# Deathwatch Quick Reference – Print

# ⚔ Deathwatch Quick Reference

Printable reference sheets for the Deathwatch RPG

## Core Mechanics Quick Reference

### Making a Test

Standard Test

- Roll d100 (percentile dice)
- Success: result ≤ characteristic or skill value
- Failure: result > characteristic or skill value
- Natural 01 = automatic success (Righteous Fury possible)
- Natural 100 = automatic failure (Perils of Warp if psyker)

Degrees of Success / Failure

- DoS/DoF = how many full 10s you beat or miss by
- Roll 22 vs BS 48 (Sepheran) → beat by 26 → 2 DoS
- Roll 73 vs WS 46 (Lucian) → miss by 27 → 2 DoF
- Each DoS on Full Auto = 1 extra hit (up to RoF)
- Each DoS on Semi Auto = 1 extra hit (up to RoF–1)

Opposed Tests

- Both sides roll and compare DoS
- Most DoS wins. Ties go to the initiating party

Extended Tests

- Accumulate a target number of DoS over multiple rolls
- Each failure reduces accumulated DoS by 1

### Rolling Damage

Step-by-Step Damage

1. Roll weapon damage dice (e.g. 1d10+5)
2. Add Strength Bonus for melee (SB = S ÷ 10, round down — brothers in PA: S 61 → SB 6 × 2 = SB 12)
3. Subtract target's Armour Points (Armour) for the location
4. Subtract target's Toughness Bonus (TB = T ÷ 10 × Unnatural — brothers: TB 8)
5. Remainder = Wounds lost (minimum 1 if hit landed)

Formula: Damage – Armour – TB = Wounds
Brothers in PA: Damage – Armour 8–10 – TB 8 = Wounds

Damage Types

- E – Energy: ignores armour not rated for it; burns
- R – Rending: extra pen on max die roll (Tearing)
- I – Impact: blunt force; causes stunning
- X – Explosive: bolt rounds; scatter damage

Penetration (Pen)

- Pen reduces effective Armour by that amount
- Cannot reduce Armour below 0
- Power Field: on max die result, Armour = 0

Righteous Fury (natural 1 to hit)

- Re-roll damage, add to original result
- On a 10 on the re-roll, roll again on the Critical table
- Only applies to damage dice (not fixed bonuses)

### Hit Locations (d100)

Roll | Location | Roll | Location | Roll | Location | Roll | Location
--- | --- | --- | --- | --- | --- | --- | ---
01–10 | Head | 11–20 | Right Arm | 21–30 | Left Arm | 31–70 | Body
71–85 | Right Leg | 86–00 | Left Leg | Aim at location: add/subtract 20 to roll to aim at specific location

## Pre-Generated Characters

### Brother Sepheran — Blood Angels Devastator

WS47
BS48
S41
T43
Ag42
Int50
Per43
WP48
Fel38
Derived Stats

- SB 4 · TB 4 · AB 4
- Move: 4 / 8 / 12 / 24 (Half/Full/Charge/Run)
- Wounds: 20 (Space Marine base + TB bonus)

Gear

Astartes Power Armour · Frag ×6 · Krak ×6 · Combat Knife

### Brother Lucian — Ultramarines Apothecary

WS46
BS40
S41
T40
Ag43
Int43
Per41
WP42
Fel43
Derived Stats

- SB 4 · TB 4 · AB 4
- Move: 4 / 8 / 12 / 24 (Half/Full/Charge/Run)
- Wounds: 20 (Space Marine base + TB bonus)

Gear

Astartes Power Armour · Frag ×6 · Krak ×6 · Combat Knife

Astartes Power Armour (worn by both brothers)

Location | Head | Arms | Body | Legs
--- | --- | --- | --- | ---
Armour | 8 | 8 | 10 | 8

Unnatural Toughness ×2 applies (T bonus doubled for soak). Counts as Powered — no movement penalty.

## Space Marine – Astartes Traits & Combat Maths

### Strength in Combat (Power Armour worn)

Effective Strength Bonus (SB) Step-by-Step

1. Base S characteristic (e.g. S 41)
2. + 20 from Astartes Power Armour → S 61
3. SB = S 61 ÷ 10 (round down) → SB 6
4. × 2 Unnatural Strength trait → SB 12

Both brothers: S 41 → SB 12 in power armour

Effective Toughness Bonus (TB)

1. Base T characteristic (Sepheran T 43 / Lucian T 40)
2. TB = T ÷ 10 (round down) → TB 4
3. × 2 Unnatural Toughness trait → TB 8

Both brothers: TB 8 effective soak per hit

Damage Taken — Formula & Examples

Damage roll – Armour – TB = Wounds

Attack | Roll | – Armour | – TB | = Wounds
--- | --- | --- | --- | ---
Brothers receiving a hit (Armour 8–10, TB 8)
Combat Knife vs body | 1d10+3 avg 8 | – 10 | – 8 | 0
Bolter vs body (Pen 4) | 1d10+9 avg 14 | – (10–4)=6 | – 8 | 0–6
Brothers attacking (SB 12 in power armour)
Sepheran — Bolter vs unarmoured (Pen 4) | 1d10+9 avg 14 | – 0 | – target TB | 14 – TB
Lucian — Combat Knife melee + SB 12 | 1d10+3+12 avg 21 | – target Armour | – target TB | 21 – Armour – TB
Either — unarmed strike + SB 12 | 1d10–3+12 avg 14 | – target Armour | – target TB | 14 – Armour – TB

Pen reduces Armour, not TB. Minimum 1 Wound if the hit lands.

Power Fist SB Multiplier

- Power Fist adds ×1 to existing multiplier
- Marine: Unnatural ×2 + Power Fist = ×3 (not ×4)
- SB 6 (S 61) × 3 = SB 18 with Power Fist

### Standard Astartes Traits

Trait | Effect
--- | ---
Unnatural Strength (×2) | Strength Bonus doubled. Also: skill tests based on S are one difficulty level easier per multiplier past ×1.
Unnatural Toughness (×2) | Toughness Bonus doubled. Felling (X) weapons reduce the effective multiplier by X.
Sturdy | +20 bonus to all tests made to resist Grappling and the Takedown talent.
True Grit (implant) | Whenever you suffer Critical Damage, halve the result (round up). e.g. 6 Critical → 3.
Black Carapace (implant) | Armour worn counts as Size (Hulking) but enemies gain no bonus to hit you. Full control of power armour.
Fearless | Immune to Fear tests and Pinning from normal weapons.

### Implant Abilities

Implant | Combat Benefit
--- | ---
Biscopea | Grants Unnatural Strength (×2)
Ossmodula | Grants Unnatural Toughness (×2)
Larraman's Organ | No Blood Loss. Grants True Grit talent.
Oolitic Kidney | Re-roll failed T tests vs poisons & Toxic attacks.
Preomnor | +20 T test vs ingested poisons.
Multi-lung | +30 T test vs gas; re-roll failed results; breathe water.
Occulobe | Heightened Senses (Sight): +10 Per-based tests using vision.
Lyman's Ear | Heightened Senses (Hearing): +10 Per-based tests using hearing.
Betcher's Gland | Spit acid: Range 3m · 1d5 E · Pen 4 · Toxic. 3+ DoS = blind 1d5 rounds.

## Combat Actions

### Action Types

Type | Actions Used
--- | ---
Free Action | Does not use either action
Half Action | 1 action (two per turn)
Full Action | Both actions
Reaction | Out of turn, once per round
Extended Action | Multiple turns

### Common Half Actions

Action | Effect
--- | ---
Standard Attack | Single melee or ranged attack
Aim | +10 to next attack (or +20 Full Aim)
Feint | Opposed WS; target cannot Dodge/Parry next hit
Guarded Attack | –10 WS, +10 to Parry/Dodge until next turn
Move | Move up to full Move value in metres
Reload | Reload weapon (time varies)
Stand / Mount | Stand from prone, mount vehicle
Use a Skill | Use a Half-Action skill

### Common Full Actions

Action | Effect
--- | ---
All-Out Attack | +20 WS; cannot Dodge or Parry until next turn
Called Shot | –20 to attack; choose hit location
Charge | Move up to 3× Move; +20 WS on charge attack
Full Auto Burst | –10 BS; 1 hit per DoS up to Auto value
Semi-Auto Burst | –0 BS; 1 extra hit per 2 DoS up to Semi value
Suppressive Fire | Area of fire; targets must test Pinning
Grapple | Opposed S test to grab; subsequent grapple actions
Run | Move 2× Run; –20 to hit you with ranged until next turn
Sprint | Move Run+AB; Fatigue at end

### Reactions

Reaction | Test / Effect
--- | ---
Dodge | Ag test; on success, avoid hit entirely
Parry | WS test; on success, deflect melee hit

Firing into Melee

- –20 BS penalty to avoid hitting allies
- On a miss, randomly determine if ally is hit instead
- Blast weapons can never be fired into melee

### Ranged Modifiers

Condition | Modifier | Condition | Modifier
--- | --- | --- | ---
Point Blank (≤ 2m) | +30 | Long Range (× 3) | –10
Short Range (½ range) | +10 | Extreme Range (× 4) | –30
Standard Range | +0 | Target is Prone (ranged) | –10
Aim (Half) | +10 | Target in Cover | –10 to –30
Aim (Full) | +20 | Firing into Melee | –20

### Melee Modifiers

Condition | Modifier | Condition | Modifier
--- | --- | --- | ---
All-Out Attack | +20 WS | Guarded Attack | –10 WS
Charge | +20 WS | Outnumbered (2v1) | –10 WS
Target is Prone | +20 WS | Outnumbered (3v1+) | –20 WS
Defender in Cover | No penalty | Ganging Up Bonus (attacker) | +10 WS per extra

## Weapons

Loading weapons from database…

### Melee Weapons

Name | Damage | Pen | Special | Wt (kg) | Req | Renown | Source
--- | --- | --- | --- | --- | --- | --- | ---

### Ranged Weapons

Name | Class | Range | RoF | Damage | Pen | Clip | Rld | Special | Source
--- | --- | --- | --- | --- | --- | --- | --- | --- | ---

### Grenades & Explosives

Name | Class | Damage / Effect | Source
--- | --- | --- | ---

## Squad Mode & Cohesion

### Entering Squad Mode

Requirements

- All Battle-Brothers within 10m of the Squad Leader
- Squad Leader declares Squad Mode as a Free Action
- Squad maintains a Cohesion pool (max = number of members)

Cohesion

- Starts at full (one point per Battle-Brother)
- Spend Cohesion to activate Squad Mode abilities
- Lose 1 Cohesion when a Battle-Brother is Stunned, Unconscious, or moves >10m from leader
- Restore 1 Cohesion: spend a Full Action and pass a Command test
- Cohesion 0 = Squad Mode ends

### Common Squad Mode Abilities

Ability | Cost | Effect
--- | --- | ---
Tactical Spacing | 1 | +10 BS and no –20 for firing into melee
Covering Fire | 1 | Allies gain +20 to Dodge
Suppression | 1 | Enemies in zone must pass Pinning test or cannot advance
Combat Formation | 1 | +10 WS; all attacks count as charging
Bolter Discipline | 2 | Full Auto hits an extra target per DoS
Devastator Stance | 2 | Heavy weapons count as Braced

### Solo Mode Abilities

Using Solo Abilities

- Available when NOT in Squad Mode (or when solo)
- Each Chapter has unique Solo abilities
- Activated as Free Actions unless stated otherwise
- May have limited uses per combat

### Pinning

Suppressive Fire / Pinning

- Target within the Suppressive Fire zone: Pinning test = WP test
- Pinned: must make a WP test each turn to act normally
- Failure: may only take a Half Action to move to cover or go Prone
- Passing 3 WP tests consecutively removes Pinned condition
- Space Marines are immune to Pinning from normal weapons
- Hordes and creatures with Fearless are immune

### Hordes

Fighting Hordes

- Hordes have a Magnitude (size) rather than individual wounds
- Damage that exceeds the horde's TB reduces Magnitude
- Burst (X) and Blast weapons reduce Magnitude directly
- Magnitude 0 = horde destroyed / breaks and flees
- Hordes attack as one: damage = number attack + weapon damage

## Critical Hit Tables (CR p.252–259)

Triggered when total Damage exceeds Wounds. True Grit (Space Marines): halve result, round up. S=Stunned Rds · F=Fatigue levels · BL=Blood Loss · ½Mv=half Move · †=instant death

HEAD
# | ⚡ Energy (E) | 💥 Explosive (X) | 🔨 Impact (I) | 🗡 Rending (R)
--- | --- | --- | --- | ---
1 | –10 all Tests 1 Rd | Half Action only, F1 | T test or F1 | F1 (no effect if helmeted)
2 | Blind 1 Rd | Blind+deaf 1 Rd, F2 | F1, –10 WS+BS 1 Rd | –10 WS+BS 1d10 Rds, F1
3 | S1, F1 | F2 | Blind 1 Rd, F2 | Helmet torn off (or ear lost, F2)
4 | F2, blind 1d5 Rds | Prone, S1, F2 | F1d5 | Eye scooped out, F1d5, S1
5 | Blind 1d10 Rds, F3 | S1d10, perma deaf, Fel–1d10, F1d5 | S1 | S1d5, F1d5, helmet off
6 | Blind 1d10 hrs, Fel–1d10, F1d5 | † head explodes | S1d5, F2 | Lose eye/nose/ear (roll 1d10), BL, F1d5
7 | Perma blind, Fel=1d10, F1d10 | † + ammo detonates nearby | S1d10, ½Mv 1d10 hrs | Perma blind, Fel=1d10, BL, F1d10
8 | † | † (gory) | † | †
9 | † brain explodes, 4m splash | † crimson mist | † head bursts, 4m WS/BS –10 | † head flies 2d10m
10+ | † body on fire, 2d10m rampage | † + allies WP test or flee | † + attack chains to next target | † + gore drenches 4m, –10 WS/BS

ARM
# | ⚡ Energy (E) | 💥 Explosive (X) | 🔨 Impact (I) | 🗡 Rending (R)
--- | --- | --- | --- | ---
1 | –30 arm Tests 1 Rd | F1 | Drop held item | Drop held item
2 | Arm useless 1d5 Rds, F1 | Drop held, F2 | F1 | Drop held, F1
3 | S1, F2, useless 1d5 Rds | 1d5 fingers gone, F3 | F1, drop held | F2, drop held
4 | S1, F3, useless 1d10 Rds | F1d5, S1, arm useless | S1, useless 1d5 Rds, F1 | Prone, F2, useless 1d10 Rds
5 | ½WS+BS 1 Rd, F1d5 | T or lose hand, F1d5 | ½WS+BS 1d10, F1, Ag or drop | F1d5, BL, arm useless (needs medic)
6 | ½WS+BS 1d10, F1d5, T or lose hand | Arm broken (one arm), F1d5, BL | 1d5 fingers, F1, T or lose hand | 1d5 fingers, F3, T or lose hand
7 | Arm broken, S1, F1d5 | T or †, S1d10, F1d10, BL | Arm broken, F2 | Arm broken, BL, F1d5
8 | Arm severed, T or S1, F1d10, BL | † | Arm severed, T or †, S1d10, F1d5, BL | Arm severed, T or †, S1d10, F1d10, BL
9 | Arm gone, T or †, F1d10 | † + weapons explode | † | †
10+ | † | † + ammo detonates | † + shrapnel 2m | † + gun spasms (5% hits random)

BODY
# | ⚡ Energy (E) | 💥 Explosive (X) | 🔨 Impact (I) | 🗡 Rending (R)
--- | --- | --- | --- | ---
1 | Half Action only | Blown 1d5m prone, F1/m | Half Action only | No effect (armoured); F1 (bare)
2 | F1 | Blown 1d10m, F1/m | F1 | Armour –1, F1
3 | F2, S1 | Armour destroyed; if bare: blown 1d10m, F2/m | Broken rib, F2, S1 | S1, F2
4 | F1d10 | F1d5, S1, prone | F1d5, S1 | F1d5 (blood pool)
5 | Prone, Ag or fire, F1d5 | S1, F1d10, prone | F1d5, S2 | F1d5
6 | Prone, S1d10, Ag or fire, F1d5 | S1, F1d10, BL | Knocked 1d5m, F1d5, S2 | Prone, F1d10
7 | S2d10, T halved | S1d10, F1d10, BL, Half Actions 1d10 hrs | 1d5 ribs broken (20%/Rd: die), F1d5 | Guts open (hold with 1 arm), F1d5, BL
8 | S2d10, STAgFel all halved, Fel perm halved | † | BL, F1d10 | T or †, perm –1d10 T, F1d10, BL
9 | † | † + ammo explodes | † | †
10+ | † + 50% ammo explodes | † + gore drenches nearby | † + thrown 1d10m | † + gory pool 4m

LEG
# | ⚡ Energy (E) | 💥 Explosive (X) | 🔨 Impact (I) | 🗡 Rending (R)
--- | --- | --- | --- | ---
1 | F1 | Knocked 1m back | F1 | F1
2 | ½Mv 1 Rd | Prone, F1 | ½Mv 1 Rd, F1 | Ag or prone, F1
3 | S1, ½Mv 1d5 Rds | S1, ½Mv 1d5 Rds, F1 | S1, ½Mv 1d5 Rds, F1 | F1, BL
4 | F1d5, ½Mv 1d5 Rds | Fly 1d5m, F1/m, ½Mv 1d10 | F1d5, ½Mv 1d5 Rds | Kneecap, ½Mv until medic, F2
5 | F1, ½Mv 2d10 Rds | T or lose foot, F1d5 | Ag –20 1d10 Rds, F1d5 | F1d5, ½Mv 1d10 hrs
6 | T or lose foot, ½Mv (medic), F2 | Leg broken, F1d10, BL | T or lose foot, ½Mv (medic), F2 | T or lose foot, ½Mv (medic), F1d5
7 | Leg broken, T or S1, F1d5 | T or †, S1d10, F1d10, BL | Leg broken, F2 | Leg broken, BL, F1d10
8 | Leg severed, T or S1, F1d10, BL | † | Leg off, T or †, S1d10, F1d5, BL | Leg off, T or †, S1d10, F1d10, BL
9 | Leg gone, T or † | † + shrapnel 2m | † | †
10+ | † (immolated) | † + ammo detonates | † + death screams 2d10m | † + blood 6m pool

## Weapon Special Qualities

Accurate

+10 to Aim actions; on half action aim, +1d10 damage on DoS 2+

Balanced

+10 to Parry tests when wielded.

Blast (X)

Hits all within X metres of impact point. Each target rolls separately to dodge.

Concussive (X)

Target hit must pass a Toughness test with –X × 10 penalty or be Stunned for 1 round.

Corrosive

Armour at hit location loses 1d10 Armour permanently. After Armour=0, target takes 1d10 E per round.

Crippling (X)

Hit location suffers Crippling damage; –X to all tests using that location until healed.

Defensive

+15 to Parry; –10 to attack with this weapon.

Devastating (X)

If damage exceeds TB+Armour, target suffers additional 1d10 per X rating.

Flame

Hits all in a 30°/30m cone. Targets hit must pass Ag or catch fire. No dodge vs cone (only full cover).

Flexible

Cannot be Parried.

Force

Psykers only: add Psy Rating to damage and penetration.

Power Field

On a maximum damage die result, enemy weapon's Armour becomes 0. Also: enemy weapon takes a Toughness test or is destroyed.

Primitive (X)

Max die result = X (e.g., Primitive (6) caps each die at 6). Does not apply to non-Primitive targets in armour.

Razor Sharp

On DoS 2+, doubles Pen value.

Recharge

Must wait 1 full round between shots (even if clip has ammo).

Reliable

Only jams on a result of 100 (instead of 96–00).

Sanctified

Counts as Holy against Daemonic creatures; ignores Daemonic trait's damage reduction.

Scatter

At point blank: +10 damage, full Pen. At longer ranges: –3 Pen. Each extra hit by +0d10.

Snare (X)

Target must pass Ag–X×10 or become Immobilised until they pass the test on their turn.

Tearing

Roll one extra damage die; drop the lowest result.

Unbalanced

–10 to Parry tests when used.

Unwieldy

Cannot be used to Parry. –10 WS.