List of Space Marine Chapters and their bonuses

Chapter specific Abilities related to Fate Point use are considered free actions and can be used at any moment unless stated otherwise,

If your chosen Chapter isn't listed here, you may use standard Deathwatch rules for it using solo mode ability as Chapters ability. Alternatively work with your GM to create bonuses that best represent said Chapter yourself.

## First Founding Chapters

### Dark Angels

**Characteristic Bonus:** +5 Weapon Skill or +5 Ballistic Skill; +5 Willpower

**Aptitudes:** Intelligence, One chosen Aptitude

**Ability:**

* Beast Hunter: Gain a +1 bonus to damage against enemies for every value their Size Trait is above (4)
* Sword of Terra: Dark Angel may use a Fate Point to additionally add the value of *Beast Hunter* as Felling quality and adds enemies Fear rating as damage to his attacks for chosen characteristic (WS or BS) bonus rounds.

### White Scars

**Characteristic Bonus:** +5 Perception; +5 Agility

**Aptitudes:** Finesse, Fieldcraft

**Ability:**

* Swift as the Wind: White Scar marine may make a half move after he shoots with non heavy weapon (can be combined with hip shooting) if he ends this move in melee range of the enemy he may also make a single standard attack at -20 WS (already includes +10 for standard attack)
* Wind of Chogoris: White Scar may use a Fate Point to move full move after shooting instead and there is no minus to WS test

### Space Wolfs

**Characteristic Bonus:** +5 Perception +5 Strength

**Aptitudes:** Fieldcart, Fellowship

**Ability:**

* Animal Seances: Gains +20 to perception tests based on smell and gains Night vision Trait. In addition he adds enemies Fear rating to damage of his melee attacks.
* The Great Saga: Space Wolf may use his fate point to chose an enemy

### Imperial Fists

**Characteristic Bonus:** +5 Ballistic Skill +5 Willpower

**Aptitudes:** Defense, Willpower

**Ability:**

* Siege Fighting Drill: When Imperial Fist benefits from cover he scores two additional DoS on BS tests. If however he uses a Bolt weapon he gains this benefit even without cover.
* Dorn's Fury: Imperial Fist may use his fate point to, ignore enemy's benefit of cover for the rest of the encounter.

### Blood Angels

**Characteristic Bonus:** +5 Strength +5 Agility

**Aptitudes:** Finesse, Offence

**Ability:**

* Blood Rush: Marine gains additional d10 to roll for initiative and pick the highest (stacks with lightning reflexes and other similar abilities)
* Thirsting Rage: After successful attack but before rolling for damage Blood Angel may use a fate point to set one of d10s standing for damage in one of scored hits as a 10

### Iron Hands

**Characteristic Bonus:** +5 Toughness or +5 Strength, +5 Ballistic Skill

**Aptitudes:** Tech, Toughness

**Ability:**

* Iron over flesh:  Iron hand Starts the game possessing The flesh is weak talent. He also pays half exp needed for Hatred talent related to enemy he already faced in battle.
* Gorgons Fury: Iron Hands marine may use a fate point to add half of his Int bonus (rounded up) as additional damage to attacks targeting foes that he possesses appropriate Hatred talent for for half of his Int bonus rounds.

### Ultramarines

**Characteristic Bonus:** +5 Intelligence + 5 to one chosen characteristic

**Aptitudes:** Leadership, one chosen Aptitude

**Ability:**

* Famed Sons: Ultramarines gain +20 to any fellowship tests with mortal followers of the Imperium
* Spiritual Liege: May use fate point to use Command as a free action instead of full

### Salamanders

**Characteristic Bonus:** +5 S or +5 T, +5 Fellowship

**Aptitudes:** Toughness, Intelligence

**Ability:**

* Pyroclast: Add 8m to range of flamer and melta weapons when used by the Salamander.
* Heat of thousand forges: Salamander marine may use a fate point to, for one round, double his Toughness Bonus against attacks from flame, melta, plasma or volkite weapon

### Raven Guard

**Characteristic Bonus:** +5 Ag, +5 Perception

**Aptitudes:** Fieldcraft, Agility

**Ability:**

* Strike from the Shadow: Attacks against surprised targets add marine's Perception bonus to their damage and penetration
* Master of Shadows: Before making a standard attack Raven Guard marine may use a fate point to treat targeted enemy as if it was surprised for the purpose of "Strike from the shadow" ability. Target must be unaware of marine's position to use this ability and isn't considered surprised for any other purposes.

## Later Founding Chapters

### Black Templars

**Characteristic Bonus:** +5 WS, +5 Willpower

**Aptitudes:** Willpower, Offence

**Ability:**

* Righteous Spite: Black Templar adds his willpower bonus to melee attacks targeting Psykers and creatures with Demonic Trait. He also starts play with Deny the Witch talent
* When using Deny the Witch talent Black Templar may use a fate point to automatically pass the willpower test

### Blood Ravens

**Characteristic Bonus:** +5 Willpower, +5 Inteligance

**Aptitudes:** Willpower, Knowledge

**Ability:**

* Knowledge is power: When Blood Raven attacks enemy for which he possesses specific lore skill he adds +10 to either WS or BS on that attack or Doge Or Parry test against targets from that opponent
* Guard it well: Blood Raven may use his fate point to add +30 to a fear test caused by creature on which marine possesses appropriate lore skill

### Flesh Tearers

**Characteristic Bonus:** +5 S, +5 WS, -10 Fellowship

**Aptitudes:** Agility, Offence

**Ability:**

* Blood Rage: Melee attacks of a Flesh Tearer gain Vengeful (9) or upgrade the existing Vengeful quality by 1
* Fate point: Flesh Tearer may use his fate point to change his unnatural Strength characteristic to (x2) for rounds equal to half of his WP bonus

### Crimson Fists

**Characteristic Bonus:** +5 T, +5 Willpower

**Aptitudes:** Willpower, Toughness

**Ability:**

* Till the end: when marine and his allies are outnumbered he gains +30 to fear and pinning tests.
* Famed resilience: Crimson fists marine may use a fate point to ignore all negative effects of critical damage he received other than outright death for his willpower bonus rounds.

### Minotaurs

**Characteristic Bonus:** +5 S, +5 Ws or +5 BS, -10 Fellowship

**Aptitudes:** Offence, Strength

**Ability:**

* Mysterious alleys: Minotaur marine gains +10 to requisition tests of Extremely Rare and +20 to Near Unique and Unique items. In addition he starts with Enemy (Ultramarines and their successors) talent.
* Bringers of Imperial Will: When fighting against other space marines, Minotaur may use a fate point to receive +10 to his BS, WS, Doge and Parry tests for remainder of the encounter.

### Carcharodons

**Characteristic Bonus:** +5 T, +5 Ag, -10 Fellowship

**Aptitudes:** Fieldcraft, Agility

**Ability:**

* From the Void: Carcharodon treat Normal Quality weapons as good quality. In addition he starts the game with Linguistics (High Gothic)
* Exemplary mutilation: After dealing a fatal blow to the enemy in melee Carcharodon marine may use a fate point to force every enemy seeing it to take Fear (1) test

### Red Scorpions

**Characteristic Bonus:** +5 Wp, +5 Int or +5 Per, -5 Fellowship

**Aptitudes:** Int, Willpower

**Ability:**

* Puritan: When Red Scorpion gains any corruption he lowers that amount by 2. In addition he starts the game with Hatred (Mutants and Abhumans).
* Divine shield: Red scorpion may use a fate point to double his armor points on all locations for one round against attacks from demons, demonic weapons or Psychic powers. If attack has Warp Weapon quality it cancels out with this ability.

### Marines Malevolent

**Characteristic Bonus:** +5 Ws or BS, +5 one chosen characteristic, -10 Fellowship

**Aptitudes:** Willpower, one chosen

**Ability:**

* Do what must be done: Marines Malevolent gain +20 to BS test when shooting at enemy that is already fighting in melee with someone else. In addition Marines Malevolent treat Pure Quality equipment as normal quality. In addition they start with Enemy (Salamanders) talent
* Victory above honor: During combat, once per round, before a creature visible to the marine rolls a characteristic of skill test, Marine Malevolent may use a fate point to impose a -20 to that roll. (unless that roll is caused by condition that would cause creatures immediate death such as bleeding out or Decay Quality)

### Lamenters

**Characteristic Bonus:** +5 Fellowship, +5 Willpower

**Aptitudes:** Toughness, Social

**Ability:**

* Gift of Compassion: Lamenter Marine may use a Fate Point on behalf of any other character (PC or NPC) visible to him. He may perform this in said characters turn and he choses effect of the Fate point (Re-roll, +10 to roll, ect.) Use of this ability must have chosen character's best interest in mind and can't be used to, for example, force a re-roll of enemy's successful attack in hope of a worse outcome.
* For those we cherish: Lamenter Marine may Burn his fate point on behalf of any other character (PC or NPC) visible to him. Following the rules as if it was that character's Fate Point. However Lamenter Character **can not** ever gain any new Fate Points in any way.

### R

**Characteristic Bonus:** +5 Wp, +5 Int or +5 Per, -5 Fellowship

**Aptitudes:** Int, Willpower

**Ability:**

* Puritan: When Red Scorpion gains any corruption he lowers that amount by 2. In addition he starts the game with Hatred (Mutants and Abhumans).
* Divine shield: Red scorpion may use a fate point to double his armor points on all locations for one round against attacks from demons, demonic weapons or Psychic powers. If attack has Warp Weapon quality it cancels out with this ability.

Strive for greatness: when using fate point to add +10 to WS or BS based test adds +20 instead