Character Creation

Start here in order to create a Deathwatch character.

## Generate Characteristics

Roll 2d10 + 30 for each characteristic you are generating. You may choose ONE to reroll if you do not like the result. You MUST use the new value if the characteristic is rerolled.

* Characteristics
	+ Weapon Skill (WS) - Measures your character's competence in hand-to-hand fighting.
	+ Ballistic Skill (BS) - Reflects your character's accuracy with ranged weapons.
	+ Strength (S) - Describes how physically strong your character is.
	+ Toughness (T) - Defines how easily your character can shrug off injury, toxins, posonous environments, disease, and other physical ailments.
	+ Agility (AG) - The measure of your character's quickness, reflexes, and poise.
	+ Intelligence (INT) - The measure of your character's acumen, reason, and knowledge.
	+ Perception (PER) - Describes how well your character perceives their surroundings.
	+ Willpower (WP) - Demonstrates your character's ability to withstand the horrors of war and the dread opponents they are bound to encounter.
	+ Fellowship (FEL) - The character's ability to interact with other creatures, to deceive, charm, or befriend them.

Each characteristic has a corresponding bonus. This bonus is equal to the tens digit of the characteristic. For example, a character with 35 intelligence has an intelligence bonus of +3.

## Select Chapter

Select your home chapter from the following choices, or choose another from supplementary books such as Honour the Chapter:

* Black Templars
* Blood Angels
* Dark Angels
* Space Wolves
* Storm Wardens
* Ultramarines

## Select Specialty

You now select one specialty from a list of six. These represent your space marines unique way of war and grant you one ability (either a solo mode one or a squad mode one, which you select when you select the speciality) as well as your starting wargear and another Advancement table. The six are:

Tactical Marine- A Tactical or Tac marine is the basic space marine. Armed with a boltgun and special issue ammunition, these space marines are traditionally used in the battle companies of a chapter and in the 6th and 7th. You select one starting skill from the following: bolter mastery, which gives you +10BS and +2 to damage with bolt weapons in solo mode or tactical expertise, which, in squad mode, allows members of the marines kill team to benefit from the tactical marines chapter squad mode abilities. This requires a Hard (-20) Command Test which becomes Challenging (+0) at Rank 3 and Routine (+20) at Rank 7. In addition to standard space marine starting equipment, a Tactical marine also gets an Astartes bolter with fire selector and one clip of Special Issue ammunition (not exceeding 25 Requisition per clip)
 per mission. Note that you must still meet the Renown requirement for this ammunition. In terms of characteristic advances, Tactical Marines pay 500 for each simple advance, 1,000 for intermediate, 1,5000 for trained and 2,000 for expert, apart from Willpower and Fellowship, which are 200 for simple, 500 for intermediate, 1,000 for trained and 1,500 for advanced. For standard Rank 1 advances, Tactical Marines can take Air of Authority, Astartes Weapon Specialisation, Double Team and Rapid Reload.

Assault Marine- An Assault Marine is the melee speciality. Built for close combat, assault marines are the speciality for your character if you want to get in your enemies face and punch/flame/pistol/slash/hack your enemies (delete as appropriate).

This part of the article is a WIP

## Starting Skills, Talents, and Traits

All Space Marines, due to their advanced training and their organ implants, begin with the following:

* Skills (All levels are Advanced or Basic depending on the Skill)
	+ Awareness
	+ Ciphers (Chapter Runes)
	+ Climb
	+ Dodge
	+ Common Lore (Adeptus Astarted, Imperium, War)
	+ Concealment
	+ Drive (Ground Vehicle)
	+ Intimidate
	+ Literacy
	+ Navigation (Surface)
	+ Scholastic Lore (Codex Astartes)
	+ Silent Move
	+ Speak Language (High Gothic, Low Gothic)
	+ Tactics (Choose one)
	+ Tracking

* Talents
	+ Ambidextrous
	+ Astartes Weapons Training
	+ Bulging Biceps
	+ Heightened Senses (Hearing, Sight)
	+ Killing Strike
	+ Nerves of Steel
	+ Quick Draw
	+ Resistance (Psychic Powers)
	+ True Grit
	+ Unarmed Master

* Traits
	+ Unnatural Strength (x2)
	+ Unnatural Toughness (x2)