TM
Blake Bandrowski (order #6439917)
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
(page 252 to 253)
(page 254 to 255)
(page 256 to 257)
(page 258 to 259)
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
Plasma Cannon (Ryza)
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
Adds extra AP to locations
hidden by cover.
Cover Type
AP
Light Wood, Armour-glas,
4
Light Metal
Heavy Wood, Flakboard,
8
Sandbags, Ice
Rockcrete, Thick Iron,
16
Stone
Plasteel, Armaplas
32
Games Workshop Ltd. All rights reserved.
Blake Bandrowski (order #6439917)
2
2
4
Crew Rating
Skills and Characteristics
Incompetent
Competent
Crack
Veteran
Elite
20
30
40
50
60
2 Full Flame
2 Full Flame
2 Full Flame
NPC Crew Ratings
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
All Out Attack
Full
Brace Heavy Weapon Half
Called Shot
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
Attack, Melee or Ranged
Attack, Concentration, Ranged
Defence, Melee
Miscellaneous
Miscellaneous
Movement
Attack, Ranged
Movement
Attack, Melee or Ranged
Attack, Melee
Attack, Ranged
Concentration, Movement
Concentration, Miscellaneous
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.
Weapon Special Qualities
Accurate:
Balanced:
Blast (X):
Customised:
Defensive:
Flame:
Additional +10 to hit when used with an Aim Action.
+10 to Parry.
All within the weapons blast radius in metres is hit. Roll Hit Location and Damage individually for each person affected.
Reloading takes 1/2 the listed time, rounding up the next full action, with a minimum of 1/2 action.
+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 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 attackers 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.
Storm:
Doubles the number of hits inflicted on the target.
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).
Twin-linked: +20% to hit, may score one additional hit if the attack roll succeeds by two or more degrees of success.
Unbalanced: 10 when used to Parry.
Unreliable:
Jams on roll of 9100.
Unstable:
On a successful hit, roll 1d10: 1: Inflicts half Damage, 29: Inflicts normal Damage, 10: Inflicts double Damage.
Unwieldy:
Cannot be used to Parry.
Blake Bandrowski (order #6439917)
Melee Weapons
Name
Class
Range
Chain Axe
Melee
Chainsword (Hecate) Melee
Omnissian Axe (Sollex) Melee
Power Axe (Mezoa)
Melee
Power Fist (Mezoa)
Melee
Power Maul (High)
Melee
Power Maul (Low)
Melee
Power Sword (Mordian) Melee
Power Fists add the users SB2 to the Damage.
Officers Cutlass
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.
Combat Difficulty Summary
Difficulty
Skill Modifier Example
Easy
+30
Routine
+20
Ordinary
+10
Challenging
+0
Difficult
10
Hard
Very Hard
20
30
Blake Bandrowski (order #6439917)
Attacking a Surprised or Unaware target.
Shooting a Massive target.
Shooting a target at Point Blank Range.
Melee attacks against a foe who is outnumbered three to
one or more.
Attacking a Stunned opponent.
Shooting an Enormous target.
Melee attacks against a foe who is outnumbered two to one.
Attacking a Prone opponent with a melee weapon.
Attacking from higher ground.
Shooting a Hulking target.
Shooting a target at Short Range.
A Standard Attack.
Any test whilst Fatigued.
Attacking or Dodging whilst in the mud or heavy rain.
Shooting a target at Long Range.
Shooting a Prone target.
Shooting a Scrawny target.
Shooting into melee combat.
Dodging whilst Prone.
Making an unarmed attack against an armed opponent.
Melee attacks in darkness.
Shooting at a target in fog, mist, shadow or smoke.
Shooting a Puny target.
Using a weapon without the correct Talent.
Attacking or Dodging in deep snow.
Firing a heavy weapon that has not been Braced.
Shooting a Minuscule target.
Shooting a target at Extreme range.
Shooting at a completely concealed target.
Shooting at a target in darkness.
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.
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 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
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 252
259), 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.
Fatigue
Can suffer a number Fatigue equal to TB. Fatigued
characters 10 all Tests. If you suffer more Fatigue
than TB, fall unconscious for 10TB 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 Damaged
If Damage taken is equal or less than twice TB.
Heavily Damaged
If Damage taken is more than twice TB.
Blood Loss
10% chance of death each Round unless treated.
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.
Full Automatic Weapons
+20 BS, for every degree 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.
Multiple Hits From
Semi and Full auto fire
Fourth
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)
Blake Bandrowski (order #6439917)
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
Arms, Body, Legs
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
Arms, Body, Legs
Arms, Body, Legs
All
Body
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
Location Second Third
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
Hit and Run
Hold Fast!
Jam
Communications
Lock on Target
Prepare to Repel
Boarders!
Put Your Backs
Into It!
Triage
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
Bonus to various actions
Medicae
Reduces Crew Population
Damage
Blake Bandrowski (order #6439917)
Blake Bandrowski (order #6439917)
Blake Bandrowski (order #6439917)
Blake Bandrowski (order #6439917)