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MELEE Class Range Axe Melee Brass Knuckles Melee Club Melee Flail Melee Great Weapon Melee

elee Hammer Melee Improvised Melee Knife Melee/Thrown 3m Throwing Star/Knife Thrown 5m Shield Melee Spear Melee/Thrown 10m Sword Melee Staff Melee Chainsword Melee Chain Axe Melee Power Blade Melee Power Sword Melee Shock Maul Melee Electro-Flail Melee This weapon requires two hands to use. Note: Characters using melee weapons add Name

WEAPONS Dam Pen 1d10+1 R 0 1d5-1 I 0 1d10 I 0 1d10+2 I 0 2d10 R 2 1d10+1 I 0 1d10-2 I 0 1d5 R 0 1d5 R 0 1d5 I 0 1d10 R 0 1d10 R 0 1d10 I 0 1d10+2 R 2 1d10+4 R 2 1d10+3 E 6 1d10+5 E 6 1d10 I 0 1d10+2 I 0

Special Primitive, Unbalanced Primitive Primitive Flexible, Primitive Primitive, Unwieldy Primitive, Unbalanced Primitive, Unbalanced Primitive Primitive Defensive, Primitive Primitive Balanced, Primitive Balanced, Primitive Balanced, Tearing Tearing Power Field Balanced, Power Field Shocking Flexible, Shocking

WEAPON JAMS On an unmodified roll of 96-00 weapon Jams. Full Action and BS Test to clear. Semi- and Full Auto fire Jams on a 94-00. TWO-WEAPON FIGHTING Only one-handed weapons. Either make a single attack with either weapon (-20 for off-hand), or if you have Two Weapon Wielder talent, Full Action to attack with both weapons at -20 to each (drops to -10 with Ambidextrous). If shooting with a gun in each hand, targets must be within 10m of each other.

USING WEAPONS WITHOUT TALENT -20 penalty when using a weapon without appropriate Talent. In the case of Flame weapons, targets receive +30 to Agility Test to avoid being hit. UNARMED COMBAT

their Strength Bonus(SB) to Damage.

WS to hit, inflicts 1d5-3 I+SB. Armour Points count as double. In addition, successful hit also inflicts 1 level of Fatigue.

Difficulty Easy

Routine

Ordinary

Challenging Difficult

Hard

Very Hard

COMBAT DIFFICULTY SUMMARY Skill Mod. Example +30 Attacking a Surprised opponent. Shooting a Massive target. Shooting a target at Point Blank range. +20 Close combat with a foe who is outnumbered three to one or more. Attacking a Stunned opponent. Shooting a target with Full Automatic fire. Shooting an Enormous target. +10 Close combat with a foe who is outnumbered two to one. Attacking a Prone opponent. Attacking from higher ground. Shooting a target with Semi-Automatic fire. Shooting a Hulking target. Shooting a target at Short range. +0 A standard attack. -10 Attacking whilst you are Knocked Down. Attempting anything while Fatigued. Attacking or Dodging while in mud or heavy rain. Shooting a target at Long range. Shooting a Scrawny target. -20 A Called Shot to a specific location. Shooting into melee combat. Dodging whilst Prone. Making an unarmed attack against an armed opponent. Secondary hand attack. Attacking with a weapon in either hand. Close combat attack in darkness. Shooting at a target in fog, mist, or shadow. Shooting a Puny target. Using a weapon without the correct Talent. -30 Attacking or Dodging in deep snow. Shooting a Miniscule target. Shooting a target at Extreme range. Shooting at a completely concealed target. Shooting at a target in darkness.

GRAPPLING Test WS, if success, opponent tests AG, if success, grapple fails. In Grapple: can't Dodge/Parry, other attackers +20WS, may only Grapple action, can free action to end own grapple. Opposed S test to deal unarmed DMG. DAMAGE All negative damage is Critical Damage. When Critical Damage is suffered, consult the relevant Critical table (pages 202-209), determined by type of damage and hit location, and apply the effect. All Critical Damage is cumulative. FATIGUE Can suffer Fatigue equal to TB. Fatigued characters -10 to all tests. If Fatigue higher than TB, fall unconscious for 10-TB minutes. Each hour of complete rest removes 1 fatigue, after 8 hours, Fatigue is reduced to 0. STUNNED Stunned characters cannot take Actions (including free ones), opponents receive +20 to hit. LIGHTLY WOUNDED If damage taken is equal or less than twice TB. HEAVILY WOUNDED If Damage taken is more than twice TB. BLOOD LOSS 10% chance of death each round unless treated.

COMBAT ACTIONS Action Attack Actions All Out Attack Charge Defensive Stance Feint Full Auto Burst Grapple Guarded Attack Knock-Down Multiple Attacks Overwatch Semi-Auto Burst Standard Attack Stun Suppressing Fire Move Actions Disengage Manoeuvre Move Run Stand/Mount Tactical Advance Misc. Actions Aim Delay Dodge Focus Power Jump/Leap Parry Ready Reload Use Skill Type Full Full Full Half Full Full Full Half Full Varies Full Half Full Full Description +20 to WS, cannot Dodge or Parry. Must move 4 metres, +10 to WS. Enemies -20 WS, you cannot attack. Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. +20 to BS, additional hit for every degree of success. Make a Grapple attack (see page 197/qr1). -10WS, +10 Parry and Dodges. Try and Knock an opponent to the ground (see page 190) Use Swift Attack of Lightning Attack talents to make multiple attacks. Shoot targets coming into a set killzone, targets at -20 to Pinning test (see page 190/qr4). +10 to BS, additional hit for every two degrees of success. Make one melee or ranged attack. Try and Stun an opponent. Force opponents to take cover, -20 to BS (see page 191/qr4).

Full Half Half/Full Full Half Full

Break off from Melee and make a Half move. 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. Triple Movement, enemies -20 BS and +20 WS. Stand up or mount a riding animal. Move from cover to cover, gaining benefit of cover throughout.

Half/Full Half Reaction Varies Full Reaction Half Varies Varies

+10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Before your next turn, take any Half Action. Test Agility to negate a hit. Use a Psychic Power. Leap or Jump (see page 214). Test WS to negate a hit. Ready a weapon or item. Reload a ranged weapon. You may use a Skill.

Accurate: Balanced: Blast (X): Defensive: Flame: Flexible: Inaccurate: Overheats: Power Field Primitive: Recharge: Reliable: Scatter: Shocking: Smoke: Snare: Tearing: Toxic: Unbalanced: Unreliable: Unstable: Unwieldy:

WEAPON SPECIAL QUALITIES Additional +10 to hit when used with an Aim Action. +10 Parry. All within the weapon's blast radius in metres are hit. Roll hit location and damage for each individual. +15 to Parry, -10 to hit. No BS Test. All creatures in a 30 degree arc make Agility Test or be struck by flame and take damage. If damaged, each target must succeed second Agility Test or catch fire. Cannot be Parried. No bonus gained from Aim Action. Unmodified roll of 91-00 on to-hit roll causes Overheat, see page 129. When Parrying an attack from a weapon that lacks this quality, 75% chance of destroying attacker's weapon. Target's Armour doubled unless it also has Primitive quality. Can only fire every other round. If Jam, roll 1d10, only Jams on a 10. At Point Blank, each 2 degrees of success scores another hit. Target AP doubled at Long and Extreme ranges. If weapon causes damage, test Toughness or Stunned(+10 bonus per AP). Creates smoke screen 3d10 metres in diameter, lasts 2d10 rounds. Target must make an Agility test or be immobilised. If immobilised, can only attempt escape(S or AG test) on his turn. Target is considered helpless until he escapes. Roll two dice for damage, take best result. If weapon causes damage, test Toughness at -5 for every point of damage taken, if failed take extra 1d10 Impact damage (no reduction for Armour or Toughness). -10 when used to Parry. Jams on a roll of 91-00. On a successful hit, roll 1d10. 1: half damage, 2-9: normal damage, 10: double damage. Cannot be used to Parry.

HIT LOCATIONS Roll Location 01-10 Head 11-20 Right Arm 21-30 Left Arm 31-70 Body 71-85 Right Leg 86-00 Left Leg FALLING DAMAGES Distance Damage 3 metres 1d10+3 6 metres 1d10+5 9 metres 1d10+7 12 metres 1d10+9 15 metres 1d10+11 18 metres 1d10+13 21 metres 1d10+15 24 metres 1d10+17 25+ metres 1d10+20 TEST DIFFICULTY Difficulty Test Modifier Easy +30 Routine +20 Ordinary +10 Challenging +0 Difficult -10 Hard -20 Very Hard -30 CRITICAL TABLES Energy (page 202-203) Impact (page 204-205 Explosive (page 206-207) Rending (page 208-209)

Name Autogun Autopistol Blind Grenade Bolas Boltgun Bolt Pistol Bow Combat Shotgun Crossbow Fire Bomb Grenade Flamer Flintlock Pistol Frag Grenade Grenade Launcher Hallucinogen Grenade Hand Bow Hand Cannon Hand Flamer Heavy Bolter Heavy Stubber Hunting Rifle Inferno Pistol Krak Grenade Laspistol Las Carbine Lasgun Long Las Meltagun MP Lascannon Musket

Class Basic Pistol Thrown Thrown Basic Pistol Basic Basic Basic Thrown Basic Pistol Thrown Basic Thrown Pistol Pistol Pistol Heavy Heavy Basic Pistol Thrown Pistol Basic Basic Basic Basic Heavy Basic

Range 90m 30m SBx3 10m 90m 30m 30m 30m 30m SBx3 20m 15m SBx3 60m SBx3 15m 35m 10m 120m 120m 150m 10m SBx3 30m 60m 100m 150m 20m 300m 30m

RoF S/3/10 S/-/6 S/-/S/2/S/2/S/-/S/3/S/-/-

Dam 1d10+3 I 1d10+2 I 1d10+5 X 1d10+5 X 1d10 R 1d10+4 I 1d10 R 1d10+3 E 1d10+4 E 1d10+2 I

Pen Clip Rld 0 30 Full 0 18 Full 0 0 1 4 4 0 0 0 6 3 0 24 8 1 18 1 Full Full Half Full 2Full

Special Smoke Primitive, Snare, Unreliable

Needle Pistol Pistol 30m Needle Rifle Basic 180m FATE POINTS Photon Flash Grenade Thrown SBx3 Spending Fate Plasma Gun Basic 90m Reroll any one failed test. Plasma Pistol Pistol 30m Count as rolling 10 on Initiative Pump-Action Shotgun Basic 30m Add an extra degree of success. RPG Launcher Heavy 120m Instantly recover 1d5 Wounds. Shotgun Basic 30m Recover from being Stunned. Sling Basic 15m Burning Fate Stub Revolver Pistol 30m Reduce maximum Fate Points by 1. Stub Automatic Pistol 30m Barely survive an event that Webber Basic 50m would have killed you. Web Pistol Pistol 30m *Damage, Pen, and Special Qualities COVER TYPES Adds extra AP to locations hidden by cover. Cover Type Light Wood, Armour-glas, Light Metal Heavy Wood, Flakboard, Sandbags, Ice Rockcrete, Thick Iron, Stone Plasteel, Armaplas

Primitive, Reliable Scatter Primitive Blast(3) S/-/3 2Full Flame S/-/1 3Full Primitive, Unreliable, Inaccurate 2d10 X 0 Blast(4) * 6 Full * S/-/* Special 0 0 1 Full Primitive S/-/1d10 R S/-/1d10+4 I 2 5 2Full 2 2 2Full Flame S/-/1d10+4 E -/-/10 2d10 X 5 60 2Full 3 200 2Full -/-/10 1d10+4 I S/-/1d10+3 I 0 5 Full Accurate 12 3 Full S/-/2d10+4 E 2d10+4 X 6 0 30 Full Reliable S/-/1d10+2 E S/2/1d10+2 E 0 40 Full Reliable 0 60 Full Reliable S/3/1d10+3 E S/-/1d10+3 E 1 40 Full Accurate, Reliable 12 5 2Full S/-/2d10+4 E S/-/- 5d10+10 E 10 5 2Full S/-/1d10+2 I 0 1 5Full Primitive, Unreliable, Inaccurate S/-/1d10 R 0 6 Full Accurate, Toxic 0 6 2Full Accurate, Toxic S/-/1d10 R Special 0 6 20 8Full Recharge, Overheats S/2/1d10+6 E S/-/1d10+6 E 6 10 4Full Recharge, Overheats S/-/1d10+4 I 0 8 2Full Scatter S/-/* * 1 Full * 0 2 2Full Scatter, Reliable S/-/1d10+4 I S/-/1d10-2 I 0 1 Full Primitive 0 6 2Full Reliable S/-/1d10+3 I S/3/1d10+3 I 0 9 Full 0 1 Full Blast(5), Snare S/-/ S/-/ 0 1 Full Snare are determined by the grenade type being fired. WEAPON CRAFTSMANSHIP -10 to hit. Jam on any failed roll. +5 to hit. +10 to hit, +1 damage.

AP 4 8 16 32

Poor Good Best

SEMI-AUTOMATIC WEAPONS +10 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Hits Table, or can be allocated to another target within 2m. Result of 94-00 on BS test indicates weapon has Jammed. FULL AUTOMATIC WEAPONS +20 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Hits Table, or can be allocated to another target within 2m. Result of 94-00 on BS test indicates weapon has Jammed. OVERWATCH You take a Full Turn to establish a killzone 45-degrees from your facing and up to half 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 to shoot any targets entering the zone, targets must make a Hard(-20) WP Test or become Pinned. Overwatch may be maintained up to your WP Bonus in hours, or until the Full Auto Burst Action has been used. SUPPRESSIVE FIRE 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) WP Test or become Pinned. Make a Hard(-20) BS Test to determine if anyone in the area has been hit, GM assigns hit to random target. An extra hit is scored for every 2 degrees of success. Result of 94-00 on BS Test indicates weapon has Jammed. PINNING Pinned targets have Half Action only and suffer -20 BS and must keep cover between them and the shooter. Test WP to recover at the end of the Turn, +30 if not shot at. If engaged in Melee, automatically escape. MULTIPLE HITS FROM SEMI AND FULL AUTO FIRE Location Head Arm Body Leg Second Head Arm Body Leg Third Arm Body Arm Body Fourth Body Head Head Arm Fifth Arm Body Arm Head

Armour Type Primitive Armour Gang Leathers Heavy Leathers Quilted Vest Beast Furs Grox Hides Chain Coat Feudal Plate Xeno Hides Flak Armour Flak Helmet Flak Gauntlets Light Flak Coat Flak Vest Flak Jacket Flak Cloak Guard Flak Armour Mesh Mesh Mesh Xeno Mesh Mesh Armour Cowl Gloves Mesh Vest Combat Cloak

ARMOUR Location(s) Covered

AP

Arms, Body, Legs Arms, Body, Legs Body Body Body Arms, Body, Legs All Body

1 2 2 2 3 3 5 6

Head Arms Arms, Body, Legs Body Arms, Body, Legs Body All

2 2 2 3 3 3 4

Head Arms Arms, Body, Legs Body Arms, Body

3 3 4 4 4

Carapace Armour Carapace Helm Carapace Vambraces Carapace Greaves Enforcer Light Carapace Carapace Chest Plate Storm Trooper Carapace

Head Arms Legs Arms, Body, Legs Body All

4 5 5 5 6 6

Each Power Armour Additional Light Power Armour Body Power Armour Arm Body Body

All All

7 8

Agility Bonus

MOVEMENT(METRES/ROUND) Half Move Full Move 0 1/2 1 1 1 2 2 2 4 3 3 6 4 4 8 5 5 10 6 6 12 7 7 14 8 8 16 9 9 18 10 10 20

Charge 2 3 6 9 12 15 18 21 24 27 30

Run 3 6 12 18 24 30 36 42 48 54 60

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