| Roll | Location |
|---|---|
| 01–10 | Head |
| 11–20 | Right Arm |
| 21–30 | Left Arm |
| 31–70 | Body |
| 71–85 | Right Leg |
| 86–00 | Left Leg |
| Distance Fallen | 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 |
| Difficulty | Test Modifier |
|---|---|
| Easy | +30 |
| Routine | +20 |
| Ordinary | +10 |
| Challenging | +0 |
| Difficult | –10 |
| Hard | –20 |
| Very Hard | –30 |
Energy (page 202 to 203)
Impact (page 204 to 205)
Explosive (page 206 to 207)
Rending (page 208 to 209)
| Cover Type | AP |
|---|---|
| Light Wood, Armour-glas, Light Metal | 4 |
| Heavy Wood, Flakboard, Sandbags, Ice | 8 |
| Rockcrete, Thick Iron, Stone | 16 |
| Plasteel, Armaplas | 32 |
Adds extra AP to locations hidden by cover.
| Name | Class | Range | RoF | Dam | Pen | Clip | Rld | Special |
|---|---|---|---|---|---|---|---|---|
| Autogun | Basic | 90m | S/3/10 | 1d10+3 I | 0 | 30 | Full | — |
| Autopistol | Pistol | 30m | S/–/6 | 1d10+2 I | 0 | 18 | Full | — |
| Blind Grenade | Thrown | SB×3 | — | 0 | — | Smoke | ||
| Bolas | Thrown | 10m | S/–/– | — | 0 | 1 | — | Primitive, Snare, Inaccurate |
| Boltgun | Basic | 90m | S/2/– | 1d10+5 X | 4 | 24 | Full | — |
| Bolt Pistol | Pistol | 30m | S/2/– | 1d10+5 X | 4 | 8 | Full | — |
| Bow | Basic | 30m | S/–/– | 1d10 R | 0 | 1 | Half | Primitive, Reliable |
| Combat Shotgun | Basic | 30m | S/3/– | 1d10+4 I | 0 | 18 | Full | Scatter |
| Crossbow | Basic | 30m | S/–/– | 1d10 R | 0 | 1 | 2Full | Primitive |
| Fire Bomb Grenade | Thrown | SB×3 | 1d10+3 E | 6 | — | Blast (3) | ||
| Flamer | Basic | 20m | S/–/– | 1d10+4 E | 3 | 3 | 2Full | Flame |
| Flintlock Pistol | Pistol | 15m | S/–/– | 1d10+2 I | 0 | 1 | 3Full | Primitive, Unreliable, Inaccurate |
| Frag Grenade | Thrown | SB×3 | 2d10 X | 0 | — | Blast (4) | ||
| Grenade Launcher | Basic | 60m | S/–/– | * | * | 6 | Full | * |
| Hallucinogen Grenade | Thrown | SB×3 | Special | 0 | — | — | ||
| Hand Bow | Pistol | 15m | S/–/– | 1d10 R | 0 | 1 | Full | Primitive |
| Hand Cannon | Pistol | 35m | S/–/– | 1d10+4 I | 2 | 5 | 2Full | — |
| Hand Flamer | Pistol | 10m | S/–/– | 1d10+4 E | 2 | 2 | 2Full | Flame |
| Heavy Bolter | Heavy | 120m | –/–/10 | 2d10 X | 5 | 60 | 2Full | — |
| Heavy Stubber | Heavy | 120m | –/–/10 | 1d10+4 I | 3 | 200 | 2Full | — |
| Hunting Rifle | Basic | 150m | S/–/– | 1d10+3 I | 0 | 5 | Full | Accurate |
| Inferno Pistol | Pistol | 10m | S/–/– | 2d10+4 E | 12 | 3 | Full | — |
| Krak Grenade | Thrown | SB×3 | 2d10+4 X | 6 | — | — | ||
| Laspistol | Pistol | 30m | S/–/– | 1d10+2 E | 0 | 30 | Full | Reliable |
| Las Carbine | Basic | 60m | S/2/– | 1d10+2 E | 0 | 40 | Full | Reliable |
| Lasgun | Basic | 100m | S/3/– | 1d10+3 E | 0 | 60 | Full | Reliable |
| Long Las | Basic | 150m | S/–/– | 1d10+3 E | 1 | 40 | Full | Accurate, Reliable |
| Meltagun | Basic | 20m | S/–/– | 2d10+4 E | 12 | 5 | 2Full | — |
| MP Lascannon | Heavy | 300m | S/–/– | 5d10+10 E | 10 | 5 | 2Full | — |
| Musket | Basic | 30m | S/–/– | 1d10+2 I | 0 | 1 | 5Full | Primitive, Unreliable, Inaccurate |
| Needle Pistol | Pistol | 30m | S/–/– | 1d10 R | 0 | 6 | Full | Accurate, Toxic |
| Needle Rifle | Basic | 180m | S/–/– | 1d10 R | 0 | 6 | 2Full | Accurate, Toxic |
| Photon Flash Grenade | Thrown | SB×3 | Special | 0 | — | — | ||
| Plasma Gun | Basic | 90m | S/2/– | 1d10+6 E | 6 | 20 | 8Full | Recharge, Overheats |
| Plasma Pistol | Pistol | 30m | S/–/– | 1d10+6 E | 6 | 10 | 4Full | Recharge, Overheats |
| Pump-Action Shotgun | Basic | 30m | S/–/– | 1d10+4 I | 0 | 8 | 2Full | Scatter, Reliable |
| RPG Launcher | Heavy | 120m | S/–/– | * | * | 1 | Full | * |
| Shotgun | Basic | 30m | S/–/– | 1d10+4 I | 0 | 2 | 2Full | Scatter, Reliable |
| Sling | Basic | 15m | S/–/– | 1d10–2 I | 0 | 1 | Full | Primitive |
| Stub Revolver | Pistol | 30m | S/–/– | 1d10+3 I | 0 | 6 | 2Full | Reliable |
| Stub Automatic | Pistol | 30m | S/3/– | 1d10+3 I | 0 | 9 | Full | — |
| Webber | Basic | 50m | S/–/– | — | 0 | 1 | Full | Blast (5), Snare |
| Web Pistol | Pistol | 30m | S/–/– | — | 0 | 1 | Full | Snare |
**Damage, Armour Piercing and Special Qualities are determined by the ammunition (i.e. the grenade) fired.
Poor: –10 to hit. Jam on any failed to hit roll.
Good: +5 to hit.
Best: +10 to hit, +1 Damage.
| Action | Type | Description |
|---|---|---|
| All Out Attack | Full | +20 to WS, cannot Dodge or Parry. |
| Charge | Full | Must move 4 metres, +10 to WS. |
| Defensive Stance | Full | Enemies –20 WS, you cannot attack. |
| Feint | Half | Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. |
| Full Auto Burst | Full | +20 to BS, additional hit for every degree of success. |
| Grapple | Full | Make a Grapple attack (see page 197). |
| Guarded Attack | Full | –10 WS, +10 Parry and Dodges. |
| Knock-Down | Half | Try and knock an opponent to the ground (see page 190). |
| Multiple Attacks | Full | Use Swift Attack or Lightning Attack talents to make multiple attacks. |
| Overwatch | Varies | Shoot targets coming into a set kill zone, targets suffer –20 to Pinning Test (see page 190). |
| Semi-Auto Burst | Full | +10 to BS, additional hit for every two degrees of success. |
| Standard Attack | Half | Make one melee or ranged attack. |
| Stun | Full | Try and Stun an opponent. |
| Suppressing Fire | Full | Force opponents to take cover, –20 to BS (see page 191). |
| Disengage | Full | Break off from melee and make Half move. |
| Manoeuvre | Half | Opposed WS Test, if you win move enemy 1 metre. |
| Move | Half/Full | Move up to your movement as a Half Action or twice your Movement as a Full Action. |
| Run | Full | Triple Movement, enemies –20 BS and +20 WS. |
| Stand/Mount | Half | Stand up or mount a riding animal. |
| Tactical Advance | Full | Move from cover to cover, gaining benefit of cover throughout. |
| Aim | Half/Full | +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. |
| Delay | Half | Before your next turn take any Half Action. |
| Dodge | Reaction | Test Dodge to negate a hit. |
| Focus Power | Varies | Use a Psychic Power. |
| Jump/Leap | Full | Leap or Jump (see page 214). |
| Parry | Reaction | Test WS to negate a hit. |
| Ready | Half | Ready a weapon or item. |
| Reload | Varies | Reload a ranged weapon. |
| Use Skill | Varies | You may use a Skill. |
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.
| Name | Class | Range | Dam | Pen | Special |
|---|---|---|---|---|---|
| Axe | Melee | — | 1d10+1 R | 0 | Primitive, Unbalanced |
| Brass Knuckles | Melee | — | 1d5–1 I | 0 | Primitive |
| Club | Melee | — | 1d10 I | 0 | Primitive |
| Flail† | Melee | — | 1d10+2 I | 0 | Flexible, Primitive |
| Great Weapon† | Melee | — | 2d10 R | 2 | Primitive, Unwieldy |
| Hammer | Melee | — | 1d10+1 I | 0 | Primitive, Unbalanced |
| Improvised | Melee | — | 1d10–2 I | 0 | Primitive, Unbalanced |
| Knife | Melee, Thrown | 3m | 1d5 R | 0 | Primitive |
| Throwing Star/Knife | Thrown | 5m | 1d5 R | 0 | Primitive |
| Shield | Melee | — | 1d5 I | 0 | Defensive, Primitive |
| Spear† | Melee, Thrown | 10m | 1d10 R | 0 | Primitive |
| Sword | Melee | — | 1d10 R | 0 | Balanced, Primitive |
| Staff† | Melee | — | 1d10 I | 0 | Balanced, Primitive |
| Chainsword | Melee | — | 1d10+2 R | 2 | Balanced, Tearing |
| Chain Axe | Melee | — | 1d10+4 R | 2 | Tearing |
| Power Blade | Melee | — | 1d10+3 E | 6 | Power Field |
| Power Sword | Melee | — | 1d10+5 E | 6 | Balanced, Power Field |
| Shock Maul | Melee | — | 1d10 I | 0 | Shocking |
| Electro-Flail† | Melee | — | 1d10+2 I | 0 | Flexible, Shocking |
† This weapon requires two hands to use.
Note: Characters using melee weapons add their SB to the Damage they inflict.
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.
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.
–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.
WS to hit, inflicts 1d5–3 I+SB. Armour Points count as double. In addition, successful hit also inflicts 1 level of Fatigue.
+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. Result of 94–00 on BS test indicates weapon has Jammed.
+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. Result of 94–00 on BS Test indicates weapon has Jammed.
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.
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.
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.
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.
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 characters cannot take Actions (including free ones), opponents receive +20 to hit.
If Damage taken is equal or less than twice TB.
If Damage taken is more than twice TB.
10% chance of death each Round unless treated.
| Difficulty | Skill Modifier | Example |
|---|---|---|
| Easy | +30 | Attacking a Surprised opponent. Shooting a Massive target. Shooting a target at Point Blank range. |
| Routine | +20 | Close 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 | +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. |
| Challenging | +0 | A Standard Attack. Attacking 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. |
| Difficult | –10 | 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. |
| Hard | –20 | Using 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. |
| Very Hard | –30 |
| Location | Second | Third | Fourth | Fifth |
|---|---|---|---|---|
| Head | Head | Arm | Body | Arm |
| Arm | Arm | Body | Head | Body |
| Body | Body | Arm | Head | Arm |
| Leg | Leg | Body | Arm | Head |
| AB | Half Move | Full Move | Charge | Run |
|---|---|---|---|---|
| 0 | 1/2 | 1 | 2 | 3 |
| 1 | 1 | 2 | 3 | 6 |
| 2 | 2 | 4 | 6 | 12 |
| 3 | 3 | 6 | 9 | 18 |
| 4 | 4 | 8 | 12 | 24 |
| 5 | 5 | 10 | 15 | 30 |
| 6 | 6 | 12 | 18 | 36 |
| 7 | 7 | 14 | 21 | 42 |
| 8 | 8 | 16 | 24 | 48 |
| 9 | 9 | 18 | 27 | 54 |
| 10 | 10 | 20 | 30 | 60 |
Target 6-7 8 9-0
| Armour Type | Location(s) Covered | AP |
|---|---|---|
| Primitive Armour | ||
| Gang Leathers | Arms, Body, Legs | 1 |
| Heavy Leathers | Arms, Body, Legs | 2 |
| Quilted Vest | Body | 2 |
| Beast Furs | Body | 2 |
| Grox Hides | Body | 3 |
| Chain Coat | Arms, Body, Legs | 3 |
| Feudal Plate | All | 5 |
| Xeno Hides | Body | 6 |
| Flak Armour | ||
| Flak Helmet | Head | 2 |
| Flak Gauntlets | Arms | 2 |
| Light Flak Coat | Arms, Body, Legs | 2 |
| Flak Vest | Body | 3 |
| Flak Jacket | Arms, Body, Legs | 3 |
| Flak Cloak | Body | 3 |
| Guard Flak Armour | All | 4 |
| Mesh Armour | ||
| Mesh Cowl | Head | 3 |
| Mesh Gloves | Arms | 3 |
| Xeno Mesh | Arms, Body, Legs | 4 |
| Mesh Vest | Body | 4 |
| Mesh Combat Cloak | Arms, Body | 4 |
| Carapace Armour | ||
| Carapace Helm | Head | 4 |
| Carapace Vambraces | Arms | 5 |
| Carapace Greaves | Legs | 5 |
| Enforcer Light Carapace | Arms, Body, Legs | 5 |
| Carapace Chest Plate | Body | 6 |
| Storm Trooper Carapace | All | 6 |
| Power Armour | ||
| Light Power Armour | All | 7 |
| Power Armour | All | 8 |
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