Dark Heresy. Abridged Armour (Page 167) Name. Multiple Hits (Page 223) First. Vehicle Hit. Vehicle Critical Effects location.

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1 Usages of Fate Points (Page 9): Re-roll a test. + bonus to a test; must be chosen before dice are rolled. Add DoS to a successful test; may be chosen after roll. Count as having rolled for Initiative. Instantly remove d damage (not Critical damage). Instantly recover from being Stunned. Remove all levels of Fatigue. Fear (Page ) A Fear test uses Willpower with a modifier based on Fear rating (ranging from + for a rating of to for a rating of ). If failed in structured time, roll on Table : Shock (page ), adding + for each DoF; or more DoF inflicts d Insanity points. Can snap out of it by making WP test in following turns. In narrative time, penalty to all tests requiring concentration while near source of Fear. Psychic Powers (Page 9) Determine Psychic Strength: Psyker decides how much of base psy rating to commit; Push to add more (Bound +, Unbound +, Daemonic +) Make Focus Power Test: + per point effective psy rating is below base rating; per point it is above. Doubles invoke psychic phenomena (page 9); (Bound) Pushing invokes unless doubles, (Unbound/ Daemonic) always invokes. Resolve Power Results: As per power and effect; Psychic Barrages are similar to Semi-Auto Bursts, Psychic Storms to Auto Bursts, Psychic Blasts to weapons with Blast quality. Sustaining: As per power; while sustaining psyker has + to rolls for Psychic Phenomena and to psy rating per sustained power. Dark Heresy Abridged our (Page 7) Name LocatioNs covered ap max ag oured glove Carapace Chestplate Carapace Helm Carapace Gauntlets Carapace Greaves Chainmail Suit Enforcer Light Carapace Feudal World Plate Flak Cloak Flak Coat Flak Gauntlets Flak Helmet Flak Vest Heavy Leathers Imperial Guard Flak our s,, Legs s Legs s,, Legs s,, Legs s, s s, Imperial Robes Light Flak Cloak Light Power our Mesh Cloak Mesh Vest Militarum Tempestus Carapace Xenos Hide Vest s,, Legs s,, Legs s,, Legs 7 Grappling (Page ) Active controller must use Action to maintain Grapple, and can then try to Damage, Throw Down, or Push Opponent. Target in his own turn must declare Grapple as Action, and can then try to Break Free, Slip Free, or Take Control. Multiple Hits (Page ) First second third Fourth FiFth AdditionAl Spend Action to establish a kill zone wide and up to the range of the weapon. Character specifies Standard Attack, Auto Burst, or Semi-Auto Burst and triggering conditions to shoot any targets entering the zone. Targets must make a Challenging (+) Pinning Test or become Pinned. Overwatch may be maintained up to a character s WP Bonus in hours, or until making another action or Reaction. Leg Leg Suppressing Fire (Page ) d Overwatch (Page ) Character can suppress an area (Semi-Auto Burst) or ( Auto Burst) wide, up to half weapon s range. Targets within this area must make a Difficult ( ) Pinning test (Semi-Auto) or Hard ( ) Pinning test ( Auto) or become Pinned. BS penalty; GM randomly assigns hit. Extra hits scored for every DoS; jam on 9 result+. Vehicle Hit Locations Roll Vehicle Critical Effects location Location Page Motive Systems Hull Weapon Turret Weapon Motive Turret Hull Page Page 7 Page Page 9 Vehicle Combat Actions (Page ) Action PAge type SubtyPe(S) DeScriPtion Evasive Manoeuvring Concentration, Floor It! Concentration, Hit & Run Jink Ram! Reaction Rearing Strike Tactical Manoeuvring Attack,, Attack,, Attack, Concentration, Move Tactical Speed, enemies suffer per DoS to hit vehicle for next round. Move double Tactical Speed plus an additional m per DoS, enemies get to shoot at vehicle for next round. Move Tactical Speed and attack with to WS. Then, move Tactical Speed again. Avoid incoming attack with penalty equal to vehicle's Size modifier. Must move at least Tactical Speed, deal damage equal to AP + d. Rider makes Hard ( ) Survival test with bonus equal to steed's WS/BS to allow steed to inflict hit with its weapon. Move Tactical Speed ( ) or twice Tactical Speed (), and turn 9. TM

2 Abridged Weapons (Page ) Name Class RaNge Dam PeN special Chainaxe d+ R Chainblade d+ R Chainsword d+ R Balanced, d R 9 Razor Sharp,, Unwieldy Eviscerator Force Sword d+ R Balanced, Force d I Force Force Staff d R Unbalanced Great Weapon Hunting Lance d+ X 7 Concussive () Improvised d I Primitive (7), Unbalanced Knife / m d R d I Defensive Shield d R Primitive () Spear Staff d I Balanced, Primitive (7) Sword d R Balanced Truncheon d I Primitive (7) Warhammer d+ I Concussive (), Primitive () Whip m d R Flexible, Primitive () Omnissian Axe d+ E Power Field, Unbalanced Power Field, Unwieldy Power Fist d E 9 Power Sword d+ E Balanced, Power Field d+7 E 7 Power Field, Unbalanced Power Axe Power Maul (High) d+ E Power Field, Shocking Power Maul (Low) d+ E Shocking Shock Maul d+ I Shocking Shock Whip m d+ I Flexible, Shocking Weapon is Two-Handed Provides AP to the and wielding the shield, which stacks with existing armour. Power Fists add the user s SB to the damage. Combat Circumstances Summary (Page 9) Difficulty MoDifier Easy + Routine + Ordinary + Challenging + Difficult Hard Very Hard example Attacking a Surprised, Unaware, or a Massive (Size [7]) target. Shooting a target at Point Blank range. Evading an attack that has been anticipated for at least one round. attacks against a foe that is outnumbered three to one or more. Attacking a Stunned or Enormous (Size []) target. Evading an attack whilst in full cover from the attacker. Attacking a Prone opponent with a melee weapon. Attacking from higher ground, or Hulking (Size []) target. Shooting a target at Short Range. attacks against a foe who is outnumbered two to one. Evading an attack whilst in partial cover from the attacker. Attacking an Average (Size []) target. Shooting at a target at Long range, or a Prone target Attacking a Scrawny (Size []) target. Attacking an enemy in melee whist Prone. Shooting into melee combat, or a target in fog, mist, or shadow. Dodging whilst Prone. attacks in the darkness, or unarmed against an armed target. Attacking a Puny (Size []) target. Using a weapon without the correct Weapon Training talent. Attacking or Dodging in deep snow, or Miniscule (Size []) target. Firing a heavy weapon that has not been Braced. Shooting a target that is at Extreme range, or is completely concealed. Evading an attack whilst unable to see its source. Shooting at a target in darkness. (Page ) : AgB (/ if AgB=) : x AgB ( if AgB=) Charge: x AgB ( if AgB=) Run: x AgB ( if AgB=) Weapon Jams (Page ) On an unmodified roll of 9, the weapon jams and attack misses; Action and BS Test to clear. Semiand Auto Fire attacks jam on a 9. Two-Weapon Fighting (Page ) Only one-handed weapons. Either make a single attack with either weapon ( for off-hand), or if using the Two Weapon Wielder talent, when making an attack action may make a second attack action for free with other weapon at to each attack (drops to with Ambidextrous talent). If shooting with a gun in each hand, targets must be within m of each other. Using Weapon without a Talent (Pages and 9) Penalty when using a weapon without appropriate talent. Spray weapons: targets receive + to Agility test to avoid being hit; + if weapon Heavy and unbraced. Unarmed Combat (Page ) WS test to hit ( if opponent armed), inflicts d +SB Impact damage. If inflict damage greater than or equal to target s TB, attack also inflicts level of Fatigue. Damage (Page ) When a character has sustained damage equal to his wounds, all further damage is Critical damage. When Critical damage is suffered, consult the relevant Critical Effect Table (pages ), determined by the type of damage (Energy, Impact, Rending or Explosive) and the Hit Location of the attack, and apply the effect. Critical damage is cumulative. Damage Levels (Page ) Lightly Damaged: Equal to or less than twice TB. Heavily Damaged: More than twice TB. Critically Damaged: Damage exceeds wounds. Fatigue (Page ) While a Characteristic bonus is less than Fatigue level, it counts as half value and tasks using it take twice as long.a Fatigued characters suffers penalty to all Tests. When his Fatigue level is higher than TB+WPB, he falls unconscious for TB minutes and revives with Fatigue equal to TB. He dies if Fatigue reaches twice his TB+WPB. Each hour of complete rest removes level of Fatigue; after hours all Fatigue is removed. Pinning (Page ) Pinned targets can only take one Action, suffer BS, and must keep cover between them and the shooter. Test Willpower to recover at the end of the Turn, + if not shot at. If engaged in melee, the character automatically stops being Pinned. Stunned (Page ) Cannot take actions (including Free Actions), and opponents receive + to hit them. Blood Loss (Page ) Suffer level of Fatigue at start turn. Difficult ( ) Medicae test (a Free Action) to remove.

3 Combat Actions (Page 7) Action PAge type SubtyPe(S) DeScriPtion Aim Out Attack Brace Heavy Weapon 9 + () or + () bonus to character s next attack. Give up that round s Evasion reaction to gain + WS. Support a Heavy weapon for proper firing. Called Shot 9 Charge Defensive Stance Delay Disengage Evasion Feint Focus Power Auto Burst Grapple Guarded Action Jump or Leap Knock Down Lightning Attack Manoeuvre Move Overwatch Ready Reload Run Semi-Auto Burst Stand/Mount/ Dismount Standard Attack Stun Suppressing Fire Swift Attack Tactical Advance Use a Skill Reaction Concentration Attack, Miscellaneous Attack, Concentration, or Ranged Attack,, Concentration, Miscellaneous / Attack, Ranged Attack, Concentration, /Ranged Attack, Attack,, Attack, Concentration, Ranged Miscellaneous Miscellaneous Attack, Ranged Attack, or Ranged Attack, Attack, Ranged Attack, Concentration, Concentration, Miscellaneous Accurate: + Bonus to hit if used with Aim, weapons add +d damage per two extra DoS (max +d) when firing a single shot (see page ). Balanced: + Bonus to Parry skill when using this weapon. Blast (X): within the weapon s blast radius in metres are hit. Roll Hit Location and damage individually for each character affected. Concussive (X): Target must pass Toughness test with penalty equal to times (X) or be Stunned. Target is possibly knocked Prone. Corrosive: Permanently reduces our points in Hit Location by d. Excess AP damage is dealt as damage to character. Crippling (X): Cripples the target until the end of the encounter. Crippled characters take (X) damage when performing more than a Action. Defensive: + bonus to Parry and penalty to hit when using this weapon. Felling (X): Weapon reduces a target s Unnatural Toughness bonus by (X) when calculating damage from this weapon. Flame: Target must make an Agility test or be set on fire (see page ). Flexible: This weapon cannot be parried, but can be used to parry attacks. Force: Normal weapon unless wielded by a psyker (see page ). Graviton: Weapon inflicts additional damage equal to AP (see page ). Hallucinogenic (X): This weapon induces hallucinations (see page ). Haywire (X): Weapon generates a Haywire field (see page 7). Inaccurate: Weapon gains no bonus from Aiming. Indirect (X): Weapon can fire at targets out of line of sight. Shots scatter Xd metres (see page 7). Lance: Weapon increases its penetration based on DoS from attack. Maximal: Weapon has a second, more powerful, fire setting. Melta: Weapon doubles its Pen when firing at Short range. Overheats: Attack roll of 9 or more to hit causes Overheat (see page ). Power Field: When Parrying (or being Parried by) a weapon that lacks this quality, there is a 7% chance of destroying the opponent s weapon. Attack a specific location on a target with a to WS or BS. Move up to x AgB (last m in straight line at enemy), + to WS. Gain an additional Reaction. Opponents suffer WS. May take any Action before character s next turn. Break from melee without incurring a free attack. Used with Dodge () or Parry () skill to avoid attacks. Opposed WS test; if character wins, his next attack cannot be Evaded. Use a Psychic Power. BS, one hit for every DoS; Jam on 9+ result; m spread. Affect a Grappled opponent or escape from a Grapple. to WS or BS, + to all Evasion tests until start of next turn. Jump vertically or leap horizontally. Try to knock an opponent to the ground. WS, one hit for every DoS. Opposed WS test; if character wins, move enemy metre. Move up to Agility bonus ( Action) or x Agility bonus ( Action). Shoot targets coming into a set kill zone, also forces Pinning tests. Ready a weapon or an item. Reload a ranged weapon. Move x Agility bonus, enemies get BS and + WS to hit character + BS, additional hit for every two additional DoS; jam on 9+; m spread. Stand up from being Prone, mount or dismount a riding beast, enter or leave a vehicle, or move within a vehicle. + to WS or BS, make one melee or ranged attack; jam on 9+ result. Try to Stun an opponent. Set or arc at / range, target must make Pinning test, BS. + WS, additional hit for every two additional DoS. Move from cover to cover. Character may use a skill. Primitive (X): Weapon s damage dice never count as rolling higher than (X). Proven (X): Weapon s damage dice never count as rolling lower than (X). Razor Sharp: If the attack results in three or more DoS, double weapon Pen. Recharge: When fired, cannot be fired again in the next round. Reliable: Weapon only jams on unmodified roll of. Weapons that do not roll to hit do not jam. Sanctified: This weapon deals Holy damage to Daemonic and Warp creatures. Scatter: At Point Blank range, weapon gains + to hit and + damage. At Short Range, weapon gains + to hit. Any longer ranges, weapon suffers damage. Shocking: If weapon causes damage, the target must make a Challenging (+) Toughness test or be Stunned for rounds equal to DoF. Smoke (X): Creates cloud with radius of (X) metres lasting d+ rounds. Snare (X): Target must make an Agility test with penalty equal to times (X) or be immobilised. An immobilised target can attempt no other actions except to try to escape the bonds. He can make a Action to burst the bonds (a Strength test) or wriggle free (an Agility test) in his turn. He is considered Helpless until he escapes. Spray: Weapon projects a arc cone out to the weapon s range. No roll to hit; all creatures in path must make a Challenging (+) Agility test or be struck. Storm: Double number of hits inflicted on target (and ammo expended). : Roll one extra dice for damage, take the best results. Toxic (X): Targets damaged by weapon must make a Toughness test with penalty of X times or suffer an extra d damage of same type of first Toxic damage that round (not reduced by our or Toughness). Twin-linked: + Bonus to hit and uses twice as much ammunition. Two or more DoS inflicts additional hit; reload time is doubled. Unbalanced: Penalty to Parry skill when using this weapon. Unreliable: Weapon jams on roll of 9 or higher. Unwieldy: Cannot be used to Parry or make Lightning Attacks. Vengeful (X): Inflicts Righteous Fury on damage rolls of X or higher.

4 Abridged Ranged Weapons (Page ) Test Difficulties Difficulty MoD. Trivial Elementary Simple Easy Routine Ordinary Challenging Difficult Hard Very Hard Arduous Punishing Hellish Name Autopistol Pistol m S/ / Autogun m S// Autocannon Heavy m S// Bolas m Bolt Pistol Pistol m S// Boltgun m S// Bow m Crossbow m Flamer m Grav Pistol Pistol m Graviton Gun m S// Grenade Launcher m Hand Cannon Pistol m Hand Flamer Pistol m Heavy Bolter Heavy m / / Heavy Flamer Heavy m Heavy Stubber Heavy m / / Hot-shot Laspistol Pistol m S// Hot-shot Lasgun m S// Inferno Pistol Pistol m Laspistol Pistol m S// Lasgun m S// Laslock 7m S/ / Long Las m Meltagun m Missile Launcher Heavy m Needle Pistol Pistol m Needle Rifle m Plasma Pistol Pistol m S// Plasma Gun 9m S// Shotgun m Shotgun (Combat) m S// Sniper Rifle m Storm Bolter 9m S// Stub Automatic Pistol m S// Stub Revolver Pistol m Web Pistol Pistol m Webber m The damage, penetration, and special qualities of these Hit Locations d Roll location 7 7 Right Left Right Leg Left Leg Critical Effects Location Page Energy Explosive Impact Rending Page Page Page Page Cover Examples Cover Type our-glass, thin metal, wooden planks Flakboard, sandbags, thick ice, trees Cogitator banks, stasis pods, barricades Rockcrete, hatchways, thick iron, stone aplas, voidship bulkheads, plasteel Ap PeN CliP RlD d+ I d+ I d+ I d+ X d+ X d R d R d+ E d+ I d+ I d+ I d+ E d+ X d+ E d+ I d+ E 7 d+ E 7 d+ E d+ E d+ E d+ E d+ E d+ E d R d R d+ E d+7 E d+ I d+ I d+ I d+ X d+ I d+ I weapons are dependent 9 9 upon the grenade special Reliable Inaccurate, Snare () Primitive (), Reliable Primitive (7) Flame, Spray Concussive (), Graviton Concussive (), Graviton Flame, Spray Flame, Spray Melta Reliable Reliable Unreliable Accurate, Felling (), Reliable Melta Accurate, Felling (), Toxic () Accurate, Felling (), Toxic () Maximal, Overheats Maximal, Overheats Scatter Scatter Accurate, Reliable Storm, Reliable Snare () Blast (), Snare () or missile used. Abridged Grenades and Explosives (Page 7) target -7 Dam Scatter Diagram Class RaNge RoF 9-, TM and/or Games Workshop Ltd. Name Class RaNge RoF Dam PeN CliP special Blind Grenade Choke Grenade Fire Bomb Frag Grenade Frag Missile Hallucinogen Grenade Haywire Grenade Krak Grenade Krak Missile Melta Bomb Photon Flash Grenade Smoke Grenade Stun Grenade Web Grenade Special d+ E d X D+ X d+ X d+ X d E Smoke () Blast () Blast (), Flame Blast () Blast () Blast (), Hallucinogenic () Haywire () Concussive () Concussive (), Proven () Blast (), Flame, Melta Blast () Smoke () Blast (), Concussive () Blast (), Snare ()

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