807 lines
17 KiB
Plaintext
807 lines
17 KiB
Plaintext
Test Difficulty
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Difficulty
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Trivial
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Elementary
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Simple
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Easy
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Routine
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Ordinary
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Challenging
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Difficult
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Hard
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Very Hard
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Arduous
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Punishing
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Hellish
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Test
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Modifier
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+60
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+50
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+40
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+30
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+20
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+10
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+0
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–10
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–20
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–30
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–40
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–50
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–60
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Hit Locations
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Roll
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01–10
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11–20
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21–30
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31–70
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71–85
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86–00
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Location
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Head
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Right Arm
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Left Arm
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Body
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Right Leg
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Left Leg
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Critical Tables
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Energy
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Explosive
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Impact
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Rending
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(page 252 to 253)
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(page 254 to 255)
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(page 256 to 257)
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(page 258 to 259)
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Weapon
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Craftsmanship
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–10 to hit. Jam on
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any failed to hit roll.
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Good +5 to hit.
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+10 to hit, +1
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Best
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Damage.
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Poor
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Ranged Weapons
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Name
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Bolt Weapons
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Class
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Range RoF
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Dmg
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Combat Actions
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Pen Clip Rld
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Astartes Bolt Pistol
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Pistol
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30m
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S/3/– 2d10+5 X 5
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14
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Full
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Tearing
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Astartes Bolter (Godwyn) Basic
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100m S/2/4 2d10+5 X 5
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28
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Full
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Tearing
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Astartes Boltgun (Stalker) Basic
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200m S/–/– 2d10+5 X 5
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24
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Full
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Accurate, Tearing
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100m S/2/4 2d10+5 X 5
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28
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Full
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Tearing
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Astartes Combi-Weapon†† Basic
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Astartes Heavy Bolter
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Heavy
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150m –/–/10 2d10+10 X 6
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60
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Full
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Tearing
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Astartes Storm Bolter
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Basic
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100m S/2/4 2d10+5 X 5
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60
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2 Full Storm, Tearing
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†
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Profile is for the primary bolter. Secondary weapon has RoF: S/–/– and Clip: 1, with all other statistics as per the weapon’s entry.
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Plasma Weapons
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Astartes Plasma Cannon
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Astartes Plasma Gun
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(Ragefire)
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Astartes Plasma Pistol
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Heavy150mS/–/–2d10+11 E 10165 FullBlast (1), Volatile
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Basic100mS/2/–1d10+9 E8404 FullVolatile
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Pistol30mS/2/–1d10+8 E8123 FullVolatile
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Melta Weapons
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Astartes Infernus Pistol
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Astartes Meltagun
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(Vulkan)
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Astartes Multi-melta
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(Maxima)
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Pistol
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10m
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S/–/–
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2d10+8 E
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13
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4
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Adds extra AP to locations
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hidden by cover.
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Cover Type
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AP
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Light Wood, Armour-glas,
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4
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Light Metal
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Heavy Wood, Flakboard,
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8
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Sandbags, Ice
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Rockcrete, Thick Iron,
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16
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Stone
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Plasteel, Armaplas
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32
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Full
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–
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Basic20mS/–/–2d10+8 E1362 Full–
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Heavy60mS/–/–4d10+6 E13122 FullBlast (1)
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Flame Weapons
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Astartes Flamer
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Astartes Hand Flamer
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Astartes Heavy Flamer
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Basic
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Pistol
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Heavy
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20m
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10m
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30mS/–/–
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S/–/–
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S/–/–2d10+2 E
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2d10+2 E
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2d10+6 E3
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3
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66
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4
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102 Full
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2 Full
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2 FullFlame
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Flame
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Flame
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150m
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30m
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90m
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30m–/–/10
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S/2/–
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S/3/10
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S/–/63d10+6 I
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2d10+3 I
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1d10+3 I
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1d10+2 I6
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0
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0
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0200
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18
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30
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183 Full
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Full
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2 Full
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FullTearing
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Reliable, Scatter
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–
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–
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Solid Projectile Weapons
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Astartes Assault Cannon
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Astartes Shotgun
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Autogun
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Autopistol
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Mounted
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Basic
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Basic
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Pistol
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Las Weapons
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Astartes Lascannon
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Lasgun
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Laspistol
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Heavy
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Basic
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Pistol
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300m
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100m
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30m
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S/–/–
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S/3/–
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S/–/–6d10+10 E 10
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1d10+3 E 0
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1d10+2 E 06
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60
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302 Full
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Full
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Full–
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Reliable
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Reliable
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S/2/–†††††123 Full††
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S/–/–†††††8Full††
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Launchers
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Astartes Cyclone Missile
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Mounted 300m
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Launcher
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Astartes Missile Launcher
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Heavy
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250m
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(Soundstrike)
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Auxiliary Grenade
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n/a
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45m
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Launcher
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††
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Varies with ammunition
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S/–/–
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††
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†††
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4
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0–19
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20–39
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40–59
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60-79
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80+
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Initiated: You have recently sworn your oaths of
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duty to the Deathwatch.
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Respected: You have proven your prowess
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repeatedly through bravery and blood.
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Distinguished: You have earned an impressive
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number of victories safeguarding humanity
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against its enemies.
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Famed: Your reputation precedes you, and your
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deeds are known to Battle-Brothers across the
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Reach.
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Hero: Your name echoes to your Chapter and
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beyond as a paragon of strength and valour.
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© Games Workshop Limited 2010. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Deathwatch and all associated marks ®, TM and/
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or © Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world.
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2 Full
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4
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††
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8
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Half
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Called ShotFull
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Charge
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Defensive Stance
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Delay
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Disengage
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Dodge
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Feint
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Focus Power
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Full Auto Burst
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Grapple
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Guarded Attack
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Jump or Leap
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Knock-Down
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Manoeuvre
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Move
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Multiple Attacks
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Overwatch
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Parry
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Ready
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Reload
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Run
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Semi-Auto Burst
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Stand/Mount
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Standard Attack
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Stun
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Suppressing Fire
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Tactical Advance
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Use a SkillFull
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Full
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Half
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Full
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Reaction
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Half
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Varies
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Full
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Half/Full
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Full
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Full
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Half
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Half
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Half/Full
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Full
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Full
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Reaction
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Half
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Varies
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Full
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Full
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Half
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Half
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Full
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Full
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Full
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Varies
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Accurate:
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Balanced:
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Blast (X):
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3
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5
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Target
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6-7
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Type
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Half/Full
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Full
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Subtype(s)
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Concentration
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Attack, Melee
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Miscellaneous
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Attack, Concentration, Melee
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or Ranged
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Attack, Melee, Movement
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Concentration, Melee
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Miscellaneous
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Movement
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Movement
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Attack, Melee
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Varies
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Attack, Ranged
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Attack, Melee
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Attack, Concentration, Melee
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Movement
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Attack, Melee
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Attack, Melee, Movement
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Movement
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Attack, Melee or Ranged
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Attack, Concentration, Ranged
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Defence, Melee
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Miscellaneous
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Miscellaneous
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Movement
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Attack, Ranged
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Movement
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Attack, Melee or Ranged
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Attack, Melee
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Attack, Ranged
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Concentration, Movement
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Concentration, Miscellaneous
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9-0
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Scatter Diagram
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Melee Weapons
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Description
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+10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
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+20 to WS, cannot Dodge or Parry.Name
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Chain WeaponsClass
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Astartes ChainswordMelee
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Prepare to fire a heavy weapon.Power Weapons
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Attack a specific location on your target with a –20 to WS or BS.
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Must move 4 metres, +10 to WS.
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Gain an additional Reaction, opponents suffer –20 to WS.
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Before your next Turn take any Half Action.
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Break off from melee and move.
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Test Dodge to negate a hit.
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Opposed WS Test, if you win, your next attack cannot be Dodged or Parried.
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Use a Psychic Power.
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+20 to BS, additional hit for every degree of success.
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Affect a Grappled opponent or escape from a Grapple.
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–10 WS, +10 to Parry and Dodge.
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Jump vertically or leap horizontally.
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Try and knock an opponent to the ground.
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Opposed WS Test, if you win, move enemy 1 metre.
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Move up to your movement as a Half Action or twice your movement as a Full Action.
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Attack more than once in the same round—requires two weapons or a talent.
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Shoot targets coming into a set kill zone, –20 to BS.
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Test Weapon Skill to negate a hit.
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Ready a weapon or item.
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Reload a ranged weapon.
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Move triple, enemies –20 BS and +20 WS.
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+10 to BS, additional hit for every two degrees of success.
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Stand up or mount a riding animal.
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Make one melee or ranged attack.
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Try to Stun an opponent.
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Force opponents to take cover, –20 to BS.
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Move from cover to cover.
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You may use a Skill.
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Weapon Qualities
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2
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1
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Renown
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Renown Rating Renown Rank
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Cover Types
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Special
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Action
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Aim
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All Out Attack
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Brace Heavy
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Weapon
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Additional +10 to hit when used with an Aim Action.
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+10 to Parry.
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All within the weapon’s blast radius in metres is hit. Roll Hit
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Location and Damage individually for each person affected.
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Concussive: Target must pass a Toughness Test (–10 per Degree of
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Success on the attack) or is Stunned for 1 Round. Target is
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possibly knocked down.
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efensive:
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+15 to Parry, –10 to hit.
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evastating (X): The weapon does one additional point of Cohesion
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Damage. If the target is a Horde, the Horde suffers
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additional hits equal to the number in parenthesis.
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Felling (X):
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The weapon ignores a number of levels of Unnatural
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Toughness possessed by the target equal to the number in
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parenthesis.
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Flame:
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No BS Test. All creatures in a 30 degree arc make Agility
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Test or be struck by flame and take Damage. If Damage is
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taken, the target must
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succeed on second Agility Test or
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catch fire.
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Gyro-Stabilised: This weapon never counts its target as being further
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than Long Range. Heavy Weapons only suffer a –20 when
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not braced.
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Haywire (X): This weapon generates a field that troubles the machine
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spirits of technology. See page 143 for details.
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Overheats:
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Unmodified roll of 91 or more on to hit roll causes
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Overheat, see page 129.
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Power Field: When Parrying an attack made with a weapon that lacks this
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quality, there is a 75% chance of destroying the attacker’s
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weapon.
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Primitive:
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AP doubled, unless armour also has Primitive quality.
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Razor Sharp: If the attack roll results in two or more degrees of success,
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double the weapon’s Penetration.
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Recharge:
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Can only fire every-other Round.
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Reliable:
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If Jam, roll 1d10 and only on roll of 10 has it Jammed.
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Sanctified:
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This weapon deals Holy damage, which has certain effects
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on Daemonic and warp creatures.
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Scatter:
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At Point Blank range, each 2 degrees of success scores
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another hit. AP doubled at Long and Extreme ranges.
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Shocking:
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If weapon causes Damage, Test Toughness or Stunned (+10
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bonus per AP).
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Smoke:
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Creates smoke screen 3d10 metres in diameter, lasts 2d10
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Rounds.
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Snare:
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The target must make an Agility Test or be immobilised. An
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immobilised target can attempt no other Actions except to
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try to escape the bonds. He can attempt to burst the bonds
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(a Strength Test) or wriggle free (an Agility Test) in his Turn.
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The target is considered helpless until he escapes.
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Storm:
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Doubles the number of hits inflicted on the target.
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Tearing:
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Roll two dice for Damage, take the best result.
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Toxic:
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If weapon causes Damage, Test Toughness at –5 for every
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point of Damage taken, if failed take extra 1d10 Impact
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Damage (no reduction for armour or Toughness).
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Twin-linked: +20 to hit, may score one additional hit if the attack roll
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succeeds by two or more degrees of success.
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Unbalanced: –10 when used to Parry.
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Unwieldy:
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Cannot be used to Parry.
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Volatile:
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If a 10 is rolled for Damage on a weapon with the Volatile
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Quality, Rightous Fury occurs automatically.
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Astartes Chainfist
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Astartes Lightning Claw
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Astartes Power Axe
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Astartes Power Fist
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Astartes Power Sword
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Dmg
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Pen Special
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1d10+3 R4Balanced, Tearing
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Mounted 2d10† E
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Melee
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1d10+6 E
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Melee
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1d10+8 E
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Melee
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2d10† E
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Melee
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1d10+6 E10
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8
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6
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9
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6Power Field, Tearing
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Power Field, Special, Tearing
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Power Field, Unbalanced
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Power Field, Unwieldy
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Balanced, Power Field
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Power Field, Concussive,
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Unwieldy
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Astartes Thunder Hammer Melee
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2d10+5 E
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8
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Omnissian Axe (Astartes-
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Melee
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2d10+6 E
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6
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Power Field, Unbalanced
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Pattern) ††
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†
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Chainfists and Power Fists double the wielder’s Strength Bonus when adding to Melee Damage.
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††
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Only Techmarines are entrusted with this weapon.
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raditional Weapons
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Astartes Combat Knife
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Ceremonial Sword†††
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Sacris Claymore†††
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Melee
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Melee
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Melee1d10+2 R
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1d10+3 R
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2d10+2 R2
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2
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2–
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Balanced
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Unbalanced
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Melee
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Melee1d10+1 I
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1d10+2 R0
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2Balanced, Special
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Balanced, Special
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Force Weapons
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Astartes Force Staff
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Astartes Force Sword
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Other Melee Weapons
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Primitive Weapons
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Melee
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1d10 I
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0
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Primitive
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Improvised
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Melee
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1d10–2 I
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0
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Primitive, Unbalanced
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†††
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See Page 170 for description
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Note: Characters using melee weapons add their SB to the Damage they inflict.
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Combat Difficulty Summary
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Difficulty
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Easy
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Skill Modifier Example
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+30
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Routine+20
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Ordinary+10
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Challenging+0
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Difficult–10
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Hard
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Very Hard
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–20
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–30
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Attacking a Surprised or Unaware target.
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Shooting a Massive target.
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Shooting a target at Point Blank Range.
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Attacking a Stunned opponent.
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Shooting an Enormous target.
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Melee attacks against a foe who is outnumbered two to one.
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Attacking a Prone opponent with a melee weapon.
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Attacking from higher ground.
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Shooting a Hulking target.
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Shooting a target at Short Range.
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A Standard Attack.
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Any test whilst Fatigued.
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Attacking or Dodging whilst in the mud or heavy rain.
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Shooting a target at Long Range.
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Shooting a Prone target.
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Shooting a Scrawny target.
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Shooting into melee combat.
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Dodging whilst Prone.
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Making an unarmed attack against an armed opponent.
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Melee attacks in darkness.
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Shooting at a target in fog, mist, shadow or smoke.
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Shooting a Puny target.
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Using a weapon without the correct Talent.
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Attacking or Dodging in deep snow.
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Firing a heavy weapon that has not been Braced.
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Shooting a target at Extreme range.
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Shooting at a completely concealed target.
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Shooting at a target in darkness.
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Armour
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Weapon JamsSemi-Automatic Weapons
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An unmodified roll of 96–00 weapon Jams. Full
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Action and BS Test to clear. Semi- and Full Auto
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Fire Jams on a 94–00.+10 BS, for every 2 degrees of success gain another hit, as indicated on
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Multiple Hits Table (page 239), or can be allocated to another target within
|
||
2m. Result of 94–00 on BS test indicates weapon has Jammed.
|
||
Two-Weapon FightingFull Automatic Weapons
|
||
Only one-handed weapons. Either make a single
|
||
attack with either weapon (–20 for off-hand), or if
|
||
you have the Two Weapon Wielder Talent, spend
|
||
a Full Action to attack with both weapons, but
|
||
at –20 to each (drops to –10 with Ambidextrous
|
||
Talent). If shooting with a gun in each hand, your
|
||
targets must be within 10m of each other.
|
||
Using Weapons without Talent
|
||
–20 penalty when using a weapon without
|
||
the appropriate Talent. In the case of Flame
|
||
weapons, targets receive +30 to Agility Test to
|
||
avoid being hit.
|
||
Unarmed Combat
|
||
WS to hit, inflicts 1d5–3 I+SB. Armour Points
|
||
count as double. In addition, inflicting damage
|
||
greater than or equal to your target’s Toughness
|
||
Bonus also inflicts 1 level of Fatigue.
|
||
+20 BS, for every degree of success gain another hit, as indicated on
|
||
Multiple Hits Table (page 239), or can be allocated to another target within
|
||
2m. Result of 94–00 on BS Test indicates weapon has Jammed.
|
||
Overwatch
|
||
You take a Full Action to establish a kill zone 45-degrees from your facing
|
||
and up to the Range of the weapon. You may spend subsequent Turns
|
||
waiting for targets to enter the zone. You may take the Full Auto Burst
|
||
Action, Semi-Auto Burst Action, or Suppressing Fire to shoot any targets
|
||
entering the zone, targets must make a Hard (–20) Willpower Test or
|
||
become Pinned. Overwatch may be maintained up to your WP Bonus in
|
||
hours, or until the Full Burst Action has been used.
|
||
Damage
|
||
Critical Damage is cumulative.
|
||
Fatigue
|
||
Can suffer a number Fatigue equal to TB. Fatigued
|
||
characters –10 all Tests. If you suffer more Fatigue
|
||
than TB, fall unconscious for 10–TB minutes.
|
||
Each hour of complete rest removes 1 level of
|
||
Fatigue; after 8 hours, Fatigue is reduced to 0.
|
||
Stunned
|
||
You can suppress an area 45-degrees from your facing and up to half the
|
||
Range of the weapon. Targets within this area must make a Hard (–20)
|
||
Willpower Test or become Pinned. Make a Hard (–20) Ballistic Skill Test to
|
||
determine if anyone in area has been hit, GM assigns hit to random target.
|
||
An extra hit is scored for every 2 degrees of success. Result of 94–00 on
|
||
BS test indicates weapon has Jammed.
|
||
Stunned characters cannot take Actions (including
|
||
free ones), opponents receive +20 to hit.
|
||
Lightly Damaged
|
||
Heavily Damaged
|
||
If Damage taken is more than twice TB.
|
||
Blood Loss
|
||
10% chance of death each Round unless treated.
|
||
Pinned targets have Half Action only and suffer –20 BS and must keep
|
||
cover between them and the shooter. Test Willpower to recover at the end
|
||
of the Turn, +30 if not shot at. If engaged in melee, automatically escape.
|
||
Location Second ThirdFourthFifthEach
|
||
Additional Hit
|
||
HeadHeadArmBodyArmBody
|
||
ArmArmBodyHeadBodyArm
|
||
BodyBodyArmHeadArmBody
|
||
LegLegBodyArmHeadBody
|
||
Movement (metres/round)
|
||
Half Move
|
||
1/2
|
||
1
|
||
2
|
||
3
|
||
4
|
||
5
|
||
6
|
||
7
|
||
8
|
||
9
|
||
10
|
||
Full Move
|
||
1
|
||
2
|
||
4
|
||
6
|
||
8
|
||
10
|
||
12
|
||
14
|
||
16
|
||
18
|
||
20
|
||
Hordes
|
||
Charge
|
||
2
|
||
3
|
||
6
|
||
9
|
||
12
|
||
15
|
||
18
|
||
21
|
||
24
|
||
27
|
||
30
|
||
A character can damage a Horde by shooting it with ranged
|
||
weapons or attacking it in melee. These attacks are treated
|
||
as if they are against a single creature even though they may
|
||
represent mowing down ranks of enemies or scything through
|
||
many foes.
|
||
Characters must still roll to hit a Horde, but the appropriate size
|
||
bonus should apply to these tests based on the Horde’s Magnitude.
|
||
Weapons that can fire on full, or semi-auto will cause additional hits.
|
||
These hits must be allocated against the Horde and not any individual
|
||
Lieutenants or Masters that may also be present.
|
||
Damaging a Horde
|
||
Multiple Hits From
|
||
Semi and Full auto fire
|
||
AB
|
||
0
|
||
1
|
||
2
|
||
3
|
||
4
|
||
5
|
||
6
|
||
7
|
||
8
|
||
9
|
||
10
|
||
Locations Covered AP
|
||
Astartes Power Armour
|
||
All
|
||
8/10
|
||
Astartes Artificer Armour
|
||
All
|
||
12
|
||
Astartes Scout Armour
|
||
Body, Arms
|
||
6
|
||
Astartes Terminator Armour
|
||
All
|
||
14
|
||
Primitive Armour
|
||
Varies
|
||
Varies
|
||
Carapace Armour
|
||
All
|
||
6
|
||
Diagnostor Helmet
|
||
Head
|
||
8
|
||
Masking Screen
|
||
–
|
||
–
|
||
Flak Armour
|
||
All
|
||
4
|
||
†
|
||
Artificer armour is not available on a per-mission basis; it must be obtained as
|
||
Signature Gear.
|
||
Attacking a Horde
|
||
Suppressive Fire
|
||
Pinning
|
||
When a character has sustained Damage equal
|
||
to their Wounds, all further Damage is Critical
|
||
Damage. When Critical Damage is suffered,
|
||
consult the relevant Critical Table (pages 252–
|
||
259), determined by the type of Damage (Energy,
|
||
Impact, Rending or Explosive) and the Hit
|
||
Location of the attack, and apply the effect. All
|
||
Name
|
||
Run
|
||
3
|
||
6
|
||
12
|
||
18
|
||
24
|
||
30
|
||
36
|
||
42
|
||
48
|
||
54
|
||
60
|
||
• Each hit that causes any amount of damage reduces a Horde’s
|
||
Magnitude by one. Therefore, an attack that, after accounting
|
||
for armour and Toughness Bonus, causes 15 points of
|
||
damage reduces the Horde’s Magnitude by 1. The deliberate
|
||
consequence of this is that sustained fire and blast weapons are
|
||
much more effective against Hordes than weapons which fire
|
||
only one shot; a lascannon is a weapon for destroying tanks, not
|
||
mowing down large numbers of infantry.
|
||
• Weapons that inflict Explosive Damage (X) gain a bonus against
|
||
Hordes, and count as having inflicted one additional Hit.
|
||
• Locations are not used when fighting a Horde.
|
||
• A Horde has a single armour value at is applied to all damage
|
||
rather than different armour values for different locations.
|
||
• Hordes may be Pinned as normal (with the entire Horde making
|
||
a single Willpower Test). However, Hordes gain a bonus to their
|
||
Willpower Tests to resist pinning equal to its Magnitude.
|
||
Melee: When fighting against a Horde in Melee, a Space Marine
|
||
inflicts one hit for every two Degrees of Success on his Weapon
|
||
Skill Test. Melee weapons with the Power Field Quality inflict one
|
||
additional hit.
|
||
Blast Weapons: A Blast weapon that hits a Horde hits a number
|
||
of times equal to its Blast value. So a grenade with Blast (4) will
|
||
automatically hit four times if successfully lobbed into the Horde. |