{
  "rules": [
    {
      "id": "cr-actions-combat-actions",
      "rule_id": "cr-actions-combat-actions",
      "title": "Combat Actions",
      "summary": "Action descriptions including Aim, Charge, Dodge, Full Auto Burst, Overwatch, Semi-Auto Burst, and Suppressing Fire.",
      "content": "Combat is built from Actions: Full Actions, Half Actions, Free Actions, Reactions, and Extended Actions.\nA character normally gets one Full Action or two Half Actions on their turn.\nCommon combat actions include Aim, Charge, Dodge, Parry, Standard Attack, Semi-Auto Burst, Full Auto Burst, Overwatch, and Suppressing Fire.\nAttack actions use WS for melee and BS for ranged unless a rule says otherwise.",
      "category": "actions",
      "tags": [
        "actions",
        "aim",
        "charge",
        "dodge",
        "full auto",
        "overwatch",
        "parry",
        "semi-auto",
        "suppressing fire"
      ],
      "aliases": [
        "aim",
        "charge",
        "dodge",
        "full auto",
        "overwatch",
        "parry",
        "semi-auto",
        "suppressing fire"
      ],
      "relatedRules": [
        "The Attack"
      ],
      "page": 238,
      "pageEnd": 244,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A marine uses Aim as a Half Action, then Standard Attack as the other Half Action; next round he chooses Full Auto as his Full Action instead."
    },
    {
      "id": "cr-actions-dodge",
      "rule_id": "cr-actions-dodge",
      "title": "Dodge",
      "summary": "Reaction to avoid one or more hits when allowed.",
      "content": "Type: Reaction.\nUse after being hit but before damage is rolled.\nMake a Dodge Test if aware of the attack and able to move.\nSuccess negates the hit.\nAgainst Semi-Auto or Full Auto, each Degree of Success negates one additional hit.\nIf movement needed is farther than Agility Bonus in metres, the Dodge automatically fails.",
      "category": "actions",
      "tags": [
        "actions",
        "dodge reaction"
      ],
      "aliases": [
        "dodge reaction"
      ],
      "relatedRules": [
        "Parry",
        "The Attack"
      ],
      "page": 239,
      "pageEnd": 240,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A cultist hits Chris with three Full Auto hits; Chris rolls Dodge and gets two Degrees of Success, cancelling all three hits."
    },
    {
      "id": "cr-actions-full-auto-burst",
      "rule_id": "cr-actions-full-auto-burst",
      "title": "Full Auto Burst",
      "summary": "Full Action ranged attack; +20 BS and extra hits by Degrees of Success.",
      "content": "Type: Full Action, Ranged Attack.\nGain +20 to Ballistic Skill.\nOn success, score one hit plus one additional hit per Degree of Success, up to the weapon RoF.\nAmmo spent equals full-auto RoF.\nA defender may Dodge; each Dodge Degree of Success cancels one hit.",
      "category": "actions",
      "tags": [
        "actions",
        "automatic fire",
        "full auto"
      ],
      "aliases": [
        "automatic fire",
        "full auto"
      ],
      "relatedRules": [
        "Semi-Auto Burst",
        "Weapon Jams"
      ],
      "page": 240,
      "pageEnd": 240,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Phillip fires a bolter on Full Auto at +20 BS; with two Degrees of Success he scores the first hit plus two extra hits, up to the weapon RoF."
    },
    {
      "id": "cr-actions-overwatch",
      "rule_id": "cr-actions-overwatch",
      "title": "Overwatch",
      "summary": "Prepare a fire lane and shoot when a trigger occurs.",
      "content": "Type: Full Action, Attack, Concentration.\nChoose a kill zone and a trigger condition.\nUntil the character's next turn, fire when the trigger happens.\nTargets in the kill zone may also need Pinning Tests.\nTaking most actions or reactions ends Overwatch.",
      "category": "actions",
      "tags": [
        "actions",
        "kill zone",
        "overwatch"
      ],
      "aliases": [
        "kill zone",
        "overwatch"
      ],
      "relatedRules": [
        "Pinning",
        "Suppressing Fire"
      ],
      "page": 241,
      "pageEnd": 242,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Claes covers a corridor and says he fires when the lab door opens; when enemies cross the kill zone, his prepared shot triggers."
    },
    {
      "id": "cr-actions-parry",
      "rule_id": "cr-actions-parry",
      "title": "Parry",
      "summary": "Reaction using Weapon Skill to negate a melee hit.",
      "content": "Type: Reaction.\nUse after being hit by a melee attack but before damage is rolled.\nMake a Weapon Skill Test with a ready melee weapon or suitable natural weapon.\nSuccess negates the melee hit.\nParry cannot normally stop ranged attacks.",
      "category": "actions",
      "tags": [
        "actions",
        "parry reaction"
      ],
      "aliases": [
        "parry reaction"
      ],
      "relatedRules": [
        "Dodge",
        "The Attack"
      ],
      "page": 243,
      "pageEnd": 245,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Christoffer is hit by a chainblade in melee; before damage is rolled, he tests WS with his ready melee weapon to cancel the hit."
    },
    {
      "id": "cr-actions-semi-auto-burst",
      "rule_id": "cr-actions-semi-auto-burst",
      "title": "Semi-Auto Burst",
      "summary": "Full Action ranged attack; +10 BS and extra hits every two Degrees of Success.",
      "content": "Type: Full Action, Ranged Attack.\nGain +10 to Ballistic Skill.\nOn success, score one hit plus one additional hit for every two Degrees of Success, up to the weapon RoF.\nAmmo spent equals semi-auto RoF.\nA defender may Dodge; each Dodge Degree of Success cancels one hit.",
      "category": "actions",
      "tags": [
        "actions",
        "semi auto",
        "semi-auto"
      ],
      "aliases": [
        "semi auto",
        "semi-auto"
      ],
      "relatedRules": [
        "Full Auto Burst",
        "Weapon Jams"
      ],
      "page": 242,
      "pageEnd": 243,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Anders fires Semi-Auto at +10 BS; every two Degrees of Success add another hit, limited by the weapon rate of fire."
    },
    {
      "id": "cr-actions-suppressing-fire",
      "rule_id": "cr-actions-suppressing-fire",
      "title": "Suppressing Fire",
      "summary": "Full Auto fire to force Pinning and threaten a kill zone.",
      "content": "Type: Full Action, Ranged Attack.\nFire a Full Auto weapon across a kill zone to force enemies to keep their heads down.\nTargets in the affected area must usually test against Pinning.\nThe attacker spends ammunition as Full Auto fire.\nThe GM resolves any hits or threatened movement through the fire lane by the combat situation.",
      "category": "actions",
      "tags": [
        "actions",
        "suppressing fire",
        "suppression"
      ],
      "aliases": [
        "suppressing fire",
        "suppression"
      ],
      "relatedRules": [
        "Full Auto Burst",
        "Pinning"
      ],
      "page": 244,
      "pageEnd": 244,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A marine sprays a gantry with Full Auto to pin cultists while the Kill-team crosses the open deck."
    },
    {
      "id": "cr-cohesion-cohesion-damage",
      "rule_id": "cr-cohesion-cohesion-damage",
      "title": "Cohesion Damage",
      "summary": "When incoming damage reduces the Kill-team's Cohesion and how the leader can resist it.",
      "content": "Cohesion can be reduced by fear, disorder, casualties, mission pressure, or GM-triggered events.\nThe squad leader may resist some Cohesion loss with relevant Command or Willpower-based tests.\nIf Cohesion reaches 0, Squad Mode becomes difficult or impossible to maintain.\nRegain Cohesion through regrouping, leadership, mission beats, or explicit rules.",
      "category": "cohesion",
      "tags": [
        "cohesion",
        "cohesion damage",
        "command test"
      ],
      "aliases": [
        "cohesion damage",
        "command test"
      ],
      "relatedRules": [
        "Cohesion",
        "Squad Mode"
      ],
      "page": 213,
      "pageEnd": 213,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "The squad takes losses and the GM calls for Cohesion loss; the leader tests Command to keep the team in Squad Mode."
    },
    {
      "id": "cr-combat-combat-circumstances",
      "rule_id": "cr-combat-combat-circumstances",
      "title": "Combat Circumstances",
      "summary": "Cover, darkness, difficult terrain, melee, range, size, shooting into melee, and prone modifiers.",
      "content": "Combat modifiers come from range, cover, visibility, size, movement, prone targets, melee engagement, and terrain.\nApply the most relevant situational bonuses and penalties before rolling.\nCover can absorb damage depending on material and remaining Armour Points.\nDarkness, smoke, fog, and difficult terrain should matter in both attacks and movement.",
      "category": "combat",
      "tags": [
        "combat",
        "cover",
        "darkness",
        "melee",
        "prone",
        "range",
        "size"
      ],
      "aliases": [
        "cover",
        "darkness",
        "melee",
        "prone",
        "range",
        "size"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 247,
      "pageEnd": 250,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A target in smoke and cover is harder to shoot, while a Hulking enemy in the open is easier to hit."
    },
    {
      "id": "cr-combat-the-attack",
      "rule_id": "cr-combat-the-attack",
      "title": "The Attack",
      "summary": "Attack tests, hit locations, damage rolls, Righteous Fury, and defenses.",
      "content": "Choose a valid target and attack type.\nRoll WS for melee or BS for ranged, applying modifiers.\nOn success, determine hit location and roll damage.\nReduce damage by armour and Toughness Bonus unless a rule bypasses them.\nThe target may Dodge or Parry when allowed.",
      "category": "combat",
      "tags": [
        "attack",
        "combat",
        "damage roll",
        "hit location",
        "righteous fury"
      ],
      "aliases": [
        "attack",
        "damage roll",
        "hit location",
        "righteous fury"
      ],
      "relatedRules": [
        "Damage",
        "Dodge",
        "Parry"
      ],
      "page": 245,
      "pageEnd": 246,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Roll BS to hit, reverse the dice for hit location, roll weapon damage, then subtract armour and Toughness."
    },
    {
      "id": "cr-conditions-pinning",
      "rule_id": "cr-conditions-pinning",
      "title": "Pinning",
      "summary": "Effects of being Pinned and how characters recover.",
      "content": "Pinned characters keep to cover and act under pressure.\nA Pinned character has limited offensive options and usually suffers penalties to act aggressively.\nCharacters test Willpower or use leadership/support to recover when allowed.\nSuppressing Fire and frightening battlefield events commonly cause Pinning.",
      "category": "conditions",
      "tags": [
        "conditions",
        "pinned",
        "pinning test"
      ],
      "aliases": [
        "pinned",
        "pinning test"
      ],
      "relatedRules": [
        "Overwatch",
        "Suppressing Fire"
      ],
      "page": 249,
      "pageEnd": 249,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A cultist group is hit by Suppressing Fire; failed Willpower means they stay in cover and act with limited aggression."
    },
    {
      "id": "cr-damage-critical-damage",
      "rule_id": "cr-damage-critical-damage",
      "title": "Critical Damage",
      "summary": "Critical damage process and reference tables.",
      "content": "When damage exceeds remaining Wounds, excess damage becomes Critical Damage.\nUse damage type and hit location to determine the effect.\nCritical Damage can cause bleeding, stunning, limb trauma, death, or other lasting effects.\nTalents such as True Grit may reduce the final Critical result.",
      "category": "damage",
      "tags": [
        "critical damage",
        "critical effects",
        "damage",
        "energy",
        "explosive",
        "impact",
        "rending"
      ],
      "aliases": [
        "critical damage",
        "critical effects",
        "energy",
        "explosive",
        "impact",
        "rending"
      ],
      "relatedRules": [
        "Damage"
      ],
      "page": 251,
      "pageEnd": 260,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "An enemy has 2 Wounds left and takes 7 damage after reduction; 5 points become Critical Damage."
    },
    {
      "id": "cr-damage-damage",
      "rule_id": "cr-damage-damage",
      "title": "Damage",
      "summary": "Wounds, damage types, armour/Toughness reduction, and damage recovery.",
      "content": "Roll weapon damage after a successful hit.\nSubtract target armour after Penetration, then subtract Toughness Bonus.\nRemaining damage reduces Wounds.\nIf Wounds reach 0, further damage becomes Critical Damage.\nSome qualities, talents, or psychic effects change this process.",
      "category": "damage",
      "tags": [
        "armour",
        "damage",
        "toughness",
        "wounds"
      ],
      "aliases": [
        "armour",
        "damage",
        "toughness",
        "wounds"
      ],
      "relatedRules": [
        "Critical Damage"
      ],
      "page": 251,
      "pageEnd": 251,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A hit deals 14 damage with Pen 4 against armour 8 and TB 4; armour counts as 4, so 6 Wounds are lost."
    },
    {
      "id": "cr-damage-righteous-fury",
      "rule_id": "cr-damage-righteous-fury",
      "title": "Righteous Fury",
      "summary": "Exploding damage on natural 10s after a successful attack",
      "content": "When a damage die rolls a natural 10, check for Righteous Fury.\nConfirm with a second attack roll using the same modifiers.\nIf confirmed, roll extra damage and add it to the hit.\nFurther natural 10s may continue the chain if the GM uses that rule.",
      "category": "damage",
      "tags": [
        "damage",
        "righteous fury"
      ],
      "aliases": [
        "damage",
        "righteous fury"
      ],
      "relatedRules": [
        "The Attack"
      ],
      "page": 246,
      "pageEnd": 246,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A bolter damage die rolls 10; the attacker confirms with another hit roll and adds an extra damage roll if it succeeds."
    },
    {
      "id": "cr-equipment-weapon-special-qualities",
      "rule_id": "cr-equipment-weapon-special-qualities",
      "title": "Weapon Special Qualities",
      "summary": "Rules for Accurate, Balanced, Blast, Flame, Tearing, Toxic, Storm, and other qualities.",
      "content": "Weapon qualities are keywords that modify attacks.\nExamples include Tearing, Toxic, Flame, Blast, Balanced, Power Field, Storm, Proven, and Felling.\nApply the quality only when the attack or weapon profile says it is present.\nIf multiple qualities apply, resolve them in the order that makes the attack clear at the table.",
      "category": "equipment",
      "tags": [
        "accurate",
        "balanced",
        "blast",
        "equipment",
        "flame",
        "storm",
        "tearing",
        "toxic"
      ],
      "aliases": [
        "accurate",
        "balanced",
        "blast",
        "flame",
        "storm",
        "tearing",
        "toxic"
      ],
      "relatedRules": [
        "Weapon Profiles"
      ],
      "page": 143,
      "pageEnd": 145,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A weapon with Tearing rolls extra damage dice as its quality allows; a Blast weapon can catch several enemies in one attack."
    },
    {
      "id": "cr-hordes-hordes",
      "rule_id": "cr-hordes-hordes",
      "title": "Hordes",
      "summary": "Creating, attacking, damaging, breaking, and running",
      "content": "Hordes represent large groups acting as one battlefield threat.\nUse Magnitude to track how much fighting strength remains.\nArea attacks, explosives, full-auto fire, and strong melee can remove extra Magnitude.\nMorale, Fear, and leadership can break or scatter a Horde.",
      "category": "hordes",
      "tags": [
        "blast weapons",
        "breaking a horde",
        "horde",
        "hordes",
        "magnitude"
      ],
      "aliases": [
        "blast weapons",
        "breaking a horde",
        "horde",
        "magnitude"
      ],
      "relatedRules": [
        "Full Auto Burst",
        "Suppressing Fire"
      ],
      "page": 360,
      "pageEnd": 361,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A swarm of lesser enemies is tracked as Magnitude 30; area fire and explosives remove more Magnitude than single shots."
    },
    {
      "id": "cr-renown-renown",
      "rule_id": "cr-renown-renown",
      "title": "Renown",
      "summary": "Renown ranks and their impact on equipment",
      "content": "Renown is a Battle-Brother's status in the Deathwatch.\nIt gates access to rare, prestigious, or dangerous equipment.\nThe intended bearer must meet the item's Renown requirement.\nRenown rises through mission rewards, sacrifice, and notable victories.",
      "category": "renown",
      "tags": [
        "distinguished",
        "famed",
        "hero",
        "pooling",
        "renown",
        "requisition",
        "respected"
      ],
      "aliases": [
        "distinguished",
        "famed",
        "hero",
        "pooling",
        "renown",
        "requisition",
        "respected"
      ],
      "relatedRules": [
        "Requisition"
      ],
      "page": 140,
      "pageEnd": 141,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A player wants rare wargear from the shop, but the item requires Respected; the GM checks the bearer's Renown before approving it."
    },
    {
      "id": "cr-requisition-requisition",
      "rule_id": "cr-requisition-requisition",
      "title": "Requisition",
      "summary": "Mission equipment purchasing and Requisition Point",
      "content": "Requisition is temporary mission equipment allowance.\nThe GM sets the mission's Requisition rating.\nPlayers spend through the shop or GM-approved issue only.\nUnspent Requisition does not carry over, and issued gear returns after the mission.",
      "category": "requisition",
      "tags": [
        "availability",
        "req",
        "requisition"
      ],
      "aliases": [
        "availability",
        "req",
        "requisition"
      ],
      "relatedRules": [
        "Missions",
        "Renown"
      ],
      "page": 139,
      "pageEnd": 140,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "Before deployment the GM grants 20 Requisition; players buy mission gear from the shop and return it after extraction."
    },
    {
      "id": "cr-squad-mode-maintaining-squad-mode",
      "rule_id": "cr-squad-mode-maintaining-squad-mode",
      "title": "Maintaining Squad Mode",
      "summary": "Conditions that cause a Battle-Brother to drop out of Squad Mode.",
      "content": "Squad Mode requires the Kill-team to stay coordinated and within usable communication.\nA Battle-Brother may drop out if separated, unconscious, dead, jammed by interference, or unable to follow squad orders.\nThe GM can also break Squad Mode through fear, confusion, or mission pressure.\nRegaining Squad Mode usually requires regrouping and Cohesion support.",
      "category": "squad_mode",
      "tags": [
        "maintain squad mode",
        "squad_mode",
        "support range"
      ],
      "aliases": [
        "maintain squad mode",
        "support range"
      ],
      "relatedRules": [
        "Cohesion Damage"
      ],
      "page": 215,
      "pageEnd": 215,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 100,
      "examples": "A Battle-Brother is dragged out of vox range; the GM rules he drops from Squad Mode until the team regroups."
    },
    {
      "id": "cr-actions-actions",
      "rule_id": "cr-actions-actions",
      "title": "Actions",
      "summary": "Full, half, free, reaction, extended, and subtype rules.",
      "content": "Actions define what a character can do during structured time.\nA turn normally allows one Full Action or two Half Actions, plus any allowed Free Actions and Reactions.\nReactions are usually taken outside the character's own turn.\nExtended Actions take longer than one round and may require repeated tests.",
      "category": "actions",
      "tags": [
        "action",
        "actions",
        "full action",
        "half action",
        "reaction"
      ],
      "aliases": [
        "action",
        "full action",
        "half action",
        "reaction"
      ],
      "relatedRules": [
        "Combat Overview"
      ],
      "page": 237,
      "pageEnd": 238,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "A turn can be Standard Attack plus Aim, Move plus Ready, or one Full Action such as Charge or Full Auto Burst."
    },
    {
      "id": "cr-cohesion-cohesion",
      "rule_id": "cr-cohesion-cohesion",
      "title": "Cohesion",
      "summary": "Kill-team Cohesion, Cohesion damage, recovery, and Cohesion Challenges.",
      "content": "Cohesion measures how well the Kill-team acts as one unit.\nIt is used to enter, maintain, and power Squad Mode abilities.\nCohesion can be lost through casualties, fear, separation, failed leadership, or mission complications.\nThe squad leader, Command tests, roleplay, and regrouping can help preserve or restore it.",
      "category": "cohesion",
      "tags": [
        "cohesion",
        "cohesion challenge"
      ],
      "aliases": [
        "cohesion",
        "cohesion challenge"
      ],
      "relatedRules": [
        "Squad Mode"
      ],
      "page": 212,
      "pageEnd": 213,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "The Kill-team spends Cohesion to activate a Squad Mode ability during the engine shrine fight."
    },
    {
      "id": "cr-conditions-conditions-and-special-damage",
      "rule_id": "cr-conditions-conditions-and-special-damage",
      "title": "Conditions and Special Damage",
      "summary": "Fatigue, blood loss, fire, falling, suffocation, and special damage states.",
      "content": "Special damage covers states such as Fatigue, fire, blood loss, falling, suffocation, stunning, and similar hazards.\nEach condition changes what the character can do or how much risk they face.\nTrack these conditions separately from normal Wounds.\nRemove them through time, tests, treatment, or mission-specific effects.",
      "category": "conditions",
      "tags": [
        "blood loss",
        "conditions",
        "falling",
        "fatigue",
        "fire",
        "suffocation"
      ],
      "aliases": [
        "blood loss",
        "falling",
        "fatigue",
        "fire",
        "suffocation"
      ],
      "relatedRules": [
        "Damage"
      ],
      "page": 261,
      "pageEnd": 263,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "A burning marine tracks fire separately from Wounds until the condition is removed or treated."
    },
    {
      "id": "cr-psychic-perils-of-the-warp",
      "rule_id": "cr-psychic-perils-of-the-warp",
      "title": "Perils of the Warp",
      "summary": "Perils table and severe psychic backlash.",
      "content": "Perils of the Warp is the severe backlash table for dangerous psychic failures.\nEffects can cause Insanity, Corruption, stunning, damage, daemonic attention, or reality distortion.\nUse it when Psychic Phenomena escalates or a power rule calls for Perils.\nRecord lasting mental, physical, and mission consequences immediately.",
      "category": "psychic",
      "tags": [
        "perils",
        "psychic",
        "warp"
      ],
      "aliases": [
        "perils",
        "warp"
      ],
      "relatedRules": [
        "Psychic Phenomena"
      ],
      "page": 189,
      "pageEnd": 189,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "Chris pushes a power and triggers Perils; the GM applies warp backlash and records any Insanity or Corruption result."
    },
    {
      "id": "cr-psychic-psychic-phenomena",
      "rule_id": "cr-psychic-psychic-phenomena",
      "title": "Psychic Phenomena",
      "summary": "Psychic Phenomena results and when they trigger.",
      "content": "Psychic Phenomena can occur when a psyker pushes too hard or rolls badly on psychic power use.\nThe result creates a warp disturbance such as cold spots, whispers, equipment disruption, fear, or worse.\nSome results escalate into Perils of the Warp.\nTrack Insanity, Corruption, and mission consequences when the warp visibly touches the scene.",
      "category": "psychic",
      "tags": [
        "psychic",
        "psychic phenomena",
        "warp"
      ],
      "aliases": [
        "psychic phenomena",
        "warp"
      ],
      "relatedRules": [
        "Perils of the Warp"
      ],
      "page": 187,
      "pageEnd": 188,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "A Focus Power roll causes Psychic Phenomena; lights die, vox distorts, and everyone feels the warp press into the room."
    },
    {
      "id": "cr-squad-mode-squad-mode",
      "rule_id": "cr-squad-mode-squad-mode",
      "title": "Squad Mode",
      "summary": "Entering, maintaining, leaving, and tracking Squad",
      "content": "Squad Mode lets the Kill-team act as a coordinated unit.\nIt uses Cohesion to enter, maintain, and power squad abilities.\nBattle-Brothers can leave Squad Mode through separation, disruption, or choice.\nUse it when teamwork and chapter tactics matter more than solo action.",
      "category": "squad_mode",
      "tags": [
        "changing modes",
        "squad mode",
        "squad_mode",
        "support range"
      ],
      "aliases": [
        "changing modes",
        "squad mode",
        "support range"
      ],
      "relatedRules": [
        "Cohesion",
        "Solo Mode"
      ],
      "page": 214,
      "pageEnd": 215,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 95,
      "examples": "The team enters Squad Mode before breaching a vault so a shared ability can cover the whole push."
    },
    {
      "id": "cr-combat-combat-overview",
      "rule_id": "cr-combat-combat-overview",
      "title": "Combat Overview",
      "summary": "Structured time, initiative, rounds, turns, and surprise.",
      "content": "Combat uses structured rounds and Initiative order.\nEach participant acts on their turn, choosing actions and resolving tests.\nSurprise, cover, range, movement, and morale all affect the fight.\nThe GM should keep the battlefield clear enough that players can make tactical choices quickly.",
      "category": "combat",
      "tags": [
        "combat",
        "initiative",
        "round",
        "surprise",
        "turn"
      ],
      "aliases": [
        "combat",
        "initiative",
        "round",
        "surprise",
        "turn"
      ],
      "relatedRules": [
        "Actions"
      ],
      "page": 235,
      "pageEnd": 237,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "At the start of a fight everyone rolls Initiative, then each combatant takes turns in round order."
    },
    {
      "id": "cr-combat-weapon-jams",
      "rule_id": "cr-combat-weapon-jams",
      "title": "Weapon Jams",
      "summary": "Jam thresholds and clearing jammed weapons.",
      "content": "Some ranged attacks can jam, especially when using automatic fire or unreliable weapons.\nA jammed weapon cannot fire until cleared.\nClearing a jam usually takes an action and may require a test depending on the weapon or situation.\nReliable and Unreliable qualities can change how often jams happen.",
      "category": "combat",
      "tags": [
        "combat",
        "jam",
        "weapon jam"
      ],
      "aliases": [
        "jam",
        "weapon jam"
      ],
      "relatedRules": [
        "Full Auto Burst",
        "Semi-Auto Burst"
      ],
      "page": 249,
      "pageEnd": 249,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "A Full Auto attack rolls in the jam range; the weapon stops firing until the marine spends an action to clear it."
    },
    {
      "id": "cr-equipment-weapon-profiles",
      "rule_id": "cr-equipment-weapon-profiles",
      "title": "Weapon Profiles",
      "summary": "Weapon class, range, rate of fire, damage, penetration, clip, reload, and special qualities.",
      "content": "Weapon profiles list Class, Range, Rate of Fire, Damage, Penetration, Clip, Reload, Weight, Requisition, Renown, and Qualities.\nUse Class and RoF to decide which attack actions are legal.\nDamage and Pen are applied after a hit is confirmed.\nQualities add special rules such as Tearing, Flame, Blast, or Felling.",
      "category": "equipment",
      "tags": [
        "clip",
        "damage",
        "equipment",
        "penetration",
        "reload",
        "rof",
        "weapon profile"
      ],
      "aliases": [
        "clip",
        "damage",
        "penetration",
        "reload",
        "rof",
        "weapon profile"
      ],
      "relatedRules": [
        "Weapon Special Qualities"
      ],
      "page": 141,
      "pageEnd": 142,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "A weapon profile shows Range 100m, S/3/-, Damage 1d10+9, Pen 4; use those values when attacking."
    },
    {
      "id": "err-errata-errata-reference",
      "rule_id": "err-errata-errata-reference",
      "title": "Errata Reference",
      "summary": "Errata and corrections to check when a rule result",
      "content": "Errata overrides older printed wording when a conflict appears.\nUse the newest correction available to the GM.\nIf no correction is in the database, make a table ruling and continue play.\nRecord any house ruling if it will matter again.",
      "category": "errata",
      "tags": [
        "correction",
        "errata",
        "faq",
        "supplement"
      ],
      "aliases": [
        "correction",
        "errata",
        "faq"
      ],
      "relatedRules": [
        "Requisition",
        "Talent Descriptions",
        "Trait Descriptions"
      ],
      "page": 1,
      "pageEnd": 8,
      "source": "Errata",
      "sourceAbbr": "ERR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "If a printed rule and errata disagree, the GM uses the errata and notes the ruling for later sessions."
    },
    {
      "id": "cr-gm-tables-test-difficulty",
      "rule_id": "cr-gm-tables-test-difficulty",
      "title": "Test Difficulty",
      "summary": "Difficulty modifiers and common test",
      "content": "Tests use a target number from characteristic or skill plus modifiers.\nEasy tasks add bonuses; hard tasks apply penalties.\nRoll equal to or under the final target to succeed.\nDegrees of Success or Failure show how strong the result is.",
      "category": "gm_tables",
      "tags": [
        "challenging",
        "difficulty",
        "gm_tables",
        "modifier",
        "ordinary"
      ],
      "aliases": [
        "challenging",
        "difficulty",
        "modifier",
        "ordinary"
      ],
      "relatedRules": [
        "Skill Tests"
      ],
      "page": 204,
      "pageEnd": 205,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "A Hard Tech-Use test applies -20; a character with Int 45 rolls against target 25 before other modifiers."
    },
    {
      "id": "cr-psychic-psychic-powers",
      "rule_id": "cr-psychic-psychic-powers",
      "title": "Psychic Powers",
      "summary": "Focus Power tests, Psy Rating, fettered/unfettered/push rules, and power use.",
      "content": "Psychic powers are used with Focus Power tests and Psy Rating.\nFettered use is safer but weaker, Unfettered uses normal strength, and Push increases power with greater warp risk.\nFailed or risky use can trigger Psychic Phenomena or Perils of the Warp.\nTrack sustained powers, action type, range, damage, and any Insanity or corruption effects.",
      "category": "psychic",
      "tags": [
        "focus power",
        "psy rating",
        "psychic"
      ],
      "aliases": [
        "focus power",
        "psy rating",
        "psychic"
      ],
      "relatedRules": [
        "Perils of the Warp",
        "Psychic Phenomena"
      ],
      "page": 185,
      "pageEnd": 190,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "Chris casts Smite; he chooses power level, makes Focus Power, then resolves damage and any warp side effects."
    },
    {
      "id": "cr-squad-mode-squad-mode-abilities",
      "rule_id": "cr-squad-mode-squad-mode-abilities",
      "title": "Squad Mode Abilities",
      "summary": "Activating, sustaining, joining, and using Squad Mode",
      "content": "Squad Mode abilities spend or depend on Cohesion.\nThey usually require the Kill-team to be in Squad Mode and able to coordinate.\nSome abilities affect only the user; others affect nearby Battle-Brothers.\nEnd or suspend effects when range, communication, or Cohesion breaks.",
      "category": "squad_mode",
      "tags": [
        "bolter assault",
        "fire support",
        "regroup",
        "squad_mode",
        "tactical spacing"
      ],
      "aliases": [
        "bolter assault",
        "fire support",
        "regroup",
        "tactical spacing"
      ],
      "relatedRules": [
        "Cohesion"
      ],
      "page": 220,
      "pageEnd": 226,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 90,
      "examples": "The leader spends Cohesion to activate a defensive squad ability while the team holds a chokepoint."
    },
    {
      "id": "cr-equipment-astartes-power-armour",
      "rule_id": "cr-equipment-astartes-power-armour",
      "title": "Astartes Power Armour",
      "summary": "Power armour protection, subsystems, histories, and critical effects.",
      "content": "Astartes power armour provides high Armour Points and sealed life support.\nIt may include subsystems such as autosenses, vox, strength assistance, pain suppression, and environmental protection.\nArmour history or pattern can add special benefits or drawbacks.\nDamage, power loss, or critical effects may disable subsystems.",
      "category": "equipment",
      "tags": [
        "armour history",
        "equipment",
        "power armour",
        "subsystems"
      ],
      "aliases": [
        "armour history",
        "power armour",
        "subsystems"
      ],
      "relatedRules": [
        "Damage"
      ],
      "page": 160,
      "pageEnd": 164,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 85,
      "examples": "A vacuum leak opens in the hull; sealed power armour lets the marine keep fighting while lesser troops suffocate."
    },
    {
      "id": "gmk-gm-tables-gm-kit-quick-tables",
      "rule_id": "gmk-gm-tables-gm-kit-quick-tables",
      "title": "GM Kit Quick Tables",
      "summary": "OCR/text fallback for GM Kit quick-reference",
      "content": "GM quick tables are fast references for common modifiers.\nUse them for difficulty, combat pressure, movement, damage, and mission rulings.\nIf a table entry is missing, use the closest core rule and keep play moving.\nPrefer a clear ruling over page-flipping during combat.",
      "category": "gm_tables",
      "tags": [
        "gm",
        "ocr",
        "tables"
      ],
      "aliases": [
        "combat tables",
        "quick tables",
        "weapon qualities"
      ],
      "relatedRules": [
        "Combat Actions",
        "Weapon Special Qualities"
      ],
      "page": null,
      "pageEnd": null,
      "source": "GMK",
      "sourceAbbr": "GMK",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 85,
      "examples": "During a chase, the GM grabs the difficulty table instead of stopping play to search the full book."
    },
    {
      "id": "cr-equipment-craftsmanship",
      "rule_id": "cr-equipment-craftsmanship",
      "title": "Craftsmanship",
      "summary": "Poor, common, good, and best craftsmanship effects and costs.",
      "content": "Craftsmanship changes item reliability, quality, and sometimes Requisition cost.\nPoor items are cheaper or flawed and may apply penalties.\nGood or Best items may grant bonuses, better reliability, or reduced drawbacks.\nUse the item category and GM ruling when a specific benefit is not listed.",
      "category": "equipment",
      "tags": [
        "best",
        "craftsmanship",
        "equipment",
        "good",
        "poor"
      ],
      "aliases": [
        "best",
        "craftsmanship",
        "good",
        "poor"
      ],
      "relatedRules": [
        "Requisition"
      ],
      "page": 141,
      "pageEnd": 141,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 80,
      "examples": "A poor-quality weapon might be unreliable; a master-crafted item may justify a bonus if its profile allows it."
    },
    {
      "id": "cr-mission-mission-complications",
      "rule_id": "cr-mission-mission-complications",
      "title": "Mission Complications",
      "summary": "Complications that change an operation",
      "content": "Mission complications change the operation mid-session.\nExamples include alarms, reinforcements, damaged extraction, prisoners, or corrupted intel.\nComplications should add pressure without hiding the primary objective.\nReward players who adapt quickly or preserve important assets.",
      "category": "mission",
      "tags": [
        "bad beginning",
        "complication",
        "cut off",
        "mission"
      ],
      "aliases": [
        "bad beginning",
        "complication",
        "cut off"
      ],
      "relatedRules": [
        "Missions"
      ],
      "page": 232,
      "pageEnd": 232,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 80,
      "examples": "The sample is secured, but alarms release prisoners and start an escape timer before extraction."
    },
    {
      "id": "cr-talents-talent-descriptions",
      "rule_id": "cr-talents-talent-descriptions",
      "title": "Talent Descriptions",
      "summary": "Core talent rules and talent descriptions.",
      "content": "Talents are special rules a character has learned or gained.\nEach talent explains its prerequisite, trigger, and mechanical effect.\nSome talents are grouped, meaning they must be bought for a specific weapon, skill, or category.\nIf a character lacks the needed training, apply the normal untrained or proficiency penalties.",
      "category": "talents",
      "tags": [
        "prerequisites",
        "talent",
        "talents"
      ],
      "aliases": [
        "prerequisites",
        "talent"
      ],
      "relatedRules": [
        "Traits"
      ],
      "page": 113,
      "pageEnd": 130,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 80,
      "examples": "A sheet lists Air of Authority; the player opens the talent to see when the Fellowship bonus applies."
    },
    {
      "id": "cr-traits-trait-descriptions",
      "rule_id": "cr-traits-trait-descriptions",
      "title": "Trait Descriptions",
      "summary": "Creature and character trait rules.",
      "content": "Traits are built-in creature or character rules.\nThey are not purchased like talents unless a specific rule grants them.\nExamples include Fear, Flyer, Natural Weapons, Unnatural Characteristics, Regeneration, Size, and Toxic.\nApply trait effects whenever their trigger or passive rule is relevant.",
      "category": "traits",
      "tags": [
        "fear",
        "toxic",
        "trait",
        "traits",
        "unnatural",
        "warp weapon"
      ],
      "aliases": [
        "fear",
        "toxic",
        "trait",
        "unnatural",
        "warp weapon"
      ],
      "relatedRules": [
        "Talent Descriptions"
      ],
      "page": 131,
      "pageEnd": 137,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 80,
      "examples": "An enemy has Fear (1) and Regeneration; the GM applies the Fear test first and healing later each round."
    },
    {
      "id": "cr-equipment-tools-and-wargear",
      "rule_id": "cr-equipment-tools-and-wargear",
      "title": "Tools and Wargear",
      "summary": "Common mission gear, tools, consumables, cybernetics, and relic support rules.",
      "content": "Tools and wargear support missions rather than acting as primary weapons.\nExamples include auspex, signum, medicae tools, demolition charges, repair tools, and mission relics.\nUse the listed skill, bonus, or GM ruling for each item.\nPlayers should receive mission gear through requisition, shop, or GM approval.",
      "category": "equipment",
      "tags": [
        "cybernetics",
        "drugs",
        "equipment",
        "tools",
        "wargear"
      ],
      "aliases": [
        "cybernetics",
        "drugs",
        "tools",
        "wargear"
      ],
      "relatedRules": [
        "Requisition"
      ],
      "page": 171,
      "pageEnd": 178,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "The GM issues an auspex for the mission; the player uses it for an Awareness or Tech-Use advantage when scanning."
    },
    {
      "id": "cr-mission-missions",
      "rule_id": "cr-mission-missions",
      "title": "Missions",
      "summary": "Mission preparation, objectives, complications, rewards, experience, renown, and requisition.",
      "content": "Missions are built from briefing, objectives, requisition, deployment, complications, extraction, and rewards.\nPrimary objectives decide mission success.\nSecondary objectives can add XP, Renown, requisition leverage, or story consequences.\nThe GM should track failures, time pressure, and what intelligence survives into the next mission.",
      "category": "mission",
      "tags": [
        "complication",
        "mission",
        "oath",
        "objective",
        "reward"
      ],
      "aliases": [
        "complication",
        "mission",
        "oath",
        "objective",
        "reward"
      ],
      "relatedRules": [
        "Renown",
        "Requisition"
      ],
      "page": 227,
      "pageEnd": 232,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "Primary objective: secure the sample. Secondary objective: save prisoners. Rewards depend on what survives."
    },
    {
      "id": "cr-skills-awareness",
      "rule_id": "cr-skills-awareness",
      "title": "Awareness",
      "summary": "Basic / Perception",
      "content": "Type: Basic / Perception\nUse: Notice ambushes, traps, hidden threats, movement, smells, sounds, or small environmental changes.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Free Action or passive reaction.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Awareness Skill",
        "Perception"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "The GM asks for Awareness to notice the Gland Hound scent before it bursts from the vents."
    },
    {
      "id": "cr-skills-command",
      "rule_id": "cr-skills-command",
      "title": "Command",
      "summary": "Basic / Fellowship / Interaction",
      "content": "Type: Basic / Fellowship / Interaction\nUse: Give clear orders, steady allies, direct troops, or coordinate action under pressure.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Half Action for simple orders; Full Action for complex orders.",
      "category": "skills",
      "tags": [
        "basic",
        "interaction",
        "skill"
      ],
      "aliases": [
        "Command Skill",
        "Fellowship"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "Claes orders rescued prisoners to run for the Thunderhawk; a good roll keeps them moving under fire."
    },
    {
      "id": "cr-skills-dodge",
      "rule_id": "cr-skills-dodge",
      "title": "Dodge",
      "summary": "Basic / Agility",
      "content": "Type: Basic / Agility\nUse: React to avoid a successful melee, ranged, burst, or area attack when movement is possible.\nRoll: Success cancels a hit; burst attacks may need Degrees of Success to cancel extra hits.\nAction: Reaction.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Dodge Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "A Chaos bolt hits Chris; he uses his Reaction to Dodge before damage is rolled."
    },
    {
      "id": "cr-skills-intimidate",
      "rule_id": "cr-skills-intimidate",
      "title": "Intimidate",
      "summary": "Basic / Strength / Interaction",
      "content": "Type: Basic / Strength / Interaction\nUse: Coerce, frighten, threaten, or dominate a target through force, presence, or brutality.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Varies; War Cry is a Free Action as part of a Charge.",
      "category": "skills",
      "tags": [
        "basic",
        "interaction",
        "skill"
      ],
      "aliases": [
        "Intimidate Skill",
        "Strength"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "Phillip threatens a terrified cultist for the vault code instead of negotiating."
    },
    {
      "id": "cr-skills-medicae",
      "rule_id": "cr-skills-medicae",
      "title": "Medicae",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Diagnose injury, treat wounds, perform field care, handle surgery, disease, drugs, or trauma.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Half Action to Full Action; surgery may be Extended.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Medicae Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 75,
      "examples": "An Apothecary tests Medicae to identify Nurgle plague-biotech in a prisoner before release."
    },
    {
      "id": "cr-gm-tables-fate-points",
      "rule_id": "cr-gm-tables-fate-points",
      "title": "Fate Points",
      "summary": "Spend or burn Fate Points during play.",
      "content": "Fate Points can be spent for survival and heroic effort.\nCommon uses include rerolls, small bonuses, acting at a crucial moment, or avoiding immediate disaster.\nBurning a Fate Point is permanent but can save a character from death or removal.\nThe GM decides the exact narrative outcome.",
      "category": "gm_tables",
      "tags": [
        "fate",
        "gm_tables",
        "heal",
        "initiative",
        "reroll"
      ],
      "aliases": [
        "fate",
        "heal",
        "initiative",
        "reroll"
      ],
      "relatedRules": [
        "Critical Damage"
      ],
      "page": 205,
      "pageEnd": 205,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 70,
      "examples": "A player fails a vital Dodge and spends a Fate Point to reroll; burning one would be permanent and reserved for survival."
    },
    {
      "id": "cr-gm-tables-movement",
      "rule_id": "cr-gm-tables-movement",
      "title": "Movement",
      "summary": "Narrative and structured movement, jumping, swimming, climbing, carrying, throwing, and gravity.",
      "content": "Movement covers tactical movement, running, charging, climbing, jumping, swimming, carrying, and difficult terrain.\nUse Agility, Strength, Athletics-style skills, or relevant movement skills as the situation demands.\nStructured combat uses movement rates; narrative scenes can use tests and consequences.\nHazards such as gravity, gaps, fire, and collapsing terrain can add damage or lost time.",
      "category": "gm_tables",
      "tags": [
        "carry",
        "gm_tables",
        "gravity",
        "jump",
        "movement",
        "swim",
        "throw"
      ],
      "aliases": [
        "carry",
        "gravity",
        "jump",
        "movement",
        "swim",
        "throw"
      ],
      "relatedRules": [
        "Actions"
      ],
      "page": 206,
      "pageEnd": 211,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 70,
      "examples": "A marine charges across 12 metres of gantry; if the floor collapses, the GM calls for Agility or Athletics."
    },
    {
      "id": "cr-squad-mode-solo-mode-abilities",
      "rule_id": "cr-squad-mode-solo-mode-abilities",
      "title": "Solo Mode Abilities",
      "summary": "Chapter-linked Solo Mode abilities and",
      "content": "Solo Mode abilities are personal Chapter-style strengths.\nThey do not require Cohesion unless a specific ability says so.\nUse them when a Battle-Brother acts independently or leans into Chapter doctrine.\nSome improve with Rank, Renown, or listed upgrades.",
      "category": "squad_mode",
      "tags": [
        "chapter ability",
        "solo mode",
        "squad_mode"
      ],
      "aliases": [
        "chapter ability",
        "solo mode"
      ],
      "relatedRules": [
        "Squad Mode"
      ],
      "page": 216,
      "pageEnd": 219,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 70,
      "examples": "A lone marine separated from the team uses his Chapter Solo Mode ability while fighting back to the squad."
    },
    {
      "id": "cr-skills-acrobatics",
      "rule_id": "cr-skills-acrobatics",
      "title": "Acrobatics",
      "summary": "Advanced / Agility / Movement",
      "content": "Type: Advanced / Agility / Movement\nUse: Leap, tumble, vault, balance, recover from falls, or move through dangerous terrain.\nRoll: Advanced skill; normally requires training before use.\nAction: Full Action unless otherwise noted.",
      "category": "skills",
      "tags": [
        "advanced",
        "movement",
        "skill"
      ],
      "aliases": [
        "Acrobatics Skill",
        "Agility"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine vaults a broken bridge in the clone chamber without losing momentum."
    },
    {
      "id": "cr-skills-carouse",
      "rule_id": "cr-skills-carouse",
      "title": "Carouse",
      "summary": "Basic / Toughness",
      "content": "Type: Basic / Toughness\nUse: Resist alcohol, narcotics, toxins, or similar intoxicating effects without losing control.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Free Action taken whenever the character imbibes.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Carouse Skill",
        "Toughness"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A character resists a combat drug side effect or intoxicating gas with Carouse."
    },
    {
      "id": "cr-skills-charm",
      "rule_id": "cr-skills-charm",
      "title": "Charm",
      "summary": "Basic / Fellowship / Interaction",
      "content": "Type: Basic / Fellowship / Interaction\nUse: Improve attitude, persuade, calm, or win cooperation through social grace.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Usually 1 minute.",
      "category": "skills",
      "tags": [
        "basic",
        "interaction",
        "skill"
      ],
      "aliases": [
        "Charm Skill",
        "Fellowship"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine calms a panicked survivor long enough to get useful directions."
    },
    {
      "id": "cr-skills-chem-use",
      "rule_id": "cr-skills-chem-use",
      "title": "Chem-Use",
      "summary": "Advanced / Intelligence / Crafting, Investigation",
      "content": "Type: Advanced / Intelligence / Crafting, Investigation\nUse: Identify, prepare, apply, or safely handle chemicals, toxins, drugs, poisons, and reagents.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Full Action; Half Action with medicae injector/narthecium; complex applications may be Extended Tests.",
      "category": "skills",
      "tags": [
        "advanced",
        "crafting, investigation",
        "skill"
      ],
      "aliases": [
        "Chem-Use Skill",
        "Intelligence"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The team identifies which sterilant canister will weaken the plague membrane."
    },
    {
      "id": "cr-skills-ciphers",
      "rule_id": "cr-skills-ciphers",
      "title": "Ciphers",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Read, write, or interpret coded signs, battle marks, runes, or group-specific shorthand.\nRoll: Advanced skill; normally requires training before use.\nAction: Varies; basic use often no test/time; complex uses as set by the GM.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Ciphers Skill",
        "Intelligence"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A Dark Angels rune marks a hidden warning; Ciphers reveals it means quarantine."
    },
    {
      "id": "cr-skills-climb",
      "rule_id": "cr-skills-climb",
      "title": "Climb",
      "summary": "Basic / Strength / Movement",
      "content": "Type: Basic / Strength / Movement\nUse: Scale walls, ropes, gantries, wreckage, cliffs, or other difficult vertical surfaces.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Half Action.",
      "category": "skills",
      "tags": [
        "basic",
        "movement",
        "skill"
      ],
      "aliases": [
        "Climb Skill",
        "Strength"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine climbs a torn cable bundle to reach a higher gantry."
    },
    {
      "id": "cr-skills-concealment",
      "rule_id": "cr-skills-concealment",
      "title": "Concealment",
      "summary": "Basic / Agility",
      "content": "Type: Basic / Agility\nUse: Hide yourself or objects using cover, camouflage, distraction, lighting, or terrain.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Half Action.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Concealment Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The Kill-team hides demolition charges where a patrol will not spot them."
    },
    {
      "id": "cr-skills-contortionist",
      "rule_id": "cr-skills-contortionist",
      "title": "Contortionist",
      "summary": "Basic / Agility / Movement",
      "content": "Type: Basic / Agility / Movement\nUse: Escape grapples, bindings, tight spaces, restraints, or awkward physical traps.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Usually two Full Actions to escape a grapple.",
      "category": "skills",
      "tags": [
        "basic",
        "movement",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Contortionist Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine trapped by bio-cables wriggles free before the vault field pulses again."
    },
    {
      "id": "cr-skills-deceive",
      "rule_id": "cr-skills-deceive",
      "title": "Deceive",
      "summary": "Basic / Fellowship / Interaction",
      "content": "Type: Basic / Fellowship / Interaction\nUse: Lie, bluff, disguise intent, forge a story, misdirect, or fast-talk a target.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: 1 minute or more.",
      "category": "skills",
      "tags": [
        "basic",
        "interaction",
        "skill"
      ],
      "aliases": [
        "Deceive Skill",
        "Fellowship"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A disguised vox order tricks a patrol into checking the wrong corridor."
    },
    {
      "id": "cr-skills-demolition",
      "rule_id": "cr-skills-demolition",
      "title": "Demolition",
      "summary": "Advanced / Intelligence / Crafting",
      "content": "Type: Advanced / Intelligence / Crafting\nUse: Set, place, identify, disable, or time explosives and structural charges.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Half Action or longer; complex setups/defusals may be Extended Tests.",
      "category": "skills",
      "tags": [
        "advanced",
        "crafting",
        "skill"
      ],
      "aliases": [
        "Demolition Skill",
        "Intelligence"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The team plants charges on the engine shrine and tests Demolition to avoid a bad detonation."
    },
    {
      "id": "cr-skills-drive",
      "rule_id": "cr-skills-drive",
      "title": "Drive",
      "summary": "Advanced / Agility / Operator",
      "content": "Type: Advanced / Agility / Operator\nUse: Control ground vehicles, skimmers, walkers, or similar vehicles in risky conditions.\nRoll: Advanced skill; normally requires training before use.\nAction: Half Action.",
      "category": "skills",
      "tags": [
        "advanced",
        "operator",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Drive Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A player drives a damaged ground vehicle through shell craters on the next planet."
    },
    {
      "id": "cr-skills-evaluate",
      "rule_id": "cr-skills-evaluate",
      "title": "Evaluate",
      "summary": "Basic / Intelligence / Investigation",
      "content": "Type: Basic / Intelligence / Investigation\nUse: Judge an item, structure, relic, or object for value, quality, origin, or weak points.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: 1 minute or more.",
      "category": "skills",
      "tags": [
        "basic",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Evaluate Skill",
        "Intelligence"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine judges whether a relic blade is usable or just ceremonial salvage."
    },
    {
      "id": "cr-skills-gamble",
      "rule_id": "cr-skills-gamble",
      "title": "Gamble",
      "summary": "Basic / Intelligence",
      "content": "Type: Basic / Intelligence\nUse: Resolve games of chance, wagers, odds, cheating attempts, and gambling contests.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Full Action to an entire day of gaming.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Gamble Skill",
        "Intelligence"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A player reads odds during a downtime wager or catches someone cheating."
    },
    {
      "id": "cr-skills-inquiry",
      "rule_id": "cr-skills-inquiry",
      "title": "Inquiry",
      "summary": "Basic / Fellowship / Investigation",
      "content": "Type: Basic / Fellowship / Investigation\nUse: Gather rumours, leads, records, witness statements, or local information by asking around.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Usually 1 hour or more.",
      "category": "skills",
      "tags": [
        "basic",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Fellowship",
        "Inquiry Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The team questions rescued prisoners to learn which corridor leads to Specimen Holding."
    },
    {
      "id": "cr-skills-interrogation",
      "rule_id": "cr-skills-interrogation",
      "title": "Interrogation",
      "summary": "Advanced / Willpower / Investigation",
      "content": "Type: Advanced / Willpower / Investigation\nUse: Extract information from unwilling subjects through pressure, psychology, drugs, or tools.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Varies by scene and method.",
      "category": "skills",
      "tags": [
        "advanced",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Interrogation Skill",
        "Willpower"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A captured cultist resists questions about Morbus Threx until Interrogation succeeds."
    },
    {
      "id": "cr-skills-invocation",
      "rule_id": "cr-skills-invocation",
      "title": "Invocation",
      "summary": "Advanced / Willpower",
      "content": "Type: Advanced / Willpower\nUse: Focus the mind before psychic use through mantra, discipline, ritual, or concentration.\nRoll: Advanced skill; normally requires training before use.\nAction: Full Action.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Invocation Skill",
        "Willpower"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Chris spends a Full Action centering his will before using a risky psychic power."
    },
    {
      "id": "cr-skills-lip-reading",
      "rule_id": "cr-skills-lip-reading",
      "title": "Lip Reading",
      "summary": "Advanced / Perception",
      "content": "Type: Advanced / Perception\nUse: Understand speech by watching mouth movement, expression, and visible conversation cues.\nRoll: Advanced skill; normally requires training before use.\nAction: Varies with scene; generally requires sustained observation.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Lip Reading Skill",
        "Perception"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Through glass, a marine reads a lab acolyte silently ordering the release of specimens."
    },
    {
      "id": "cr-skills-literacy",
      "rule_id": "cr-skills-literacy",
      "title": "Literacy",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Read, write, translate common text forms, and work through damaged or archaic documents.\nRoll: Advanced skill; normally requires training before use.\nAction: About 1 minute per page.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Literacy Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A damaged dataslate is readable only after testing Literacy on corrupted High Gothic notes."
    },
    {
      "id": "cr-skills-logic",
      "rule_id": "cr-skills-logic",
      "title": "Logic",
      "summary": "Basic / Intelligence / Investigation",
      "content": "Type: Basic / Intelligence / Investigation\nUse: Solve puzzles, infer patterns, test arguments, spot contradictions, or decode structured problems.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: 1 minute, or longer for particularly complex problems.",
      "category": "skills",
      "tags": [
        "basic",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Logic Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A reactor puzzle needs the correct sequence: coolant, sterilant, then plasma."
    },
    {
      "id": "cr-skills-lore-common",
      "rule_id": "cr-skills-lore-common",
      "title": "Lore: Common",
      "summary": "Advanced / Intelligence / Investigation",
      "content": "Type: Advanced / Intelligence / Investigation\nUse: Recall public facts, customs, ranks, procedures, and traditions for known Imperial groups.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; often immediate recall; research uses may be Extended Tests.",
      "category": "skills",
      "tags": [
        "advanced",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Lore: Common Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine recalls standard Deathwatch quarantine protocol for contaminated survivors."
    },
    {
      "id": "cr-skills-lore-forbidden",
      "rule_id": "cr-skills-lore-forbidden",
      "title": "Lore: Forbidden",
      "summary": "Advanced / Intelligence / Investigation",
      "content": "Type: Advanced / Intelligence / Investigation\nUse: Recall hidden, dangerous, proscribed, xenos, warp, cult, or heretical knowledge.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; often immediate recall; risky or deep research may be Extended.",
      "category": "skills",
      "tags": [
        "advanced",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Lore: Forbidden Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Chris identifies signs of warp-tainted plague rites in the gene-vats."
    },
    {
      "id": "cr-skills-lore-scholastic",
      "rule_id": "cr-skills-lore-scholastic",
      "title": "Lore: Scholastic",
      "summary": "Advanced / Intelligence / Investigation",
      "content": "Type: Advanced / Intelligence / Investigation\nUse: Recall formal academic knowledge such as history, heraldry, philosophy, or theory.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; often immediate recall; academic research may be Extended.",
      "category": "skills",
      "tags": [
        "advanced",
        "investigation",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Lore: Scholastic Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A character recalls formal xenobiology theory to classify a strange bio-sample."
    },
    {
      "id": "cr-skills-navigation",
      "rule_id": "cr-skills-navigation",
      "title": "Navigation",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Plot routes, keep direction, read maps, cross void routes, or find position in hostile terrain.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; plotting complex courses often requires Extended Tests.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Navigation Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The Kill-team plots the escape craft vector toward THETA-92 before the signal degrades."
    },
    {
      "id": "cr-skills-performer",
      "rule_id": "cr-skills-performer",
      "title": "Performer",
      "summary": "Advanced / Fellowship",
      "content": "Type: Advanced / Fellowship\nUse: Sing, act, speak, tell stories, play music, or hold an audience through performance.\nRoll: Advanced skill; normally requires training before use.\nAction: Varies; performances typically take several minutes or more.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Fellowship",
        "Performer Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine uses solemn oratory to steady frightened Imperial prisoners."
    },
    {
      "id": "cr-skills-pilot",
      "rule_id": "cr-skills-pilot",
      "title": "Pilot",
      "summary": "Advanced / Agility / Operator",
      "content": "Type: Advanced / Agility / Operator\nUse: Control jump packs, flyers, landers, voidcraft, or other craft under dangerous conditions.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Half Action.",
      "category": "skills",
      "tags": [
        "advanced",
        "operator",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Pilot Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A jump pack landing through broken hull plating requires Pilot (Personal)."
    },
    {
      "id": "cr-skills-psyniscience",
      "rule_id": "cr-skills-psyniscience",
      "title": "Psyniscience",
      "summary": "Advanced / Perception",
      "content": "Type: Advanced / Perception\nUse: Sense warp activity, psychic powers, daemons, disturbances, voids, and immaterium traces.\nRoll: More Degrees of Success give clearer direction, source, strength, or detail.\nAction: Full Action.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Perception",
        "Psyniscience Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Chris senses the trapped psyker causing void-vox anomalies near the vault."
    },
    {
      "id": "cr-skills-scrutiny",
      "rule_id": "cr-skills-scrutiny",
      "title": "Scrutiny",
      "summary": "Basic / Perception",
      "content": "Type: Basic / Perception\nUse: Read motives, detect lies, assess behaviour, inspect details, or judge if something feels wrong.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Full Action (special uses may take longer).",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Perception",
        "Scrutiny Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A survivor seems calm; Scrutiny reveals he is hiding mutation symptoms."
    },
    {
      "id": "cr-skills-search",
      "rule_id": "cr-skills-search",
      "title": "Search",
      "summary": "Basic / Perception",
      "content": "Type: Basic / Perception\nUse: Carefully inspect an area, body, object, container, or room for hidden items and clues.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Full Action or longer.",
      "category": "skills",
      "tags": [
        "",
        "basic",
        "skill"
      ],
      "aliases": [
        "Perception",
        "Search Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The team searches a lab bench for gene-data before the deck collapses."
    },
    {
      "id": "cr-skills-security",
      "rule_id": "cr-skills-security",
      "title": "Security",
      "summary": "Advanced / Agility",
      "content": "Type: Advanced / Agility\nUse: Pick locks, bypass alarms, defeat seals, disarm traps, or breach electronic security.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Half Action to several minutes; complex systems may require Extended Tests.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Security Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A sealed stasis locker needs Security to bypass without triggering an alarm."
    },
    {
      "id": "cr-skills-shadowing",
      "rule_id": "cr-skills-shadowing",
      "title": "Shadowing",
      "summary": "Advanced / Agility",
      "content": "Type: Advanced / Agility\nUse: Follow a target without being noticed through crowds, streets, corridors, or wilderness.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: 1 minute per successful test (longer at GM's discretion).",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Shadowing Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A marine follows a fleeing acolyte without revealing the Kill-team position."
    },
    {
      "id": "cr-skills-silent-move",
      "rule_id": "cr-skills-silent-move",
      "title": "Silent Move",
      "summary": "Basic / Agility / Movement",
      "content": "Type: Basic / Agility / Movement\nUse: Move quietly past guards, creatures, sensors, debris, or echoing terrain.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Free Action as part of Movement.",
      "category": "skills",
      "tags": [
        "basic",
        "movement",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Silent Move Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The squad crosses a sensor corridor quietly to avoid adding patrols."
    },
    {
      "id": "cr-skills-sleight-of-hand",
      "rule_id": "cr-skills-sleight-of-hand",
      "title": "Sleight of Hand",
      "summary": "Advanced / Agility",
      "content": "Type: Advanced / Agility\nUse: Palm objects, pick pockets, hide small items, cheat at games, or perform dexterous tricks.\nRoll: Often Opposed; compare Degrees of Success to decide the winner.\nAction: Half Action, or Free Action at -10.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Agility",
        "Sleight of Hand Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A prisoner tries to palm a scalpel; Sleight of Hand decides if anyone notices."
    },
    {
      "id": "cr-skills-speak-language",
      "rule_id": "cr-skills-speak-language",
      "title": "Speak Language",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Communicate in a trained language, dialect, code tongue, or specialist jargon.\nRoll: Advanced skill; normally requires training before use.\nAction: Free Action.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Speak Language Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Techna-Lingua lets a Techmarine understand machine-cant warnings."
    },
    {
      "id": "cr-skills-survival",
      "rule_id": "cr-skills-survival",
      "title": "Survival",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Find shelter, water, food, safe paths, hazards, and ways to endure hostile environments.\nRoll: Advanced skill; normally requires training before use.\nAction: Various (as appropriate to the task).",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Survival Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "On THETA-92, Survival helps find safe ground in hostile weather and alien spoor."
    },
    {
      "id": "cr-skills-swim",
      "rule_id": "cr-skills-swim",
      "title": "Swim",
      "summary": "Basic / Strength / Movement",
      "content": "Type: Basic / Strength / Movement\nUse: Move through water or other liquids, resist currents, dive, or stay afloat under pressure.\nRoll: Basic skill; untrained use is normally allowed if the sheet supports it.\nAction: Full Action.",
      "category": "skills",
      "tags": [
        "basic",
        "movement",
        "skill"
      ],
      "aliases": [
        "Strength",
        "Swim Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A flooded sump corridor forces a Swim test in armour-assisted movement."
    },
    {
      "id": "cr-skills-tactics",
      "rule_id": "cr-skills-tactics",
      "title": "Tactics",
      "summary": "Advanced / Intelligence / Skill Groups",
      "content": "Type: Advanced / Intelligence\nGroups: Air Combat, Armoured Tactics, Assault Doctrine, Defensive Doctrine, Orbital Drop Procedures, Recon and Stealth.\nUse: Apply military knowledge to on-the-ground manoeuvres, deployments, ambushes, approaches, and battle doctrine.\nRoll: This is not Command and does not grant free Cohesion or Squad Mode abilities; success gives tactical information or positioning.\nAction: Varies by situation; planning may be an Extended Test.",
      "category": "skills",
      "tags": [
        "advanced",
        "skill",
        "tactics",
        "squad tactics",
        "assault doctrine",
        "defensive doctrine",
        "recon and stealth"
      ],
      "aliases": [
        "Intelligence",
        "Tactics Skill",
        "Squad Tactics",
        "Recon and Stealth",
        "Assault Doctrine",
        "Defensive Doctrine"
      ],
      "relatedRules": [
        "Test Difficulty",
        "Squad Mode",
        "Cohesion",
        "Command"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 85,
      "examples": "Before breaching the engine shrine, a marine rolls Tactics to identify the best approach and priority threat; success gives direction, not free Cohesion."
    },
    {
      "id": "cr-skills-squad-tactics",
      "rule_id": "cr-skills-squad-tactics",
      "title": "Squad Tactics",
      "summary": "Tactics (Int) check to read the battlefield for the Kill-team; limited to information and positioning.",
      "content": "Squad Tactics is a Tactics Skill Test (Advanced / Intelligence), not a separate power.\nUse it to read enemy doctrine, priority targets, ambush risk, deployments, and the best approach for the Kill-team.\nLimits: success grants tactical information or positioning only. It does NOT grant free Squad Mode abilities, Cohesion, extra actions, or bonuses that a rule does not explicitly provide.\nOne Battle-Brother rolls for the read; extra Degrees of Success may reveal a better position, a priority threat, or a safer route.\nEntering Squad Mode and activating squad abilities still costs Cohesion and follows the Squad Mode rules; a Tactics success does not bypass them.",
      "category": "skills",
      "tags": [
        "squad tactics",
        "tactics",
        "skill",
        "advanced",
        "battlefield read",
        "positioning"
      ],
      "aliases": [
        "Squad Tactics",
        "Team Tactics",
        "Tactical Read",
        "Read Tactical Situation"
      ],
      "relatedRules": [
        "Tactics",
        "Squad Mode",
        "Cohesion",
        "Command"
      ],
      "page": 94,
      "pageEnd": 94,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.95,
      "midgamePriority": 82,
      "examples": "The team rolls Squad Tactics before an assault; success names the priority threat and a covered approach, but they still spend Cohesion to enter Squad Mode and trigger a squad ability."
    },
    {
      "id": "cr-skills-tech-use",
      "rule_id": "cr-skills-tech-use",
      "title": "Tech-Use",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Operate, repair, diagnose, bypass, calibrate, or understand machines and Imperial technology.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Half Action for simple operations; complex tasks may be Extended Tests.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Tech-Use Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A Techmarine isolates the vault transmitter and recovers coordinates."
    },
    {
      "id": "cr-skills-tracking",
      "rule_id": "cr-skills-tracking",
      "title": "Tracking",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Follow spoor, footprints, scent, broken terrain, blood trails, or other signs of passage.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; simple tracking is a Full Action; extended pursuits may be Extended Tests.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Tracking Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "The team follows slime, blood, and claw marks toward an escaped specimen."
    },
    {
      "id": "cr-skills-trade",
      "rule_id": "cr-skills-trade",
      "title": "Trade",
      "summary": "Advanced / Intelligence / Crafting",
      "content": "Type: Advanced / Intelligence / Crafting\nUse: Practice a profession or craft such as armourer, artisan, chymist, smith, or similar work.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Varies; crafting typically uses Extended Tests.",
      "category": "skills",
      "tags": [
        "advanced",
        "crafting",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Trade Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "Trade (Armourer) helps judge whether a damaged weapon can be repaired mid-mission."
    },
    {
      "id": "cr-skills-wrangling",
      "rule_id": "cr-skills-wrangling",
      "title": "Wrangling",
      "summary": "Advanced / Intelligence",
      "content": "Type: Advanced / Intelligence\nUse: Handle, calm, train, ride, direct, or assess animals and xenos-beasts.\nRoll: May be an Extended Test for long, risky, or complex work.\nAction: Half Action to several minutes; training is typically an Extended Test.",
      "category": "skills",
      "tags": [
        "",
        "advanced",
        "skill"
      ],
      "aliases": [
        "Intelligence",
        "Wrangling Skill"
      ],
      "relatedRules": [
        "Test Difficulty"
      ],
      "page": 94,
      "pageEnd": 107,
      "source": "Core Rulebook",
      "sourceAbbr": "CR",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 55,
      "examples": "A handler tries to calm or redirect a trained xenos-beast instead of killing it."
    },
    {
      "id": "mox-supplements-mark-of-the-xenos-session-reference",
      "rule_id": "mox-supplements-mark-of-the-xenos-session-reference",
      "title": "Mark of the Xenos Session Reference",
      "summary": "Xenos adversary rules, traits, and GM-facing encounter",
      "content": "Mark of the Xenos adds adversaries, traits, and encounter material.\nUse it as GM-facing support for xenos enemies and special creature rules.\nFor tonight, prefer the active mission enemies and core rules first.\nOnly add supplement material when it speeds up play.",
      "category": "supplements",
      "tags": [
        "adversary",
        "horde",
        "supplement",
        "trait",
        "xenos"
      ],
      "aliases": [
        "adversary",
        "horde",
        "trait",
        "xenos"
      ],
      "relatedRules": [
        "Requisition",
        "Talent Descriptions",
        "Trait Descriptions"
      ],
      "page": 1,
      "pageEnd": 8,
      "source": "Mark of the Xenos",
      "sourceAbbr": "MoX",
      "sourceMethod": "curated",
      "confidence": 0.98,
      "midgamePriority": 45,
      "examples": "If the next planet reveals xenos bioforms, the GM can use this as a quick reminder before opening supplement stats."
    }
  ],
  "searchIndex": {
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    "negate": [
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    "success": [
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    "degree": [
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    "with": [
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    "ranged": [
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    "automatic": [
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    "hits": [
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    "attack": [
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    "per": [
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    "additional": [
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    "kill": [
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    "targets": [
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