
Introduction
There’s a lot I don’t like about the 40k RPGs. The fact that they’re split across several books, classes and levels instead of the career approach of WFRP, the extremely tight and constricting focus/construction of the games. That said, there’s a lot to like as well. Having waited for a 40K RPG since the original Rogue Trader hardback wargame came out and being steeped in the influences that lead to its creation (primarily British fantasy/SF art, Moorcock and 2000AD) I love the 40k universe like no other and, despite not having been involved in the wargame hobby for some years, I seem to have assimilated the newer stuff (Dark Eldar, Tau, Necrons) by sheer gaming osmosis.
Deathwatch ‘completes’ the series of three books and three settings for the 40k RPG, each in ascending order of sheer munchkinism being Dark Heresy, Rogue Trader and Deathwatch.
In Deathwatch you get to play Space Marines.
Mwahahahahahahaha!
Background
It’s the grimdark future of the grimdark 41st millenium, it’s grim and dark and there is only war, grimdark war on a thousand grimdark fronts against the grimdark alien threat. You’re part of the Imperium of man, which is still pretty grim and dark but not quite as grim and dark as being the slave of orks, the torture-porn of Dark Eldar or being twisted into a spiky-death ball by the ruinous powers of chaos.
Honestly, the commie-pinko-liberal Tau are looking pretty good right now, but then most imperial serfs don’t know about them.
In this iteration of the game you’re Space Marines, knights of the Imperium, augmented supersoldiers of legend. Members of one of a thousand chapters, each of akipedia thousand marines, the elite of elite, the matchless warriors of the Empire of Man and, what’s more, your characterskipedia are members of the Deathwatch, an even more elite cadre drawn from the best of all the chapters and unleashed upon the threat of the alien.
The best way to think of Deathwatch is to think of the player group as a special forces unit, sent wherever the action is hottest to do the tasks that others – even other space marines – cannot be trusted with. It’s hard to do an investigative game when you’re an eight-foot tall, power-armour clad, scripture-spewing fanatic but with an ‘impossible mission’ slant you can do a pretty wide variety of things.
Mechanics
The mechanics are the same as with the other games in the series, d10s are used and most rolls are percentile (save damage). You can save your arse and modify your rolls with Fate Points. Marines are not normal in the slightest and are suitably boosted and powerful with rules that reflect all their implants and their superhuman status, with weapons to match.
Given the emphasis on unit action there are rules for the group to act as a team, a ‘Squad Mode’ as well as a ‘Solo mode’ with different benefits and tactical options. There are also rules for engaging a ‘horde’ so that your unit of marines can mow down large numbers of lesser enemies in a suitable fashion.
You get a good number of enemies as well, with a particular emphasis on the Tyrannids. Rounded out with the material in the other books in the series you have a half decent bestiary though, personally, I feel that each book on its own is a little scant in the enemy stakes.
Atmosphere
The writing and quotations do a good job of setting the atmosphere and the briefings on the situations and war-fronts in the sector. It does feel a little too shiny though, where I feel that there should be a more battered and cathedral-like, ecclesiastical feel to the presentation. Perhaps that’s my old-school sensibilities coming through though, since the ecclesiarchy and their troops are very much separated from the other parts of the Imperium now. Otherwise, one thing 40k has always had going for it has been atmosphere, drawing on a rich geek-culture strain of ideas that are found across many forms of British fiction.
Artwork
As mentioned above I think that the presentation could have been a bit more atmospheric but the Space Marines are an iconic image and there’s plenty of appropriate imagery, heraldry and various aliens being punched in the head and shot to keep you happy. My printing looks a little muddy in the colour images and they look a little fuzzy but that and the overal thematic choice are my only – mild – complains.
I do miss the old pointy-nose power armour though.
Conclusion
The circle is complete and we end on a high, supersoldier special-operations. Military SF is easy to make up adventures and missions for and the hook is a simple ‘You’re ordered to…’ which can be convenient for a GM but, like all the 40k RPGs I can’t help but feel this a little tight-focussed though, of all of them, it has the best excuse.
On the plus side:
- Space Marines that feel like the dangerous adonai they should be.
- Worthy adversaries.
- Completes the game line.
On the minus side:
- You really need all three books for a ‘complete’ game. Especially if you want to do something off the wall like space pirates in the same setting.
- The design/art could have worked harder to promote the ascetic/religious warrior aesthetic.
- Hard to mingle marines in with existing groups unless they’re very experienced.
Score
Style: 3
Substance: 5
Overall: 4







