Dark Heresy. Abridged Armour (Page 167) Name. Multiple Hits (Page 223) First. Vehicle Hit. Vehicle Critical Effects location.
|
|
- Hilary Butler
- 5 years ago
- Views:
Transcription
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 ()
5
6
7 Dark H e re s y TM
8
GENESTEALER CULTS. - Genestealer Cults v7.0
GENESTEALER CULTS Below is a list of all wargear not already found in the Warhammer 40,000 rulebook under the ranged and melee weapons sections: Designer s Note: any Autopistols can be replaced with Laspistols
More informationFandex: Penal Legions
Fandex: Penal Legions Army Rules: Scum of the Imperium: Even in the generally uncaring manner of the Imperial war machine, Penal Legion units are the lowest of the low. In allied games, Imperial units
More informationGENESTEALER CULTS. - Genestealer Cults v1.1
GENESTEALER CULTS Below is a list of all wargear not already found in the Warhammer 40,000 rulebook under the ranged and melee weapons sections: Armour The Genestealer Cults use a variety of armour types
More informationLION EL'JONSON Primarch of the Dark Angels WS BS S T W I A LD SV
Lion Blade Lion Helm Armour of the Order LION EL'JONSON Primarch of the Dark Angels 8 5 6 6 5 6 5 10 2+ Monster Hunter Sire of the Dark Angels Strategic Expertise Bulky Lion Blade Range: - Strength: +1
More informationHIVE OF THE DEAD ADVANCED RULES
HIVE OF THE DEAD ADVANCED RULES The Adventure Sheet The Adventure Sheet is where you can keep track of your Statistics, Equipment, Ammunition and other information relevant to your adventure. You are free
More informationDARK ANGELS. 14 Points. WARGEAR: Power armour Boltgun Bolt pistol Frag grenade Krak grenade
DARK ANGELS CODEX: DARK ANGELS This Team List uses the special rules and wargear lists found in Codex: Dark Angels. If a rule differs from the Codex, it will be clearly stated. SPECIAL & HEAVY WEAPONS
More informationATTRIBUTES & DERIVED STATS HINDRANCES GEAR
NAME: RACE: RANK: XP: PERSONAL INFO ICONIC FRAMEWORK ATTRIBUTES & DERIVED STATS HINDRANCES AGILITY SMARTS SPIRIT CHARISMA PARRY PACE STRENGTH VIGOR SKILLS GEAR SKILL DIE ITEM STRAIN WT EDGES & ADVANCES
More informationCLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1
CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove
More informationGURPS : COMBAT. Maneuvers
GURPS : COMBAT Turn Sequence Combatant with highest Basic Speed goes first, then the one with the next-highest Basic Speed and so on. If tied, the one with the highest DX goes first. If still tied, roll.
More informationNecromunda Frequently Asked Questions and Errata
Necromunda Frequently Asked Questions and Errata The Necromunda: Underhive box set is a great introduction to the game of Necromunda, and the rulebook it contains allows players to fight brutal tunnel
More informationQUICK REFERENCE SHEETS
QUICK REFERENCE SHEETS 1 QUICK REFERENCE SHEETS Survivor Action Point Table Actions AP Cost Walking (3 ) 1 Turning more than 180 degrees 1 Spotting 1 Running (6 ) 1 Diving (1 ) 2 Crawling (1 ) 1 Going
More informationChapter Approved Warhammer 40,000 Main Rules Clarifications (v2.0)
Chapter Approved Warhammer 40,000 Main Rules Clarifications (v2.0) Shooting 1. Shots from a flamer may not be repositioned, but the flamer template must be placed so that it will affect the maximum number
More informationBeta Update #5. Character Creation. Edition Version Two. Update #5. Page 18, Allocating Points sidebar: Replace the sidebar with the following:
Dark Heresy nd Edition Version Two Beta Page 8, Allocating Points sidebar: Replace the sidebar with the following: Allocating Points This document contains all of the changes for the first week of the
More informationWARHAMMER 40,000 HOUSE RULES EDITION V1.3
WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)
More informationWarhammer 40k Change to 5 th Edition
Warhammer 40k Change to 5 th Edition Introduction: This is designed to update your knowledge from the 4th to the 5th edition of 40k. On the following pages you will find a fairly comprehensive summary
More informationQRS QUICK REFERENCE QUICK REFERENCE SHEETS. Shooting Modifiers table. Survivor Action Point Table. Hand-to-Hand Modifiers Table
QRS QUICK REFERENCE SHEETS Shooting Modifiers table Survivor Action Point Table Actions AP Cost Target Modifier Walking (3 ) Per AP to aim (max APs / +4 modifier) + Turning more than 80 degrees Target
More informationDeathwatch Living Errata
Version 1.1 Deathwatch Living Errata Deathwatch Living Errata This is the living errata for the De at h watc h RPG line. The Errata is divided according to product. The most recent updates to this errata
More informationBrimstone and Iron. Heroic Combat System.
Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the
More informationBrimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.
Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy. This page originally started off as some house rules for some of the weapons in Warhammer. The following rules suggestions can be
More informationSoldier-4. Traits (see back for details)
Abilities and Skills Strength 16 +3 Athletics +10 Defenses Traits (see back for details) Soldier-4 Saga Edition RPG Dexterity 16 +3 Acrobatics +3 Initiative +10 Pilot +10 Stealth +3 Constitution 16 +3
More informationFIRETEAM Wargame Rules for Modern Combat Operations
FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame
More informationForce Power Cards (front)
Battle Strike You use the Force to enhance your battle prowess. Time: Swift action. Target: You. DC 15: Gain a +1 Force bonus on your next attack roll and deal an additional 1d6 points of damage if the
More informationCombat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.
Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward
More informationNECROMUNDA FREQUENTLY ASKED QUESTIONS AND ERRATA V.1
NECROMUNDA FREQUENTLY ASKED QUESTIONS AND V.1 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn t as clear as it could be. This document
More informationHORUS HERESY BOOK 6, RETRIBUTION BY FALSEHOOD CLOAKED FACTION KEYWORDS OATH OF MOMENT SPECIAL RULES MODEL AVAILABILITY
HORUS HERESY BOOK 6, RETRIBUTION This team list uses the FW Blackbook, Book 6 Retribution. All rules not listed here will be drawn from there, mainly weapons profiles. If a rule differs from the Codex,
More informationADEPTUS MECHANICUS EXPLORATORS
ADEPTUS MECHANICUS EXPLORATORS Version 2.0 Initial Resources: You have 00 Throne Geld to spend on recruiting and arming your war band. You must have a minimum of 3 models. Hired Guns: Admech war bands
More informationINQUISITION KILL TEAMS
INQUISITION KILL TEAMS The Ordo Xenos is the arm of the Inquisition tasked with defeating the alien in all its loathsome forms. Never more so has this solemn duty been tested than during the second great
More informationTHE HORUS HERESY: MECHANICUM THAGMATA ARMY LIST CYBERNETIC RESILIENCE FACTION KEYWORDS MODEL AVAILABILITY BATTLE AUTOMATA CYBERTHEURGY
THE HORUS HERESY: MECHANICUM THAGMATA ARMY LIST This team list uses the special rules and wargear found in the FW Redbook, Mechanicum Thagmata. All rules not listed here will be drawn from there, mainly
More informationTRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values
TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2
More informationFeudal Skirmish and Tourney Rules
Feudal Skirmish and Tourney Rules Al Hewitt, Ric Willey, Neil Houltby, and Tony Morley Initiative Throw d20, highest has initiative and can move first. If a figure is contacted by a higher initiative figure
More informationForge World FAQ & Rules Clarifications Using the Horus Heresy army lists for Warhammer 40,000 7 th Edition
Forge World FAQ & Rules Clarifications Using the Horus Heresy army lists for Warhammer 40,000 7 th Edition With the release of Warhammer 40,000 7 th edition, certain rules and models in the Horus Heresy
More informationPrincipality of Zeon Units
Principality of Zeon Units (Principality of Zeon) ZAKU I 3 5 [D6 (6) (+1)] 12 4 [D6 (6)] 105mm Machine Gun [Short] (18 ) ZMP-47D Machine Gun [Medium] (30 ) 280mm Zaku Bazooka [Medium] (30 )
More informationBATTLE MEDITATION FORCE POWER TREE FORCE ABILITY BATTLE MEDITATION BASIC POWER RANGE CONTROL MAGNITUDE STRENGTH RANGE MAGNITUDE RANGE DURATION
Prerequisites: Force Rating 2 + BATTLE MEDITATION BATTLE MEDITATION BASIC POWER The Force user directs allies in battle, making them more effective as a coordinated unit. The user may spend to add one
More informationReference Revised Combat Rules
Revised Combat Round Reference Revised Combat Rules I. Check for Surprise a. Roll 1d10 (see Surprise Modifiers) with a 1, 2, or 3 meaning surprise. Determine Initiative (once for given encounter) a. Each
More informationL2 +2 Ranged when using bows or crossbows.
Archer Exchanging the need of force for precision, these warriors are skillful at the art of dispatching enemies at a distance. Though other warriors may boast of the ability to slay their foe in a single
More informationWEAPONS WEAPON CATEGORIES
WEAPONS WEAPON CATEGORIES Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon s use (simple, martial,
More informationOriginal concept from:
Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT
More informationWarhammer 40, nd Edition
Warhammer 40,000 2 nd Edition a This is a rewrite of the original Warhammer 40,000 2 nd edition rules from 1993. It is intended to be more concise, and includes clarifications and amendments from all available
More informationADEPTA SORORITAS. - Adepta Sororitas v8.0 (13 Nov 2016)
ADEPTA SORORITAS If a Adepta Sororitas Team Leader is removed as a casualty during the battle, all friendly units with the Act of Faith special rule automatically pass all Leadership tests until the end
More informationCOMBAT CARDS. The Easy Way to Assess Your Choices STEVE JACKSON GAMES. An e23 Game Aid for GURPS from Steve Jackson Games
COMBAT CARDS The Easy Way to Assess Your Choices Combat is the most chaotic situation in any roleplaying game. So many targets, so many opportunities... so many options. Half the trick in figuring out
More informationIMPERIUM, ADEPTUS MECHANICUS, CULT MECHANICUS, <FORGEWORLD> CHARACTER, INFANTRY, TECH-PRIEST, ARCHMAGOS
Archmagos Prime 6 2+ 2+ 5 5 6 4 9 2+ An Archmagos Prime is a single model. It is equipped with a mechanicum axe, mechadendrites, a flamer, a plasma pistol, and a volkite serpenta. Mechanicum Axe Melee
More informationMutants & Masterminds Combat Cheat Sheet (PL 6)
Actions Mutants & Masterminds Combat Cheat Sheet (PL 6) Adapted from Mutants & Masterminds, Second Edition Brandon Blackmoor, 2009-07-12 The types of actions your hero can perform during a round are standard
More informationForge World Rules Clarifications for the
Forge World Rules Clarifications for the Drop Pods of the Horus Heresy v1.0 With the release of The Horus Heresy: Age of Darkness Rulebook, certain rules in the Forge World Horus Heresy Army List and Campaign
More informationAlignment: Any. Hit Die: d8.
Archer Of history s most persistent necessities, none has colored the art of death more strikingly than the ability to kill from afar. While this innovative concept came in many forms, no method was as
More informationCrimson Dusk Wargames rules For skirmish to platoon level games In Near Future, Sci-Fi and Post Apocalyptic settings. Written by Duncan Thompson
Crimson Dusk Wargames rules For skiirmiish to platoon level games IIn Near Future,, Scii- -Fii and Post Apocalyptiic settiings.. Wriitten by Duncan Thompson 2 Crimson Dusk Index Page Page Introduction
More informationNUMENERA SYSTEM CHEAT SHEET. Collated by Justin Alexander
NUMENERA SYSTEM CHEAT SHEET Collated by Justin Alexander http://www.thealexandrian.net BASIC MECHANICS Abilities: Might, Speed, Intellect Task: 1d20 vs. target number DIFFICULTY/ NPC LEVEL DESCRIPTION
More informationGRIM RESOLVE CODEX: DARK ANGELS EXPERIENCED LEADER MODEL AVAILABILITY FACTION KEYWORDS
CODEX: DARK ANGELS This Team List uses the special rules and wargear lists found in Codex: Dark Angels. If a rule differs from the Codex, it will be clearly stated. The points are intended for the model
More informationChildren of Mordheim. Warband Special Equipment. Warband Special Rules
Children of Mordheim Warband Special Rules Born and raised The children of Mordheim end each battle with the Streetwise skill regardless of who survived. Streetwise (+1/-1) If this warrior was deployed
More informationSkaven Clan Eshin v.2.4
Skaven Clan Eshin v.2.4 Warband Special Rules Pack Tactics (+1 Ld) Skaven warbands add an extra +1 Ld modifier to all rout tests they have to take. Warriors with this rule flee 3D6 instead of the normal
More informationClose Combat Weapons
Close Combat Weapons Weapon Base Damage ST/DX Reach Maneuvers ENC AP/ HP Cost Battle Axe 1H 10% 1d6+2 11/9 2 Slash, Stun 2 4/8 100 Battle Axe 2H 10% 1d8+2 9/9 2 Slash, Sunder 2 4/8 100 Broadsword 5% 1d8+1
More informationErrata to the Second Printing
Errata to the Second Printing Savage World, Great White Games, the GWG shark, and the Pinnacle logo are 2009 Great White Games, LLC; DBA Pinnacle Entertainment Group. 1 First Strike The text for the First
More informationFORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved
FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers
More informationCombine barrage points from all battery BP to-hit #Refer to table to compute to-hit:
ARMY CARDS -@ Combine barrage points from all battery BP to-hit 1-2 6+ 3-4 5+ -#Refer to table to compute to-hit: 5-6 4+ 7-8 3+ 9+ 2+ - Army indication is between parenthesis for optional units. - PD is
More informationOFFICIAL TORTURED EARTH ERRATA (02JULY2017)
This is the first errata for the Tortured Earth Role-Playing System. Please check www.torturedearth.com https://www.facebook.com/torturedearth/ and https://twitter.com/torturedearth for updates! OFFICIAL
More informationSLA Industries Hardware Catalogue Savage SLA Version By Voidstate
SLA Industries Hardware Catalogue Savage SLA Version By Voidstate These weapons can be found in the excellent SLA Industries Hardware Catalogue fan-published in 1995. See that document for full write-ups
More informationLegends of the Untamed West
Artwork: Minor Brothers; Design: George Dew; Design Team: Scott Chisholm, Darryl Cook, Grayson Dew, Brian & Chris Hudgins, Jerry Meyer Jr., David O. Miller, Rick Nichols, Robert Purnell, Robert W. Purnell,
More informationThis character can spend 1 feat point to. use Battle Plan: Call to Action as a quick action. When he uses this battle plan,
Race INT (Phy INT) Willpower 8 PER ARC POI AGL PRW str PHY spd s Character Portrait archetype Intellectual Gobber Shield INT COMMAND RANGE SPD PRW PER INITIATIVE PHY ARM SPD AGL PER DEF ability modifiers
More informationDARK HERESY 2ND EDITION
DARK HERESY 2ND EDITION BETA UPDATE #1 This document contains all of the changes for the first week of the DARK HERESY 2ND EDITION BETA. Items in red indicate new changes added to the beta in this update.
More informationMunitorum Tabella B/7172-G.Alpha. Ornamenta Classio Telum. Bolt Weapons
Munitorum Tabella B/7172-G.Alpha Ornamenta Classio Telum Bolt Weapons An unofficial supplement for Dark Heresy Produced for Dark Reign By Luddite, Layout, additional snipers and heavy bolters by Magi 09/2008
More informationModified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as
Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when
More informationIn this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies.
Warpath Force Lists In this document you will find the work-in-progress army lists for the Corporation, Enforcers, Forge Fathers and Plague armies. They are incomplete the Corporation list just has the
More informationOPTIONAL MELEE EQUIPMENT AND RULES
OPTIONAL MELEE EQUIPMENT AND RULES A A vehicle s Reach is determined by it s Size or the Rating of any Manipulator or Battle Arms. Divide the largest value by Two to determine the vehicle s Reach. Weapons
More informationAscendancy LRP Basic Rules
Ascendancy LRP Basic Rules Basic Rules Random Chance Normally if characters are performing an action suitable for their Skills and Talents they will automatically succeed. However, in order to simulate
More informationWind Wings Carried Technique
Wind Wings Carried Technique 1M or per SUPPLEMENTAL PAGE 142 The range of an attack is increased by a factor of (1 + motes spent). Cost is doubled for Melee and martial arts attacks and the charm becomes
More informationWelcome Acolytes to the Dark Heresy Second Edition
Dark Heresy Second Edition Living Errata and FAQ Welcome Acolytes to the Dark Heresy Second Edition Living Errata and FAQ dataslate! Within are the latest corrections to books within this product line,
More informationAttack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10
Attack Summary Table Effect Power Save Fail Fail by 5 Fail by 10 Blast Toughness -1 Life -2 Life + Stun DC10 Dazzle Reflex DC 10 Notice DC 15 Notice DC 20 Notice Drain Fortitude -5 power points -10 power
More informationPrinter-Friendly Version ~ 1 ~
Savage Armoury Printer-Friendly Version ~ 1 ~ Table of Contents Introduction 3 Custom-Made Weapons 3 Default Weapon List 3 Edge Creation 3 Extra Options 3 Magic Weapons 3 Modern and Futuristic Gear 4 Power
More informationChosen Men Fat. 1. Sequence of play. Base Morale;
Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,
More informationCODEX: BLOOD ANGELS TELEPORT HOMER FACTION KEYWORDS MODEL AVAILABILITY
CODEX: BLOOD ANGELS This Team List uses the special rules and wargear lists found in Codex: Blood Angels. If a rule differs from the Codex, it will be clearly stated. The points are intended for the model
More informationShip Combat. 3e Spelljammer:
1.b.13 3e Spelljammer: Ship Combat Introduction Despite the vast size of Arcane Space, ships manage to come together in violence with alarming frequency. Such encounters use a set of rules with many similarities
More informationGreen Jackets Rules for Napoleonic Skirmishes
web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale
More informationPig Wars Late Medieval Variant
Pig Wars Late Medieval Variant 1337 to 1485 Introduction Pig Wars LMV is a variant of Tod Kershner s Pig Wars Dark Age skirmish rules that covers the period of the Hundred Years War to the end of the Wars
More informationACTS OF FAITH INDEX: IMPERIUM VOL. 2 FACTION KEYWORDS MODEL AVAILABILITY
INDEX: IMPERIUM VOL. 2 This Team List uses the special rules and wargear lists found in Index: Imperium Vol. 2. If a rule differs from the Index, it will be clearly stated. The points are intended for
More informationTRANSPORTS This list may take the following transports: Chimera (Codex Astra Militarum) Rhino (Codex Space Marines) Taurox (Codex Astra Militarum)
KILL TEAM LIST ROGUE TRADERS Version 7.15. Developed by the Rogue Trader Kill Team Design Group https://www.facebook.com/groups/1721859854713727/ XENOS HIRELINGS Models with the rule can never use the
More informationWeapons in Rick's Campaign
Weapons in Rick's Campaign 2001 New Material Richard Smith = Version 1.2.3 Daggers Dam HTH Min ST Cost Kg Notes Stilleto * 1d 5 1d 1 2 $ 7 0.06 Very easy to conceal Dagger * 1d 3 1d 5 10 0.1 A standard
More informationChief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen
WOODSMEN DE ARTOIS Large tracts of Brettonia are covered by forest and woodland. These are owned by the Lords and Barons who let them to tenants to work. The people of the forests are more independent
More informationAdeptus Mechanicus Knight World SPECIAL RULE
Adeptus Mechanicus Knight World 2018-06-26 HOUSE LAKAR KNIGHT WORLD DEFENSE FORCE ARMY LIST Forces The House Lakar Knight World Defense Force Army List uses the datasheets from the Knight World Forces
More informationMartial Cunning, Martial Flexibility, Martial Training, Unarmed Strike, Limit Breaks 2 nd
Black Belt Deadly even with nothing in her hands, a black belt eschews using the fighter's heavy armor and the monk's mysticism, focusing instead on perfecting many styles of brutal unarmed combat. Versatile,
More informationRULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through
R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover
More informationAlignment: Any. Hit Die: d10.
Fighter As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge
More informationTHE PRIMARCH PROJECT 6th EDITION
THE PRIMARCH PROJECT 6th EDITION Written by Neo Aigaion (Not officially endorsed by Games Workshop) (All content within is the actual property of Games Workshop) Lion Blade Lion Helm Armour of the Order
More informationHAVEN RIOT AREA FORCES
him by then go to part 1. If you want to confront him go to part 2. 1. He smiles, waves, and drives down the street into the quarantine area and eventually leaves the table. 2. As you move to speak with
More informationSAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT
SAVAGE RIFTS GM SCREEN INSERTS ARTWORK & TABLES FOR THE SAVAGE WORLDS CUSTOMIZABLE GAME MASTER S SCREEN, AVAILABLE AT WWW.PEGINC.COM! CUSTOMIZABLE GAME MASTER S SCREEN YOUR SCREEN, YOUR CHOICE! This file
More information14. HIT / MISS DETERMINATION
Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged
More informationITC (HS), 2012 SCHEDULE 1 IMPORT POLICY SECTION XIX ARMS AND AMMUNITION; PARTS AND ACCESSORIES THEREOF CHAPTER 93
SECTION XIX ARMS AND AMMUNITION; PARTS AND ACCESSORIES THEREOF CHAPTER 93 ARMS AND AMMUNITION; PARTS AND ACCESSORIES THEREOF NOTES: 1. This Chapter does not cover: a) Goods of Chapter 36 (for example,
More informationZOMBIE 40,000 A GAME OF RUTHLESS SURVIVAL IN THE GRIM DARKNESS OF THE FAR FUTURE
ZOMBIE 0,000 A GAME OF RUTHLESS SURVIVAL IN THE GRIM DARKNESS OF THE FAR FUTURE by MiniWarGaming, with many rules borrowed from Awakening Ynnead Compiled by Sieger INTRODUCTION "Throne, don't they ever
More informationKR 16 Kometenmelodie Rules version 1.6 2nd Edition
KR 16 Kometenmelodie Rules version 1.6 2nd Edition THE IDEA BEHIND THE RULES These are a free set of scenario driven sci-fi skirmish rules. They are intended to be used with 6mm figures with no more than
More informationCritical Bullet and Melee Hit Chart 2
Critical Bullet and Melee Hit Chart 2 Expect to be injured in our line of work. Bullet wounds can be most serious, but blade weapons can sometimes be just as deadly. This chart expands upon the previous
More informationPRIMARCH ARMY LIST. ABILITIES The following ability is common to all Primarchs.
PRIMARCH ARMY LIST The following ability is common to all Primarchs. Primarch of the You automatically pass You can ignore unsaved wounds (except Mortal wounds) on a D6 roll of 6. When advancing,
More informationZombie Daze Scenario: Day 17: Air Strike
Scenario: Day 17: Air Strike Objective: Get the civilians out alive or dye trying! Maximum Turns: 8 Dedication: I'd like to thank all the play testers: Scott Clinton, Ken Nickel, Randy Fant, Alex Beckman,
More informationCUSTOMS TARIFF - SCHEDULE XIX - 1
XIX - 1 Section XIX ARMS AND AMMUNITION; PARTS AND ACCESSORIES THEREOF Issued January 1, 2013 93 - i Chapter 93 ARMS AND AMMUNITION; PARTS AND ACCESSORIES THEREOF Notes. 1. This Chapter does not cover:
More informationINSIGHT RPG SYSTEM ADD-ON WILD WEST. by Even V. Røssland. Cover Illustration: Shutterstock (Slava Gerj / MaKars)
INSIGHT RPG SYSTEM ADD-ON WILD WEST by Even V. Røssland Cover Illustration: Shutterstock (Slava Gerj / MaKars) Other Illustrations/Images: Shutterstock (Various Artists) Book design, editing and production:
More informationDRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
Baaz Draconian Medium dragon (draconian), usually chaotic evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) Speed 30 ft. DRACONIANS STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 8 (-1)
More information*(( *56 64 % *' (44 3.&%0%2$%&' &0!% !%$ % % % % 3 & & & % % %
-( ' $!" & & & & -56 + & & -( ' (( 0122 56 6 -(5 2((6(2&( ( &02$ 5 2 6 &0! ( +, +, -56 + +, 56 6 -(/&0(1(2&( Commander Ace McGuire, a veteran space explorer, has seen countless worlds and defeated many
More informationWeapons D6 / M247 General Purpose M
Weapons D6 / M247 General Purpose M M247 GENERAL PURPOSE MACHINE GUN The M247 General Purpose Machine Gun, formally known as the Machine Gun, Caliber 7.62 mm, M247, is a machine gun used extensively by
More informationBats. A skirmish scenario for Weird Wars: The Nam
Bats A skirmish scenario for Weird Wars: The Nam by Shane Lacy Hensley and Teller Figures painted by Faron Betchley of Little Wars in Fairfax, Virginia This Scenario Requires Savage Worlds to play. This
More informationTHE MARTIAL PROFESSIONS
THE MARTIAL PROFESSIONS Knowledge Name Build word KNOWLEDGE SKILLS Knowledge Description Duration Prerequisites Bladed Weaponry 3 This skill allows a person to use any bladed weapon including small weapons,
More informationSECTION XIX. Arms and ammunition; parts and accessories thereof. Chapter 93. Arms and ammunition; parts and accessories thereof
SECTION XIX Section XIX Chapter 93/1 Arms and ammunition; parts and accessories thereof Chapter 93 Arms and ammunition; parts and accessories thereof NOTES 1. This Chapter does not cover: (a) Goods of
More informationTHE WODDAR PROFESSIONS
THE WODDAR PROFESSIONS Knowledge Name WARDENS KNOWLEDGE SKILLS Wardens cannot wear chain armor, but can receive chain soak if they re wearing enough leather to give them the appropriate points. Build Knowledge
More informationUnarmed Combat Rules 2.0.1
Unarmed Combat Rules 2.0.1 These are intended to be an expansion of the rules for unarmed combat in Twilight 2000 using the 2.0 rules (although they should work with 2.2). They are not official but are
More information