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WELCOME GAME MASTER
HERE YOU'LL FIND EVERYTHING YOU NEED TO KNOW... KIND OF
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ABOUT THE INQUISITION
High Inquisitor Morvenn (picture above) is wise beyond her age, able to masterfully pilot a Paragon Warsuit and wield powerful Telepathic Abilities. She is the genious who secretly picked each of the player characters. She rarely interact with the player characters but is an important figure behind the scene.
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The Inquisition is a secret organisation outside the standard hierarchy of the Imperium of Man. They are the secret police force, hunting down any and all of the many threats to the stability of the God-Emperor's realm.
Within the Inquisition itself there is little to no hierarchy, it's mostly governed by two factors; Reputation and Influence. Even though extremly powerful in of themselves, the Inquisition often delegate rather than execute.
One of their most powerful resources are the Deathwatch.
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The Deathwatch have 18 move-able Watch Fortresses hidden across the galaxy. Each Watch Fortress is governed by a Watch Commander, often the most battleworn veteran left alive. When a mission have been recieved by a member of the Inquisition, the Watch Commander delegate it to one of their Deathwatch Killteams.
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Inquisitor Carmillus is just and fearless.
She's a skilled combatant, honoured with Grey Knight Aegis Armour, wielding her Force Halberd with ease and precision.
Inquisitor Quist is quiet and daunting.
Her Telepathic Abilities have earned her an infamous reputation as a ruthless Investigator.​

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RUNNING THE GAME
It's a game: As mentioned on the "Create Your Character" page, don't get too caught up on rules. Try to keep it simple and apply reason rather than rule dictating. However I recommend taking notes on said page, as well as this page, before setting up your first mission.
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Familiar with D&D?: If you're not, that's fine, run the game as you see fit. If you are familiar with D&D, you'll notice a few things are missing. There are no roll to hit for the players, they always hit and only have to roll damage. Movement speed is largely unimportant, it's more a case of melee or ranged. I've also removed Oppertunity Attacks, and all forms of Cover gameplay.
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Unlock Later Abilities: Later Abilities are meant to be a reward once the group have completed a few missions. They are a pre-requisite for dealing out the "High Level"-mission, at the bottom of the "Home" page. How many missions the group need to reach this point is entirely at yours and your players' leisure. However I recommend 3-4 missions are followed by Later Abilities and then the "Ezekiel mission". This leaves the "Black Crusade mission" as the great finale.
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Ability Checks: Allow the players to show off with their abilities by asking them to roll Ability Checks. Details on these can be found on the "Create Your Character" page.
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Initiative: At the start of each encounter, ask all players to roll initiative (1d20+Dexterity+Perception) to determine in which order everyone attack. You roll initiative for the enemies.
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Player Hit: Players always hit their target, they only roll how much damage they cause.
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Enemy Health & Hit: A unit may have X models, each model have their own health. Enemies that aren't part of a unit gets weaker in a similar way.
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Example: At full capacity this unit of 10 Daemonettes had a 1d20+10 chance to hit. Now that two models are dead this unit of 8 Daemonettes have a 1d20+8 chance to hit.
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Stronger enemies have higher health scores, and therefore more hit chance.
Health score 5 = +1 hit
Health score 10 = +2 hit
Health score 20 = +4 hit
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Example: Keeper of Secrets have 5 health scores of 20. At full capacity this enemy had a 1d20+20 hit chance. Now that 3 health scores are gone this enemy have a 1d20+8 chance to hit.
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Abilities / Actions: Several moments will require you to read the room. What outcome would be most beneficial for the thrill and excitement of the game.
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Hallucination is an Ability which "force all enemies who are able to see the Librarian to Ability Check against being incapacitated. If incapacitated the enemy can't take actions or reactions and won't be rejoining the combat encounter."
- You should determine how dire the situation is for the players. Are they all near death and need a miracle, then let all enemies be affected. Are they just fine but still want to show off, sure have a few enemies be affected. Remember the player just used their whole Action this turn to cast this spell.
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Chaos Purge is an Ability which "Instantly kill a Chaos Daemon."
- You should determine how powerful the targeted Daemon is. If it's a Greater Daemon with half their Wound Score intact, then perhaps not. If it's a Greater Daemon with only a few Wounds left, then why not. If it's a medium Daemon such as Fiend I'd allow it as well, it's a cool Ability.
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Emperor's Glory is an Ability which "Force all enemies who are able to see the Chaplain to Ability Check against being frightened. If frightened the enemy must use all it's movement to get away from the Chaplain and won't be rejoining the combat encounter."
- You should determine how dire the situation is for the players. Are they all near death and need a miracle, then let all enemies be affected. Are they just fine but still want to show off, sure have a few enemies be affected. Remember the player just used their whole Action this turn to cast this spell.
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Rest: During Short Rest you may challenge the players to roll Perception. If the Perception roll is low feel free to throw in a mission-relevant unit, as a tiny encounter.​
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SESSION ZERO BEGIN
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Recommended Ambience: https://soundcloud.com/i87l/warhammer-40k-most-epic-soundtrack-the-lord-inquisitor-prologue-music (4min)
Marines are the Emperor's angels of death
Honour is our life, Duty our fate
Failure our fear, Salvation our reward
Death is our craft
Eternal service is our pledge
Where there is uncertainty I shall bright light
Where there is doubt I shall sow faith
Where there is shame, I shall point atonement
Where there is rage, I shall show its course
Without the Emperor there is nothing and our purpose would be lost
Without Loyalty there can be no chapter
Without Hope there can be no Future
Without Death there can be no sacrifice
Without War, no Victory
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Amongst a hundred men there may be none fit to be space marine, among a hundred space marines there may be none fit for the Deathwatch. You come from various Chapters. In secret the mighty Inquisition handpicked you to serve in the Deathwatch, and now they've sent you to the very outskirts of the Imperium of Man.
Until your dying breath your sacred duty will be to stand sentry against evil unknown.
Whatever emerge from that deep darkness you will face it head-on, guided by the Wisdom of the mighty Inquisition.
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The supply ship is uncomfortable and the journey long. One by one you arrive at Fort Nexus, currently stationed in the Ultima Segmentum. As you land the pilots rush to unload supplies, while you head straight for the Fortress entrence. Upon approach the inner mechanism spew out fog, and with a loud grinding noise the heavy gate lift slowly
to reveal the gloomy Arrival Chamber within.
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ARRIVE AT FORT NEXUS
THIS SMALL WATCH FORTRESS WILL BE THE PLAYER'S HOME BASE.
A FEW KILLTEAMS ARE STATIONED HERE BETWEEN MISSIONS, UNDER THE LEADERSHIP OF THE WATCH COMMANDER.
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Recommended Ambiance: https://soundcloud.com/lspo/sets/warhammer-40k-lost-in-space-by (80min)
Arrival Chamber: There's a strong scent of gasoline and burned coal. On either side there are rows of metal benches, built to take the massive weight of several fully armoured marines. Only when all team members have arrived will the doors to the Sacrarium open.
Allow the players to describe their characters as they arrive.
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Sacrarium: Doors open into a vast chapel, every inch of wall adorned with shoulderpads, most of them are Deathwatch black, some are not. Looking around you spot shoulderpads from all of the 9 Loyalist Chapters, the smell of incense remind you of your own Chapter shrines.
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"I'm Broec, First Chaplain of Fort Nexus, pleasure to meet you."
"Please wait here. Our Watch Commander will soon be ready to welcome you. In the meantime, relax and have some supplements."
Supplements: Salted alien meat, Fenrisium ale, Triglyceride Gel, Amino-Porridge, Carbo-loafs
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First Chaplain Broec is kind-hearted and may encourage the characters. His moto is "No Pity, No Remorse, No Fear." and he can usually be found in the Sacrarium. His Chapter used to be the Imperial Fists.
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Command Chamber: More of a dim-lit bunker than anything else this Command Chamber have a much lower ceiling. A round table stand in the middle, its frame carved with skulls and angels. Blueish light shine down from above. There are no chairs, all who gather here stand as a symbol to the duty of their watch, unending and without respite.
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"Welcome to Fort Nexus, Marines, I'm Watch Commander Mordigael. Come. State your name and class."
"You're now part of the Deathwatch. 18 hidden fortresses like this one stand at the Inquisition's disposal, all capable of warp travel. If you feel that our halls are empty of people, it's because they are. Killteams such as yourselves come and go, few survive their first mission."
"When we're done here you may go to the Armorium and have your armour painted black. As you can see, I still wear one shoulderpad from my Chapter, The Dark Angels. You are allowed to do the same, but mark my words, the brotherhood of the Deathwatch must come first."
"Fort Nexus doesn't need much introduction. Like most outposts we've a Sacrarium for worship, a Livium for sleeping, an Exercitatio with infirmary for training, a Librarium for reading, an Armorium for weapons and gear, and this Command Chamber where you'll be called to receive your orders. Any questions?"
"For the Emperor!"
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Watch Commander Mordigael is decisive and may appear blunt. In truth he cares much about the characters. His moto is "For the Emperor and Sanguinius." and he can usually be found in the Command Chamber. His Chapter used to be the Blood Angels.
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Domus Livium: Candle light cast dancing shadows across a vast mess hall with long tables and benches, wrought in cold steel. Further in you glimpse, what seems to be, numerous cells. Each cell is bare and unadorned, walls of stone and unpolished steel, containing no more than a single plinth to lie on. Personal weaponry and devotional items does however bring out some individualism.
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"Fresh meat for the grinder, how depressing."
"Make a guess, you think the Watch Commander sleep in a miserable cell like yourselves?"
"He's in that cell over there, just as cold and miserable as yours."
First Librarian Axineton is demeaning and mean to all newcomers. His moto is "Courage and Honour." and he can usually be found in the Librarium. His Chapter used to be the Ultramarines.
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Domus Excertatio: An infirmary with glass walls cast bright light, half-illuminating the vast space before you.
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"Welcome brothers! Encouraging to see some new faces."
"I'm Damias, First Apotechary. Let me show you around in our Exercitatio, you'll find we have more than your usual gym."
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"Various shooting ranges, from tangled ruins to liquid-filled tunnels, and cold vacuum chambers. Specialised Melee facilities where new skills with blade and fist can be passed from battle-brother to battle-brother. You also notice a few fighting cages."
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"These fighting cages were introduced by a Watch Commander... from the Iron Hands. Commander Khalon I believe his name was. A long time ago that."
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First Apotechary Damias has is like-able with a charming personality, balanced with dark humour. His moto is "Victorius Aut Mortis." which means Victory or Death, and he can usually be found in the Domus Excertatio. His Chapter used to be the Raven Guard.
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Armorium: This is the realm of metal and radioactive light, of the beat of hammers and the fire of forges that arm and armour the Emperor's angels of death. Countless servo-skulls sleep there, ready to serve the Deathwatch. Hunched down in waiting sleep are two who have been granted the honour of being transformed into Dreadnoughts."
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"Not a single Space wolf among you.. pity." or "Only one single space wolf among you.. pity."
"Don't look so amazed by these Dreadnaughts. Chyron is a Salamander and Szobczak of the Imperial Fists. Both unworthy if you ask me."
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Forgemaster Harl is prideful and he deems anyone outside the Space Wolves Chapter to be lesser in every way. His moto is "Fenrys Hjoldo!" which means Fenris Endures, and he can usually be found in the Armorium. His Chapter used to be the Space Wolves.
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Librarium: A large library, mostly secluded in darkness. A few servo-skulls hoover about, slowly. Here members of the Deathwatch may find tactical treaties, past mission logs and spiritual texts for the improvement of a battle-brother's mental abilities. For those who are psychically gifted there are specialised shielded chambers for a psyker to sharpen his or her own unique gifts in the Emperor's service."
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