Deathwatch Procedure Summary Page 2

ADVERTISEMENT

Deathwatch Procedure Summary
Attacking (pg 244)
The Combat Round (p234)
1.
Apply Modifiers (p246-8).
1.
Surprise Round (p235).
2.
Test. (Does target Dodge or Parry?)
2.
Initiative (p235): 1d10 + Ag bonus.
3.
Determine Hit Location: Invert attack
3.
Determine Order.
test dice and consult table on p244.
4.
Take Turns.
4.
Determine Damage per hit.
5.
End of Round.
# DoS = minimum result on single die
6.
Repeat 4-5 until combat over.
(player’s choice if 2+ damage dice).
Available Actions
Natural 10 on any die? Check
During Own Turn:
1
Righteous Fury (p245).
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 >
2
Wounds, excess is Critical Damage.
Action List (p237)
Free Actions
Attacks
Spend 1 Fate Point
Standard: Challenging* Half Action. 1 hit.
Drop from Squad Mode to Solo Mode
*Ranged attack difficulty is based on distance:
Make a Cohesion Challenge to enter
Squad Mode: D10 ≤ Kill-team’s current
Point Blank (Routine): ≤ Two metres.
Cohesion
Short (Ordinary): 2m to <50% range.
Medium (Challenging): 50%-<200% range.
Half Actions
Long (Difficult): 200%-<300% range.
Aim: +10 to attack (must be next action)
Extreme (Hard): 300%-400% range.
Move: Up to Ag bonus in metres.
Ready: Draw weapon / prepare item (If
All Out Attack: Full. WS +20 test, no Dodge or
Marine: Free Action for pistol, basic
Parry.
weapon or one-handed melee weapon).
Charge: Full. WS+10 test. Move (3x Ag bonus)
Full Actions
metres.
Aim: +20 to attack (must be next action)
Full Auto: Full. BS+20 test, +1 hit every DoS.
Move: Up to (2x Ag bonus) metres.
Run: Up to (6x Ag bonus) metres. Enemies
Semi Auto: Full. BS+10 test, +1 hit every 2DoS.
test BS-20 / WS+20 to hit you.
Injury and Damage (p250)
Enter Squad Mode: Cohesion must be ≥1
Always compare the character’s total Critical
and Marine must be in Support Range
Damage when consulting the Critical Damage
Reactions
tables.
Dodge: Dodge test to negate attack.
Saving Your Marine’s Life (p205)
Parry: WS test with parry-capable weapon
If your Marine is about to die (certain), you
to negate attack.
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).

ADVERTISEMENT

00 votes

Related Articles

Related forms

Related Categories

Parent category: Miscellaneous
Go
Page of 2