【Kit】黑暗异端GM工具(原文)(第 3–3 页)

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Hit Locations

RollLocation
01–10Head
11–20Right Arm
21–30Left Arm
31–70Body
71–85Right Leg
86–00Left Leg

Ranged Weapons

NameClassRangeRoFDamPenClipRldSpecial
AutogunBasic90mS/3/101d10+3 I030Full
AutopistolPistol30mS/–/61d10+2 I018Full
Blind GrenadeThrownSB×30Smoke
BolasThrown10mS/–/–01Primitive, Snare, Inaccurate
BoltgunBasic90mS/2/–1d10+5 X424Full
Bolt PistolPistol30mS/2/–1d10+5 X48Full
BowBasic30mS/–/–1d10 R01HalfPrimitive, Reliable
Combat ShotgunBasic30mS/3/–1d10+4 I018FullScatter
CrossbowBasic30mS/–/–1d10 R012FullPrimitive
Fire Bomb GrenadeThrownSB×31d10+3 E6Blast (3)
FlamerBasic20mS/–/–1d10+4 E332FullFlame
Flintlock PistolPistol15mS/–/–1d10+2 I013FullPrimitive, Unreliable, Inaccurate
Frag GrenadeThrownSB×32d10 X0Blast (4)
Grenade LauncherBasic60mS/–/–**6Full*
Hallucinogen GrenadeThrownSB×3Special0
Hand BowPistol15mS/–/–1d10 R01FullPrimitive
Hand CannonPistol35mS/–/–1d10+4 I252Full
Hand FlamerPistol10mS/–/–1d10+4 E222FullFlame
Heavy BolterHeavy120m–/–/102d10 X5602Full
Heavy StubberHeavy120m–/–/101d10+4 I32002Full
Hunting RifleBasic150mS/–/–1d10+3 I05FullAccurate
Inferno PistolPistol10mS/–/–2d10+4 E123Full
Krak GrenadeThrownSB×32d10+4 X6
LaspistolPistol30mS/–/–1d10+2 E030FullReliable
Las CarbineBasic60mS/2/–1d10+2 E040FullReliable
LasgunBasic100mS/3/–1d10+3 E060FullReliable
Long LasBasic150mS/–/–1d10+3 E140FullAccurate, Reliable
MeltagunBasic20mS/–/–2d10+4 E1252Full
MP LascannonHeavy300mS/–/–5d10+10 E1052Full
MusketBasic30mS/–/–1d10+2 I015FullPrimitive, Unreliable, Inaccurate
Needle PistolPistol30mS/–/–1d10 R06FullAccurate, Toxic
Needle RifleBasic180mS/–/–1d10 R062FullAccurate, Toxic
Photon Flash GrenadeThrownSB×3Special0
Plasma GunBasic90mS/2/–1d10+6 E6208FullRecharge, Overheats
Plasma PistolPistol30mS/–/–1d10+6 E6104FullRecharge, Overheats
Pump-Action ShotgunBasic30mS/–/–1d10+4 I082FullScatter, Reliable
RPG LauncherHeavy120mS/–/–**1Full*
ShotgunBasic30mS/–/–1d10+4 I022FullScatter, Reliable
SlingBasic15mS/–/–1d10–2 I01FullPrimitive
Stub RevolverPistol30mS/–/–1d10+3 I062FullReliable
Stub AutomaticPistol30mS/3/–1d10+3 I09Full
WebberBasic50mS/–/–01FullBlast (5), Snare
Web PistolPistol30mS/–/–01FullSnare

**Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired.

Combat Actions

ActionTypeDescription
Attack Actions
All Out AttackFull+20 to WS, cannot Dodge or Parry.
ChargeFullMust move 4 metres, +10 to WS.
Defensive StanceFullEnemies –20 WS, you cannot attack.
FeintHalfOpposed WS Test, if you win, your next attack cannot be Dodged or Parried.
Full Auto BurstFull+20 to BS, additional hit for every degree of success.
GrappleFullMake a Grapple attack (see page 197).
Guarded AttackFull–10 WS, +10 Parry and Dodges.
Knock-DownHalfTry and knock an opponent to the ground (see page 190).
Multiple AttacksFullUse Swift Attack or Lightning Attack talents to make multiple attacks.
OverwatchVariesShoot targets coming into a set kill zone, targets suffer –20 to Pinning Test (see page 190).
Semi-Auto BurstFull+10 to BS, additional hit for every two degrees of success.
Standard AttackHalfMake one melee or ranged attack.
StunFullTry and Stun an opponent.
Suppressing FireFullForce opponents to take cover, –20 to BS (see page 191).
Move Actions
DisengageFullBreak off from melee and make Half move.
ManoeuvreHalfOpposed WS Test, if you win move enemy 1 metre.
MoveHalf/FullMove up to your movement as a Half Action or twice your Movement as a Full Action.
RunFullTriple Movement, enemies –20 BS and +20 WS.
Stand/MountHalfStand up or mount a riding animal.
Tactical AdvanceFullMove from cover to cover, gaining benefit of cover throughout.
Miscellaneous Actions
AimHalf/Full+10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
DelayHalfBefore your next turn take any Half Action.
DodgeReactionTest Dodge to negate a hit.
Focus PowerVariesUse a Psychic Power.
Jump/LeapFullLeap or Jump (see page 214).
ParryReactionTest WS to negate a hit.
ReadyHalfReady a weapon or item.
ReloadVariesReload a ranged weapon.
Use SkillVariesYou may use a Skill.

Melee Weapons

NameClassRangeDamPenSpecial
AxeMelee1d10+1 R0Primitive, Unbalanced
Brass KnucklesMelee1d5–1 I0Primitive
ClubMelee1d10 I0Primitive
Flail†Melee1d10+2 I0Flexible, Primitive
Great Weapon†Melee2d10 R2Primitive, Unwieldy
HammerMelee1d10+1 I0Primitive, Unbalanced
ImprovisedMelee1d10–2 I0Primitive, Unbalanced
KnifeMelee, Thrown3m1d5 R0Primitive
Throwing Star/KnifeThrown5m1d5 R0Primitive
ShieldMelee1d5 I0Defensive, Primitive
Spear†Melee, Thrown10m1d10 R0Primitive
SwordMelee1d10 R0Balanced, Primitive
Staff†Melee1d10 I0Balanced, Primitive
ChainswordMelee1d10+2 R2Balanced, Tearing
Chain AxeMelee1d10+4 R2Tearing
Power BladeMelee1d10+3 E6Power Field
Power SwordMelee1d10+5 E6Balanced, Power Field
Shock MaulMelee1d10 I0Shocking
Electro-Flail†Melee1d10+2 I0Flexible, Shocking

†This weapon requires two hands to use.

Note: Characters using melee weapons add their SB to the Damage they inflict.

Weapon Jams

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. Result of 94–00 on BS test indicates weapon has Jammed.

Semi-Automatic Weapons

+10 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Hits Table (page 190), or can be allocated to another target within 2m.

Full Automatic Weapons

+20 BS, for every 2 degrees of success gain another hit, as indicated on Multiple Hits Table (page 190), or can be allocated to another target within 2m.

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, 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.

Using Weapons without Talent

–20 penalty when using a weapon without the appropriate Talent. In the case of Flame weapons, targets receive +30 to Agility Test to avoid being hit.

Unarmed Combat

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

Overwatch

You take a Full Turn to establish a kill zone 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) 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.

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) 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 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 Willpower to recover at the end of the Turn, +30 if not shot at. If engaged in melee, automatically escape.

Damage

When a character has sustained Damage equal to their Wounds, all further Damage is Critical Damage. When Critical Damage is suffered, consult the relevant Critical Table (pages 202–209), determined by the type of Damage (Energy, Impact, Rending or Explosive) and the Hit Location of the attack, and apply the effect. All Critical Damage is cumulative.

Multiple Hits From Semi and Full auto fire

LocationSecondThirdFourthFifth
HeadHeadArmBodyArm
ArmArmBodyHeadBody
BodyBodyArmHeadArm
LegLegBodyArmHead

Fatigue

Can suffer a number Fatigue equal to TB. Fatigued characters –10 all Tests. If you suffer more Fatigue than TB, fall unconscious for 10–TB minutes. Each hour of complete rest removes 1 level of 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.

Armour

Armour TypeLocation(s) CoveredAP
Primitive Armour
Gang LeathersArms, Body, Legs1
Heavy LeathersArms, Body, Legs2
Quilted VestBody2
Beast FursBody2
Grox HidesBody3
Chain CoatArms, Body, Legs3
Feudal PlateAll5
Xeno HidesBody6
Flak Armour
Flak HelmetHead2
Flak GauntletsArms2
Light Flak CoatArms, Body, Legs2
Flak VestBody3
Flak JacketArms, Body, Legs3
Flak CloakBody3
Guard Flak ArmourAll4
Mesh Armour
Mesh CowlHead3
Mesh GlovesArms3
Xeno MeshArms, Body, Legs4
Mesh VestBody4
Mesh Combat CloakArms, Body4
Carapace Armour
Carapace HelmHead4
Carapace VambracesArms5
Carapace GreavesLegs5
Enforcer Light CarapaceArms, Body, Legs5
Carapace Chest PlateBody6
Storm Trooper CarapaceAll6
Power Armour
Light Power ArmourAll7
Power ArmourAll8

Falling Damages

Distance FallenDamage
3 metres1d10+3
6 metres1d10+5
9 metres1d10+7
12 metres1d10+9
15 metres1d10+11
18 metres1d10+13
21 metres1d10+15
24 metres1d10+17
25+ metres1d10+20

Test Difficulty

DifficultyTest Modifier
Easy+30
Routine+20
Ordinary+10
Challenging+0
Difficult–10
Hard–20
Very Hard–30

Combat Difficulty Summary

DifficultySkill ModifierExample
Easy+30Attacking a Surprised opponent. Shooting a Massive target. Shooting a target at Point Blank range.
Routine+20Close combat with foe who is outnumbered three to one or more. Attacking a Stunned opponent. Shooting a target with Full Automatic fire. Shooting an Enormous target.
Ordinary+10Close 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.
Challenging+0A Standard Attack.
Difficult–10Attacking whilst you are Knocked Down. Attacking or Dodging whilst in the mud or heavy rain. Shooting a target at Long range. Shooting a Scrawny target.
Hard–20A 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.
Very Hard–30Using a weapon without the correct Talent. Attacking or Dodging in deep snow. Shooting a Minuscule target. Shooting a target at Extreme range. Shooting at a completely concealed target. Shooting at a target in darkness.

Weapon Special Qualities

Accurate: Additional +10 to hit when used with an Aim Action.

Balanced: +10 Parry.

Blast (X): All within the weapon's blast radius in metres is hit. Roll Hit Location and Damage individually for each person affected.

Defensive: +15 to Parry, –10 to hit.

Flame: No BS Test. All creatures in a 30 degree arc make Agility Test or be struck by flame and take Damage. If Damage is taken, the target must succeed on second Agility Test or catch fire.

Flexible: Cannot be Parried.

Inaccurate: No bonus gained from Aim Action.

Overheats: Unmodified roll of 91 or more on to hit roll causes Overheat, see page 129.

Power Field: When Parrying an attack made with a weapon that lacks this quality, there is a 75% chance of destroying the attacker's weapon.

Primitive: AP doubled, unless armour also has Primitive quality.

Recharge: Can only fire every-other Round.

Reliable: If Jam, roll 1d10 and only on roll of 10 has it Jammed.

Scatter: At Point Blank range, each 2 degrees of success scores another hit. AP doubled at Long and Extreme ranges.

Shocking: If weapon causes Damage, Test Toughness or Stunned (+10 bonus per AP).

Smoke: Creates smoke screen 3d10 metres in diameter, lasts 2d10 Rounds.

Snare: The target must make an Agility Test or be immobilised. An immobilised target can attempt no other Actions except to try to escape the bonds. He can attempt to burst the bonds (a Strength Test) or wriggle free (an Agility Test) in his Turn. The target is considered helpless until he escapes.

Tearing: Roll two dice for Damage, take the best result.

Toxic: 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).

Unbalanced: –10 when used to Parry.

Unreliable: Jams on roll of 91–00.

Unstable: On a successful hit, roll 1d10: 1: Inflicts half Damage, 2–9: Inflicts normal Damage, 10: Inflicts double Damage.

Unwieldy: Cannot be used to Parry.

Cover Types

Cover TypeAP
Light Wood, Armour-glas, Light Metal4
Heavy Wood, Flakboard, Sandbags, Ice8
Rockcrete, Thick Iron, Stone16
Plasteel, Armaplas32

Adds extra AP to locations hidden by cover.

Weapon Craftsmanship

Poor: –10 to hit. Jam on any failed to hit roll.

Good: +5 to hit.

Best: +10 to hit, +1 Damage.

Critical Tables

Energy (page 202 to 203)

Impact (page 204 to 205)

Explosive (page 206 to 207)

Rending (page 208 to 209)

Movement (metres/round)

ABHalf MoveFull MoveChargeRun
01/2123
11236
224612
336918
4481224
55101530
66121836
77142142
88162448
99182754
1010203060

Scatter Diagram

Target
6-7
8
9-0

© Games Workshop Ltd. All rights reserved.

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