Deathwatch uses a simple system to resolve combat, though it may take a bit to grasp, once you understand it's rather fast.
Deathwatch uses a variety of statistics to determine what your character is capable of. And keep in mind, any time dice are brought up, you
always roll a six-sided die, Deathwatch does not use any other size of die.
WS, or Weapon Skill, which determines your skill with melee weapons of any kind (Including your body).
BS, or Ballistic Skill, which is how good you are at shooting things or throwing things.
S, or Strength. Just how hard you hit people.
T, or Toughness. how hard it is to hurt you.
W, or wounds. How many times you can take damage until you die/are removed from combat.
I, or initiative, determines who strikes first in melee combat.
A, or attacks, determines how many times you can make an attack in melee. Guns have their own seperate number of attacks they can make.
Sv, or Save. This is measured in X+, where X is 2-6. When called upon to make a save, you roll a die. If you roll your save or higher when you are hit, you ignore the damage. You block the attack, it just grazes you, etc. All characters default to having a 4+ save.
To-Hit and To-Wound TablesStatting CharactersFirst, you choose a weight class. Light characters are the size of average humans, Medium characters are big though still obviously human, and Heavy characters are giants, pushing ten feet tall on average (Note that humans cannot be heavy characters). This decides your starting statline, how many points you have to spend, the maximum number you can have in a stat, and what Edges are available to you (explained later).
Light, 6 additional points to spend
WS:2 BS:2 S:1 T:1 W:2 I:3 A:3
Medium, five additional points to spend.
WS:2 BS:2 S:2 T:2 W:3 I:2 A:2
Heavy, 4 additional points to spend.
WS:2 BS:2 S:3 T:3 W:4 I:1 A:1
You can distribute your extra points among your stats however you choose, however you cannot spend more than two points on any stat (WS and BS are an exception, you may spend three on either). Additionally, A and W cost two points to raise by 1, though you may still increase either stat twice. Under no circumstance can any stat be raised above 5.
Killer WeaponsHaving a 'Killer Weapon' is what sets your Killseeker apart from the bags of meat you'll be crushing beneath your feet. It is a permanent weapon that cannot be taken from you, and in many cases will be all that stands between you and the enemy. More than mere weapons, these things are advanced, powered by varying sources to really put the hurt on. Perhaps your cyborg character's arm is capable of taking on the form of a chainsaw, plasma blade, and so on? While they are called Killer Weapons, they might not even be weapons. A mutant's poisoned talon, for instance. However, each of these things is limited in some manner. The plasma blades need to be charged, the chainsaw needs to cool down, and the poison for those talons needs time to be replenished. As such, you can't rely solely on these things. However, nothing is stopping you from smacking someone with an unpowered shock-baton for instance.
When you attack, you can choose whether your killer weapon is active. If it is, you get +2 to strength. Note that this CAN put you above any maximum, including the limits of your class and the hard limit of 5. Your killer weapon also grants either +2 to T, WS, or I, or +1 to A. The secondary bonus is determined At the creation of the Weapon, and cannot be changed. Additionally, all Killer Weapons ignore Saves.
Try to choose a secondary bonus that fits with the weapon. For instance, say your killer weapon is two energy blades? Perhaps a +1 bonus to A represents the flurry of attacks you make, or if you have a chainsaw halberd +2 I represents your increased reach, how you can hit the other guy first.
You can use your Killer weapon twice before it runs out of charge. At the beginning of any turn (Provided you didn't use your killer weapon on your last turn), you may roll a die. If you roll a four or greater, you replenish one charge of your killer weapon.