Tag: Rule

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  • Requisition

    _Victory is just a prelude to the next battle._ –maxim of the Blood Ravens Chapter Though the Deathwatch’s tools of war fill armoured chambers deep beneath Watch Fortress Erioch and sleep in the holds of its scattered Watch Stations, its resources are …

  • Range

    This number determines how far the weapon can fire accurately in metres. The weapon’s Short Range is half this number, while its Long Range is double this number. Weapons cannot be fired at targets more than four times their Range distance away. * …

  • Two-Weapon Fighting

    Many warriors fight with a weapon in either hand. There are advantages and disadvantages to this style of fighting. While it offers some improved opportunities to make attacks, it reduces the chances of successfully striking a target. Unless a two- …

  • Multiple Hits

    | *First Hit* | *Second Hit* | *Third Hit* | *Fourth Hit* | *Fifth Hit* | *Each Additional Hit* | | Head | Head | Arm | Body | Arm | Body | | Arm | Arm | Body | Head | Body | Arm | | Body | Body | Arm | Head | Arm | Body | | Leg | Leg | Body | Arm | …

  • Weapon Jams

    Such is the capricious whim of the 41st Millennium that many of the ranged weapons characters use will have an unfortunate tendency to malfunction, either through extreme age, maltreatment of their machine spirit, or just plain poor design. To represent …

  • Size

    Size is an important factor when shooting ranged weapons because it is usually easier to hit a larger target. All characters and creatures in Deathwatch have a defined size category, and it should be relatively easy for the GM to assign appropriate size …

  • Overwatch

    *Type*: Full Action *Subtype*: Attack, Concentration, Ranged The active character guards a specific area or target, poised to shoot at an opportune moment. When Overwatch is declared, the active character establishes a kill zone, which is any general …

  • Craftsmanship

    h4. *Craftsmanship and Requisition Costs* | *Craftsmanship Upgrade* | *Requisition Multiplier* | *Renown Requirement* | | Common to Exceptional | x 1.5 | Respected | | Exceptional to Master | x 1.5 | Distinguished | | Common to Master | x 2 | …

  • Space Marine Implants

    *Secondary Heart/Ossmodula/Biscopea/Haemastamen:* You gain the [[Unnatural Characteristic|Unnatural Strength and Toughness]] Traits. *Larraman’s Organ:* You do not suffer from [[Blood Loss]]. *Catalepsean Node:* You suffer no penalties to Perception- …

  • Touched by the Fates

    The NPC has a number of Fate Points shown in parentheses after the trait. He may use these [[Fate Point|Fate Points]] in exactly the same way as Player Characters and may even ‘burn’ a [[Fate Point]] to survive death and destruction at the GM’s discretion …

  • Fate Point

    h1. The Role of Fate Space Marines are unusual people, individuals with abilities, backgrounds, and experiences well beyond those of ordinary citizens of the Imperium. More than anything, the role of Fate in a Battle-Brother’s life is what separates …

  • Blood Loss

    Blood Loss is a [[Critical Effect]] that can result from [[Critical Damage]]. Characters suffering from Blood Loss have a 10% chance of dying each Round unless treated in some way. If the suffering character is conscious, he may attempt a Difficult (–10) …

  • Righteous Fury

    When rolling Damage after a successful attack, if any die rolled results in a natural 10, there is a chance the Emperor’s favour is with the attacker (This also includes a result of 10 when rolling 1d5 for Damage.) This calls for a second attack roll that …

  • Movement

    In many game situations, it is unnecessary to worry about how fast a character can run or how long it takes him to walk from the Emperor’s chapel to the proving ground. On the other hand, there are also many situations that come up during a game, such as …

  • Wounds

    Wounds are a measurement of how much punishment a character can take before suffering debilitating effects and ultimately, death. Every character in Deathwatch has a specified number of Wounds. A character can often increase his Wounds by spending [[ …

  • Regeneration (X)

    Creatures with this trait heal very quickly. Each round, at the start of its turn, the creature tests Toughness to removes an amount of damage indicated in the parenthesis after the trait. It loses this trait when slain.

  • Rate of Fire

    *RoF (Rate of Fire):* This tells you if the weapon fires on either semi-auto or full auto and how many rounds or charges it expends when doing so. A weapon’s RoF has three entries indicating the modes it can fire in. The first entry indicates whether the …

  • Helpless

    Helpless characters can take no Actions. A Helpless character is no longer Helpless at the GM’s discretion (when a sleeping character wakes up, when a trapped character breaks free, etc.). *Helpless Targets:* Weapon Skill Tests made to hit a sleeping …

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