Deathwatch Procedure Summary

ADVERTISEMENT

Deathwatch Procedure Summary
Fate and Demeanour Rewards (p204)
Tests (p202)
Spending 1 Fate Point or triggering a
Demeanour grants your Marine one of the
Percentile (D100) roll equal to or below
following:
Skill or Characteristic ± All Modifiers
Re-roll a failed test once. The re-roll’s
Skill Type
Effect on Test
result is final.
Untrained Basic
½ Characteristic
Gain a +10 bonus to a test (before dice
(round down)
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):
Enter Squad Mode without a Cohesion
Easy
+30
Challenge.
Routine
+20
Instantly remove 1D10 Damage (does not
Ordinary
+10
affect Critical Damage).
Challenging (default in combat)
0
Instantly recover from being Stunned.
Difficult
-10
Regain 1 lost Cohesion point.
Hard
-20
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
Spend a Fate Point (p204)
Marine’s melee attacks for this round
Take a Free Action and spend 1 Fate Point
impossible to parry or dodge.
form your Marine’s current pool.
Other Bonuses and Re-Rolls (p36)
NOTE: Your Fate Point pool restores to
Starting talents, traits and implanted organs
maximum between sessions or under special
provide your Marine:
circumstances in the same session (GM’s call).
+10 to hearing- and sight-based tests.
Trigger a Demeanour (p32)
+0 Awareness test: detect poisons or
Once per session, you can trigger either:
toxins by taste; -20: detect by smell
+20 Toughness test vs. ingested poisons
Your Marine’s Chapter Demeanour
+30 Toughness test vs. gases.
Your Marine’s Personal Demeanour
Re-roll failed Willpower tests to avoid or
NOTE: This is a major character event where
recover from pinning.
your Marine either exemplifies or struggles
Re-roll failed Toughness test vs. poisons
with the Demeanour you choose to trigger.
and toxins (incl. Toxic Quality), extreme
Give this exemplar moment / epic conflict its
temperatures, drowning, asphyxiation.
due in your description and roleplaying.
Unarmed damage: 1D10 + Str bonus; does
not count as Primitive.
Improvement (p33)
Str 45+: Can fire heavy weapons at Semi-
If you roleplay your triggered Demeanour well
or Full-Auto Burst rate without bracing; no
(player group’s call), you double your chosen
-30 un-braced penalty.
reward (before dice are rolled, i.e. remove
2D10 damage instead of 1D10).
Also check your Armour (p161), Chapter
Trapping (p169), Wargear (p171), Mission
Oath (p228) and Abilities in Solo Mode (p213)
and Squad Mode (p219) (including your
Speciality’s Ability (p68-90)) for more.

ADVERTISEMENT

00 votes

Related Articles

Related forms

Related Categories

Parent category: Miscellaneous
Go
Page of 2