Rolling a Marine quickly

By Frostfire, in Deathwatch

Nimon asked me to post this in another topic, but I figured a new topic would do. I made the following reference sheet when we first started, because I didn't want rolling a character to take forever for all in the group. Systematically, in a line, this page helped us get everyone's character done in 20 minutes, including their 1000 exp choices.

I took out certain details, such as weapon characteristics that I had put on for quicker reference. These are marked with "These should be entered in". Meaning, that after you copy this docuement, I suggest you look up the book number and finish up the stat lines. It keeps it from seeming, atleast to me, that I'm putting up stuff that belonged in the book.

Everything here is basically covered on the character sheet, so I hope I'm not stepping over the line.

Beyond that, I suggested in the steps to print the information on a sheet of lined paper rather than directly onto the character sheet, as I found it easier to do. Especially with new players who need to understand that their strength is going to be increased by the suit, and potentially more by their armor history. I found accumulating it all on a seperate sheet first was the easiest way to do it.

Any problems with it, just let me know, and if there are any corrections needed, let me know. I'll probably post it on my website too later

PS. It ruined all my tabs too

Quick character reference sheet by Frostfire

Rolling a character:
1. Roll stats:
-Get a piece of lined paper (half a page will do)
-Roll a 2d10 nine times in a row straight. These are your skills in order.
->Weapon skill, Ballistic Skill, Strength, Toughness, Agility, Intelligence, Perception,

Willpower, Fellowship
*Add them all up and make sure they are over 100 points. If they are not, allow player to assign traits (House rule for the unlucky)
-One reroll is allowed for a trait of choice, but that has to be accepted
-Add thirty to each score.
*players are allowed to trade at this point if they believe another has a better (House rule for multiple people rolling togehter)

2. Choose chapter
Chapters start on page 38
-Write down gained stats and or other things
-Write down equipment

3. Choose specialty
-Choose specialty
-Choose ability if needed
Apothecary: p.69
Assault Marine: p.73
Devistator: p.77
Librarian: p.81
Tactical Marine: p.85
Techmarine: p.89

4. Roll Wounds and Fate, movement
-Roll 1d5 and add 18. This is wounds
-Roll 1d10. 1-7 is 3 fate points, 8-9 is 4 fate points, 10 is 5 fate points
-Movement is to take Agility bonus, but add on +1 for armor already. goes x1, x2, x3, x6

5. Starting equipment: p.28
Power Armor: (Mark 7 only)
-Roll Armor history: Roll 1d10 for armor history on page 162. Get +1 or -1
-Ten AP for body, 8 for all other locations
-Amongst other things, adds +20 to strength (added after x2 Strength for SB)

Standard gear: Bolt pistol, Astartes Combat Knife, 3 Frag Grenades, 3 Krak Grenades, Repair cement, one chapter trapping

By Class:
Apothecary: Bolter with fire selector, reductor and Narthecium
Assault: Chainsword and Jump pack
Devistator: Heavy bolter and backpack ammo supply
Librarian: Bolter with fire selector, force weapon
Tactical: Bolter with fire selector, one clip special ammo(25 req) per mission
Tech:bolter with fire selector, Servo Arm, Common craftsmanship cybernetic


Selection based:
Chapter Trappings p.169
Cybernetics p.176
Special Ammo p.159 Pistol costs are half requisition. Heavy Ammo is +5
p.147 Master crafting weapons, p.140

Standard Range weapons: p.145
Class Range Shots Damage P Clp Rld Special Wt Req
Bolt pistol: These should be entered
Bolter: These should be entered
Heavy Bolter: These should be entered*

*Heavy weapon backpack rules p.159
Type New Clip size
Plasma, Melta, Las 100
Bolt 250
Flame 75

Melee weapons: p.154
Damage Pen Properties Weight Req
Combat knife: These should be entered
Chain Sword: These should be entered
Force Staff*: These should be entered
Force Sword*: These should be entered
Claymore: These should be entered
*Force weapons add Psy Rating to damage and penetration

Grenades: Simply requires ballistic skill check to throw. p.150
Range Damage Pen Properties Weight Req
Frag Grenades: These should be entered
Krak Grenades: These should be entered

Other:
Repair Cement p.173
Chapter Trappings p.169
Reductor p.175
Narthecium p.173
Jet Pack p.171

Weapon Properties Listing: p.142

6. History, Demenor and Tactics
-Roll past p.29
-Roll Demenor p.32
*Allow +1 -1 on rolls for choice

-A tactics (p.105) must be chosen as a skill from the following: Air Combat, Armored

Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth,

Void combat

7. Putting it together on the Character sheet:
Traits: Unnatural Strenght, Unnatural Toughness
-The bonuses for these two are double the base amount. For strength bonus, times the strength bonus times two, then add the suit's bonus after (so the average marine with 40 strength has a normal bonus of 4, which times 2 is 8. Adding the suit, his strength would be 60,and his SB would be 10)

List other characteristics and fill in other spaces

Under Talents, put in Deathwatch training

8. Spending 1000 exp
Space marine starting features: p.36. All skills and Talents from this are placed on the Character sheet already. Any not listed on the Character sheet is not needed.

***Note: Though the advances may list many duplicates for first level, this does not give you an additional notch of training. This is a misprint or to be used later. You may only move up to the next level in a rank when it lists +10 after it's name. (EG A Tech marine gets Tech use as a trained skill, yet it is listed in his first level advances. This does not give you +10)****

General space marine Advances: p.60
Chapter Advances: p.66
Specialty based Advance pages can be found in part 3 of this document.
Deathwatch advances are on p.64, but may not be used in character creation, only after.

Starting skills by class: (considered trained)
Apothecary: Medicade as trained
Assault: Pilot(Personal)
Devistator: None
Librarian: Psyscience
Tactical: Command
Techmarine: Speak Language(Techna-Lingua), Tech-Use


9. Reference of starting abilities
->Starting skills and traits p.36

Not starters on sheet but listed: Dodge, Intimidate

Deathwatch hypno training starts with
Common Lore (Deathwatch), Forbidden Lore(Xenos)
Deathwatch training talent<-Needs to be writen in

p.34 names

Per errata the special ammo for heavy weapons with ammo backpack is +15.

Thanks, That will be a big help when adding new players to my game. Sorta off topic, but if anyone lives in Colorado Springs, Co area I have people that want to play, I just can not GM more then 6 effectivly(why one of them does not step up and gm do not ask me), but if you are searching for players I have a husband and wife team anxious to play, hell I would even like to play as a player if need more then 2.

Thanks Brothar, but I can't seem to edit the post.

Why is it so hard to edit these things?

You'd better roll him quickly because if he ever comes to a stop and gets up, you're gonna have a really unpleasant day.

But...that's not what you mean is it...ahem gran_risa.gif

Frostfire said:

-One reroll is allowed for a trait of choice, but that has to be accepted

At page 25 says that you may re-roll any result but you must accept the new result.

Our group allows a player to swap one of his stats for another if they don't want to reroll one.