Printable reference sheets for the Deathwatch RPG
Formula: Damage – Armour – TB = Wounds
Brothers in PA: Damage – Armour 8–10 – TB 8 = Wounds
| 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 | |||
Astartes Power Armour · Frag ×6 · Krak ×6 · Combat Knife
Astartes Power Armour · Frag ×6 · Krak ×6 · Combat Knife
| 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.
Both brothers: S 41 → SB 12 in power armour
Both brothers: TB 8 effective soak per hit
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.
| 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 | 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. |
| 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 |
| 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 |
| 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 |
| Reaction | Test / Effect |
|---|---|
| Dodge | Ag test; on success, avoid hit entirely |
| Parry | WS test; on success, deflect melee hit |
| 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 |
| 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 |
| 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 |
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 |
+10 to Aim actions; on half action aim, +1d10 damage on DoS 2+
+10 to Parry tests when wielded.
Hits all within X metres of impact point. Each target rolls separately to dodge.
Target hit must pass a Toughness test with –X × 10 penalty or be Stunned for 1 round.
Armour at hit location loses 1d10 Armour permanently. After Armour=0, target takes 1d10 E per round.
Hit location suffers Crippling damage; –X to all tests using that location until healed.
+15 to Parry; –10 to attack with this weapon.
If damage exceeds TB+Armour, target suffers additional 1d10 per X rating.
Hits all in a 30°/30m cone. Targets hit must pass Ag or catch fire. No dodge vs cone (only full cover).
Cannot be Parried.
Psykers only: add Psy Rating to damage and penetration.
On a maximum damage die result, enemy weapon's Armour becomes 0. Also: enemy weapon takes a Toughness test or is destroyed.
Max die result = X (e.g., Primitive (6) caps each die at 6). Does not apply to non-Primitive targets in armour.
On DoS 2+, doubles Pen value.
Must wait 1 full round between shots (even if clip has ammo).
Only jams on a result of 100 (instead of 96–00).
Counts as Holy against Daemonic creatures; ignores Daemonic trait's damage reduction.
At point blank: +10 damage, full Pen. At longer ranges: –3 Pen. Each extra hit by +0d10.
Target must pass Ag–X×10 or become Immobilised until they pass the test on their turn.
Roll one extra damage die; drop the lowest result.
–10 to Parry tests when used.
Cannot be used to Parry. –10 WS.