A mod for Warhammer 40,000: Rogue Trader that lets you create and play a Deathwatch Space Marine in the base campaign.
- A fully converted character creator: choose your Chapter (10 of them, each with its own shoulder heraldry), Speciality (Tactical, Assault, Devastator, Apothecary, Techmarine, Librarian), Deed of Renown and Burden of Service.
- A full-size, fully armoured Astartes in-game: correct scale, Deathwatch power armour with your Chapter's pauldron, an Astartes starting arsenal, and a working Librarian psyker.
- Speciality identity in play: every speciality has an innate combat ability, a matched talent kit, wears its own named battle-helm with systems that scale off your stats (values shown live in the tooltip), and - with the Space Marine voice - speaks its own battle barks.
- Transhuman physiology: failed Strength and Toughness tests are rerolled once, and both characteristics can always be increased at level-up.
- An Astartes armoury: wield any two-handed melee weapon in one hand, use plasma and flame weapons at marine scale, Kick with your power armour's boots, wear capes (including a Deathwatch cape), and - as a Techmarine - take up the Omnissian axe.
- 11 custom portraits and 3 custom voices (Space Marine, Apothecary, Ulfar) in character creation.
- Fully localized: all mod text ships in English, German, French, Spanish, Russian, Chinese (Simplified), Japanese and Turkish, with terminology matched to the game's official localization.
- Sensible in the world: the marine is Large in combat but fits corridors, ladders and the command throne out of combat; story beats that strip your gear hand an Astartes proper wargear back.
- Also ships one general engine fix that benefits any party: cells of a destroyed destructible (cover, barricades) free up for movement immediately instead of staying blocked.
- Warhammer 40,000: Rogue Trader (current patch).
- The Infinite Museion DLC (owned). The Deathwatch armour, helmet and related assets this mod is built around are that DLC's content. The mod enforces ownership: without the DLC, the Custom Space Marine option does not appear in character creation. The DLC's story content does not need to be enabled, only owned.
- MicroPatches (by Microsoftenator). A required, declared dependency: the game will not load Deathwatch unless MicroPatches is installed and enabled. Most Rogue Trader mod setups already have it. https://www.nexusmods.com/warhammer40kroguetrader/mods/203
ModFinder is the mod manager most Rogue Trader mod pages point you at, and it handles installation and updates for you.
- Install Deathwatch with ModFinder (or point it at a downloaded
Deathwatch.zip). - Make sure MicroPatches is installed and enabled too (see Requirements) - Deathwatch refuses to load without it.
- Launch the game, open the Mods menu from the title screen, enable Deathwatch - Play as a Space Marine, and restart when prompted.
- Start a New Game and pick the Custom Space Marine tile in character creation.
- Download
Deathwatch.zipfrom the Releases page. - Extract it into your Rogue Trader modifications folder:
%USERPROFILE%\AppData\LocalLow\Owlcat Games\Warhammer 40000 Rogue Trader\ModificationsYou should end up with:...\Modifications\Deathwatch\OwlcatModificationManifest.json(If you seeModifications\Deathwatch\Deathwatch\...you extracted one level too deep.) - Open
%USERPROFILE%\AppData\LocalLow\Owlcat Games\Warhammer 40000 Rogue Trader\OwlcatModificationManagerSettings.jsonand add"Deathwatch"to EnabledModifications and ActiveModifications, using a comma to separate any existing mods. IE:"EnabledModifications":["jhArcPlasma","Deathwatch"],"ActiveModifications":["jhArcPlasma","Deathwatch"] - Continue from step 2 above (MicroPatches, enable in the Mods menu, restart, new game).
- This mod is not balanced, and does not try to be. You are an Astartes in a campaign written for baseline humans; encounters will often be easy. Play it for the fantasy, not the challenge.
- NPCs and the story do not react to you being a Space Marine. Dialogue, cutscenes and quests treat you as the vanilla Rogue Trader.
- Most human-scale equipment cannot be worn. Deliberate: an Astartes wears Astartes wargear. If you want to lift the restrictions anyway, third-party tools such as ToyBox can do so.
- Some combat arenas are cramped. The marine is Large (2x2) in combat; a few tight maps have paths a Large character cannot take.
- Some scripted animations look odd at marine scale - sitting on the command throne, certain cutscene interactions, and similar human-skeleton moments.
- The Blade Dancer archetype has broken animations on a marine. Its moveset was made for the human skeleton. It is deliberately left selectable for the curious - pick it at your own risk.
- Human capes equip but render invisible on a marine (their visuals only exist for human bodies). The marine-fit capes - including the Deathwatch Cape - display normally.
- Capes can clip through the pauldrons and backpack. This matches how the game's own Deathwatch Captain renders the same cape; the cloth simulation cannot collide with armour.
- Human hair and beard options may sit imperfectly on the marine head.
- A few inherited talents/abilities still show their vanilla origin's name in tooltip flavour. Most inherited descriptions have been rewritten to name the Space Marine, but a small number are left intentionally: the Librarian's psyker features read "Sanctioned Psyker" (a Librarian is a sanctioned psyker), the Iron Hands augment sub-menu options keep their forge-world wording, and the Apothecary's Brace for Impact! bar tooltip still says "the Navy Officer" (its character-sheet entry is corrected). Mechanics are unaffected.
- Co-op with a marine is largely untested.
- A save that contains a Custom Space Marine (including a marine mercenary hired into a normal campaign) permanently requires this mod. Uninstalling breaks that save.
- Saves without a marine are unaffected; the mod is safe to remove for them.
- All mod log lines in
GameLogFull.txt(same folder asModifications) are on theDeathwatchlog channel - search the file forDeathwatch. If you report a bug, please attach that file. - If the game updates and the mod detects an incompatibility, it disables itself and logs
[Init][ERR] ... Deathwatch disabled itselfinstead of half-working.
This repository contains the mod source plus the two customized build-pipeline files it needs.
- Get Owlcat's official modification template (
WhRtModificationTemplate) and open it in the Unity version it specifies. - Copy
Assets/Modifications/DeathwatchModfrom this repository into the template'sAssets/Modifications/. - Copy the two customized build-task files from this repository over the template's copies:
Assets/Editor/Build/Tasks/PrepareArtifacts.cs- ships the mod'sAudio/folder (the two voice soundbanks) with the build; a stock template silently drops it.Assets/Editor/Build/Tasks/CreateManifestAndSettings.cs- carries the MicroPatches build-task integration (per-bundle dependency recording and the Edit-only patch filter) a stock template lacks.
- In the template's
Packages/manifest.json, make surecom.unity.modules.animationis present in the dependencies (alongside the stockcom.unity.modules.assetbundle) - without it, Unity silently strips animation assets from the built bundles. - In Unity:
Assets > Modification Tools > Build. The built mod andDeathwatch.zipappear inBuild/. Copy the zip out immediately: the next build of any mod wipes that folder.
Design and architecture notes for modders are in DESIGN_NOTES.md; every edit the mod makes to vanilla blueprints is documented in Assets/Modifications/DeathwatchMod/Blueprints/PATCHES.md.
- Built on Owlcat Games' official Rogue Trader modification template.
- Thanks to the Rogue Trader modding community, whose open-source mods (PlayableX, MicroPatches, ReDress and others) set the conventions this mod follows.
- This is an unofficial fan modification. Warhammer 40,000 and all related marks are the property of Games Workshop; Rogue Trader is the property of Owlcat Games. No assets from other games are used.