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Documente Profesional
Documente Cultură
TM
Test Difficulty
Difficulty
Trivial
Elementary
Simple
Easy
Routine
Ordinary
Challenging
Difficult
Hard
Very Hard
Arduous
Punishing
Hellish
Test
Modifier
+60
+50
+40
+30
+20
+10
+0
10
20
30
40
50
60
Hit Locations
Roll
0110
1120
2130
3170
7185
8600
Location
Head
Right Arm
Left Arm
Body
Right Leg
Left Leg
Critical Tables
Energy
Explosive
Impact
Rending
Weapon
Craftsmanship
10 to hit. Jam on
any failed to hit roll.
Good +5 to hit.
+10 tow hit, +1
Best
Damage.
Ranged Weapons
Las Weapons
Name
Archeotech Laspistol
Belasco Dueling Pistol
Hellpistol (Lucius)
Hellgun (Lucius)
Las Gauntlets
Lascarbine (Locke)
Lasgun
Laspistol
Long-las
Man Portable Lascannon
Solid Projectile Weapons
Autogun
Autopistol
Hand Cannon
Heavy Stubber (Orthlack)
Heavy Stubber (Ursid)
Naval Pistol (Mars)
Naval Shotcannon
Pump-Action Shotgun
Shotgun
Shotgun Pistol
Stub Automatic
Stub Revolver
Bolt Weapons
Boltgun (Locke)
Bolt Pistol (Ceres)
Storm Bolter (Mars)
Heavy Bolter (Solar)
Melta Weapons
Inferno Pistol (Mars)
Meltagun (Mars)
Meltagun (Mezoa)
Thermal Lance (Mars)
Multi-Melta (Mars)
Plasma Weapons
Plasma Pistol (Ryza)
Plasma Gun (Mezoa)
Class
Pistol
Pistol
Pistol
Basic
Pistol
Basic
Basic
Pistol
Basic
Heavy
Range
90m
45m
35m
110m
50m
60m
100m
30m
150m
300m
RoF
S/3/
S//
S/2/
S/3/
S/4/
S/2/
S/3/
S//
S//
S//
Damage
1d10+3 E
1d10+5 E
1d10+4 E
1d10+4 E
1d10+4 E
1d10+3 E
1d10+3 E
1d10+2 E
1d10+3 E
5d10+10 E
Pen
2
4
7
7
1
0
0
0
1
10
Clip
70
1
40
30
20
40
60
30
40
5
Rld
Full
Full
2 Full
2 Full
Full
2 Full
Full
Full
Full
2 Full
Special
Accurate, Reliable
Accurate
Basic
Pistol
Pistol
Heavy
Heavy
Pistol
Heavy
Basic
Basic
Pistol
Pistol
Pistol
90m
30m
35m
120m
120m
20m
40m
30m
30m
10m
30m
30m
S/3/10
S//6
S//
//10
//10
S/3/
S/3/
S//
S//
S//
S/3/
S//
1d10+3 I
1d10+2 I
1d10+4 I
1d10+5 I
1d10+5 I
1d10+4 I
2d10+4 I
1d10+4 I
1d10+4 I
1d10+4 I
1d10+3 I
1d10+3 I
0
0
2
3
3
0
0
0
0
0
0
0
30
18
5
200
40
6
24
8
2
1
9
6
2 Full
Full
2 Full
2 Full
Full
Full
2 Full
2 Full
2 Full
Full
Full
2 Full
Tearing
Scatter, Unreliable
Scatter
Scatter
Reliable, Scatter
Reliable
Basic
Pistol
Basic
Heavy
90m
30m
90m
120m
S/2/4
S/2/
S/2/4
//10
1d10+5 X
1d10+5 X
1d10+5 X
2d10+2 X
4
4
4
5
24
8
60
60
Full
Full
Full
Full
Tearing
Tearing
Storm, Tearing
Tearing
Pistol
Basic
Basic
Heavy
Heavy
10m
20m
20m
10m
60m
S//
S//
S//
S//
S/3/
2d10+8 E
2d10+8 E
2d10+8 E
2d10+10 E
4d10+5 E
13
13
13
12
13
3
5
10
2
10
Full
2 Full
3 Full
2 Full Accurate
2 Full Blast (1)
Pistol 30m
Basic 90m
S/2/
S/2/
1d10+6 E
1d10+7 E
6
6
10
40
Heavy 120m
S//
2d10+10 E 8
16
3 Full Overheat
5 Full Overheat
Blast (1),
5 Full Overheat,
Unreliable
Flame Weapons
Hand Flamer (Mezoa)
Flamer (Mezoa)
Heavy Flamer (Locke)
Pistol 10m
Basic 20m
Heavy 30m
S//
S//
S//
1d10+4 E
1d10+4 E
2d10+4 E
2
6
10
Poor
Cover Types
2
2
4
Crew Rating
Incompetent
Competent
Crack
Veteran
Elite
20
30
40
50
60
2 Full Flame
2 Full Flame
2 Full Flame
Reliable
Reliable
Reliable
Reliable
Accurate, Reliable
3
5
Target
6-7
9-0
Scatter Diagram
Combat Actions
Action
Type
Subtype(s)
Aim
Half/Full
Concentration
Full
Charge
Defensive Stance
Delay
Disengage
Dodge
Feint
Focus Power
Full Auto Burst
Grapple
Guarded Attack
Jump or Leap
Knock-Down
Manoeuvre
Full
Full
Half
Full
Reaction
Half
Varies
Full
Half/Full
Full
Full
Half
Half
Attack, Melee
Miscellaneous
Attack, Concentration, Melee
or Ranged
Attack, Melee, Movement
Concentration, Melee
Miscellaneous
Movement
Movement
Attack, Melee
Varies
Attack, Ranged
Attack, Melee
Attack, Concentration, Melee
Movement
Attack, Melee
Attack, Melee, Movement
Move
Half/Full
Movement
Multiple Attacks
Overwatch
Parry
Ready
Reload
Run
Semi-Auto Burst
Stand/Mount
Standard Attack
Stun
Suppressing Fire
Tactical Advance
Use a Skill
Full
Full
Reaction
Half
Varies
Full
Full
Half
Half
Full
Full
Full
Varies
Description
+10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next
attack.
+20 to WS, cannot Dodge or Parry.
Prepare to fire a heavy weapon.
Attack a specific location on your target with a 20 to WS or BS.
Must move 4 metres, +10 to WS.
Gain an additional Reaction, opponents suffer 20 to WS.
Before your next Turn take any Half Action.
Break off from melee and move.
Test Dodge to negate a hit.
Opposed WS Test, if you win, your next attack cannot be Dodged or Parried.
Use a Psychic Power.
+20 to BS, additional hit for every degree of success.
Affect a Grappled opponent or escape from a Grapple.
10 WS, +10 to Parry and Dodge.
Jump vertically or leap horizontally.
Try and knock an opponent to the ground.
Opposed WS Test, if you win, move enemy 1 metre.
Move up to your movement as a Half Action or twice your movement as a Full
Action.
Attack more than once in the same roundrequires two weapons or a talent.
Shoot targets coming into a set kill zone, 20 to BS.
Test Weapon Skill to negate a hit.
Ready a weapon or item.
Reload a ranged weapon.
Move triple, enemies 20 BS and +20 WS.
+10 to BS, additional hit for every two degrees of success.
Stand up or mount a riding animal.
Make one melee or ranged attack.
Try to Stun an opponent.
Force opponents to take cover, 20 to BS.
Move from cover to cover.
You may use a Skill.
Melee Weapons
Name
Class
Range
Chain Axe
Melee
Shock Glove
Melee
Shock-Staff
Melee
Great Weapon
Melee
Damage
1d10+4 R
1d10+2 R
2d10+4 E
1d10+7 E
2d10 E
1d10+5 E
1d10+1 E
1d10+5 E
Pen
2
2
6
7
9
4
2
5
1d10 R
1d10 I
1d5+3 I
2d10 R
0
0
0
0
Special
Tearing
Tearing, Balanced
Power Field, Unbalanced
Power Field, Unbalanced
Power Field, Unwieldy
Power Field, Shocking
Shocking
Power Field, Balanced
Shocking
Shocking
Shocking
Primitive, Unbalanced
Flexible, Tearing,
Groxwhip
Melee
3m
1d10+3 R 0
Primitive
Improvised
Melee
1d102 I
0
Primitive, Unbalanced
Knife
Melee, Thrown 5m
1d5 R
0
Primitive
Spear
Melee
1d10 R
0
Primitive
Staff
Melee
1d10 I
0
Balanced, Primitive
Sword
Melee
1d10 R
0
Balanced, Primitive
Truncheon
Melee
1d10 I
0
Primitive
Warhammer
Melee
1d10+2 I 1
Primitive
Note: Characters using melee weapons add their SB to the Damage they inflict.
Easy
+30
Routine
+20
Ordinary
+10
Challenging
+0
Difficult
10
Hard
Very Hard
20
30
Weapon Jams
An unmodified roll of 9600 weapon Jams. Full
Action and BS Test to clear. Semi- and Full Auto
Fire Jams on a 9400.
Two-Weapon Fighting
Only one-handed weapons. Either make a single
attack with either weapon (20 for off-hand), or if
you have the Two Weapon Wielder Talent, spend
a Full Action to attack with both weapons, but
at 20 to each (drops to 10 with Ambidextrous
Talent). If shooting with a gun in each hand, your
targets must be within 10m of each other.
Unarmed Combat
WS to hit, inflicts 1d53 I+SB. Armour Points
count as double. In addition, inflicting damage
greater than or equal to your targets Toughness
Bonus also inflicts 1 level of Fatigue.
Damage
Fatigue
Stunned
Lightly Damaged
Heavily Damaged
Blood Loss
Armour
Semi-Automatic Weapons
+10 BS, for every 2 degrees of success gain another hit, as indicated on
Multiple Hits Table (page 239), or can be allocated to another target within
2m. Result of 9400 on BS test indicates weapon has Jammed.
Overwatch
You take a Full Action to establish a kill zone 45-degrees from your facing
and up to the Range of the weapon. You may spend subsequent Turns
waiting for targets to enter the zone. You may take the Full Auto Burst
Action, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets
entering the zone, targets must make a Hard (20) Willpower Test or
become Pinned. Overwatch may be maintained up to your WP Bonus in
hours, or until the Full Burst Action has been used.
Name
Heavy Leathers/Furs
Grox Hide/Chainmail
Feudal World Plate
Burnscour Beast Hide
Flak Helmet
Flak Cloak
Flak Coat
Guard Flak Armour
Mesh Cowl
Xeno Mesh
Mesh Combat Cloak
Mesh Vest
Pinning
Armoured Bodyglove
Pinned targets have Half Action only and suffer 20 BS and must keep
cover between them and the shooter. Test Willpower to recover at the end
of the Turn, +30 if not shot at. If engaged in melee, automatically escape.
Fifth
Each
Additional Hit
Head
Head
Arm
Body
Arm
Body
Arm
Arm
Body
Head
Body
Arm
Body
Body
Arm
Head
Arm
Body
Leg
Body
Arm
Head
Body
Movement (metres/round)
Full Move
1
2
4
6
8
10
12
14
16
18
20
Head
Arms, Body, Legs
Arms, Body, Legs
All
2
3
3
4
Head
Arms, Body, Legs
Arms, Body, Legs
Body
3
3
4
4
Head
All
Body
All
All
All
7
8
Other Armours
Power Armour
Light Power Armour
Power Armour
Action
Active Augury
Aid the Machine
Spirit
Disinformation
Emergency
Repairs
Flank Speed
Focused Augury
Hail the Enemy
Half Move
1/2
1
2
3
4
5
6
7
8
9
10
2
3
5
6
Mesh Armour
Carapace Helm
Enforcer Light
Carapace
Carapace Chestplate
Storm Trooper
Carapace
AB
0
1
2
3
4
5
6
7
8
9
10
Flak Armour
You can suppress an area 45-degrees from your facing and up to half the
Range of the weapon. Targets within this area must make a Hard (20)
Willpower Test or become Pinned. Make a Hard (20) Ballistic Skill Test to
determine if anyone in area has been hit, GM assigns hit to random target.
An extra hit is scored for every 2 degrees of success. Result of 9400 on
BS test indicates weapon has Jammed.
Leg
AP
Carapace Armour
Suppressive Fire
Locations Covered
Primitive Armour
Charge
2
3
6
9
12
15
18
21
24
27
30
Run
3
6
12
18
24
30
36
42
48
54
60
Extended Actions
Test
Benefit
Scrutiny + Detection Scans the area
Bonus to Detection or
Tech-Use
Manoeuvrability
Deceive or Blather
Raises Morale
Repair damaged,
Tech-Use
depressurised, or unpowered
Components
Tech-Use
Gain additional movement
Scrutiny + Detection Detailed scan of one target
Communicates with another
Interaction Skill
ship
Pilot (Space Craft),
Board enemy ship, cause
Command
damage, and return
Willpower
Reduces Morale Damage
Stops target from sending
Tech-Use
vox signals
Bonus to Ballistic Skill Tests
Scrutiny + Detection
with one weapon component
Bonus to Command Test vs.
Command
enemy boarding actions
Intimidate or Charm
Medicae