  stifling temperature of Samech’s air. On the next round, 
  the Engine barrels through. It is ten metres long, with 
  a face carved into a perpetually open maw. Razor sharp 
  metal implements jut forward, forming the impression of 
  teeth and a leering tongue. The construct’s body bulges 
  in a segmented arch, with each metal plate possessing 
  a spindle of more blades that slice and spin at anything 
  close to its body. Groaning chains link a baroque ebony 
  carriage to the Engine; the two are roughly equal   
  in size.
  Anyone standing directly on the rail must pass a 
  Challenging (+0) Agility Test to leap off in time to 
  avoid being struck by the Engine.
  Should one of the Battle-Brothers fail this test, they 
  take Damage as though hit by the Engine’s crush attack 
  as both they and the Engine are incorporeal at that 
  moment. (See the Black Engine’s profile on page 136). 
  106
  
  III: The Vigilant Sword
  with the organs of devotion. Each of the eight altars consists 
  of a stone operating plinth and a black case that holds organs, 
  medi-sacraments, and ritual instruments. Even under the 
  potent stimulants, immune-suppressors, and pain blockers in 
  the sacraments, very few have the skill and the fortitude to 
  survive such a self-performed operation. However, the reward 
  is worth the risk. 
  plaza of SuSpended Motion
  This convergence point of the main thoroughfares through 
  the habs is the decrepit heart of the slums. It is here that 
  the masters of Samech descend to address their drudges, to 
  exact fealty, and to mete out punishments. The source of the 
  plaza’s name is obvious. The electromagnetic winds and foul 
  energies of the planet flow down the paths to this centre as 
  well, creating a tumultuous field of altered gravity. Many 
  ferrous objects have been stranded in this anomaly over the 
  years; scraps of steel, combitools, an empty stubber, and even 
  a bionic leg spin slowly in midair. 
  The field is fickle about what it claims. The Battle-Brothers’ 
  power armour fails to interest it, but the GM might decide 
  it tugs at a piece of gear or two. This requires an Opposed 
  Strength Test against the Field’s Unnatural Strength x2 of 40. 
  Should anyone attempt to dislodge an item once it has become 
  trapped, the task is close to impossible—now requiring 
  an Opposed Strength Test against Unnatural Strength (x3) 
  of 60. However, equipment or abilities like Ferric Lure or 
  similar approaches to disrupting the magnetic field are   
  quite effective.
  the Sorting faCility
  As the Battle-Brothers are sure to discover, the Irradial Forge 
  has developed a sudden thirst for the souls of psykers. In times 
  past, the Vinculum Proselytes only paid attention to those 
  with strong psychic potential, putting them down before they 
  could cause harm among the menials. All that changed when 
  they allied with Dahzak. Now they comb the population as 
  meticulously as any Governor extracts tithes for the Black 
  Ships. Anyone found to have the slightest connection to the 
  warp is whisked away to the ominous Soul Alembic.
  The Magi razed several dwellings to form an open space 
  near the plaza where they can sift the population for psychic 
  energies. A large mutant named Cyluk is in charge of the 
  sorting. One by one he brings that day’s candidates before 
  a Magos with a psy-tracker. A contingent of Skitarii stand 
  around the perimeter of the facility, discouraging onlookers 
  and corralling the unfortunates for the next trip on the   
  Black Engine.
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  III : The Vigilant Sword
  the iMperial SyMpathiSerS
  Seeking out the “sympathisers” is not strictly necessary, but 
  their knowledge and occupations on Samech can aid the 
  Battle-Brothers considerably. 
  On many forge worlds the traditional Imperial cult is 
  eclipsed by the creed of the Omnissiah. For those labouring 
  on a planet whose Magi abandoned even the faith of Mars, 
  the Emperor is not even a distant memory. Generations of 
  Samech’s downtrodden human population have lived and died 
  scarcely understanding that anything dwells beyond their 
  choked red sky. It is only through slaves from off-world that 
  any memory lives of the Imperium, or the stars. The nature 
  of the sympathisers has fluctuated drastically throughout 
  their existence, depending on the vision of the members at 
  the time. At the time of the Deathwatch’s last information, 
  the sympathisers had a more concrete understanding of the 
  outside and the Imperium than they do today. 
  The current incarnation has no name for the salvation that 
  they whisper lies in “the Beyond,” but they do believe in that 
  which they cannot name. Bartered slaves still speak of stars, 
  and a Golden Man who helps humans move between them. 
  For those seeking some form of hope in amidst the drudgery, 
  those vague ideas are enough to cling to. It is that hope—an 
  emotion which has abandoned most of Samech—that unites 
  the sympathisers. They do not even have a name for their 
  own organisation; they are a kinship of faith, not words. At 
  their heart is an older woman named Myrlaine. In her large, 
  anarchic shamble of a hab, the sympathisers gather to imagine 
  the Beyond.
  While the sympathisers have no scriptures and no religious 
  doctrine, they do have a single artefact that embodies all their 
  hopes. This treasure is a worn piece of leather tattooed with 
  fine inks. Anyone familiar with interstellar travel recognises 
  it immediately as a hand-made star chart. The sympathisers 
  have passed the map between them for centuries, pointing 
  at a particular symbol and knowing it is significant without 
  understanding why. The irregular circle is labelled Samech for 
  those who can read; the menials cannot. Many of the Reach’s 
  most prominent systems are depicted with a five-pointed 
  star—the origin of the sympathiser’s symbol.
  If the Forges of Samech know about this underground 
  for hope within their domain, they have done little to quell 
  it. Perhaps such unreasonable faith in the menials’ reality of 
  slavery escaped their rational constructs, or perhaps they see 
  the movement as harmless. The fragile thing has certainly 
  caused them no trouble so far.
  Myrlaine
  Myrlaine is what the menials term “a tender.” Every day 
  dozens of menials become incapacitated from disease, 
  malnutrition, exhaustion, and industrial accidents. A tender’s 
  duty is to triage the injured and unwell. She cares for the few 
  menials who can be quickly returned to labour, and sentences 
  many more to become fuel for the Irradial Forge. She hides 
  her disgust with her duty well, as she knows she would be 
  removed from her role if the ruling powers ever suspected she 
  was anything but mindlessly compliant. 
  the organS of devotion
  This barbaric initiation practice is common on Samech, 
  although the particulars of the ritual implants vary 
  from one forge district to another. In most locations, 
  the case contains cooling units to keep the organic 
  components from spoiling too quickly. Some of the 
  most commonly found organs include:
  • The Savant’s Eye – Every survivor has a slightly 
  different tale of what this augmetic eye reveals 
  when they connect it to their optic nerve, but more 
  than one candidate has expired from terror after 
  completing this step.
  • Necrotic Hand – This implant is meticulously 
  replaced to ensure it does not decay too far. It is 
  always cut from a living person and then allowed 
  to age eight days before being placed in the case.
  • Logic Nodule – The composition of this palm-
  sized organ varies widely. Most commonly, it is a 
  small circuit board or cogitator matrix, but more 
  esoteric interpretations also exist. While it grants no 
  known functionality, making space for it in one’s 
  chest cavity is an exercise in special calculations.
  • Filament Lung – Used only by the most elite forge 
  districts, whose preserved ranks of techpriests 
  age slowly and can wait decades for a promising 
  candidate to replenish them. This artificial lung is 
  an airtight weave of metal and glass. It is one of 
  the most diabolical self-implantation rites because 
  the aspirant must first remove an organic lung to 
  exchange for the filament lung.
  patrolS in the forge SluMS
  As a rule, a life of mental conditioning and toil leaves 
  the menials little room for rebellious intent. Only 
  moderate effort is put into policing the slums, but they 
  are not altogether unattended. The Battle-Brothers 
  occasionally have to dodge patrols of Skitarii and 
  mutated servitors as they move through the city. (The 
  GM can include an optional encounter with a patrol 
  whenever pacing calls for more action.) The base 
  size for a patrol should be a group of 6 Skitarii or   
  5 mutants. 
  In their black power armour the Adeptus Astartes 
  look more like constructs than men to a society raised 
  without the Space Marine’s image. Therefore, the 
  humans react very little to the Kill-team as long as they 
  make no hostile movements. However, if at any time 
  the Battle-Brothers take an action that the GM feels 
  would draw Magos Vayze’s attention (such as getting 
  into combat with a patrol) he should increase the 
  patrols per The Time for Subtlety has Passed sidebar 
  on page 118.
  Mission Consequence: Decrease the size of the 
  patrols if the Battle-Brothers did not stop Karlack’s 
  Royal Guard from joining the Imperial Guard.
  108
  
  III: The Vigilant Sword
  Making ContaCt
  Due to the size of her “family,” Myrlaine and her charges 
  occupy a three story building on their own. The Battle-
  Brothers cannot miss it if they pass by. Read aloud or 
  paraphrase the following:
  From a distance the small hab appears identical to the others 
  around it—unique only in the placement of its patches and how 
  its skewed angles vary from the equal but differently irregular 
  angles of the next hab. However, from the front, the building 
  has something none of the other units do. Every window has a 
  five-pointed star hung in it. Most are irregular, and no two are 
  cut the same. They are fashioned from foil and plastic and scraps 
  of canvas.
  If the Battle-Brothers choose to approach the building, one 
  of the recovering tenants spots them first. The man—who 
  has a large, dirty bandage around his head and his arm in 
  a sling—stares at the walking suits of metal. His or her 
  expression is too stunned to convey any form of fear. When 
  the Space Marines speak or get closer, he begins shouting 
  wordlessly and pitching nearby debris (harmlessly) at them. 
  Myrlaine emerges from the door a moment later. Read aloud 
  or paraphrase the following:
  A stout woman steps out of the hab and eyes you. “What beyis 
  this? New machine-men to run about? Well what beyare you 
  doing here? I don’t need trouble at my door” She addresses you in 
  a rhetorical tone. Servitors do not speak and she is obviously not 
  expecting an answer. She reaches out her hands as though about 
  to try shoving you on your way.
  Myrlaine is quite startled to realise that these tall, (mostly) 
  metal-clad creatures are not servitors, but recovers quickly. 
  The only obstacle to getting her aid is that she and the 
  other sympathisers have never heard of the Adeptus Astartes. 
  However, Imperial symbols or even the mere mention of 
  space travel and other planets is all it takes to convince them. 
  Their precise opinion of the Kill-team depends on how they 
  describe themselves and their task, but the sympathisers are 
  pre-disposed to think of them in familiar terms. If they gain a 
  rough understanding of the Space Marines or the Deathwatch, 
  they call them “The Golden Man’s Sentinels.”
  The other sympathisers include 3 forge workers named 
  Altus, Syrik, and Humour, who—like the majority of 
  Samech’s population—labour in the manufactorum, applying 
  patterns by rote to small cogs in a large machine they will 
  never understand. Dalton is a food processor who keeps the 
  Dispensary running, and their last regular member is a man 
  named Rij. Rij is a cadalvager. He has the unsavoury task 
  gathering those who die in Myrlaine’s care as well as bodies 
  from the slums, and sorting through them to determine 
  the best use for each: corpse-servitors, food, or fuel. The 
  sympathisers seem more relaxed if the Space Marines remove 
  their helmets. This makes them look more like men and less 
  like the mechanical horrors that dominate Samech. 
  Words of Advice
  None of the menials have ever been inside the Irradial Forge 
  itself, but they give whatever aid they can to these agents 
  of The Beyond. First and foremost, the sympathisers know 
  a great deal about the forge district. They can describe the 
  slums, the shipyards, current happenings, and the most 
  common forces serving the Magi. An overview from them 
  provides the Kill-team with a +10 bonus to any Tests where a 
  lay of the land would be beneficial, such as Silent Move Tests 
  to sneak through the city while avoiding patrols, or Tactics 
  Tests to choose a defensible position. They can also offer 
  advice on some of the Kill-team’s objectives, which might 
  include:
  • There is no doubt that activity in the shipyards has 
  increased of late. The number of menials assigned to 
  labour there has easily tripled in recent years, and vehicles 
  constantly run between the yards and the forge. The 
  perimeter is not guarded, but none of the sympathisers 
  have ever been inside. One of the manufactorum workers 
  offers to slip into a shipyard work crew and report what 
  he sees if the Battle-Brothers so wish.
  • Arcus Dyre could be a powerful ally, scapegoat, or 
  distraction if the Kill-team wants to use him. Dyre 
  is a powerful psyker. On a planet with little exposure 
  to the Imperial Creed, this carries no stigma in the 
  menial population. The Vinculum Proselytes’ practice 
  of harvesting them means that they have caused few 
  accidental warp incursions. For many years Dyre was 
  the source of great damage to the Irradial Forge. He was 
  a one-man resistance army, and the only open freedom 
  fighter the district has ever known. (There is not a small 
  Cyluk
  In the Irradial Forge district, mutation is a sign of 
  favour. Those who develop debilitating mutations 
  are quietly put down, and only those creatures who 
  exemplify superhuman traits survive to become the 
  taskmasters and overseers in the slums. The Vinculum 
  Proselytes encourage the degenerates to abuse the 
  menials, keeping their privileged class sated with petty 
  cruelty and the slave class broken in fear and despair.
  SpeeCh patternS of the MenialS
  Warhammer 40,000 is full of planets that have 
  developed language idiosyncrasies over long separation 
  from the Imperium. The read-aloud dialogue for the 
  menials is written with a small twist on the verb “to 
  be.” Whenever it is used in its present tense, “bey” 
  is concatenated at the front of the usual verb tense, 
  turning am into beyam, are into beyare, and so on. If 
  you find this too cumbersome to roleplay, feel free to 
  switch the verb tense back to good old Low Gothic: 
  am, is, are.
  109
  
  III : The Vigilant Sword
  amount of admiration in the sympathisers’ voices when 
  they speak of him.) A short time ago, his rebellion finally 
  ended in capture. He was only recently taken to the Soul 
  Alembic. If the Kill-team could free him, he has nothing 
  but malice for the Forge and its masters.
  • Rij trucks corpses up to the very gates of the Forge 
  itself. If the Battle-Brothers wanted to masquerade as 
  recently deceased, their size would be unusual but not 
  problematic. The Proselytes favour physically capable 
  templates drawn from the planet’s mutants. However, 
  they would need to take off their armour to blend in, 
  which poses obvious drawbacks.
  the diSpenSary
  With no flora and no organic fauna to speak of, the menials 
  are utterly reliant on the Irradial Forge to feed them. A hungry 
  worker is a less productive worker, and the Forge’s Magi run 
  exact calculations to ensure the optimal mass of protein ships 
  to the dispensary each day. Inevitably, these rations fall short. 
  Not by intent, but through theft, spoilage, and neglect. 
  Twice a day, crowds form and conflict ignites as the 
  dispensary hands out corpse starch wafers and amino strings. 
  This is an opportunity to see the menials at their worst. Men 
  bludgeon one another with rocks and pipes to be first in line; 
  people shove and jostle, and anyone who falls to the ground 
  is crushed under the press of bodies. Every few days someone 
  tries to scale the outside of the dispensary to reach the higher 
  floors where the rations are stored. To prevent such escapades, 
  the dispensary’s outer walls are coated with heat-intensifying 
  foil. A would-be liberator is lucky to fall back to the ground 
  with major burns. The charred skeletons of a few more 
  stubborn individuals are permanently fused to the building. 
  Yet always, someone else is hungry enough to think they can 
  succeed where the last man failed.
  Some days, members of the mutant elite come to watch the 
  sport. If the show fails to be bloody enough for them, they 
  remove some of the food to up the crowd’s desperation. 
  the paragelle’S SanCtuM
  To be sure, the heretical leanings of Samech meant that 
  immersion in the Hadex Anomaly was a less drastic change 
  than it was for many neighbours. Still, nothing escapes the 
  warp without unwanted side effects. The daemonic entity 
  known as the Paragelle is one such example. Since the swollen 
  corona of the Anomaly first receded, this creature has quietly 
  festered in the Irradial Forge. It provides no end of fear and 
  anger for her to manipulate, and it has a numerical symmetry 
  which pleases her. Magos Vayze is well aware of her existence, 
  but by his calculations it is easier to keep her sated on blood 
  and violence than to risk provoking her into wreaking havoc. 
  The Paragelle feeds on murder and bloodlust. In such a 
  down-trodden population, these emotions take little effort to 
  kindle. Once they ignite, a lifetime of pain and oppression 
  quickly turns the Paragelle’s victims into a blaze of hatred and 
  aggression—a banquet that she savours until it grows stale, 
  when her current protégé is sacrificed to nurture her next 
  work. The daemon takes the form of a voluptuous copper-
  haired woman calling herself Lady Anshelene. This charming 
  beauty in scarlet robes stands out in the slums like a flower 
  in a desert. The menials do not question her existence, or 
  her absurdly clean and intact dwelling—just across from 
  where the crowds gather and riot at the Dispensary. She is 
  an artefact of the environment, as fixed and accepted as the 
  Irradial Forge itself. However, the Battle-Brothers cannot miss 
  the conspicuous building and inhabitant if they pass by. Read 
  aloud or paraphrase the following:
  Between two of the grime-caked, scorched hab structures stands 
  a grey marble villa. Columned steps lead down to a harsh line 
  of contrast with the dead earth. Only gauze shields the arched 
  windows, fluttering in an absent wind. Behind this veil you see 
  a woman’s silhouette moving, leaning over to whisper in the ear 
  of a guest. You observe that her shape has the curves men find 
  pleasing—just as you might note that a bolt shell is cylindrical. 
  The Paragelle recognises Space Marines for what they are, 
  and is certain of two things: They are a risk to her existence, 
  and delicious violence is sure to follow in their footsteps. Once 
  she is aware of them, the warp entity does her best to avoid 
  their attention. However, she is hardly inconspicuous, and an 
  Ordinary (+10) Psyniscience Test detects uneasy warp 
  currents around her. If the Battle-Brothers interact with her, she 
  puts on her best show of support for their cause. She presents 
  herself as a slave from a bordering world, and the forced 
  bride of the former overseer. After his death, she managed to 
  retain his holdings. She does her best to comfort her suffering 
  peers—or so she says. She lavishes the Space Marines with 
  encouragement to fight for the menials’ betterment.
  the legend of 
  lady Mira BraChelva
  Lore from early in the Age of Shadow tells of the Lord 
  Brachelva of Bolgra, who was so enraptured by the 
  beauty of the hive commoner Mira that he married 
  her and raised her to be his Lady. Here, the accounts 
  begin to differ. In some versions he was a cruel and 
  jealous man who kept her locked away until she went 
  mad from isolation. In others Mira was the cunning 
  temptress, plotting to betray her husband since their 
  wedding night.
  Regardless of her motive, all the stories agree 
  that Mira turned her husband’s guards and soldiers 
  against him one by one, filling them with jealousy 
  and devotion to her. One bloody night, she set the 
  entire spire against itself. A hundred jealous suitors 
  dispatched her husband in an instant, and then turned 
  to killing one another for her favour. By sunrise, the 
  lovely woman was alone in a home turned red for   
  her pleasure.
  Some whisper that that Mira eventually found a 
  new husband, one who appreciated her inner “beauty” 
  and granted her many tender gifts.
  110
  
  III: The Vigilant Sword
  If they press “Lady Anshelene” for more active assistance, 
  the Paragelle’s greed for the souls of such perfect warriors 
  tempts her to risk exposing her nature. She insinuates that 
  she might be able to turn some of their enemies against one 
  another. However, she claims to fear for her own safety during 
  the fallout. She says:
  “Let us make sure we have an accord. You seek my aid, and will 
  accept all the consequences it brings?”
  If her suddenly serious tone is not enough to make 
  the righteous wary, an Easy (+30) Lore: Forbidden 
  (Daemonology) Test, or an Ordinary (+10) Test on some 
  other appropriate Lore (such as Occult or Warp) immediately 
  recognises the makings of a daemonic pact. The Paragelle 
  does not attack the Space Marines unless they force a 
  confrontation. If they see through to her true nature, they 
  may be able to use this to stage an Assault on their terms.
  THE SHIPYARDS
  The shipyards lie outside the main forge. Here, the dark Tech 
  Adepts construct the stealth vessel that will be used to slip 
  past the Iron Collar to the warp gate. The facility consists of 
  a wide atmospheric platform and two orbital docking towers 
  that stretch into space. Menials and servitors haul materials 
  between the different structures, while the attendant tech-
  priest oversees operations from his small orchestration station. 
  On close approach, easily the most noticeable feature of the 
  docks is the Mars-Pattern Titan splayed between the two 
  docking towers. Read aloud or paraphrase the following:
  Your eyes are drawn immediately to the blocky, bipedal war 
  machine between the two docking towers. The battered Titan has 
  been posed in a gesture of defeat and servitude; it kneels with its 
  gun barrel arms stretched between the spires. Even on its knees the 
  god-machine is nearly a hundred feet tall. It appears the noble 
  mind-core could not be subverted by the apostates, and they had 
  to console themselves with making it into a trophy.
  Any character with the Lore: Common (War) Skill should 
  make an Easy (+30) Test. Success identifies the Titan as a 
  Mars-pattern Warlord class. Success by three or more Degrees 
  identifies its heraldry as the lost Astrum Conflagro, which 
  disappeared from the pages of history when this region of 
  space was still the Jericho Sector. The god-machine deserved 
  a better end than its humiliation here in the Charon Stars.
  Unlike many of the other slave labourers in the forge 
  district, the humans in the shipyard have equipment that 
  could almost be used as weapons. They carry plasma torches 
  and similar advanced cutting implements necessary to build 
  warships. They might be swayed to rise up by a convincing 
  speaker—although the cost in their lives would be great. The 
  Servitors are not combat models. During any fighting, they 
  are at worst obstacles and at best cover. A ring of Skitarii 
  surrounds the yard, spaced roughly twenty metres apart 
  from one another. Before the Battle-Brothers can enter the 
  yards, they have to get through the guards. Should this be 
  accomplished via combat, there are 12 Skitarii here. 
  the daeMon’S Bargain
  It is against a loyal Space Marine’s nature to make a 
  bargain like the one the Paragelle offers. While the 
  Grey Knights may be the sworn hunters of daemons, 
  creatures of Chaos are an affront to all Space Marines. 
  However, for completeness it is worth stating that 
  accepting her deal yields 2d10 Corruption Points, and 
  deep ramifications for the soul. Furthermore, it results 
  in a loss of 1d10 Renown for the entire Kill-team 
  should it ever be suspected that their success was built 
  on a corrupt foundation.
  a note to the gM on theMe
  In a traditional Deathwatch
  game the player 
  characters should not be making deals with daemons. 
  (That is more the purview of DarK heresy, which 
  offers supplements like the raDical’s hanDbooK.) 
  The Paragelle is intended as an enemy for the Kill-
  team to uncover and slay. You should do your best to 
  make sure she comes across as devious, and the players 
  don’t misinterpret her as one of the “lesser evils” they 
  may have to compromise with. There is nothing minor 
  about the evil of Chaos.
  111
  
  III : The Vigilant Sword
  The Battle-Brothers may move from one part of the 
  shipyards to another while in combat with the Horde.
  atMoSpheriC platforM
  This platform is clearly the oldest part of the yard; it is 
  encrusted with ornamentation and symbols layered on over 
  the centuries. Were one to peel back the strata of heraldry, 
  they could watch the history of the Forge’s changing masters 
  play in reverse. This is the widest of all the construction 
  surfaces. All the work that can be done before ship assembly 
  is performed here in atmosphere. One such task is refining 
  the rare glass and alloys to produce antisonate plating. If any 
  of the player characters take the ascender up to the top of the 
  platform (or otherwise find a way to view it) read aloud or 
  paraphrase the following:
  A small mountain of glassy black stone sits on the centre of the 
  platform. Torches, smelters, bellows, and metal presses surround 
  it. Each tool is covered by dozens of sensors and gauges, tracking 
  pressure and temperature in what is obviously an arduous 
  production process. Nearby lay a few sheets of the finished 
  antisonate material. The thin panels are light-consuming black. 
  Nothing that touches them reflects, not light or sound or Samech’s 
  implacable heat. They strike the senses more like voids in reality 
  than tangible objects. 
  The Space Marines may startle several menials and have 
  to push aside servitors, but nothing on the platform protests 
  whatever the Battle-Brothers choose to do there.
  doCkMaSter’S Station
  This small, fortified building would be of little interest were 
  it not for two facts. First. the formula for antisonate plating 
  is stored in its cogitators, and second, it has an occupant 
  who reports the Battle-Brothers presence and summons 
  reinforcements if not swiftly dealt with. A lone tech-priest 
  sits in the station, alternately firing out at the Battle-
  Brothers and trying to raise help on the vox. (A call that 
  a Battle-Brother may attempt to scramble with the proper 
  Skill and equipment.) The single door is sealed, requiring a 
  Challenging (+0) Tech-Use Test to open. The building 
  was not intended as a combat bunker. Its thin metal walls 
  only provide cover with an AP value of 12. An Ordinary 
  (+10) Awareness Test also notes a sliding window to one 
  side. This part of the building is weaker and can be broken 
  through by 15 or more points of Damage.
  deCavane repoSitory
  This large storage building is built into the base of the high 
  docking column. The supply of drained Decavane from 
  Aurum has accumulated here over the years. The room is 
  frigid despite Samech’s blazing exterior. Ice hangs from the 
  ceiling and frost clings to the walls. Several containers of the 
  blackened crystal have been loaded onto palettes, as though 
  the time to transport and install them is near.
  the high doCking ColuMn
  Dozens of these colossal dock structures dot Samech’s 
  blazing exterior. The most powerful and influential forge 
  districts do not just manufacture warp engines and plasma 
  drives; they construct entire warships for the Iron Pit’s 
  armada and their debased allies. The ground level entrance 
  to the subsonic lift platform is unguarded. It takes several 
  minutes to ride all the way up. The tube doors open onto 
  the docking pinion ring where a pile of flimsy void suits 
  stands for the labourers’ use. Ships of all sizes berth at 
  titanS
  Many consider Titans to be the ultimate weapons of 
  war in the vast technological arsenal of the Adeptus 
  Mechanicus. Their Titan Legions only deploy by the 
  command of Mars itself. These colossal machines carry 
  weapons that can pulverise tanks, and their void field 
  generators allow them to ignore lesser blasts like a man 
  might ignore buzzing insects. Titans require several 
  crew to operate. The crew’s commander, called the 
  Princeps, links his mind with the Titan’s own. This 
  requires years of special attunement and training.
  freeing the aStruM Conflagro
  There is a chance the Kill-team may accidentally destroy 
  the imprisoned Titan in their assault on the shipyard (see 
  Docking Tower Wreckage, below). If they want a more 
  certain and deliberate path to freeing the noble machine, 
  possibilities include a Demolitions Test to blow it free of 
  its bindings, or a Tech-Use Test to activate and overload 
  its reactor. The GM should allow the Kill-team to use 
  any reasonable plan they can devise.
  report froM inSide
  If the Battle-Brothers accept the sympathisers’ offer 
  to survey the shipyards, the scout reports back that it 
  is well-guarded. The forge labourer is not trained in 
  assessing battle logistics, but from the picture he paints 
  it would be nearly impossible to penetrate without at 
  least alerting the Forge to their presence.
  Shifting the BlaMe
  One of the simplest ways to avoid drawing attention to 
  their presence is for the Battle-Brothers to have some 
  other group participate in the assault and take credit for 
  it. If they choose to ally with Arcus Dyre or the Alpha 
  Legion, either of them can take credit. Another option 
  is for the sympathisers to join the assault. However, 
  they are not combatants and most of them die in the 
  retaliation that inevitably follows.
  112
  
  III: The Vigilant Sword
  each pinion, in various states of repair and constructions. 
  The malignant, pulsating light of the Hadex Anomaly 
  floods down. Anyone who looks directly at the warp 
  breach automatically gains 1 Corruption Point. The 
  docking pinions are above the atmosphere, in the void 
  itself. Therefore the rules for maintaining power armour’s 
  environmental seal become important should combat break 
  out. Treat an armour puncture as being in a gradually 
  worsening atmosphere per the rules for vacuum exposure 
  on page 261 of the Deathwatch Rulebook.
  The infant Ruin Bringer berths along one of the docking 
  pinions, an unreflective black shape against the sickly glare 
  of the Hadex Anomaly. Its skeleton is complete, showing 
  it to be no bigger than a raider class vessel. The antisonate 
  plates are half laid, giving the illusion that darkness 
  swallows the front half of the ship. No one notices the 
  Kill-team immediately; they are just tiny shapes roaming 
  on the monolithic towers. However, if they approach the 
  Ruin Bringer, they find it actively under construction. More 
  monotasked servitors and several Tech-priests (use the 
  profile from A Stony Sleep on page 91) labour to complete 
  the warship. When they spot the Kill-team, they do not 
  fight. Instead, most of the apostates break for the lift 
  platform to try and sound an alarm. If the Tech-priests 
  stayed on the docking pinion, the only way back would be 
  straight past the Battle-Brothers. Fortunately for them, the 
  zero gravity environment means they have more options. 
  The Tech-priests launch themselves in various directions: 
  towards lower pinions, adjacent pinions, and perhaps 
  even straight up. The number of Tech-priests who don’t 
  miscalculate and go free-spinning into the void should 
  be roughly equal to the number of Battle-Brothers. See 
  page 210 of the Deathwatch Rulebook for details on zero 
  gravity.
  Once the Kill-team secures the area, they can deal 
  with the vessel as they see fit. Its plasma drive is installed 
  although the warp drive is not. If the Kill-team’s plan 
  for the Ruin Bringer results in an explosion and they do 
  not detach it from the scaffolding first, it may destabilise 
  the entire docking tower. That could be either a hazard 
  or benefit depending on whether the Kill-team prepared 
  for it. You may want to roll 1d10 on Table 3–3: Docking 
  Tower Wreckage to decide exactly what happens if the 
  main tower collapses. Unless specifically stated in the 
  result, the Astrum Conflagro remains held in bondage by the 
  atmospheric platform. Destroying the Ruin Bringer alerts 
  the forge to the Kill-team’s presence unless they made 
  provisions for some other group to take credit. 
  optional enCounter: payBaCk
  Not all of the Alpha Legion went to Karlack with Lamdus 
  Rize. A handful of the Chaos Space Marines remained 
  behind, and they survived to learn of the betrayal. They 
  are not interested in partnering with the Deathwatch (nor 
  would any loyal Space Marine be likely to embrace a 
  Traitor), but they are hungry for revenge. 
  At a time and location of the GM’s choosing, a short-
  burst signal comes over the Battle-Brothers’ vox links:
  “Agents of the Deathwatch, we know your symbol and why you 
  have come. If you want to learn why you are truly here, we are 
  behind the dispensary.”
  the treaCherouS arrow
  Should the Battle-Brothers delve for more details 
  on how the Ruin Bringer’s assault was to play out, 
  Samech actually intended to use the enemy’s trick 
  against them. After the Thunder’s Word slipped by 
  them so easily the first time, the Iron Pit investigated 
  and eventually located Altair’s Arrow. The Vinculum 
  Proselytes intended to use this same passage to sneak 
  behind the Iron Collar.
  Table 3–3: Docking Tower Wreckage 
  Roll
  Result
  1
  The docking tower breaks apart above the atmosphere. Some pieces float harmlessly into space while others burn up in the 
  atmosphere on re-entry. The only effect on the surface of the planet is a meteor display.
  2–3
  The docking tower crashes southward. It falls across the Black Engine rail, although this does nothing to stop the 
  incorporeal construct’s runs. However, a hail of dangerous debris falls in the slums. There are a few casualties and minor 
  damage to the flimsy structures.
  4–5
  The docking tower crashes into the middle of the slums. The damage to the people and the structures is vast. The psyker 
  sorting facility is completely demolished, crushing Cyluk and the rare equipment.
  6-7
  The docking tower crashes to the north. The slums still suffer the effects of debris but are otherwise untouched. The tower’s 
  uprooted foundations demolish the Astrum Conflagro if it is still held in the shipyards. The GM may choose to count this as 
  freeing the Titan at his discretion.
  8-9
  The docking tower crashes to the east. It destroys one of the Altars of Proving. The slums suffer the effects of debris.
  0
  The docking tower crashes to the west. The slums and manufactorum suffer catastrophic devastation. Moreover, the Irradial 
  Forge and its outer wall take damage. The problem of crossing the outer wall is solved, and the gatekeeper forces are reduced 
  by 25% as they deal with the ensuing chaos.
  113
  
  III : The Vigilant Sword
  The other party refuses to answer any return transmissions. 
  If the Battle-Brothers go to the indicated location, read aloud 
  or paraphrase the following:
  The rear of the dispensary is a desolate slab of ferrocrete. The 
  tall buildings on all four sides cast it in nearly perpetual shadow. 
  A rusted fence runs the perimeter, although it contains many large 
  holes and the gate’s lock has rusted away. Industrial debris and 
  dead vermin fill the lot, creating a graveyard for machine and 
  animal alike. As you draw closer, three large shapes step out from 
  behind a cracked pylon; their hands appear empty of weapons. 
  Despite the shadows, your auto-senses have no trouble picking 
  out the spikes on their power armour, its scaled patterning, and 
  the green and blue colours. They are Alpha Legion Traitors.
  If they Kill-team doesn’t immediately open fire, the Chaos Space 
  Marines begin to speak. If at the beginning or any point thereafter 
  the Kill-team decides the Traitors must die, use the Alpha Legion 
  profile on page 89. The trio’s spokesman is called Tor, although he 
  doesn’t give his name unless asked. He tells the Battle-Brothers that 
  his leader, Lamdus, was betrayed by the men who currently hold 
  the Irradial Forge. They propose a deal: the Alpha Legion’s aid in 
  exchange for helping them get inside the Forge so they can have   
  their revenge.
  The Alpha Legion no longer have anything to gain by hiding 
  the truth from the Kill-team, but Dahzak and the Vinculum 
  Proselytes have much to lose. If the Kill-team asks, Tor tells them 
  all that he knows about the real intentions of the remaining 
  alliance: to corrupt the warp gate. (Remember that Tor does not 
  know that Dahzak has his own intentions for it.) As long as 
  the conversation does not turn hostile, the Alpha Legion Space 
  Marines discuss the details of the plan: the alliance, the diodes 
  and the alien technology necessary to perfect them, and the   
  Ruin Bringer. 
  They can also explain the psyker culling. Samech’s masters 
  never work for free. Dahzak does not command the tangible 
  resources necessary for such on endeavour. Instead, he offered 
  them something no amount of slaves or ore could duplicate. 
  He gave them freedom from the flesh through an ancient ritual. 
  However, Dahzak—while powerful—cannot rival the first 
  Librarians who created the mighty spell. Achieving the spell’s full 
  effect requires a cabal of sorcerers, which Dahzak did not have. 
  The Irradial Forge made the bargain, but the result was flawed. 
  It allowed the Magi to shed their soft flesh, but their life forces 
  quickly began to ebb from their metal remains. Only a constant 
  infusion of the bright life force of psykers is able to sustain the 
  Magi’s spirits in their divine machines.
  If the Kill-team drags on the questioning for too long, Tor 
  grows doubtful of their intentions and presses them for an answer 
  on the deal. The Alpha Legion finds it as unthinkable as the 
  Deathwatch to fight shoulder-to-shoulder. However, they can 
  sow confusion and distraction during the Kill-team’s operations 
  at the shipyards and the forge. Once they penetrate the Irradial 
  Forge, the teams go their separate ways: the Deathwatch to destroy 
  the diodes, and the Alpha Legion to see the forge complex fall. 
  Should the Kill-team agree, the Alpha Legion’s approach to trust 
  is simple: 
  “Vow to do as we have agreed. Vow it in the name of the 
  Emperor.”
  THE SOUL ALEMBIc
  Psykers are notorious for their ‘brilliant’ souls, shining like beacons 
  in the warp. Their light is not the blessed star of the Astronomican. 
  It is an invite to all that is damnable and foul. Where these cursed 
  beings go, only death and mayhem follow.
  –Inquisitor Zayel: Admonitions Against the Warp
  Here, Dahzak’s apprentice distils the warp essence of psykers 
  into transmuter circuits, which are sparking grids of wire and 
  crystal. (If the Space Marines listened to the Alpha Legion, 
  they know it is to sustain the altered Magi.) Due to its unstable 
  nature, the Soul Alembic is at the very edge of the Irradial 
  Forge district, some 300 kilometres from the main complex. 
  If the Kill-team wants to enlist Arcus Dyre (or simply to find 
  out where the psykers are going), it is going to be a long 
  march if they do not find a faster alternative.
  taking the BlaCk engine
  The quickest option—although far from the safest— for reaching 
  the Soul Alembic is to board the Black Engine. Should the Battle-
  Brothers decide to use the temperamental machine, they find it 
  straining in its cage at the terminus. Preparing the Black Engine 
  for travel is a three step process. First, the cage must be opened. 
  This requires an Ordinary (+10) Security Test. Then, the Battle-
  Brothers must attach the carriage to the hooks at the back of the 
  Engine. This is not an easy process as the Black Engine attempts 
  to gore anyone who enters its cage with its bladed body. Finally, it 
  must be wrangled onto the track. A Routine (+20) Awareness 
  Test notes strange energy prods outside the cage; if the Engine 
  is stunned using one of these weapons, it can be shoved 5 metres 
  as a Half Action. The engine starts out 15 metres away from the 
  rail, requiring 3 such actions to wrangle it there. Once the Engine 
  is above the rail, instinct takes over. The Kill-team has only a few 
  seconds to leap into the carriage before the raging machine begins 
  its snarling rush down the ethereal track.
  Name
  Class
  Dmg
  Pen
  Special
  kg
  Energy Prod
  Melee
  1d10+1 E
  12
  Shocking, Special†
  4
  †These energy prods are specially attuned to the strange alloys of the Black Engine. If the murderous machine is struck by an energy prod, it automatically 
  counts as Stunned for 1 Round. Multiple hits in a Round are not cumulative. This weapon’s Damage is not based on the force behind it. Therefore the 
  wielder does not add his Strength Bonus to Damage. The Energy Prod requires two hands to use.
  114
  
  III: The Vigilant Sword
  If the Battle-Brothers prefer not to harness the monster 
  themselves, (assuming he lives) Cyluk sends his catches to the 
  Alembic daily. The Kill-team can wait until the mutant and his 
  minions prepare the Engine, although they then have to dispatch 
  Cyluk and several mutated servitors.
  Once the Engine and carriage set out upon the rail, the 
  passengers enter the aetheric world that the ancient rail traverses. 
  The ride is both interminable and swift. The jagged rockscape 
  and red sky blur together as they rush past, overlaid by ghostly 
  shapes and glass tones that have no place on Samech. The corrupt 
  forge world and echoes of some other place mingle as time dilates. 
  Arrival at the Alembic Lock is sudden, jarring the passengers with 
  a harsh return to Samech’s dead environment. The adamantine 
  prongs hold the engine in place for a few minutes, providing time 
  to debark. Then the timed cogs complete their circle, freeing the 
  furious metal beast, and it is gone.
  The Alembic’s haphazard tower is visible in the 
  distance, and the frantic roar of falling water echoes from   
  that direction.
  optional enCounter: ruSt 
  deCapodS
  If the Battle-Brothers make the journey to the Soul Alembic 
  on foot or by conventional vehicle, they have a long stretch 
  of lava geysers and mine chasms to cross before reaching their 
  destination. At any point in the journey, you may read aloud 
  or paraphrase the following:
  You hear a loud scraping and scuttling in the canyon ahead 
  to your right. A mass of brown and black chitin boils up the 
  side of the fissure and rolls towards you. It comprises hundreds 
  of spindly, mud-coloured crabs with six legs and two pairs of 
  pincers like miniature decapitators. 
  Rapidly approaching is a single rust decapod swarm. 
  Rust decapods secrete a vile acid from their shells and claws. 
  This fills the air around them with an acrid smell, and more 
  importantly dissolves artificial materials at an alarming rate. 
  When the first edge of the horde reaches the Battle-Brothers, 
  provide a vivid description of their effect on metal. An ammo 
  clip or a portion of any vehicle suggests what they can do to 
  weapons and power armour. The profile for a rust decapod 
  swarm can be found on page 137.
  Mission Consequence: If the Kill-team noted the 
  trialkaline powder on Karlack, Forge Master Greyweaver 
  treated their armour with a powerful counter-corrosive. This 
  negates the decapods swarm’s Highly Acidic Trait.
  the uSe of SoulS
  • The creation of transmuter circuits is a three-step process. 
  First, the Soul Alembic siphons the psykers’ life force 
  into a reservoir. Then, it is concentrates the stolen vitality 
  into a potent mystical essence. Finally, Sethahar transfers 
  this distillate into the reservoirs of the transmuter circuits, 
  which slowly bleed warp-tainted energy into whatever 
  machine (or tech-priest) they are installed in. Read aloud 
  or paraphrase the following:
  The Soul Alembic is an interlocking mishmash of giant gears, 
  like a ruined clock built into the side of a dam. Discoloured 
  water pours slowly over the device, turning the huge metal cogs. 
  It takes three victims at a time, each plugged into the tines of a 
  coffin-like recess between the churning gears. The psykers’ eyes 
  are open but they stare unseeing and unblinking ahead as the 
  machine slowly robs them of life.
  On the other side from the extraction area is the 
  transmutation altar, where Sethahar creates the circuits. He 
  stands there at present, watching some indicator of progress 
  on when he has collected enough energy to begin. Arcus 
  Dyre stands out, both on psychic and visual inspection. Of 
  the three men connected to the Alembic, he is the only one 
  who does not look pale and close to death. His psychic power 
  far surpasses the nascent sparks of potential the machine was 
  designed to extract. A ring of mutated servitors surrounds 
  the Soul Alembic, keeping watch over the operation and the 
  null pens below where the fodder is stored. The polluted 
  river continues to flow that direction after powering the 
  Soul Alembic. A rotting layer of body parts drifts on the foul 
  surface. In fact if the Battle-Brothers observe for long, they see 
  the sorcerer issue a command to one of the servitors, which 
  messily plucks a spent psyker’s husk from the machine and 
  115
  
  III : The Vigilant Sword
  tosses him into the runoff. A moment later, a slick appendage 
  of weeping flesh and serrated teeth erupts from beneath 
  the water and pulls the fresh corpse down. Oblivious, the 
  servitor shambles down the winding path to retrieve the next   
  energy source.
  The lower pens and the Soul Alembic are separated by a 
  vertical distance of about 10 metres, and the path between 
  takes a Round to traverse. Only four servitors guard the 
  pens. Freeing a group of terrified, untrained psykers is a 
  risky proposition, but should any of the characters wish to 
  do so, opening the gate is a Half Action, as is de-activating 
  the nullification field it projects. Above, 6 mutated servitors 
  reinforce Sethahar. Any of the psykers can be pulled from the 
  machine as a Half Action. However, those less powerful than 
  Dyre must pass a Challenging (+0) Toughness Test or die. 
  Dyre, on the other hand, only counts as Stunned until he can 
  pass a Toughness Test.
  Mission Consequence: If the Battle-Brothers completed 
  the Divested Hunt they may use the terrain to provide cover 
  with AP 2 as a Free Action.
  The toxic river runs along the left side of both areas, its 
  surface occasionally disturbed by the terrible things that lurk 
  in its depths. Anyone, Space Marine or hostile, who gets too 
  close finds themselves having to make an Opposed Grapple 
  Test to avoid being pulled in by a toxic dweller. The profile 
  for the toxic dweller can be found on page 137. Anyone 
  who makes flesh contact with the river’s water must make 
  an Ordinary +10 Toughness Test or take 1d10 Wounds 
  ignoring armour and TB. (Sealed armour is enough to protect 
  a Space Marine.) The beast may stay within the water, or the 
  noise and bloodshed may lure it onto the bank.
  After being rescued, Dyre ransacks the corpses of his 
  former guards for weapons and armour. He is understandably 
  curious to learn about his unexpected benefactors. He is quite 
  willing to aid the Kill-team either by joining them or rallying 
  the surviving psychic rabble to follow him on a campaign 
  of revenge. The Forge forces used a treaded, open-topped 
  transport coated in trialkaline to reach the Soul Alembic. It 
  is parked near the lower pens, and the Battle-Brothers may 
  use it to return.
  The Irradial 
  Forge
  “How easy it is for you to stand upon your pedestal and call my 
  soul deficient. But I say it is you who are deficient. You who are 
  the cowards. The powers do not call to us so because we are weak; 
  they call to us because they are our right. Some day, when you have 
  realised there is no other path, you will mourn the loss of my kind.” 
  –Rumoured to be the last words of the condemned sorcerer 
  Tamrus Blackwell.
  T
  he towering forge complex goes on for kilometres, 
  further than the eye can see. It consists of three general 
  layers. Its outskirts are the manufactorum where the 
  bulk of the menials labour. A high, fortified wall marks the 
  beginning of the Irradial Forge itself, with heavily guarded 
  gates permitting passage between the two. After this is the 
  outer layer of the forge, a wilderness of metal chambers, 
  generators, data vaults, automated factories and devices whose 
  purpose not even the apostate Magi can guess. Somewhere 
  deep within that maze is the inner forge, its beating heart 
  forged in steel and sorcery—where the Battle-Brothers   
  must go. 
  THE MANUFAcTORUM
  The crescent-shaped manufactorum zone is a combination of 
  soot-blackened structures and open pits. These house slow-
  moving assembly scaffolds and work pits where dozens 
  of men weld, hammer, and solder. The inner forge holds 
  many completely automated production lines, but the items 
  produced here require manual labour. The products may 
  require manipulation too fine for the industrial machine spirits, 
  or the Forge may simply lack the STC needed to automate its 
  manufacture. The complete range of items created here is too 
  great to count, but below are some examples of the different 
  production facilities. The same forces patrol the manufactorum 
  as the slums, with similar risks of an encounter.
  arCuS dyre
  Most of the ambition in Samech’s menials dies early 
  on the altars of proving. There are exceptions; Arcus 
  Dyre is one of them. Born as a powerful psyker, he 
  rejected the planet’s creed of mechanical superiority 
  in favour of his own abilities. Had these powers not 
  manifested at a prodigiously early age, he surely would 
  have met a grisly fate in the augmetic hands of the 
  Vinculum Proselytes. Instead, he shook off the reins 
  of servitude and began a one-man campaign against 
  the mutants and magi that held him down. For over 
  a decade Dyre has wrought his own form of bitter 
  revenge on Samech’s masters. However, Dahzak tired 
  of the psyker’s interference, and used his knowledge of 
  the warp to counter Dyre’s only real advantage. The 
  proud rebel is finally in null-chains and awaiting death 
  beneath the gears of the Alembic.
  He has no special regard for the Adeptus Astartes, 
  although he is keenly interested in the knowledge 
  held by any Librarian he encounters. Gratitude for his 
  rescue tempers his characteristic arrogance, and he is 
  pragmatic and respectful with anyone who reciprocates 
  with courtesy. Like most of Samech’s population, Dyre 
  has little exposure to the Imperial Creed. He is aware of 
  the Emperor only as the enemy of his enemy. However, 
  he is neither a sorcerer nor a devotee of the ruinous 
  powers. If he lives through the assault on the forge, 
  he presents an unusual variant of the rogue psyker 
  conundrum that the Battle-Brothers (particularly any 
  Black Templars) may want to address.
  116
  
  III: The Vigilant Sword
  laSgun ManufaCtory trenCh 
  A series of ledges has been carved into the cliff walls. Raw 
  materials enter the process from the top. The workers on the 
  highest levels weld basic metal plates and sort the focusing 
  lenses to find those of sufficient quality. Their output slides 
  to the tier below, who stamp and polish these inputs into 
  base components. So the production processes cascades down 
  until it reaches the bottom of the crevice where finished 
  guns are loaded for transport. The frantic pace of input from 
  the top makes efficiency a matter of survival. The flow of 
  raw materials never ceases. If any worker falls behind, he is 
  literally crushed by the press from above.
  void Shield produCtion pit
  Void shields are common defensive energy barriers used 
  on large vehicles such as interstellar craft or Titans. In the 
  centre of this deep pit, huge, cruiser-sized versions are slowly 
  constructed. Menials scurry around the huge apparatus like 
  ants piling grains of dirt atop their hill. Layer by layer they 
  apply stabiliser circuitry and projector lenses at the direction 
  of the presiding Magos. From his control pulpit, the Vinculum 
  Proselyte ensures the patterns of construction are followed. 
  At set intervals he flips the Breakers Of Confirmation. These 
  linked switches supply power to the newly-built shields, and 
  unseal valves around the pit’s edge that pierce the planet’s 
  thin crust. Only if the void shield is functional does it spare 
  its creators from the magma jets that erupt from the opened 
  passages into the mantle. This keeps the workers motivated 
  to perform their tasks quickly and precisely. Inevitably some 
  shortage or mishap thwarts their frenzied pace, and the 
  charred bodies must be cleared to make way for the next 
  group of labourers.
  aMMunition CoMpound
  This vast assembly sty houses thousands of menials in six by 
  four cells. The workers delicately polish, fill, and calibrate 
  munitions ranging from grenades to stubber bullets. In order 
  to ensure no one uses this weaponry against the forge, once 
  a man is placed inside a cell, the door only opens when it is 
  time to remove his spent corpse. The occupants live and sleep 
  at their workbenches, carefully placing each finished shell in 
  the judging receptacle. Only when the machine spirit’s scales 
  tell it that a menial has met his gruelling production quota 
  does it fill his bowl with grey nutrient paste.
  Skitarii BunkerS
  The Skitarii guard largely stay in the manufactorum zone, 
  close to the forge’s wall. Several of these drab, hardened 
  bunkers exist in a rough crescent around the perimeter. A 
  few hundred men sleep and drill in each one. Unless the 
  Battle-Brothers are seeking random slaughter and to loudly 
  announce their presence, these bunkers are best avoided. 
  117
  
  III : The Vigilant Sword
  the CarBon tranSMuter
  The carbon transmuter stands on the east side of the 
  manufactorum pits. This alchemical device can produce 
  promethium from organic matter. If the Battle-Brothers near 
  it, read aloud or paraphrase the following:
  The carbon transmuter combines the odours of human waste, 
  decay, and promethium into one terrible miasma that surrounds 
  it. The device primarily consists of two large vats, with a series 
  of twined distillation tubes leaking thick, foul liquid between the 
  two. The larger vat has a heavy lid controlled by a pneumatic 
  pump. It is currently active, the lid pressing down on the contents 
  below. Several screaming voices echo from within the metal vat.
  A Magnitude 10 Horde of Skitarii guard this important 
  piece of equipment. A Skitarii Tribune (see his profile on 
  page 135) is also present in a Chimera armoured transport. 
  Promethium residue coats the carbon transmuter. If ignited, it 
  explodes like a giant inferno shell. Any hit by a weapon with 
  the Flame Quality automatically ignites, while any Damage 
  with the Energy type has a 25% chance of sparking a fire. The 
  resulting explosion does 4d10+10 E Damage to everything 
  in a 10 metre radius, and carries the same risk of catching on 
  fire as an incendiary grenade. If the Kill-team wants to try to 
  capture the Chimera rather than destroy it, assume it has been 
  breached after it has lost half of its Structural Integrity. Once 
  it is breached, a Battle-Brother may enter it and assault the 
  Tribune directly.
  optional enCounter: defiler 
  foundry
  While no Imperial war machine can compare with the might 
  of Titans, the daemon-possessed engines known as Defilers 
  are some of the most rightly feared weapons in the Chaos 
  Space Marines’ debased arsenal. The process of actually 
  binding the furious daemon into a Defiler requires a skilled 
  sorcerer and is beyond the arts of the Irradial Forge alone. 
  However, each one of the possessed war engines requires a 
  metal hull upon which runes are later etched, ceremonies 
  performed, and ultimately the terrible daemonic machine is 
  formed. The Vinculum Proselytes are a major producer of 
  these chassis. 
  The Defiler foundry lies on the northern crest of the 
  manufactorum zone. It is built into the side of a deep crag 
  and uses the intense heat of Samech’s cracked crust to smelt 
  the alloys in production. Very few menials survive long in 
  this facility. Not only does the intense heat take its toll, but 
  the foundry has more lethal accidents than any other location 
  in the manufactorum zone. Some factions of Samech whisper 
  that the Irradial Forge is attempting to replicate the daemonic 
  binding processes themselves, so that over time the whole 
  foundry has become infused with a malicious will. However, 
  there is no proof.
  Fear keeps the foundry isolated. Only a handful of Samech 
  Skitarii guard the facility. They would pose no resistance all 
  to the Battle-Brothers if it weren’t for their missile launchers 
  and the ability to summon reinforcements. Furthermore, the 
  foundry crag is full of narrow tunnels leading between the 
  work areas. The Skitarii can squeeze into these passages, but 
  the Space Marines cannot. This gives the forge soldiers the 
  ability to move about in relative safety from their attackers. 
  The Battle-Brothers certainly manage to take down some 
  of the guards in the opening moments of their assault. Have 
  the Kill-team make an Opposed Test of their Concealment 
  versus the Skitarii’s Awareness to determine how close they 
  get, and therefore how many of the enemy soldiers they kill 
  before the rest scatter. Depending on how well the Opposed 
  Test went, assume between 4 and 8 Skitarii managed to flee 
  and hide. Rounding up the rest of the Skitarii before they can 
  escape or call for help becomes a game of cat and mouse. In it, 
  the Space Marines are the cats—very large predatory cats. 
  The goal of the Skitarii is to vox for reinforcements. 
  However, their microbead vox units do not normally have 
  the range to reach beyond the immediate environs. To boost 
  the signal enough to call for help, a Skitarii must pass a 
  Challenging (+0) Tech-Use Test. The Test requires 2 Full 
  Round Actions. At the GM’s option it may not spell failure 
  for if the Skitarii manage to call for help, it just may mean 
  the Battle-Brothers have to hurry, or can expect a difficult 
  encounter to start bearing down on them.
   Below is a list of the different work areas in the foundry. 
  When the Skitarii flee, the GM places them amidst the 
  following locations in groups of one or two. Let each Battle-
  Brother declare which location he is searching, using the usual 
  Concealment vs. Awareness Opposed Test. When a Skitarii is 
  located, play out the combat normally (which should not take 
  very long). See page 120 for the profile of a Samech-pattern 
  Missile Launcher. An un-detected Skitarii may use the tunnels 
  to move between locations in 1 Round. It takes 2 Rounds for 
  a Battle-Brother to change locations and 1 Round to search 
  a location.
  Mission Consequence: If the Battle-Brothers completed 
  the Divested Hunt they may use the terrain to provide cover 
  at AP 2 as a Free Action.
  the tiMe for SuBtlety haS 
  paSSed
  At some point the occupants of the Irradial Forge 
  realise that not only are hostiles in the district, but 
  that they are loyal Space Marines assaulting the forge. 
  Whenever Dahzak and the Vinculum Proselytes make 
  this discovery, it has the following effects:
  •  The number and size of the patrols in the slums 
  and manufactorum increase. The Battle-Brothers 
  must more frequently work to avoid them.
  •  The number of guards around the shipyard doubles 
  (if the Battle-Brothers haven’t assaulted it yet).
  • Add two gate guardians to the number faced after 
  crossing the outer forge wall.
  118
  
  III: The Vigilant Sword
  Foundry Locations
  Smelting Moulds
  The moulds for each of a Defiler’s parts are cast in stone. The 
  moulds heat and cool with the flux of Samech’s subterranean 
  magma tides. At high tide they grow hot enough to quickly 
  smelt ore, the impurities separated by the electromagnetic 
  fields. The impurities can then be skimmed from the surface 
  of the mould. As the magma tide rolls out, the remaining 
  metal cools—casting the pieces for assembly.
  Piston Assembly
  Defilers move on six piston-like legs. Here the cooled metal 
  is finished, and the heavy armour plating welded into place. 
  Row after row of the giant, bladed appendages form a metal 
  forest for the Skitarii to hide in.
  Actuator Production
  Here, menials machine the hundreds of small moving parts 
  that make up a Defiler. Each part must be strong enough 
  to endure the thrashings of a bound daemon, yet perfectly 
  shaped and calibrated so the war machine performs optimally. 
  Because of the intense amount of manual labour needed to 
  produce these parts, this location is crowded with menials. 
  Reaper Autocannon Production
  The Reaper autocannon is manufactured here, beginning 
  with smaller, lava-heated moulds all the way through the 
  final finishing and fire-testing. Unfortunately each finished 
  gun can only be tested on a special trigger assembly, which 
  does not pivot. Unless the Battle-Brothers are kind enough to 
  stand right in front of the guns, the autocannons pose little 
  threat to them.
  deStroying the foundry
  The Kill-team may want to do some collateral damage 
  to Samech at this important enemy site. Several ways 
  exist to damage or destroy the Defiler foundry. Below 
  are only a few possibilities.
  • A Challenging (+0) Tech-Use Test can link 
  several of the weapons in the weapon depot together 
  into a barrage of fire that decimates the facility.
  • By using up all of their grenades (a generous GM 
  might allow each Battle-Brother to keep one) and 
  passing a Challenging (+0) Demolitions Tests, 
  the Kill-team can cause a rockslide that collapses 
  the cliff where the foundry is built.
  • At “high tide” for the magma seas of Samech, a 
  Routine (+10) Survival Test can strategically 
  damage the smelting molds, turning them into 
  funnels for the melting ore and magma. The 
  degrees of success achieved determine how much 
  of the facility is drowned in the molten metal.
  119
  
  III : The Vigilant Sword
  Weapon Depot
  The other weapons for these war machines: twin-linked 
  flamers, huge close combat appendages, lascannons, and 
  battle cannons are not manufactured here. These armaments 
  are shipped in from other locations and stored here until they 
  can be installed. Unfortunately these weapons do the Skitarii 
  no more good than the Reaper autocannon. They are far 
  too heavy for a single man to wield, and in many cases not 
  equipped with a manual trigger.
  THE OUTER FORGE wALL
  Beyond the manufactorum pits lies the forge, but an open 
  approach over the cracked earth and a tall iron wall separate it 
  from where the menials may tread. Heavy gun emplacements 
  top the walls, and each fortified gate is heavily guarded. The 
  Battle-Brothers have several options for making it across this 
  firing range:
  • Accept Rij’s offer to pose as servitor material or devise 
  some other method of hiding in a vehicle that can 
  approach the gate.
  • Try to blast through or climb over the gate. These 
  approaches bypass some of the more interesting 
  roleplaying opportunities, so the GM can set the exact 
  Difficulty of these tasks depending on how feasible he 
  wants the options to be.
  • Have some of the Kill-team’s allies create a distraction. 
  Any of the potential sources of aid on Samech can launch 
  an attack near a gate, drawing the attention of its guards 
  and guns. For each of the gun emplacements, make an 
  Opposed Test between the Leader’s Concealment and 
  the emplacement’s awareness of 30. The Kill-team gains 
  a +20 Bonus to this Test because the gunners’ attention 
  is elsewhere. As with other violent endeavours, if the 
  sympathisers participate, they take heavy casualties.
  • Take a cue from the Alpha Legion’s infiltration on Karlack. 
  The Battle-Brothers have the opportunity to acquire a 
  Chimera transport at the carbon transmuter. At the very 
  least they are able to approach the wall in the vehicle. 
  Depending on their ability to bluff and the alertness of 
  the guards, they may be able to make it through to the 
  other side.
  optional enCounter: the BeSt laid 
  planS
  If the Battle-Brothers made contact with the sympathisers, 
  just as they near the gates, they receive a panicked vox 
  transmission:
  A broken, static-filled signal sounds from your vox. It sounds like 
  Myrlaine’s voice. “Not sure how…discovered…Too many...”
  The Irradial Forge followed the recent trail of carnage left 
  by the Battle-Brothers, and it led them to the sympathisers. 
  The Vinculum Proselytes may not have proof that Myrlaine 
  and the hab’s occupants did anything wrong, but they prefer 
  to make an example of them just the same. The Kill-team must 
  decide quickly. Do they throw away their careful approach 
  and return to the slums to rescue the menials who helped 
  them, or do they press on with the Mission?
  If they return, the Kill-team arrives at sunrise or sunset 
  (whichever makes more sense based on the time of day) as a 
  rumbling crowd forms around the dispensary. As usual, several 
  of the mutant elite are present, goading and taunting. Outside 
  Myrlaine’s hab, a large force of Skitarii and mutated servitors 
  forms combat squads. If they spot the Space Marines, they 
  quickly turn their attention towards that larger threat. There 
  are 6 mutated servitors and enough Skitarii to form a Horde 
  of Magnitude 20. If combat breaks out, it is a cacophonous 
  battle that reverberates through the slums. 
  Charge!
  If, codex tactics to the contrary, the Battle-Brothers decide to make a frontal assault on the gate, use the following information. 
  The exterior is defended by Samech-pattern assault cannons, the profile for which can be found below. Assume 4 guns can 
  face any approach angle. The shortest distance from the edge of the manufactorum pits to a gate is 100 metres.
  SaMeCh pattern weaponS
  Name 
  Class 
  Range 
  RoF 
  Dmg 
  Pen Clip Rld 
  Special 
  kg
  Assault Cannon
   (Samech Pattern) 
  Mounted 120m 
  –/–/10 
  3d10+6 I 
  5 
  200† 2 Full† 
  Tearing 
  70
  Missile Launcher (Samech 
  Pattern)††
  Heavy
  250m
  S/–/–
  3d10+10 X
  6
  1
  Full
  40
  †Clip and Reload times are for mobile versions of this weapon. The stationary assault cannons on the outer wall have effectively 
  unlimited ammunition hoppers.
  ††Using Krak Missiles
  Split loCationS
  The setup for the riot describes events happening in 
  two different places in the slums. The view of the 
  dispensary is so that the GM has a firm vision of what 
  is occurring off screen and when. Unless any of the 
  player characters are at the dispensary, there is no need 
  to actually convey that action to the players. They will 
  see its consequences soon enough.
  120
  
  III: The Vigilant Sword
  The dispensary doors open and the mutants begin their 
  usual sport. However, when the crowd at the dispensary 
  realises someone is fighting (and hopefully winning) against 
  the Irradial Forge’s minions, it ripples through the agitated 
  mob like an explosion. Although the Kill-team might not be 
  able to see it, the menials turn on the mutants. On the 3rd 
  Round of combat at the hab, the remaining Magnitude of 
  the Horde suddenly halves as the Skitarii go to deal with the 
  developing riot. The Battle-Brothers can make an Awareness 
  check to hear the sounds of combat blocks away. On the 7th 
  Round (should the Space Marines still be in combat) the 
  remaining enemies break as the menials’ own Horde spreads 
  out through the city. 
  By the time the Kill-team makes their way back to the 
  wall, the riots have spilled into the manufactorum pits, 
  engulfing the district in blood and turmoil. This counts as 
  a distraction for purposes of reaching the wall and draws so 
  many guards into the slums that only 2 of the 4 approach 
  guns are manned.
  BEYOND THE wALL
  Regardless of how they reached the other side of the wall, the 
  outer forge awaits the Kill-team. Read aloud or paraphrase 
  the following:
  On the other side of the wall is a technological jungle. Forgotten 
  transmission towers jut above shorter knots of pipes and wires. 
  Mysterious cylinders and processing tubes rise at intervals like the 
  trunks of ancient trees over an undergrowth of drab but irregular 
  metal structures. A mirage-like sheen ripples across this primeval 
  range—an oil slick of unreality from the tainted energies that 
  infuse Samech.
  Rising like a foreboding temple in the midst of this wilderness 
  is the Irradial Forge. It is the heart that pumps Chaos-tinged 
  blood through the machines, and it appears as nothing less than 
  an exercise in controlled chaos. Even as you watch, its spires 
  and churning furnaces change slowly, evolving like the patterned 
  randomness of a kaleidoscope. Octagons and eight-pointed shapes 
  recur in the shifting structures. A pair of turrets quadruples; a 
  gargoyle brandishes its four-toed limbs.
  You don’t have long to take in the blasphemous sight before the 
  Forge’s guardians herald their approach with a thunder of slow, 
  ominous footsteps. Hulking amalgams of flesh and metal emerge 
  from the industrial wasteland. Each one stands slightly larger 
  than a Terminator, and it is difficult to tell where the armour 
  plates end and the grotesque misshapen flesh begins. Even as they 
  approach, their limbs twist to form heavy weapons.
  These are the walking arsenals called Obliterators. The exact 
  number present depends on how threatened the Vinculum 
  Proselytes feel at present, and what else is competing for the 
  gatekeepers’ attention. The baseline number of Obliterators 
  is equal to one less than the number of Battle-Brothers. If 
  they drew attention to themselves in the slums, increase the 
  number of Obliterators by 25% (round down). 
  The Obliterators emerge from the metal debris when the Kill-
  team is about 20 metres away from it. They do not attempt to 
  take cover in the wreckage, trusting in their armoured skin and 
  daemonic nature to protect them. However, if the Battle-Brothers 
  decide to make use of this terrain, it provides 1d10+2 AP   
  of cover.
  Mission Consequences: If the Battle-Brothers are not girded 
  with litanies of the Emperor, Dahzak was able to divine that 
  an assault would be coming soon. He increased the number of 
  gate keepers as a precautionary measure; increase the number of 
  Obliterators by 25%. If enemies the forge considers formidable—
  either Dyre or the Alpha Legion— are currently drawing fire, 
  reduce the number of Obliterators by 25%, or 50% if both are 
  assisting. Note that any riots in the slums have no effect on 
  the number of guardians, as they are elite forces reserved for 
  protecting the Forge itself, not dealing with rowdy menials.
  oBliteratorS
  A blasphemous melding of flesh and metal, these hulking 
  abominations bristle with weaponry formed from the 
  stuff of their own tainted bodies. Metal plates overlap 
  twisted sinews and plasma runs through cable-like 
  veins. The fluid transformations of these bizarre cyborgs 
  speaks of a techno-arcana that is only possible through 
  the intercession of the Ruinous Powers. Whatever 
  their origin, these daemonkin bring thundering death 
  with salvo after salvo of their hell-forged armaments. 
  Obliterators can be found in the service of anyone with 
  the technology and forbidden knowledge to further the 
  hybrids’ personal power and weapons.
  121
  
  III : The Vigilant Sword
  the Maze of Metal
  The outer forge is too dense to traverse in a vehicle (and it is a 
  tight fit at times if anyone opted to wear Terminator armour). 
  The Battle-Brothers have to disembark from any transports to 
  enter this mechanised no-man’s land. Somewhere within this 
  shifting maze of technology lies the Irradial Forge’s corrupted 
  soul. If the Kill-team received the map from Allewis, they have 
  little difficulty pin-pointing the direction they need to go. 
  Otherwise, they must find their way to the heart of the forge 
  on their own. 
  The Obliterators were not the last of their terrifying kind in 
  the outer forge. The Space Marines must be alert and stealthy 
  as they move through the outer forge. Otherwise they risk not 
  only telegraphing their approach to the Forge, but also drawing 
  more fire. Below are some locations in the outer forge. Chaotic 
  energies have immersed the area for centuries, to the point that 
  direction has little meaning. When the Battle-Brothers set out, 
  roll 1d10 on Table 3–4: Travel in the Outer Forge to determine 
  where they arrive and how long it takes to get there. Each time 
  they traverse the forge, one member of the Kill-team may elect 
  to make a Difficult (–10) Navigation (Surface) Test. Add 
  the degrees of success or subtract the degrees of failure from the 
  next roll for Location. Each traversal also carries a possibility 
  of encountering a patrol of Obliterators and/or fleshless magi. 
  (The GM can decide the exact chances and patrol composition.) 
  Additionally, the GM can insert his own locations into the mix 
  (in which case he will need to modify the table).
  The GM might make it obvious from the beginning that the 
  normal laws of direction do not apply here. He may also ask 
  the players in detail about what landmarks they are using and 
  direction of their heading, and then roll in secret on the table. 
  Note that results which put the Battle-Brothers in the same area 
  they started out are valid, as it is quite possible for the twisted 
  space of the outer forge to lead one back to where he began.
  Mission Consequence: If the Kill-team has the map from 
  Allewis or some other reliable means of navigation, add +2 to 
  their Location roll.
  Alternatively, the GM may wish to simply pick his favourite 
  locations from the list below. He can dictate these as the points 
  encountered (either randomly or by following the map) on the 
  path to the Irradial Forge.
  Mag-rail huB
  This receiving station has dozens of spokes for the magnetic 
  propulsion cars that send and receive shipments to other forge 
  districts. The cars also form an unreliable transport network 
  around the massive forge itself. While taking the cars offers no 
  more guarantee of reaching one’s destination, it at least means 
  the passenger gets there quicker. Servitors perform most of 
  the loading and unloading here. They are unsophisticated 
  models, neither equipped for combat nor programmed for 
  advanced reactions. They go through their ceaseless routines 
  completely ignoring the Battle-Brothers.
  Table 3–4: Travel in the Outer Forge
  Roll
  Result
  Time in Transit Modifier to Next Roll
  1 or less
  The Kill-team is hopelessly lost. They go nowhere, finally circling 
  back to their previous location after hours of wandering.
  1d10+5 hours
  +0
  2
  The Kill-team has trouble navigating the confusing outer forge, but 
  finally follows a rail line that leads them to the Mag-rail Hub. From 
  this central location, it may be slightly easier to progress.
  1d10 hours
  +1
  3
  After hours of marching, the Kill-team sees a wide clearing in the 
  dense machine wilderness. They emerge at the Cyprium Mine.
  1d10+1 hours
  +0
  4
  It takes several hours, but the Kill-team is beginning to get their 
  bearings in this strange landscape. They reach the Perpetual 
  Manufactorum.
  1d10+1 hours
  +1
  5
  The shifting nature of space plays tricks on the Kill-team. Finally 
  they wander into the Magi Graveyard, where it seems no one else 
  has tread set foot in many years.
  1d10+1 hours
  +0
  6
  It is difficult to say whether the Kill-team found the Whispering 
  Cogitators, or the Cogitators found them. It seems unlikely they 
  could have stumbled into this small location by sheer chance.
  1d10+1 hours
  +2
  7
  Optional Encounter of GM’s Choice
  1d5+1 hours
  +2
  8
  The Kill-team has a good sense of the landmarks they need to pass 
  on the way to the Irradial Forge. They find their next destination, 
  the Mag-rail Hub, with relative ease
  1d5 hours
  +2
  9
  The outline of the Forge looms close to the Cyprium Mine. The Kill-
  team can only hope it is not another trick of the blighted land.
  1d5 hours
  +3
  10
  The Kill-team suspects that the Perpetual Manufactorum is very close 
  to the Irradial Forge.
  1d5 hours
  +3
  11
  The Magi Graveyard is practically in the shadow of the Irradial 
  Forge.
  1d5 hours
  +6
  12 or more
  The Kill-team finally reach the Inner Forge.
  1d5 hours
  N/A
  122
  
  III: The Vigilant Sword
  The mag-rail cars are grey, windowless boxes. If the Kill-
  team takes one for transport to their next Location, they may 
  subtract 2 hours from the time it takes them to reach it (to a 
  minimum of 1 hour).
  CypriuM Mine
  This active strip mine bores ever deeper into the damaged 
  planet, exploiting the meagre copper veins in this location. 
  Once the excavators might have been a more traditional design, 
  with crenulated scoops sifting through the rubble. Over time, 
  the Hadex Anomaly has entertained itself by touching the 
  operation with its perverse nature. Crane arms hang empty like 
  trees whose rotten fruit has fallen. Their spiny metal offspring 
  bustle and burrow within the rock, stripping it under their own 
  power now. This evolution appears at least partially defensive. 
  Several small trenches resonate with shrieking metal and 
  carapace; the spindly foragers fight an unending war with rust 
  decapods over the spoils of the mine. 
  Like most of the outer forge, no living being oversees this 
  operation. However, there may be an increased chance of 
  encountering a patrol at the mine, due to its lack of cover.
  Magi graveyard
  Nothing moves in this dead basin of pitted and weathered 
  statues. At first glance the creators and the creations may be 
  difficult to distinguish. The corpses of a dozen Magi stand 
  here. Their flesh has long rotted, leaving vaguely human-
  shaped frames of metal and bone. The labour that must have 
  killed them is a parody of man as well: metal constructs with 
  leering faces and clockwork organs. Scorched wire and burst 
  pipes wreathe the artificial beings, providing the only hint 
  as to what might have gone wrong. The environment and its 
  metal-hungry scavengers have worked their ruin on the site 
  of this failed experiment. 
  Map of the forge
  If the characters have the map Allewis provided, it 
  appears more like a warp navigation chart than any 
  land map. It is marked not with distances and fixed 
  objects, but with currents, vectors, shifting landmarks, 
  and tenuous equations. It suggests a region where 
  space and possibly even time are malleable. 
  123
  
  III : The Vigilant Sword
  perpetual ManufaCtoruM
  Until recently, this automated facility took raw ore into its 
  huge receptacles and produced intimidating needle injector 
  assemblies. The manufactorum has either been forgotten or 
  the ore simply run dry, but the production lines continue their 
  empty motions. Rumbling belts dump phantom materials 
  into cold smelting vats, and conveyors cycle empty moulds 
  through cooling chambers. A pile of the facility’s last output 
  rusts at the end of the line, forming a haphazard mountain 
  of needles.
  Empty tubes for the chemicals that accompanied these 
  devices line one wall. Each one bears a dusty but legible 
  label and chymerical formula. A Routine (+20) Chem-Use 
  Test identifies most of these as various poisons and corrosive 
  agents. However, one is an anti-toxin even more potent than 
  that carried by Astartes power armour injectors. The label 
  reads: “For inoculation against specimen 634-9.”
  the whiSpering CogitatorS
  Here stands an artificial cliff, dozens of metres high. Its face is 
  not stone, but circuit and screen. Hundreds upon hundreds of 
  cogitators blink in a dizzying pattern that is neither perfectly 
  random nor mathematically predictable. The coloured 
  luminator buds span every hue and shade in the spectrum, 
  occasionally their flickering converges into the startlingly 
  precise image of a place or object. This machine’s purpose, 
  and if it has any relevance to Missions present or future, is left 
  entirely to the GM’s discretion.
  A simuloptera hive swirls nearby, mimicking the bright 
  lights to perfection. The column shifts again, forming an 
  imitation of one of the Battle-Brothers. His likeness walks 
  towards the cogitators and sweeps his hand along the panels 
  in an exploratory gesture. Then the hive disappears as it 
  becomes one with the jagged ground.
  OPTIONAL ENcOUNTER: 
  SERVITOR NURSERY
  The Vinculum Proselytes are not particular about the inputs 
  for their combat servitors. The mutated and the untainted, the 
  dead and the living—all become fodder for their mindless 
  warriors. This facility (which Rij supplies) in the outer forge is 
  responsible for the majority of combat servitors in the Irradial 
  Forge district. 
  The district’s obsession with the dark gods and their 
  powers means that an unusual number of mutants, living and 
  dead, are available to build upon. However, this number still 
  does not approach the quantity needed to defend the forge’s 
  many holdings and launch their campaigns of conquest and 
  exploration. Therefore, they add to the available number of 
  mutants by altering healthy subjects. The facility’s largest room 
  is devoted to this purpose, where living men are subjected to 
  the first steps of the mechanisation and mutation processes 
  simultaneously. Nimble surgical arms graft artificial muscle 
  onto their frames as their blood is pumped full of repugnant 
  chemicals. 
  If the Battle-Brothers enter the servitor nursery, the 
  presiding Tech-priests do not number enough to be a threat. 
  As presented, the location does not include any noteworthy 
  combat. However, if your pacing calls for a fight, the mutated 
  servitors produced here make an obvious choice of foe. Several 
  hundred menials are currently held for transformation. Their 
  dispositions are as follows:
  • Contained but unchanged: The most fortunate are simply 
  locked in a crowded room, awaiting processing. Aside 
  from slight dehydration, they are unharmed.
  • Prepped for surgery: These menials are shut into a room not 
  dissimilar from the first. However, preparatory chemicals 
  course through their veins. If the Battle-Brothers open 
  this holding area, the menials interpret the hulking metal 
  men as their captors. They pour forth in a drug-induced 
  frenzy. Use the Imperial Sympathiser profile to form a 
  Horde. The Battle-Brothers may attempt to use normal 
  Interaction Tests to get through to the struggling menials, 
  but their chem fugue imposes a –10 penalty.
  • On the tables: These men and women are in the midst 
  of horrific transformations. Their skin sports bleeding 
  lesions and bubbling tumours. While still conscious and 
  screaming, their torsos and craniums are clamped open 
  as the Tech-priests install the necessary components and 
  remove extraneous fleshy organs.
  • Undergoing mindwipe and hypno-indoctrination: The 
  apostate Tech-priests save the mental cleansing until last. 
  They prefer to let the horrific procedures and floods of 
  chemicals “soften up” the mind before working on it. The 
  unfortunate menials at this stage are closer to servitors 
  than people.
  OPTIONAL ENcOUNTER: 
  ORBITAL BATTERY 
  cONTROLS
  The Thunder’s Word has not had an easy time above Samech 
  since the Battle-Brothers deployed. While the Kill-team 
  makes their way through the outer forge, they receive a 
  broken transmission from the frigate:
  “Kill-team, this is the Thunder’s Word. Our situation is 
  grave. We are taking heavy fire from plasma batteries near your 
  location. If we are to remain, we need you to disable the local 
  orbital defence weaponry. Transmitting coordinates of control 
  station.”
  The coordinates are only a few kilometres from the Kill-
  team’s present location. Since the Thunder’s Word launched 
  the Battle-Brothers above this region of the planet, they 
  are taking the most fire from the batteries controlled by the 
  Irradial Forge. If the Battle-Brothers can put the weapons 
  out of commission, they buy themselves and their allies   
  precious time.
  124
  
  III: The Vigilant Sword
  The control station is a tall metal scaffold with two 
  enclosed platforms. It is neither heavily protected nor heavily 
  fortified. Only four Skitarii man the meagre tower. The Kill-
  team should have no trouble dispatching them and taking 
  possession of the station. The console’s holo-projector shows 
  the badly damaged Thunder’s Word. It weaves in and out of 
  the system’s asteroid belt, trying to limit confrontations with 
  the overwhelming planetary fleet. As they examine the orbital 
  battery console, the Battle-Brothers see it can be used not 
  only the disable the plasma batteries above Samech, but to   
  direct them.
  If the Kill-team turns the Irradial Forge’s weapons on the 
  pursuing ships, they can significantly improve the Deathwatch 
  vessel’s chances. Of course, this immediately alerts the Vinculum 
  Proselytes that the Kill-team occupies their control station. 
  One Battle-Brother is sufficient to fire the orbital batteries. His 
  brothers can work to defend and fortify their position, giving 
  them as long as possible to aid the Thunder’s Word.
  This extended attack and defence could play out over several 
  hours of narrative time. To avoid having to make hundreds of 
  Tests, represent this task in Strategic Rounds. Each Strategic 
  Round represents about thirty minutes and every character has 
  one Strategic Turn in the Round to represent their actions over 
  that time period. Each Round is a higher level of abstraction, 
  representing more time and a greater number of smaller events 
  described by a single Test. Other than the amount of time per 
  Round, the encounter follows normal Deathwatch rules. 
  Each Strategic Round that passes, the Battle-Brother at the 
  battery controls can make one Ballistic Skill Test to represent 
  his defence of the Thunder’s Word. Assume each successful 
  Test means one large enemy ship or one squadron of fighters 
  destroyed. The Battle-Brothers have one Strategic Round 
  before the Irradial Forge responds. Those not firing can use 
  this time to prepare themselves and the tower. The GM should 
  allow each character to describe what he is doing to prepare, 
  and then Test on the most appropriate Skill or Attribute 
  to gauge the effect his preparation has on the upcoming 
  combat. Several Tactics Skill Groups could be used. Other   
  possibilities include:
  • A Security Test to determine weak points in their   
  defence strategy
  • A Tech-Use or Trade Test to craft a more   
  defensible position
  • A Demolitions Test to mine the approach to the scaffold
  On the second Strategic Round, the enemy begins to arrive. 
  Without any modification, the control station offers cover 
  with AP 10. The initial force is a group of  4 Skitarii led by 
  a Tribune. Every following Strategic Round, 4 more Skitarii 
  arrive. The Skitarii do not attempt to scale the tower until 12 
  Skitarii are present.
  If the Battle-Brothers do an exceptional job of defending 
  their position, the number of Skitarii amassing outside may 
  not be enough to rout them. In this event, the GM should 
  bring the encounter to some sort of resolution before the pace 
  drags. He may declare that they have destroyed enough enemy 
  ships that the Thunder’s Word successfully withdrew to a more 
  defensible position in the asteroid belt, or have more serious 
  reinforcements such as tanks and Obliterators start arriving.
  The Kill-team should keep in mind that destroying Samech’s 
  entire orbital fleet is an impossible task, and taking on the 
  entire guardian army of the Irradial Forge is little easier. Their 
  goal should be to hold the control station as long as possible, 
  not indefinitely. As long as the Kill-team has a reasonable exit 
  strategy, let the combat wind down when they give up the 
  orbital battery controls and assume they withdraw safely.
  THE FORGE’S IRON HEART
  Laridicus at last looked upon the castle of the daemons. The lands’ 
  foul hosts could not compare to the cruelty of the kings who reigned 
  in that dark palace. You see, monsters will only follow beings even 
  more monstrous. Can you guess what manner of creature the daemons 
  answered to?
  –Excerpt from Laridicus and the Shadow Lands, an Eleusian 
  children’s parable.
  The Irradial Forge is just as vexing to navigate at its heart as 
  it was in its outskirts. The forge has two levels. The upper 
  workshops house most of the senior members of the Vinculum 
  Proselytes and the equipment that supports them. The same 
  patrols may be found on this level as in the outer forge. The 
  lower level is where the apostates keep their most secret and 
  terrible projects—including the thaumagramm diodes. No 
  one but the order’s most trusted and elite may cross the Iris 
  into the lower chamber.
  There is only one way into the Forge, and it is guarded by 
  a unit of Samech Praetorians (see page 135). Their number 
  should be one less than the size of the Kill-team. The GM 
  should vary their weapon complement, with only one or two 
  carrying a lascannon or multi-melta. If the Battle-Brothers 
  have managed to conceal their presence until now, doing 
  battle outside the Forge’s gates certainly gives their presence 
  away. Unless they somehow manage to decoy the entire sentry 
  unit away, the time for subtlety is most likely over.
  the power genatoriuM 
  (upper level)
  The central column of the upper forge is filled with the 
  cacophonic din of clanging metal. Here, magnetic turbines 
  churn in Samech’s gravitic tides. Thick, wormlike cables lead 
  from the generators into the walls. They writhe and buzz 
  like a cascade of gleaming maggots. The power genatorium 
  was not built to withstand attacks from within, although 
  effectively demolishing it takes several minutes and is likely 
  to draw the fleshless magi from their quarters (below). 
  Destroying the generators powers down most of the upper 
  level except the cogitator banks, and activates the sinister red   
  auxiliary lighting.
  125
  
  III : The Vigilant Sword
  MagoS quarterS (upper level)
  The transformed magi reside on the upper level. They have 
  cleansed their cells of furniture, dining facilities, and all the 
  other accoutrements of the biological. They live a pure existence 
  surrounded only by machines and tomes of knowledge. The 
  Battle-Brothers are unlikely to get far in this complex without 
  encountering one of the fleshless residents. (See their profile on 
  page 138.) An internal vox allows the first Magos encountered 
  to call his brothers for reinforcement. The Magi number just 
  under a dozen, and arrive in staggered numbers after the start 
  of conflict.
  Once the Kill-team shows the lifeless abominations 
  that their existence is not as immortal as they’d hoped, the 
  Battle-Brothers can proceed. Every chamber contains some 
  form of proscribed lore. A great deal of it involves ways to   
  cheat death.
  Dozens of technologies deemed heretical by the Adeptus 
  Mechanicus are spread throughout the documents in these 
  quarters, and large collections on xenos, the warp, daemons, 
  and more obscure arcana provide insight into the interests of 
  the different individuals. Magos Vayze keeps his residence in 
  this same area, although he is not present when the Battle-
  Brothers enter. His quarters are little different from the rest 
  of his order’s, only slightly larger. They contain more of the 
  obscene lore and several xenotech trinkets. However, his study 
  altar holds another copy of the thaumagramm diode schematic 
  from the caves on Aurum (see page 37). Moreover, his own 
  musings and research on the diodes can also be found there.
  the iriS (upper level)
  This segmented diaphragm connects the upper and lower 
  levels of the Forge. Only the Vinculum Proselytes and their 
  allies are permitted to enter the lower level, where they 
  safeguard their most prized lore and technology. Magos 
  Vayze has implemented a lock more secure and unbreakable 
  than any crude key or code. The malign cogitators control 
  the Iris. Their daemonic inhabitants know who is permitted 
  through the gateway, and who is not. Even the most powerful 
  melta bombs seem unable of scratching the surface of this 
  mighty gate. Nothing short of a Titan’s grip is likely to open 
  the Iris with brute force. To cross into the lower level, the 
  Kill-team must find some way of bypassing the Iris. Their 
  options include: 
  • Like most spirits of the warp bound to mortal masters, 
  the cogitators obey, but they have no love for the 
  Vinculum Proselytes. They may be persuaded, tricked, or 
  threatened into opening the Iris. (See below.)
  • Directly interfacing with the daemonic cogitators 
  imperils the soul of any rash enough to attempt it. 
  However, a Challenging (+0) Scrutiny Test by anyone 
  trained in Tech-Use notices an exposed patch of circuitry 
  that might be used to override the machines’ control. 
  Creating this manual bypass requires a Challenging +0 
  Tech-Use Test. However, that only keeps the cogitators 
  from holding the Iris shut; it does not open it. Manually 
  prying the hatch open still requires an Arduous (–40) 
  Strength Test.
  • The lower level is not a warp-manipulated space. It is 
  physically connected to the upper level. Thus, it is 
  possible to slowly melt through a more vulnerable point 
  in the floor of the upper level to gain access, provided 
  the Kill-team has armaments that can penetrate the floor 
  plates. Once an access way has been created, it is a 15 
  metre drop between levels.
  The Iris opens onto a spiralling set of stairs that descend 
  to the lower level.
  Cogitator BankS (upper level)
  In the days when Samech was loyal to Mars, or at least better 
  concealed their treachery, the planet garnered much fame for 
  its sophisticated cogitators. They did not stop researching 
  or manufacturing these advanced machines when they were 
  declared Apostates. The Irradial Forge simply began to 
  apply its principles of “improving” technology through warp 
  infusions to the cogitators. Over the centuries this culminated 
  in cogitators that are both self-powered and self-aware. Of 
  course, this was only achieved through the blasphemous 
  and dangerous binding of lesser daemons into the circuitry, 
  using the same arts sorcerers must master in order to forge   
  daemon weapons. 
  Banks of these infernal machines ring the upper level. 
  Some have speakers that hiss in many voices, while others 
  communicate through symbols on their screens or print-
  outs. A successful Interaction Test (or a well-roleplayed ruse) 
  convinces the daemonic spirits to open the Iris for the Kill-
  team. Once the portal is opened, there is nothing to stop 
  the Battle-Brothers from cleansing the tainted machines if   
  they desire.
  Mission Consequence: If the Kill-team earned the 
  gratitude of Magos Quezalt and he provided an algorithm 
  purifier, it can be used to safely interface with the cogitators. 
  In this case, forcing them to open the Iris requires a Difficult 
  (–10) Tech-Use Test.
  From the Data-vault of Magos Vayze:
  All attempts to research the devices 
  designated ‘thaumagramm diode’ 
  (Note: See cross reference file) 
  origin have failed. 53 textual 
  sources found for the diodes. 53 
  sources cross reference older 
  events. Earliest recording found: 
  M36 on Corulsiem. Thaumagramm diodes 
  used during civil war to control 
  (detonate?) enemy weapons. These 
  accounts refer to “unearthing” the 
  designs. Conclusion: thaumagramm 
  diode origin earlier than Corulsiem.
  The sorcerer’s vision is limited. 
  Note: diviner. Limited vision. 
  Irony? His scope is fixed to the warp 
  gate.
  The diodes can be applied to the 
  control and alteration of any 
  technology. Priority test subject: 
  Astrum Conflagro.
  126
  
  III: The Vigilant Sword
  Warded Shipping Crates
  Several sealed crates stand by one of the cogitator banks. 
  Should these be opened, they hold racks of small stasis tubes. 
  Within each one is knife-sized sliver of wires and circuits 
  tracing vile patterns. These processor spores need nothing 
  except a power source to rapidly evolve into impressive 
  cogitator banks. The void-proof containers suggest these 
  spores were going to be shipped off world.
  xenoS penS (lower level)
  Samech is infamous for its experimentation labs, where its 
  hungry knowledge seekers probe the physiologies of dozens 
  of alien races. The Vinculum Proselytes are no exception 
  to such proclivities. This dim chamber holds their current 
  specimens in force cages. The captive aliens include:
  A Tau Engineer
  Fiu’Ui’ Len is a member of the Earth caste. Samech goes 
  through members of his fragile species quickly. He has 
  only been captive a few weeks, but the effects of constant 
  exploratory surgeries have obviously taken their toll on him. 
  He does not speak any form of Gothic, but he knows a Space 
  Marine when he sees one. If they do not appear immediately 
  hostile, the Tau does his best to pantomime a plea to free him. 
  After all, death at their hands can be no worse than remaining 
  in the Proselytes’ care.
  An Ork
  This green-skinned brute is in good health, and looks only 
  slightly bored in his cage. He grins toothily when he sees the 
  Space Marines, and bangs his fists against his holding cell 
  expectantly. Judging from the bloodstains on the floor near 
  his cage, it appears he has had no lack of opportunity to do 
  what Orks love best.
  A Grey Reptile
  This quadrupedal creature has sharp, curved claws on all four 
  limbs. Its skin is dry and flaking; it seems only half aware of 
  its surroundings. It does not react to the Kill-team when they 
  enter the room. However, if they deactivate the force cage it 
  sluggishly attempts an escape from the forge.
  An Eldar
  Of all the xenos specimens, this Eldar Harlequin is 
  unquestionably in the worst condition. Dahzak took great 
  pains to capture one of the enigmatic Harlequins. For years 
  the sorcerer has tried unsuccessfully to pry the secrets of the 
  Black Library and the webway from his captive. Unlike the 
  other xenos prisoners, the Harlequin speaks human languages 
  perfectly, although his lilting voice is raw. Read aloud or 
  paraphrase the following:
  One of the last cages holds the lithe body of an Eldar. His 
  clothing is ragged and bloody; patches of faded colour flicker 
  weakly across his dying holosuit. His slanted eyes open, and he 
  pulls himself to his feet—eerily graceful even in his broken state. 
  He looks directly at you. “It won’t be long until your sorcerer can 
  cast his spell.” he beckons them closer.
  If they approach, he continues:
  “It may be inevitable, whether by his doing or another’s. In the 
  end your short-sighted race always warps what it manages to 
  wrest from the universe. As long as the gate remains in human 
  hands we tempt fate.”
  An Ordinary (+10) Lore: Forbidden (Xenos) Test
  recognises the Eldar as a Harlequin. His goal is simple: make 
  sure the Space Marines stop Dahzak from breaching the 
  webway. However, he has no faith that the xenocidal warriors 
  would do this if they knew he wanted them to. Instead, he does 
  his best to lead them to making the conclusion themselves. 
  Eldar dealings with Mankind have always gone better if they 
  keep their true motivations secret. The Harlequin is clearly 
  in no condition to fight. If the Space Marines condemn 
  him for the crime of his race, he makes no attempt to   
  defend himself.
  127
  
  III : The Vigilant Sword
  Conditional Encounter: Captive Venomthrope
  The Xenos Pens also contains a captive from Hive Dagon on 
  the Orpheus Salient. This bulging monstrosity is a writhing 
  mass of carapace, tentacles, and bloated sacs of toxins.
  Mission Consequence: Dahzak foresaw that his enemies 
  would one day invade the Irradial Forge. However, divination 
  is an imperfect art. He knew someone would come, but not 
  when or who. In preparation he equipped this cage with a 
  psy-activated trigger. If the Battle-Brothers did not ward 
  themselves, Dahzak can track their movements through the 
  Forge and unleashes the Venomthrope while they are in the 
  Xenos Pens. He does this at a time when the Battle-Brothers’ 
  attention is not on the Venomthrope’s cage. However, they 
  can make a Difficult (–10) Awareness Test to hear the 
  containment field power down. If the Battle-Brothers use the 
  Anti-toxin found in the Perpetual Manufactorum (see page 
  124) it allows them to treat the Venomthrope’s Toxic Miasma 
  as the standard Toxic Trait instead. The high-ceilinged room 
  is open, save for the force cages. Each of these provides cover 
  with AP 20. If a cage is destroyed, there is a 50% chance of 
  freeing the occupant and a 50% chance the occupant dies.
  Optional Encounter: A Fate worse Than Death
  Not all of Inquisitor Vincent’s Acolytes died on the archipelagos 
  of Karlack. Unknown to the survivors, Judge Ellyn Veridos 
  was not killed with the rest of Vincent’s cadre. Instead, the 
  apostate Magi sent her to an even less merciful fate. One 
  organ at a time, the Vinculum Proselytes have embedded the 
  foreign material of a dozen alien species in the former Throne 
  Agent. Read aloud or paraphrase the following:
  A dissection table sits in one corner. A patchwork of alien parts 
  with a human face lies upon it. The shape suggests a female, 
  though it is impossible to be sure. You can see her yellow heart 
  beating through her translucent skin.
  She stirs under the scrutiny of the Battle-Brothers. The 
  woman is clearly beyond saving, but she does not accept death 
  gracefully, weeping and pleading for her life until silenced.
  She lifts one veined, miscoloured talon towards you. “Please, help 
  me,” she croaks in a voice both wet and echoing. “I don’t want to 
  die. Help me.”
  SuppleMental generatorS 
  (lower level)
  The subterranean genatorium has little in common with its 
  counterpart above. This level of the forge used to be hidden, 
  a place for the Vinculum Proselytes to perform their research 
  while Samech still professed loyalty to Mars. The supplemental 
  generators are a remnant of that era. They supply the secret 
  experiments of the lower level with secure power that could 
  not be interrupted by any outside disaster. The generators 
  are traditional fusion reactors, notable primarily for their 
  mundane nature in this nest of the insane and heretical.
  the Matrix of truth (lower level)
  This foretelling device was the first collaboration between 
  Dahzak and Vayze. It aims to make logic from chaos and 
  extract truth from lies. Its core is a shifting pool of harnessed 
  immaterium, carefully manipulated by Dahzak to reflect 
  possible futures. A sphere of holo-recorders surround it, 
  detailing every image that appears on the mercurial surface. 
  The mechanical shell then relays these recordings to the data 
  bank, where a predictive statistical formula weighs the possible 
  lies and truths of the vision. By applying a probability filter 
  to the fickle projections of Dahzak’s oraclular abilities, Magos 
  Vayze hopes to create a more sophisticated prognosticator 
  than science could ever accomplish alone. Read aloud or 
  paraphrase the following:
  If your eyes graze the surface of the rippling orb, they are at 
  once compelled and repulsed by its vexing images. Thousands of 
  fragmented pictures of people and events float along its surface 
  like oil over water. The most horrifying and the most mundane 
  sights appear in the orb, in the most probable and the most 
  impossible of circumstances. 
  Anyone who looks into the Matrix must make a Challenging 
  (+0) Willpower Test or gain 1d5 Insanity Points. Below are 
  some examples of what any onlookers may witness. (This is 
  also a perfect opportunity for the GM to foreshadow events 
  in his own campaign or plant his own misleading visions).
  • Deep in the heart of Watch Fortress Erioch, the final 
  chamber of the Omega Vault opens. It is not one more 
  cryptic clue or weapon that lies there. It is not the last 
  line of defense against an alien threat. It is a dark, foul 
  shadow that sweeps out into the unprepared Fortress. The 
  finest warriors of the Adeptus Astartes fall like helpless 
  children before it, and Erioch runs red with blood.
  • The polluted sky over Karlack is something approaching 
  blue today. As ever, the glittering black Cenotaph pierces 
  harlequinS
  The Harlequins are a faction of the Eldar far removed 
  from normal craftworld life. These warrior troubadours’ 
  best understood purpose is to re-enact the fall of the 
  Eldar through song and dance and ensure that its 
  lessons are never forgotten. It is also whispered that 
  they bear an enigmatic duty to guard the fabled Black 
  Library—an ancient repository of knowledge in the 
  heart of the webway. These performers wears masks 
  and costumes even into battle, where they make use of 
  their manipulative skills to deceive and destroy their 
  enemies. Even fellow Eldar consider the Harlequins 
  aloof and strange.
  128
  
  III: The Vigilant Sword
  the horizon like a sword. Other black shapes begin to 
  appear against the sky. First one, then another of these 
  menacing alien shapes gather like storm clouds over the 
  Fortress World.
  • Row upon row of Imperial Guardsmen stand before the 
  white tombs on Sepulchre Sigma. Their lips are blue; 
  their skin is pale. Lord Commander Sebiascor Ebongrave 
  strolls through their ranks, eyes narrowed. He pauses 
  to ask a question of one soldier. The Lord Commander 
  appears not to like the answer. Smoothly he draws his 
  sidearm and shoots the man in the head. He moves to the 
  next one and repeats his question.
  dahzak’S SanCtuM (lower level)
  This stone chamber is the one part of the Forge practically 
  empty of any technology. Dahzak has made his lair here 
  beneath the Irradial Forge for decades, slowly transforming 
  the room to something secure and to his liking. An obvious 
  guardian artefact sits in the centre of the main room. Read 
  aloud or paraphrase the following:
  The metre-high pyramid in the centre of the room is an obvious 
  warning to would-be intruders. A dimensional disturbance burns 
  at the apex of the pyramid. The pulsing disc has the obvious 
  outline of an eye, with a lid that flutters in mimicry of sleep. 
  An Ordinary (+10) Psyniscience Test confirms that the 
  eye is some form of conduit to the warp, although its relatively 
  muted signature suggests that the conduit is currently closed. If 
  anyone enters the room, that changes dramatically. The guardian 
  device can attack with a Bolt of Change (see Dahzak’s profile) 
  as though it were a sorcerer with Psy Rating 3. Anyone struck 
  by the bolt can feel the raw forces of alteration pulling at their 
  flesh even if they pass the Toughness Test.
  The guardian device is not indestructible, but damaging it 
  (or moving it) requires weapons beyond the scale that the Kill-
  team can carry personally. Fortunately its artificers placed too 
  much faith in their work, and left no possibility that one blast 
  from the warp eye would not be enough. It fires at each Battle-
  Brother only once before going dormant.
  The sanctum holds literally dozens of proscribed artefacts 
  ranging from xenotech field projectors to misshapen hunks of 
  coral covered in devotions to the dark gods. The tomes and 
  scrolls are equally dangerous and blasphemous, exceeding 
  the sum of everything found in the Magos Quarters. The 
  Battle-Brothers stand amidst the result of hundreds of years 
  in pursuit of knowledge about all the things the Imperium 
  tries to suppress. One item does stand out amidst the others. A 
  small glass sphere holds a miniature floating sword. The device 
  is half of a locus seeker (see page 175 of the Deathwatch
  Rulebook). As with all seekers, they only way to know exactly 
  where or how far the artefact points is to follow it to its other 
  part. It appears Dahzak is preparing to do just that. The small 
  device sits beside an open stellar map with several experimental 
  vectors drawn radiating out from Samech.
  Conditional enCounter: 
  Culling the paCk 
  Arcus Dyre and Magos Vayze have a long and bitter history. 
  If Vayze realises the psyker is free of the Soul Alembic, he 
  may leave the Forge to deal with his old nemesis personally. 
  This presents the Kill-team with the opportunity to spot the 
  Magos alone in the halls of the lower level as he departs. 
  They may choose to dispatch him (hopefully quietly) or to 
  simply let him leave and deal with him later. In the latter case 
  the GM should decide the outcome of the NPC’s showdown 
  off screen.
  Mission Consequence: The Battle-Brothers only have 
  this opportunity if they chose to rescue and ally with Arcus 
  Dyre. He returns the enmity of the Magos, and may suggest 
  that they let him deal with Vayze.
  the guardian Barrier 
  (lower level)
  In times past this room held daemons and other entities 
  enslaved to the will of the Forge’s masters. The barrier of 
  runes in the floor kept these guardians at bay. At present no 
  such creatures are in evidence. Even without a denizen to 
  hold captive, the runs provide a safeguard for the rest of the 
  Forge should something go awry in the Diode Chamber.
  arCanoteCh workShop 
  anteChaMBer (lower level)
  For years this workshop was the site of Vayze and Dahzak’s 
  collaboration, where all manner of experiments have succeeded 
  and failed. The accoutrements of technology and sorcery 
  sit side by side here. A data-slate lies inside a summoning 
  circle. The embalmed bodies of two naked humans hold a 
  vox between them. The alchemical cabinet contains pouches 
  of sulphur and vials of machine oil and thick unguents that 
  resemble those from tech-rites, except they flicker with 
  unnatural light.
  The workshop also contains active Praetorian servitors 
  guarding the next set of doors; their number is equal to that 
  of the Battle-Brothers. If Magos Vayze is still present in the 
  Forge, he is at the head of this force. The Vinculum Proselytes 
  attack. Pitched combat in this relatively small room is likely 
  to result in many broken artefacts, documents set alight, and 
  any other peripheral specifics the GM wishes to invent. The 
  heavy doors between the antechamber and the main Diode 
  chamber are sealed. Opening them requires a Challenging 
  (+0) Security Test or strong explosives. This would only be 
  a minor obstacle if the Kill-team didn’t also have to contend 
  with the Praetorians. Furthermore, Dahzak’s farseeing abilities 
  allow him to direct his psychic powers that require line of 
  sight at the Battle-Brothers from behind the closed doors.
  Mission Consequence: If the Kill-team is warded against 
  Dahzak’s sorcerous sight, then he cannot see them through 
  the doors and thus cannot affect them with his sorcery until 
  they enter the Diode Chamber.
  129
  
  III : The Vigilant Sword
  the diode ChaMBer (lower level)
  When the Battle-Brothers open the final doors, read aloud or 
  paraphrase the following:
  You have no trouble locating what you came here for. 
  Thaumagramm diodes cover the wall in front of you, climbing it 
  from floor to ceiling and fanning out to the sides in sickly orange 
  wings. The entire crescent-shaped room dances with electricity 
  arcing from the diodes. Their evil will is like a tangible force 
  pressing on your chest and eyes. The array of diodes dims and 
  brightens slowly. You think you can hear that malicious heartbeat 
  in your ears.
  Dahzak is ready for the Battle-Brothers. Being far from a 
  fool, he has pulled back to one of the tips of the room and 
  activated Possibility Shield and/or Force Dome. Throughout 
  this combat, Dahzak has at least one of these defensive 
  powers sustained, lowering his effective Psy Rating per the 
  rules for sustaining multiple psychic powers on page 186 of 
  the Deathwatch Rulebook. He surveys the Kill-team for 
  a moment.
  “You have come quite far to trouble my plans. How very typical 
  of the Deathwatch, to throw yourselves into the jaws of hell even 
  when you know that maw will devour you. Still, I can make use 
  of your gene-seed after I tear it from your chests.”
  While he is an impressive sorcerer, Dahzak is truly deadly 
  with the thaumagramm diodes at his command. Being in the 
  chamber has the following effects:
  • As a Half Action, Dahzak can infuse the inactive and 
  broken praetorians behind the Battle-Brothers with 
  energy from the diodes, allowing them to rise again. 
  While so transfigured, the praetorians’ eyes glow with 
  sickly orange light, and the same energy crackles around 
  their melee weapons. Use their original profile with the 
  following modifications: Increase Toughness by +10; 
  Increase melee Damage by +2; Halve Wounds total. 
  Dahzak may only do this once, and only on a number 
  of praetorians equal to half their original number (round 
  down). He performs this resurrection on the first Round 
  he can see the praetorians’ bodies.
  • Dahzak can channel the corrupting power of the 
  thaumagramm diodes into the technology around him. 
  The bearer of any machine so affected must pass a 
  Challenging (+0) Willpower Test to assert his control 
  over the machine spirit. Resistance (Psychic Powers) 
  applies to this Test. If he succeeds, there is no effect. If 
  he fails, roll 1d10 on Table 3–5: Thaumagramm Diode 
  Effects. The bearer can make a new Willpower Test 
  each Turn to try and regain control. Dahzak may use 
  this ability on one item per Round as a Free Action, or 
  1d5+1 items as a Full Action.
  If the Kill-team opened the doors with enemies still alive 
  in the antechamber, then they must contend with those 
  remnants as well.
  Mission Consequences: If the Battle-Brothers found the 
  thaumagramm diode schematic on Aurum and studied it, they 
  gain a +10 to their Willpower rolls against the diodes.
  Dahzak’s connection to the thaumagramm diodes has 
  unforeseen and catastrophic effects when he expires. Rather 
  than calming, the putrid orange energies intensify. Any 
  resurrected servitors explode, and huge glowing arcs of the 
  corrupting power shoot out from the diode array into the 
  lower level of the forge.
  Table 3–5: Thaumagramm Diode Effects 
  Roll Result
  1
  Being bathed in the foul energies of the thaumagramm diodes is far from pleasant, but it appears to have no effect on the 
  Battle-Brother’s equipment.
  2
  The armour or weapon glows red-hot for a moment, and then erupts into sickly orange flames. (Treat this as being on Fire.) 
  3
  The thaumagramm diodes momentarily sway the armour or weapon’s machine spirit. Its surface twists into horrific visages 
  that speak blasphemies. Treat the item as having Fear (3), which also impacts the wearer.
  4
  The armour or weapon is paralysed by the surging energy. power armour freezes; weapons do not fire.
  5
  The armour or weapon resists the taint but becomes moody and sluggish after the great effort. It performs as though in a 
  Haywire Field result of Major Disruption. 
  6
  The armour or weapon becomes so contaminated and dangerous that the bearer must rid himself of it, at least momentarily—
  lest he be infected next. The bearer drops weapons or begins immediately trying to remove affected power armour. If the 
  contaminated item is power armour, the bearer may do nothing except remove it. 
  7
  The energy bites into the armour or weapon, damaging it. Weapons become unusable until repaired. The effect on power 
  armour is purely cosmetic. 
  8
  The armour or weapon emits daemonic howls and shrieks. This has no statistical effect but is unsettling, particularly to 
  Techmarines.
  9
  Warp energies infuse the item. It radiates an unstable aura. Any psychic power used within 20 metres treats its PR and chance 
  of psychic phenomena as though it was Pushed. (However, the psyker does not take a level of Fatigue.)
  0
  The armour or weapon turns on its bearer. Power armour attempts to crush the person inside; weapons overheat or jam 
  explosively. The bearer takes 1d10+5 Damage, ignoring AP but not TB.
  130
  
  III: The Vigilant Sword
  EScAPING THE 
  cORRUPTED FORGE
  As the Battle-Brothers leave the diode chamber, read aloud or 
  paraphrase the following:
  The Forge outside is madness. The orange lightning chains 
  through the technologically rich environment. You hear screams 
  and howls down the corridors that have no explicable source. 
  Dahzak’s last act of infamy unleashes every peril that the 
  Vinculum Proselytes have intentionally and unwittingly 
  stocked in the Irradial Forge. The storm of warp energies 
  interferes with the Kill-team’s teleport beacons, as evidenced 
  by their amber indicator runes. They must clear the Iris before 
  the Thunder’s Word can retrieve them. Their vox systems are 
  likewise useless, meaning they must remove their helmets to 
  communicate verbally with one another. One of the many 
  effects triggered by the destruction of the diodes is the 
  opening of the warp eye in Dahzak’s sanctum. Therefore the 
  Kill-team could encounter nearly any menace as they try to 
  withdraw. Possibilities include:
  • The Matrix of Truth is free of its binding. The chaotic 
  sphere whirls through the lower complex, howling as the 
  logic bindings slowly break. It assaults the minds of all it 
  nears with its double-edged prophecies.
  • The warp puncture in Dahzak’s sanctum rips open into 
  a full breach, unleashing all manner of horrors into the 
  Irradial Forge. At the simplest, the GM can represent the 
  results by adding a Mark of Chaos to one or more of 
  the adversary types in the forge. At the most extreme, 
  terrible daemons burst through from the warp. (See the 
  Adversaries section of the Deathwatch Rulebook.)
  • If the Venomthrope remained caged previously, the 
  maelstrom releases it. It roams the halls preying on any 
  living being it encounters.
  • In one of their many expeditions for specimens and 
  technology, the Vinculum Proselytes captured a Tau Crisis 
  Battlesuit. The polluted energy of the thaumagramm 
  diodes transforms it into a rampaging metal beast.
  It is up to the GM whether destroying the thaumagramm 
  diodes ends the ill effects on the Kill-team’s gear, or if the 
  arcing energies intensify it. He should make it clear that 
  the danger in the lower level is only escalating with each 
  passing moment. The Battle-Brothers could easily get caught 
  up in combating the multitude of foes that suddenly emerge. 
  However, a battle against an open warp breach is not one they 
  can win. Their Objective is complete. The effects of the diode 
  meltdown are meant to increase the drama of the climax, 
  not drag the players into hours more combat. If a particular 
  enemy is preventing the Kill-team from exiting in a timely 
  manner, remember the new dangers can harm each other as 
  well as the Battle-Brothers.
  NO REST FOR THE wEARY
  The Thunder’s Word fares little better than the Irradial Forge. 
  When they are at last extracted, read aloud or paraphrase   
  the following:
  The Thunder’s Word trembles beneath your feet. The lights 
  flicker and you can hear several warning klaxons above the 
  booming barrage of impacts on the hull. The ship shudders as the 
  plasma drives flare to full thrust. Only moments later you feel the 
  sinking sensation of translating into the warp.
  Injured but victorious, the Kill-team and the Thunder’s 
  Word put the Iron Pit behind them.
  heroiC SaCrifiCe
  If it hasn’t happened already, this is certainly a key 
  moment during which one of your players may ask 
  about the Heroic Sacrifice rules in the Combat Chapter 
  of the Deathwatch Rulebook. If a Battle-Brother 
  chooses to sell his life in such a way (or perhaps throw 
  himself at certain doom and survive anyway if he still 
  has Fate Points), the event will be most memorable if 
  the player and the GM collaborate to create the most 
  dramatic circumstances. Some possible scenarios in 
  this fight for fearless heroics include:
  • Shedding his armour and weapons as they betray 
  him to attack the sorcerer bare-handed, the 
  Battle-Brother grapples Dahzak into the wall of 
  thaumagramm diodes and they are both consumed 
  in a blast of orange lightning and flames.
  • The Battle-Brother sees the warp energies welling 
  from the thaumagramm diodes as the Chaos 
  sorcerer dies. He throws himself atop the altar of 
  crystals, and cancels out the foul shockwave with 
  the strength of his soul and the purity of the wards 
  on his armour. His power armour is warped; his 
  body singed and blackened, but he has saved his 
  brothers from the hell about to be unleashed below 
  the Forge.
  131
  
  III : The Vigilant Sword
  Aftershocks 
  on Erioch
  T
  he knowledge of how close the Jericho Reach came to 
  another Age of Shadow weighs deeply on those who 
  know about the Mission. Even if the Kill-team did 
  succeed in the Primary Objectives, several of the Secondary 
  Objectives deal with preventing history from repeating 
  itself. If they failed to accomplish any of these objectives, 
  the Deathwatch may find themselves facing other sabotage 
  attempts or an antisonate-plated raider able to strike deep 
  behind the Iron Collar at will.
  a threat averted
  After the Battle-Brothers have had time to rest and debrief, 
  the Chamber of Vigilance reconvenes. The Kill-team has 
  saved the Crusade from being crushed beneath a tide of 
  daemons. Even among the critical duties of the Deathwatch, 
  this is a laudable victory, and the Chamber honours it with 
  a short ceremony and the awarding of a heroic Distinction. 
  Be sure to give the characters closure via an opportunity for 
  follow up roleplay with anyone who opposed their bid to 
  deploy to Samech.
  rewardS
  Table 3–6 Mission Experience Rewards shows the value of 
  completing each of the Objectives if you award experience 
  using the detailed mission-based method. Furthermore, make 
  an estimation of how much collateral damage the Kill-team 
  caused to the forge and award between 50 and 200 XP based 
  on the amount of destruction caused.
  Every Battle-Brother who completes the Mission gains 1 
  Fate Point.
  The following are worth 1 Renown each:
  • Freeing the Titan from its existence as an enemy trophy
  • Destroying the Ruin Bringer
  • Doing massive damage to the forces of Samech
  • Inciting the menials of the Irradial Forge slums to rebel
  • Holding the orbital control station long enough to 
  defend the Thunder’s Word
  • Defeating the Obliterators
  • Defeating Dahzak is worth 2 Renown
  The GM should reference page 270 in the Deathwatch 
  Rulebook to see if the Kill-team qualifies for additional 
  Renown for completing multiple Objectives. As always, 
  he should also feel free to further reward clever plans and   
  good roleplaying. 
  THE UNENDING wATcH
  The threat from Dahzak and the Vinculum Proselytes may 
  have been averted, but the Deathwatch’s vigil is ceaseless. 
  How many crates of tainted processor spores already made 
  their way off Samech before the Battle-Brothers discovered 
  them? What does the locus seeker from Dahzak’s sanctum 
  point at? Which visions in the Matrix of Truth were shadows 
  of the future, and which were lies? 
  vindiCator of the iron pit
  The twisted nightmare forge of Samech leaves its mark. 
  Many men have lost their sanity when exposed to the 
  depravity of the Charon Stars. However, in the case of 
  a Space Marine, it may serve to harden his courage and 
  resolve. He has faced the horrifying machines of the 
  enemy and emerged victorious.
  After the award ceremony, any character who 
  survived the final Mission may purchase the Distinction 
  “Vindicator of the Iron Pit” for 1000 Experience Points. 
  From this point forward, the Battle-Brother halves any 
  Insanity Points received (round down) and is completely 
  immune to the effects of Fear. He also gains the Skill 
  Lore: Forbidden (Archeotech). Further information on 
  Distinctions and how to create your own can be found 
  in future Deathwatch supplements.
  Table 3–6: Mission Experience Rewards
  Objective
  Experience Awarded
  Stopping the assault on the warp gate
  400 XP
  Preventing the forces of Chaos from making more diodes to try again later
  250 XP
  Destroying the Ruin Bringer
  200 XP
  Defeating Dahzak
  200 XP
  Destroying the Paragelle
  150 XP
  Rescuing the Imperial Sympathisers
  100 XP
  Destroying the Defiler Foundry
  100 XP
  Destroying the Servitor Nursery
  75 XP
  Defeating Sethahar
  100 XP
  Identifying the trade in tainted cogitators
  100 XP
  132
  
  III: The Vigilant Sword
  Appendix: NPCs
  arCuS dyre
  On Imperially-held planets Dyre’s prodigious power might 
  have been put to use for Mankind’s benefit. On Samech, he 
  has been fortunate enough to learn to control his abilities 
  before they destroyed him.
  Arcus Dyre Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  40 35 32 40 44 50 35 55 45
  Movement: 4/8/12/24 
   
  Wounds: 18
  Skills: Awareness (Per), Carousing (T) +10, Charm (Fel) 
  +10, Command (Fel), Deceive (Fel)+10, Dodge (Ag) +10, 
  Forbidden Lore (Psykers, Warp) (Int), Invocation (WP) +10, 
  Literacy (Int), Psyniscience (Per) +10, Speak Language (Low 
  Gothic) (Int), Tech-Use (Int).
  Talents: †Psychic Alacrity, Favoured by the Warp, Jaded, 
  Master Orator, Melee Weapon Training (Primitive), Pistol 
  Weapon Training (Las, SP), Psy Rating (6), Resistance (Heat), 
  Swift Attack, Warp Conduit.
  Armour: Pilfered Flak Armour (AP 4).
  Weapons: Scavenged ‘Stormchild’ Hand Cannon (35m; 
  S/–/–; 1d10+4 I; Pen 2; Clip 5; Rld 2 Full), Samech-Pattern 
  Autopistol (30m; S/–/6 1d10+2 I, Pen 0, Clip 18, Rld Full).
  Psychic Powers: ††Regenerate, Quickening, Smite, Blood 
  Boil, Crown of Lightning, Iron Arm.
  Gear: None
  †Psychic Alacrity: Surviving dozens of violent hit-and-run 
  encounters on Samech have left Dyre with the ability to bring his 
  powers to bear swiftly when required. Once per combat, he may 
  use a psychic power that requires either a Full or Half Action as a 
  Free Action. He may still only use one psychic power in his turn.
  Regenerate:
  Action: Full Action
  Range: Psyker
  Sustained: Yes
  Description: This power allows the Psyker to knit his flesh 
  back together at a phenomenal rate, even eventually regrowing 
  lost limbs and organs. Each Round this power is active, the user 
  removes 1d5 points of Damage (removing Critical Damage first) 
  and removing all levels of Fatigue. Once all damage is removed, 
  the Psyker begins to regrow lost organs, limbs and so on.
  pSyChiC raBBle
  The majority of psykers on Samech barely even realise they 
  can touch the warp before they are sacrificed to the Magi’s 
  need for psychic life energy. What little power they can 
  channel is largely subconscious.
  Psychic Rabble Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 25 30 30 25 30 25 25 20
  Movement: 3/6/9/18 
   
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Samech) (Int) +10, 
  Common Lore (Technology) (Int), Psyniscience (Per), Speak 
  Language (Low Gothic) (Int), Tech-Use (Int),
  MiSSion failed
  If for some reason the Kill-team failed, all is not lost, 
  although it is beyond the scope of this book. The 
  Deathwatch and the Crusade know that the Ruin 
  Bringer is coming; they have another chance to stop 
  the corruption of the warp gate before it is enacted. 
  One possibility is to deploy a Deathwatch Kill-team 
  to the warp gate’s control structure itself, and fend off 
  the encroachers. If you also have the rogue traDer
  Rulebook, another possibility is a pitched space battle 
  around Altaire’s Arrow or the Well of Night.
  133
  
  III : The Vigilant Sword
  Talents: Psy Rating (1), Resistance (Heat).
  Armour: None.
  Weapons: Scavenged Samech-Pattern Lasgun (100m; S/3/–; 
  1d10+3 E; Pen 1; Clip 60; Rld Full; Reliable); Tool (1d10+1 
  I; Primitive, Unbalanced).
  Psychic Powers: †Luck
  Gear: Tattered Clothing.
  Luck
  Action: Full Action
  Range: Psyker
  Sustained: No
  Description: The psyker alters the flow of probability around 
  himself to improve his chances of success. When manifested, 
  the psyker may re-roll any one dice roll at any time before the 
  end of his next Turn.
  Mutant CoMBat Servitor
  Mutant combat Servitor Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (8)
  40 35 50 40 10 10 30 45 ––
  Movement: 1/2/3/6 
   
  Wounds: 25
  Skills: Awareness (Per), Trade (any one) +10, Trade 
  (Technomat) +10.
  Talents: Melee Weapon Training (Universal), Two-Weapon 
  Wielder (Melee).
  Traits: Armour Plating, Dark Sight, Fear (1), Machine (4), 
  Mutations†, Natural Weapons (Servo Fist), Sturdy, Unnatural 
  Strength, Unnatural Toughness. 
  Armour: None (All 6)
  Weapons: Servo-Fist (1d10+10 I, Pen 6) and Chainblade 
  (1d10+14 R; Pen 2; Tearing) or Decapitator Blades 
  (2d10+12 R; Razor Sharp, Tearing, Unwieldy) or Power 
  Scythes (1d10+18 E; Pen 6; Power Field, Unbalanced).
  Gear: Internal vox (to receive/relay instructions only).
  †Mutations: Each servitor has 2 of the following
  • Blood Substitution (Molten Metal): +10 T; Any injury 
  to the mutant causes a vent of hot molten metal to spray 
  on its melee attackers. The damage is 2d10 E, Pen 5. If the 
  mutant is killed it explodes as Blast (5), spraying its blood in 
  all directions.
  • Iron Hard Skin: What little flesh remains on the mutant 
  has transmuted into a mesh of metallic scales. It gains Natural 
  Armour (5). 
  • Multiple Appendages: The mutant gains the Ambidextrous 
  talent and the Multiple Arms Trait. These additional limbs 
  are often equipped with implanted weapons as well. 
  • Regeneration: The tainted flesh of the mutant knits 
  itself together with unnatural speed. It gains Regeneration 
  (5).
  • Scorpion Tail: A sharp-barbed tail dripping with caustic 
  venom protrudes from the mutant’s back. It may be used to 
  attack as a Reaction. Its profile is (1d10+5 R, Pen 2; Toxic, 
  Unwieldy)
  • Skeletal Form: A bony and macabre exoskeleton has 
  formed around the mutant. It is lined with gristle and gore. 
  This gives the mutant Natural Armour (2) and Fear (2).
  • Weapon-Beast: The corrupted tools built into the mutant’s 
  flesh are imbued with a malice of their own and a desire to 
  taste living flesh. The mutant has +20 WS. 
  SaMeCh Corrupted Skitarii
  The Skitarii are the cybernetically enhanced guardians of the 
  Adeptus Mechanicus. Their emotions have been eliminated 
  through 
  hypno-indoctrination, 
  leaving 
  only 
  utterly   
  loyal warriors.
  Samech corrupted Skitarii Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (5)
  40 40 40 40 30 30 35 30 30
  Movement: 3/6/9/18 
   
  Wounds: 14
  Skills: Awareness (Per) +10, Climb (S), Common Lore 
  (Machine Cult, Tech) (Int), Dodge, Search +10 (Per), 
  Speak Language (Low Gothic, Techna–Lingua) (Int),   
  Tech–Use (Int).
  Talents: Basic Weapon Training (Universal), Binary Chatter, 
  Bulging Biceps, Chem Geld, Heavy Weapon Training (Choose 
  One: Flame, Las, Launcher, or SP), Jaded, Lightning Reflexes, 
  Melee Weapon Training (Universal), Nerves of Steel, Pistol 
  Weapon Training (Universal), Resistance (Heat, Fear).
  Armour: Skitarii Flak and Subskin Armour (All 6). Aug-
  mentations: Synthetic Muscle Grafts, Augmented Senses 
  (Eyes and Hearing), Subskin armour, Vox Implant.
  Traits: Size (Hulking).
  Weapons: The Skitarii has a single Basic or Heavy ranged 
  weapon built into his arm or body. Choose: 
  • Augmented Las-weapon (Basic; 75m; S/3/5; 1d10+4 E; 
  Pen 1; Clip 100; Rld 2Full) 
  • Precision Boltgun (Basic; 120m; S/2/–; 1d10+5 X; Pen 
  4; Clip 30; Rld Full; Accurate, Reliable, Tearing) 
  • Heat Lance (Basic; 30m; S/–/–; 2d10+4 E; Pen 10; Clip 
  10; Rld 2Full; Recharge) 
  • Flamer (Basic; 15m; S/–/–; 1d10+5 E; Pen 2; Clip 10; 
  Rld 2Full; Flame) 
  • Rotary Cannon (Heavy; 40m; –/–/6; 1d10+5 I; Pen 3; 
  Clip 240; Rld 3Full; Storm)
  • Automatic Grenade Launcher (Heavy; 60m; S/2/–; Fires 
  either Frag or Krak Grenades; 2d10 X; Pen 0; Blast (4) or 
  2d10+4 X; Pen 6; Clip 20 of each type; Rld 3Full) 
  In addition, the Skitarii each have a personal sidearm—either 
  a Hellpistol (Pistol; 35m; S/2/–; 1d10+4 E; Pen 7; Clip 
  40; Rld 2Full) or a Shotpistol (Pistol 10m; S/–/–; 1d10+4 
  I; Pen 0; Clip 8; Rld Full; Reliable, Scatter), and one melee 
  weapon. This is either a Chainblade (1d10+7 R; Pen 2; 
  Tearing, Balanced) or Mono-Great Axe (2d10+5 R; Pen 2; 
  Unblanaced) 
  Gear: Skitarii flak armour and robes, red–dot laser sight, 
  extensive cybernetics, ammunition reloads.
  134
  
  III: The Vigilant Sword
  Corrupted Skitarii triBune
  Tribunes are minor officers in the Skitarii ranks. Samech has 
  kept this traditional structure.
  corrupted Skitarii Tribune Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (8)
  50 40 45 35 30 35 35 40 35
  Movement: 3/6/9/18 
   
  Wounds: 14
  Skills: Awareness (Per) +10, Climb (S), Command +20 (Fel), 
  Common Lore (Machine Cult, Tech) (Int), Dodge, Search 
  +10 (Per), Speak Language (Low Gothic, Techna–Lingua) 
  (Int), Tech–Use (Int).
  Talents: Air of Authority, Basic Weapon Training (Universal), 
  Binary Chatter, Bulging Biceps, Chem Geld, Heavy Weapon 
  Training (Choose One), Jaded, Lightning Reflexes, Melee 
  Weapon Training (Universal), Nerves of Steel, Pistol Weapon 
  Training (Universal), Resistance (Heat, Fear), Swift Attack.
  Armour: Skitarii Flak and Subskin Armour (All 6).
  Augmentations: Best-craftsmanship Synthetic Muscle Grafts, 
  Augmented Senses (Eyes and Hearing), Subskin Armour, Vox 
  Implant.
  Traits: Size (Hulking).
  Weapons: Hellpistol (Pistol; 35m; S/2/–; 1d10+4 E; Pen 
  7; Clip 40; Rld 2Full) and Power Glaive (1d10+13 E; Pen 
  7; Power Field). 
  SaMeCh praetorian
  Samech Praetorian Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  45 45 55 55 30 20 30 45 ––
  Movement: 4/8/12/24 
   
  Wounds: 25
  Skills: Awareness (Per)+10
  Talents: Basic Weapon Training (Universal), Heavy Weapon 
  Training (Universal), Melee Weapon Training (Universal), Two-
  Weapon Wielder (Ranged).
  Traits: Armour Plating, Auto-Stabilised, Dark Sight, Fear (1), 
  Machine (5), Natural Weapons (Servo Fist), Size (Hulking), 
  Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2). 
  Armour: None (All 7).
  Weapons: Servo-Fist (1d10+10 I, Pen 6), and any two of the 
  following: Industrial Chainblade (1d10+14 R; Pen 2; Tearing), 
  Heavy Bolter (120m; –/–/10; 2d10 X; Pen 5; Clip 180; Rld 
  X, Tearing); Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; 
  Clip 15, Rld X); Multi-Melta (60m; S/–/–; 4d10+12 E, Pen 
  12; Clip 30, Rld X, Blast (1)); Heavy Flamer (30m; S/–/–;; 
  2d10+4 E; Pen 4, Clip 30; Rld X; Flame); Decapitator Blades 
  (2d10+12 R; Pen 3; Razor Sharp, Tearing, Unwieldy).
  Gear: Internal vox (to receive/relay instructions only), Ammo 
  Hopper, Targeting System (equivalent to Red-dot laser sight).
  Cyluk
  This brutish overseer’s only tasks are to keep the menials 
  working and afraid, both of which he relishes.
  cyluk Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  44 20 55 50 20 18 30 25 20
  Movement: 3/6/9/18 
   
  Wounds: 30
  Skills: Awareness (Per), Climb (S), Dodge (Ag), Intimidate 
  (S) +10.
  Talents: Battle Rage, Berserk Charge, Command (Fel), 
  Crushing Blow, Fearless, Furious Assault, Iron Jaw, Lightning 
  Attack, Melee Weapon Training (Primitive, Chain), Resistance 
  (Heat), Swift Attack.
  Traits: Fear (2), Fiery Breath†, Size (Hulking), Unnatural 
  Strength (x2), Unnatural Toughness (x2).
  Armour: Piecemeal Flak and Leather Armour (All 4).
  Weapons: Colossal Chainblade (1d10+20 R, Pen 5, Tearing, 
  Unbalanced); Scourge (1d10+12 R, Pen 0; Tearing, Primitive, 
  Flexible).
  Gear: Leather Hooded Mask, Implements of punishment, 
  chains and manacles.
  †Fiery Breath: Cyluk can exhale a massive gout of flame 
  upon his enemies. It has the following profile (20m; S/–/–; 
  2d10+2 E; Pen: 4; Flame, Recharge).
  SaMeCh iMperial SyMpathiSerS
  The sympathisers are little different from the other slaves to 
  the Irradial Forge, except they have chosen to cling to hope. 
  This profile can be used for Irradial Forge Menials as well.
  Samech Imperial Sympathisers Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 25 30 30 30 30 25 25 20
  Movement: 3/6/9/18 
   
  Wounds: 10
  Skills: Awareness (Per), Common Lore (Samech) (Int) +10, 
  Common Lore (Technology) (Int), Speak Language (Low 
  Gothic) (Int), Tech-Use (Int), Trade (any one) (varies).
  Talents: Resistance (Heat).
  Armour: Protective Gear (4 All, –10 to Agility) or None.
  Weapons: Tool (1d10+1 I; Primitive, Unbalanced).
  Gear: Work clothes, cognomen, multi-tool, trade tools.
  135
  
  III : The Vigilant Sword
  Myrlaine
  Myrlaine Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  25 25 30 30 30 38 30 35 32
  Movement: 3/6/9/18 
   
  Wounds: 12
  Skills: Awareness (Per), Common Lore (Samech) (Int) +20, 
  Common Lore (Technology) (Int), Speak Language (Low 
  Gothic) (Int), Tech-Use (Int), Trade (Technomat) (Int).
  Talents: Resistance (Heat), Unshakeable Faith.
  Armour: None.
  Weapons: Tool (1d10+1 I; Primitive, Unbalanced).
  Gear: Devotional Icon, work clothes, cognomen, multi-tool.
  the BlaCk engine
  The Black Engine is not a servitor nor is it daemon-possessed. 
  Its only spirit is the machine’s. However, that spirit is spiteful 
  and violent. Its masters offer up a supply of menials for it to 
  joyously rend with its bladed body at the end of each run. It 
  furiously charges from one rail terminus to another, greedy 
  for the next chance for blood.
  The Black Engine Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (18)
  (18)
  38 — 65 65 10 15 25 50 ––
  Movement: 8/16/24/48  
  Wounds: 300
  Skills: None.
  Talents: None.
  Traits: Armour Plating, Dark Sight, Fear (2), Improved 
  Natural Weapons, Machine (5), Natural Weapons (Blades & 
  Spikes), Phase, Size (Massive), Unnatural Speed, Unnatural 
  Strength (x3), Unnatural Toughness (x3), Unstoppable†. 
  Armour: None (All 7).
  Weapons: Ramming Blades & Spikes (1d10+18 R, Pen 5; 
  Concussive, Tearing,); Crush (4d10+18 I, Pen 10, Concussive, 
  Devastating).
  Gear: None.
  †Unstoppable: The Black Engine is a massive, pounding 
  piece of metallic death. Its attacks cannot be Parried, only 
  Dodged. Conversely, it cannot Dodge or Parry. Any target 
  unfortunate enough to be in front of the Black Engine as it 
  moves forward must pass a Challenging (+0) Agility Test 
  to avoid it or suffer its Crush attack. The Black Engine cannot 
  be Grappled nor slowed by any mortal force that does not 
  destroy it. 
  the paragelle
  This warp entity has made Samech her hunting grounds ever 
  since its immersion in the Hadex Anomaly.
  The Paragelle Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (18)
  (18)
  38 — 65 65 10 15 25 50 ––
  Movement: 7/14/21/42 (8/16/24/48) 
   Wounds: 68
  Skills: Awareness (Per) +10, Climb(S), Command (Fel) 
  +20, Deceive (Fel) +20, Dodge (Ag) +10, Forbidden Lore 
  (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, 
  Literacy (Int), Scrutiny (Per) +20, Speak Language (Low 
  Gothic, High Gothic, Unholy Tongue) (Int) +10, Swim (S)
  Talents: Ambidextrous, Battle Rage, Berserk Charge, Combat 
  Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, 
  Furious Assault, Heightened Senses (all), Lightning Attack, 
  Preternatural Speed, Resistance (Heat, Psychic Powers), Two 
  Weapon Wielder, Wall of Steel, Whirlwind of Death.
  Traits: Brutal Charge, Daemonic, †Daemonic Aura, Dark 
  Sight, Fear (4), Flyer (8), From Beyond, Mark of Khorne, 
  ††Mask of Seeming, Size (Enormous), The Stuff of Nightmares, 
  Touched by the Fates (3), Unnatural Strength (x3), Unnatural 
  Toughness (x2). 
  Armour: Brazen Chaos Armour (All 12).
  Weapons: Bloodsong Axes (2d10+25 R, Pen 6; Balanced, 
  Felling, Tearing).
  Gear: None.
  †Daemonic Aura: The Paragelle is surrounded by an unholy 
  aura which saps the will from her enemies. The aura’s range 
  is 75m. All opponents within this area suffer a –10 penalty 
  to Willpower. In addition, the first time any member of a 
  Kill-team finds himself within the Daemonic Aura, he must 
  take a Challenging (+0) Willpower Test (not taking into 
  account the –10 penalty imposed by the aura). If he fails, the 
  squad takes 1 point of cohesion damage. This means that the 
  potential cohesion damage from the Daemonic Aura is equal 
  to the number of Battle-Brothers in the squad. The Daemonic 
  Aura is a mind-affecting fear-based effect, so any Talents, 
  Traits, Equipment or other rules which offer resistance to 
  Warp-based attacks or psychic powers apply. 
  ††Mask of Seeming: The Paragelle is able to take on an 
  unassuming guise to deal with mortal creatures. In this form, 
  she is immune to Scrutiny Tests or other abilities that counter 
  her Deceive attempts. While in this form she does not cause 
  Fear, nor does her Daemonic Aura function. Invoking or 
  removing the mask of seeming is a Free Action, however, 
  once removed it cannot be re-invoked in the same encounter 
  against the same opponents. This is a mind-affecting ability, 
  so any Talents, Traits, Equipment or other rules which negate 
  Warp-based attacks or psychic powers apply. This effect 
  automatically ends if the Paragelle attacks.
  136
  
  III: The Vigilant Sword
  ruSt deCapod SwarM
  These crab-like creatures roam Samech in large swarms, 
  breaking down metal to feed upon. The acid-coated chelae 
  of a decapod can shear through metal better than any power 
  sword. Aggressive but also mindless. An Ordinary (+10) 
  Psyniscience Test detects the unnatural nature of creatures 
  spawned in the aura of warp space. 
  Rust Decapod Swarm Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  35 — 10 20 50 10 25 20 ––
  Movement: 1/2/3/6 
   
  Wounds: 20 per Swarm
  Skills: Awareness (Per) +10, Climb (S), +10, Dodge (Ag), 
  Silent Move (Ag).
  Talents: None.
  Traits: Bestial, Crawler, †Highly Acidic, Improved Natural 
  Weapons, Natural Armour (carapace), Natural Weapons 
  (Acidic mandibles), Size (Puny), Strange Physiology, ††Swarm 
  Creature.
  Armour: Carapace (All 2).
  Weapons: Mandibles (1d10+1 R; Pen 4).
  Gear: None.
  †Highly Acidic: Rust Decapods secrete an incredibly potent 
  organic acid that dissolves metal very quickly. Any wounding 
  melee attack by a Decapod swarm against an armoured 
  opponent has a 50% chance of dissolving part of the armour. 
  This reduces the Armour value by 1. Subsequent attacks 
  are cumulative. Battle-Brothers can counter the effect with 
  an application of repair cement, removing 1 AP of damage 
  per application. Excessive damage (3 or more untreated lost 
  points) may require the assistance of a Techmarine to repair 
  at the GM’s discretion.
  ††Swarm Creature: Any attack from a weapon that does not 
  have the Blast, Flame, or Scatter qualities can only inflict ½ 
  rolled damage. A swarm creature cannot be grappled, knocked 
  down, or pinned in most circumstances.
  Sethahar
  Sethahar’s psychic powers are tainted sorcery with similar 
  effects to the Librarian powers listed in his profile. They are 
  not actually those powers.
  Sethahar Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (12)
  (12)
  (10)
  50 55 62 45 50 48 42 55 35
  Movement: 6/12/18/36  
  Wounds: 24
  Skills: Awareness (Per), Ciphers (Chapter Runes) (Int), 
  Command (Fel) +10, Common Lore (Adeptus Astartes, 
  Imperium) (Int), Deceive (Fel) +10, Dodge (Ag) +20, Drive 
  (Ground Vehicles, Skimmer), Forbidden Lore (Daemonology, 
  Heresy, Psykers, Traitor Legions, Warp) (Int)+10, Interrogation 
  (Fel), Invocation (WP) +20, Literacy (Int) +10, Pilot 
  (Spacecraft) (Ag), Psyniscience (Per) +10, Scholastic Lore 
  (Cryptology, Occult) (Int) +10, Scrutiny (Per) +10, Security 
  (Int), Silent Move (Ag), Speak Language (Low Gothic, High 
  Gothic, Unholy Tongue) (Int), Survival (Int), Tactics (Int) 
  +10, Tracking (Int). 
  Talents: Ambidextrous, Astartes Weapon Training, Bolter 
  Drill, Die Hard, Favoured by the Warp, Fearless, Heightened 
  Senses (Hearing, Sight), Hip Shooting, Improved Warp Sense, 
  Psy Rating (7), Warp Conduit, Warp Sense, Quick Draw, 
  Rapid Reload, Resistance (Heat), Swift Attack, True Grit
  Traits: Daemonic, Mark of Tzeentch, Size (Hulking), 
  Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural 
  Willpower (x2).
  Psychic Powers: Avenger, Compel, Dominate, Psychic 
  Scream, Smite, Shackle Soul, Hellfire.
  Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, 
  Legs 8). 
  Weapons: Astartes Bolt Pistol w/ Inferno Bolts†† (30m; 
  S/3/–; 2d10+5 X; Pen 10; Clip 14; Rld Full, Tearing, 
  Volatile) Astartes Force Sword (1d10+21 R; Pen 9; Balanced, 
  Special).
  Gear: 2 Inferno bolt reloads, Psy-focus. 
  †Inferno Bolts: These ritually inscribed bolt rounds writhe 
  with sorcerous energy. A bolt weapon using Inferno bolts has 
  a Pen 10 and the Volatile quality.
  toxiC dweller
  The combination of chaotic energy, toxic chemicals, and the 
  occasional escaped alien specimen means there is no fathoming 
  this amphibious predator’s origins. What is clear is that it hungers 
  for fresh prey. It is most likely to remain in the polluted river, 
  snaring victims and dragging them beneath the toxic waters.
  Toxic Dweller Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  40 — 50 40 40 10 45 20 ––
  Movement: 4/8/12/24 
   
  Wounds: 50
  Skills: Awareness (Per), Climb (S), Dodge (Ag).
  Talents: Ambidextrous.
  Traits: Bestial, Crawler, Grasping Tentacles†, Multiple 
  Arms, Natural Armour 1 (All), Size(Enormous), Sonar Sense, 
  Unnatural Strength (x2). 
  Armour: Thick Slimy Skin (All 1).
  Weapons: Grasping Tentacles (1d10+1 I; Pen 0, Flexible), 
  Toothy Maw (1d10+10 R Pen 2).
  Gear: None.
  †Grasping Tentacles: This creature’s suckered tentacles are 
  designed to entrap its prey and drag them to the beast’s maw. 
  The toxic dweller may Grapple 1d5 opponents each Round, 
  and may do so from up to 6 metres away. It gains +10 to 
  Grapple Tests, which is cumulative with the effects of Snare.
  137
  
  III : The Vigilant Sword
  fleShleSS MagoS
  The high-ranking priests of the Vinculum Proselytes have 
  completely abandoned their flesh. They are finally one with 
  the machine, but it comes with a high price.
  Fleshless Magos Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (12)
  45 55 50 65 15 55 45 45 ––
  Movement: 1/2/3/6 
   
  Wounds: 30
  Skills: Ciphers (Apostate Machine Cult) (Int), Common 
  Lore (Imperium, Machine Cult) (Int) +20, Dodge (Ag) 
  +10, Forbidden Lore (Archeotech, Adeptus Mechanicus, 
  Daemonology, Warp) (Int) +20, Intimidate (S) +10, Literacy 
  (Int), Scholastic Lore (Cryptology, Occult) +20, Scrutiny 
  (Per), Speak Language (Low Gothic, High Gothic, Techna-
  Lingua, Unholy Tongue) (Int) +20, Tech-Use (Int) +20.
  Talents: Ambidextrous, Basic Weapon Training (Universal), 
  Binary Chatter, Disturbing Voice, Electrical Succour, Electro 
  Graft Use, Enhanced Bionic Frame, Fearless, Feedback Screech, 
  Infused Knowledge, Logis Implant, Luminen Blast, Luminen 
  Charge, Machinator Array, Mechadendrite Use (servo-arm), 
  Melee Weapon Training (Universal), Pistol Weapon Training 
  (Universal), Paranoia, Rite of Fear, Swift Attack, Talented 
  (Tech-Use). 
  Traits: †All is Dust, Armour Plated, Fear (2), Machine (5), 
  Mechanicus Implants, Strange Physiology, The Stuff of 
  Nightmares, Unnatural Strength (x2), Unnatural Toughness 
  (x2).
  Armour: None (All 7). 
  Weapons: Locke-Pattern Bolt Gun (90m; S/2/4; 1d10+5 X; 
  Pen 4; Clip 24; Rld Full; Tearing); Omnissian Axe (2d10+16 
  R; pen 6; Power Field, Unbalanced), Hellpistol (35m; S/–/–; 
  1d10+4 E; Pen 7; Clip 40; Rld 2Full), Wickedly Clawed 
  Servo-arm (2d10+16, Pen 10; +10 to Grapple Tests).
  Gear: Dark robes inscribed with blasphemous sigils, numerous 
  fleshless cybernetics.
  †All is Dust: The Fleshless Magi are sentient spirits animating 
  the mechanical remains of their heavily augmetic former 
  bodies. This imparts the Traits Strange Physiology and The 
  Stuff of Nightmares. In addition, the largely metaphysical 
  nature of these beings makes them highly resistant to 
  conventional injury. All damage with the I or R type is halved 
  after reductions for Toughness and armour. 
  MagoS vayze
  For more information on Magos Vayze see page 6.
  Magos Vayze Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (12)
  (12)
  44 58 50 65 18 60 45 45 ––
  Movement: 1/2/3/6 
   
  Wounds: 35
  Skills: Ciphers (Apostate Machine Cult) (Int), Common 
  Lore (Imperium, Machine Cult) (Int) +20, Dodge (Ag) 
  +20, Forbidden Lore (Archeotech, Adeptus Mechanicus, 
  Daemonology, Warp) (Int) +20, Intimidate (S) +20, Literacy 
  (Int) +10, Scholastic Lore (All) +20, Scrutiny (Per), Speak 
  Language (Low Gothic, High Gothic, Techna-Lingua, Unholy 
  Tongue) (Int) +20, Tech-Use (Int) +20.
  Talents: Ambidextrous, Basic Weapon Training (Universal), 
  Binary Chatter, Disturbing Voice, Electrical Succour, Electro 
  Graft Use, Enhanced Bionic Frame, Fearless, Feedback 
  Screech, Infused Knowledge, Logis Implant, Luminen Blast, 
  Luminen Charge, Machinator Array, Mechadendrite Use (All), 
  Melee Weapon Training (Universal), Pistol Weapon Training 
  (Universal), Paranoia, Rite of Fear, Swift Attack, Talented 
  (Tech-Use). 
  Traits: †All is Dust, Armour Plated, Fear (2), Machine (5), 
  Mechanicus Implants, Strange Physiology, The Stuff of 
  138
  
  III: The Vigilant Sword
  Nightmares, Unnatural Intelligence (x2), Unnatural Strength 
  (x2), Unnatural Toughness (x2).
  Armour: None (All 7). 
  Weapons: Archeotech Rad-Cleanser (30m; S/–/–; 3d10+2 
  E; Pen 7; Clip 20; Rld --; Blast (2) Recharge, Toxic); Omnissian 
  Axe (2d10+16 R; pen 6; Power Field, Unbalanced); 
  Chainblade Mechadendrites (1d10+4 R; Pen 2; Tearing).
  Gear: Elaborate hooded robes of office, 4 weapon 
  mechadendrites (tipped with chainblades), numerous fleshless 
  cybernetics.
  †All is Dust: Magos Vayze is a sentient spirit animating the 
  mechanical remains of his heavily augmetic former body. 
  This imparts the Traits Strange Physiology and The Stuff of 
  Nightmares. In addition, his largely metaphysical nature of 
  makes him highly resistant to conventional injury. All damage 
  with the I or R type is halved after reductions for Toughness 
  and armour. 
  oBliterator
  For more information on Obliterators see page 121.
  Obliterator Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  45 50 50 55 35 30 40 45 ––
  Movement: 4/8/12/24 
   
  Wounds: 40
  Skills: Awareness (Per), Forbidden Lore (Archeotech, Warp, 
  Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use 
  (Int) +20.
  Talents: Ambidextrous, Crushing Blow, Fearless, Independent 
  Targeting, Mighty Shot, Swift Attack, Two-Weapon Wielder 
  (Melee and Ranged). 
  Traits: Auto Stabilised, Daemonic, Fear (2), Natural Armour 
  (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), 
  Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2), 
  †Walking Arsenal.
  Armour: Warped Mechanical Flesh (12 All).
  Weapons: Power Fist (2d10+22 E, Pen 9, Power Field, 
  Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, 
  Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 
  E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 
  E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Cannon (150m; 
  S/–/–; 2d10+13 E; Pen 10; Clip X, Rld X, Volatile, Blast 
  (1)), Twin-Linked Plasma Gun (100m; S/2/–; 1d10+11 E; 
  Pen 8; Clip X, Rld X, Volatile, Twin-Linked), Twin-Linked 
  Meltagun (20m; S/–/–; 2d10+10 E; Pen 13; Clip X, Rld X, 
  Twin-Linked), Twin-Linked Flamer (20m; S/–/–; 2d10+4 
  E; Pen 3; Clip X, Rld X, Flame, Twin-Linked).
  Gear: None.
  †Walking Arsenal: Obliterators can form a number of weapons 
  from their bizarre flesh, which is an unholy fusion of the organic, 
  the mechanical, and the daemonic. As a half action, an Obliterator 
  may manifest a ranged weapon or melee weapon from the selection 
  listed above. It is assumed to possess the necessary training to use 
  any weapon it can create and its weapons have no need to be 
  reloaded. The Obliterator may have 2 weapons formed at any 
  given time and can fire a heavy weapon single-handed. 
  Captive venoMthrope
  Floating on throbbing gas-bladders and writhing with venomous 
  tendrils, this specimen from the Orpheus Salient is a creature of 
  nightmare. Within the choking spore cloud that obscures its form 
  dwells a creature that drips with toxins so virulent that the merest 
  touch can sicken and kill nearly any creature within moments. Its 
  face is a mass of probing tentacles, eager to devour the liquefied 
  remains of its poisoned prey. It drifts ponderously in search of 
  new prey, leaving naught but toxic desolation in its wake.
  captive Venomthrope Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (10)
  (10)
  48 — 55 55 40 20 35 40 ––
  Movement: 6/12/18/36  
  Wounds: 36
  Skills: Awareness (Per), Climb (S), Dodge (Ag) +10 
  Talents: Ambidextrous, Swift Attack.
  Traits: Dark Sight, Fear (3), Hoverer (6), Instinctive Behaviour 
  (Feed), Multiple Arms, Natural Armour (Reinforced Chitin) 
  (4), ††Spore Cloud, Unnatural Strength (x2), Unnatural 
  Toughness (x2), †Toxic Miasma, Tyranid.
  Armour: Reinforced Chitin (All 6).
  139
  
  III : The Vigilant Sword
  Weapons: Lash Whips (1d10+13 R; Pen 3, Flexible, Snare).
  Gear: None.
  †Toxic Miasma: The Venomthrope is an exceedingly toxic 
  creature, its flesh and flailing tendrils dripping with the 
  most virulent haemotoxins, neurotoxins, and deadly phage 
  organisms. It counts as having the Toxic trait, but the damage 
  is 2d10 ignoring Toughness and armour. The Toughness Test 
  to resist the poison is Very Hard (–30). 
  ††Spore Cloud: Additionally, the Venomthrope emits a thick 
  and choking spore cloud from gas bladders and vents in its 
  carapace that cause all non-Tyranid beings within 10m of the 
  creature to suffer from the Toxic Miasma as well. This cloying 
  vapour partially obscures the Venomthrope, imposing a –30 
  penalty to all shooting attacks made against it. 
  dahzak
  Dahzak’s psychic powers are tainted sorcery with similar 
  effects to the Librarian powers listed in his profile. They are 
  not actually those powers.
  Dahzak Profile
  wS BS 
  S 
  T 
  Ag Int Per wP Fel
  (12)
  (15)
  55 58 65 50 53 60 55 65 45
  Movement: 6/12/18/36  
  Wounds: 32
  Skills: Awareness (Per) +10, Ciphers (Chapter Runes) 
  (Int) +10, Command (Fel) +20, Common Lore (Adeptus 
  Astartes, Imperium) (Int) +20, Deceive (Fel) +20, Dodge 
  (Ag) +20, Drive (Ground Vehicles, Skimmer), Forbidden 
  Lore (Daemonology, Heresy, Psykers, Traitor Legions, Warp) 
  (Int)+20, Interrogation (Fel) +10, Invocation (WP) +20, 
  Literacy (Int) +20, Pilot (Spacecraft) (Ag), Psyniscience 
  (Per) +20, Scholastic Lore (Cryptology, Occult) (Int) +20, 
  Scrutiny (Per) +20, Security (Int), Silent Move (Ag), Speak 
  Language (Low Gothic, High Gothic, Unholy Tongue) (Int). 
  +20, Survival (Int), Tactics (Int) +10, Tracking (Int). 
  Talents: Ambidextrous, Astartes Weapon Training, Bolter 
  Drill, Die Hard, Favoured by the Warp, Fearless, Heightened 
  Senses (Hearing, Sight), Hip Shooting, Improved Warp Sense, 
  Infused Knowledge, Psy Rating (10), Warp Conduit, Warp 
  Sense, Quick Draw, Rapid Reload, Resistance (Heat), Swift 
  Attack, True Grit.
  Traits: Daemonic, Mark of Tzeentch, Size (Hulking), 
  Touched by the Fates (3), Unnatural Strength (x2), Unnatural 
  Toughness (x2), Unnatural Willpower (x2).
  Psychic Powers: Bolt of Change††, Augury, Avenger, 
  Compel, Divination, Force Dome, Lifting the Veil, Mind 
  Wrack, Mind Worm, Possibility Shield, Smite, Psychometry, 
  Reading, Veil of Time.
  Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, 
  Legs 8). 
  Weapons: Astartes Bolt Pistol w/ Inferno Bolts† (30m; 
  S/3/–; 2d10+5 X; Pen 10; Clip 14; Rld Full, Tearing, 
  Volatile) Astartes Force Staff (1d10+23 I; Pen 11; Balanced, 
  Special).
  Gear: 2 Inferno bolt reloads
  †Inferno Bolts: These ritually inscribed bolt rounds writhe
  with sorcerous energy. A bolt weapon using Inferno bolts has
  a Pen 10 and the Volatile quality.
  Bolt of change 
  Action: Half Action
  Range: 50m x PR
  Sustained: No
  Description: The Sorcerer hurls a roiling ball of coruscating
  energy at the target. This blast is formed of the raw magic of
  primal Chaos, and its touch brings rapid mutation and death.
  Victims of the Bolt of Change are torn apart as their bodies
  rebel against the blasphemous energies that warp them. The
  bolt does 1d10 x Psy Rating E damage. Additionally, a
  victim of the Bolt of Change must pass a Challenging (+0) 
  Willpower Test. Failure by 5 degrees or more indicates that
  the victim is either violently torn apart by the uncontrolled
  power or mutated into a mewling spawn of Chaos that
  rapidly expires. (In either case, the victim instantly dies unless
  he burns a Fate Point, which also prevents mutation in the
  case of a Battle-Brother.) If the victim passes the Test, or fails
  by less than 5 degrees, there is no additional effect. 
  140
  
  III: The Vigilant Sword
  The Price of Hubris Encounter Circumstances Quick Reference
  Encounter
  Circumstance
  Mechanics
  Grensvayl
  The Battle-Brothers must cleanse the settlement 
  swiftly and quietly to avoid having to fight the 
  entire Brood at once.
  An Arrival Counter starts at 2. When it reaches 0 more 
  Genestealers start to arrive. The Leader may make a Silent 
  Move Test to add to the Arrival Counter.
  Celebration 
  Turned to 
  Slaughter
  The hall is in turmoil with combat. Everyone must 
  fight for their lives.
  The Genestealers are covered in promethium 
  residue.
  Each important group of NPCs forms a Combat Centre 
  with different odds of the NPCs surviving. The Battle-
  Brothers can intervene wherever they choose.
  The Genestealers take additional Damage from fire.
  Combat Centre: 
  The Caele
  The Auran’s ruler leads his warriors against the 
  fearsome Broodlord.
  Both sides gain a +10 bonus while their leader lives.
  Combat Centre: 
  Heth and Alkedre
  The Aurans adjust their combat style to make it 
  easier for their allies to shoot past them.
  No stray shots. Difficulty of firing into melee is –10 
  instead of –20.
  Combat Centre: 
  Father Marius
  Father Marius has a flamer.
  Father Marius does extra Damage to the Genestealers.
  Combat Centre: 
  Heydal and Lan
  Lan and Heydal appear to be holding their own.
  The Genestealers are secretly trying to infect Lan, not kill 
  him.
  A Stony Sleep Encounter Circumstances Quick Reference
  Encounter
  Circumstance
  Mechanics
  Assault on the 
  Prince
  The Sons of Taeg dress as Imperial Guard to assault 
  the Citadel.
  They carry explosives.
  Their goal is to assassinate the Prince-Prefect.
  Picking out the rebels from the actual Guardsmen requires an 
  Ordinary (+10) Test.
  Each can throw one charge that kills (1d5+1) x 2 
  Guardsmen, unless a nearby Battle-Brother orders the men 
  out of the way, throws them out of the way, or dives on the 
  bomb.
  Any Son of Taeg that goes 14 Rounds without being 
  stopped makes it to the Prince-Prefect to assassinate him.
  The Cultist 
  Chamber
  The cultists break into multiple groups.
  They have access to a strange weapon.
  The cultists form one Horde of Magnitude 32 and two 
  Hordes of Magnitude 20.
  As long as both smaller Hordes remain unbroken, they can 
  fire the lightning projector.
  The Unfinished 
  Basilica
  Combat on the unfinished structure is precarious
  Anyone moving in the upper levels who is not using 
  magnetised boot soles must Test Agility or Acrobatics with 
  a Difficulty based on what they were doing. (See chart on 
  page 68.)
  Kal’thane
  Explosive charges must be placed at several points 
  on the island that are difficult to reach.
  Each task requires a different type of Test. The Kill-team 
  must collectively finish in 4 minutes. See below.
  Kal’thane 
  Submerged 
  Cavern
  A Battle-Brother must place the charge in a 
  submerged cave with a strong opposing current.
  Must succeed on 4 difficult (–10) Swim Tests. Each Test 
  represents 30 seconds.
  Kal’thane 
  Narrow Crevice
  A Battle-Brother must make an impossible shot 
  down a narrow crevice.
  Requires an Arduous (–40) Ballistic Skill Test. Firer may aim 
  but this increases the time.
  Kal’thane 
  Granite Slab
  One or more Battle-Brothers must push a heavy 
  boulder out of the way
  Must succeed on 4 Arduous (–40) Strength Tests. Each Test 
  represents 30 seconds. May have assistance.
  Kal’thane 
  Elevated Cave
  A Battle-Brother must plant a charge deep in a 
  collapsing cave.
  The key attributes for success are a high Move and a good 
  Dodge Skill.
  Militant Xeno-
  Cultists
  The Xeno-Cultists shield their leaders, who are 
  armed with powerful alien technology.
  Attacks on the leaders are at –30 until the Horde breaks.
  Destroying the 
  Power Matrix
  The power matrix is protected by a powerful 
  force field that makes it nearly impervious to 
  conventional attacks.
  The Kill-team can come up with another approach by 
  combining their abilities using the Assistance rules.
  Appendix i: encounter circumstAnces 
  Quick reference tAbles
  141
  
  III : The Vigilant Sword
  The Vigilant Sword Encounter Circumstances Quick Reference
  Encounter
  Circumstance
  Mechanics
  Defiler Foundry
  The Magi know they are outmatched. They focus 
  on calling reinforcements, not fighting. They can 
  slip through the narrow stone tunnels that the Space 
  Marines cannot.
  Magi can change locations in 1 Round; Battle-Brothers 
  need 2 to change locations. Any time a Magos and 
  Battle-Brothers are in the same location, Test Opposed 
  Concealment vs. AwarenessMagos must spend 3 Full 
  Rounds and succeed on a Challenging (+0) Tech-Use Test 
  to call for help.
  Obliterator 
  Guardians at the 
  Wall
  If the Battle-Brothers don’t keep a low profile in the 
  forge slums, the Vinculum Proselytes increase security.
  If Dahzak can foresee the Battle-Brothers’ coming, he 
  increases security.
  If other formidable foes are at large, the Vinculum 
  Proselytes redirect resources to deal with them.
  Obliterators begin at 1 less than the number of Space 
  Marines.
  Increase number of Obliterators by 25% if the Battle-
  Brothers were not subtle.
  Increase number of Obliterators by 25% if the Battle-
  Brothers are not warded.
  Reduce the number of Obliterators by 25% if Arcus Dyre 
  or the Alpha Legion assist. Reduce by 50% if both assist.
  Orbital Battery 
  / Assisting the 
  Thunder’s Word
  This is an extended encounter taking place over 
  several hours.
  One Battle-Brother can fire the batteries while the 
  others hold off the incoming Skitarii.
  Use Strategic Turns where each Turn represents 30 
  minutes of Action.
  One Battle-Brother uses Ballistics Skill to fire at the ships 
  attacking the Thunder’s Word while the others do combat 
  with Skitarii. Their number grows by 4 each Strategic 
  Round. They storm the tower if they reach 12 active 
  soldiers.
  The Diode 
  Chamber
  Dahzak has control of the corrupting power of the 
  thaumagramm diodes.
  Dahzak may affect the Battle-Brothers’ armour and 
  equipment using the table of malicious effects on  
  page 130.
  Appendix i: encounter circumstAnces 
  Quick reference tAbles (cont.)
  142
  
  Writhing Corridor
  Western Passage
  Matrix Antechamber
  Transport Circle
  Control Device
  Power Matrix
  III: The Vigilant Sword
  Appendix ii: tomb mAp
  143
  
  III : The Vigilant Sword
  144
  
  Inside this tome are three adventures 
  set amongst the war-torn front lines 
  of an Imperial Crusade.  
  The Price of Hubris—The Kill-team travels to the 
  Feral World of Aurum to win over a fierce and 
  proud warrior culture to join the Imperium. 
  However, alien forces stand between the Space 
  Marines and any hope of victory.
  A Stony Sleep—On the hunt for a missing 
  Inquisitor, the Kill-team faces dark enemies and a 
  mysterious city beneath the sea. Can the Kill-team 
  solve the riddle in time to save the heart of the 
  Crusade itself?
  The Vigilant Sword—The Deathwatch has 
  discovered a sinister conspiracy with dire 
  consequences for the Jericho Reach. Now, they 
  must prevail upon a corrupted Forge World!
  DEFEND THE IMPERIUM AGAINST ITS DEADLIEST FOES!
  Complete these missions as only Space 
  Marines can... in the Emperor’s Name!
  Suitable for players of all levels. 
  A copy of the Deathwatch Core Rulebook
  is needed to use this supplement.
  www.FantasyFlightgames.com
  ™
  ™
  Lure of the Expanse                  RT03
  ISBN: 978-1-58994-794-8
  9 781589 947948
  53995
  873SEP10
  The Emperor Protects               DW03
  ISBN: 978-1-58994-780-1
  9 781589 947801
  53995
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Deathwatch/Scenarios/Deathwatch - The Emperor Protects.pdf