Deathwatch System Two Sheet v1.3

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Deathwatch Procedure Summary

Fate and Demeanour Rewards (p204)


Tests (p202) Spending 1 Fate Point or triggering a
Percentile (D100) roll equal to or below Demeanour grants your Marine one of the
Skill or Characteristic ± All Modifiers following:

Skill Type Effect on Test  Re-roll a failed test once. The re-roll’s
Untrained Basic ½ Characteristic result is final.
(round down)  Gain a +10 bonus to a test (before dice
Untrained Advanced Cannot test are rolled).
Trained Full Characteristic  Add an extra Degree of Success to a test
(after dice are rolled).
 Automatic 10 + Ag bonus on Initiative.
Difficulty Modifier (Max: ±60):
Easy +30  Enter Squad Mode without a Cohesion
Routine +20 Challenge.
Ordinary +10  Instantly remove 1D10 Damage (does not
Challenging (default in combat) 0 affect Critical Damage).
Difficult -10  Instantly recover from being Stunned.
Hard -20  Regain 1 lost Cohesion point.
Very Hard -30  Gain a +1 to Rank for the benefits of a
Degree of Success / Failure (DoS/F): Solo Mode ability.
1 for every full 10 below / above difficulty  Remove one level of Fatigue.
 Killing Strike: When taking an All-Out
Getting Bonuses and Rerolls
Attack, opt before rolling to make your
Space Marine Bonuses Marine’s melee attacks for this round
See your character’s “Deathwatch Space impossible to parry or dodge.
Marine Bonuses” two-sheet.

Spend a Fate Point (p204)


Take a Free Action and spend 1 Fate Point Remember:
form your Marine’s current pool.  Tests (including attacks): ROLL LOW
NOTE: Your Fate Point pool restores to  Modifiers: Add to or Subtract from
maximum between sessions or under special the Skill or Characteristic
circumstances in the same session (GM’s call).  Damage: ROLL HIGH

Trigger a Demeanour (p32)


Once per session, you can trigger either:

 Your Marine’s Chapter Demeanour


 Your Marine’s Personal Demeanour

NOTE: This is a major character event where


your Marine either exemplifies or struggles
with the Demeanour you choose to trigger.
Give this exemplar moment / epic conflict its
due in your description and roleplaying.

Improvement (p33)
If you roleplay your triggered Demeanour well
(player group’s call), you double your chosen
reward (before dice are rolled, i.e. remove
2D10 damage instead of 1D10).

Version 1.2: March 20th, 2017


Deathwatch Procedure Summary
The Combat Round (p234) Attacking (pg 244)
1. Surprise Round (p235). 1. Apply Modifiers (p246-8).
2. Initiative (p235): 1d10 + Ag bonus. 2. Test. (Does target Dodge or Parry?)
3. Determine Order. 3. Determine Hit Location: Invert attack
4. Take Turns. test dice and consult table on p244.
5. End of Round. 4. Determine Damage per hit.
6. Repeat 4-5 until combat over.  # DoS = minimum result on single die
(player’s choice if 2+ damage dice).
Available Actions
 Natural 10 on any die? Check
During Own Turn: Righteous Fury (p245).1
 2 Half Actions or 1 Full Action  Weapon Special Qualities (p142-144)
 Free Actions (GM’s call) 5. Apply Damage. Subtract Armour
Value and Toughness Bonus (unless
Outside Own Turn:
attack bypasses either); record
1 Reaction
remaining. If target’s total Damage >
Action List (p237) Wounds, excess is Critical Damage.2
See next column for attack Actions.
Attacks
Free Actions Standard: Challenging* Half Action. 1 hit.
 Spend 1 Fate Point.
*Ranged attack difficulty is based on distance:
 Drop from Squad Mode to Solo Mode.
 Make a Cohesion Challenge to enter  Point Blank (Routine): ≤ Two metres.
Squad Mode: D10 ≤ Kill-team’s current  Short (Ordinary): 2m to <50% range.
Cohesion.  Medium (Challenging): 50%-<200% range.
 Ready (Marine): Draw pistol, basic  Long (Difficult): 200%-<300% range.
weapon or one-handed melee weapon.  Extreme (Hard): 300%-400% range.

Half Actions All Out Attack: Full. WS +20 test, no Dodge or


 Aim: +10 to attack (must be next action). Parry.
 Move: Up to Ag bonus in metres.
Called Shot: Full (Half for Marine in Armour).
 Ready: Draw weapon / prepare item.
WS/BS-20 to hit specific location.
Full Actions Charge: Full. WS+10 test. Move (3x Ag bonus)
 Aim: +20 to attack (must be next action). metres.
 Move: Up to (2x Ag bonus) metres.
 Run: Up to (6x Ag bonus) metres. Enemies Full Auto: Full. BS+20 test, +1 hit every DoS.
test BS-20 / WS+20 to hit you. Semi Auto: Full. BS+10 test, +1 hit every 2DoS.
 Enter Squad Mode: Cohesion must be ≥1
and Marine must be in Support Range. Injury and Damage (p250)
Always use character’s total Critical Damage
Reactions when consulting the Critical Damage tables.
 Dodge: Dodge test to negate attack.
 Parry: WS test with parry-capable weapon Saving Your Marine’s Life (p205)
to negate attack. If your Marine is about to die (certain), you
can burn a Fate Point: Spend 1 Fate Point (if
Reloading available) and reduce your Marine’s
May be Half, Full or 2x Full (see weapon stats) maximum Fate by one. This lets your Marine
survive the fatal event – but only just.

1 2
Deathwatch Training: Your Marine automatically True Grit: Critical Damage to your Marine is
confirms Righteous Fury vs. alien targets. halved (rounding up).
Version 1.2: March 20th, 2017
Deathwatch Procedure Summary
Version History:

Date Version Change


17 Jan 17 1.0 Published.
4 Mar 17 1.1 Added info on Called Shots.
20 Mar 17 1.2 Tidied text on readying weapons.
9 Apr 17 1.3 Removed some Marine-specific items

Version 1.2: March 20th, 2017

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