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CHARACTER

Player
Name

Rank

Regiment

Age

Skin

Specialty

Birth
month

Eyes

Demeanor

Height

Hair

Home World

Weight

Gender

Description

MEDALS

INSANITY

CORRUPTION

Insanity Points

Mental Disorder

Degree of Madness
Degree

V1.0

Trauma mod

Stable

N/A

Unsettled

+10

Disturbed

+0

Unhinged

-10

Deranged

-20

Mutations

Corruption Points

Degree of Corruption
Degree

Malignancies

Malign. mod

Tainted

+0

Soiled

-10

Debased

-20

Profane

-30
Malignancy: Every 10 CP requires WP test

TRAITS

CHARACTERISTICS

ATTRIBUTES

WS
Weapon Skill

BS
Ballistic Skill

10

Acrobatics

15
20

Strength

Toughness

Agility

Intelligence

Perception

WP
Willpower

Fel
Fellowship

V1.0

0 10 20 30

0 10 20 30

(Per)

0 10 20 30

0 10 20 30

Augury

(Per)

0 10 20 30

0 10 20 30

Charm

(Fel)

0 10 20 30

0 10 20 30

0 10 20 30

10
15
20
+

10
15
20
+

10
15
20
+

10
15
20
+

10
15
20
+
5

Per

0 10 20 30

Awareness

Int

0 10 20 30

(Int)

Ag

(S)

Tech-Use

Athletics

0 10 20 30

(Ag)

10

TALENTS

Commerce

(Int)

0 10 20 30

Command

0 10 20 30

(Fel)

0 10 20 30

0 10 20 30

Deceive

(Fel)

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

Dodge

(Ag)

0 10 20 30

Inquiry

(Fel)

0 10 20 30

Interrogation

(WP)

0 10 20 30

0 10 20 30

(S)

0 10 20 30

0 10 20 30

Logic

(Int)

0 10 20 30

0 10 20 30

Medicae

0 10 20 30

0 10 20 30

(Int)

0 10 20 30

Navigate (Suface)

(Int)

0 10 20 30

0 10 20 30

Navigate (Stellar)

(Int)

0 10 20 30

0 10 20 30

0 10 20 30

Intimidate

Navigate (Warp)

(Int)

0 10 20 30

Operate (Surface)

0 10 20 30

(Ag)

0 10 20 30

0 10 20 30

Operate (Aeronautica) (Ag)

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

Operate (Voidship) (Ag)

0 10 20 30

Parry

(WS)

0 10 20 30

0 10 20 30

Psyniscience

(WP)

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

0 10 20 30

15
20

10
15
20

Scrutiny

(Per)

Security

(Int)

0 10 20 30

Sleight of Hand

(Ag)

0 10 20 30

Stealth

(Ag)

0 10 20 30

(Per)

0 10 20 30

10
15
20
+

Survival

Keys

FL = Forbidden Lore

CL = Common Lore
SL = Scholastic Lore

L = Linguistics
T = Trade

GEAR
Universal Standard Kit (Weight 10kg)
Uniform, Poor weather cloths, Rucksack, Basic Tools,
Mess kit, Water canteen, Blanket & Sleeping bag, Rechargable lamp pack, Grooming kit, Identification,
Primer, Two weeks supply
Item Name

Quality (P/C/G/B)

CYBERNETICS

SPECIAL DAMAGE

Name

Quality (P/C/G/B)

Weight

Stunned

DRUGS
First hit free within
24h

+20 BS & WS to be hit. Can take no Actions

Blood
Loss

10% death chance each Round. Medicae Test


to staunch -10 if passive or -30 if active.

Fire

1d10 dmg (ignore armor) + 1 lvl fatigue each


round. Energy dmg and body location.
Beginning of round: +0 WP test or run and
scream (Full Action).

PERMANENT EFFECTS
Toughness test per additional hit
within 24h

-20 -40 -60 -80 -100

Overdose

De-Tox

Effects
Negate drug/toxin/gas. Stunned 1d10TB rounds. Vomiting, diarrhea, nose
bleeds.

Frenzon

Immune to Fear 1d10 minutes.

Obscura

Dreamlike state 1d5 h. Followed by


1d10h depression.

Slaught

Ag & Per Bonus +3 for 2d10 min. Followed by


Toughness Test or take -20 Ag & Per for 1d5h.

Spook

No Psy Rating make WP test or gain


1d5 insanity. Success: Random psychic
Ignore effects from Fatigue, Critical
dmg & stun. 3d10 rnds. Followed by
-20 S, T & Ag for 1h.

Stimm
...

........

...

........
Overdose: Drug has no effect for
24h

* Psyker make WP test or gain 1 insanity.


Success: +2 to Power Rolls for 1h & +25 on
Psychic Phenomenon Table.

LIFTING
Encumbered

SB+TB

Max Carry Weight


Kg

TOTAL WEIGHT
KG

Max Lift Weight


Encumbered

Kg
Max Push Weight
Kg

V1.0

You are encumbered if you


carry more than your Max
Carry Weight.
If encumbered you -10 to all
movement based tests, 1 less
Ag Bonus for movement and
initiative.
If more than 1h encumbered
roll +0 T test or gain 1 level
of fatigue

NOTES

V1.0

TRAINING
Resistance

Cost

Weapon Training

Cost

Weapon Training

Cold

Bolt

Melta

Fear

Chain

Plasma

Heat

Flame

Power

Poisons

Heavy

Low-Tech

Psychic Powers

Las

Shock

Launcher

Solid Projectile

Cost

XP to spend

XP spent

Exotic

Without Weapon Training:


-20 to using that type of weapon

Resistance grants a +10 bonus when resisting the


specific area

SOUND CONSTITUTION

10

Characteristic advances
Matching Aptitudes

Simple (+5)

Intermediate (+10)

Trained (+15)

Expert (+20)

Two

100 xp

250 xp

500 xp

750 xp

One

250 xp

500 xp

750 xp

1000 xp

Zero

500 xp

750 xp

1000 xp

1250 xp

Skill advances
Known (+0)

Trained (+10)

Experienced (+20)

Veteran (+30)

Two

100 xp

200 xp

300 xp

400 xp

One

200 xp

400 xp

600 xp

800 xp

Zero

300 xp

600 xp

900 xp

1200 xp

Matching Aptitudes

Talent advances
Tier One

Tier Two

Tier Three

Two

200 xp

300 xp

400 xp

One

300 xp

450 xp

600 xp

Zero

600 xp

900 xp

1200 xp

Matching Aptitudes

V1.0

15

APTITUDES
Characteristic

Professional

Weapon Skill

Offence

Ballistic Skill

Finesse

Strength

Defence

Toughness

Psyker

Agility

Tech

Intelligence

Knowledge

Perception

Leadership

Willpower

Fieldcraft

Fellowship

Social

ADVANCEMENTS
Advancement

V1.0

Cost

Advancement

Cost

Advancement

Cost

WEAPONS
Item

Class

Damage

Type

Pen

Range

RoF

Clip

Reload

Poor

Good

Best

Poor

Good

Best

Poor

Good

Best

Poor

Good

Best

Special:

Special:

Special:

Special:
Weapon Craft.: Poor(Range: Unreliable if already Unreliable, any miss Jams)(Melee:-10WS), Good (Range: Reliable)(Melee:+5WS), Best (Range: Never Jam or Overheat)(Melee:+10WS, +1Dmg)

GRENADES
Name

Special

Name

Special

Damage

Pen

Name

Dmg type

Qty

Special

Damage

Pen

Name

Dmg type

Qty

Special

Damage

Pen

Dmg type

Qty

Damage

Pen

Dmg type

Qty

AMMO
Name

Weapon

Weapon

Special

V1.0

#Qty

Weapon

#Qty

Size

Name

Weapon

Current

Name

Weapon

Name

Special

Current

#Qty

Current

Size

Special

Current

#Qty

Size

Special

Size

Special

Name

Current

Size

Special

Name

#Qty

Weapon

#Qty

Size

Current

COMBAT

WOUNDS

/
CRITICAL WOUNDS
H

Lightly
Wounded
Heavily
Wounded

1
(2xTB+1)

R - Rendering

X - Explosive

E - Energy

/ - Critical

I - Impact

Ex: R5/2

(2xTB)

MOVE
Half Move (AB * 1)

m
Full Move (AB * 2)

Critically
Wounded

Charge (AB * 3)

AR

AL

LR

LL

COMRADE

m
When running -20BS to hit
you, but +20 WS to hit you.

Demeanor:

INITIATIVE BONUS

State

Type

1d10 +

Unharmed

Max Ag
-10Ag Tests

Run (AB * 6)

Name:

ARMOUR

Poor

Last 4m in straight line.


+10WS

Good
First attack in
round +1AP

Best
Weight half &
Ap+1

Lightly
Wounded

.. Bonus

Wounded

FATIGUE

Wounded comrades cannot run

H
91-99

-10 to all tests

1d5 extra
damage

When Fatigue exceeds


2xTB, subject falls unconscious for 10-TB minutes

ORDERS/ADVANCES

Name

51-90

Effect

Action (P/F/HA/FA)

FATE
Total

31-40

AL
41-50

Current

1-15

V1.0

16-30

-Re-Roll one failed test.


-Get 10 on Initiative roll.
-Add 1 degree of success.
-Recover 1d5 wounds
(Damage is applied first).
-Recover from stun.

Hits against Turret always


counts as a Front-Facing hit.
If no turret, attack is to Hull.

VEHICLE
Operate Skill
Bonus

Name
Type

If no Weapons, attack is to Hull.

WEAPON

Manoeuvrability

TURRET

Crit Dmg

Crit Dmg
81-99

61-80

Cruising Speed

Km/h

Tactical Speed

HULL

Crit Dmg

21-60

MOTIVE
SYSTEM

Size

Carrying Capacity

TRAITS

Crit Dmg

01-20

ARMOUR

Attacks that hit the vehicle from the top or


the bottom hits against the Rear Facing

Rear

WEAPONS
Name

Position

Facing

Damage

STRUCTURAL INTEGRITY

Special

Type

Pen

Position

Facing
Damage

Clip

Reload

Type

Pen

Facing

Total

Special

Current
RoF

Range
m

Name

RoF

Range
m

Name

Clip

Lightly
Wounded

Heavily
Wounded

(SI/2+1)

Critically
Wounded

Reload

DAMAGE CONDITIONS

Special

Damage

Type

Pen

Name
Position

Facing
Damage

Position

Type

Facing
Damage

Pen

Clip

Reload

Clip

Reload

Clip

Reload

You need one of the following to be able to make a repair:

CL (Adeptus Mechanicus)
CL (Tech)
FL (Adeptus Mechanicus)

RoF

Range
/

Special
Type

Pen

RoF

Range
m

V1.0

Special

m
Name

RoF

Range

(SI/2)

Difficulty

Condition
Position

Front

Side

Rush Jobs: 50% faster r epair, but 30 to repair test.


Careful Repairs: 50% slow er r epair tim e, but +30 to r epair test.
Poor

Good

Best

Time

COMBAT ACTIONS
Evasive Maneuvering

Full Action

OUT OF CONTROL
Concentration, Movement

The vehicle weaves and dodges, presenting a hard target. The vehicle must move its Tactical Speed (following the limitations given for Tactical Manoeuvring below, however it is assumed the vehicle is moving more erratically to get to the same
location). While doing so, the driver makes a Challenging (+0) Operate Test. On a success, and for every additional Degree
of Success, the vehicle imposes a 10 penalty on all attacks against it until the beginning of its next Turn. Any shooting
the vehicle performs during the Turn suffers the same penalty in addition to the standard penalties for vehicle movement. If
the driver fails the Test by five or more Degrees of Failure, the vehicle goes out of control (Tracked and Wheeled Vehicles
only), or crashes (Skimmers only) or falls over (Walkers only).

Floor It!

Full Action

Full Action

Attack, Melee, Movement

Some vehicles are small enough that they act more as personal transports than proper APCs or tanksOrk Bikers and Dark
Eldar Reavers are both good examples of this. The drivers of these specially adapted vehicles often coast past their enemies
at high speed, slashing them with whatever weapons they happen to have as they move past. The attack is quick and brutal,
with the driver often leaving his opponent in bloody ruin behind him. Characters operating Open-Topped vehicles that
carry only themselves and up to 1 other passenger or crewmember can make a Hit & Run Action in the same way as someone on foot would make a Charge Action. The vehicles operator can move the vehicle up to its Tactical Speed and then
make a Difficult (10) Weapon Skill Test. If the Test is successful th e dr iver scor es a single hit w ith an ap pr opriate melee weapon. Once the attack has been resolved, the vehicles operator can choose to stay in combat or can make a
second move up to their Tactical Speed directly away from the target of their Hit & Run Action. If the eapon Skill Test is
failed by three or more Degrees the vehicle either goes out of control (Tracked and heeled Vehicles only) or crashes
(Skimmers only). Walkers can not attempt Hit & Run Actions. No other combat actions (such as Lightning Attack) can be
combined with this action, and the victims of this attack do not gain a free attack against the driver or vehicle as they leave
melee combatthere simply isnt time.

Jink

Movement

Full Action

Attack, Melee, Movement

The vehicle attempts to ram a person or another vehicle. The vehicle must move at least its Tactical Speed in a straight line,
and the driver must make a Challenging (+0) Operate Test. If he succeeds, his vehicle hits his target, doing Damage equal to
the AP on the vehicles facing that hit plus 1d10. If the vehicle moved twice its Tactical Speed, it gains an extra 1d10 Damage
for every 10 additional metres moved. If the vehicle is ramming another vehicle (or something equally large and solid, such
as a plascrete wall or promethium storage tank), it also takes Damage equal to the AP of the vehicle it hit plus 1d5. For every
point of Damage the ramming vehicle inflicts, it also moves its target 1 metre. This attack can be Dodged, but it cannot be
Parried. Force Fields can protect the wearer from any Damage caused, but they can still be pushed back by the attack.
You need to have at least your full tactical speed in distance between the vehicle and the target you are going to Ram, all
persons in the way can make a +10 Dodge to avoid the Ram action.

Tactical Maneuvering

Half Action/Full Action

Movement

This is a Vehicles basic move action. The Vehicle moves either its Tactical Speed (Half Action) or twice its Tactical
Speed (Full Action). A vehicle must move directly forward or back at least its own length before turning 90 degrees in any
direction (it can turn more than once, provided it makes the move each time).

V1.0

Modifier Types of Terrain


+0
Clear, open ground, paved roadway

1-2

45 degrees to the left

Straight ahead

4-5

45 degrees to the right

-5
-10

-15

Rough graven road, cleared dry field.


Deep mud or standing water less than 20 cm
deep, drifting sand, dense undergrowth and
brush.
Flowing water approximately 1 metre deep,
rocky and unstable terrain, thick forests or
ruined cityscapes (in addition, failing an Operate Test by four or more degrees results in the
vehicle becoming bogged down and tuck, and
it must be pried free before continuing).

ON FIRE!

To determine direction, roll a 1d5

The vehicle must now move its tactical speed


+1d10m in that direction. Anything hit counts
as being hit by a Ram! Action. If something is
solid enough to stop it (another vehicle, building) it comes to an immediate halt and suffers
the usual dmg from Ram! Action but instead
of half dmg it takes full dmg. The Crew/
Passengers must take a Challenging (+0)
Toughness Test o r be Stunned fo r o ne
round.

Vehicles on Fire
GM should roll 1d10 in the end of each round
1-9

Roll again at the end of next Round.

10

Something explosive catches fire and the vehicle suffers 8 Critical Damage (ignoring Armour).

The chance of exploding increases every Round. For every Round after the first that a vehicle
remains on fire, the GM should add +1 to the roll (eg. at the end of the fourth Round that a
vehicle has been on fire, the GM would add +3 to the Roll).

Crew inside a flaming vehicle


Reaction

The driver sees a threat and jinks suddenly, hopefully throwing his vehicle out of the line of fire. This action can only be
taken if the vehicle has moved at least its Tactical Speed during its previous Turn (Walkers can attempt this regardless of
speed). The driver must be aware of the attack in order to make the Test (and cannot be Surprised). The driver makes an
Operate Test, with a penalty equal to the vehicles size modifier (someone attempting to jink with a Demolisher, which
grants opponents +30 to hit due to size, would suffer a 30 to his Operate Test). For each Degree of Success, he avoids one
shot from a single source, as with an Evasion Reaction. If the driver fails the Test by five or more Degrees, the vehicle goes
out of control (Tracked and Wheeled Vehicles only), or crashes (Skimmers only) or falls over (Walkers only).

Ram!

Wheeled & Tracked

Concentration, Movement

The vehicle moves twice its Tactical Speed, and can only turn once. The driver makes a Difficult (10) Operate Test. If
he succeeds, at the end of his move he can move an additional five metres, plus five metres for every additional Degree of
Success. If he fails, the vehicle does not gain any additional movement. In either case, all shooting at or from the vehicle
suffers a 20 penalty until the beginning of its next Turn. If the driver fails the Test by five or more Degrees, the vehicle
goes out of control (Tracked and Wheeled Vehicles only) or crashes (Skimmers only). Walkers cannot use this Action.

Hit & Run

MODIFIES

If being near a vehicle that is on fire is bad, then being inside a flaming vehicle is much worse. Vehicle
crews and passengers have limited time to extinguish flames before vital (and explosive) equipment is
destroyed. At the start of any crewmember or passengers Turn they can attempt to put out the fire by
using internal fire suppressant systems, fire extinguishers or whatever they happen to have on hand.
This is done as a Full Action via a Hard (20) Agility Test. If th e Test is successful th e flam es
are put out and the crew can breathe a sigh of relief (although the vehicle can still be set on fire again). If
the Test is failed the vehicle remains on fire, and will remain on fire until the fire is put out or the vehicle
explodes.
The GM can increase or decrease the Difficulty of this Test due to special conditions (putting a fire out in
the pouring rain is easier than putting a fire out in the middle of the scorching desert). Crew inside a
flaming vehicle suffer a 20 penalty to any and all Tests they have to make (the 20 is included in the
Agility Test above, not in addition to it). If the fire is successfully put out the crew and the passengers
may act normally from that point on without suffering the 20 penalty. The vehicle itself gains the Fire
Damaged Damage Condition (see page 284).

Flaming crew inside vehicle


As noted in a number of results on the Vehicle Critical Hit Charts, it is possible for crewmembers and passengers to also be set alight even when the vehicle itself is not on fire.
When a crewmember or passenger is set alight they follow the standard rules for being set on
fire (see page 266). At the end of each Round where a vehicle has one or more flaming crewmembers or passengers inside it the GM should roll 1d10. On a 10 the vehicle also catches
fire. On any other result the vehicle does not catch fire. The GM should roll for each crewmember or passenger on fire, not just once for all of them.

PSYKER

PSYCHIC STRENGTH

Classification
Soul-Bound

Fettered
(Psy Rating / 2)

Class of Psyker

Assignment

Unbound

Sanctioning
Side Effects

Unfettered
(Psy Rating)

Push

(Psy Rating +1 to +3/+5)

Bound:
Sanctioned Psykers and
Astropaths, sorcerorers,
Librarians and Chaos space
marines

Make a Focus Power Test,


count Psy Rating as half
normal.
No chance to manifest Psychic Phenomena.

May add up to +3 to Psy


If the psyker rolls doubles
Rating when Pushing.
during a Focus Power Test,
Roll on the Psychic Pheroll on the Psychic Phenomnomena Table, Adding +10
ena Table.
to the total.

Unbound:
Wyrds, renegade psykers
and mortal sorcerers

Make a Focus Power Test,


count Psy Rating as half
normal.
No chance to manifest Psychic Phenomena.

If the psyker rolls doubles


during a Focus Power Test,
roll on the Psychic Phenomena Table.

May add up to +5 to Psy


Rating when Pushing.
Roll on the Psychic Phenomena Table, Adding +5
per PR added to the total.

Sustaining powers
(More than one)
+10 per extra power to all
rolls on the Psychic Phenomena Table.
Decrease Psy Rating by 1
per extra power.

+10 per extra power to all


rolls on the Psychic Phenomena Table.
Decrease Psy Rating by 1
per extra power.

PSYKANA MERCY BLADE


Material

FOCUS POWER MODS.


Conditions

Hilt Design

Instrict Property
History

+5/PR

Target in line of sight

+20

Combined Power Focus

Concentration
Medative trance (Days long)
Medative State (Hours long)
Medative State (an Hour)
Distracted, Fatigued
Duress, Under Interrogation
Extreme Duress, Grapple , Tortured

Environmental

Properties / Description

Modifier

Psy Rating

Psy-Focus

Blade Design

Technique Trees

+10

Max number of known technique trees cannot exceed your Psy


Rating value

1.

+5

Modifier
+30
+20
+10
-10
-20
-30

Modifier

Vigorous Motion (Riding mounts, charge, sprint

-10

Violent Motion (riding a frenzied mount, falling,


thrown prone by explosion)

-20

Extraordinary Violent Motion (earthquake,


thrown prone by a mortar, sudden vaccum)

-30

2.
3.
4.
5.
6.
7.
8.

Only for abilities that do not require line of sight (Astrotelepathy, for
example)
The modifier is cumulative for every psyker that offers the Focus
assistance.
On a turn the psyker breaks free from a grapple

V1.0

9.
10.

PSYCHIC POWERS
+10 to Focus Power tests made to manifest any power from this discipline

Discipline Focus

Psy Rating

Discipline

Effect

Discipline Mastery
Name

Type
B Blessing
C Conjuration

V1.0

Action

Mal Malediction
Man Manipulation
Bolts Bolts

Sustained

Focus Power

Bar Barrage
Storm Storm
Blast Blast

Range

Cone Cone
MS Maelstrom
Nova Nova

Radius

Beam Beam

Type

Effect

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