Deathwatch Char sheet
Now this may look a little off, but once it goes into the actual Character Sheet space on RPoLm it will expand and fit well
Name : Player :
Chapter : Past Event :
Chapter Demeanour : Personal Demeanour :
Specialty : Power Armour History :
Renown : 0 Rank : 1
LbE Bonus = Base + Chapter + Squad + Oath + Fatigue + Armour + Augments + Advance Talent
-- WS : -- 4 -- +0
-- BS : -- 4 --
-- STR : -- 10 -- +20 2x Bonus
-- TGH : -- 4 -- 2x Bonus
-- AGL : -- 4 --
-- INT : -- 4 --
-- PER : -- 4 -- +25 Sight & HearingTests
-- WP : -- 4 -- +10 Resist Psi
-- FEL : -- 4 --
PR : Focus Power Test : 186 pg.
Insanity: 100 / 0 Corruption: 100 / 0
Half Full
Move Move Charge Run
Movement : 5 / 10 / 15 / 30
7 / 14 / 21 / 42 Burst of Speed
Cohesion : FEL B + Command + Favoured Son - Order - Damage
- = - - -
Oath: Oath of the
Table 7–9: Support Range 214 pg.
Rank Support Range
1–3 (Close) Visual distance, no more than 30 metres away.
Chapter Squad :
Pattern
226 pg.
79 pg.
Fate Points : 3 / 3 -1
-1
-1
TGHB
Power Armor : (01-10) Head 8 8 Death is Joy:
(11-20) R Arm 8 8 Add +2 Damage to any of the wearer’s attacks
(31-70) Body 10 8 that do Critical Damage
(21-30) L Arm 8 8 Increase the damage to a Horde’s Magnitude
(71-85) R Leg 8 8 by 1 with any successful attack against a Horde
(86-00) L Leg 8 8
Wounds : -- / -- Fatigue:
Solo Mode :
Burst of Speed Once per game session Free Action
increases the character’s Agility Bonus by 2 with all
the usual associated benefits for a number of Rounds
equal to his Rank.
Feat of Strength Once per game session
increases Unnatural Strength Trait (see page 136) by one level
lasts for a number of Rounds equal to his Rank
Psyker powers
Fettered PR/2 round up, FPT, no triggered Psychic Phenomena
Unfettered PR, FPT, if FPT rolls doubles, then Table 6–1: Psychic Phenomena.
Push PR +3, FPT, auto Table 6–1: Psychic Phenomena.
If doubles rolled on FPT, suffer 1 lvl of Fatigue
Discipline
Telepathy Short-Range Telepathy [ Starting ] 192 pg.
Divination Augury [ Starting ] 193
Codex Smite [ Starting ] 196
Action: Half Opposed : No
Range : 10m x PR 30m Sustained: No
Targeted at a single creature. No BS test needed
Focus Power Test is modified as if he was making a
ranged attack
Deals 1d10 Energy Damage x PR with a Pen equal to his PR.
Any creatures within 1m x PR [3m] of the target
will also be affected by Smite.
Short Range Long Range
14m +10 FP 60m –10 FP
Skills, ADVANCED Trained Advances
Ciphers (Chapter Runes) (INT) --
Ciphers (Xenos Markings) (INT) --
Drive (Ground vehicles) (AGL) --
Literacy (INT) --
Lore: Common (Adeptus Astartes) (INT) --
Lore: Common (Deathwatch) (INT) --
Lore: Common (Imperium) (INT) --
Lore: Common (War) (INT) --
Lore: Forbidden (Xenos) (INT) --
Lore: Scholastic(Codex Astartes) (INT) --
Navigation (Surface) (INT) --
Psyniscience (PER) -- Skill Use: Full Action 104 pg + errata
Speak Language (High Gothic) (INT) --
Speak Language (Low Gothic) (INT) --
Tactics (Defensive Doctrine) (INT) --
Tracking (INT) --
Skills Trained Advances
Awareness (PER) --
Climb (STR) --
Dodge (AGL) --
Command 97-98 (FEL) --
Concealment (AGL) --
Intimidate (STR) --
Silent Move (AGL) --
Untrained
Carouse (TGH) --
Charm (FEL) --
Contortionist (AGL) --
Deceive (FEL) --
Evaluate (INT) --
Gamble (PER) --
Inquiry (FEL) --
Logic (INT) --
Scrutiny (PER) --
Search (PER) --
Swim (STR) --
Talents 110
Starting : 36 Ambidextrous does not suffer the –20 penalty for actions using
his off hand.
Astartes Weapons Training
Bulging Biceps can fire heavy weapons using Semi-Auto Burst or
Full Auto Burst without bracing, and he does not
suffer the –30 penalty for failing to brace.
Deathwatch Training automatically confirm any Righteous Fury results
(see page 245) against alien enemies
Heightened Senses(hearing & Sight)
Killing Strike All-Out Attack action, a Space Marine may spend
a Fate Point (before rolling the dice) to make
his melee attacks for that round impossible
to parry or dodge.
Nerves of Steal may reroll failed Willpower Tests to avoid or recover from Pinning
Quick Draw can Ready as a Free Action when armed with a
pistol or basic ranged weapon, or a melee weapon
that can be wielded in one hand.
Resistance (Psychic Powers)+10 bonus when making tests to resist the effects of
True Grit Critical Damage, halve the result (rounding up)
Unarmed Master Unarmed combat attacks do 1d10 + Strength Bonus in Impact Damage,
and these attacks no longer have the Primitive quality.
Unarmed Warrior does not count as Unarmed, as defined on page 245, when making
attacks against armed opponents.
Traits : Unnatural Strength (x2)
Unnatural Toughness (x2)
Weapons
Name: Bolter Short Range Long Range Extreme range
Class: Basic
Range: 100m 49m +10 BS 201m –10 BS 301m -30 BS
Rof: S / 3 / - Jam Single 96 to 00; Semi-Auto 94 - 00
Damage: d10+9 X [2d10, drop lowest]
Pen: 4
Clip: 28
Rld: Full
Special: Fire Selector
A weapon with a fire selector can have up to three different clips added.
Tearing
Weapon rolls one extra die for Damage and discards the lowest result
Name: Astartes Force Sword 155 pg.
Class: Melee
Damage: 1d10+ 2 R
+10 STR
+ 3 Psy rating
Pen: 2 + 3 Psy rating (5)
Special rules: Balanced +10 bonus to Weapon Skill Tests made to Parry
Force weapons cannot be destroyed by a power weapon’s field.
For every 1 Psy Rating = +1 Damage & +1 Pen. FPT
Parry: +13
Name: Astartes Combat Knife Name: Unarmed Fist
Class: Melee Class: Melee
Damage: 1d10 R Damage: 1d10 I
+10 STR +10 STR
Pen: 2 Pen: -
Name: Frag Grenades Name: Krak Grenades
Class: Thrown Class: Thrown
Range: SBx3 30 m Range: SBx3 30 m
Rof: S Rof: S
Damage: 2d10+2 X Damage: 3d10+4 X
Pen: 0 Pen: 6
Special: Blast (4) Special: -
scatter diagram 248 pg.
Weapon Jams 249
Grenade Jam, roll d10 152
On any result other than 10, the explosive is simply a dud and
nothing happens. On a 10, the explosive detonates immediately
with the effect centred on the attacker
The Damage the weapon does and the type of damage it inflicts for the purpose of Criticals
(E) Energy, (X) Explosive, (R) Rending, (I) Impact.
XP to Spend : 1,000
XP Spent :
XP to Spend : 0
XP Spent : 0
Lvl 1
Equipment
Standard Issue:
Astartes power armour 4 Modified 3 by 1 to 4
Astartes bolt pistol
Astartes frag grenades 3
Astartes krak grenades 3
Astartes combat knife
repair cement application takes one Round but requires no Test.
Chapter Trapping :
Deathwatch Librarian
Standard Issue: Astartes bolter with fire selector
Force weapon
MISSION REQUISITION
Mission :
Description :
Background :
SPACE MARINE ABILITES
Secondary heart/Ossmodula
Biscopea/Haemastamen: Your gain unnatural strength and toughness traits.
Larraman's Organ: You Do not suffer from blood loss.
Catalepsean Node: You suffer no penalties to perception based tests when awake for
long periods of time.
Preomnor: You gain a +20 to toughness tests against ingested poisons.
Omophagea: You gain a skill or skill group by devouring a portion of an enemy.
Multi-Lung: You may re-roll any failed toughness test for drowning or
asphyziation, In addition you gain a +10 on toughness tests made
to resist gases and may reroll failed results.
Occulube and Lyman's Ear: You gain the Hightened Senses (sight and hearing)Talents. +10 to
relevant Awareness tests.
Susan Membrane: you may enter Suspended animations
Oolotic Kidney: you may reroll any failed toughness test to resist poisons and
toxins, Including attacks with the toxic quality.
Neuroglottis: You may detect any poisons or toxin by taste with a successful
awareness test. you gain a +10 to tracking tests against a target
you have tasted.
Mucranoid: The Space Marine may re-roll any failed toughness tests caused by
temperature extremes such as desert heat or the cold of outer
space.
Betcher's Gland: Space Marine may spit acid at his foes. This acts as a ranged
weapon with the following profile: Range:3m Damage: 1d5; Pen:4;
toxic). If the space marine gains three or more degrees of
success on his ballistic skill test. He may also blind the
opponent for 1d5 rounds.
Progenoids: See age 271
Black Carapace: this implant gives the space marine exceptional control over his
power armor. Although a Trait his enemies gain no bonus to hit
him due to being hulking trait, his enemies gain no bonus to hit
him thanks to the black carapace.
Power Armor Abilities
Servo-Augmented Musculature: +20 Strength
Auto Senses: Dark Sight, Immune to photon flash and stun grenades, called
shots are half actions, +10 to sight and hearing awarness tests
(Total of +25 bonus with heightened senses)
Bult-in vox link
built in magboots
nutrient recycling: can operate for two weeks without re-supply
Recoil suppression: may fire basic weapons
one handed without penalty
Size Hulking: See black carapace
Poor manual dexterity: Delicate tasks suffer a -10 penalty, unless using equipment
designed for space marines.
Osmotic Gill
life sustainer: With the helment on, armor is environmentally sealed.
Oath of Knowledge
re-roll the results of any rolls on Table 6–1:
Psychic Phenomena (see page 188)
This message was last edited by the player at 18:57, Sun 21 Aug 2011.