Going to put everything that I can see that needs to be changed here. Having GM'd three different Deathwatch games for the last year or more, I have a fairly good idea of what needs to be changed. Have never managed to get the time or want to do this myself, but this is everything that could be improved. I'd be in your debt if you had the time to fix it. 1: Skills seem to be working now, its good that you added the degrees of success, but you should change the way you have it formatted now to be more like the Dark Heresy 1ed Sheet. It's awesome that you added in a lot of advanced skills to save time, but people can get far more than five common lores, or two ciphers for instance, and the sheet as it is right now is rigid rather than adaptable. It would be easier if you allowed players to add additional skills themselves, or a method to increase the number of slots under certain lores, drive skills etc themselves as needed. 2. Space marines cannot suffer malignancies, or mutations. So that entire section could be removed and replaced. Or rather expand the mental disorder section so its larger, and change its name to "Primarch's Curse" as space marines can suffer insanities in that way, but not mental disorders like in Dark Heresy with normal Humans. 3. I'm not sure what the tickable boxes below the Insanity and Corruption area does, if anything at all. I can't seem to find their purpose. 4. You need to add an additional tab, or section where people can record how they spend their EXP, look at the Dark Heresy 1ed sheet for an example of what I mean. It has a user editable area where you can consistently expand it and record what every bit of your experience goes to, so you do not lose track of what you have if you need to retrain or alter something. 5. You should remove "Lip Reading" from the list of skills, it was included or rather mentioned in the skills table as a forgotten edit, and never expanded in the rest of the core book, it literally doesn't exist, not your fault, just lazy editing from Fantasy Flight Games team. There is no way to improve it, or ever use it. Nor does it ever expand on what it actually does or entails. 6. You need to alter the weapon stat blocks so that the "to hit" button uses the same script as the skill ones to calculate degrees of success rather than just an arbitrary roll and goal area, leaving the GM/Players to calculate it themselves slows down combat enormously. 7. Under the movement section, if you could alter the script that auto calculates movement slightly, just to make it count as if the agility modifier was always +1 it would calculate it correctly. As space marines are "Hulking" creatures and gain +1 movement modifiers because of their long gait when they move. i.e. 15 agility calculates to a half move of 1 when it should be 2, and everything else is a multiple of that on your example sheet in the campaign you linked. 8. You should renamed the "Aptitudes" section in the second tab to "Solo Mode Abilities", and you should add an additional tab to the right of it before Talents & Traits, called "Squad Mode Abilities". And above this squad mode abilities section you should add an attribute box for something called "Cohesion". 9. This is more a suggestion, you should break the Talents & Traits box up into two separate ones "Talents" and "Traits" as they are often largely different, and it's good to be able to discern which is a trait and which is a talent. 10. Break gear up into two sections. "Signature Gear" and "Requisitioned Gear" the reason for this is that space marines gear is constantly changing unlike the other 40k games, they are giving a sum of "Requisition" at the start of every mission, that changes each time, and with it they requisition gear. This gear is returned at the end of the mission. Signature gear, is part of their kit, and they always have it for free. This way it would be easier to show what you have to return at the end of a mission, and what you always have for free at the start of the next one. You could add a box called "Requisition" somewhere in here, so the player could write down what their GM gives them for the next mission, so its easy to remember what they have to spend. As this is a large part of the game, deciding what you will need with limited resources. That's everything that comes to mind right now. If you got those things done the sheet would be more or less perfect. Hope its all constructive and helpful for you. Edit* If you ever need me to clarify something or want some helpful suggestions, feel free to send me a private message*