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Let us create a sci-fi action movie in the theatre of your mind!

It is the eight hundred and seventeenth year of the 41st Millennium. The Jericho Reach is a long-lost sector of space that the Imperium of Humanity fights to reclaim from vile heresy.

But the Emperor’s armies must confront more than the dark powers of Chaos that seek to turn reality itself into a living hell. The bold alien race known as the Tau strive to possess the worlds of the Reach in the name of their Greater Good and the ravening Tyranids swarm from planet to planet, consuming all life and leaving only barren rock behind.

Against but one of these forces, the Imperium’s Achillus Crusade would be hard-pressed; against all three, the Crusade has been driven inexorably back toward the ancient and indestructible Warp Gate that must not fall into the hands of the alien – lest the Tau or, worse still, the Tyranids gain a shortcut from our galaxy’s very edge to the heart of the Imperium.

One force may yet turn the tide in the Jericho Reach: The Deathwatch. Drawn from the finest alien hunters of the Emperor’s mighty Space Marines, bound by oaths of comradeship and secrecy and guided by the agents of the Inquisition, the Kill-teams of the Deathwatch strike at the enemy’s weakest places wherever they may be found.

These are the logs of Kill-team Atromitos, a squad of Space Marines who must learn to work together in the face of impossible odds – for only in death does duty end.


Only In Death: The Secret Mission Logs of Kill-team Atromitos is a podcast where five friends from across the globe get together on the Internet to play Deathwatch, the official roleplaying game of Space Marines in the grim darkness of the Warhammer 40,000 universe.

While Deathwatch is a tabletop roleplaying game designed for pens and paper, the global nature of Only In Death sees our group utilise online tools including Discord and Roll20 to create a virtual tabletop. However, the basics of the RPG hobby remain; the participants have their surroundings described to them by a Game Master and determine the success or failure of their actions by rolling dice. The GM presents the players with intriguing characters, tense situations and urgent stakes; the players choose how to engage with them.

The action may be imaginary but the stakes are very real; one false move could result in the death of your character in a cutthroat game world that has no save points, no extra lives and no margin for error.