Beruflich Dokumente
Kultur Dokumente
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
0 10 20 30
0 10 20 30
0 10 20 30
0 10 20 30
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
Blood
Loss
Fire
PERMANENT EFFECTS
Toughness test per additional hit
within 24h
Overdose
De-Tox
Effects
Negate drug/toxin/gas. Stunned 1d10TB rounds. Vomiting, diarrhea, nose
bleeds.
Frenzon
Obscura
Slaught
Spook
Stimm
...
........
...
........
Overdose: Drug has no effect for
24h
LIFTING
Encumbered
SB+TB
TOTAL WEIGHT
KG
Kg
Max Push Weight
Kg
V1.0
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
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
Good
First attack in
round +1AP
Best
Weight half &
Ap+1
Lightly
Wounded
.. Bonus
Wounded
FATIGUE
H
91-99
1d5 extra
damage
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
VEHICLE
Operate Skill
Bonus
Name
Type
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
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
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
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
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
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
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
1-2
Straight ahead
4-5
-5
-10
-15
ON FIRE!
Vehicles on Fire
GM should roll 1d10 in the end of each round
1-9
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).
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!
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.
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).
PSYKER
PSYCHIC STRENGTH
Classification
Soul-Bound
Fettered
(Psy Rating / 2)
Class of Psyker
Assignment
Unbound
Sanctioning
Side Effects
Unfettered
(Psy Rating)
Push
Bound:
Sanctioned Psykers and
Astropaths, sorcerorers,
Librarians and Chaos space
marines
Unbound:
Wyrds, renegade psykers
and mortal sorcerers
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.
Hilt Design
Instrict Property
History
+5/PR
+20
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
1.
+5
Modifier
+30
+20
+10
-10
-20
-30
Modifier
-10
-20
-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