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END OF TURN

Burning Characters: 25% chance that the location stops burning. If not, location suffers
damage using the Damage value of the weapon that set it alight, with the usual deductions for
armour (but not force fields). 25% chance that the fire spreads to another random location.

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Recovering Damage: Injured character makes a Toughness test. If passed recover D3


Damage points. Add +1 to score for every full 10 points of Toughness above 50.
Bleeding: Add D3 Damage points to a character's injury total for each bleeding wound.
Stimms: Apply any adverse effects as per stimms rules. Character with a gland dispenser will
avoid any negative side effects of stimms if they pass a Toughness test.
Gas Clouds: Any character that starts their turn within a Gas cloud must take a Resistance test
or suffer the effects of the Gas. Gas disperses at the end of every turn, adding a +10%
Resistance modifier each time.
Persistent Psychic Powers: Psyker must pass an unmodified Willpower test to keep the
ability working. If the test is failed then the power's effects end immediately.

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