⚔ 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 8–10TB 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)

RollLocation RollLocation RollLocation RollLocation
01–10Head 11–20Right Arm 21–30Left Arm 31–70Body
71–85Right Leg 86–00Left 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)
LocationHeadArmsBodyLegs
Armour88108

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

AttackRoll– Armour– TB= Wounds
Brothers receiving a hit (Armour 8–10, TB 8)
Combat Knife vs body1d10+3 avg 8– 10– 80
Bolter vs body (Pen 4)1d10+9 avg 14– (10–4)=6– 80–6
Brothers attacking (SB 12 in power armour)
Sepheran — Bolter vs unarmoured (Pen 4)1d10+9 avg 14– 0– target TB14 – TB
Lucian — Combat Knife melee + SB 121d10+3+12 avg 21– target Armour– target TB21 – Armour – TB
Either — unarmed strike + SB 121d10–3+12 avg 14– target Armour– target TB14 – 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

TraitEffect
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

ImplantCombat Benefit
BiscopeaGrants Unnatural Strength (×2)
OssmodulaGrants Unnatural Toughness (×2)
Larraman's OrganNo Blood Loss. Grants True Grit talent.
Oolitic KidneyRe-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.
OcculobeHeightened Senses (Sight): +10 Per-based tests using vision.
Lyman's EarHeightened Senses (Hearing): +10 Per-based tests using hearing.
Betcher's GlandSpit acid: Range 3m · 1d5 E · Pen 4 · Toxic. 3+ DoS = blind 1d5 rounds.

Combat Actions

Action Types

TypeActions Used
Free ActionDoes not use either action
Half Action1 action (two per turn)
Full ActionBoth actions
ReactionOut of turn, once per round
Extended ActionMultiple turns

Common Half Actions

ActionEffect
Standard AttackSingle melee or ranged attack
Aim+10 to next attack (or +20 Full Aim)
FeintOpposed WS; target cannot Dodge/Parry next hit
Guarded Attack–10 WS, +10 to Parry/Dodge until next turn
MoveMove up to full Move value in metres
ReloadReload weapon (time varies)
Stand / MountStand from prone, mount vehicle
Use a SkillUse a Half-Action skill

Common Full Actions

ActionEffect
All-Out Attack+20 WS; cannot Dodge or Parry until next turn
Called Shot–20 to attack; choose hit location
ChargeMove 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 FireArea of fire; targets must test Pinning
GrappleOpposed S test to grab; subsequent grapple actions
RunMove 2× Run; –20 to hit you with ranged until next turn
SprintMove Run+AB; Fatigue at end

Reactions

ReactionTest / Effect
DodgeAg test; on success, avoid hit entirely
ParryWS 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

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

Melee Modifiers

ConditionModifierConditionModifier
All-Out Attack+20 WSGuarded Attack–10 WS
Charge+20 WSOutnumbered (2v1)–10 WS
Target is Prone+20 WSOutnumbered (3v1+)–20 WS
Defender in CoverNo penaltyGanging Up Bonus (attacker)+10 WS per extra

Weapons

Loading weapons from database…

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

AbilityCostEffect
Tactical Spacing1+10 BS and no –20 for firing into melee
Covering Fire1Allies gain +20 to Dodge
Suppression1Enemies in zone must pass Pinning test or cannot advance
Combat Formation1+10 WS; all attacks count as charging
Bolter Discipline2Full Auto hits an extra target per DoS
Devastator Stance2Heavy 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 RdHalf Action only, F1T test or F1F1 (no effect if helmeted)
2Blind 1 RdBlind+deaf 1 Rd, F2F1, –10 WS+BS 1 Rd–10 WS+BS 1d10 Rds, F1
3S1, F1F2Blind 1 Rd, F2Helmet torn off (or ear lost, F2)
4F2, blind 1d5 RdsProne, S1, F2F1d5Eye scooped out, F1d5, S1
5Blind 1d10 Rds, F3S1d10, perma deaf, Fel–1d10, F1d5S1S1d5, F1d5, helmet off
6Blind 1d10 hrs, Fel–1d10, F1d5† head explodesS1d5, F2Lose eye/nose/ear (roll 1d10), BL, F1d5
7Perma blind, Fel=1d10, F1d10† + ammo detonates nearbyS1d10, ½Mv 1d10 hrsPerma 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 RdF1Drop held itemDrop held item
2Arm useless 1d5 Rds, F1Drop held, F2F1Drop held, F1
3S1, F2, useless 1d5 Rds1d5 fingers gone, F3F1, drop heldF2, drop held
4S1, F3, useless 1d10 RdsF1d5, S1, arm uselessS1, useless 1d5 Rds, F1Prone, F2, useless 1d10 Rds
5½WS+BS 1 Rd, F1d5T or lose hand, F1d5½WS+BS 1d10, F1, Ag or dropF1d5, BL, arm useless (needs medic)
6½WS+BS 1d10, F1d5, T or lose handArm broken (one arm), F1d5, BL1d5 fingers, F1, T or lose hand1d5 fingers, F3, T or lose hand
7Arm broken, S1, F1d5T or †, S1d10, F1d10, BLArm broken, F2Arm broken, BL, F1d5
8Arm severed, T or S1, F1d10, BLArm severed, T or †, S1d10, F1d5, BLArm severed, T or †, S1d10, F1d10, BL
9Arm 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)
1Half Action onlyBlown 1d5m prone, F1/mHalf Action onlyNo effect (armoured); F1 (bare)
2F1Blown 1d10m, F1/mF1Armour –1, F1
3F2, S1Armour destroyed; if bare: blown 1d10m, F2/mBroken rib, F2, S1S1, F2
4F1d10F1d5, S1, proneF1d5, S1F1d5 (blood pool)
5Prone, Ag or fire, F1d5S1, F1d10, proneF1d5, S2F1d5
6Prone, S1d10, Ag or fire, F1d5S1, F1d10, BLKnocked 1d5m, F1d5, S2Prone, F1d10
7S2d10, T halvedS1d10, F1d10, BL, Half Actions 1d10 hrs1d5 ribs broken (20%/Rd: die), F1d5Guts open (hold with 1 arm), F1d5, BL
8S2d10, STAgFel all halved, Fel perm halvedBL, F1d10T 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)
1F1Knocked 1m backF1F1
2½Mv 1 RdProne, F1½Mv 1 Rd, F1Ag or prone, F1
3S1, ½Mv 1d5 RdsS1, ½Mv 1d5 Rds, F1S1, ½Mv 1d5 Rds, F1F1, BL
4F1d5, ½Mv 1d5 RdsFly 1d5m, F1/m, ½Mv 1d10F1d5, ½Mv 1d5 RdsKneecap, ½Mv until medic, F2
5F1, ½Mv 2d10 RdsT or lose foot, F1d5Ag –20 1d10 Rds, F1d5F1d5, ½Mv 1d10 hrs
6T or lose foot, ½Mv (medic), F2Leg broken, F1d10, BLT or lose foot, ½Mv (medic), F2T or lose foot, ½Mv (medic), F1d5
7Leg broken, T or S1, F1d5T or †, S1d10, F1d10, BLLeg broken, F2Leg broken, BL, F1d10
8Leg severed, T or S1, F1d10, BLLeg off, T or †, S1d10, F1d5, BLLeg off, T or †, S1d10, F1d10, BL
9Leg 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.