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Keronsraeothed II voh'el-.glflv,e.d hand over tile surface of the egg- haped crystal, marvl:lliDg at I!b.-e lucid whit:elie~ at' its surface. Tall ng a deep bteati, he placed it inw 'tru: socket atjhe centre of the psi-constrictor, clicking ir iruo place amidst the tangle of hundreds of coiled wires _A~ he bcgfm artachlng tthe prol:J.e ,cab les to its surface, its wbire Ime began 00 sh ,fl, breaking inlu a rainbow of colours that glowed [mill withln. \Vil:h 11lumel'ldous bang, the double cloon;. behind !rim we-r,e-flung open iilld s.1~mmerlllgairu;t the walls of the decrepit M'e.cll!llliclls temple. , "Cea.sethis heresy .immediately! ~~, 'lake like II klaxon bellowed. behind him, its [II~'ta]~ tones rcverberan Ilg off the hi~JJ walls of the chamber, lc

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into Ihe light that now streamed th:rol!.lgh the 0p>C1l punal, trying to Ii'oe[jg\ue silhouetted in the doQ[W~y. 1lit: 11lillll stepped fiurwarrci, and as KuwII 's ey.e~ ; he could ee it was a Techpriest who confronted him,

e:1t 11:1 'this treaS'OrLOUS ooh!i''1 i,our and. f aee t.hejudge.'TIe!tlt; of the god 1~ Komll saw that the voice emanated from a circle of speakers implanted in tile torso, benceits arhtkial ring, H~ couLd see why such a device was m::ceSSEL1'Y - !!he ][ect);PI.st·~ face Wail impaled OJ' four pipes, two into hi~ rllOulih and om: over each eye. From m:iHng trubes and the SC1lI~,of many surgeries, the eyes themselves, ~trR'l'ige!}' minted ~lit.ter ofsilver, regarded Koran with. dillt£iSte, 'un~.isiwr· K O/'i(m.." he announced, bringing forth a wax s.ea! from 11i~ waistcoot_ "Do itIQ'I
cannot:. go unputl..h;lu;:d! Even

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the steel-clad wa.~ls, ec-homg oIT etched runes and J\,'lechMicus i tile Tecbpricst mised h ls right arm, wnich Karon saw had been cannon.. A targeting laser sprung to life, !hI.: jIilllPoillt of wed tile 'ugfu! st ,rnl'/./ir)rlry.'· Wilt figures appeared oul {if the

fire with thcir gl eaming irnes !J;IIH: urUl1lO\! metal slrlodfeetpoumhDig


§).:~:tlpi!'~e,'5topened

~ Welcome to the dark world of In,qu~it!)r,, This is a n.arrativ1e w,ar.gome' that a][ows you to ,~ay tile of a bold hero nreruel viUailu hi the' horrifying universe of the 4lst FOmeJi1nllltl1~batUh1~g;n 'tlile i

,and rOl'guu,en shadews of'tbe g,alaxy. In Inq,U!isit.or eachpJay,er controls one or more eharacters, whoare represented by miin~atureslha,l .mo\re and 6g)1t over a tabletop batUefield. The rules that follow anow you to tJbe biUer struggles Fought aU acrossthe gaJ,axy hithe dark future' of \Varl!lammer 4o.~OO.
f'j>,(>r,PIII

Many of yuu reading th~s-book will have. played a tabletop game 'before, but you should! be warned that Inquisnor is qujte unlike any Hames, Worlk~llop game yon may have played previously. This is because Tnquisitor is II narrative wargame, and works cOIlsiderabi)' dlffe[endy to garne~ such as Wa['hamme:r and

Put sjmply, the Garncsmaster is (he player who runs the I Sometimes the Gamcsmaster (or OM lor short) has cnaracrers: control in the game but, more, often than nat. Ire will 00 additional player, 100: an impartlal referee. As noted above, GM w['i~e~ the~1:cIlario and helps create the characters players will be using" and ensures t!lal the game they have ~-~'__ runs srnootlh.ly. There are whole ections dedicated to characters and devi~i[lg scenaries later il'l this book. whicb hupchllly provide someguidance and ideas for budding GMs,
M(}Sl impori,md}'. the G~'1 is an arljudkat:CJ!r and umpire, decides the chances of success am:! fail me of a actions, and makes sure that the players keep up witlh the keeping necessary for tim game ..Being a G~J is mom than an adruimseramrthouga. The GM niay control hiddetil. and forces, and is al ways IIWHr,e of \vhat Is going on even ' the. other players may not be. Heis the narf,at{Dri[l a way" the pla)"ers~hrough the story that unfolds as they move and with tFleir characters on the tabletop. Throughout these mles, wiU find references m the GMlllakin,g declslons about
L..I

Warhamme) 40,0(10. While un Tnquisi lpr players do have objccLi",es to aclliev,e and there can be wieners and losers, the

main aim of the playeJ!i is to use the, rules and] minlamres to create
cli::rr.ad,Ll'rS and a. story on the tabloetop. You will nN find any arm:y lists or points values ill Iuquishor, because will1 tnqu.isitm it is the task OF one of the players to

c'hoo~e ;th~ fames ~J1dwork. out what tiley 0II1"e tr}']ng to achieve in game. This pLa.yer is responsible iCJ!~ devisi.ng a scenario for everymn: ~IJ' pby Utsrng the Inq uisitet re ~e~.There lID: hll~~.dred~ of possihl~ secnarios and cmmtltss different charnctel'S, some 1f:X.ampJesof which are gllo'en later, Tae r1l1QjI:l~ sitnrrules allow t.he ,c:ltaractel'l<lin .the grune to try to do ju st ,about allytb.'ng, and one

'!he

·'P]!:I~er lIdjudlieate~ how these are resolved. As y~1!l can imagiae. tlilis pla)'er has [:! rOI. of power and responssbillty, and is known as

tlie. Oam,~smastelf .
If "on ;auempt in play Inqulsuor from just a compeutrve s1andpoill't, you will find thElt much .of the elljoymelilt of playing the; game will be lost. With Illquisitor it :is po~sible to make allconquerli'ng heroes who cannot be d1eslToyed, and warrior bands which are fall' superior to ;aJlythiIlg the. rnight meet. But Ilhat is net tlIicpoint of pla.y1ng Jnquislror. Whcre tsthe fun in a cemic or movie character who is invincible? Even Superman is susceptible to kryptooire. Do we [Jot enjoy seeing nUT action heroes on the 'brink of defeat. broken and battered, only K) rise ag:ainst the odds and will throLlgh~ hjs i.~ because Ih,echaUellge of Inquisitor is tn create th:iskind of e:tdting ~wry, 110t to wln the game simply by de-.J>igningthe hardest characters possible.

rules, alerting the pla}'e~ in difh:rellt

options or hazards Hl1:d

on. It may seem scary to be the (1M fit first; it carries a 101 responsibili'ty, but .it is hIghly rewarding and this book ' provide yOH with all the. help you need to get started,

The Inquisitor rulebookis divided into /i,CVCI'W distihct The first pan is the Core ~ules which details the basic u..... ~~"."" of pl.ayillg a game of IIICjIl:isillOr, part of the con; rules there As III SiO rules fa§ various special abilities and psychic powers characters may possess. The .Armolliry section is next, wi~h for over <I. hundred dm'etr-ent w~Qptons iilldp'iece~ nf "'''11!~"~'lml from the 1lUIlible lasgun to extravagant psychic-familiars sucb the psyber-eagle. A large part of tills book is given over to showing a
n.

I({'

'1f:!:i'i:l1lill

charru.cliets of the 4 W 8~ Included in this secnon are fifteen characterswe have . wlDlcil )'011 maj lik:e ~CI use: ill j'OW' games, or tJ('1 ~er\'e inspiration fOiTcharacters of your 0' ... devising, Throughout ·1] book are sl:lort section ~ tit:icLic(lled [,0 helping budding players OMs gel started, with advice 011 creating characters and scenados, running camp;aigll~.lind! so on, To get ycm go:ing,

the strange

tll~,j wondrous

.LLI'i".LljU.~'

is

also

scenario,

High

'~.OOIIS, which

uses

a selection

cllaral:ters included in this hook. Perhaps most importantly, at the back:of this voh.l.me is an extensi ve index. andreference section. wblch will pmve invruu;lble during play and when looking lip

we.ap,onJl nd abilities. There is also a characterrefereece a sheet we have prepared, which YOLI canphotocopy and liLl iii with detillil~ myo:u-r own TIlqlI~Riklr and his warrior band,

Far a start, you wll I need two or more players, with a selection of miniatures to represent their characters, YOUI will also need a battlel'ield to fight over. Any fi rrn, level surface will do. such as a tabletopor an area of Boor most kitchen tables will do tine! It's a good idea to lise all old shed or blankN 10 proteca the [able from scratche and chips. Some players mru a special gaming beard from chipboard or horne slmibr material, which they can place OIl top of B t~bLe W extend their play lng area, On thij s surface you pllLCt e' t:emltlDIOl!IJ1rl which the battle 18 fought. such as hins. m fences, ruulle<l i:l1.l.ildillgs nd vegetatlon. You cal] find OU!~more a abuul churaeters and the battlefield ill lhe.P~illt~li1g and ModeUlnJ!:, section later Oil.

A~ ""'ell as players, characters and It battlefield there area few other things ~'Ol.lwill need. These Include at Ieasi one IneaS1,llrilng dt"icc (sUL:h ,I). retractable tape measure 01' ruler). You wlll elso as
need some orUiillill)' six -sided dice and some ten-sided dice. and

you \I,~l1 find Garnes Worhho:p'~ special Scatter dice useful for
den:mlloins random directions. Each chanrulc.r in tlJe game seeds a cha.m~ter 8hee~ to be filled in (see ~he section Oli! Creating Chsl:tCters hue!!' all) <In{j you'll need a pen ([lIr pre1i'{,:]""dlfuo]y a pencil end mser) to' make notes duri~llg the game. There is. also ql.llit:c !II.

bir ofmalhs involved with Inquisitor •.so youmay


blllldy.

fund a. cakulator

uses two types of dice, which are rotlcd tr,equeotly the gameto determine lihe success of a player's actions, random events, etc, These are a normal six-sided dice and 11 ten-sided dke (referred to as a D6 and a. DIO respectively). A DlO i~~ tl~1iI8Uy lllar1i;ed with a '0' on one face, and wllell rolled as a DI n this counts as.a score of 10. As mo~l of [he Inquisiter game system is basoo 011 per-centage chalJlDes, players will one·II need to Inquisitor

ilm:!1ilghollt

)'HU

few weapons are fairly random in their to ron the Seatter dice to determine

accuracy ruul where they land.

Scatter dice is marked 011 four sides with an arrow. and .on sides with a special 'Hit" symbol, Simply 'ro~l the Scatter dice' the tar-get point .• the arrow shows ill which clireL'tiojlj Ill.e shor deviated. Also note that there is a small. arrow rm the Hit dete·rmilile the direction.
Although we recommend a Scatter lli'i the best .~. ay for determining random direction. you can achieve a si.rnilalJ'resl..l~twith a D6. Place the scatter di agram uppCI"site next to where· shot was supposed to lallld and roll a IJlfi, the shot scatters in the direction indicated by tile dock. face. This method isu' l quire as randomas a Scatter dice hut win

mlla p€!focntage dice as well (a DHlIl). You don't need a lOO~ sided dice tl'iIOlII,gh! mil II D WI], you need two D lOs of different To celours, ur om: marked 00, ~.O.20. etc. One LS ilie 'teas' dice ami the other is the 'uaits' dice, and when rolled together they will giw yOliJ (I, seere bet weeu 1 and U)J). For example a roU of a 5 (or 50) 01:1 'the 'tens' dice find ,a, rcll of !I '7 on 'un]tli' dice gives a score of 5]•whHemHs of 00and '9 respeetiJvely win go vc a some of 9. A roll of two zeroesis a score of IIJO when rolling !I DWO.

dice

me

me

Sometimes Y01ll win need to modify the result of the dice roll, This is nmed as 1)6 or D 10 plus ormlnus a. numbe», such as D6+ 1 ,o,r[)1O-2. Roll tile dice and add or subtract '[he nurabcr 1[0 the score to g,etl'he final result, For example, lD6+2 means roll a six:s.:id!ed dice snd add 2. to the score. giving a total between :3 and 8.

suffice in mOSI circum stances ..

You mOl}' alse be {!;lId!o ~oll a number of dice to~ethcr, ..... t hich Is VII:i'Ii~tenas 2D6, 3D 10 and so on, Ron tche indicarte.d number of dice and add the scores together, so tliial w:ith a 2Do roll, two dice
a!oE~roUed and are added

togetl"n,er or f

II score

oJ between 2 and 1.2.

3Dm adds togeilier the

scores of three dice form total of 3 to 30,

!uLd so on. For example, a 106 roM of 3. 3 and a 3 are added ~o§elhei to score 8. Alluther method someumes used is to mu~tip.ly l1Iescore of [:I dice by 8 eenain amount. Therefore, D6x5 means roll a dice and m ulLipJ)' the score by 5-, giving a range of l:Iet'iv'~lil :5 to 30. combil1ation of these methods may be used. such a~ 2[)6+5 givm]}g a score between '7 and ~7, or 3D6-3 which will total (I to 15.

In :!i.flrnesituations rue 1'\i11e~llow yuu 21 • re-rol I' of tile dice .. a is exacrly as it sounds - rick up the dice you wis.h to re-roll roll them] again. The second score COUl1t.~ with 11 re-roll, even . means a worse result than the flrst, and no single dice can re-rolled more tnalil once, regardless of the. searce of rhe .

Throughout

tIli~ book, a number of basic

COIiV'f"JUiOI1S

are

Som.e,times

ll;

In a few rare circamstanees you may be told to roll 3 D3. Since ihere's IlQ ~1!lchiliitIg as a three-sided dice, use the following method for detennining a seore betweeu 1 andS, RoU 8 D6 and halve the score, rounding up. Thus •.8 1 <Of 2 = I, a]. or 4 ="2 and a 5 or 6:= 3.

l!'ractiIilBs; All fractions are mathemalticaU,Y rounded off. ' , means that f.mctLO'~~ Jess than half are rounded down to nearest whole number, while fractions of halt" or more rounded up,

or

Distanoes: Ali distances .~11Inqui itof are given in yards, players can adopt whichever groundscale they feel suitable. games we play generally usc a ground scele of 1 inch ly~ud. We alse feel it i~ convenient to measure all fractiml1; distance DO the nearest yard Of half yard ..

Ap[;plyin:g '-1I.odiflier!l: Unless specifkally stased otherwise.


appl}'ing mociflers of 1m)' kind, multiplying or .

modlfiers are applred betimc al\ldili.ons or subtractions, example, a p~l:I,>,or has a.+W modifier toa dice ron, but all ' dice rolls are balved, i.fth.ef rq]! a 60 un n D100, this means the [mal scote is :IletuaUy ~~oo hal 'feu. is 30, then add the ,,,.,,,,,~ ... before. he.ing hal vcd),

~~

..::.::..~ ••

'~'-.'," A .5AM!IFiL!E:INt:lU'ISITr:U7I'· TUR,N ~*"",.oi- _ . w _·, :z... •••• _.


~'i' •• ' '_ _.__

OM GtllMfII h.:1S ""rfmm (] .1"(Ntario [ar .Rowlarid CJ.rrd {'MI. !?owlmrd's ~,"Ilmor ~]lui, r.fJ-!1sistin.lr of the characters: R'J'rch ]11.JT!f(!r Tyrus, ~tJ.llt Stone., Del'(Jtf:~ Maliearl' and Enj(uH?1' Harbaretia, are h~.mlngJa:IVn Phn ':~ charactr.n; 1'1'1 (! jo.~ge-mtJle on the WQdd {,j' Karis C~phaum. Phil'~· 1I1(~Iji.~iiar, Eichrensteu», with ni,\ followers Mago.\;
Dill~'rrl, Sen'itor·Rfirrior Gry« l;Iri.l.l th~> Daemorriwst Ghi1uSlr!I

t Rowland

rolls ~:um~more dice a1ul IYrus ends his I~jm ju.~r behim!

om' oll'hl!. doors to rhi' or~t:ruip:f..

'Gli"abam: Barbaretra has the nc~l ltighest Speed. so she can go now. R.j[lwlalnd: Ghaustos is goung to kill her with hts psychic lx)'wern unless ~lic does something real QUick. S lle'll aim her combat sllOt~lm at h i.m tor one action and then spend three aetlons frr~[lg. foRt") w,/amJ YI'udes /)i~ anion rolls], She's only gOI: one 1I1,;:I"ion. tum. this Gr;d]lum She's slowed doW!'!from the Blooo[~l..e altilac.k.l~, ~tJrr~ .~ suspect. so she only manages to lIiIII ar her foe this time areund. The aim MilliS will carry over to next tum if Ghaustos ~W}" UIIsighit tnmlg;h, It'~ Magos IJ,~miIIin,e:n, I believe,
(Phil resolves HMIf< .~hooti.rlg _frum Ille Adept'~s chtm~ue,., ~'ho fails to hi! bi.~/.arg,et. D~!iV.We M,aticam1. ,~·ff!chl1nicus

are

aJ1rmptin.1fto ('Ui'l'!:J']']"IiI.rU' ~~ifhall' an.cil'rll rt([p.I~j(m l!'apped Veriewn lh~~ pkzr.eJ~ ,VlAT/ace. Wejoill them 'LV M£j/icam has fired fJ)'l Dimitri while &rgerJm Sfflne.has jU.H mnmeea ti wrJ.{Jh' oj shots off of l,id!~ellnei1f ,

rd'lIham:: Li~blen"l~tei.bl the fastest character ..Wn.at"~ he up' to, Phil? is lurn chanting, i.gllming the bllllet~ v.hlziing pasttn a cool manner, but I think 1\1 betQ.er 00 something about. ili& g:Il)' who just blasted al Iii m. l.iclltemt,e.ill's Illluweil five fli.il(IllB, 00 he "II 1:11II. on the ~pm, aim al Scrgeurtt Stone and rhen fire I his 5uJbl!ier on semi aLUto as many times 111;he can,
Graham:. Tb:IJ;l'~ OIl~ action to turn, om 10 aim, leayin~ you three shootill~ actions. Make your A.ction ITIH~,! Phil rolis some 1)(j_~}. Phil: 0
!I]'

Phil ~ I'm lempted OCI leave

RUWW3[1d:Malic<lll[ wants 10 gel over !here an4_]ClIO!) them up wioh !lis Eviscernltm! Bwwhng <For [JereEmp~m,..1 OrJ wings (1f pre 1 fly!' he. kgs ii along the g'alillry lilld then tries to le;1rPOIv·eJ' ro wherethe
M.agos ami 1I1QI.I.i>;ilOr 31m, {Rowland rolls his dice ami ill the eo'em ·!rl.'.hkfj sends ,1I,.f€l.iicmU c.muwr

I've, made three

p~5~t:~.

That gives me the mrn, aim, and

then two sho~ Ior sel"Ol auto ..1 don' t ~llrrera·ny I.le.gat~w;modjfier~ ·for thal. because Lichtenstein 111:l..~ Rock Ste~d}' Aim. IHe llIrn.s th~ charClf·ter Il.MWld wJace Wl1'ard ~he target j, Grllham: M~e
range to the

jump ja.r en,ough to CQve~11tt'disUmce, hb« crashing tv the. jl"OQr bt:m'mh, klWCKing him om j,

wge"

YOlllr

first run to hi t

then.

t CI'ah{Qn

Pbiil!: 11I01t'~ iii. bit unheroic, ... G.·aham: I lhililk. spurred with stich fiery zeal, .Mailic.ant would make M oT extra cffen, Let's :say tllat he just about makes Ihe jll.rnp, bur has to Ie; go of hls pisroland ~$ cH[lg~l1Ig pr~~·~iou.s'ly t)[i me: rai.l:iiilg. He'sstill in ilie fight for now, but he's h<lngi.ng around in the Opi.ID" and is. a hit of aliieas,y wrgec. Rllwl~d.:
[Graham

J'.!M't:J~un?,~ the
".I-

while: Phi/looks

up some ddails

Oil l.k.luenJ't~in

dltl:rauer ~h~~etl. IPhlll'oll:s ttl I;rjlll!l!ilh each shot, de.te.rminiI1:g lh111 Liclu·ensl·ein il"(.I.I· hit hiJi !1lf1]fl ill tn,e chest (lJ'!if dght lett. He does erwugh damage to tafc..f
Sfr[f.lm~ 8101tt.'t)ut ~ action}.

it

Phil: Good sl!Qotillg!


Gribam~ Okay, ~r~'rusis next, wlm~ do you want him to do, ROlly"1

\1i<11t'redhls laspistol etlc1 up?

determ{1Jes

a r{;!ndon~ dirt'(,-lion tJjJd

teUs the.m In!!: laspt,~wl

be doesn't know what'S going on outside yet, so walli.rlg up ti1l'Ol.]gh the rooms leading towards LkblcnsteillJ ,and the Daerncnhost.
giU~s

Rowlmd.: I

ne'li

jlli.~l

continue

preceded Devotee Mwi'latll lhror~gh 1he miUrt8s and skittered (:1ilmg the J,?{JTI#)' behind Dimitri J, GiI"abam: Right, who's U'f::U?

G~m 21

,ilion: Pldl.trif:~· to uu tekpglhy {(I' CU.l:lil.i!!li:t (jilla' ROII!Iw;rd tIlm: !Pie did mlZlmg!l! irl roil" ill.

Every characterjs shghtly different. win! their OWl} strengths ana special talents- These mtique qualifies Me represented in '[WO ways: by the, cbarac~e:F pr,ofi~ean d hjs s~eda~ :allllj~lities_ 's
A eharaeter's profile shows stich things .lIS how good at shooting he is or how brave he ,ClUJ be. Every chasactcr in (he game has i:I profile. anda basic knowledge of what the various numbers represent is necessary to understand the Inquisjtor g!l!me system. Special abilities, on the other band, are tricks ant] talents that a character rna)' have which makes him slightly ditfcrcnt to, another character who, 011 the face ofit.Ieoks tne same. Special .abilities sometimes allow a character to bend the rules in 'certain ways, so the)' Me examined IIJt the end of the Co~eRul,es section (pllge 54) but for now we will concentrste 011profiles,

Each uf our characters

has a physica]

and

mental

prcflle

or "._.

shows their ability toperform various tasks, withstand ~. II'l~t'i ... ..I W etc _ Aprofiie is made lip of nve physi cal and four 1.L"'U"It:"" .. 1I characteri sties, Between them ,.these define a charaeter's nn''')'' .. ill variou~ areas. AU characleristics aTe lionmilly rated willi
score between I. and 100, w.ith 1 being the worst and 100 : tile besr, These show the limits of II human character, and ~o

pos slble for characters who are mot human

0['

superhuman
The
nine

capabilities they

to exceed thi~.
are a~ described on the nest
W the letters shownin
~.;.IIC~~~1lI'

characteristics
aIT

(frequeatly

ebbreviated

Weapon

stm

(WS):

The character's

ability

when tlglllii1g at

(who are quite few and far bet .... 'een~) would have a Sagacity of 50 1:0 6(t .A Tech-adept or military commander might nave a Sagacity of 80 or more.

close, ,quarter~ with all enemy _A competent hnmal! 's WS would be between 50 and 60, while an expert swordsruan may ha v-e a WS of SO or mille.
Ballistic Skm (SS): This is the character's innate skill when
(If might well

!iring ~ rnnged weapon.


__ • oc1w~'e1il3{) lIJ!u40, h3!\'e a OS twice tlilis.

MOSi. humans though a dedicated

would have a B S.
marksman

Nen'e {Nv): Nerve is the Chaf'dCter's abilil)' to. keep calm in stressful sltuatloas. It is used when a character wishes to ignore t.iililger find coutiuue with a task, or to tes;~ to see ifhe ducks behindcover when shor at. ~M.ost orqj]inm'Yfolks would! have a. Nerve of 2:0 or less, II. trained Imperial Guardsmaa would be in the
40 to 00 runge, whilst a character 111 aehemically-induced h~ a Nerve value of ~20 or more. frenzy

Slnugllb (8):: This shows how physically :strung a character is. It lIifc~!: hm mudt dllllIlagt~ is !June w1l1:11 using certain weapons such as ~wor{ls and fists, illS wen as a character" ~ chance ~ of smw;hing duwl]. III door, de. Particularly hefty weapens require a mimtmum S'lTelll,,-t1J tn U~. effecti vel y, and if a eharact~r 'i~ not ~roJlg e:J1ough"litls, hances of hittiug will be reduced. A fit human c (such as il SQldie'l".~would be Strength 5fl, whilst a bi.ologicaHy enh.ancedArco-flage:Jlam may have up' Eo Streng~h 200~

Leade;lI'l'ihip (f,.d): Leadership l>l:rvC'!> two-fold purpose. Firstly, a it represents a character's own discipline. and therefore his abitlity to follow orders, :ita)' in a. .!!gllt, etc. III essence, wilen a character 's Nerve 'fails, his Leadership comes .uno effect. h ,:1I~1) shows the charaetcr's ability 'lu command others. An average rnpeda II ~l)ldleF would have a Leacicrshlp of abollt 70. while a s.p'a.:;:e M.uill e Captaill mi g,'h~ha vc a Leadership uf lip to 100.

Tougilne.ss (f): This is tile character 's abl 1itl' to withstaad damage. including his capaciry to ignore painas well ail hi~ physical hardinees. A normal human might have a Toughness of
40 to 50,whlle a Space Marine woald have a Thughne;,;~ of well,

Qulte

arlen

over 100. lnitilltil'c


cbara-cteristk
U); [nitiati ve is probah l}' themo~l important ill [n~llsitor, ]t ls a co 1m hi nation of malTY factors,

chaladcristie test for one of their characters. ~he phlyer rolls a D 1ClI)and cempares it to the tested. h' the roll is equal [Q or lower dum the
then

me

upon to make a, To make [his test, chaeactcristic beirn.g ,e.naractcrislit: score Lest is passed; if it is. highet', thetest is failed.

a player

includln,gthe eharsctee's reaction time, his observaeiena I ahi Ililiie~ and general dexterity flJiajjl agiliqy. l~ is used to determine how quickly a character CfU!I act and bow much he can do, n is also
can react to a sudden mrear and how nimble he is III pertOlim1i!lg physical activ Hies. such <IS jumping and dodgillg. l1'IIitlllJQ]ve a measure is a character's, general used for deteI'll'Unin,g

it' he

ability 0 perlbrm any pnyslcal acrivity. A normal human would! hm an Initiative of 30 to 40, a t.rained soldier 50 W 6(1. whilst ill super-fast assassin might have alllllli[iadve of 100 or more.

or

The eh aracterisdes show the basi c make-up ~)JIII character, but t!h ere a re a couple of other factors that need In be known about a character. Speed: Bach cbaraetcr has a Speed value, which determines when they can act 'in a ~l.Im and how quickly. Speed is ,aliuail ki tile character"s Tniti ati ve divided by 2fI,plm l , For ex!l!mplc a character with llnitiative ':loG has Speed 5 (7(it2(h,4~1",5). A character's speed can change qu1te a 1m diurrng a .li!arne~most u ~lIaHy.it goes down dr~e ~:(ji.rljl]rie~.

W1Upolnr (WPI}: This is the character's strength of mind, ]1· is, mostl}' used to unleash and reslst psychic power~, butt is occasionally caned into play when trying to' iIltimidiate all en-emy,
etc- An Qrdi.nary' Imperial citizen would have a. Willpower of lI'Ound 35 (fairly weak-willed), while a hardel1ed leader would have a V!'111power of 8f1 orr more. A powerful Inquisitor would most likely ha.ve a WmlJl'OW~l' even ill i gher than th is,

lllal1ldedu.ess: Most characters will be rlghr or le-ft handed, ltis importaru to know which hand your cha racter favours. as an)' actions he tries to perform with ni,s off-·hand! will be a linlc bit harder (f.l')' writing vdth your off-hand arid you'Il sec \\i!ml :ill difference it makes'). For each cbarnc~
yO!!

also need tokeep W.id\. of lIlings such as

Sapclty (Sg): This, is me character's intelligence, education and


powers of prn'bkm.!soh;'i:ng. When faced with a lock code to decipber, tIT lin IIIIJ[arnili::!.T WCHPUII, it is, 11Jecharacter's Sagacity that ""'illbe used, Mo:;t educated humans of the 41st millenaium

their weapous and eql.ljpmellt (in:ch:r:ding ammenieion len and wfual typels of srmour they are wea_ring).theul1jU!ri~s they hill"'!.: recei val, and My special skills or psychic ro'we~ tliley rna)' havc. A character shoot. is given ]M.er lor you to photocopy and use for
your games (see page
181).

The .foUlTIlwing sections deal.mth the basic ndes sys:t.emsandmecbani,cstbat enable you to play g:amJf~ h1l.'iJuisit~)1!'. of' Here youw.iiU fmd oat how eharacters .ove around the bsttlefleld, s.hoo! at ,othe1i'; et injured aud perform ,aUthe other actions tlmt mi,ghtliappeoin bttteiJr clese-quarter ...... g "-"".'~

In. areal-life combat a lot can happen in a ... ort .s;p~oe of time, h much of it almost strnuhaneously, However, flo try and playa

game like this would be extremely difficult. For this reason a game of inquisitor is broken down into rums during w hich the characters move and fight, Each tum represents roughly len seconds of "I'e~1 time'. Once ev,e:ry character has had the OPif'l'LY.f'iIiIJJ!'! to move and fight then the turn ends, ity
Although mIlCh of a corsbat appears IO happen at me same time. much 0.1 it is actions and reacrlens '[hail happen in a sequence. Characters whoarc quicker on the uptake and physically faster eM do more 11:1 tum thalli a slower adversary ..To represent this, a each! character has 11 Speed'o"all!le, which shows how soon they can !lct and how much they can do, During the rum, theplayers count down the Speed! values of the characters. from higbeM to
IOweAA. '!iVhe!'lII character's Speed, or lower is called out,he can ,acll.(a character carl choose 1.0 ,u.ela,:;'his actkms untll II lower Speed value ls cillJied Oli.at). U opposingplayers '!li~~.1 two or for 1Tli(}'11e dhllr.tctecs to act at tile same time, the characters act in order of their Iniuartjve, from. lugllest 10 ~OWCS't (roU a D6 each if there is s1.iUa tie, the !lighest scoring plilyer can go first).

When .it comes 'to 8 character's chance to act, he can ""''I''i!1r'.number of actions. This could be walking a certain (l,IISUlJiW tiring a weapon, leaping over a wall, climbing II lliddm hundreds of other thlit\gs. Wlrhin I.he leIl or so seconds a takes, some characters will spend a 101 of the time workin,g· what to do, hesitatillg audchangiug their mind, while others react lnstantly and quicJJ)', The characters' diffedllg reflect this, A character 'with a high Speed acts quic kly decisively and so can do quite a lut timing the turn, whik Speed eharacters will ditl:ter around and perform Pt'()po,rti(}Il<ltcil

fewer actions. The number of actions a character may attempt to perform


Ills current Speed, so tbat hi g:her Speed characters to do more iII a turn than lower Speed However, II character ClIILllOl attempt more than six actions turn, regardless of what hi ~ Speed ~8. equalto attempt

Once a character has completed rus actions. continue with the other characters who can aCI 3( that Speed and then move on to
Ute

.nexi. Spud!

down .. Once ),'011 declare Speed! 1 th ~8 is tile last


T

chance :fOii8Ji:iy ebaraeter to act th,::IJt tum, A character can only be 'aCtiV3J)OO'once :per turn, Once every character has had
o:ppm1:iLlDlity to act, then proceed to thebetween toms segment and then the mext turn starts, startiIlg with the mllghest Speed character and wOIling down again. It's a goad idea fur the OM to check at the end of tile mrn to ensure find all the characters have had the opportunity to iK~l.t3!rti:llg with the 11 s igilest Speed characier,

me

In tl.1is book are many. many examples .. of [hie clift'e:rem 3ctlUru. character will want t.o ,aUcmpl in the course of a game, H(~W'Ie:·~ players are i.tnr,entivt:peupk and are bound to want characters to do things not covered here, Illwillkh case it is task of the Grul1e&1lI8S~I;:r to :±tijlldi<''Jlte how 11llmy actions if take, In these rules, it is assumed that each action is I'W'O or seconds of acti vity which is a good guide for bow many . a particular activity will take. The player declares all of the actions the character wants attempt that him. in. ~l1.c order fhey wi ll be performed, The 'then. rolls a number or D6 equal to [he character's current Thls is called an Ad~iDn F'oU. For each D6 ~1)()I1'e of 4 (1;1 more charaeter performs UJJe of the declared actions. ln the order were declared. The required A.eti.cm roll may be moddied up dow II due to Ii character's special ablltties and other factors.
Note lnat nbc player mils a number of dice equal to tile ch:nactfl. Speed, not the number of actions attempted. This, means . altnough characters with a Speed of 7 O( higher em still perform six actions per tum, they are rolling more dice and so mm'e 1] ke 1y to succeed,

There is a tidying up' period at tile end of every turn for things; such as recovering from injuries, working {Jut additional damage
on burni.lig
C]U1JUI.ckTS, tUIT1il

etc,

OIlt:C

these 'between

turn' e vents are

resolved tile next


turns.

~tarts ..Tilltile reference section at the back: of this book js 3 list of tl:ning~ that you. sh{li~ld woik om between

Lik~ly to go disastrously wron~ thalli l:IliIen;.l::main weapons use highly unstable mergy sourceswhich might el>1lllooe,and ~tl on. Performing such all action or using well all item carries 11I1 element of risk, and so is known, obvio~51y enough. as aRiS:k~' :1IcUom, if the pia.ye!l' m~]s more is
Some actions are more tIIanhe does 6swhen a character is anempting W perform a Risky action, then the. character has Ioulcd up', It is up to tn.e Gamesmester till point out if a character is auemptlug a Risky actlnn, 80mB examples include.: SpriDliblg a~t1JMt"l~hlilrue. dehFis. sU:p'pe.t}' lee, etc.

N umially a character has two hands r some alien ~ m!l)i ha ...e more, while wounded cha.mCi!.'ers.may have less). Generally a cbaraeter can ,can), som·tilling]11 each haad, which you should note on the character's playsheet. Some [terus bs:tctI later in the Ammury require oot.ti:J ilal1{1~ ttl held, or IIse to fill]]] efl'oct. and rnls ls noted in the descrjptton of the item. l!.l!lormal1y takes OIlC action to change what the chllrncler i~ ho:Wiilg or \1s·illlg. Somcperticular weapons or wargeaa may require more than this, as noted intheir description. A charaerer CaJi'I. wap w hich ",reapO:Il~ are in which hand as part of~his aeti 0'111. s

The character falls flat OTi his face ~The character snmood for the rest of the tum. Firing ill plas-ma weapon The V.-e~PPIi ~t8stropbjCllllly c ~ (Jut will
eeds and
III

i~ pron.e and

i~fir-e~.Rnl!

II

D6:

D6
1·1

.~(is.Wt
E:rpfDdiJ-r;,r The cnaracter r.O!l.nU as shooting himJ'df ird !iJe.' firing arm. R(;;S(lI"'f~damage and injuries ill the rwmw{ wa)". The piClSm(l weapil'm is de,~tr-oye{l. Critical tl1iledtMt'. The. character drop,~ the Wt;C'Pon and dimwge to Ms firing liI1tl., TIle Wf!'llIpOfl is 100 110'1' W be picked up for f) W turns,
l,g·.i::e',$2'D6

ower
iltel.y

3-4

m is
esn

S-6

OVerJuull. The character

drops: the weapon,

Throwiii.g a g:relluld,(l The gre:natTe g:Ot:~ orr premamrelyl


1M

Roll a DEI:

1·2 34

R,I!!lult .The grenade f!'xptudes in rhe character 's hand. R(·::solve

its effeds centred

{J,n

lhe character.

Th~ d·u.ffuGwr drops the grenade'. it scaU€~rs D 1{) }'mrls ill u random df.re-etion. from the charecter hf'jm-:IZ e.xploding, Th« gt;el1ade is a dud and does not e:xpiat:ie,

It is qui.tc possible

for a character re comb,ille actiolls together, ~ucll as shooting .uui jUfl1!pingT or ope-rung II door Wli!ill~l s~[ldiin,g II telepathic message.Performing aaemer action ""lhi]~t mm']r.lg is dealt within the next section.

5~

Oth~r thitllgs,lilayilappen such as 11 characrer burning out tne circui~ 011 an cl.ccnrollic Iock he ls trying to break, or a character
stumbling whilst jumping througb a windowis he jumps, thml!lgh.. lIind so forth, perhaps
~O.LiCk.

If a ch!l.nlt:Lcr is ,combining <lin action wbicbreqnires some kind {If te~t,lrni.~ chluilce~ uf success arelrnal ved if be tries tt whil~t

as

combined

pew'f'O'mlung,anollhcr aeuon. Obviously only oe:rt9Jinactions ,c~m 'be tngelhcu. frn-(;x.ample, a character using Iii!> bands to climb a ladder cannel reload a gun at the same 'time, As usual. the
physically

ter's
111ai only
hm:

If II cnaraCIC[ is perfermlug normal actions betore the Risky action (~ull:h as IllO'.'1n,g before firing a plasma weapon), then these lIIctium, are cO'rupi]el:ed successfully before tihe ~{j8ky IICtion fails (in ,tbis instance the chaeacter would move before the plJmJi! gun e~plodc!»,.lf pla.ye,r doesn't pass enough Action mils to reach the Risky action (eg, they succeed with two Acrion rolls. hilit. !heir Risky action is the l.hiro actklll)~here is no addiriaoo] aOlWllside - the chiaU"L-:~r ~,]mply performs the nnmlber of nmmalacnons allowed,

Gt\..f ~11(mldadjudiciite whether OJ! character worlildbe capable of performing the combined acliO:Il.

me

Pause for breallih isa

slJIXial. type: of action that represents the character pausing tor a moment to look around and take stock (If what is going 011 heron: proceeding. Each pau~e for breath allows the player to suspend nominating any remainingactions for that turn. The player does not need. to declare any scnons [hat the character will pertorm afterthe pause fur breath. until all of tile pveoceding actions have been resolved,

tnany .actions are declared, the player stOll . the Action roll w~tlit one dlee ref point of the character's determine how Immy actions wiU be available that Obviollillily, !)aU:)il1g for breath i mu~l useful rOT higher characters who are I.ik:dy to have tilt: spare actions atthe end their turn,
No matter how

Sometsues t~in.f,l~ W1Q11·'t happen as .~.character expected gUll jams. theirgrenede goe off next to titem. O'ieir Ilargel knocked out of sIght. etc, On occasion it will be ridicufous . character tn C3ITV Oil wid'D their declared a;;;tlolls- for r;;1U;U1~f'1t;. he declares all of his actions shooting a particular target, whricb then knocked out of sight. In these circumstances tin: GM allow the characrer to change, his actions. Thecharacter must: au Initiative test and, if s uccesslul, lit: can re-deelare an y riot yet spent this turn, but muat spend hi ~ next actl Oil as a Ior breath action , If itis ta] 1ed, then the suddenturn of, ' nU~]iImJX1..~~ andhis turn ends. GMs should be wary him ]cUin.gplaj'er~ change their characters' anions teo ou,eti; players should learn ttl plan forthe cOl1lseqr~Jenoesof rheu
.rnlher than rely
011

A character can pause for breath as many rimes as they like, ill effect using a pause for breath action to declare a suesequent aetien as apause for breath. A character could therefore perform M. a lion, pause fOF breath, perform another action, pause for ~a:ib ilgai!J]and! then execute another action, and so on,

the goodwill of the GM~

Tlle Q)'iIlftfrMcaUy pm;oo .fllqnisitorml!illiat:ll.lres

weuse

to represent
mOV>O:mIfl:~M

ol!Jrcharacters arenot

cap3~]e

o:f tile tull rasge O,t

of

th~t a real person has - th£:'y cWnIlot dilll::k behind! wa]l~, lean out of a. wiJooow, jump down from 11 ledge, etc ..However, just because the: miniatures cannot do th:i~, ·tlI~.~oes IlQ~ peevent our characters d doilJJg so!

acl:imrs dlfferemly to because the player declares where be wantsthe character to to, and how fast, rotherth<!1l.how m~.tty actions he will ~dQrmi~1gtte mcvement. For eXflmp.le,yolli may dD[;laru character Is going to sr.ri.u~ lO theeorner of aparticular
MO\l\t"..me:rnllt
Of .t1l.ll

across. a room, rather thansaying


:lH:ci(1lm~

he will walk: f'm


declared it i~.~[lthe and

A character

Call

roc

in

Ollie

of ~hree .1P;()~~itions:stalldi.ng,

actions, Once [jhe character's

havebeen

.k.l!uaeUmtgt,c:ml!lchllingor prene. It takes one a.clrlmll.to change stance, andjbis may be freelyper.formed as pfdiIDt of II combined action witlil. no peLta]ty to the chances of tile other action. This means that !lormall}, a character caa decide what stance 1i.~ character is ill <It tllJ.e 'eJil.d. o:f each action,

Actiou roll m~,d!e, measure how 1"11[


<O).I~ how

destiuanon and, using the movement raecsgiven o"p(l~he.•


many of rue ,hnrncler's
ilCliJ(](Im~.

the movement

hag

up, The character then contiaues

with

arry other doc·bred

~p to the number of actions allowed byhts Action roll,

For eXflIInpJe, ±f aplsyer declares mal his chsracteris going to sprint ro a wa[J snd dive ~o tne grOUlld, tile character win end up

prone at me

~1TId! ()f

the

ac~"i01il.
SCiI:lle

Mand up Il!l1Gsheet, or

The next turn tlbe charaeter could other combul<l!tion.

A character
!I

can obviously only face in one direction at a time. If character moves. lie w]ll end up facing in. the direction he moves jn unle,..sthe IPbyel! stpecificll~ly states that he ~~g(li~g ~(I

SlOp lllt

the end

OF

the

lIcl"iQlnl and turn

around ..
wlll face

Slml.lady., ac];jilll[ac~e.r shootirng at someone direction he flred lOward.~ un less thepleyer otherwise,

spedfk:aUy

in the states

A dJaract:eJican try aad move qui etll),. to avoid dctectiou by the ellem~' and maximise tile aVJ.lbblle cover. A sncalling cllim~cler!:ales one action to cover e·very 2 yards, SJlc!lk:ing
i:, a Risky actiolil and ]f the action

A chsracter can jump nori,:wTllaUy a nsniber of yard!s eYliJ.alto his Strength divided by 20. Add! 50t:;i if the action before the jum~' was Spe!liIt sprinting, I'or example lJ! Strength SO character whospends an action ~prii'ilii1g before the jamp call therefore go 4+2".6 yards, Jumpingis a Risky actiou and if it is i"umMed the character only jumps a distance equal to a percentage roll or the
maximum distance they 'DOul{l achieve. PoLlowillg the previeus example, if the character messed !LIp jump and then mlku 4&% tile

18 fai led, the character

will b~ beard and seen ~s if w~!king tlJo<rrnaHy. Sneaking . around is dealt within more detail in the Awareness section
I~[t:r (J(!lge 52).

on

a D URI. he would

only

j ump

3 yardsun~tea!..l

of

6 YI!!fJs(potelltiaUy\;'el)' deep drop!). For

d~!1gcrolls when ~ryiing to jump over a Il.p onto and off of (hings, sec the Terrelu

Crawling TIle cnar,tCfer

Jdruls

of jumping

get~ down on his belly a!ld! wriggJes like a make l (ro,w]ing h very slow, but the character can make lite most 11 se of whatever cover is around. and presents a difficllTllMget even when in the open. H cakes one action to

section overleaf,

~m'o..

l _ yards.

Walk.Wg Thc normal method of moviIlg. tbcchasacrer proceeds at a ffiIIlM.mabie pace, and is very a WlI!re of Ilis, snrroundin g:s. Nom [he character will malkc use of a,' ailable cover - !he is
nOl lllll1

A character can drag a prom: character or heavy object I yard per action. ]§ two or ~nm\echaracters are drngg.i Ilg the SillllC object, then all the characters move in each ch;r.r-acIteJ"stum, Nmm.ally a maximum of three characscrs can drag, an object al. 1lii1y one' time.

For J pleasant evening stroll! A characte aclJOn lu walk 4 yards,

I'

takes

(HIC

A cbru:actel' evades to avoid incoming shots, ducking and jioking til throw off the enemy's aim. He is aware of hls imm~d.i1Ltt surroIln~i ngs, looking for usefu I. cover OIind ~o~mies"hut is concelWa[ing on being tIJ hard target rather !han ""'batelse is hapllening amllnd him. ][I.:OSt8 oue actioll to move 5 yards when evading

The GM may want to increase or decrease the distaace an ohject

can be dnig,g~i.l depending


stunned

on its size and weighf (dl":J..ggingII

Somewhere between walki.n,g and spnnung. a character wno is, running c<ln cress the ground! qui,t:kly. and still remain re:tI!.ul1ilJbly aware of what's going OIl. A running character IlSIl;S, one action [()if 6yard!~ covered. Sprinting The charaeterputs his head down and legs irl A. character whl) is sprinting; is only rea.lly aware ufwha! 's directly ill froDI of him, and makes little use of cover aloIlg [he W·E1Y. A ipriDll'l1gcheracter moves 10 yards per action and cannot ctlInbine this movement with any other aC'liolil (see oomIJim::dactions later),

Space Marine ]u his power arruearis a 1m harder than puilling a robed :!IJdc:pt]!UO cover, for example). Also the character 's m .. . position wi!] be important. so characters ~..110 are m trying to drag an object whils; prune (cr<r.wLing, 31i1ther words) o carl o-nly [nove lf2 yard per actien, A character who is dm~:ging something along the ground will ob,viou.sly be bent over or crouched • and so may not be S('''e:1I (or be able to see) if behind a wall 0. (l'~her ()b~taclle.

Combats kinds

don"tilonnall.

take plsce over flat featuseless Terrain can seriously

plains,
allect

and so your Inquisttor


of obstacles

bl:iI.'rUet'idd rs !.ikeI), to be littered with all


and terrain,

movement, Inn provides DC)V,er and, when used well, win greatly extend the hfe expectancy of your cheracter, There are all .... of om pieces of'teerain. the, most cernmon examples of which are covered below, As you mlght expect, it is the GM who must dednewhat differellt ,t:Jl'ecl:Slihe terrain has 011.movement, and must en ... arre that the playersare IIware {If this at the starr of tile.
game,

D1ff1cuU ground is 8 term whlch covers all tincts of rough terrain n:lltaamay ~low movement. Thl~ ~Ildlldes scrub. rocky scree. steep

slopes, weeds

~!I1lJ undergrowth. With the excepuon of crawling, reduce all movement rates by 1 yarn pN action when a character is moving tliroLig;h difficult terrain, Also, remember [hat sprinting across or th.rough difficult terrain is 11 Risky action and the

character will faB over jf they hodge it,

Distinct vertical features such as wa lls, fences ,roek faces, wrecks are known as obstacles. it takes one action to jump low obstacle (up to 2. yards high). U takes two actions ~O· over a nigh obstacle (LIp to 4 yards tall) - one action to get on of the obstacle am.! anothee to drop down. Crossing these Siort!\ obstacles are Risky actions and the character will fall prone side they starred from if they mess it up.
A character may jump UO~VIl a nlllx.irnum of 4 yards, T~i5 ill Risky acuen. If compldru successfully then the character 011 his feet and lakes no damage .Jf the Ri~ky action is messed then character must UC8'l for fELIlillg damage as if he nad knocked off. I ump~ng 110wI1 further than this will cause see the T njuries ~DCliO'I1 on page - 6.

present 010 diffj.[~uhy OF oa.ng,er to characters down them, but steer s~ope;s, 00; another matter entirely, f\'~a rough guide, a. ~.Iope at ~. 3V' angle Of steeper h considered to be Sleep, A steer s lope IHt.l",~S. movement rates all gO]l1g up the slope, except crawling, Ii a character attempts to move down a 'steep slope at an)' faster than iii walk, this is considered to be II Risky acnon. Ifhe messes up the RJs,ky action, he falls over androlls to the bortorn of the slope, A character who falls down <II slope IS stunned for one tum, and an addltlonal turn lor I:m::ry tu 115 Y<lrds he tumbled. S~'ep" and stllli:tways are treated ;i7i steep slopes unless particularly saallow.
slopes
DllO",111,g up

Shallow

O'r

me

Obstacles over 4yanl::; 111gb ruU'5J be climbed, at a rare of 2 per action. A character who Is dilnbing anything 'w'it!hour. rungs. or ,[I rope, i~ lilling ,tl Risky action and will fall tumbles his Action roll 0( or may not climb at all that rum if
the action on the ground), A character who is pinned whilst climbing caenct I1I1ov.e, still spend hi i s next available action recovering (see the S section Oil page 3'1 for details of plnni ng). A character who knockback Of i~ stunned whilst 'climbing \....ll fall and i

A slope thar is getting dose con sidered ~CI be an obstacle,

to vertical

[abuut i:lIO" r so) is o

mit

damageas normal.

Mnvilig 'through a doorway takes 110 additirmal rime Winless it


closed or the character wishes to close the doer after he moved threugh. If thi s [sthe case ,. it take" one action lo close a door, CloobLn.g through fl window counts a~· across all obstacle, and! simi]ar~)' will take an extra action if character needs to open or dose ir, 1Il the case of~oek.c~ gates and windows. there are two options avai] ah le - fOf'-1C lock or attempt to p1ck:idec.odeit. Forcing a lock requma Strength tcsr, The smrdlness of a lock and tile door or gate represented by 3. negative modifier to the Strength test. example, an ordinary deadlock would ~e ·10 or -15, a barred ~25 to -35. while a reinforced bunker door would 00 up ill ~W to ml1lge l Forcing open such <1. feature is a Risky and if tailed tl'Je ell aracrer i;~snmned fur the re~t of tlil<!t [urn, Cl[)II~e, the eharacre I' could try to ::Il't8c.k.tihe door itself, using glveu later in the Grenades and Explosj\'es section on page,

-so

modifrurs for the ccmplexiry

<l Sagaclty test, WJtlilappmpri81e of the lock, A~[raightf(l:rwaITI key lock would be, -20 or so, while a compJcxk.c:ypoo would tax the hardest brains ami would be -,1:1;0,

SimilHrly" picking a lockrequires

mustpass

a S:~l1eUlgth or he loses hils fuo~.il1gand must swim, test

dir~fhllg !II~ dlescribed (take the test before declaring actions for the character), He: C<l!1 spend actions attempting to right himself, in v.i1Jicn case he must pass <illotl.ter Strenglfu le-s,t ro be saccessful.

Achal'ar:~ ~iIIn. jum,j) lhrougb <II closed window !I~ II. Risky action, .. H me;;;sedup!,the: cilllracter wi].] end up prone on the otherside of the "'':indow lmdl be: stun ned for D3 rums (he may a~~o sllffer cianmge from faUing depellding on how far upthe wiadow isl),

Water can ha vee,a who~e gam.lUlof effe(:t..<; n characters d.epellding o 011 how de<Ep is. whether it is flowing (Ii ke an ver) (II[' stil ~ (like it I pool}, IlIId so on, WilleT which is 11(1 deeper than 111l~f yardjs a treated just l]\e difficult ~n)lUnd,. Water that is IIp to ehest heigln (about a )'IIFd !linda halfrcan he waded across at a rate of 2 yards for each &_u.o[;e!ii~Jl!Ilaction, or it: may be SWain. Waocr Ilct:per than 1!lli must be !'i''''l!Irn across. A swimming characrer moves 3 yards per ac~ion, However, swimmiag is. a .R:isky action and if failed means Ihat ilie character !1ounde·]'s around for the nun and does

OVEME'NJ'
A character
moving,
CWl

often perform some other type of action whilst

ootbing,
A ci1<1fllcler who is pinned whllst swirnrnirlg or wadinlgus not knocl;ecl prune, bUL mUSl spend his next action recovering as normal. A character stunned whilst wading en swimming fiouooe]'s around on the· spot but sLlfferS no additiol1a~ iU effects. A cbillr.lcterwl'!1:i;jjlls unconscious whilst in. water is assumed to f float, bl.ll 5ee thepand on drowning below, A. sturmcd or uncooscio1JS char;a-cteFcan be fished out ef the' w<lIte'"using the oonm.al ru1e5for dragging etner characters _A character carmet be knocked back \,ihJilsl swirmillng, and wil] halve MI}' knockback

such as tiring a weapon, ioading a. wCflp.!:m, un~heal:hinig a sword. talkiiig on a comso-Iink.end so fonn_If ihe d'iarnCll!lr is trying to move other than <It a. ~lle:;tll:.. walk: or run, (eg, U'yi!~gk) l."r.!Iwl,jump, evade or perform some other movement 3clioll) then the normal rules fur cOJl1Ii)'i,ned actions apply - lhfiq ]8, all

pr::rcentage chances ot' performIng the other action are halve-d. If the character is sneaking, walking or' 11.11111ling, then ra~!her than being halved, the chances of perfOnrllllg the combined action arc reduced by 2% for every yar-d. already moved this him. Note that tlJi~ is based elll the total distance moved this rum. I1C1'~jUIS't during
the same actlon, so 1\ character who spent oae action wa1killg and tlilen another actl (Ill walking and! using a psych ic power would suffer -16% (8 yards I1w.'ed) ro hi s action.

dlstai"icesIf wading_
1lti\ ~S&U!~l~~ l:hat the ebaraetee is swimming across a pool. UF lake. A ~l!i"e3lmr river {or sewer effluent ounlow pipeperhapsl) o with a :;tnmg CI!LITcnt.W]1.I move ,;I swimming character D3 yards do\l,nstt'e<Jln at tnr: slHrt- of every turn (elF D6 yaros for rapidsand 0Iher raging ro-mmt'i)_ A chfmllC'~l' wading across, such a feature

31

Some weapons have, a hlgherrate


more l'lt:cILiJI1i.le at

of fire than normal, orhers are

FlRTNG MODE: This


fu])y

.it; either

:s:mglle shot, SE'Jn!li·~lntlmm:atfc;


actiGli!-

.Io.ng,range" while some need .tp bereloaded fr;eljU:B:rnt~y. Just as wl~h characters • these il:ldjvi;dl.lll~~aits mid cI:HII:ac:t.eri~tncs Iisted in a weapon's profile, The profile i:~ are
broken downjnte.

aJu®oilillllti~, A single shot weapon f~re;s once per shoctiug

1'YPE: There

A semi -~lIltultl.arljc shot fires the number of times given iln brackets in its (]t:~L"li.pliuII, Some semi -auto weapons I18Vg
numbers, di vided by a slash (eg, 216) which indicates minimum and maximum number oj' shots 'a....iilab]C whenI : semi-auto. Fully ~lIllUIIl:Hl~.t:shots ::m::: resol ved ~lighll)' d:i[£t:l"tn:lly 10 shouting and isdealt with ill the Special Wl:apml. Types lilt; end o[th~~ section, SOIDL:weapoIl~ have mHMiple firilIg modes, and the player state wbich modc js selected when declaring the actions for the turn 0( rm~rnewearnll$ i[ may require an 04,.-ti(l!n change the ~ettillg, as noted inthe lndividual descriptions). each shot fl red, remember ~(I m ark off a ~hot from the loaded ammiln itlOIl_

are till ree type~ of ranged wea!IXm: 'pi"l.~.I.btll!i:icand haavy. Pistol weapons are flred in Q''I<~ hand andmay be used in close comber, ]],ask weapon~ are norrnaHy fired twe-haaded bat eM be fired one-handed usually with less chance of hitting. Heavy we<rpcm~ weir;h ,s,o much theyrequire two hands to fire,

R.4NGJE:, TY~.lE, Each wespon ~~a!ia lwnge ty~e, used to deterrnlne how ace urare it is when [wing fIL £I. distance. Dltfereffilt
rrm.~e~pe.~ ha ve VaI)'l:iig chaF'd:cl(::ri~tics, SiU that certain weapons m~y suffer a CQlIiI~.u~~elilt loss of'aecuraey while others have a di:<:tlnatic drop In effectl veuess past a certain r,~m~.e_ Some, such as sru~per lines aad heavy weapons, ,can .ac~;ally be moreaccnrate

over long distances than close UiP, Certai riI weapons have 11. maximum [aLlge. ill whlcb case thlsi ~~i ven in brackets after tire range ~pe.

ACCURACY;

This isthe weapon's innate accuracy <lOO


chance

improve or red uce tnecharaeter's

or hitting
dice

the rotled if.

DAMAGE: Thss is the number of Damage target is .Ilit {see the Injuries section. later),

SRlO'fS: This is the: number of ~h(Jt~ theweapon can fire 'it needs re'l,oading.. F,CII' ex ample, a. how has one shot, bolter niey howe a ma~a'7.ineof 2() ,~h(!iir.~.

RELOAD:

This is me nusnber ofactions

[lim must be

reloading the weapnn ,[f the number number of shotsthat mil)' be reloaded reload two combat 5ilotgU!11 shellsper number ]~ underlined. then ir needs to IIu~nber is ~he num ber of tW'IH tlin~tthe

.is in brackets, trns is per action (a (hru-ac[e<f action, fio! exam(p.le) .It reeharge, inwhich case weapol1 cannotbe used

However, rechal',gi~g normally happens automatically and does In.Ql require allY of the character 's actions ~(I

Reloadlillg actions can be s put

OVr;[E!

number

0:[

tums,

~xaII~~e ,most weapous require two actions to reload- one [t:III.U"'~ the magazine/pcwer pack and one more to ]!Il8ert .~, one, Tberefcre it is possible to spend one action in one reloading, find then flalsh the reload at <I. late .. palm if

WI-Iere l.I11sis impossible, it is noted ill the weapon's


If
iI

l~"'1.I,i'U~~

weapon

C anuot

he reloaded,

an X is given

t:h1llllclcniSlic,

WEIGHT; This is how heavy a.weapon is. If a weapon'~'

is higher than the character's Srl\en:grn.ills chances of hitting


it~e reduced.
!I'

[11addition to this basic pm file , 11weapon may have

special rules. For eXl):I:rrp,le., serne weapolls may suffer IiIO " to their chauces of hiuililg dille to the character movillg, others may use d'ie Special Weaprm Types rules em page 31'"

..:o..::::..;,:q.

."',"U,Ill'.

The most basic principle of shooting IS that you need to be able 10see j'oUlrta.l'g,etto ~Iloot at it! A . (l1aUy, some weapons dQJlJ'£, bUl lILr.:(Tf' all el'LceplioMl, Being able to See your target is CllUed Imving a liIDle@1S~Jllrl!t If a character does Iilot ha ve a line of sight to his tillJig'i!l, then he CaJl110t shoot at it ~ Line of ~]glTIit is faiidy ~implcttl wm:k OLJ~. - draw fill hna.gillary line from the character to the tillJigel. If there 's ilnyd'l~llg blocking this line, then the target cannot be ~elilr Much of the lime it will be obvious. if 111 target can be seen, mOilgo scmetimes it'll be necessary to get down and Ila,'e a 'model's eye' view to s.ee if it has a line of sight_ If YOIll t:iln lee onl~rOi small pan ofthe enemy, such ELS tip of a weapOI1, or the
a foot po~dng arcand a building. then this isn't really eeough fo:r

a Hru: of sight. If yOilCaJ1 see at. h:asl the whole of one hltlecation (set the Injllries section em page 46 fur details. of hit IOC<lt.iOIl~), or mOnllhan one biit iocation, then the character hss lim: off sight, but !bowget wit! be Rawer' to hit (see Cover (lJ] page 47).

[l;omlal rules at

~r must

71If
nd will

p/ww -get. I if 'the

Inquisitor fhi.~' ('(Ill 'I: re'all}' be

1tM -

he J ~mlikely

ro

1'1'111'1'

GmUn

if

his swam
he
II

WliS }jNlll!

hiding behind

Some terrain may obscure hm:: of si.gllt but not block it completely, The most common renr.:li:1J1 f this type are U"«:5 and o bushes which, illtho,ughi,m::li"rudually migh'l not cO'r'el'urp a character, may completely hide a character from view if he ils tlIcC',peno1llgh within a dusrer nfhushcs or a wood. j3.askally, such terrain can be broken down iIlto three t~ pes of density: Light" mOOliuD1 and beavy. Light c:lcm;ily terrain can be seen into up 00 8 yards; medtum density tenr.ti.n blocks line of sight after 6 yards: heavy density ferm.OlI blocks line of sigi'lt af'tef 4 yardlsHert! the blquisitnr can dt!arly be. seen. Remember, though, thalt since the miniatures we use ill Inquisltor Itt nOD capable of tbe same range of movement as the characters, a degree of imagiIJJatiol'l and intcrprctation is required. POll" exIIIIIple'.it may be elearthat a line CaJ] be drawn to a character over an illlervenillg wall, hut if the character is supposed to be crouching, there's a good chance lie won't be !IDl::X1. Similarly, a character call look around the comer of a building, llrrough III window IlDd so Oil wlthout exposing hi.rnself fully, On pagt: 47 ]11 !he InjUi-ic~section !lire a. wLlec~klll.of diagra:m & wbich ~h{liw how mneh of a character can. 'be seen whilst do; ng commen action s, IIId you 'shoIil1d.1I~ these as a guide for determ i.nGn.gline L~f s]ght. As a1""'~ys,the GM. is m.e rmal arbiter of any ded~ilfms regarding lioe of sign[ or a lackthereof. Other types of terraill ,vi]1 norma!:!)' either bJod l in;e of ~iglii totall Y er provide some kind of OO''I'CT to tae cllamCJt.er,. as dlseassed later.. For more details about whlfll characters call and! can't see, seethe section OlD. AW<l!fen~,~ OIi1 p.l!:gt: 52.

Om Inqu:i:SEtor characters don't have eyes in the back of their beads {well, not mlllny do!) and ~t) arc restricted In what they can see and shoot at by the t1i:roctio<n tbe}, are looking i 11_ This arc of vision extend's mit
45~ in the direction the eharaeaer is

facing, aUld <In)! targets mll~~ ]it: winhin tills arc, A character can tum and fire as part of the same ac~iol1w~lli!mrLpenalty,

Whenfiring IDiP&t of 11 combined aetien with movcment, each 'j ard the liri.n,g chtIl1lcrer has wEl.&e>d. sneaked or ran action, there is 11 ·5% to hit penalty.For example, a character walks <'I, yards as they arc sllooting will suffer 3 -210% hit.rtitlg. U' the character evaded 01' moved in any other way.'
Iollow the normal rules for combined IIt:UOIiI:> - the chance shot 11 itting is halved. l'e.gacdlle~ of the type of movement modlfter is doubled .ifthe character is trri.ng a lrlcavy weaptlll. The target's movement also affects the chances of hitting. modifier is determined by she target's last a .tion, if he cUd move al all or mlly crawled In his 1a.~t action, then there is rnlJd1fier. It' h.e walked. the firer ~uffcrs a, -:&9(. chance of .. him, if he roll or srrilllt,ed there is a -12% modi.fier to hit him

Being ~ble
If
1:1

00

see a target doesn't necessarily mean YO[}'Uhit it!


wants to hoot anorher uhru;ade.." he must make
II

a ·2H% penally if the 'lar-ge.tevaded. ITf thcta6'g'et moved ill

character

successful To Hit ml.l.A charaeter's .BS give.s the basic percentage chance of hitting iii target at range. Tills chance is modified as dt:tailed below, Once the modified To lbt roll has. been worked um, yOI.l. must. mil equal to or less than til is score em II D 100 to hit.
Ifthe mil is over the requited score, the shot mlsses.

orher Jashlon (he jumped for example) then the modifier is . eo -2% Ior every yard the target moved iii h~:slast action.

The firing proce-dnre (JPPOSIte shows

11 characterleosing

off

II

withhls weapon without taking any pameulae ti me toicilD it. son of hooting is oftenreferred to as a soap shot, and is accurate but CIIIl be dune (]JuickIy. A character call, however,

more Lime over his shot, to Increase his chanees ofbttting .. done by spending actions aiming DeJ(I~e laking a shot fill mocr of actions spent aiming represents varying ,: preparedness (111 rhe _PQ,rt [Jf tile character. (me .a:iru.ing action s.lloW1>\the character raising his weapon to Ievc] befor-e shooting (,~ opposed no fl ring 'from the hip'). Two .a.imjllJljl actionsrcpreseatsthe character brill ging his lip alld then spending aeouple of seconds aImlng at lite

2 :~Au~malll ··tii.. ~ ...~~ :...._.~.~II~.~ ;5 .aLDd?'ri;d~s~sl ~';;~.~r;:-"


·-_-t·_'\!'''""''ii··'

In some cases, blind luck .... help more tlil.allWl!), am.cnmt of -ill
aiming lint] preparation, on the other han 01.there LS no such thing as a sure shot. To represent this, any unmodified To Hit ron of 01."05 always hits the t:trrget. 'regarrOle~s of the required score, Similarly, any unmodified roll of 96-100 will always miss the

Three Of more eiming actions showsthat the character Is the target over qu ite a period of time (in cemhat condirions, ten seconds is a long timel), Aiming gives a character a +2.0% bOllus to his To Hit roll. cumulasl ve, S!U if a character aims twice belcre shoo'til:l,g he a. +40% bOll115 '10 h us to hit chance. find so 011. Aiming GIrT)' over from rum to tum. If there is iii closer enemy character within 5 yards, and character is notaiming at ih<lt character, he must pass a .erva 10 aim (Wit'll a • W~. modifier for each addiuioll.al enemy withinS yards).

target.

When

shooting,

read througb

relennt modifiers to your cumulanve ..

as.

the foUowingli$!

and apply

an

AU penalties

arul bon uses are

if title test is failcd , the character immediately enemy ill sight, mlltUil1g u ss a snap shot. OweriiD~ fireJ~I'I/\envatcb

fires 311 the

Add or deduct the ACCUnll~)' iuoditle,r as shuwn JIiI the weapon's

p.rofile.

Measure the distance between tile chann:t,el' and targd -this is, the rIIllige. Cross-reference the range with the Range type, given in dIe weapon's profile, on the Rflflg,e· Modifiers chart (~ page 36). The result is the motHfiel'lU your To !!-lit roll.

me

A~ well ,iIS aiming ,If a target in sight, a character can also to cover all area ofthe bahlefield. waiting for an enemy to l1umelf. Th[s IS often referred to as overwateh, The mu~t~pecify w hieh area wi.l.tirn hIS line of siglll be is Tim area could be ,mn}''t!hing,such as a wlndow, a gap two buildings, even tile space Mounds friendlych;:u;act~r, s.houldll't be more than about 4 yards. across, If covering an. the charaeter may take a shot lIS soon as a rarg_et appears III are-a he is aiming ar. This shot i.~ treated in ali re~pcct~ as a shot, so the aiming does not grant an)' positive modifier liJ shot, and the chances of a placed shot are not 'jncrclilsec Placed Shots nil page 37), 34

fxtlmpIe: In ale photo abn'l>'t:', 'Slick.' Del'hm opa to aim at the ga,'HlJ! the opposil,e side of the street. In lltP. photo below, as soon a" Dl!::lmien 14'27 moves int» vi,,,'w
tIrrou~hthe gap, 'SUd •.' uperls fire .

A character

mflY spelJld one !lJcL]on resting hi s weapon against a suitable surface, Nme th at this may be a horizontal surface such as <II wi udow sill Or crate" I:mt call easil y be a vertical edge all well, such as a doorway or the Delmer uf II build]Il,g. A character with h ls weapon rested gains 11+ 10% chance to hit. If the character moves at all. changes weapon orfires arl)r~hing other than Q single shot, then his weapon no longer counts <IS bel ng rested at Ule end of the action, The bellefit.~ of resting a we<lpon can be combined with aiming,

,.
Losing your ~im
AsSI:>IJIlIlS Ihe aiming character Il1!WeS, OF fails a Nerve rest, is hit b~'an ;tTJ(.'tI1}, 0:, shot, or does anything oilier man aim or i Fe a singl6 shot at [he target, any aiming bonuses are lost. Note lh<l~ as long :J.sth 1:a!l]t:1 Ulues not spend more than one action o\u of ~iew,aimil:lg ~~,IiIUll ]os~. due to enemy rnovemem {.flJJH10llgI1 an]' ' mo\'ement will incur the usual to hit penalties lor tile distance mO\'fi:lj,. Tf !!he target spends, more than one action outside the abning ihrur~dN's view. [he benefits of aiming are ]OSf.
tUmidg CITt'l!mtg

Obviously, shooting a barn dour is easter than trying 10 pick off a fly, and the size of the target will aiTccl fI character's chances ot' hitting, T8.I]et modifieT~ for specific creatures .0[' other lhiRgs '[I:i;e characiers will want to shoot shou]u, be decided. by the OM. As a rule of thumb. if the target is nm,ghl}1 10-5.0% of the size of a Iillmmn,. tlicre should I:J.e 11 ·3n% to bit modifier. Conversely,
targets,

over 50% bigger

man

a human

alFC essie'! to

hit

with a

+30% modifier, Targets bigger or srualler than tills shouldbe adjudicated by the GM, Note that this dJrl!E~ mean a character nut can atle·mpt to aim a( a specific location em an cnC1i1JY character aad ~l!ffer the 's;maU 'target modifier'

llIl'i. tlntU

or

W!)rlhi,~hili! 1iC',i

The burst. of fire· from a s.crru-amornajic!>ilm canproduce a lot of recoi], and so ls Ie~~accurate mall 11 single, we'll -placed shot. H nwevcr, this is onen more than made up fnr by UtI: ·I.\'dght of fire! iii semi-auto shot suffer's a to hit modifier equal to -lO%t:olf every ~hrlt ta],;:cII, For ex~mple, when firing sem.i,-a,ur~o (4). aU four shots suffer a ·40%: chance of ruttung .. It'th.e character js lin.log with their off-hand: they suffer a ,.2.0% chance of hitting. A. charncreT" can fire a weapon in each ham] as pan of a .!>inglt: action, However ,if U:uc)'do ~IJ, they suffer an 8.ddjtlonaJ -20'tf; chance of hi~til"lgwith buili weaposs.
A WCilp01]'~ weight can also lIffeci the accuracy of II :5.hmCompare irs weight with the Stl1:~lhl of the character. ~f tile weight is higher, tile chsracter suffers -1 % for each additional point of weigl'll. When firing witlll Ul1~~W:J..d, halve the character's St[;ellgtli whell working out t!\r.tS modifier {al: yon wiUee, weaJJl'Dmili~ended to be used Dlilbo!:hh8Jlds can be quite heavy),
:35;

Shootlngl

TID :hlt

T3l:"get raJlllor sprill~ed.laS1actkil1 1>;arget e'llJI.d~d last a~tioo

For every yall:d moved if oth.cr

. _....;::.".Ilyp(;

of movement except crawling _,.-

A B
()

c
D

0 0

-w
-,5

ShI:U:Jtjng

A player can normally opt for a character III autemaucally fail a Pin l1ing test ,in whidi case they wi II. act as if they !lad failed thei r Nerve test, altlmLlgli characrers under tile inlluence of certaill psychic. poweffi and psychological effects may be nut be a110\\o-oOO tltis option. This ]8 noted in the relevant descsiptions.

up until now have been fur fairly weapons that fin: a single shot. The following rules cover weaJiXlIl';; wsth a bigher rate of fire, that fire explosive IlUllUtiolF. or .;;hout jn some Oilier exotic manner. Some o[ these weapon types alter tllc way 'that saootlng is resolved.

The shooting rules presented

standard

Semi -eutomenc weap..1]n~.al]nw the character to flre II burst of ~fum~ ill rapid succession, laying dnW1ll a hail of fire. The recoil from such shooUing is harder to. cempensetc I'm. :lIi]J,] so individual senti -autnmatic shuts are 1e5~ accurate than a single shot. but overall the massed dl&l call be more effective at close range. When firing on semi-automatic.!he weapon fires 3 number of
is
II

chance thou a character

lands

<I

hit jm,t where they

tl mes

wanted it. This is c~led a p~ll£ed sbot. A character scores a plAt:md slml if hi~ 10 Hit roll was equal to or less than one temh of the To Hil IIlimber required. Fm exampl e, if a character has a 66% ~hmi:E ~lf h]tt~Iig,.any 1'0 Hit r-o:tl of 7 % or le ss is 11 placed
a character scores .il placed shot may add. nr deduct up lu lU% from the' Hit Location

equal to the semi-auto value .. If the weapon has a spread of semi-auto rates, player musr declare how man)' &11015are fired when it comes to shootiag action (tiley don't baveto declare

me me

the exact number al H!lestart off the character's ~Ulm). Each shot suffers a -10% m hut penalty for every sl1.ot 11 {so a. semi -aut.o red
(3)

sOO! (M,'IO=7).mcliI

me player

weapon suffers

a ~30% chance

ofhiulliIg}.

A enameler elm aim

page 4(i ill tlle ]njl!lricl>section), TIley may decide nov.' much to add or deduct af!l:r the), ha ve made the HIt Location IO]} and
found mn where the shotlanded (this is very useful for hitting dmract~'TSbcbi!ld lots of cover'). Note th at a character who can Dilly hit willi the millimum 5% chance detailed above (because oormally he wnuld need tess Ihan :5 %) caanot make p 1aced shots,

roll (~C:C

before fll"illg on semi -al!J.w.,~:JIl.ul aiming bonuses arelost afler any the first semi -sutomenc shoming actien, The rules fflr placed shots apply to semi-nato aimed allld snap shots as normel.

shot after aiming is gJ·eat1y lnereascd, In ~c.c!ld uf 11Hml. oJ To Hit tlUlIlt!er hoeing. a. pi aced shot, when the ~!JifllCkr basaimed at least once al. his targetbefore ~hoHt~ng, this chance is increased, lhe c:ILances of a, placed shot then becomes the 'Io Hit number required minus the range to the target, Fur ex~np.le. ~ftile urget U 25 yards away, .md the ']'0 Hit number is 759'(:, rhea ally mil of 30IJt orless (75-2,;'»)indicates a pl<lced shot

1n addith:m, a cila![llctt."]"'~ odds of making a placed

me

~ 1-iring on fn ll auto means ~uocz.ing Un: !rigger and ]ettln.,g ripin a pretty random fashion. Thi ~work:s in II .'ery different way to nQITI1a~.firing. [00 represent il~ particuler advantages and dis.Jiid\'atlilages. "to fire 001]]full auto ,lIIomim:l!:c a l~el groap, A,H characters in. the ta!!'ge~group' must be within 2: yards of aaother
character in the group, and they must he ..... ithin the character's arc [If fire, if you wish. you rnay elect to fire at. 'spaces', hl which case line empty space cnunts IllS another character in the target group. OlwiotlSly, the spaDe cannot be hil. and an~...shots agaiTlst it an: wasted. This com he seen ill the diagram below:

a chamctJe!r is furedl at b~i' eni&Jl1Y shoeting, he must pass pruned. If [he shot faded w hit tile character (was Dlod;:.~,by cover for example, 01- simply missed), there is a. +2:fY* modifier totheir Nerve value for the tc: L The Pinning rest is laken after: the effects of the Ii1 it nave been rcsol ved. A character who is pillned will dive D6 yardls t.owards the nearest cover (if ill the open) ani! fall prone, Nole that the. charaeteris pinoed OIl his chuacter sheeL f'iilne.a chaeacrers must spend their next SltCCessful action recovering from pi.mlling, and tho ~ earmet be rombined witbany other action .. Later actions ill themm they rew~er must be a.ed.arred wI tlIe5tart as normal. Note that there ]8 DOButofll~l.icfailure for P'inning tests. SOo characters. WGlh a Nerve value of ]00 Oil' more will never be pinned u nless other modifiers
I

Ever:' tim~

Nef\/~ tCSI rube

SPACE
:li:trA:'e~ is2 ym:ds from target A, (mel 4 .'JI.Un1s from target c. fJ 1b include C i11 the u:rrgl!.'t groIJP, ~he rlc~ye.r Cal! efe~:1.W fin! ar lhe 'space' between. B and C, frflCIJiJIX rhe targltt group as 4 characters imteod oj 3.

apply.
37

Sheeting

Once

the target gruup has been established, mil to hit against cadi character in the target group, Bach weapon has a full auto value in brackets, which is tbe number of shots fired in a full auto action, The nambcr ot· shots mn st be di \' ided as evenly as possible between the cbaracters (and spaces) in the I:arget grmIp, starting

Flame weapons are worked out in a similar fashion to full weapons, ill that a single shooting action can be used to
group oreeemies. AU of the same restrictions on target apply, but only 1'oOU to hit each potential. target once. The, of hit.ting are equal to one quarter of the firer's BS wilh no modifiers. Any character nil aCUJailly tales II number ot hits the sheet of flaDlb.e o-r cloud of toxijn~, as determine .,J. b,Y fue
and noted
011

with the closest character,

the Flame WeapoUlS chart belew, Relflocatiem

darnagc

fOT

eachhit

individu ally. A Ill' characterwithin

III

gmllp must test fur pinning, and characters who are not hit gain normal +20% modifier 00 their Nerve.

me

Ammunition is oount.ed off for 'each burst of fire, and isnot on the number uf characters laJ'gete.d or tile number of inflieted, A character firing tI. flameweapon cannot maike

shoes!

S,PACE
!laft~U auto (1(}) weapon 1,verefired ,Qt thi,~gmr,jj1, characters A aM B would be fired at three timeseach, whUe the SpaCff wid character C would be shot {It twice each,

The To Hit roll needed is equal to the firer's BS divided by ;5" with I1D other :mooiJiers, If II characte- has a fu U ante we!!!P'l)[l,if s ;81. good idea to note their fulJ auto To 1'0 lli n the netcs bux ui" their d~aJr,ac~e:r heet. s

ml:

any hits have been determined, proceed asnormal ..... rolls ith hit location and injury, All characrers in the target group lII!uM take a Pi lining test when Iiredat by a full auto weapOJl ~the spray of fire would make anyone nearby duck nor covert), 111Id characters who wereilO£ bit do not gain the normal +200%
fOJ

Once

Some

weapons tire

explosive

shots; such. as grenades

and

mmil:ifier to thelr Nerve.


FuU auto shots never make placed shots.

Some weapons, instead of firing a projectile


~~pray a founrain

0$

bolt of 'energy"
common

launchers, These work in a slightly different fashion from firing .. as it's more i.mportant In know where all exploding has 11IIU:kd if il missed its. t.armet~ Designate the tllrge!. po.inL character is aiming: for with a counter, coin or some other This target point can be a character, a terrain piece or even an of empty ground. Roll to hit as normal. H the weapon hits, blast explodes centred on tile' target P'O'i I1It, tv it fan Is, it ,;a random direction DW yards, plus 1 yard rO"r e.v·ery W%,' of 1O%T that the characrer failed therr Th Hit mll by. 'fine cannotscatter by more than ene quarter of the range to the

'Of

liquid

OVCT

an area, The most

pol Fit.

examples

Oif these are fl arners, which gout liYumi.ngincendiary rue], though some rarer ones may fi re clouds of acid. gas or other substances ,
Due totheir nature, it is higll1y lnadvisahle m fire flame weapuas
quickly, and so

wbilstmovlng

Ihey

may only he fired as part ef a

combined action i f the chasaeter is walking.


characteristics: area and value .. These show how big anddevastating an explosion make, The area i~ the distance from theaiming polar that grenade's blast ex tends. A lUj' character within lhe blast autematicajly suffers a number of hits equal to the blast minus the character's distance from the centre of the blast. ' character 3 yards from the centre of ,:m explosion w]tn a

Blast weapons have two additional

value of 6 would suffer 6-3",,3 hits. The total number of hit~ hal ved If the character is prone, Roll location and damage each rut as normal. PI. 11characters wiihirn me area of effect
blil:;ll

value or ~IiY other special rules - ~·hey arc thrown so violently, being brave doesn't Dome into it!

weapon are ,au~omaticany pinned, regardless ot rheir to the.

hcn:::Jl:iing

Assuming tilm tile character doesa't blownimself sky-higlil with Iili~ own g.;en~_d!e,mark the· ~Mgel POtDlt which the character is

Althl;rugh the 41 st millennann ha~ gi yen rise' to mally a weseme "elLpon~ of destRlctio,ll. often a wel] pl.a~c(] throwing <1!Xe caT1I end adt~'iant's he~es)' as sLirely as a plasma gunl Thrown weapons are ft:9Uhed ~xacdy ]ike m:het shooting ..vith the C xception thm a ~t~r can dr,liw aI¥l. throw such weapons with a free hand as part [If a single action. In addinon, [brown weOlpcim have a
IIIIIImUlliI range equal to half of the character's Strength minus ~ \Ii"eap<1Il li weight., (A weapoll " with\I".'cigllt 10 thrown by a cllaraeter with S'treng~h 50 would therefore 1'1 a ve l'I max imurn I1IIge af 51)/2·10",]5, yards), This is the range al \vhiJch they have • reasonable chance at hittlng, at fl.U[the'l'·ranges the attack I.IItOm:;u1eally misses. If characters wish 00 throw other things

aiming for as you would with ether blao;t we~piJns. then measure
me range.

this is greater than l1e cbaraeters maximam range with rhe grenade (half his Strength mlnc sthe grenade's Weigj]U. the throw 1I1llollulillcaUy ralsses. [11. tlJi~ case, move the aimiIlg pClill~direc~ly bat:k towards the throwing character unu I, 1[ i~ in range, The grenade then scaners 2D 10 yanls from tills point. Assuming the target poim is ill mnge. follow the normal ro hit procedure for hllatl'it weapons given aoove..
]f

(chai!':':, arrels, small alien mammals) rhen Ihe lI:;\·1should give b Ihem a ~\'eilght characterlstlc and probably a hefty accuracy penalry aJlrl a pnm R:mgc chrutlc~.eri stl c (such as, an A. E or J). GMs may \\o"aDl characters lu be able eo pi ck up a. thrown weapon usc it themse]v'es; or lhcy can be reco vered by their original If rlllisis til.e case, a thrown weapon whlca b it~ is assumed 10 be lyillg next to. (or in~) the targcl.lf ]( misses, mark a spot D6 ylIrls away in ,9 random directiun. au show where it hes ended LIp.

Some \... ·t~iil!pmlS'al1 be fired or lobbed at 11trajectory I.hm.takes them U cr jruerveuiug terrain, allowing the ch araeter to fire at po i I1t~ outside their line of ~lght. S uch wespons are said to be capable ofirnldi.rect .c. Indaect fire is resolved as 1I0ITllallh]ilSI weapon t1re q or thrown blast weapon fire). except that the shot automatically scatters D 10 yards. Add +1 to me [) 10 roll for every 10% or part thal the To Hit roll is failed by. and deduct ·.1 from. the 010 '1101! for every WCfl. or pan that the To Hit rol,l ~ p<tts;Sc{',t] by. For example if you need a 76% whit an{l ro II a 54; this 1~ ~. difference of 22. so the shot on.ly scatters 0010-3 yarID:..
1

Treat totals of less Orcruide~,deilloliho.n charges find similar weapons are a '~'flril'lm of bl~~t we~JXln~,known ·as,thrown b'lflst we~poD~,. Characters equipp;:tl with illes.e rnay throw them a diua nee up to no more than half Lheir 'strength minus the grenade·.5, weight in yards. It tUI:S!JDC IIClioD1.0 draw and prime ;t grenade" and one aetiun to tbmw iL Throwd.n!!l a grenade is 11 Risky action. if the r~igkyacti{)n tdaill.·i.l, the !!1.'1;madeoes off prematurely ~ .Roll a Dfi: g D6 1-2
J4

than

zero a~ no. scatter.

Re$~f:i Tlw grena.de explodes in the character ~~hand. ReB,olw~irs effects centred on lhe ckaraeter.
}"{JrJ._~

character drops the grenade. b scauers JJf() ill {~ (al'lldortj direction from the cbaracrer bejrmt e~p'l'vdin~.
flu:,

S-6

The greoode is a dudand does nm explod«.

1'lbo!!lgillthew.arr~oilis o:f the 41st mmelilnh!l.1ID 'CD wield. h~gil:dydestructive :r.aog;edweapons, a vt'itI o:henbereSJol.ved.hy a MUleI' :f'atle-to·face struggl.e with swards, !chaiin·.axes and piistols. seetlen deals wirth such close ,COM bat,

As. w.~t.h guns and gI'eTl!acfJ.e~,close combat weapt)I];~arc ruted by a

series of cnaracteri sties: Keach: This is an Indication of how long the weaponll is, or from 1:J;(JwFRT away the character can make 1(s arrack. The longera weapon's reach, rhe harder it is foran enemy with <I shorter wcapoate defend against it. Weapom, w1th.Reach 4 OJ! more may
be used to a~E:lq.ct when the cOJnl'Ya~flntsare at mn's

When hvi[')· characters arcwithin 1 yrurl of each other, t!t.gy are ItO be in ChR co.mbat _ 'Once a character is engaged combar, theaction s.eqnenoe is altered slj~Jnly.

length {see

Slepb.m.ck:.~me·ror cetaits offigil.ni~~g at arm's ktlgth). f


llaiima:gt: Th~$. is the ]:lumber alild!type of Damage di ce rolled if thet:il!trge~ J s h~tSome wealrnll~ are better desi gned for bkd:ing and lauI!"chillga eounter-atrack. Tile ral"il'Y penalty of :I weapon reduces a character'a enanees 01 pa.rryh"lg a successful enemy mtack. fLlld Ifl1ll11:c.I1lin,gcounter-attack .. a
hl'ry
p.elil!lI~~;

A characrer which is in dose combat does not have to of his actions at the stan of his turn, instead he may declare action after The last action has beea ..resolved. Thismeans dlfLl1lClet who declares a charge as an action while t.hnlugh aturn does not..have to declare a~~.y ther actions fm o
nan j~st ye[,

At the

start

(If

tum

in which a character I~ l1~n:al1)' in

enel1l1j'

anacb

comeer, roUtJhe character' s Action dice asnnrmal tn ~0~ 11mn), actions he caa perferni that turn, Then dDClarehis action and resolve it. then Ilhe second and resolve its effects,
:ru
UII,

Wa:lTior~dUI1' [jusl. Wflll~e[ lllto dose combat with each other. one of them wiUpLJrpo.s.eJu]ly inin.illle ffie .fighting. In .I!.nq isiter, a u eharacter cam!elect to male a special i:hrugt: action. in order 10 ~lIIitillle a close combat. A character who is {:h!l!rgi:ngITLHke~ nm actions IJ!rnti tih:ey are w:ithirn mrnge of the declared enemy, 11m] I then makes one closecorn b1l!~attack :l!O; pan (Jf the ]Il:~l run action. A ebaracter who ~,~armed with a \I\!e1l!poL1l1 Reach 4 orgreater of can stop olilcethey are wirhin ::; }'am~of their ,em!emyand fight. 1:It anu'~ ~ength (see :Step Bad; npposirre). Characterswithout such a weaponll, must get within l yard of their 'C:i1crny, NOle:~haltilui~~ ~~~ like amy other
n.1I1 lICl]mlJ

[11 close combat, tncr'c 1I!I'C far fewer options character, The most common are Iisted below, though a may devise something new all,u.inltel'e~tillg whieh he wm~Id.1 [0 attempt, which (he GM shouldadjudicataas normal, character W~Hl is t!lling his actions is known while tile utill'::[ character ~;~ Ithe dtlll'e.n~tl[',

The most straighrforward closecombat


simply attemptsto hh his opponear: If
Q

action - tile;
character is

closecembat weapon in each ha[i)~.he may attack w]th lDmb part of one action.jhough his chances of h1U)ng are reduced
explained inthe section on
00

bit modifiers. A d'lRmclcr

Wfll)

and 11Ie charac ter i~

arm's Jength may only


or mere.

mase attacks

with weapons with

neaied as runTl~!!gin all T·e.spect.~. even if they nniy ~.tart 11couple . of yards away from their tsrget, rh:n1ll1gII charge, the 'free" !ltt4l.c:k sldier.;, nopenalty for being a combined action, and ill fact g.<)in~~ a + 10% chrmce of hitting., as 110~ed below,
A charactercan
(drawing 1:1 +10% charge bonus.

of a chnrge action s:woro for exarsple) b-ut W he does so he loses the


~M

change weapons as

The cb!ftn:lc~r sidesteps qUI:icl1y to f:ltm.cik llilc;: exposed sidle 0[·' of their t::1l.CIDJ'. A character who circles May be moved. U!I 2 y1l!I(]sto their left or righl, but IDll) not move further :away· Dr do!>er to his c[!Ie[llY. It is easier to bit tli:ieenemy when from tile side orrear, as sbownin the 1'0 Hit m(K!iHers given Nolle that theattack must 00 made ~'LS another actien, 1'011dv

gettoattack as pan of a circleaction

..

A character

who il~art arm's

];e~gtl~.can

within striking w.<!.Ilge,Whenh.e~dv(:lnDe5 and artacks, character closes in 2Y<l:rds on tihedefend:er and may make attac!k as part of a single action with no penalty, The CU:~![Ib!ll~ rue 1i0 longer m arm's length ..
40

!::IC5iiii1iiiil

CI!:JIrT1ICSt

If this break off move is used 10 take the character

within I ysrdl

of another enemy (or 3 yards. if armed with a Reach 4 or greater The character takes a couple of steps bac k [(I pill a ]i ttlc more dislance between him and his adversary, This is usually prior w raring EI pl~d oru-ylmg te break from combat , 'When a character elo::ls,~ step back, he is moved 2 yards thn~cUy away from the d!:r~:nclet. Also, 8 character may dodge when being attacked .. in
weapon), it is treated 8S a charge and be may maike an snack agaim;.t thi ~ fresh foo;:j LIst as if he had charged.

If [he ~e,51s failed. the character fails to find an oppcrnmky to ge i a WII)' ani! the action is wasted. In addirion breaking (rom comhat can sometimes .iTi>,]tt: d;i;5a:5:t~r, the character ~cnreR more thW:L [f
1

whi~helise th.e ·combatlll~Qswill end up, more

thanl

yarn

apart, In

Ibis situation, the characters are still engaged in close combat, but are t.10 far ap'J/J1 ttl Ilill.!lcl each other exce pt with pisto) s and Yel)' km~'W'ilap(]IlS, They arc said to be fi~hting 'at arm's length'. Steppinghack doesn't Iinisa a close combat - tile onl}'\"'llY to end
close comhat is tu make: a

doubl e hi ~ Initiative Ior the rest, he fails as described and the enemy gets a free action, just as of he had made a eounter-attack. A defender cau always elect to. allow the attacker to break. from combat without a test once the opposing player has annnum .. x.'1l their intentiolils.

specific break from

combat action. as

de~ribedlater. You t::::mnul si.mply step back and then step back !!laill. lithe charaeters arc at arm's length, lht:: attacker may elther break from combat, circle, fire ~ pistol, attack with ~ weapon of Re.ac.b 4 or' more, m' ad V1IIlCe and at a:at: k , The atta.t:'kcr can lUi,~orn.atk:ally tum jn face his oproneU!l.t as pM of an action, wilhuurl any penalty, A defender will turn to tace the character who last anaeked him, after the attack To Hit run is
made, A character who is prune must spend all action getting m his feet before he can make an y attach, A character who is prone at arm's len gth may still fire a pistol.

Pistuls,ILIliy only be fired at the enemy in close combat when the l combatanlS 8!re lit ann's length, Firing a pi~tolin sud] c:lmc confiot$) requires a cool he'ad more than aceuracy. and se the

atta.ckcrrolls tu

I.ls1ng his WS rmher dmn BoS. Other than this. IDfR II.I1! no modifiers, Tile defender may ollly pan,' using a dOOge', and .Ili:~ moves 2 yards [0 the lefr or right (chosen hy tlile defending playeir) i:llsk';~dl f away from [he attacker (beeause they o 1ft! ~lread}'at .ll!ITII.\ length), The defender gains the +20% dodge bonLlS to his parry (see 1P'~gc43). but no, other modifiers are IWlioo for WeapoIllS, higher ground, etc. There are no placed SbDl~when filing a. pistol iII close combat.

rut

A clla.mCIe r manpend an action brea:!k.ingoff fmm combat. To do t1ili he mL:lstPI:lSSa1l1nitiative test and add» +20% to hi.~ Initiative illhr: comM~ns ru'e at arm's. length. ]f tbe character pa~,~~, he 1IllIke~ one runsetion cut of the combat, ina dlrection nominated b) tbcaHad:.i.tlg player but not taking h um past hi ~ foes unless this

D CMbt.'TW:is.e impossible.

41

h i~ to Ili.t ehance, A dmrac'ter who is at least 112 yardl til an the defender bencflrs from a + 10% to hit modi fier,

A character may make one close cornba; attack for each action he spends. He. can runI]' make attacks within the 45'° arc of vision to
his front A chasacter holding a cloae combas weapon
ill

each

nand can make orne (lJttact with each weapon as part of 8. single aiftacl action; with tile penalty L1I(m~d be.low. The basic percentage
chance of a close combat attack bilUillg is equal to the character's

Note that 11 character does not al so galn '[be higher advaFl,tage IIg:.tiust a prone. opponent. Remember, un ~ess he 1{each 4' weapon, a character csanot attack from a dis.1i:an(.'"e than 1 yard away,

WS. This to hit chance Is modified as shown be 1ow.If the: aUad::er roJJs equal (IT less than the required !>Cl(lI'C he has scored a. hit,

Drily the most skilled fighter» can fight effecti veJ y with ' weapons, Of with a weapon In their off-band. '[:0 represent character altac'kiIlg with hi. off-hruu:l Stiffen a -20% cbanee hitting, and suffers a -2V% hit modifier if he artacks with
than

As wuh SilO{)bng,thL::"Ce'salways some luck illlvuh'e4 iII Il.iuing you r enemy in close combat. regardless of 110\" skiU,ed you are.

one

weapon as

pan

of l!i. sh~g[e. anlliik

aClioll.

Anv unmodified cjosc combat To Hit roll of m -05 lIiwaj'~ hits, regardless of the score needed, and one of 906·100 always misses,

.A~ you can qmagiue, the larger your enc;rll)' is, the easier it i&

put
The shock and sheer illlpch.1S gained when charging lnto an enemy allows 8 character to literally bow) his enemy over, giving him ~ disnnct advantage. A chfJra.etcr's chanceto hit is improved by 10% if the artack. rs psrt of a charge action and he did [lot draw

JlI

sword into him. Similnrly, smaller foes are harder

ItO

Target

a-weapon as part of his dtar-ge actiol'J.

modifler» for specrfic creorares or other things characters w L'II want to bit should be decided em by the GM. rule of rnnmh. if Ule target ls mu~ld)' U}-50% of the ~ire human, there should be a -3G% to hit mcdlfier, ' targets over 50% bi;gger man ahuman ace easier to hit, +$0% Iliodifi,er. Targets bigger or smaller than lhil> should ,adj udicated by the aM. Note that this does not mean :iI earn attempt to a i rn at a specific location on 1111 enemy and suffer the smaf target modif1er~

It is, e~~ie-r to YOIU encmy if tile weapon you are usmgis longer than tileir"~. For every poinL of Reach which rue atr,a.c~e.r·:;weapon

rut

has overthe defender. he gains

3. ;I- IO%

chance to .Wtting,

0['. for

every poilltiowel'.ll.c suffers a -10% to hi'Lpenalty, For example, a weapon with Read'! 2 agaill; t a. weapon witJl Reach :l suffers a

·10%

to

.rut modifier.

~~~~.-~~~~~~

Ul:::inghigher ,thaI! your ~uh'er!o;HI)' a distinct advantage in dos-e is eombat, especially if YoOut pponem i!\ lyiilg on the ground. If the o defender :is prone, the aHa.eiking chara 'tee ga.im a + '20St bonus to

There i~ chan IT that a close cembat anack wi" strike hOTIN a particularly deru:li~y force, amd this is known as a crUieEl~ hi!" chanceof acritical hit is one tenth of theattacker's ' To Hit number, Fur example. if a character mas a 55'SIl.' chance hitting, any To 1ii~roll of 6,*, or less inflicts a critical. hit .h.lt~ tiD double damage. doubled after an~,' dice are rolled modifications for Strellgth and weapon are made, but before deductions for armeer, etc. Charactersthar can only SCOI'e with the minimum 5 % chance canner inflict critical hils,

A character can elect to. dodge as pan of a parry, in which case uht: procedure for parrying is followed as normal except lh:!l! 11111;,: defender does not usc the parry penalry of hi~ \V'eapolil :il1il(] gt:us a +20% modifier tohis chance of SIICC-e.. So,

A charaeter who dodges is moved 2 yard» di:rocLly away from his attacker and may ROf m<I.lkea couraer-attack. If lhe defender is Afigllterdoo5..t!i'[srIlll.d idty by while a fr,othing berserker aHc.IIl!p!l~ prrme, he rolls. 1 yard to the ~e1ft or ri ghl ,. (cmltroUil'lg player' 5 10lop bis!imbs off with 3. chain-axe ~To repeeseet ~his, !I. cilaract(':'r choice). If a character dodges while at ann's ].elilg~h(~ce atw:lve) hit by a d(l~ combat .'ltffiCk hiflJS a chance to parry i~_The chence he iSllH)V,edi 2. yards to the leFE or right i n stead, boLUt u~[. n:::main m

of parrying
JIIIIl)'

an at~.ekus equal to

the

defender's

WS for'

the first

wlthln
This

3 j'ardl'l (If the attacker. takes place whether the defender avoids the

1£1 1iUrJJ.. The defender's basic \\1S is men. halved again for B em::b suceessive paJi'l1' in one tum, SlO thet the second parry is 8& IIIlfbil>WS.lhethird Is OI!~ a quarter of his \'11'5,and so on. Tlliis. is further modified as shown below, If the defender rolls equal to or b llula the requil'ed! number then the close combat arrack is pmicd .l1ld bas 110 effect.

movement

aUm:k Or not.If a character successfully dodges, he does notcount as parrying the attack tim example, against power weapons which can destroy wellpon~ which parry tnem).

A character with two close combat wC8Jporm~ has a choke of dufl'e\rellt waysto parry, He may parry with ooth at the ~a:me R.U[ile.
case roll to parry 011100, but with ::I. 4- 2(}% chance of parrying. Use the best reach and parry penalty for dererminmg (he parry chance, a!lldithe best counter-auack chaace (see overleaf for details of'counter-anacking). Alternatively, me cha_ra:emrmay usc one weapon at a time, in which case he maes a nOl'm,a! pan)" However, in this case, you ceunt Ihe number of pariies. made oy each 'weapon ill the tura, rather than tile character, to determine what proportion of the defellder's WS is used. For examp]e, a character with a sworn and shon sword who parries w]Hi.lhe sb:on sW(.)lfd '(:1I:n still LU~e his, full WS w parry thenext llJtrnck wiilil. Ute ~w~n-ti,'Ihe second PfI:lT}' with each weapon would be at half WS,
III which and so on,

Some We31pGIlS are iniltrinsic.a:llyhetter or worse fur parrying willi. For example, me' 101lg. bOl!lan~ed blade. nf a sword is excellent for wanling off enemy blows .wlille a heavy, clumsy axe us much moredi:fikull to wield defel1~i.vely,To represeusthis, all weaprms ha\'e ~ '['l'!ll1Y penalty which is appbed ~o all aUet~~1.pts p<lit)''I,I,' ith to d1: weapolil,

ro parry w i,tl1one w~lPon against one attack. a.gaifls;t the next att at:k , both weapons count ,a.. being used the same aumber of times that nnn, using. tile highest
Jf a. character elects

andboth weapons

nlllllPer of times, Followl ng the above example, if the character


parried with the ShOIt swoiid and then wiih two weapons, both the short sword Mel the swordcount as haviIlg already been used oace that turn.

Reacb

\\iIei;ltlulil's.~ar6.' peuJII'll! Defender 011 hlgher ground.

rlc-lellite:£prone
A ~h.1nl,cter to
tum

before parrying is !u a severe


+20%

disW\'rultllge, and will be hard-pressed to stop a surprise blow, A chamct~ wl:m ]8 Jttad;:ed ol]t~ide oif an arc 901"to his fruniJt llili.5i. 1um ~oface his attacker if he wishes to parTY_ n the character has til um, he suffers J -207l- chance of parry ~ng. while if he has to 111m Ilver 90~"he suffers an addliti onal -10%: chance, fur a total
(lIII1lo'

.2.0%

modifier of -40%,

+200%

tno weapon penalues)

.~.;.. -1. :..._-~


:.

-'!-'_~~DiDN'T.~~A.T7FAE-K5~~
} ~ ~~"-A-;"""_~~ ",-.-, ..:,_:.,..~'-

II

41.·

... ~

.... +-_.- ..

·~~~~;""'tE·~,

,._ ..

--~~~.'7.I':"'·:'"
.-...i , ....

h is !)OS>lihle thal II character \~'iI:Ipan)' so well th.at he make an opening for a counter-attack. The chance of a eoueser-atrack is equal to the Pa:rryroi~ which is rcqaircd mi.nus the weapon's pany

penalty. I"'OJ'eza mple, a


penalty -15%), who .has
attackif

character armed wi!h !Ill axe ([ifLrrY 55% chance of parrying, will counterhe rolls 40% or less on his rarll'}i mil {55· 15-40).
<I

There are [';'1'0 ways.in which a close corebat will end: II breaks from combat, or a character is defeated, \Vhell a ends and a character has aetious ]eft that rum; tile character's

action must be spent as ;[11 pause fur breath actien. Thi s then' . him. to dedare My other unused actions fur the turn, a~

r\. couruer-enack is warted out just [ike an ordinary close cornball action. SiD you can attack, fire a pistol (if ar amI~·lellJgth.), advance and attack. step bad .. break from COIUOOlt, al1d! so on. If you elect to attack, roll to hlt as normal, the enemy get;; a chance to parry,

eerlier, At the start of tile nextturn, perform actions as normal. Additionally. if the combatants end
(because of knockback his nextaction
1.0

;<1

cflar,:;u;ter can

deelare

lip

more

than 3, yards

fur example), the attacker has a


above,

Hecan either end the combat as described

or he

CIIJI

chance to counter-attack I:lim~elf, and 00 on. A counterattack, just Like a part)', i~a free anion and does ilm use up, any s of the character's actions thaJ rum and ,e.1III 'be done even iftihe cbaraeter has already used all of thei r actions for tha'l (lim. The couster-artack dues not have to be w itch the same W(;I.qKlIl that made the ]pWI)'. for exrunpJe. a characee r could parry with a sword in. one hand run:'! att.1ck: w Irh an axe in the other as a
8

has

charge, following the normal rules for'

Unle",~ s~~ally (mimed. a characternet armed wutl'a ,m dose combat weapon can 'be at a rca! (Ii~advantage
properly armed opponent. A character who is not hQ]ding kind of weapon, or just a pistol, is considered to be unarmed. unarmed attackshave Reach '0_ Unarmed characters can paJl'l)' armed attacks (including improvised attacks) with a A character

counter-attack.

NOle ~hat a character who can only parrywith

the

minimurn 5% chence detal led above; (because normally he would


need less than 5%) cannot make counter-attacks.

.... '

solid oblecthas

who is carrying a basic ·\'!t·Ca:POIl or other an improvised weapon - he can attack with 'enemy with a chair, etc.
"'1JLiJ!ll"'~1_'1

Firimg uuo II close combat 1S a ri sky business, II'~ the characters t.D~llting dodge hack: and forth and get mixed I.I.pwitb each other.
If a character fires ~nf:('I,~close combait and hi.L.~,andomise which r of 'the combarants have actually been struck. 'WlmCDl. the characters are at close quarters (within 1 yard of each. other) there is 1I!J1 even chance for every character invo Ived, For example, if there !I!fC lwo characters figh.ting roll a [}6. 00 a 1-1: the other character is hit, 011 a 4"'6.: tbe tril!rgCt takes the shot. T one. of the characters w ire f prone there is less chance of hirtlng him 510 this mil becomes ]·-2: the prone character is hit, 3-6: the other character i~struck,

batt of his rifle. hitthe


;,[11]1

ebaracier with a weapon of Reach 4 Qr higher who is not: at 's length lind this is not the rust round of a combat having an improvised wespon (they cam only use the haft, etc), A character with an imorovised weapon has <1' of J and a-30% parry penalty.(fJ2;.

TItis can he adjusted in a number of ways delJlellding on how mall}' characters arefighting and bow dose they are to thetarget. So. with ~hree eombatants all at close quarters. on the roll of a 1-2 target is hit on a 3 -4 enemy 1 is hit; on a 5-0, enemy 2 is hit, If fighting llit arm's length there is only a ene-ln-three chance of tile WfOlllg target being hit, so a roll of 1-4 mean s that the target is hit: Oil. OJ, 5-6, their adversary. if fighting more than one opponeurat arms' length, randomise which opponeut is hit 011 a

me

roll of5 016. There

are

no placed shots when fidng into close combar,

Life wOI1!d be a 1m more si tnp,le fO"l" the OM if all of tile characters

off one-agamst-one. hut unfortunately. a. carIn}, will probably want to jump on lUI enemy with more than 0111! clilrrilcter aI a ti me _Whcll more than two characters are figntingcaeh other. thh is known as a m1Llti.p.h~combarl- MUltipk: combats cen get quite mlxed up, butif you touow fhe guidelines
p111)£I

It! a gBiillequared s

1'0 count as bellllg at ann's Ieugth, a character masr be more llil.a.r~ 1 y8!rtl away from all the enemies he i!> fighting, However, he can attack 811 enemy at arm's length with a weapon of Reach 4 or more even if he is within 1 yard of another opponens, h is important to remember th at an attacker faces towards the

characrer he last attacked.


Similarly, when belng attacked by more t!ian one character, a defelilld!crfollows all of timenormal rules. This. means that he can only parry OF xiuuter-auaek if he is the target. It also means that he counts tile number of parries that turn for working out Ius parry chance. not the Humber of parries fIIg.airL~t 1.1. p.arik:~]aJr opponent. This rneaas that

below,thin,gs !ibmild hopefully go smoothly. M 1'00 might. expect, a degree of imprevisation or m~erp!l'et<ltnon OD the part af me GM may be necessary now an{! then.
11le eal;ies.t way of dealing ~'ith a rnultlple combat is to v ilew it 3.<; t set of o.ro1 nary dose I.!mtlb.ats llaippeni ng ill tlIe 5.ru1I1e· place. A dlarac[er wooi ~ lIIJ:ta[;ki.liIgall divide hi ~ actions between any (If c

it

is possible

to swamp
enamCler!;

311

o~hen.vi!i.ehe very hillro for your

ellemy who would to hit 11llcln~~ combat.

~ mller wmbatalilt~,

::1m] '0

might choose to at!:a.ck one enemy

with his 1ks~ Bctioll and then another with the second, and so 011,

45

Being shot ill the ann and beillg shot ill tile head Me two very dlfferenttfnngs, and il. call mean the difference between life and death! '''''nen a target is hit YOil must determinewhere they Il.::LVl~ been hit and what damage [hl~Yhave suffered. To determine the hu locadon, roll aD100 and consult the Hit Location table below.
• .;. R ~. ..--.-.":

Few warriors go into battle without some form of


Armour offers some measure nf this to a location rhar it lL[IJ the protection it orfers Is represented by its value. The. the AmKmT value on a location. theless damage win be if ~hat l{lcall011!~ hit. Once the amount of damage has beea deduct the Armour value of [he location from th1s to find OlJ~ number of Damage points Hurt have acrually penetrated the armourto hut the character,

II

"':"::-'_,__:.-C:E
~ _. __

i!J-

O~E<3
.;

, ;'_"iB"If.,
I ,,'~ ........ '__._

at. H~:_'/ Ilb[:;;at;~Elhl'


~.. ~:~

,,:;''''

~_

~-

-;.~""+;;:"_"':--=-. :~ •.--

A character who hUt~ opponent in dose combat is more likely his

Hit

ron

to strike blm in the upper body or head, and soadds +2W,~ to the Location r-011.If the defender is at a lower lev,el, add a further IO% 10 the dice 1'1011. the defender is at a higher leve I. make the If without modification.

A blow ma.,:,'only i.n1lic~a glaaelng hit Of Ltmay be a sclidImpact which causes considerable damage. Inqu i sitor represents. these vagaries by giving weapons a,random Damage value, specified in their prof lc asa aumber of dice to 1'011.Once you have determinedwhere the target ha been hit, 1'011 the number of dice indicased to determine h[JW much damage has been inflicted on

POW(lI'@d'

tile character.

Shield {)4\e:IJ" j1~ Closed

hel met

Mosl close cnmbM weapoTl~ nave: a Damage value such as guns. However, unless otnel"!'1l se noted, an additional point of damage

is dum: for every fu~l .~ points of S1:ITn~th over 50 the ch araeter 0 has, Ie, a Strength 80 character would do. an amount of damage equal to abe weapon's damage value plus 3. Unarmed close combat attacks inflict D3+ [ damage for additionaJ Strength as noted above. Improvised weapon:; do D3+2 damage, plas tlile Strength bones. Throwu weapons such as daggers and speaes .:11 gain this ~o SU-ellgtJh bonus.

Uit.LO£atinB Tab,e
J -1.5

lbglltLeg LHlbg
Groin

tfi~3D

",em'!,

Not aJl IUmOUJT'uses physical means \1I,'lUi which ~tl prutcdils Some characters 8n:prmtcctcd by special warda,
all categorl sed as

lf thc location hit is behind some form of cover, then the shot may he blocked! Of defl ected by the illilter'lre11lingfeature. WhJ~i ocanon s

~)d'iic shi~!d~ ami other clilergy defences,

are covered depends upon Hle character's, pOIs.iJtiofi Md pOISe. The


most common simauons are shown in, the dliagrM.li'lli below. and the GM should decide w'lli:i.dh lecations are covesed if lieces~my. C over is essentially another layer of arrrtonr, and! works ill exactly the same' way. Some examples include:

rcree rreldS.
Tbese arc' tUoEIlt.mI€::l;,actly ~i armour, btu have ~ random wt.h.1 t ke ",bil:hts gell8rared for every hit. Simply ro]! rhe indicated namber of dice every time tile loc,U]oll sakes a hit. Fmt:e fields us,ua'lly extend several feel loom the character's lOOJ.y. and so provide no proiectlon ill close combat unless '[he
charadel'S are at ami's, iellglh.

Type &:1' O~l'er


\"'ooden fence

Crate
Barrel

PI¥~el
Armaplas

47

Belf.\g i111jured ~~~ a tiHmber of different ,effuct~ on a character, These are split iut{) two main types: locadoD iilljur rand ililjury bJtam,

Location injury ls representative of ~he: amount uf ph~ical trauma suffered by each of the ebaracter's hit local:iml's. Whilc injury total rer~sc.!~ts hi S Q\r.er<L1l ~M,eof health, blood toss, pain a1U] other general dli;s,.colJilfort,

i.n.juries or atta.o<:k~m]rlJYstun a character ..A stu nned immediate 1'j talls prone, He misses the rndicat'Drl number Of he has J:lo"t ,cr acted this turn, then ~his rum CULQnlS <IS the y tum missed). During this time he may perform no actfons ill
SO[m:

at half

but may defend himself in close c.omibar, W!ten deJerrr:ding. his normal WS and III.8Yparry and dodge ss !lonna! may not make counter-attacks, Stunned characters do not Pinning tests (UIlt\otrI1lHltely for them sometimes).

~
A c'har;acter 'can sustain a cenai n ammm:~ of injury to a location before his ab1l it~,e'S. areimpaired, The a mount of damage he call witi'ist.a'nd is based upon M8 'Icughaess, and is kllOWIl as IUs Ba~e ImJ~lln"Yli'lIlne. This value is cql.l!l1 to !.he character's Touglmess divided hy W. so a charn-cte[wi~b Toughnes 76 has a Base Illjury

Some iajuryresults indicate maJ the character is bkedi.ng.Ln the character was p.robillibly bleeding a long time ago. Thlll representsaeavy blceciill,g tluu could eventually kilt tile if allowed to carry on unchecked. A b],ocdffig character
additional D3 Damage points to his injury total at tile end of rum. after rolls t:01' recovery are made (see Recovery 'Iater}, thai l1Iis docs !lot do addirional damage to the location •. cbaracrers vill reed ve 0.3 damage from each and every . that is bleeding at the end of every t-urn.

valae oi&, In addlnen, each lccarlon ha~ a number of injury levels which may be ~.uflicled: Ugbt ,H.,oory .. Serious, ACUb: and CrippNed
( ~me; Tbe head! !liIldgJl",nin not have a Se.TIOLl,S i.njury level). If do fI hit iIlflicts damage ufJ to the cheracrer's Base Injury value i't does nne level of damage., if it inflicts <l1Jmage lip to twice theil' Base Injury value it do-e",rwu levels of damage, and so on,

As well as the effecrs given on ,fhe Location Injury tables .. Injl.llJ' levels llire caleulated from Damage points Inflicted from lndi V1duajh.d~, herefore ili~ only the injury lc vel which needs T to bereeordeu ona location,mloi. the individual Damage posrts lnfficted,
are three other ways for i:oj1!lry to affect a character:

Sysrem. slaock More oft.en "than nolo a eharac tel' suffering ,~lot of damage unconscious from 11ISl,m.t pain and shock, This is
system Sh6Ck and is the most lit,ely cause of a character . casualty, Divide the character's Toughness by .:5. The resull System Shock value. If he suffer; a number of Damage .. from one hit equal to or greater than his System Shock

must pass a Toughness test or be takell out of action . remainder (If the game. N CIte that thi~is damage which is ' 10 his injury total, after deductions lor armeur, etc. It is . for a. clla!facte. 1.0 test for system shock several time~ in the tum, due to receiving muilipie hits or injury results.

The effects of local]On peFsis:t.cllJt ef.lects.

injury

are ~plil into immooi:illt,e~~Uld

Immediate effects are applied as soon as


bur, ouce applied, are not applied aga ~n.

me injury

is infhded

P:<!['Sistcnt,effects continue to affect rhe character for the rest of the game, lulless the injury is recovered from (see Recnvering }3!lc.r).~Qre that only the pefiiistent effects from the current injury

Ievelare

<lppIi.cd, aJtll{)llgil in some cases the specific location

mal' state that there 'is a cumulati ve effect on top of allY lesser injury results.
4B

(omciousnesll Bven if he does liIot succ umb tu sy skm shock. sooner or later pain and lo~_~ blood wi]l cause a character to black lJut ,if he of CDllWluesto be illjU"l'ea_ A chamdeT's Consclul!L'tDIMIS vall!le is

equal [0 hall ,hl~ Toogtmes.s value. Iflhe character 's iI~ury total cxa:cds his Conseiousness vallle., then he passes owt and is !liken out of action, Instant D~at:ll Sometillil:e~, a character will suffer so much injury thar he will sim,p~y die'- his rnang] ed COIJ},_<;.e 1), testirnony In his stubbornness to glve in, if l!lotliliJg else' If a character's injury total 1sever greater maJil his, Toughness then be is dead, with no chance of tmwery at am

Wh~ a ~haract~rral:t~ easualty he is said re be om of action, This happen in a number of Will'S. - by Iaifing a System Shock, test, fallfng unconscious or by suffering :lJUlOmil,hc sy~lem shock of a l{]Cam,onlliljil!lry_ eharacter who ill out of action A CIIInot nomlaUy recover 1Iml plays I10 furtherpart in the game. IItbough hisposltloll may be pertinent and so the miniature be feft lying llilplace where the character fell. A character is om of action is at tlJe :merey of other characters, and can capllued,. executed or otherwise ~ufferimmense mischief at band~offthe enemy, so be careful _Re:l.nemil€r that sometimes

is better t'Cl run aw,ay and flj!llu another day!


A dwacier who is mit of action can be dragged a.way as noted in lite Mo\remenl sectioa. A character out of action who is anacked in close combat is rut nutooaatically in a locauon chosen by the c()unting every bit as a critical hit.

U rilcss otherwise noted, a eneracrer can always mt.emp[ to recover at the. end of tile rrurm, c vcn if nmned or otherwise unable to

perform ani), actions. An om of achon cbaracter does 1101 t1:onnaLly get to recover- ."hen a. character's dOWII, he ~tays downt

\VhellOl

character

recovers

an

InJl1!"}'

from a damagerl

AlthOll~

a character may

injured, some

milJyoc

or he may recsi ve medical treatmens to aid him. To lqIRl!.e]]t this, dLII!rnl':ter:;, get ::I, chance. to rOCOV£F hom their injurie.'l. At 'the end! of e~'ery tum, lID injured character' IMllay take a Tauglme-c~s , This, test represents the cuaracter's raw fortitude test.. IIId deterrnination - dlisregarding his suffering to get OIl w~tlil the fighting) If he passes this Recoveryjest, D3 Damage points arc. remo\'ed fmmni_o;,iIlji:UY total, Add + I to this score for ever), full 10 points hls Toughness value is over 501 (a character with a
llmipilri:ll)',

location he does not suffer allY immediate effects again, and. his Level. of persistent effects dro-ps to that given for tile illl.iMry!e~·el he bas recovered to. For examp,It:, if a cberacter recovers from a Scriml's arm injury W It Heavy arm injllIY, he does nOl have to test
for dropping hi;s weapon _ III dm samc vein, a ciJi!!rn.t:lcr who is recovering to a lightlnelld wound wo:ult1 liIollbc immediatt:ly

stunned for D3 turns.

Tooghn~Mi\ii;llue. betweea 00-69 recovers D3 'I Damage poi ntx, a character ~'dtlla Toughness value between 70-79 remeves D3-1'2 pointJ., ILOO so on). This amomatic recovery hJS no effect on lmtiOIl injury' effects. A dlJl.l'llcrermay also spend aericns cndca vouring to. W(."OV'i:F, representing him u~iTIill improvised b1lBld1lging. tyiIlg 11.ourniq uet t w1th a belt, or just gritting his teeth and ignoring the painl You II1II51iipecify a locatiOOI he- is, trying to recover first and] t1hen make I Toughness test. If this test is passed, the character recovers damage from his injury total 1ISdetailed above. Til additioa. the specified IDead [In is healed hack one illjury level. A charactee cannot !lormdy ~erlillcea roca~iol1's i'njllry le·~el by more than two v fromthe worst i!'ljury suffered to that loc<ltiotl so. fur during the game. PO! in$~1noe, once a iOCaf]OIl hall been injured W Acute level. the bell~ it'll ever get rnt!ha~ game is a Heavy wound"

OdJercharacters m.ay help an iLnjureclc:Jimr<lcter to recover try spending actions <IS above.
49

immediate - A~ Heavy.
PersisfiCm - Character's \VS and

when using the injured arm (eilht::r on ill~own or with the other arm, Also add +D3 damage Ltl lrni s hlljmy total. His Strength for Ilh.is ann is halved.
which means dial when using beth hands, the character's S~reng~b is three quart.ers uf its
UUUI ....

as are

halved

"llJ'1

value: and when using this arm om)" it is one quarter (rather than half)

As weU as icha:r:gm,gabout with pns

blazing, your characters may want to SJu;)3karound, tr3';ng 'tllile seen or heard, 1'1lds secuom ,de'aJs wi.'tb JliO\lfd!l.aracters can be 3",,',ar,e O'f each. other's 11(1",IP~11H or Dot•.•
Awareness

is. (me of the most difficult th ing$ to write rules for, in essence, a person callionlyreact 10 things which fie is aware of, However, a gamer h omniscicm and omnipresem - able to see everything that is gQ'irlg on all across the tabJelqp. The. pril1c;ip~e ben~J1dtihB;~ awareness rulesis that players suould not move and
perform actioas with

The. most common aspect of av.'aif-e·nes~that players fotgtl>t


Iis

the most basic

OIlC

does

this

character

knowwhere

else i '! Por example, a player may know tll,at an enemy


is chargi_ng around ahill to the right. but does the character is it reasonaole that hEl weuld decideto go 011 overwatch case a mad berserker comes charging arouud jhe Probably nut 01'1 the other hand, if he heard. someone across a slate roof. or pO'u ndil'lg over rockrctc, he would feml(nl ~(} be. suspicion s. Overall, a character shouldn't do anything concerning characters unless he is aware .of them and what fhey are Kore that tbis applie to fl'iel'ld~ycharacters as well. as

rbeir

charactera

wRieh draws

upon their

knowledge. as a player ffilheithlll'! what the character would reasonably knDw" Good m~e:nHOtl s are the. best st!l1il, but i.t is still easy to get carried away in the neat of h<altl:~e and start reacting as a player rather than from a character 's point of vie w. in thls respect, the OM must be strict ahout how players perform. actions y,' ith their O';:'l.InJJ"' .... ',;,

A character will be aware of everything ill the open 8'00. has a line of sighr to" unless he is shooting, ai ming, :
close cnrubat or otherwise engaged ill some activity which require 1111.r his anentiou, U 3J) A character may be aware of acharaeter that is, within ~ight. but who is not in the ope);!, depending on how' milch

otbercharacrer is moving and whether he is looking around. A character can spend aile 0[' more " specifically looking around, in which case he call take Initiative test. A character is automatically ,assumed 'to GO Ill': pan of apause for breOlltn action . Tf the Initiative '
passed, he will be aware of ch<!.l'!lCter:;· coverucarbj in forth, He may see some characters and not otllc:rs example, a character who is erouched sti n behind a would he harder Ie see than a character running through

woods. The more actions the character spends looking,


more likely he is to set:

someone.

b) The amount of cover II chsracrer is ill wilJ derermine h.m!; lie is to spot A good rule uf thumb is to apply a -5%'to the enemy's Initiative test for every locatlon a dD.aracter hi-elden behind cover. For example • a character behind a wall is flirting his legs HO%). groin (-5%)
abdomen (-5f;';,) for
,1

total modifier

of -20~

to spot

only bis head were poking over the wan this would .. total of - 35 ~ to spot him (2: x aJ11l.S, 2 x. legs, groln, chest
abdomen),

c) The speed acharacter is moving at will make him more or


visible - movement catches the ,eye more than ::tnytb:il!l to a character's chance of spotting someone !"ur yard the other character moved this Ilii m (01" 1as-t tum if hasn't acted yet thi s tum).

Add 2%

d) The raage 1.0 a character will also affect how easlly he· seen, For every full 10 yards over 20 l' ard s , apply a modi licr tu the chance of spot!t~liiIg character. a

not
l~,

e) A ChaTdder looking iln a speelflc dire.ction or into a certain piece of terrainhas more chance of spottlng someone hitDdeIl there. GM~ ~lllOll!d be careful with this though; so that p],ayers ha"',ea good reason for their characters search ung somewhere pMlkUkl1', 8ivoiidiing the 'my character's .r~(lifj,~ 10 louk closety iJJlv those woods with the IfJqjj'isflor in' rouune. A character lCkiki:i1_@; a particular feature has an nJc1.~tiul1ai +20% chance jl& ohpoltillg anyone inside or behind it

Although they offer added protection

o Looking

ho.ut
'one

around can be combined like other actinn ~, bur remember that hls chances of seeing anyone will he halved beeause it is a combined acuou (or reduced hy 2% fn!' every yanl. nlO'ved if \'/,ra!king. SIIt:ltk:il1g or running) ..

tothe most vital area on. the boody. helmets do have their downsides DIm. They restrict II character's field of \' ision, making it hllfii!er to ~~.pO[oes, ,a:~,wei II f as ][l~]TIiIlg' sound sothat enemies mJt of slgfrt c."Imo~ be· heill'd , Fur 'these reasnns , many characters forego the prerectien of a helmet in favour ofbelllg more able to respond to the movemcms

of the enemy. In game te.nm, helmets cham "!.cr'lj abilities:

have. rile. foillowillg

etfects

Oil ill

ffier
110'1\'1

:still ner? dillS


bme J'lhcr Jing.
IC:;,

g) Distances at which ether characters can be seen var)' ,accoming to cendlrions. and should be u uLlim:J by the G M ar the start of me game - eg, if set M. I1igho.• duringheavy rain, in a, badly W lIJId.erground cataeem b, [:[c _Some example effects are: ~1i~1dtune - All 1.i.11I1:: sight i~ (Jf reduced ~:o(lite tenth of the
eharllcl{:["~ Initiati
VI:: ..

A character in an upen helm suffers an additional vision-based awarene: ... tests, " If they are wearing A character
11.

-]5% ro <lilY

closed helm rhis increases


S

10

-25% to any

vi."unn-·billled awarenes awareness

resrs.

\\'e:aUiel'" - Dep>e'llding 011 the severity of weather conditions, range modifiers can be doubled; tripled or evea qlladrupte:d. Ie, light rain is double range. heavy rain triple range, and II raging I:lumderstoml qUaJdruplc, .) Acbaractcr who i~ aimi.ng is only aware of things between him
IlJld

ill illI open helm s utfers -2.5 % to all hell.riIlg~b!ll.~ed rests,

Tilis is increased to -35 % for eharac en; with closed helms,


Also, deduct one quaner (rounding to the nearest half yard) to all hearing distances, This .is the same fur both closed and open

n .0\ eharactsr immediately

tID

target or with in 2 yllrd~ of

his

helms.
For examp le, a character with a helmet un win only hear a pistol shot up to 75 yards llway rather than lOU yards,

target,

ChfirdClt."IS,

ilil close combat are only aware of their u.p'poIlemM.

becomes aware of ani:,.' haeacter wino c fires, wi:thinhis line of $gg~l. unless tht' firer is firing a We<lJl'Oll fitl'<:dwi:th a flash ~uppreswr 11)[ similru- device, Characters may also &mt:U er [eel other characters (an Ork upwind is very disi.inc'livel) but thisjs Imlikely to be used very often, The G M should at1j udicate wben such circumstances are " appropriate,

Acharacrer can bear other characters up to certein rlinges. Thisis IIIc rao~ at whieh he can determine the apprm:. imate lncati on of

Otlile:r types of awareness


Characters can call to 01ilC another (or use a. comm-Iink or similar device), in ..... hich Calle they can make other characters aware of thmgs lnat ~lhey can see and hear, Each action spent C'l1mmIJJI~cliJtili1g sue h 11fasi:JJiou would allow the eharaceer about ill l wo to throe ~<;ecol"ldlsof speeeh. lor example, om~ action miglilt allow "There ~~ one up 0'11 tIll!.lOwer}". while il weald require two actions to say "There'« a c~lti.~l wilh tj missile lOUtlCh.i?F drmb'ing up the 'adder to .the third uorey "Jthe .rower,"

die aeise's origin _He may well be sble to hear rrhis no i se


~. but will be unable
[0

at

longer

detcrmi ne from whlea d irection it

came from.

AI with vlslon, !refiiling i~,afliected


011. Similarly, a c.i'lamt:lcr running noise limn one sneaking 1Dakio~ around. a character can _ be lakes alii ]]]iti ativctest. em bw something is increased
IDCJI'e

by other factors - iii chsraeter Iilng 41gun 011 fuL] aulo is un like loy to hear someone running behind him. a lhuildl::rswrrn wi]l halve all of (!lese ranges, aruJ so

across metal died;lng will male, through a snow drift. As v.'itll spend actions listening. in wnich J f (lI&~sed .jhe range at which he by 50% ,

Normally character

a character can only iruli.ate a close combat. with a ch arge acuon, However, there is (mil other wily m anack a in close combat. M.l;U that :us to backstab, Because

th.e·

only way a character c:!m get within] y,<lrdoft:1te enemy w]tIwm them becoming aware i~ to saeak, a eharacter can only baeksiab an ,enemy by ~~neaking into close combat with them (rom QulsiJl: tbeir arc of vision. If'the saeek action is successful and [he enemy
remems
unaware,

the cbaracter

can make

<I

spcc:i!i!l baekstab

attack. Ron to hit lI.u;ingthe auacker's WS as normal.but with no modifiers. If the rot! is missed, the character still hits, with normal rolls for damage, aJ!l£l ~u on. If the attad:er slll.cc:essfulJy hits. they auromatically ]nJlid aeriticel hit (double dallilage) anul Call ad.d or deduct Up' to 2[1% from their Hit Locanon roll, jusr as with a. placed &Il0l in shm)~-irtg (in addJiri.ol11to anJ;' other modiiliers),

B<'!,cksmb

anacks

Crdil1l.T10t

be parried! U' the defender

survi

ves the

b<ad::slaib all£] is sliU~rundillg (!rucky them!) they immediait,ely turn


to face their lI~tIK:'locr and normal close com bat ensues. 53

Special a bUiti'fS, shaw lnrrate talents, learnt. sknLs and. other c:apaliliUWiesa. character may~ whi'cb cannot be fe:Jlected :iinlids prefile, This seettou :iinclud,es many examples of difJ)ere~ll abiUtle.~~but GMs should fee•.:fne 'fo invent their own. for characters 'they have created for a. 'Il;(,p'nnri
There are th!ree 'basic categories of spt:{:]al abilities, Th~eHts arc skills whk:h the character may have been born with, oar hils leamed through experience alld tr<lililillg, Psychic abilities are

spec i al powers of the mimi which a cbaracrer can usc ,. abilities are inaere gift., or strange mLttatioll.s possessed b~' character which are truly amazing and bizarre;'!

TIle character is highly agile and is able to leap a startlingly far distance, performing somersaults and otherastounding feats _ An

TIle character

acrobati€.' ebaracter

adds another D6 yards when j umping, and may jump over other characters. The character carl leap di rectly upwards D3+" yards and reduces the percentage chance of an action comblned wirh a jump hy a quarterrather than by half.
A dlaract,er wlth this talent may also jump over his opponens as a close combat action (like fill extravagant circle move) - place him on. t.he oppcsite side of bis opponent, 2. yards away.

A..MBIDF..XTROUS
"[he character
ClUJ use his leHatildrighE h!:lru.l~ with equal effecnveeess and so suffe'rs no extra penalty for performing ail

uses hili-extremely filSl reflexes to deflect fire with a patty f1 0m his weapon _ A character call olill,)' ck_flrtcr sho: 'when ,mned with a power weapon or force if the character is hh h)' enemy shooting, he cantry 10 If he can roll under the enemy's 1:0 Hit ron on H D HJO. the deflected and has no effect. For example, if the cpposing rolls 56 to hit, a roll of 55 or less will deflect lile shot If dcllecting chamc~er can 1'011l'! 1Ol.h or less of the enemy's Tn roll, the shot is rebounded straight had. at the firer who is uns~aJl To follow tneprevlous example, [U1Y Deflect roll 01',6 !e~s. rebound the shot A character can anempt to number uf shooting hits pel' tum equal w Ilis Speed. A cannot deflect a deftccted snor!
1

w~n

acnon with his off-hand (in fact,he. doesn't have an off-hand he's so goodl).

In-Of III ay be used again Sl pis tol shots in dose lnstcad of dodging, bur not agiail1~t shooriug hits from outside close combat. DefleCf

llLADEMASTER
The character has superb Ktliie-fighting skills, able to do thing» with a blade 1R.14 make it deadlie.r them a. sword, A b{a!kmaster can dart in and ,oui!: f combat with astounding speed, cutting, deep' o g,ouge~ into the ,ellemy .. ]I ,m. charactB'f with this talent I.S attacking
or parrying with knives he couats and an bits COllmt as critical h~K as DODG1E The. character can throw him self out oft]l e [lath of laser bolts bullets. He m ay attempt to dodg,e one enemy shooting ~.cti(lll tum ~all of the shots from a single action: _ If the character P3SSSIl Inltiari vc test. the amount he passes by is a ne.gative modifier to the fi rer 's chances of hitting, Declare diat character i~trying to dodge before the enemy makes a To Hil roll.

having

a Reach 4 weapon

CATFA r,L A. character' who can mljall is adept at twisting and turning to land 'on his feet, or is able ta roll 10 reduce damllge when he hits the ground. A character with (at/all rolls a DUlO when be takes falling damage, th,e resuh as a peocemage is the: amouut of damage actually taten (eg, If he rolls .50 then he only takes half
damage).

A character who has baltl dodge and deflec: shot mUSI.LJ:~ ability or 'the other; he. cannot try to use both against lire shot.

FAST DRAW
his character's hand moves as a rapid blur, "lipp.illg a piswl hls hoi ster ami loosing off a shot ill the blink] ng of an charn.c~ who i~ able HJ [us: dr,aw may ready and fire a one action, FEINT The characterlla."perfecreJ the art of deceiving his "(.JJlUm:"" close cQmOOL with a mixture OTbody language and fHke Once jJ'BI" turn the character may make 11 feint instead of close combat action. The character rolls to rut as normal, the jf!inl hit.~it issuccessfu l.~u damage is done but a feint means that the enemy counts as havDng mtempt.ed
additional rarries thatturn. A/dill mao not be parried or

In adlditioll1. tbe character has ,a percentage chance of hmding on his feel. rather than prone, eq uai to h~s Initiative charaeterisuc. A character who lands on his feet is norsumned,

DEADEYE Sl101' The ehameler is an expert.wilh fiII::I:!IT.tIS. and is able to fire a shot with start],lng precision, po.cking out enemies from behind cover
or targeting weak pomtsm their ;l1ro;J()l1L. A deadeye shot can ,dwlI)'s add or deduct up to 11]% from a shooting Hit Location roll. If the character succeeds ill making a placed shot this is cumulatlee, so he may aJ:d 01' deduct up to 30% from the Hit Locauolll mil.

MEI!)IC
characlt.'! wlfb .fir.~t.~trikecall draw ::mil sU'ik,e, wltl1 a blade ill '* ~(]]oothsnack. He rna)' ready alildlattack with ,a close combat 'IIUpOD as one action, <1ind still gairulthe +I 0% to h it bemus for dlarF,mg even if be changed weapons during the: charge. The c:llarID!.~k:r wise in the ways of Iirst ald and healisg. If (I).e 1S character attempts 111 recovery action on JnOlber character, (he churacter m ay add + I I) to hi s TOIlil:hlleS~ fur rnetest_

NERVES OF S.l'EE,I~
The character i~ cOlIlplel,ely unperturbed
rnol!lghk~ ccncerning his personal oJ sieid will never take a Pinning

The: ctULr.U:teT i. stubborn

and determined, aDle to face down foes IIId ereaaires trlail: would rum normal meu insanc or fleeing in trrQr. A ch.1Il'llcter with J~H"iCe. oj wm~s immuae to !he effects w~e-d by fearsome. and U!rf'(/)'i.ng opponents (see pages 62 and 63 m !ht: Exot1c abilities sectl on) am] au tomOitica.l1),·passes any

safety. test

by daoger, free of A character with nen'e's

QmCKLOAU
can phld-..a m ag1l!Zim~ fuel cell from 111 gun, 11Ik,e: or one from hls hen and sllam if imo place in one easy action. A character with quickload takes half as lIlany actions as nnrmal. W reload ~. weapon_ With weapous that load a C{~rmill1 number of shots per action (like a shotgun) the charOlct:er may [oad twice as rua n)' shots per action than normal. Obviously. this skill hasna t:.!Ject(111 w espons which need (0 recharge. Tbis character

IIIcl1 tf::;.l~ required_

'ibHhM'.ll'rer can ]ilunch hhnse!f into close combat with startling speed ::mil ferocity, unleashing a tonn of wild blows upon the coe:my_ dlZlIilcter w-jUl.ferociO'u.~ a.~,sw.dt cal! make two attacks A in close eombat for every attack he. eealdnerm 01.1,1 y make when he dwrges- Ifhe does thiishcluses the normal +]1)% To Hit bonus. GL"NFIlGH'fER A cbarru:tei who is a gu nfi,glilterhas great cocrdinauon ani! ~e~~s, He·may fire lWO weapons at mice wDtlwUl penalty. one hi eaehhimd,. although norillal modifiers for l!1sing 3 weapon in hi~ nrf-hllnd! s,till apply. Both weapons must he fired at the same target. If co.rnh1ne.dwith PHI drav«, the character mal' draw and ~ t\7,'(1 .pistols as one aClioll.

ROCK AIM. The charnCk:r can keep a .areful aim, even in the most intenl>e: and dangesous simarions. A character with rock .~te'Ci.dy aim can keep h ilRwcapen aimed a.ntl still 11lOVCa~a waH: (no Jasier and no jumplag or crawling) .. If he uses this skill, lie' is assumed fa emly have a maximum of one 'level' of aiming (ie, a ~20% to hit) n:gardles~ of how [I1,JIilY actions he spent aiming before moving_ He also does not lose his Him fOJ firing Oil semi-auto but the above limit of 2001"(, hi. applies. He will still lose his aim. if any to [lof the Qn~eJ'situations listed it! the Shooting section arise (fail.ilJg
a Nerve rest, for example),

srsxnv

II 1llllllntl hero. willing to brav·e,tasks fum would leaveDlli'!tl!al rnnrtals quivering un fear. A herair: character may It·roll a s,jngle 'I.' wlled Oil h i~ Action dice. For example, if the charocle-r ils two is and a (';, the firsl 1 may be re-rolled. The m 1lI11lt the re-roll, even if it i~ another 1 .• ~ the final score',

Tbr harll.clerrs i

TR.UEGRIT
A character with true gru has enormous reserves of courage and an indomirab' e constitution, wlilichmeans he will batde to his last breath. A ,harnCl.<:r wil~h m~egrit cun atte.mpt 10 recover even ,lI.fler going om of action.jf he passes out due to hismjury total passing thusConsciousness level, then ron for recovery all llm.c: of each end turn as normal. If his inj ury total pas ses below hi ~ Consdollsiless Jevel then he regains consciousness and can carry em from the start of the next men. ]1f he w~I1l out (If action due to system shock, then make a Recovery test as normal, except mat 011 a successful test he does not regain any points .from his. injury total. m~leill;1 he recovers his wits and may act Ilom~any from the foUow'in~ tum. An other illjury resl1lts and effects remain the same.

The dlMacrer ]s adepr ai firilllg on tile move, able to d:i<lw <Ii head unerring accuracy. A cbaracter with h.ips!wml1'lg ~ nol s,uffer ;my sflooting to hit penalties for moving d,tui.ng a
til his 'llli'l!et with

mmbLoed

!:111OVemeIlt

and shoodn g action,

LEADER Th: cnarack..'1T is able tel in~]}ire courage m those around h1m. wging them 011. with brimallt speeches, good advice or ol!ltright Ibreats.ll.llY other friendly cheracter within 6 yards of a Leader !Dll~ use the Luulf!r tsLeade~hip vaiue in stead of ~belf own Nerve characteristic when tabngPillnillg and similar Nerve based teses, SimUllrl)" aIlY mend~}' character
COllllti> as bi3.\'ing a Leadership

within 6. yJrd~ of a Leader equal to the: Leader 's, A Leader dillS! use !heir own Nerve. diJHi'ilc'tel'is~icfor Pinning and other

Nm-c'WSt,,_ UGHTNING .REFLEXES


A cheraeter wi~hlI Ughmi'~K l'efle:m~ thinks on hi s ke~ with OlIt~I:III11l;ilg speed, able to assess. a combat situation and comeup with the best COUf8e of a(:riOIl ill' mnrncnts A c.hatacteJ! with ~~lIrr.rngr.e!lfJIes ge1!:s, free pause for breath action every tum, in a additionla his l10mlal actions. He mu,,,t still declare whe~ l'le'II'be using this free acuon <lit the start of th.e turn, but, IlS with other fIlIFC fur breath actiO"[l~,11£cea W<l~t until tlil:td poi;m during tlile
111m before declaring an)' sabsequent actioas.

There is a. class of special abilities caned psychic abilities, or psychic ~ow,er~,These represent the man,,. and varied powers of lfue milia wh ich a characrer Cali ILLS£ by tappl ng into the power of

As with shooting and dose combat. 11 test is required to ~I!lcces.sfully employ a ps.ycmcability_ The basic percentage chance of an ability working is based UPOll the character' s Willpo'~',er. Thls chance is increased and decreased as [oLlows_ Many psychic abiLitiesha V(~additional modifiers, as noted ill their
individual descri ptions.
Cnllce.llt~tlil!HlDn

Caaractcrs CII:ll. eoneentrste before using a psychic power, IlLIllCIi like aiming befor-e a shooting action. Each action spent OOi1celllnllli1g adds .;. 10% to the character's chance of success, A character can concentrate for several acrioas, even from turn ttl turn, blltliis concenaadon is lost as soon as he performs any other action, is pinned or stunned, or does anything else other Hum
cnncensrare.

Ranged Most psychic powers can work over a distance, but. the Iurthcr from Ol target the c.hai!'actcr the harder the psychic POiW,cr is to is, mlileasil ,accllfllidy, Powerswhlch are described as ranged suffer a -1 % penalty for every yard between the psyker anti the target. Llne o.l'si;gbt U is easier to target a psychk power m an cnil:my you can actually !>OO_ If 11 character has nile of sight tohis tergct, he has anextra 20li chance of usingthe power successlujly.If the ability has to be at a target within line of slght, this motli.flC-I does not apply.

Psychic abilities s call by the energies of another psyker ..Any enemy pS),'kier may aUemp nullify the power, Tb is is a free action and so does .m~L stop enemy character from taking any further actions that turn and

mmcuu

J'3Jtmg Some powers require more energy from the warp, arc harder to channel or difficult W control once summened. Thls g s represented by the psychic power having II difiiiculty rating_ Some have " rating of O. in which case Ihcrc j s no modifier. otherwise deduct tiJle difflculty of the power From the ch ances of SHOceSS,

be done. even if tile psyker hat; already used up all his for the rum. The other player must declare that be is !lltcmptill~ n l1l1ify the power WI1t"::il y'DU declare that your pS.ykL"I D;~ img m psychic ability, TII-I:nullifyillg psyker rakes 8 Wil]pow,er test, amount hepasses the test by is a negatl ve modiJicr In the chan res of II sing his power, For example .if 11 p'.~j'k€.rwith Wll:lpowe.r of 75 rolls 56, this is a negative modifier of ~19 to enemy psyker's Willpower roll. Nullifying a power has the ri sk of psychic overload (see above) as using a p~ychie power,

or

Some psychic abiliries are described Wi perMsb.m.L These rnaye coatiaulng effect from turn to turn, rather than being instantaneously. At the sUITt of every subsequent turn, the . must pass fLI1 unmodi lied wmrower rest takecp the working. If the test is failed then the power's effects immediately. This test does notuse Ill" the psyker' 50 actions in wa)'. and the psyker i~ free to perform any other actions
the turn, A~ s-oonas a psyker is taken nut of action, filly persistent which n.elOllIIT-!;ntly has iii! effect are; autorneticaljy 1mm~di.id,dy .

Any unmodifled roll of (I] .{}j always succeeds. regardless 01.' the psyker's Wi]lpowcr and modiflcatlons, while a ]mlLhmll roll of

96-100 211 ways fails_

An enemy psyker may spend actions attempting to nu!liIy persistent powers which are currently ill effect. He t~ Wil~p(!iwewtest and, if be is successful, the ability immediatelj ceases 00 function,

of psykers of several

are mallY and varied, they disciplines. Psykcrs usually

spe.::ial:ise in Ollie type, hut can learn powers from other categories ill. mlnd '>Ii ben creating <I ,b~raclt:r (or ,a ~~I'I8:1"io, hut shouldn' l be bourndby it - me di~lplin.e~ help to [heme a. t:harncre.r's psych ic abilities and stlouldn'l be S~Tl as constraints if you want to create a more mixed chl!:f'dcter,

Nut ail psychic abillties can be placed within a ~iTlgle discipline. some are cemmenly found amongst psykers of aU differei'i~ backgrouods and skil],

a. well.. The GM !illolilM bear th u~

1JE'TECnON- Difficulty: (I The character scans his SllrfOUildings fOIi"rne merua] slgnemre of
his enemies, The character 1s imlilediaidy aware of everyone wUlhill 2.06 yards, This can bcillcreasoo. addling +$ to the DiffioCul!:ylevel for every extra D6 yards. the characters wishes
Detection to cover.

GAZE OF' nEATH - DifficJulty: .10 Dark bolts of energy spring from the p8),k£r's eyes, scything through the enemy. Gaze of Deathjs a psycbic holt with ID'f.'; following profile:
'[~'"Pe RJilJIi: Mode' Gaze 00 TJ-caLl!lJ Spoc,j.~l 5· Au ll~m 2D6+3 ShotJl l!IJ~lood W~i~M -

~~lmi(5)

.~.

.'

_._.

&

Bitmumrer,~~;pt;daU!;e in manipulatillg hiological enr!rg}' and proH~S&e,~ ith the power oj their- mind. This allows tluml to w cnWlge or inj1,rmlCf. the pliy&icai form of themseive: 01- their l'1lemies,

IL-\1\o[l\ofER.HAND - Diificl!lhy: 5 The character uses his iIlrult,e kl1[]wle!:ig,e.to .barden the flesh allll skill of ills filSt, sUen.glneIlling the tendons and muscles la lili:s arms, A character may 01l1y use tlililspersisters power OIl himself.
Wilen tile· character makes an lJlla.rmOO attack, he counts an improvlsed wcapen alld] his Strength .is doubled.
,lIS

Toughncss The psykf;Ji" reaehes mt.o his enemy's h{)dy with his mmd, rarp]dly II(Ccekratmg ~he tHrgefs pIIl.sc.and pushiIlg his Mood pressure HJ aear lethal lelr·e·ls.In tire most spectacular successes, the victim's heart and brain esplodes] This is a mllged ability. Pick :3i11 enerey chllrllCI.eI wlil.o is within igln of the psyke .. Th.e victim suffers injury to tile head and chest equal to one ]evd on the Damage tBb~s for e\'("ry 2.0% or part that the tes~ is passed by, For ~~lITIlp!e,if 'the psykerpa~~.cs, by 32%, this w(lIlM be leve] t.wo on tbi: Head and Chest damage. tables - I-]eavy wound to the chest and an Heal')" wOllnd to the head 1
DifficlIIhy: Int;argcf~

BLoonnOIL-

!.Ising

psyker kniUi loge.thc:r flesh and I:lind~ weunds w]th his mental (JQ'Ncr~The psyker must touch the, character he wishes to cast regenerate 'on, and so ml]st be within I y3'Irl (or use it on hlmsell). If til is is used successlully, the recipient coums as. ha'o']i'lgjrl(!S.l made a. 8UCCCS.sfli_J.iJ recovery action (ie, one location healed one lev€;]~nd D3 from hi~,

REGENER.ATE - DitTicu]tj':. 20 Readuu,g huo the very cells of the recipnent,the'

1nJlJ.[yMa~}. STORM OF LIGHTNING - DifficlIlty:.5

Armour arnd. force

fields

have' no

effect on hlo()(i boil.

CIIOKE - Diffil.~uluy: 111 target's Tnughness With II ~imp]l: gesture, the psyker reaches out whh hL~ powers a.nd pinches tight Olil the enemy's wllndpipe. dloking him of breath. ThL~ fflllg'.ed power, The victim ]~ stuaned fur D6lllms. If the Is,a Jlumm of tums rolled is greater than the vicnm's Toughness di"ided hy IO then he fans I!lnC()illSc1fllllS for tile remainder of the
battle.

Bons of bio..e,leclrical e·nergy leap fromthe psykerts, fingertjps, jumping frum enemy to ene-my. Stann of UghmiJW Is a psychic bolt with the following profile: 1)'pe
Si.l!lrm 01 l:il:,h;tlillng Special

Kng

Mioo'e AJ1"C. DlJim Sb;Qts Re'lood Wei~]d 10 full ante (~) - 2~D(!.+4 -

WARP STRENGTH

- DiUicu1ty: 5

ENFEf£DLE- Dcilfficu]ly: 1/2 taFget'~ TOllghliess Th~Bjomanoer drains tbe vigour from h is victim. rnakiIlg him fccl weak and incarabl£:. TItis is a range.d aild persistem power, The lI11louml!he pSYK,elf passes Ills PSYChic test by is the amount iblu(;tedruom the victum 's Strength while tile power affeocts him, Far ~:\_lIillple.if the l:Uomaiflcer passed by 33%,.lhl~ victim is a~.13 Srn:ngd.J.1!Jf.ltilile p.oweI ]~ lluWfied. t
Characters, reduced. to Strcngtl; 0 immJ,::difrte!y,
OT

The psyker ili\f~gOrn!LCS tlretargc[ w](hplSycluc energy, letring the power of the warp .flow l1uongil muscles. ~·e·l]donsand bones. giving him amazing strength, This is a persissem power, If I]~~

successfully, me recipient increases Ills Srn::ngt.ll by l:I value eqU!SJI . .~ the alnouill!~tlJe Psychic t.est was passed by.Foi' example, if the test was passed by 12%, timerecipient iIlcreasesrus Strength b}' U 2
whiht the power lasts.

tess 'col lapse uaconscieus

teiet)(l/lis ate psyker-s whose expertise lies ...... illJ7ue!'lCit.~ tlu' ·hh minds of others, They ('U/l SCll(1 p,~)'chic rnes,mges, create emotion in their 1(jf"Re(~· Of" reud rhe thouglus oj their adversaries. [)EMORAL,IS·f~- Difficulty: U
the p,s.y ker reaches into the mLlld of .~is victim and .fo.lbhim wudildttoug,lus of panic and fear. This is a mllged power, The victDm must pass .ft N erve l!:~.L or be pinned, just as if he: had been hi t with ,01 shooting lU££Ir.;k, with anadditional negative modifier to his erve value t:ll.ilt! to l the amount the Psychic test was passed by.

Usi[~g his Incredible empathic abilities,

The psyker mu.~t.er~the powell' of 1'11.5 mind and then into the enemy '.~ bral n, overload ing his senses and system, Psychic slJrfeki~ a ruaged power. The enemy [IW8t a Willpower test. if he fails, he is stunned fur one rum for 10% (OF part) that he fwlsby, U he rolls more than d1o:ubl~ Willpower then he collspses and become a casualty. PSI·TRA.'CK- Difficulty: ~5 The character can LIse his rue,ntal powers 110trace the min.
others nearby ..When psi-frock is used, tile character becomes. aware of all the characters currently on tile includm g those who fire hidden, tracking down one iII . This is a persistent power and the player must aomlnae

D1STR..ACHON - Dilficulty: bartle. The victim counts


not faH prone. EMBOU1JE:N
TIw psyker

[(I

The psyker interfer-es with his t<l.l"gef5perceptions. causing: him to see something in the shadows and distracting him from the
8.S

being

stunned

for one turn, hut does

character fur the psi-tracker to focus on. Wh.ilst thepower


i~ censtantl y aware of tile targeted and also becomes aware of any , performed previously (ie, he"]l know where he has been he has done) _He. loses contact with other characters n 1."'.".... _ (ie, he' lk be una ware of any actions performed sllhsequ.enl thepsi-tracker

location and actions,

- Difficuhy: t.5
bohter_"lhe

courage of a nearby character by i:Ilsti.lling images of heroic action into his Illilld. This is a p.r:fi!iishmJfL:Ild ranged ability_ Pick 3. friendl:,' character. This character adds +.5{) to its Nerve characteristic. The psyker may not declare himself as [he target for til is power.

lI'~ingthe power]. Note that it can CUll)' detect creatures w[1II living mind, and will also tell him if the character is ~~mcUl[cl psyker or has psychic equipment (such as a force
d aemonblade).

112 target'sWillpower The psyker uses mental prompting to force an enemy ro pertorm a simple fiction agains t hi~ .... Thi ~ i~. rwlfW.J power. Choose -ilL a ,m t:~le]u.y ,cinw:acl'CT. if the Psyc hie t!e~[ i s 5,UCOe.SSti.I~. t!w psy ker lIlil)' fO'!t,t: the enemy charJt~ter to imrnediasely perform one action, Th.~~ Ierecd action cannot be wm.eth..ing that would dirccUy kill or iiijure tile t.arget ell aracter, such as shooting himscl f or ~t,e·pril'lgoff a cl iff. hilt it could force him to fire on his cnmrades, 'ter into view or drop hls weapon. 1t1ESJ\lEJiUSIltI - Difficulty: 20
Thepsyker reaches into the mind of the victim. hing his mental powers to entrance the enemy, ntis power is a ranged and per.d_w:·n.t abi~i(}' which can be used. OIl tint: t::!ll=l' character within t~ of sight of the psyker, Whilst 1l.ID:: power j ~ in effect, ne the targeted character rna)' do t:Iotiting at all and counts as being stunned (he does not fall prone), He may attempt tu break free of

ENFOR~et"wmLL - Difficulry:

PIWPET MASTER Difficulty: 20 Reaching out with his mind. the psykcr tries to manlpulste aetioss of his victim. P!ippet· master is a pe,".~M,l':ntpower, addition tire psykel· may do ll'lJthi!ll~ else whilst u~·ililg master, The victim IllU8~ take a Wd~power test, and if he ·falIs is partially taken over by the psyker, He may attempt to tree of the psyke r's control at the start of CY,e-ry subsequen; and will succeed iif he call pass a \VillpouwCIest. Whilst un er l psyker's control.jhe victim counts as being on [he same side the psyker . However. the control is nnt complere.eea controlled character deducts I from hi s Speed and has addition.a1-25% from any rolls required to perform actions under the influence of [lie psykcr.

TELEPATHY -

Difficlllty: ,;

thepsyker's

control a. the start of every suesequent turn and will

succeed

if

he

COI!!lpMS

a Willpower te r.

!l.UND SCAN - Difficulty: 110 Th:epl'iylcer reaches i.mo the enemy's tho LIghts, discovering his intended course of action. This power i~ used on a ~ingle.enemy character and is a ranged ability, The psyker cnuuts as ha ving the {wage speeial .lilhiJily against any shoQring attacks made by the target, until the end of the next tum,
In addition. the psyker doubles his chances of pMryil1g close com bat anacks by the character unti! the end of thenext rum _in snrne scenarios a successful V1tind sc,em maJ' reveal i nforrnation relevant to the psyker's objective, such asrevealing the llo]ding, place of a prisoner. location of a secret entrance to the enemy

TIre psyker Call place messages directly into the minds of around him _ There are tWQ ways to Wile telqmth.y sending and bmadcastmg, When using piaced H~rjdfI'lR. telepath picks out an Individual and transmits his luent,aI to him aed him alone. Aph.u..'t'{l_~et!ding is a ranged ability roLd successful. (he psi' ker may cemmun icate a message he normally be able. to sa:,· in a ~lbilgle action (see the i\'oI{,IL"l:m:J section lOT suggestiore of how much call be said in an When broadcasting, the psyker sends om a general signal call be picked up by everyone wlthiu range, When Dnla,(l!CQj;n.", tile raage of the me-ssage 3s a number of yaros qual. 'tothe the test was paS!;DO by - ,eg. if the Willpower tesl wa~ passed

3~. everyone

within

381'aJr,os would •hear' the

message.

player may specify a maximam range before the test is tak,en •. this incurs an addlnonal -1O(~,modifier to ULe test, TERRIFY - Difficul ty: 10 The psykcr places image ... of the target's worst nightmare unto mind.causing hill! to flee in terror, This is a ranged ability, target must take a Nerve test immediately all if he was OOIJfu:)lilttll hiy a ~'e.rtifyins character {soc the Exoti c abilities section, 6:'\},wirh a negative mooiiiL':"H:'(jual to the success of rbe test.

camp. etc,

malfunction. Machine empl1lhy is a 1'(11lgeJ power. weapon or piece of equipment a~ the tsrget. For every part that the Psychic test i' ~, the t.<J.r,get bject Is o totally useless forthat many turns. If the psyker's t,e~l is IfWth or Ie~~~harn the required score, the perm.• endy affected. ,M'acnj"rw em~th}' can also be m

open or lock mechanical doors. operate machinery ,BOO


emplaced weapons, and so on.at the GM'sd~scretkll1. The complex the activ Itya,uempt:ed . the grea~er the modifier 'he Gh'l should impose on the Psycbic test,

PSYCIUC ll\ifPEL - DifficlIJty:. 0 The psyker uses it powerful telekinetic pesh lu fling the
nm.,g.ed HURd;. tthlll can be used within li ne uf sight The targ;et 2D 10 }'ard~ of knockhack and falls pmne (see the . Rules sectlon on page 180 for detai ~~of I:IO\V knockback .
ttl
Ii

the ground, This is

~i'mlg~eenemy character ,

PSYCH1fC SIUE.LD - Ditl1culty: ])


The psyker summons psykercountsas .!tit locations, a corona of p-sychic: power to ward
pclower.
00

any incomiag shots and blows. This is <I persistent

having an extra IDW force field armour

:~SYCHIC WARJ) - Difficulty: 10


The psyker shields himself in a psychic aura that deflects e[[t:'ml'~ anacks, This is II persistent power.. The rSj'ker

as ha \r~:ng an extra 1Dfi i"cIrcelie M


'lJ"F:.LRKlNfi.SIS - Difficulty:

l!lrIDOl.l!r

on

an locations,

Object's

weight

Thecharaeter call move physical objects around with 'the of bis mlnd, moving them aside or h.urling them nt, This is a (,(UI!fed ability, The Gr..·f must decide how nmcb object to be picked up weighs. as this affects how difficuh i [0 move.I.l1qll.isiror uses fill abstract Weight value for but the ''''ieigJ!lt Eor other objects can be f ound by OOlIl.P<lrII them with weapons of ail t>qlliva~erU size, So a
Ul~"ll"""',"J

object would be around about U) to ~.5'. an object the ~ilr.:: rifle, anythingbet ween 20fLl1l(]50. aru:!so en, Tile weight .

item i~ the Difficulty level for modifier purposes. The


can be moved 8 (Iis:ranc--ep to a number of yards equal 'li(] u psyk.er's Willpower divided by 10, Alternatively, the 'lJbj~~t

be hurled through tile air, in which case use the rules for " weapons in the Shooting M:1..:'li!!lI"I on page 39, using the . point of the object and the psyker's \Vil1power instead oi Str-ength. Such an object that hus someone does damage to its wei.ght on the chart below, with a S~~ellgth damage using his Willpower (+~ for every full 10 points over 50).

[lor eKampl ... if someone with a W~Hpowe. of 88 hits' with a mrowu crate .which the GMmJes 00 weigh 60. it .
P~yker;l' ~~1ujan: adepr at leleki.fJes,is are able (0 fflt:lfJ.ipufare tI!e mwen:ul Imi~erse·. breakirtg, the I,QIfl..'Jof phy.~ks to move themselves and other obiects around. The powers of telekinetic psyker~' ~'tlry irernt'ndous'£y, from those who call bur! vehicles about, ICJ psykers who have Ihe focus and comrol to jam gun triggers anti other small mn'hcmi(.'{ll parts.

:2.D6+J damage,

l'r'IAClUNEE

1PATHY - Diffi cuky: ..~

A psychic power often associated with tile machine-mentors of


the Adeptns Mechallic!i~; Madline ,r!l1iJXithy allows 'the psyker re use his binD to tamper wid! mechanical, electrical and electronic nd systems. Tille ~noot CmnmOlll use U~to cause enemies' we~poom to

.ft'EH.EJitUL - Di,fficuUy; ;) The p~yker's lumdS are ~!lguUed with writh ing narnes, which he can hurl a.t tbe enemy, FirchaU is a psychic boll and ha~the
foUowing profile:
'fype Illilg C l'I·fode Aee ~ill.~le U;lIm SbolS lil!eDoaljjJ ~illlliil W 3()O+L

flosh (not including tine psykcr) mil t pass alii Initiative .. lo row'! their eyes or be ~tilnlled for D3 i:Ul'I'IS (note '[hat he is.
kne ked prone).

psyker summons up hi~ mentel cluergy and releases it in a of power, blinding anyone I..IlliunUlHlte enough. to be ~l him. Pick a point anywhere within Lineof sight of too ru; the source of tile bliltilill,g flash. This, is a ranged ability.. dlil1rOl:crer. friend or foe. w ho has a, Line of sigh~. to' r.he

S~lI!]

FUlESTORM - Di.fficI11,!y: 10 This DS 11 more spectacular .foml o,f FirehaU,


inferlilo
to

C8JUS<illg

11

raging

t.~xp.lode arol.lilrl HI(: h·llrge-t. This is a p yehic bon ..... . itb wit~lArerdJ:,. and B!a..t: .5 and has the following p'rofille:
Fii:'~s1!Qorill 'I)'pe Rng SpeL:i~ B Mode Si ngl~ ..\.ee . Drun SimiL~ .R.eload lVei.:ght DW

.D,a;errianICl:E~I:9Y''-~ _
_ .-..-.-......t •• ~.;..,._

SANCTIJARY - Difticully: 10
"The p""yker ('lIC~j&C~ zone of power around h~rn which can repel a
daemonic creatures.
S.an(.·.t,f~arF is

a persistent

power,

If

- Difficulry: 20

daemonelogist opens up a temporary


tfl

portal [0 t.ile ",yarp will dmw power from psykers and banish dacmonic beasts the sluff o,f cbaoll tfuey sprasg from.

:lhililt)"If slIccessful1ly l!ISediit has following affects on tIlrget Dacmcnic creatures must pass a Wi np'n,~ret"te~t. with a mouifi.c[ equal to ·he arnOl!.lm the Psychic test was passed If failed, tne daemonlc character amornaticaHy add); D3 to his iojury total for ever), to poin£~ or part he f<li!ecl the test by. If he more, than double tile mH required he is hanD~,he(], back to

me

BllYJlisnmrml

is, a

successfully invoked, it creates an 3!ieil around Hac p.~.yke·rwith a radius equal to the' pSylr..e'i··S \Vil.lpowe.r divided fu~ 10'. Any Daemoni,c creature Inside the zone or tryn ng ill enter iI,must pass a wmpower test If failed, he DJ.nme<liaJlely arids D3 to his injury totaJI, is knocked to the ont.&i.de edge of the zone away .[rum the caster and stunned for the rest of the turn. AIilYdaemonic creature within !he raage of Sancn.mry at the eml of a ram ~uffe:1liD3 additional POIDI:S in; ilil]ru')' total.

"0

TELEPOR'fADON -

DiffuclJl]ty

:w

Ibtwarp m!i.tamly.Againsl a psyker mere is a chance, equalto toile


the te~t was passed by. oithe psychiC' albilily.
I!lIQUfit

target lo~ing a random

INSTABIU1'Y - Di:l1:icnlty: 20 The ps)'k.~ ean 'phase' the mo~ecl!lles of his body slignt.lyiIllo ~pru.-.:, ci:l1liblitlig i m to. pass through solid olbjec~s. Th us is a h
Dtr,~isJ!'Jtt

Title psyker uses the power of the wru:;p to displace l'Iimself or another person {or all i~animat(~ object up to man-sized in weigh~. and volume} tom.OIi1er part of the battle'fleld. This is a ranged nbillty. In addil.iioo. ded\ll.ctl from the chsnce efsuccess for evCT)' half yard tine character wants to move the target However, if the test is failed, the wgef isteleported ill a random dirrectioll from hi ~eurrent position, fur a distance [II ~.yard far every 1U~fl). r pan o of, hy which the test was missed. If tll]~ would re!1uUin rhe t<lrget fmishing in iIr.ipaS800le remi.n (such a.. ~,inside fl solidi ooj()cO it is destroyed outright.

power. Whills[ unstable,

the psyker does not interact

till! physicill world in any wily at all. He mil)' move til rough obp:: , even oilier characters. fii1d cannot be hit by shootmg or other rnormai Elttacks. Psychic attacks and weapons {SUA;Jl as '~''C.:aJ~m'<l'iBl'affecr the unstable psyker as normal. However. he is rntally unable to attack hims.e]f. operate machinery or communicate with other characters, The unstable psyker cannot lase any either psychic ab.ilitje~ whilst unstable., as tlile resultant back-nows of warp energy would tear him a,p'.lrt. An uTlstab]e psyker gloVl"S sbghUy. addlng+20% to the chances of any c:bamcter ~pmti:rtghim,

VORTEX OF CHAOS - DHficnlty: 2_, The psyker opens ijp 11 g:lIJt,t:way between thereat world and warp
space, creatiiiJg a swirhng vortex that sucks iii. everything m the swooulllding area, \{jl'!ex ~fCI!OO!i is OJ! Fllnged power. Mark. the rarset point, the vortex extends DlH yards out from thar point. An)' character e .... pflrfiaUy withlll llle area of effect must pass II en Strength test (lIOns of 96+ a'liwmati.l~aUy fail) or be sucked in. A character trapped by the \tmex of Chews has a ]0% chance of bcililg ripped apart :!lin£! destroyed, otherwise he 18 deposited back unto the tabletop 20.101 yards ,away iII II .Uln<iom direction, and is stunned for D6 turns.

Daemons are creatures of I.fuewarp, 11m tile material reahn, and are bound to the flow and nux of Chaos, Theyare fantastical beasts wili,cil do not adhere 1.0 the normal laws or physics am;! nature, Similarly, il1tliividl13h jlO'" essed 10)'a dacmongaln some
of their powers, ImU.some of their

Some characters gain tbi s ability by be.ing possessed by an of Chaos. If they are '110 longer possessed for any fC!I!iDIl the daemon lJ,eiTlg ba nished) tile character is snmaed for Do
and permanently loses any associated

abillties.

weaknesses.
daemonic

FAMIL1.4R anribstes. "(line


The character ha;; a psychic-symbiote called a familiar, often takes the form ofan :lIli]]l~l, bird of prey or CYIJ>eiQD~ll~a1 augmeraed or mechanical creature, The character is linked with the familiar. and ~t) can command it, seeand through its senses :lnd use its powers. Some examples, given in the Armoury section later, The controlling character spend one action every tum ord.eri~g the familiar otherwise does nothing that tum. The master is aware of everything
T

Daemonie C.illltaclcTS have one or more examples of which are gi.ven below, Invu{nembk,,: The

character is almost impervious toharm except from blows to the heart or head, The character counts double l'ougJ!n~~s when working out damage to allY locatkm. other than the chest or head, However, his Toughness Is halved .. hen v

working mit damage ~o these locations,


SI;Jtulo~!: Tne character is not wholly corporeal. being partly present ill the warp and real space at t.he same lime . The character C(lUIUS ",S Imvi!Dlg D6 force field armour 011. every location ex cepr when against ps)'cl:iic IItl~\ck:~, ll psychic attack.~do A double damage, a.fter any deductions fur armour, etc, Impf!1ViouCo~:' The character is h:i.glily De~istallt to normal auacks, Ibm ,>,cry vulnerable to anacks from silver and/or holy weapons. E:l'.Cepl aglljll~t silver and/or ho.!)' artacks, the character Can never suffer mere than one level of damage from any one hit ,and never

[amiliur is, and vice versa. if tile jarniliaris injured, feedback will hurt the m aster as well. Every time the suffers damage, add +D3 to tbe main character's Injury tl}llll,

!FEARSOME
The character is immensely /eanol';Je to figh'lllgaimit, either hill hideousappearance. a psychic projection or the sheer a dangerous menace that surrounds him, An enemy ~harnctli!r wishes to ch arge a fearsome character must pass a1erve tesl do sn. If he fails. Inc stands rooted to the spot fur the rest of tum. Characters charged by tI fearsome adversary, or :'., against one at the start of a turn, must f:las.~a Nerve test. If fall, thev reduce theirWS by 20 fm the remainder of the c haracter who is f~a.rsome .is immune tn the effects of j'e,arJome characters, and treats terrifying characters (SiX a~ if they were fears(mJ",f;.
SoC) uuurh a spcci al al'l.1it}' as a ps yc hologi cal, which a character mill' suffer from for a variety of reasoru, as combat drugs, psychic attack or mental ccmditiolllillg. character w ith fr:em:}' must al ways move as rapidly as towards rue closest visible enemy and attack him in close He can onlv attack III ckrse combat (OJi step forward ana auact. necessary) -and must continue to fight ui1ti~his opponent has taken of action, 11there lire 11,('1 enemies within sight, character will net at half Speed IlIMHan enemy can be seen.

has more than

iI- 10

points added to their ~ujrJ!D.ry Irurn a ~iJlgle total

hit However, silver and/or blessed anacks alwa)'s do all extra level of location lnjtlii)' ami M additional D10 points am addedtn the character's injury total.

Cloak af narklU!SS: The character is surrounded by a s.\',drling ml!1.~rna. power. n',eqlLl!::::nU,Y referred W by Inquisitors as a cloak of of darkness, A character with a clouk uf darkness g., near impossible to SJXll in dark conditions. and even in ordinary .light alii,enemy are .%t half chance to see him, HOM:".cr, sanlight harms
him. so at the end of every tum .hat Ihe character h 'i If! direct daylight. he addis D6 pol ntsto his inj ury total, Photon flash nares o::nun as frag grenades againsl characters witil thi ~ ah i~it]',

FRENZY Frenzy i s not

lioid·chtll: Some daernonic creatures possess a characteristic which has been described as ·tJ:H~' icy chill of the void", Their Mood i£ Irozen in thelrvelns. and the air is misty and freezing nearby. Such creatures do lIIot show up on heat-dctectien anspexes and sights. and .[illy chsraeter fl,gI:Il.lIl,2 them in close com hat must P" t a Toughness test at the end of every tum or add D6 to his injury ~otal from frmtbit:e. These daemonically cold creatures. as mig!hr~ expected, are easily hun by heat-based weaponry such be as flamer'S, plasma an!.! melta weapons, and pyromancy psychic

out

REGENERATION
The character themselves can heal wounds and iJl.ill[]e~ that would lea\~

ord~tiIary mortals crippledand


together.

dy,ing, His flesh and hrme~aIl knit

,>eali.ng gaping cuts am:lrL::!'Itming mantled

attacks. Such SiHiI!t:.k:s do

all

extra DW damage to tho creature,

Iimbs, A character with ngener(}.le gets a free kll:::afion reee ..~' aCfkll'n. at the end .of every rum he is still conscious {see Reca'ie:r:l' ill the Injuries secti on on P8gt: 49}, A ]SO, a character -with tegeIWfGte is nnt ll 1111 [ted to healing himself to a maximum oH",'!! injury levels below the worst illJury 011 a location - it is possible for 0lJ' location to go from being crippled! tn undamaged !

SPO'ACID
The characterproduces toxic and corrosive saliva, which L:lID l!. used to attack opponents. A character with .Ipil add can U~ lh.i~ f>k.illas a close comber acnon. Ro.l1 [0 hit as normal. counting spit as having a Reach (If 4 (so it mil be used at arm's length) , It call be dndged hut norparried _ Roll for hit Iocation in the ~a~ way as other close combat attacks. The' attack. UOCS an amount of damage equal to Do. plus the character's Slrcllg~h divided b-y 2iI, [ie , a Suength 81) character dees D6+4 damage).

WYRB
wor~t :,",u·htrT'~Tf·.'. They are peril mcarn ate. ex I!l.ding a~ 11]rnosl tllng i hlle A 1l2mfyi.T1g character G lhe ~ embodi rneut of YOllr AW)'rd i.~ character II whohas !ll!lililll:atep~yclhuc power that they

of de~ili <linddestruction.

All characrers

w]tlil

tI1.e t,etrifyiJ~g

characrers except that a~l . tests are takea with AA additienal -40% modifier. AHy who rolls double their modified Nerve value Of mme' we
IIJU5.t

follow

rules, for j'earsome

can use almostar wil], You IIlllllSt specify which p~ychic power{~) [he Wyrd benefits from. i;or examp.le. a character [In<!.y have Wyru!. 'felep~~thy _ Wyrd! pm,,'er:s function just asnermal psychic
jJower~ except ~ha~~lhe Wyrd al w:I)-'s couets as having a

h
}' }'
IT

irnmedi:l!tely beg.in~Q flee. SUning with hili next aCtlQIl, he !"ltt.errqIlW get. away from ~he 1&ITify.ing character as q uidJ)' be COl.n. ~ndu.d~l.lJg brea.k.i.llg froen combat if necessary. fleelug in th~s way can step n.hcm~cl by passing ~ ves testtmn a~: heend of every ~lIrn,A u!rT~f'Yinx dmIaCkt is ~ te the effects of other tur~ryili~ Or f~~rs()me characters
~II::1T',!tc[erclin leechpower from

Willpower Oof 100, Us,ung a Wyr<l power is uot a Risky action O4iI~d the Wyrd C'fl.ll1101 SlIUe.r psychic overloads,

hi~ euemles by dri,l1king their

. ~b5orblng their pliiycilic aura or ernerwise drawing energy _This Call only be done by ph.ysicall COn.t~C~. 1:0.use this victim must be snmned or out of action, .IlJ only stl.mne,d,
character must make a sl!JJ::cess:rul unarmed close combat W Mucn luis Oppm1.(lITL A ~u{'.ce~;sJI!J.]vanJIJ'h:-i_~m attack. adds fJ} Ih~ ~ictim"~, ]l:Ijl.l!ry m~!l.](with no d!edl.l!c~~ons:OT :J.Hll(JUJ or t dtfen£os) anti d.cJi!!l.cts the same from. the Vampire's ]:nji!!lIJ' , This tlO~fi 't allowthe Vampire ~o have an Injury total (l and has tlo effec~: 001 iocarruml il!ljurie~_ 11]1<' 'FH~;E(I!,1iFEROR

Duff'erent speci a] abilities can be combined in iIll.mD~tiIlg ways to create new P(]Jwe..:;_ particularty exotic 1Ibili:tics, Fur example .• a character may ha ve MftJpirism anld! !'e~ener:ation. However, hI:: can only use hi s rcgeN,crmicm abil ~ty at the eed of arum in which

he bias mede a successful ~'am,pfdsma~~a~k, AnCl~he; ideO! us fOf a character w ith a .f(miilim· to become subjecrto jrefUY should his ftlmdirdr be cJ!esuuyt"d•.or vice verSa ..
AdtiitiuTI:±Ii bonuses !l!nd cl!I\lclIl~ can be pla<-~n1 special abilul.ies. Clllil ~ut:h as !:I ,/wde1' whose abil.dy c'.Xtcnds to 12 yMtI~, m a ch:±lr8Cler which has ferodo,~t\; t1.~sauJI but om)' when he is fj.gh~in..~with

Emperor,

dl.ill'ru,;te.r is wdl versed in ~11 I.be blessings .md liturgies uf an.dospeaks as if with his voice, The character m:±ly
.'1cticms rea~hing the word of the Emperor, filled w~thfit~ry p 1l1ld. de!l~lJ"aticm, Any t:m:my character within earshot ml!L~t ~N erve test or spend their ncx t successfulaction F!3D(l'Venng ~bejr 1l.e.rv(}llSnc~~. Dat:moTlit: crc:llltLlIc~wh~ch hear lhe uj the Empe.wr must pa.~1< lit \Vi.]lf!')wcr check or they are

OtheE <lIhilit:ies rure open to some ]ilterpretatiolil by the OM, s~.chas wheUler a cnsractes witll.fu:sl :siri..ke mld .re.in..i can draw a weapon <lindm.a~~ a{(!int action: or whether .he caa emIl' at~ack £1;5, pM of
hi:sfirst ~:lrike skjll,

EYeH wuHluut modiJicliliun,txruain t:omhinlllutms uf abi]i~it:s can DC !!.i~.t:(] to create v,e:ry skilled eharactens, such as giving II gUlils]ingl1i1Jg bounty hunter hipi~ho(Jtl1ig,fair" draw, gwifight:er !I!!1di
OJrJ:bidr!:xmn.r'7, Mum; cxamp]es scetion ]!llc,T.
can be fOllncliTl

the Charud.crs

t'o:r.D3 mars,

m n thl:s, part of Inquisitor yeu win find the rules imd profiles for a gr.e<al weapons lmd :items of w,ar~ea!l" used in the' gal1all:,y of the 41 st MUIe:mnimu"

desc.ripth:rlls (If weapons, ami ,equip1Ue1l!t are ,way exhafllsD,w. Gl\1s should feel free ~u invfHt iilt"' va_fianb;,~wargear and armOllllr' types 1'011' spedli'ic seenarins and, d~3fraders.
Afl:bomJ)ghthe~UOlCfililig

ltb.ey are in

qf)

Some weapons with sr~cial ammunition variants for circumsrances or targets, Special anlim)n~ tio"iJisnormall y taken on a rmmCHlY"rtlll

basis rather

:rrnmlllulitloIDl can be used, Firstly, ii1.d:ividlJlal special rounds canbe loaded as 1II ;e]oad actirm and the special ammunitlon is fired with the next shot, SeoQndly, can be pre-loaded into a magazine, in which ca~c, theplayer needs to note which shots in a magazine are special. ammunition so theywill be fired when arc reached, For example, a character with a combat shotgun ma.y notethat me' and fifth munds in the chamber are Executioner round:•. Acharecter can. , move me position of a special round as a reload action, Thirdly, a DewRare.: may have rnultip le magazines and a. shot selector, 111 which case Ittakes one to 1;I~ the shot selector and the player declares what type of ammunition from lnaded wi U be fired next.

man

as ,c~omple:tere!Olid~_There are tbree ways

ill

wbich

APDI.NS
LAS "''EAPONS

Las weapons are the most common lyPL: of weaponry found ill the Imperium, as are cheap to menufaeturc and easy to malnraln. They also benefit from heillg e!L"J recharge. and amsnanition shortage is rarely a problem. L!:1!8 eapons wur-:kby . w ~ bla~t of highly charged light which transformsinte heal and k ineric energy impact, causing tis sue damage <mdi burning.

J~$,,~e3Jp'i!lilils
Las,ism.l
~g..QI:l

'l'Jrpe Pistol Bask

llilnge E
C

Mode

A!ee

D3Jnl.

Shots 30

Rid 2

single

20'6 2.06 _D6 2D6 5

single.
singlei

fif)

'2 :2
2 2

(MP)

Lasgun (NF)
LQ8,gliIn

B.asic
Ba~ic Basic Heavy Heavy

E E
H

semi (2/3)
single
~,iT1lg1e

50
60
4(J ]()

(TP)'" l"o.ng.l1'~fle

DW
3DfI

!\'lul~i·I~~1!'

semi (416) -10 full (.12) single "10

3
6

Lascaneoa

4D1O

20

!ill' - M""4 P,rat"'"

/!f,r' -

N",~ro,l\ij,fmJ~ l'niU1"I,1

:fP - Trip/$!( P;rJtern

4r'nr'1Dl!...!Jry'

ST."'-I'IDARD PROJF.CTT.lE \VEAPONS Mer las weapons. bullet or shell-firing W~apt~ll~ are the most lJi.)pularr sidearm of'cheiceamongst Irnperial . ervants and! outlaws alike. Some put up with the
nf ammunition and difficulties fOll the maintenence ~}·t:hflILJgical effect caused by the roar 01'battle they make when fired! Special am:mul:lilti{ln Fitchette - Upon f]F]ng. flechette rounds. fragment into jagged shards thilt iplim:o;:r across th~~target, Flechette munds hit 1)3 locations <liDd do 1)6

St;llildarllll weajpons Aliltopms,t.o. Autot.';un Revnl~'er Stubber


H~\r).

Type

Range A

l\"ode

Au

Dam 2Dfi

Sbij~
2{1

IUd.

Wl
20 30 ]5 15 45 75
4U

Pistol
Bask

slT1g1cl
~t:JI1i

22,

(4)

~ilngle! C semi (4)tfuli (10)


E

2D5+2 21D6+2
2D6 .... 2
-

30
6 15
4U

Pi ·to1
PistDl Heavy

single single semi (2)

{3}
2

F C C G A E

stubbe ..
'C~flil:lOn

semi

(4/0)1 flllH (]D)

3D6 2DW 2 206+4

3
6

ASSlJiult

Heavy
Basic Pistol

s-emi (6)!
full (! 5)
'iJ:lg]e

45 1.0 6 2

Hunting riDe Naval pis~ol '"

(2)
(I)

single

-5
+10

2D6+4 2D6

25
20 30

Dneffilim:Jg pistlil
Shu,tgllln** S3Jwn·mfl'
liI(lItg,unU

Pistol
Basjc Basic
BaKl.C

.singLe
smgle
~ilng1le

(2)
(1)

E
A

2D6+2
-IQ

2D~2 2D6+_ 2D6+2 8 20

0)
(2)

25
3:5 40

Shaped

penetration. til ese

to. provide
bullets

are

Pump IlIcltioD

E C

made from denser materials thaa bullet;5,. A men- ~(OppeT round an atlditi"mal D6 damage but has extra ·5% 1I0000niCY mod ifier,

combat slllOtg:uwn,
AnooJJli~tic combat shotgnn Bask

single/ semi (2/3}

singlet
semi (2C)

.-

* 1\ ).lf1:v~l;f~_;''i'WnS ver}l~eUd
1Yl'r.lll1tlij;","

~m;l~!l

b4' us,ed~$ an impF(WrS,M

wetl,P0,j'!

~'h: ~'Si L

Executioner rounds are commolilly used by agents of the


-

clJ1noaJ:.,

Arbites, They contain a

till)'

guidance system that allows to home in on their target, b1U~. it :l momen; for them to acqllire rheir
And SQ,arre more <lccurrak
:!It

longer
have
J S,D11J 111

Executioner rounds Hand. 3D6 damage. - These bullets contain

Ilffect the vkti.m's nervous ~yH'Lem. ammanidon does an extra damage if not 8toppt.:d b)' armour, - Cnn'laill.ing a phosphorous gel igni~s 0,1]. comacr, Inferno shells set '" character oti fire !.Ising the rules
fOT

a hand

flamer

(see

BOLT WEAPONS Bolt weapons launch a lijjoj~rile with a mass-reactive warhead, Each bolt is propelled and explodes imide tile target, causing considerable dama . ;c distinctive crackil1lg detonation, Ahnost exclusively used 'by the shock troops Legio"lle~Astartes > bolters \.~O:Iin occasionally be found in the hands of other I servants, Boh amJ1!1:lnilo{')n is fairly mrfC, and only a criminal with good ,.'·.,··u",,,,,,',,, would be able to maintain OJ bolter or bolt pistol. SpeciaJ bolt 9!I:1.Imi~mjti:IIm KrakclI Penetrator round - Containing a solid adamantiurn tip, rel"letTatOlrWu.nd.~ designed to punch through eW_TI [he toughest armour with ease .. Halve th.e value of allY location hit by a. krokeu shell. before making deductions from damage inflicted. Met;al Stom: frag shell - Rather than exploding inside its target, the. trag detonates Ii. few yards ITom impact, showering the target 'with A metal storm round hits [) 3 locations on the target. and does D W damage.
lrlj'erno .. u~nd

Inferno she Its.ignite 011 detonation, and targets hit may eatehflre as with .a flamer hlt (see page 70), Inferno shells do 2D 10 damage,

Hel(lfl'e shell - Hellfire is the name for a variety of tQ:li:icacids that C.:lm honendous ti.fi.~ucdamage. Hellfire holt rounds do an extra D 1(I dattU:lgc if stopped by armour, cover, etc. Hellfire shells do 2D 10 damage. Stalker silenced shel! - Stalker shells replace their explosive charge wiib a powered ignition, making them silent and removing any muzzle flare. Stalker do, 2D In damage, hut do nm reveal (he lilt: firer's locauon (st:t: the scetirm

Aviiironess, pages 52.-53).

BoU w~;apon.~ BQm~!i'{Mk U

1)pe Basic D F F F

M(ld~

Ace

Dam 2DIO+4

Shots

Wd 2,

single/

is
30 20
40 12·

stmigntmag) :8~1~erMk IU ( lieJt feed}* B~J:1'lel' (Mk IV slekle mag) Bolter (1_\[kIV
druOl malll)* Boft p~~ii)l SW<rm buller Pistol Ha~ic

s-emi (2) AaJii: Basic


Basic

~iTlglL:i
semi (2/4) single/ semi t2) smgle1
semi (2)

2010+4
,..D10+4
2DI£l+4

4
2 3 "2

J F
E I

single/
semi (2) semi (2/4)

2m 0+4 2DHl+4

30
20 40

3 2
4

D'O!lt ,cl.lJliblnle H'oo.vy bolter

Basic
Heavy

s.ing1e. singJei'
~eml (4)

2D1O+4 3D1O

These WeOllplmSme a magnetic conraiament beam to create Ill]crowave acgimtloM which',l'apoW'isesthe tluget in a blast of intense heal. They arc inaccurate, gel few
tbotli and Me difficult to reload, but arc immensely destruetive at shott range.

Mdla w~porns lese 1D 10 of damage fO"I"" every fun 10 y.ard~· lO the ta<gN. For ewnple. arnlt"dlagum. Q{)eS 5DIO damage. Ar 32 yards .i.t loses 3DIO. and therefore does :2010 damage. T:rpe
BaK1C ~st'o] Rimge Mode

Arc
-5

DaHl

Shots 5 3
5

IUd
fl

w~
4~ J 25
7~
45

J E
A B

single
silllgie

SDIO 4010
7010

-10
-5

4
8-

Heavy Basic:

single
sil:lg]c

4010

Basic
Pis.to]

I)

single
~img!e

-10
-15 ..!5

31J 10+5 3D1O


3D.w+5

J.
1
1

5'5·

1: ~

25
6·0

Basic

single

'lill~Mp111l~ store JiligjJ]y lItlst,a;ble energised phm:ohyd!:pgclJ J,vlHch.~ unleashed ~ dev~tt3Jting <hia"lt~~fene-flY. They ale ,dirf1ooll tQ,.manufadul'e! aroUOTJ. _ to · andj.re:~e1LtI~' m.al!fllllt:ti(l!I~ E"~njf m!!' ..yeapc:m.doe.sll"t eitplode. Ic;onling ;we built in to evaeaate e cess hearod_ gases. \\'hicb am i.;<fIl:Is"~ considerable

to an Ul:latm-crl.l.red tTh.er.

.
In

,-;.
(2)

weapollii can be UlW,p_n a S1It.alHed .$eni~g~


aDd have $,iltlt.1: ~2,. ut do 0 W less' dltIllage. b

R llik.t.~Sone acti up-to shangethe

this c,a~C they fire ar semi.


OOIl

setting.

firing aplilsma weapon is a ~ is,", act.ion. If'~ goes ...... f mng. roli a D6 and balow.

suIt the

189

FLAME,RWEAMNS Flamers gO'I!H III tn.lrn:in:gincendiary fuel. douslng Lhc~F targets in while-hat They <I!..I-e useful for tlLJshing enemies OLJ'l of cover. and me Ii.quid chemieal Ithey can adhere to the target, sC:lLingit ,iligllt,
Flamers arc a name weapon. In addition, each locati nn h it by a flamer weapon it ~~{I% chance of being SJet on fire, ]f a force. Held absorbs all the damage 1T~lm flamer weapon. there is 1110 chance of the target catching fire,

At rhe end] of every tum, tl'l(!j",e i$ a 2.:5 chance that the location stops burnmg % before recovery). If it does mOL, then the location suffers damage again ('U:~~ DiIDlagoevalue of llIe weapon that set theru alight), with the usual deductions aT'ffloU!!' (but no! fcree fie.lds). In addition, there i-~a 25 %chaDce that the flre to another random locarlon (it can he imagined that the fire can leap al'TI~~~ the as. the character flails arou nd).
A burning character may do nothing else except put tile fire out. Each action putting tile fire. out has a 25% chance of succeeding. Specify the LoclI.tl(l[1 character is tryi.n,g to smother before rolling any dice Bar the success of the

Other characters within I yard may 11180 spend actions. to help the burning and 'tiDe}, (mhave 11 25% chance of putting each Iire nut. ~

Mode HaudnameJr Flmncr Jle~vy tlanuer Hame eannoa E "te:nnin8!ool' Pistol


l!aaic Heavy (15)
(25)

AL"t:

Dam

Shots 4
6

Wd
fl !!I

flame

206
2Dfit4

flame
fJ!am~ flame flame

{35)
(30) (2S)

306+4
3D6

r:
4

8 X X

Basic

2D6++

THR{!IWING\~rEA PON So
Des.

fire has
ma

S()pb.i~ticOji~etl weapons such as plasma gu.ns. and nielta weapons arc rim always avail.able8illda:re hard to maintain, and when caught in a tig:bt ~pfi.t.a well-thrown k~lr~ Cart be just as effecti ve. Such weapons aronse little ~u~~p~.cion: many Imperial d.n ",'url{]'~ so are frequently carried by Indlviduals who must on occasion operate and
",,'[lhomatlraCdllg the autholities' l'I[len£ion.

:£011
the • for

nrowmg
'lbmwiillg

wea]lollc'Sl aA'll
I

1)'Pe Thrown
I

Rang~ E

M~de

A.0C
-10

:Dam
DIO D6
])3+]

Sl1uts

RJd

\Vt
15

single
single si[lglc/

Thr()wiog; k[liit'!: Thro\l>i11;gstar Judirl3 Bola


I

Thrown Thrown Thrown

E E
A.

.5l

eads
lady

s
20 20

senti Thrown
\VEAPON"S

(2'1

pent the
tion.

single t:;imgk

~5

2D6 D6

cter,

PRlrtUnVE

-w

On malty worlds of the Imperium, t.c:c:hll.ol.ogy has almost been completely lost, In theseplaces, the lasgun is replaced hy the bow. and the crossbow replaces the bolter, A,;" crude OIlS they may seem, these weapons. CM ~·rin dangerous in tile right hands ,. be Primillve weapons I TYP'-e Rang~· Mode Ace D.un 2D3 20..1+2 303 20'3+1
D6

Shots
1

IUd
2

Wt
15

Bow'
CrOS!ibow •

Basic

F B
A

slagle single single

-s
-.5

.Basic Basic
Pistol

25 50

-10 -10
-15

E J

single
~iDlJglc

25
5

Bask

71

EX:Il'ti.c

Mode
Basic

At:,c
+5

Dam 2D6

Shols fi 6 6

RlId

N,eedle rifte
Needle pistol

SD'l1Ig1c E
C

4
4

Basic Basic

single

2D6
X
X

GF;)!vit6'n
Webber

gUll

single
flame flame

~ 3
2.

Basic Basic

(25)
(0)

4 3

Web pi8to~

Ej;,XO]'lC W.liAPO:'lolS

The following are a selection of mlscellaneous weapons which C<IJl occasionally be found in the hands

of Inq II isilion agen ts


enemies.

ami

thei r

Noodle' weajpl)ns These weapons are the preferred choice of snipers, as they are silent and gi ve off no rn U11,7.kl flash whatsoever, Insteadneedle weapons fire a . sliver into the I.arget which delivers a paralysing or lethal toxin, rendering the paralysed or dead ill a matter of seconds., NCl:ille arnmuaitior, contains a toxin or vi nil agent. If a target slIne·rs Damage points from a. needle shot (ie, after deductions fOT armour and so thenhe must test to see if he is affected by the toxin, ill add; linn 'to any normal effects. See the section on gases and toxins on page 89.

Gr:aviton g!un field technology to create a ~nca1i ed anom al yin the s HeM, ill graviton gun pins the firer's target to the ground, These weapons are '. ~liIreli~bJ.ethough, and many prefer the surety of a definite kill to this .' unpredicraole effect. .
USiilg sophisticated A character hit by a gravlton gun su ffers no damage ,.However. he counts as stunned for <l number of turns equal to 3D1O minus one-tenth of ills Strength, minimum of one turn. FOT example. a Strength '75 character who rolls 112on l~ stunned for four tum.'> (l2-8.:04).

WClbguns
We~ f,gll.m {~)rr~tnmgler~ a~ they are 'known In ~nmc ITg:inn~) fim~a rnaxs of fi.lrun-el'usthat rapidly expand to entangle rbeir target. The more the strugg~,es.the mere the filaments contract. tightening their grip.

Any arm or leg

that i~ hit by a webber or web pi~tnl has a 75% cilance becoming c:li:ta.ngled and rendered uselcsss (lTC,a[ as crippled, except the character will not lose an)' additional Damage points, and doesn't have to test for system shock). This is reduced to 25% if character bas any type of force field on the location.

""m'l

Hit." f,CJ damage each D6

the head. chest, abdomen and ,[,,'TOi rIJ can cause ~rj.rl'lhnnai from asphyxiation and censrriction. At the end of ,every such webbed locatlen bas a. 50% chance of
damage, which Db'liilOnlS LOP'to of points of armour.

A character can spend

actions in an attempt to tear the web in which case he must pass a Strength test wi.ln a -25 (rolls of 01-05 always succeed. 96-100 always fail).
If thistest is failed, the webbing reacts and does 06 damege the lncatinn. ignoring up tu 4 puinls of aTTIlOhlT. Other ",h,""",,"rl"l'l

maya! so spend actions trying to pull W!~bbingrre>e. l1.~ill:g


same rules as above.

72

Type

Ran e .Mode

Acx

[)am.

Shol'$

IUd

Wt
15

Pisrul Billas
launcher

E A

~jl1gle
single

2D3+2
Db X 21)10+4

2 6 .5 30 X 3

Basic P;,stol Ba81(:

25 25
45

(20)
F

i:1ame
Sel1D (2/4)

tlFsmall crossbow, tile handbow is fnvoured by many assassinsbecause itis easy to cnnceal ali separme components before being assembled, QUilt: often a hand.bowwin fiir.epooisonous [n explcslve-tipped qu am l~.
..., lll""""V' used .. by law enforcement agents lind bounty hunters alike, a bolas laundll:r ,enaible;sthe. firer to takf:! an enemy in alive for qlUclllimullg, ransom or n:wlII'd.

If a bolas hits jtq target. it bas a 75% chance of cJ1Lumg]~I1ghe lecation. If it. c,ntangle.) t l~gs, me ooget i~knocked prosre, If it entangless an arm, that ann cannot be us-ed" If the head i.s emaagled, the bolas causes an. additional D6 {I,'lmagc at the end of f~cryrum (befor!:: re-covery) due [0 dlOk:i.J.lg. Tbis damage ignores up ~o 4 points of BITIloUl'. Olher locations are not eatangled, although they take damage asnormal
from fue~hit,
It lake~one

action

to'

dlsentan gle a bolas.

Som~timescalled a neuro-disruptor, the neural shrmdder p.rojects a. resonant wa\'l.~ electromagnetism tl1at i~ of pitched to scramble the e li::ctrical signals of the tilrget'l'! rain, Incapacitarlng or even killing him outrjght. b Atarget that .1' hit by a neural shredder must Jil\liS~ a Willpower test for every hlI~, [1' fa]led trolls of 96+ always fail) the target loses 4D]Q WiHpower andSagacity (roll separdtely fcr eacb) am12DlO Initiative (remember that thIs may reduce his Speed}, A target 'who ls reduced to 0 Willpower 0]" less is
re~dLJredi uneenscious ..

Armour has no 1;l'IJ on a neural shredder, but lhe amcunt r(Jilled for force: fields cct a bones to d'J.echaracter's WUlpower. If it target IS hit more than once by II Wiglesbol (because it is a flame weapon), the tests ace taken sequentially - in other , .".mt!~, if me target loses. Wlllpower, his reduced Wi llpower i8 used for sub~c4qjent
ar;:l~as

tests from the same sho ,


PsYCo:Ili1n,OD

. s~E1g modified

bolter
irs

technology. a
is named

pSYC<lImOIli

<lJte.r psyk-out

. pedal

ammunltioa.

Much lib

grenade S, a psycannon uses am a ntiv p s y c hj c


. ubstaace (some

SlI'I it i~ a by·product of the Golden Throne tbat sustalns the Ernperorjto cawe serious injury to targets of a psychic disposition" It is almost a ba~~t: of (lm.ce;for the daemon-hurrting Ordo MilUeu:~;who male the wMlest IUS(;: of this w~(lQn. A p~ycanfWtI causes ~I:iple damage against daemonlc ereatures. double di<UIIa.~~. against psyker«, after deductions, for affil01,J'I", etc. and

All of the hits 01'1 a character from death-arc combine their together against II single loc<niollonce for lQc.ttiol1. roll all of the and then make deductions ie 3 causes 3D1O damage against a location}, Rld3Jr Rih:uri,kenc:lItapuU, The ancient Bldar race are masters mJIlY forms of technology, One (If more eommun Elder sidearms ~nlurn ill the hands of anarms dealer is shuriken cetapult. It flres El rapidhail razor-sharp discs alai slice flesh. its magazine. containing ~()licl ammunition, good far several burst, fire,

Type
Basic

Range D

Mool.';
single single single

Aoc -10

DaJilil 2DU

Sho~o;

Rld

Wt 45

5 1

d
2

Basic Basic

3D6

35 45

P
E

·5

DIO

z
24
RO

Basic

fll1.~(6)
serm (418) full ( 16)

mo
2D6

6 3

35
"j.~

IJil;l~m.aJH'e-apons
Digital they weapons, or digi -weapons commonly knowa.

.BM~e

,_)

w1tlCfl

the 01'00 Xenos

Nerrontyr galls' na,l"~1" Little is known about the ancient race of the Neernntyr except that they are trrigl'lly advanced. The gauss flayer appe [Irs, to operate by atomic disimegration, srri pri ng lIwa.)' armour and flesh iII molecule-thick layers until the target is. wholly atomised, A.gmlss, flayer call 'es permanent and irreversible damage. The first points of damage inflicted 011 a location \'i ill rem ove poirus of armour, <IS if it were ablative armour (see page 84 of the Armour section}. Any klCahuil injury. and Damage point» on a character's injury ioeal caused by a gau S5 flayer CaJIDot be recovered or healed e xcept by characters- who can regenerate _ X<enareh death-sl"lc

haired \~rc--~ lkc al it::ijl!i Jokaero .• whose creasions ,are after across the Iruperiu m.. Yo u can get J igi- VCI'~ inns of fl arners, inferno pistols, las pistols needle pistols. However, their ch aracteri "hcs are halved and cannot be reloaded. A character can. wear up to one weapon pel' finger (not thumbs], they call be fired even ir the chsractat ho 1([1ng something el sc in the' hand _The Weight is equ al to 4 fer dlgi-weapon on that hand, plus else being carried, For example, character with three digi-weapons and bolt pistol would fire allY of w,eapollSwith a Weight of (25+4+4+4). A character may only one digi-weapon per action. Other th is, they foHow all of the normal fUf pistols and so can be used in combat. etc.

The. !mperium has had little contact with


the shadowy Xenarch of the Northern Rim, but their electrical weapons are highly prized, utm sin g charge ceHs and capaeitors faT beyund I,mylhi.ng that the Adepms Mechanicu s can manufacture,

E!ppm)V~l ,iI~ilJ, On« . more His m.oi1~1 :sb~lI 8~U l!c U~llDT.illll:lip}" Hh lliv~ Will,-His g~al

'"'Thc

e!JJID:

S¢rii· '~D ~!: ,br'91i,glt TfHIL {m:ulj'i hiveD "'ad lie s~alJ tilt9'" ~WlI.Y'1u= ~d.l~ ,of '.he Goldi:D IhfcrD~ 8d ftC'll fonh ,[j'aC~ mere 1~ :t&ib. t~~ GtW C~II9!de t~ !Iuk~
bllm1Iit.:l\'lS fmt'Vl!il. ~

*~8~~

every 'tiring
]e, a
'and 3

f the 37 y fue "than

Blades and bludge.cllllogweapon s are cemenrm all across the Imperiusn. conflicts ,aff· peso bed using three feet of well-placed steel.

and

CHAIN WEAPONS
Chain weapons have a set of motorised biting teeth that saw and slash througb enemy, and a blow can cause terrible da.mage_ Reacl! D.amage D6 2 3 2 2

Kniic
Short sword Sword

DI0
2D6

-]5% ·10% .'~:5%, -40%

Axe

2D6+2Oft+l Dlp ~ D6~ DIO+2 D6+2

4
-4,-

-15,%
-15% -15% -20% -15% -20%

JB[aIiberd

4
1

HaMmerr

2 3 2 2

F8~chrio.u •
\

3D6 300+2 2D6+2A ... unarmed +3


As unarmed +4

Gl'ieBJ1 a:xe .;
Gr:i:llI't bammeJ' ;
~!<ISfil:l:ld ""nl.rd.

-15%
·3S% -30% ·20%

Can be used either as a sword or falchion,

K:U'"U!clcle dlusmrs ArmolilJ1ed gallulUet I mpij'i)= lsed


(rH1~ bnu,

e
0

As unarmed

+3

ete)
Reach

3
--(;halo,..3N,& .
5.

2
:l

2DiO+2 2D1O+2

Emcl,?[at:o:r

These.Wl:<l'~ns re a
thruugh

MlJFQtruded by

UII; I.hick.c:;;1 a!l'nl)1JI1" ~~. a~ OflL:i11 a hadge of office for senior Imperial servants,

a disrup(.i.'e force field Fhal allows [he user to slice and .lop off limbs with a single blow, They are highly

• ,II ,(:hnrtrotl!'

, power. f;:~1 ira!!

If a pO~'1erweapon i.Kparried, er suceessfully makes OJ parry, there is a 75% chance: 1bat the opponent's weapon is destroyed. Power, shock, Daemon. or force weapons WlIGtbe d:es~l'Oye-din [hi S W8i}', Note that ~hi~ dne~ not appl 'luff" fhe target dodged,

thnt is amui11 Willl ·.11 ;h'f' OPl.iOff' ej grabb~fl'g tnd~' OI"P01'1n1.t and cfusni'W them If he {)p~rto' do th~!. tnntI ~ fl' !wither •.20% dumce to

kU~

SHOCK W·EAPONS
parg(l{[with e Ileetric.al energy these cause severe burns on impact and call disrupt 1be nervous ~ysiem.

All hits from shock weapons stun the target for one rum unless he passes a Toughne.s.;_,te.."t (rolls of 96+ always fail). This is regardless of armour, but does not eecur if all of the damagcj» stopped hy a force f e1d. Nore that a target j S only IWJllJedonce per ttl rn in this W8Jy, regardless of number of hits in ili cted, though this be prolonged indefinitely if the characl{_"J" continues l[ I be hit in subscqacnt turns.
Pow,~]' ~CllpOIl1S Powe], sword Reaeh i}arn::)lge 3010 3D 10+4
P",n}'

Immof}Ua

tdrge~,f.

does

a~R pxwa

JD6

Wl't:uJty

3
2
]

Power lINe Power r:i.s~


Chaiinfis,t
!

·15% -20% -25% ·25%


-20% ~25% .• rh~ ·wujil,e

2DIO+5
2Dlll+4 4DlO 4 2 1

POWer b~li[berd

·flown IS fot a: J/1I,1I Made w.il!ldiuJ dQJ1ble.hanlil?iiC It can Dr! wiehkd ~!~8t(l-hmuJed wiUi ale
(1

2D10+4
3D6 40.10

profile nf

n{;mlal pt1~

~'o~.
(~

~30%

'71jI,e~ is
4ft€.i'npt.l:·

(lll eJfff;(J

~2tl'i{imffl!lifi~J".f{jr

3
Rellt:h 2

·20%

tf!), p'~l.rrj1 iilgfl{mt:

~Mp.
fi

nr..wm

4
1

D&+3 10,6 2D6,

-20%

. e rery 'fIil {hai km.d~ (roU eqd! 'lii).

An tlhlt:tm-fliJU i1(W,~ '[)oj 'UIS [or locatiol!/m"

-50% ...:~O%

77

ArrnlC!lLJrl;:l

','1Q'"T~'"''''

prince win have four or five properties; one with, a to six properti es. Daemonic weapons also have their is 50+ DW for daemonic beasts, 70+ 2D ro for daemons. and .80+4D 10 for greater daemons flFiln ; r's \Vi 11rowel" drops 0010\0,1 that of the bound daemon,
test at the stall of every tum oCtr uccumb s to the daemon,

daemon-influenced characters, Wbio will act in a suitably fashion (see the psychic pow4r Enforce Will on page 58 ,u::l:l'lUtc:te.r will and WOIl't do under daemonlc influence)

n;!tLH:alline~~ltt~~r.1 the to

(n$w~:apif~"Fl:.m'l(l9rcl:I~mrl~*'t!l"ood, ta,fhe char' cter and cannot beparted w:i-e!dcr;s hand by a thou, ~bt and the char: acter lllil}' , time wlthout using up any of their actions (it jumps [rom

: aracter's hand. if the weapou ls dropped" lost. etc. [[re; back to his hand fOI" the cost of one action. For 'eilc!~ tum "",r",,'ol'H>rl from his weapon, he 1U11S( pass \iVlllpuwer 'lest or add

C41'rlipter:

Quenched

in the

oi le of a daemon and consecrated on an altar of

'.'Victin~s, this daemon wc.a~m spreads eU~lagitUl with every blow, AllYl·, '

takrll'g damage from this (after deductions fur armour, etc! IDU!st make a mat he is infected: He n ust pass a Resistance tCl t a1 the start' of ~lub8eqtlell. tu~ ( 'ef$.e ,S~:ion on to~.~n, 'gases on £la, 89(Qr ~.t s,& ge tllhcrw~e,;he., a!1d~, tD~tQ his ll)JIlI)' ,.!y,J Cill,~_L;:'!'1']';..;}E.(1""!!~~~Il!.':'MI 'CQf11\liting J:dt slJJffered ,thcrt i.£ a - ~% modi fier ~n
l~d:£}

" , .aIld}USing
'vJjl~Mle,d

lJaenumhtme: The daemon within the weapon Is extremely J_LL""."PC'''''''' W, banish My other daemon s il comes into c$tact with, If a takes an):: damage from lli~ weapeu (after deductiuns fc" .. ·<"..". .. ,fMr in 'ide the:bl.ade will immeiJiately attempt to use [he "E i'a1i'iiilll1i,~ilf on '(hem, fd ~owing-aU of the rules given on page W in the , " by demonic

its ci\~'Jl Will~~lWeE.\~lm:.: DaeJ'lWl1b(U~,


characters.

weap9t1l;

"

n:em1ilu~!,;, T! e wielder is fi~lecl vi~th a .ltnihll: hung;cr for h~tt 1e, rhaJ,gi~g in~> I,b= enemy wirh ~" eencern for ins own ~1:1'rvIVt'll''flle c-h~'g;ams~rh~ special a]:llhtll:5
,f'l~~.{m1': ASS,a

It al'd~.F'r:e~,j.?J (seep,ag,es '):1 and ~L pectively): Th,is OIl,IY'l'I.ff"eC!5 lies, i pon IS held, Once dra wn, the character must pas~' oi ' witti a :Ile,~e m, iMill," 'I~L'eqmliI to half tll.e ~ . .:.:!.lOll.'S. Wi11po'W r, to ~lue:dhe -~ ~ PI, ' w,"il:,P r. agaiD'l. ro lis (] 0 1-05 sn;l(;;ce~, rolls of 96+ always fail). t
w.hIJ.e the w
A

m:

.lw'f'~~~Jae'i~dt).!'l: The

weapon

feels lighter than air, and call be

WI':,llJI~;U

, oLd4UI}~,ge~ie i:I-iiliC'te~" as if afiiic.~d \\o'it1i'the ,Enfe.eble psychic rmvcif {KCC p!l~e S711 ~ jg~aUy Jafits Uiitirl rhe end of tlte next rum, If a character infhcts it critical hit with thl weapon, [hell half of the TonghnessredLlc:tlon la'il~ for the rest of tile Entffl.r.lce: The g]imrllering weapon catches the eye, ~~lcat11ng thought from those whu look Ili.poon Any enemy fighting in. close c()m03J[ wi(h the character with the .it. &irral'lce blade must pass, OJ Willlpo\:~'ertest at lbc ~~l::lrl the combat andthe start ~O'f of every sebsequem tum, If failed, then his WS is reduced by an amount equal to ha.lf the daemon'~\Vinpnwell (tn :iI. minimum of ]0) for the rest of that tum (or until me close combat has ended if this is sooner). FkrJ' Blast: The: weapon draws upon energy from the warp and unleashes il as' a sheet o'f name. Oru:-c per tum tile weapon may be used as a hand flamer (see JlIlg~ 70), The weapon can be hurrea -through [he air, flying after its taryet. heron:. remmi[lg: back to the wielder' ~band, The weapon call be thrown like a throwing axe:

nm.ffiS to tile ~haracter at the t::ndof the next action (ie, it can' t be I!lsc-cI [he next in
action). GIIG'II",ing: The daemon hungers for fl esh, and rips andrend s those wh ich i strikes with thousands of ethereal fangs, AIlY character taking damage fJ10m this we.apC)il (after deductions for armour. etc) takes all atkliliUl1a! D6 damag~. to the

(tee

page 71), except

that

i~retains

its own Damage

value,

H aut: )malicaH y

Localion, lmllinl1= The weapon wnlthc~ till: a "".Lng snake, able to strike {Jut at caernies fHlmseveral yards away, A character with a lashing ,.Iieapml may UlSCit to Sitlad:: ill enemy at ann's length, and counts 118 Reach <If when used in this way. Magic Ab.~orpn~;m; The weapon
b

into. the warp, drawing Olway ability (from a friend 011" 11 foe) cast (JI1il the character while the weapon is drawn has a 9l1% chance ot being instantly nLlllified withno effect at all.
i~ fI.lIJil~ychi.cenergies. Anypsychic

a channel

79

Alien weapoD..fIi AgoniseI' Venom'lat.m 2 4D6 2D6

-2:5%
-20%

Laeerator

2D6+.5

B.aj'nnet

Varies
Varies

Do
2D6 -20%

only wne:n charging)

Chernblade
ALIEN WEAPONS

n",r:k ,!!lIla .. Agufliser

Ag~1niMTh are employed by the alien pirates commonly called Dark Eldar, OVtiil"1o;,jJthe ilt::rvnLlS ~y uern with shocks of energy, causing physical tr:l!llma unlbearaNc pain. Agonisers are a type of shock weapon (see page 77). Scy~uv,eU!fiII!l ta1QB The' Scythians are a race of warrlor-monks, dedicated to a peculiar form of rnartial ruts. The dagger-like venom talon is one of the more basic w!;l,liporm~ they' ablete incapacitate a foe with tht sljghtest scratch. A'ICTI{.lm talon isloaded with a toxin or viral agent. AIlY character t,dti:ng (afte:r deductions for armour, etc) must test to see 'if the. fire a:ffectc-d.
0[1

toxins and. gases for details

(pag~

'29) ..

G.dthi~~ laeerater ReSl;mli1ing a fist. a lacerator from the Gal thitc race of the Oenoriau hiller' is festooned \!,Iith ma1:lj' razor-sharp blades that slice thrOllgh flesh willi ease.
Any leeation hit bya lacerator actually takes D3 lilts. CO'MIlAT ACCK9S0RH!."S Bayonets and other combat attachments are frequently military forces, andare quite of tell f ound else where .

used by tile

A combat acce ssory adds ... W to the weight of the wc~rnn, The acce ssory's reacb dependant un tile length of the weapon (the minlature is the best gui.de for liii ) a good benchmark is: Pistol ~ Reach 2: lasiJ~, - Reaeh·l;-Heavy FORCE WEAPONS These. ehannel the mental energies of the wielder. and can only be used by psykcrs If used by a non-p iychic character they count as an ordinary weapon of their type. A psyker may choose to use the weapon in lhi.~ way when the ortack action is declared, If the target is hit by a force weapon the pil;l'lcf mal' take a.Wi~lpower lesL If the test is passed. [he weapon doe s all additional D 10 damage. Force weapons
do double damage. against

- Reach ;, 0'14,

Force swor;d Force axe Force rod Force staff Foree


I

:l

2. 2 4

2D6+4
D6
-3U%

D10
D10,+2 D644 mO+4 2D6+4

-10% -1.'i%
-25%

~.anUll1l;ilr

24 2 4

Nemeslsferee Rune axe :' Rune staff


.1

~1I[lJli)rd

-15% ·20% -10%

characters

(after deductions

daerneni c for armour).

DlO

Force rods and force staffs allow :3J psyker to channel his powers through them. so that fanged attacks can be directed with better accuracy. Halve any range penalties DOl! psychic powers if the ~~I'lar,acterhas a forcerod or ::;taif,

ArrnaUf""1L.J

Launehers
Grenl'ld!e. lannei1er' we break
~'L"~P'D'I1S

'FY'Pc
Basic

Kange

Mode

Ace • 'ill

DaM

Shots

RJd
(I)

Wt

dow il

single shot
dronll mag

J J

single

into two parts - the way the JJni11t11ution 1. deli vered and what effect it has. If IDe;character has a grenade .u se
the profik for the grenade type. U he is filmg, a rocket or using a grenade; lZIulu;h~1t then the Range, Mode and Aoeuracy of the launcher apply> rather

Basic

single/ semi (2.) sit1g~e


single

-w
-L5

'" '"
*
""
*
.$:

25
30

5 X 10
H, X

A!l!1}jI:iIlJr.~'

greu<J!de laundiler Mis.'ilUe la.uHcher

X
!

2 6 H

+10

Heavy Heavy Heavy A


.A

-5

65
00

!hanthat ~)fthegrenad.e ,
LAUNCHERS. GRENAlJES,

Rorket ~a,undu:r
Disposable NK."ket ~3iuncher

single. single

-.10
-5

hey
and

flcd
lIse.

hUSSILES ANI) ROC KE'fS Themost common type of launcher is the gtreliade launcner, used to lob g?enades fl.lrther a.nJ higher than they can be thrown. Rocket and missile lilUnchers fire more directly, and call "rU':D fire. a.mmun!t:io"ll with a more de,lfllstatililg effee; than grenades. In the 41st Ivhlleollimm, grenades and mi~silesdOTl'1 necessarily just explode II1ldshower shrapnel over the target, Some contnin small. fieki generators, "''hile otlle.rs contain gases alia toxins to dl;;.ablethe enemy.
AnI:i'~O!I]j'l

30

age.:

Grena.des!rni.'l'siles frag Super-fr.a:~) r~3Jsmal Krak Super-krak ~


Anti'·pLant

Type
Grenade

R,ang,e

Area 3yds 6yd!li 2yd~ 1/2yd .l/2yd

Blast

Dam

Sbots

IUd
*·t,
.~,,"

Wt

Hon

E
X
E

4 7
6 is

206 DlO 3DIli 2111fl 31)6


*.~

**
..,8

5
:8

Blast
Grenade Grenade

B X

Blast
GI:(~nade

*~,

** **

ot*

8 :5 g
to

**
*"1'

These destro,)r 111]1vegetatlon wiHlin their il;ftll"Of e[feot.l'hey have no effect at all against non- plant 1.trgels.
.m'~

E E
E

4yd!s
4yd~ 4Jds

'*
~

**
.t:::::

*~,
*::::

Ga.s Smak,!!

Grenade Grenade

.5
5

Gmi
Then: are many different kinds of tox ic ga~~s used rn the 4,lst Miltcnulurn, refer 10 pa,ge 89 forspecific effects.
An~r character ,,'Ullin a gas cloud when il is released 0'1' within its area of effec~
at the

~...

*.01.

:h is
but

take
fum,

II

soot of a :subsequent Re.s~stancetest.

turn, must

The gOl.~ isperses at the end of every d tldd.illl.g a + W<:i Reslstancc rnudifler each lime (ie, in the third turn ~harncters 11£1 +20% ve to their Ieughness test, lind so on) until it _~~.Ll'") +$O~. (klS may disperse more tll.ickly· or slowly illl certain conditions, It the GM.'s discretion, chamcte:rfll"ing lhro1J.J gil, smoke suffers 00. additional -50% in hit and
-m.ake placed shots, The smoke

the 'end of every turn, modifier· by 10% ew.;'.I'l. til!, in. [he second turn it is a -40% to bit eIld 5..0 on) until it lnas tit) effect, Smoke may disperse mere quickly nr moreslnw.ly in cenaim conditions, al the OM's uiscrerio[l,
<It

, 'GreJruad~m.iSl'>im{>;S
Ai"FI'OU~1

- ])p~

iR;;uilge A!i'e~ E
4yd~

IILDst
s
~.
>t

IDaM

S~ruots IUd
8>1< *'>1<

\\It :5

~ *
*'

'[~ng~e:r:o!j'l.
Stasis

E
E

2yds
2yWJ3yd.-;

)~,*

...

'"

**
,t~

~2
]5 1:2

It takes (me actieu to set a tlm:l"r. ~[JrVo'jTi:tedov.rn) how li.ong YOM set rn.e!fm:e for _l1ri,$ ~~ 5}:Je>C.ifieci ill turns. starting with the bL::g~nni!ngof

.Haywire
PboO,tolll f1!lIiSh
Grenade

E E iE

2yds ~ 3yds

,~

,~
8

~*
$8'

"',.,
'I''''

next game tum. So" it one turn e-~}iplod~f t the start of the next a
two rulfllli fuseexplodes at !:he ..... _.r..L -~ U!nl'afJ~[ next, fmd ;Sio'()n-:--'-At· the
,~t:Irt of

~
4\

8
L'J.

>I<

**
~-

~~,

the relevant

W.l1II,

--~e

out the explosion :!K normal. Re~rneilllb! ro mark the point where the "'AII."~llo:\nll"l situated - you li1.1ay want to. ;. . '.:ID!·-rhi:-·GM-\'\! here itis if your ClljMa~

Ally character, friend or foe.. 'fllie of sIgh:~to the greI'llMe'~, pcint (not including the dlillwelp,

or be stunned Psyk-out

fOI"

tn [urns
L(mk~p the. ,obje'ct'sAl'I'(w~r (some &J1am,p~es, re g~ a ,',¥nii:n the Inj~r.ies &e~ti~n. s~ p<l~e .~6};T{l ~e~troy the Obl'l~j;;t "'O~ musr SC01"em.oIetl1an donble '" ~,J;.J."~ t . ~hhv,allJ;e. ~

they are not knocked prone). Any daemeuic character Cflllght \ltithj.n [be' area ;ir eft"ect of a psyk-our grenade lmmedlately adds 2m.U to its ~njlll"1i' ttitanlfut~loc'finon Ifijury). For eflc~ '!!iit.' a p~yke:r suffers from die grenade, he" ...m!J.Sl_p.8..Jnl ~ WiHpower te~r or forget a raedom ~y determinedpsychic f'O~~~rUY

the rest of [he gsrne.


automatically fall,

A~.~roIls

i)f

Y6f-

o'bM:adB~, Uli8l5 ~~9'h,g,b; wpel'l'" ;~1'i~11;}' 12r ,large eMough fOt a Fmm~~ir~1 C~fUl(re, ~O.era.. rlrhoough. '.. U' the; ltIuaek. 9.(l~i(~8,WIlure·d a ma,gethliD .", :. j , f d'fJ~)e lne obJfF~, Armour value, ppep .0:1. h@l,e.~arge enough for a
\1i..

For .,', <aU~<ltld~imHiM

Dem.oJiti!0D. dmrge The l'ltaXiI&~m l~ng'e_ it desnolitlon '_'h'(» CHarge J.aTl e t"THwn I~~ equal OCt} a qjllil!rt:e~of th~tharapter';~ Strcl'Iglh .

~i ~J z

~i'eafu!Je

walk through"

.Me~m.bmlifb
Melw oo'mb15 cennot be thrown. , 'fJ):ev ' /' . mu~t.be attached to tll!;r wgef {tahlng nn~"~c~im~1-<Th~)' can only be <ltta~~a tOltm:~umat~~ objects _M.(lUa b 1(j1J;b:~ 11aVe
1]0 blast area .find,do' On! (~iton their ~g~uwilh the Dal1lOige\'.alue shown.

C~H"jjlf,faiCe·a*miiitii·r·:·-·ilrm(il:ur

~I;du.c;

6"

Armour value. Eg" a of armour, J pts of '".. ,•..,."... '1'.,.... It takes 7 pts of 1 pt through, The destroyed and the

Carapace 4Tj11f1ourj s made up from solid outedlayer on top ef a . uuderskln, plates rut: .. from meu • high-density plastics more exotiq substarrces such as

f:lles.e

P ower armour' - AmwUJ' valll.e: JO Ii. . ii Having all i eudo- skeletal ana}' actu i1tOFS .1I.lJ.cl, muscle-like. filbre power armour not only enables wearer to be: protected by henvy plating, h~t actually boosts strength.
"U'U.il· ...L~<

and plasteel,

BefI'~tJive Often called mi'~'ro-crystfl~s alild dissipate ]o:ne[lshy of

Power armour increases a Strength by, a fifth (this has no effect case all additional bionic arms) .. Mesh armour- AnlIGUj"~,t1I11e: 4 Unconnnon within the Imperium, armour is made up of lots of smaU . ,:' --,:Or -scales, eachintereonnected so tbat iFbd~ n;'rmlo~:."'. ~ 'the . or a shot or blow 18 s:pread .r~~~~~~~~r-~~~~ area to absorb and di s:.~ipiJ.Uj
{eg,rcflccbV(l &:

of more than

ODe

Helmet designs vat)' allover the IIII'~m·,-ff'alfl-~he---€-rm:le···mofftalpot helmets of feudal worlds. to thevisored plaqtcd helms of the Adeptu s Arbites.

Some types of shields have additional properties: Supp:ressmOIii shield

Suppression shi c Ids are a type of shock


weapoV1 - a chasacter hitis stunned for _... ~TJ~ t.I,I!.'l.,.i:J1J.~ditinn [0' any other effects, A~ a shod. weapon. a suppression shield cannot be damaged by parrying power weapons, '\!'IiI"li'Of'slliiel.d A mirror shseld gives the character the Defiec: Shot abihty ag!lin~t all types of energy weapon (see page 54). St(orm shield A storm shield generates a 2D 10 force fi e I dI over the protected locatioas and can be used to. parr)' power we:_1pont;. wi thout ri sk, FORCE FIEU1S Al> noted ]T1 the Injuries section (see page 47), force fields have a random Armour value whi ch is rolled each time the location i~ hot. Note that force fields norm all y cover all locations, but it i~ possible w have small force field generators ~fua~only cover a few body pam. Of perhaps ~~eri j ust one, Since v the fieid 1s at some distance from the wearer, it does not protect from attacks made in hand-to-hand comb a t,
Refractor ti~l.d

whatsoever

and the in.jury is resolved as

n0n11aI.
tb~ to a pl ace it is impossible foJ, I them lu cuter and survive (such as solid cliff face: into empty space or aIllClllh.e character's posi tion] and will stop them I yard short if tills would be the case; They may however pa.<.;s Lhmugh and other ch aracters nl a~c.rial iSlng again, wearer
TIle .Cli~p'l~t~~~tield wu[J not teleport

Open helmet - An'l1our ~alue ..5 Cl(1se'a hdJml', - Arm.o'Mr l.'ah~e: fi


Sllil~Lns

Shlt;l!di ~prfl'tecJtion
Characters j,c~r11'~LI!S -IIi l)~je]d __gain additiol'lal-arrnl}UT on. cd-talfi This i,~ always the carrying arm, In addition. unless the player specifics ctherwlse. the shield will also cover the charactiS1"'~ chest and abdomen, II' a ~~cte:, wishes, he can protect hvo other locatlons instead (s~ch 018 the cnest and oilier arm) but this m;u8t he dec larcd beforehand. Obviously the locations covered must be adjacent: to each other ),()U can't protect your head and k.g~ at the same time, and a characser who pmlc.cls Ilis head won't be able to see \'er;i'much.

locadoi"~,

Pe:otagraluwkw,,..l"'d!i
These are a :~pceir:!illYpeof psychic f e1d somcti m[;~ known as a Shield of Faith w b iell protects the wearer d aernons , An)' daemon ic halves all of their characteristics Hex£lgra.DiIm icwaJrds These W:1rUS protect against auack, A psyker that is targeting character wirh he;o;:a1'-mmmic ward hal yes hisW] 11 pnwc-r fur his PO;:'Iif,('llllldl test. The ward ... ad s() count as D 10 field arrnour attacks.

Couanon Armour vli!.ll1,l~s shields are: fnT


WlJoded!/pl'a.<Ij~.ic:2 Armo ur points Rein.tl!ll!'~:ed w~mdh~;Jl!!I,!l,lastic: 3 Armour

poinus
\1c:M or "rm:.llpl.a.'i: 4 Atmom points

Like ether types of armobJi. shields may have exira pr-operties as :tli: ·ted below, ShMd bash <.!!ttadl.$ Charact.er_" willi a ~hield. special ~hi.,elJ bash

Refractor refractor

doubles

ridd~ give DIO protection, A Held glows s.ligbdy and so me chances of any character

combat.
against all types of hits. If the amount of damage absorbed. by the field iK H poinu s or more, ]ts reaction is equivalent to it photon flash flare going off, centred 0[1 the target cheracter (note ttl.1t they are lmmune themselves), See page 82 in the section on grenades for details of plhu:ton
,.:k~~L'I-n''''\iri~;Rt'''.t;t';;,~t;lIi''-h ~ll-fi~

~ ~~

ChIfp~S. 00 ciders, -to% parry penalty. A nrotects thei carrying arm.

The field

har:

acti v6lting" w~th a bonus to this chance


eq~al to the i;iamage re lled. 1f the nd.d aeti ...aL~'~. ~I~e wearer us [deported .

--Some characters may have artificial I]mbs and organs to repl ac~ diseased or damaged parts, l}T ~i.mp~y improve to theirr abilities _ Biotiics include partial

and full rep lacemcnts of bcdyparts, bruiT! irnplants , cybernetic weaponry


and other devices, Bionics is many are dum.~y
and
tint 31:1

exact science iJl the lrnperiurn,

and

inefficient

macbines.whilc the best can replicate or even improve apon theperformance of IDe original limb or organ, For the Mike of ~p'l!.CC, where this makes a difference the lJinnic is rated as ernde, average or
.a.h'3mH~ed. Of course, .orne bionics-may IDe crude in onerespect and advanced i.l:1 others, and so on, 510 OMs creati ng characrers should feel free to mix and match abilities. For example, a blank leg rnay well ad,d +1 toa charactcr'e armour in that lecation but may also came bim to ~I!l.lff.:r ·1 yard IoO his

Move·ment rate." ..
lBION1C P:ARTS AltJi:mQ.!ghbionic parts are not livi.ng as such, many of them douse the user's bloodstream. their !lerl'e. endings, etc. This means that ~hcy suffer lujuries just Hike their file~h~lIl.d blood versions. Smgle Le;g Crude - Reduce all Mevemeru rates ~o half his origina] Strength plus the bionic ann's Strength. Crude - Strength 20-:'{l and reduces WS and BS by 10Areroge - Stl~iiigth 30-60 and + Larmour. Aava:n(;e'd - Strength 700+, '2 armour fl.T!dmay be used to parry when unermed .. Ilead A bionic head is really just all armoured head unless the character abo has implants in his brain , de alt wl th separately. Bionic heads should be rated terms of addltlonal armour on the head location. rangin g fmm if- 1 for a head partially covered in crude bionics. to +5 for a head totally covered in advanced hionics ...

except era Yo' liog and

climtn

ng

by ~ yard ..

A.l.'lc.rnge - + 1 armour. A.dvanced - Add yard to an Movement rates, except crawl in g lind climbing, Md. +2.~o the kg's Armour

value.
Fair' of ~egs Crode - No effect

A~erage- + 1 armour and add 1 yard to all Mov,ement rates except crawling and
climbing.

IUON1C ORGANS
rumom and add 2 yards

A"d",am;ed - +2 tn all MOl'ement


and climbing.

rates exce-pt crawling

Lungs Cr,!lde- +5% restsmlJ'lce Aver,llge +20% -+4l..l %

-,

to

gas weapons.
to gas
to

resistance

Nom:mUy the Strength of one arm is equal W half a character's. Strength value, but a bionic arm has jts own Strength. The character's Stn~lligthin h~s other arm jll' therefore equal to his total Strength minus the Slrengdl of the bienic arm, in carnpai gns, a character who has an ,mil. replaced w ith H bionic arm will therefore have a Strength L~.u2L1

Ann

weapons.
Advtu!ced wear(_m~-

resistance

gas

Heart
(:rnd~- Character suffers. ~~ Speed !lhd -1 (1% Toughness ..
Alrem.g,f)'- No effect Adl'anclu.i - Character has +20% to al} gas and toxin Resi .tanec rolls.
,--;~:..:.:...:.:...:-

..

BB

-i I

Auto senses
Any or aUoion ie senses can be incorporated jnto II. helmet as autosenses. This i:s. lust if the helmet is [lot wern or is destroyed.

IMF'LAN'fS P:s~·boos1eif
A psi -booster increases actl vity in the part of the brain respons ib lc for controlling psychic powers _A character with apsi-bcoster halves the "mge to his target when calculating tbe modlflers for II Psychic test. MJU

AMilld~mpulse
- Character suffers- ] Speed, aml all mental characteristics, w S at the rum. If thishappens the character: saffers the: penalties for a crude't'bii:.*'ic brain for the whole of that
turn.

lij)j~~i1l~-~l'l<f'II glitch

.~ %

chance

of

81.

UI.]lL or MiU. i_~a neural .link-up between a eharacter ,and ,fl piece of equipment, allowing him to operate thernuchine wi th 'thought alone. MIU S are used it! some types of vehicle particularly [he gigantic Titan s of the Adeprus Iechanicus. and are rarely used elsewhere. Of these other uses, the _~hmlldcr-moulll weapon is one (J:r the mast practical apr 1icati{,m~~, allewing the character to fsre a weapon whilst .k:eepinl.g both hands free. The shoulder mount weapon is fired exactly ax normal, An fv1lTIJCJn also be used to control a familiar, Each MlU ollily performs one operation,
Il\:lPI.ANT W~APONRY Any pistol, basic or one-handed close combat weapon can. be implanted to replace a character's hand. The we:ijllm functions exacdy as normel, although the GM may decide til:l!t cenatl] i.mpla.llt weapons can 'tbc reloaded during the C{JUIKeuf a normal game, Obviously, the character has no hand and this will limit him with some actions, Also, a character TtIS1Y. till use their oilier hand to help support the we-3jpUJI, and does not always have: to fire one-nand,ed (lI~suming they have <l.llother handl).

gains

character suffers no 110 benefits.

'The character has +20% to ",;:::r-.., _ any f~e.'YmIt Detection tests , The character adds +20,% to his chances of .woidiJ:lg being b!illd.ed by photon flash flares and simi] ar attacks, ]jf he has bionic eyes, Average and advanced bionic eyes may also incorporate any uf lhl: gunsights Iisted later. or multiple types of gunsight. However, unlike a gUl:ls]ght does not ha ve to <Ii III ttl UM;: eye. Average and udvaneod
ej'e~ ma j' al ~~l inel ude one or

M~C"i\.nENDRilTES
M[:chade:nddtes is a catch-a]] name tha[ co vers 8J variety of tendril-like prosthetics used by the Adeptus Mechanicus to a~J them in consrructiou, maintenance and research, TIley have small motors and acmaiors within their armoured tentacles and wave atmll~ the Techpriest slmos; with a life of their own. A character with mec:hadel1drire~ adds +20%ro ~e~l" taken when trying to interact wi lh machinery, such ,OIS flXUlg something, plckinglocks, etc. The character abogaillls a free improvised dose cornhar attack action once a tum,

trtore auspex type's as we.ll Some bionic eyes also have built- in weapons, so an <lidanced bi onic eye may incl ude the v equivalent of a single dlgi-weapon.
B7

G..i

Ar
as stimms, stimmers or just combat drugs, combat sli.nUl~,mlsare de velepcd k) improve a cbarncteF's phpical M mental p~:rt"o;rm.;lrtce in s.m:neway. U nfortlln ately t such stimms are r..u-,ely w1tnolU a sld e effect and m ust be adnwustered carefully to l1il!ak:c best use

Known

colloquially

InjectoRi' .mphml A"IiI injector normally lakes one action to activate and win contlnne to have an effect until it is turned off with another action. The amount of ,a ~~O"mbat stimm in !11Th injector is measured ill terms of

tum s worth of use ..


a stirnrn gland is permanently affeeted by the combat dirug. It cannot be turned off and win i~"t fo'!" the entire game. Characters with glands "ave counteract! ve stabilisers and decontarninanrs in ttl eir bloodstream jo stave (vff the many dte~Jlit<ltiTi g effects ass: ~ciatc::d with
with

of them, There ;u-,c ~e·eral ways of i'ntmd\lcil1g comba~ stimms into a c1:mH.l:ct~·'~ody, 8. discussed below. '.IS b s well ,as ,l'i variety of drugs which have difleril'lg benefits and shortcomings, IDIS'1ENSlEItS

IGlaud A character

Ret1ex Dispenser types: Inhaier, iniector; gtarut This, like ':S laught, targets the l!i er's reaction ti Illes, speeding I1p their .mental processes, unfortunately it also renders them. highly susceptible to sugge ti(l£1 and psychic attack. A character l.l.Si~~ this gai ItS [he skill Lightning R.efte.,(f~ but halves their Willpower,
nlll'l'age D,ispcJJSf:r typ~s: lnjector

In
alt of

lU

AI
nr

to A
w

th

A particularly TDa~ly stirnm generally not used on it voluntary basi s because of its
horrcmlnus side effects. It works b~' bombarding theu ser with a COCkJollil of chemicals that power muscle strength. pili n resi stance und sensory aCu.ily, 001 at the same time these functions are slowly destroyed by the drug~. A character on Barrage ucmbles 'theii'WS, used, he must deduct -10 from all ,l:Jf rus characterisrles- finciudi[lg those affected by. the drugs). This is ,<I, permanent loss and cannot he recovered. Spook

_aYl.}itl

t\ch!U'ac~er wi tn '3. gland dispenser will ~ny IJcgaliJveside effects of their c.oi!i1bat st1:rrul'ls if they passa Ioughness leshat t!he end of e vet")' tum.

S, T and L However. every

tlInl

it is

eO~1MON S'FT\I~\fTYPES

'Sla,ug'b:t
Di.f~h~',et'tJPes,: inhaler, injector Sb~rt fur Onslaught, this is the name

giveriJto a variety of stimms that work ou <lm.~ neural path s of the brain,
il:l~tl.ti'Ug helgbtened awareness and reactidn time. ·S]a.ught adds +D3 Speed Inn [-eQlloes 1111mental characteristics by Di{\ (roll each separatel y) for the rest of

Dispenser types;' Injector, inhaler Thi s i~ used to gi vc a short-term boost to an individual's psychic potential A character under the influence ofttlis IS treated as though he were apsyker with one ps yc h ij c 1'0 w er, determined by
ro HiI!lg un the laMe below '

Spook: is used}.

peEillWJe,

'to

, ,;
4

PS,\,·Cbo<'. lJ,i;p,!nser types: Inhaler, gla.rld StiUlftllm,il1g theinsrinctual ~CmIT:.~ of the (win stem, Ps ychon works by boosting ~lTCngt.h through sudden adrenal rushes. However, it drastically reduces one"$; ability ttl make rational

S 6

~cwttn~,

G,.\SES. TOXlNS ANn V1RAW.,AGENTS In Ihe . hn Millenelum, unpleasant btualchemical weaponry is used by OJ variety 0- indi\ridlla.I.~- generally those with few ~CfIlplcs or HtHe concern abcut the uacontrnllable nature of such weapon s.
j

GAS. TOXIN !EFFECTS Some examples of the effects of these types of weapons are g;]ven below. Some gas, toxin or viral weapons may combine the effects. of several ty~K_

AND VIRAL

RESIS'][ Nefti: TIii:STS ADYcharact~r ex posed to n gas, toxin or virus must take a Resistance test III se.e if he succumbs (0 ils effects, A Resi~taJl:C.-e. is a 'Joughnesstest, test with l,lher modifiers as appropriate from the chaeacter's equjpment (unmudi.fied rons of 91()+.d'H"Y~ mean the character Is ,tffected). If the test .isf<lHed, then the (han1.ctBlisuffers the effects as. described reluw. lithe; lest is passed the attack hus bad no effect.

a Toughness lest in the Recovery phase , [he c haracter if) stunned and!suffers an additional +Do In
P')',)S

J!Uoodfu-e emil he can

Choke; The character


the turn

his Injury total in every subseqnent Re~~o\'ery phase,

lIaUue.inogen
Persons affected
by

Hallucinogea

i~Klunned for the rest of and mu st pass an other Resistance test at the Man of each subsequent turn until the (est is passed. If the test is failed be is stunned (ur that tum as well _ If the character fails for fi ve turns in succession. he fall s

undergo a d.mm:JJloc hall ucinatiou and sense of di sp! acemeur, ofi:e·[;I maki ng
them 81. danger to themselves or thv~c nC8Jrb}1. Ron a DW,(IlI] the Haflucinngen

uaconseieus _
S~ill!l1J

The character is. stunned fo.1l ne tum for o every 10% (or part of) that he fails his

Effects [Olbiebelow.

Resistance

test

by_

8:9

"FiU.Tsmno pl]ugs~~ /<i ... ,. .. These; s11.1IIl(l~e iCt.~", mue~imes called· de -s.: fi'u.gs, It ~lltQ the nostrils.and filter the ail' 'inhaled, The:Y are faid)-l effective
--:H~

prove j ust as d,mg.c[,Ol.IS;

6as Rrn.l"Nta"ce

bOn'U8!

4-25%

--agaiost breathsble ~nxillls)_~ Ibng asthe

'l;'harillr;terremembers ;a~snFbqJ. j?lni80Tl


"

to keep

h is

mouth

AI\m·IGAS ANn

v:muS!lEQ[JfP,l\fEN1.·

and the elemenrf. U. provides complete protection .from ;:I] i ."" , G(;Is:R,e~iS';d~:~b~~~HlIi: +5% t:n.;dmi, and is available ill. a wide G,DSM~k I of cotoW'.,s, 'B~,lj,J:ik ~elllg die most TIla mask ~oveI'll' the d:uire fa[)c "lrIlU of aU. de[o).,il~!!ilh~. air passing into· the lungs. GuS'"R.e!JiiUUHCl: licmus: + 15%
De-to". Re-breather

5,h~t, .. hlit. n;lJ'Ii!e::];IO' effect

on .skilij~·

Synskin This is an sprayed across a person's skin, a pro[~li~v~ b.lm:"j~ wtweell his

Are-breather centai illS i.ts. o.... air supply qjl and allows a person to ~~ v ive in the most hostile cnnditiuns. H~we\ier, !~i5 ~upp 1 y ~s ]imited and I.1ro.1ong¢dliNe ipan

This is lll~ ~f cornJt;ptsl'imm and. be usee! in any ,'Of U!.. Dispe!lsers above. Each dl\lse de-fox aHds to a si.ngle:t_Rcsf;;;tallce roll <I,gaw[ gas Of toxin.

or

gunsight If he has aimed find.

.cn.a.ra ctcr. only ....

ga.in~

the

belle .flts from

mo",ilil!I.

Range .finder

CYBER. ANI} PSY.BER CNEA'fURE-S


Servo-Skulls A serve-sku U is !:I. dnmc- 1ike device created by the Ade ptu s Meehan ~ cus from rhe ~kLI~J~ of pious Imperial servants, so that the}' may condnue to labour in [he Emperor's causeveven

character it can sec. ~lfcd·libll- These arc fi ned ...... drug-filled syr:i.n~;c:.~ 'ith small rnanipulati ve appendeges stitching and cauterising, The M ed-s ku 11 can perform one action ODl th e character as if lr had I medi-pak. Combat-sku ..l - "The combat- kuU'5 l whirling blades arid iaceratillJ kn ives allow it rod art forwsrd and sl asb at the character's enemles. The combat-skull C~.l1 male, a dose combat attack actinn en enues ui contact character or at arm's lengjh, counts a, being armed with chalnblade combat acces~ory with

hi s sight accurate Iy di ~phIY:;: the distalilce to the target, allowing the firer
to s hOt~t at the right trajectory. A

character wifh .a ralilge·fi[lder halves tile range to hi targcr when working ()[It pell.a~tie, To Hi~ for ~hooting.

l:nrr,a~cope
An. infrascopc allows the user to see the heal auras g-iVCti off by other people, detecting them in the darknc ss or

after deadl,. They are fitted

with

small

anti-gravity engines which enable them to float, and each is designed toperform
a speci fie task.

through barriers, When aiming wuh am iafraseope, ·th_,e character suffers no


penalties t~J detect or to hit other characters due to poor light andiru similar conditions. A character using an infrascope can 1I1so 'see' a target with.in 1 yar.d.s ofthe other side of a wall, or similar obstruction,

Laser slight

SCrV(]-Nk u [l ~ always remain within 2 yards of tile character an d win move with him, They are able t.u fly uver ohstac les, and can keep pace regardless nf liow fast the eharaetermoves. They count as having Speed ~ (Initiative 10) hut always get one action, without having to mil. They can be shotand attacked separately (they canruu parry).

Reach 1 and WS 50. H unter·skull - The sku I.! 1& fitted with a battery ofdetectors to locart the character '8 enemies, TIle sbJ1l
has om: or more of the
,fl!~C,peJ~'

A laser ~~igh,! a Iow-powered ,beam uses


to project a dot onto the target, enabling Door ore accurate placement of S.i1C1lS, Pi. m character with a laser sight increases his
chances of making a placed shor

and are small ta_rget$ (-30% to hill· They


ha V'L: ~1I A:n1l1011r value of 8 but are destroyed if ~hey take any dam age. A

by +10%.
Motiun PrediiclJilll' This sophisticaied

skull only has. a mechanical brain. it has 1:"10 mind as such .which renders it immune to mall}' kinds of psychic powers, gases and toxins. and se on ..A
~~:TVO·

detailed below and uses them. per tum as its action {i'l i~ ays al.....
ucti ve , me Vt':F passive) - fhe character i~ aware of anyrhiag that the 5.e"J'I'G-

gun sight has an internal metriculator which ealcul files the direction Sind movement of the large! and enables me character to eompeasatc
f~)r Lht~,. A character .. ,"ith a motinn
Il~~ [10

servo-skull performs a si[lglc function, some examples 0'- which are: Grm"lilcull- The ser .... o-skuli i~ fitted with a small weapon, equivalent to one of the pistol type", listed earlier, h can always make nne shooting

.- sku.!! L aware of. is 11 genetically <md cyberuetically enhanced familiar, u~ by psykers to extend and channel their powers, Tile psyber-eagle is a fr.mriliar (see the Exotic abilities section on
Psyher-eagles A ps l' ber-eagle

predictos suffers

reductions

hi:sTo

p.1ge (l,2) and must remain


y.urls
1 ,lS

of

the

within 10 character. . WI1>ell


l

Cyber- masti ffs :pl'ofiJe-:~ WSRSS


60 0
Iro

commanded, the psyber-eagle ,an fly (0 an• ethernointon the. tablet,bp that is r!hh.in10 ~·"rd of [he ~<I's~~ (lharncl~r. .. , en usmg a psyc JC~QI CT t te ~haract,e:rma y use the pSy'~~r-eagJe' s ~sitiO']]for the purposes, of ta"nge, line _ Dr sight, etc" However, then js a -10% ~'illpower monJllfier ..when ~jUlj]emllg dlrnugh rhe. psyber-e.,J. in this way. The P.l?J'*-~[.e, I~ "can ~1:ie, ~arge'led separately and is a small targ,et (-20% to hit in thl:s...cnse)L,.:n'l.epsyber-c.agk: has fI lougJJness of SQ_;,l.Il,d.has_Jb~(,I.:m!.!i'g.!;.. injury results:
t

T
70 40

mng ~y

()be:r-.fl1flstiJ!S nave l.pojnts .. of ~rmmu and the Following dlttlla¥e. r,esl,l.h~:


S:uperjkialf\10 Hea'll~
effect

most
orne

a,lI"C to be detected. To make a Deteetion roll for the motion tracker, there ~s, percenta,ge chance (If detecting a a]lly character or creature moving withill 50 yards, The chance of detection is eq\l4I I,u 50%, minus !he range, but plUS, th~ fol !flW~[lg modifiers:

they

:lety u/ll!i"

Immediate: C\'ber~a'Stiff

IS stunned for'one
Persi siefll;-10

turd

Samd

craw ling, sneaking, Target is waJklllg


Target

Tllrget is climbing.

etc

Is
II

nmnplg

S:edou~

In'fmeditlte, 1;;, Her-ifiMfiff i~ stunned for tums

d3

TaIig~t .

'Call

)ted

-_-~f....:',e.:,...r.::::sl~·s....:te:.:.:..m: As ~ea v y, - ] 0 Initiative


Ct't,'JI,p',~led 1:'". ·Destro_'II~:d.

~lliS

rn%

II~~

"I.IN!Pf.'rJ'~Cloli~ I'\]0 et teet

.r.

j~l

1\,,'

HelltJJ Serious
will
:my y]Is,

The Willpower
];5

III

odi fier

mer-eased to ~I 50%.

-:-",'"S""'heavy, plus p8yoor-"


eeglc must remaluwitmn ;5 yards ofcbaracter.

Cyber-mastlffs makeimprnvised attacks in close combat. The y can be fitte-d with ~adili.1ti.OWi] . ~il- Hf~~_a.sdetaH~_d ia ~ilie auspcx rules below, which al .... Jays
used on

passive,

're

Crippled

Psyber-eag le is destroyed,

and fer fhe ling id a


IU'S

mg
and

file ose lust the ,It


I

Cyber.·mfls,llifs Cybet:~milstiff is a generic termgi 'I,Ieliil to a Dumber of different arti fi.c]at attackt:{Illtitr!.ll~1:S..

MISCELLANF.oUS Auspexes j 1'b~~ arc a variety of sc<\nne:r'-;_f.!'nJ Jetectms in use <lC1iOSS 'the ~mpcriurnt which are' known by the co]1.~ctJ e dt1e v of auspexes, These can be given two settings: active and passive, 111! on aCli~e, the character nL c. an action to activate , tile auspex and makes a Detection roll straight away. If on passive. the auspex makes a Detection 1"011 al t} e stan of every tum. but reduces i[S Ct12Ulces of d~tcd]tm b,!' ~300%. An auspex mav be .. I J able te perform one or mnre of the following functions: Blo-seauner The :1IIl~pex detects the life signs of biological creatures, It can ~etect any living creeture, but cannot detect any non-orgamc object. Roll a D!GO for the bie-scanner when you make a Detection test, Thi s is the range in Y,1U"d(:;ltbat it ca"il

Psi~fir;8oCkiu

This 15

rIJ, "'ery <wcomedevice that eMil read ishifts in warrpRpace, eSSe'Iil.rj.aUj.\ detectjng the sou l~ ()f those nearby. ~.

pS,i-t.fIIJ:.:k:er ];las the psi-U"lu:kpsycb~c

power (sec page 58.), and counts having a W.i.I.[power of 75 fOT Uli! Psychic [est (whicb is now it makes i's

'fs

Detect-jon test), Melli-pink A medi~pak. {UI~u:a.~tyre::ferred to In the lrnpcri um as, a. pharmacopoe.ia Qr


nt:JTthecium) contains drugs, bandages and other fi TS:t aid cq uipment. A caaraeter with a medi-pak attempting ill. recovery action 011 themsel ves Of another ,eha:mctcrmay re-roll the Toughn.t:s. test if it is failed the fir'l time.

They are also commonly

vidJ

known as kill-dogs , razorfangs and rending:rovers. They have an in-built hUDillg and ",Uad, instinct, and call only respond to the simplest of commands,

The character may spend an action


is:;.uin,t;! eernmand ~o tile eyber-masnff. 8:
l;:uH

detect

any

human-

sized life f"orms.

The possible cemmends are: Fetch:: The cyber-mastiff frenzied ..


becomes

xes

[Ice
ays

ner
VO-

Bell'i: The existing command is coumermanded illld the cyber -mastiff wil1 return to withiD '2 yan]s of the character ,and stay thi ~ clese if poss ible,

Reduce or iacrease tiill; ],mge· :ac~"IJ"ding to the relati ve size of oilier ~reatll.llrcs(ie, half range for 8ma]l:er animals., double range for large monstrosities). Characters c Iuse to a lot of bio mass, (hiding in a tree ..for example) are only detected on <I funnel' 50% chance (agajH, adjusl I:hi)l aecmding to the

We,h Soh'ent Web solvent is

used

to disin~f:,';l1Itt:the

sticky, constricting mass fired hy webbers, Each 'do~e' of web solvent is enough to free one location. It takes one action per location to use web sol vent,

Psy.r.hic Ifoolil
Apsy,chk hoeduses OJ oomp]e,xps. checrystalline array to boost the pS,ydlic powe-rs of the wearer, A character
wearililg this usc
[II

md 5ed

The}' win charf,r(: &Ij' character other lJIan.their master witltin 10 yarns,
SllJ)': 'The eyber-masnff win n(J~ move fromwl;u~re ]l i~except to charge any eheraeter otherthan their master within 10 yards.

amount of ~;X.WeT )1. .•etc


~f!ot:.on tracker As 3101:1 might expect, a motien trader detects, movement, and lite faster a charaetcr is moving t tile more likely
81

mayre-roU

flny

attempts

to,

Qn

psychic power or I111]]if:Y alii opponent's psychic po~. Obviously this is of use only to psykers 1

varied cbaraeters to use in yom


skills ~rnd1~ib<ihtil;l;~hQW w~l. they (';1III do - liillld wh::tt specialpowen or tricks they might have. These can be used to tum WIK1!1: cnuid otherw ise he a tatrly unremarkaele indiivirJiual loto a person wim depth of eharecrcrandlots of upportum:ity fm gtl!'.K! gameplay. Fill~lly. acharactee's \veapmm lind equipment help define who they ,ate too. In (Jut previoas example ,.if a psyker has powerful rn.e:ru~~. POW(}I\'S" b:: ~s IInli ke~y to carry a lascannon aroendl On the other hand, an Imperial Gu ard Vc'lerllil with unremarkable eh:amc:t~Ti!>h~~I~ cet1!:l!inlJ"[!;o-ing toearn miO~erespect if he h,,~ a heavy namer! hi combin~1 ion witheech other, .~.character's profile, skills au! cqu:irrnen~ will define VI' ho they are ami whatthey can do, Uuless yoo have a specific rea<;nn to do otnerw lse, rhese should all complerrteill each mheil' where p08~lble. I'1)t eX~.llii}k, fu~,e's linIe point giriR,!!i j eharacrera high WS. various close combat skrllsand then only gh~TI~ them a kalfe - ueless of course, you wam a dedik8!ted kn ire flgl"lterl

This is the initial idea, Ih~ core of who the ebamcter is, Are tht:y a Space Mal'llne fiT the Adeprns. Astartes m a pirate fm:m~he Colerlan AMCTOidBo.h? DQ ~ihey 'o'!Ii~~d lCnUhori~y w]thin the .lrnperii.!U10f are rnhey slaves? Are Iittey a loy~u. servll!m or It fugitive Fi1The&~de?ArB they rnlilmml, SJuperl:!ilJIlhl!Tl. lu:;:ued. Or sOIl:!dh~n.g else? Theseare the ban: m ilanesffihaE YOLl'Uflesn out as you develop II. character, This .~sthe c.l!atrncte:r COl1iicept - ~ba,sic idea of who Of WJl at [hey are. ]f YOLlare \!I'FH,tinga scenario and need specific characters for that gc:elllario.lihellffih.us wi 11 be dte bask concept. FOT example, if the
~cei~ol!ri(l involves one player's warrier band.
e~COI1:1 ng

m~ ilmpo:11am

digft'l i1laty lhmillgh dar'l~emoltl~territnry,

~heil you" li need 10 create •.h~

digllli~a:ry character who tile player i~ protC:d:i!I1:g. However, is he 11. ~J~pering Foo~who'U mill at the firsl sIgn of trouble? 01' .is he a hardened duem~t. C;;l.{l!:Jih~e protecti fig hi Illselfi,t· need he. These CIt' qUCll,ti.om arc all a part of I1J.c Chm1l(;ICr concept,

Some eharacters

ere mOIre ca(hllb~ema!llother:;.:m.diyou.lI

(teed to

dl;~i(_l.entJolNpowerful you wnnt ~her'!Q be. for .i ~lS~!lce, a character ((I


andno akilb is definitelyat the C~ITIOIl Mar.i roe with charaeterisnes o...... er WO.lot'> of €qu.ipmm:J!t~ndI psychic powcr~ is a force 10 be reckoned Will]l, Om page{; l 79-1 B I. the~e\ :!I "re~dy reckones' for judging how powesful a charaeteris , though later om experience will prove to be [Jlehest :\lJubJle ill ti1li~ respect. You alsuneed to consider how impuIit~n~ yO!;! wa_1ntile chamcler to be il'l the scenano - arethey a majo:r player or b~t ~~I!t? The more powerful Ihq tLI"I.:, ~hO\:liIl0t'e vital to the ~mry they·1I. be and. the mnre impac~fue)'·.~~. ave 0111 tJrueg~=, h
fooder el)d of the iine. wll i le a Space

w.fmh a.laspistol,

a poorprofile

Ask ,ar1}, writer wb,al is one of the most difficult Ih:ing~ theyhave to go through, and coming up whh character names ls bound. to e~op IIJ) sooner Of later, Howev~r. a character's name l~ jUSl as ~IinjpQ'11an:l as their profile ~mj weaponry, lJ se ilimmm;t.ic .fantastic names if YOUCllD. as you mlght fiTl0Urna graphic novel or actlen movie. ]mlJ!u~simr 1:10'0 i~ not goi ng 'to i~'fIpre~~ atliyone, but Inquis iln:r Tiberian Lazarus will!

Oncelfo~l have decided tJOowpo ..... erful you wane a character tube, you ,can decide what yOIL! want them itO be good at. WiU they rely mainly on ~ool:ilrng or close oombaJ1 .. (JoT a TI1ix~U're bGI.h7Are they ~.oUi~gto , 01' beable to take lots of (]!I;m..agc?'Arc th~y a p:iykm? Do Ht~'Y rely on Ih!:1:r LiMyral abil itie-~, aJRd. 8km,~, or does the character have J!o~ of weaponsand 'Otl !JIirm.c::m to tum them into II force sobeteckoned witn·~ AI~hnugh some characters CIlllOO pretty good at '[;'o'c[)'thing, me rnose ~ntei\e;<iti'lg cillaracle~s .aJre thoS-e\!,'no speci.aJ.ise . .inolle Dr two IlJII.:tI~, bu~ h~~e w~.akn~SSle;<: if! 't)lhen:;._ For example, a ~n ~per' c:ha:I.'.:lcter will oblVhm;:;ly good .~~ shoo~iIIg ~lid ~,kt~(.;lirng h~l> i.mg~l~, but tS lik.e~y to get his headpdeol off if the enemy man~ge ~o Il1!1!ke it i!llmo c~ose combat with him . .on the (!Itll'ier hand, rm escaped CyhO!rg Ph Fighter migln be 11crnzcd 0PrDmcru in dU$~ cumbijf/~. bll~ IM~ no glm~,

We'vc tIJ~~u'ITIcdrll~l the GM ....,j:1I esign the: characters used in.1k d g::une as part of wr~[illig the scenario, However, much of the time YOIM pl<:!yers Vi' i 11be using mi niatures they O'WI1 and as part of an ot\goi~g campaign it's not cmliireiy unreascaable 110 let ~hem design 'Ib~ character" they'Iluse - ;!![re[ all, they have tcllve with theml YCI<lI should be invo] v ed in the [ll\DCeSS though, W make slll:e-i!h ill§,' ~re kep~ lair and ~hM piUy~T5. dCHj'l come up wit!'! a ~~per-cil<liJ1!.Cu;:r'Woo ,canllot lbe beaten, Similarly, bear in mind theabilitles and equipment of chaB<tc~ier~wl1eil writi~\g ca:l'llpaigt'l~ and scenarios - if YOIl. wri~ ~ scenario where a character has lQ warnsomeone of am impending invas ion, For example. tne wll.ole[h~llg could be. scsppered ifY'lD forgot tiluU one of H"iecnaracters iavol w>CIis a ~ie1e,~lh, , . Over me follewing p~ge~ RIC presented (]ii'fcIel1!t character types to se I'Ve as examples Q1f~e k lnds of characters players l1],ay wish toll' creete.Eeeh typ~'16 broken dOW11 lmo three secuons. Th~ [IDI is some b~(,:kgroulld ~;Ifn~ll; S Y'u~ ~ b<i'lal:'!olJl wher,~ Hl~!!IH:': !:e~l fLts imo the W!IJillflllil1.c:r 40.000 univcl:1lc alTld how they can be ent:llll.~Jed in ~he It1Ia-chLUlions of' the hlquhilklll_ SeD(ml!:l~y, e~;.:11 :conUlms samr1epwliles which show lhe ~n<lira~l~ri:>lic v~h~ ~lppmpr.iate fOTtJI:L~lt ype of charracre[, plus chmacredqi,;:: genel':a!tQ~; t for players and G Ms who wat'!~ ~o C~eale a Ch03r.tc~ie;r ith a r~j)dom w p:mfHe..fimlHy. ea.c1I Ch~:LITi.Cle[ rype ha:s II!mtIl1.t1u el:lllra.c1e:r ....... is hu ready to use" inclu>CI~ng~1isor he, stiHs, e(lllipinen'~ ,1UKlspeci.al mlet·
of chanictm 'n~e~ cli!aracle~ a~e ,all ava~l~Me mmiil!tlllIc~ rarnge. HlIU c~m be u!:ioed 'oil

oc

One way roloolk at til i~ of charact:er creilitian is ~o split [ihe ehae.:lcter oown i!lltoiI!h:ree elements - his ChruRctcri!>tics. hlo;_iH:smtl equi.p:meml. A cJnlI~crcf's profile sliloJW~ wh<1l he :is, Lilmuely gooo art. If he i~ ~ good shot w ioll ,~:sWhoom S[I'eaK, he'll Ilave a ~e:ll~ol:lahly high ESruJlrl Nv ch::mlClc:risti.cs, Ahem1lLively, ~, ~lIJw~..tdb psyker would hmve a low Nv aJ1id L:I, hlJ!~a respec:table Wp. A c.haracte.r's 514

rail

they w.iJI. also ~rve

I!Ilquishm Jh>t: ~:f" .~ltihQu:!lih hClpeh~llj' to inspire you to ,r,mate ehanu::~crs o.f YOlLlrown,
,[18

p'lIrtor ~he Chade.l

?'Owen.
. could
n w.hlt

~.in.aH}',
re too. ers, be Ild,3m

:j,c,~s
1sarnl
<!j,.!>

you

lemem ving a
giv.ing ~l!1t,er[

aveto
:'Qp up

ant as ucan, ,r Bub i wil.l~

illl the
~)'om

,goi.ng
n 'the

! YOI!l
;1<S
I"

are whu )ment ~dte a

ndingf YOII

ttype . they ;mUy, alaes

srers
l!:Iom

ho Is

u~es, isiLur
fl!llly 'wn.

The ~nquisitiol'l. or the Holy Orders of Emperor's [nquis.itlion to give it ilS name, is the most po..... crful u,rg~mll>w;ICI within, the Imperium. Us agents, fuql1:isiton. are me ultimate defenders ,_..,...1~.-=,,-""""::-:--~·1r::~e Emperor and Man kind. TI'k:}' ha¥,e authority, second mi~Y to himself. anorno one is

are

f follol

track infes'

In :
unifc

the 11

may

[he 'iII I

are l{Jl()II1;'11 as witch-hunters.

torturers

and

deseriptiun
worn lrlulec I nquis]tms
iii

often

high I;' decorated or


tahard] or Goat.

ion the
of the the

we the

~~u~loners, and the), aremdeed these il:iJn:gs,~ml many more. Howe ve:r. m(lS~ often it is, their sk ills as i[lvesh,gaD,urs dun lICe pU!l, o use, uncovering t secret ]),1'1)15" roUO'\~,ng the spoor (),f arien infJu eaee and tril.CkiL~g the te ll-talc ~igns' of CI11E'I'o'S infestatlolJ end daemonic COtrUlpUfiil.
I[] appearance, Inqaisitors have
1'10

sleeveless

Some use even more Olilt1andis<h WealJQ!lICY, taken from their defeated. foes -

t:IDl) a. Vi' ]de range of weapons

and wlIf1§eay, andare well equipped to deal wi.th wherever tl/lreat they may fate.A,.taIlY

om
. to ace on. md eir loa

fa ~'ul1ra cOinbjmu]o.ll. of sword and jJo ~W~. from elegaIJl sapiers and Ibolt pis,wiR, to heavy ljnuble-1ill:ll1tl.etl falchions and melta p1stols. lfl additiml, the)1 earry all maooer
of (Ii~ner ge8it;, photochrom atic
filtration plugs, ~lllCb

alien gum, daemon.possessed wespens, distort shie:.l~s Jndi other exotic pieces of hardware. More puritanical lnquisitors ccuslder such equipment to be, cursed and heretical. hm ethers bel ievethat tu defeat their enemies they musr tum their' OWII weaponry againsl them.
FnqutsiklI'll who belong

LJlJifoml are asvaried as dn: W0:I'1(11;;, ill and th;: Imperium tlley ope.I'are on, They [~ge' IIllige. {wm fiery yOUilg zealots to hoary
the darkness fur D:Iitlllj" cen nmes. Some wear' iJ!i!l.:li!mioU!s robes and syr.l1ho]s or' n.heir'

~l'r

as greaades .. intra-contacts,

'0mO\.~ may have access

digi~we!:lp(}I1s.

persoll.d

\'~lemns\'0'1101 foughtilil have

:to
!tch

:illcgiance. (hose from "Iloble back,g;roU!nd lTJa~ 'kt:cp ilielt refined <lind well-tailored
cnats and shirts,

wellr

powered

while rum}, Inquisitms ;,rr:mmtT 'Of some

force fields,rad and p:l1e]U-w~nter8", motion detec:tor.:;"impILmltrnls of rerstrnint ,mdl i~terri)gatiml, and many have bionic 'eyes. Limbs and Cll1:,"all.S, either to Ilnprove Ih~ir abmti~ or toreplac:e body parts w~:icIri. have become ~maged oyer
decades

specialised to raeir psycani'1on~ and !Ji5yk-out grenades of the Or{l~) MillC"dS. ill" the W~I'I needlers of Ordo Xenos, Coupled wi1!!hthe sty Ie uf their insignia and other~accOlltremenb, an

in one ur tfuc to equipment task, such as the

me

of Goru.lict

[uqjui~itor's dress ,,1]u]eqLilipmem can tell a ' trained eye 11 lot abi:lul his elleglances and beliefs.

In'q,ui,sit:or'

C,h,ara.lcter's

Wp' A(!olyte '75

Sg
75 R5

'v

Ld
jj

blQ]uisiw:r

85
95

15 85
95

95
65"1-3D6 7S'+3])t.j
85+3])6,

85 95
10+206 7S+:mU) :&Q.I,:3D

RlIIudtlm Inqui~it.:11i' huti.I.~~ ..


65-lf2DLO

5tH-2DI0 50+ 3D 10,


5S+1[HO

5O+2D1O 5(lI.ji.3Dln

5S+3DU)

OO+,3D1O 65+4D1U
S,(}+3DHI

70+2D6

fAlt4D.iO 7O+r4D10

SlO+20ti
9(1"1-2])6

55+20.10

Inqu~s,~tllClli ICCIVlsnant
lfl;qtlisiror Covenant is Olle of a new breed oj fiery, determined indivkumls Jedi:cxnM to purgilil~ perceived .corwption wilh{n ,Ike li"1quf,~U.ioPl uself. As an Orli.u MaUeus membEYr. he has access to sp'e~~fi('d.aemofl-huJU'ing eqw'pment', s.uch as his ps)'t.'wUlon, GtlrJ .'\N\akt~s a panicula« prAnt oj df!;stnryinR the ooeitWn/lims created by hi:' less puril'a.llimi cohort«. Currently CO'IC'enam is scou.ring the ~Quthern rim of the gala.xy.
EqU/i!I1IJTlen~: Power fitlc:hioo {see rules for rEl)~t1blm:le}; M]lJ·1:iIlked s:llli~dder mounted

psycannoa: pump actiol1 combat sb:otgun with 20 sCililter shells and 2,0 Hellfire shells:
bult pistel with reload & five Meta!l SfmID rounds; cru'lLpaoe armour &: gluill.; I:]ak.armollir on all other locations except Il;r.::a!1,
Sp«:ial Abiil,il!:ie~,:Ambfd{!xJrou~;; fj"npero'1",
011

chest, abdemeu \10rd

lJ.ej2ect

shot; He.mic; Nerves

of

steel;

0/

the

PsyoebJii:

PQweii'~: P,zychic impd;

Foree .,;Ym1.

BS
82 74

s
62

Wp

Sg 89

Ld

81

85

87

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