WEAPON RANGES

Range Short (+10) Medium Long (-10) Extreme (-30) Size

SIZE MODIFIERS
Modifier

3 4 5 6 7 8 9 10 12 15 18 20 24 25 30 35 40 45 50 60 70 80 90 100 110 120 130 140 150 160 170 175 180 190 200 210 220 230 240 250 260 270 280 290 300 350 400

1 1 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

-2 -2 -3 -3 -4 -4 -5 -5 -6 -8 -9 - 10 - 12 - 13 - 15 - 18 - 20 - 23 - 25 - 30 - 35 - 40 - 45 - 50 - 55 - 60 - 65 - 70 - 75 - 80 - 85 - 88 - 90 - 95 - 100 - 105 - 110 - 115 - 120 - 125 - 130 - 135 - 140 - 145 - 150 - 175 - 200

2 2 3 3 4 4 5 5 6 8 9 10 12 13 15 18 20 23 25 30 35 40 45 50 55 60 65 70 75 80 85 88 90 95 100 105 110 115 120 125 130 135 140 145 150 175 200

-6 -8 - 10 - 12 - 14 - 16 - 18 - 20 - 24 - 30 - 36 - 40 - 48 - 50 - 60 - 70 - 80 - 90 - 100 - 120 - 140 - 160 - 180 - 200 - 220 - 240 - 260 - 280 - 300 - 320 - 340 - 350 - 360 - 380 - 400 - 420 - 440 - 460 - 480 - 500 - 520 - 540 - 560 - 580 - 600 - 700 - 800

6 8 10 12 14 16 18 20 24 30 36 40 48 50 60 70 80 90 100 120 140 160 180 200 220 240 260 280 300 320 340 350 360 380 400 420 440 460 480 500 520 540 560 580 600 700 800

-9 - 12 - 15 - 18 - 21 - 24 - 27 - 30 - 36 - 45 - 54 - 60 - 72 - 75 - 90 - 105 - 120 - 135 - 150 - 180 - 210 - 240 - 270 - 300 - 330 - 360 - 390 - 420 - 450 - 480 - 510 - 525 - 540 - 570 - 600 - 630 - 660 - 690 - 720 - 750 - 780 - 810 - 840 - 870 - 900 - 1050 - 1200

9 12 15 18 21 24 27 30 36 45 54 60 72 75 90 105 120 135 150 180 210 240 270 300 330 360 390 420 450 480 510 525 540 570 600 630 660 690 720 750 780 810 840 870 900 1050 1200

- 12 - 16 - 20 - 24 - 28 - 32 - 36 - 40 - 48 - 60 - 72 - 80 - 96 - 100 - 120 - 140 - 160 - 180 - 200 - 240 - 280 - 320 - 360 - 400 - 440 - 480 - 520 - 560 - 600 - 640 - 680 - 700 - 720 - 760 - 800 - 840 - 880 - 920 - 960 - 1000 - 1040 - 1080 - 1120 - 1160 - 1200 - 1400 - 1600

Miniscule (Door handle, knife) Puny (Rat, servo-skull) Scrawny (Child, ash slug) Average (Human, mutant) Hulking (Grox, combat servitor) Enormous (Silt spider, Land Speeder) Massive (Battle tank, scar wyrm)

-30 -20 -10 0 +10 +20 +30

USING FATE POINTS
Re-roll any failed Test. The result of the of the re-roll are final. Count as having rolled a 10 for their Initative. Add an extra degree of success to a Test. Instantly recover 1d5 Wounds. Recover from being Stunned. Get an extra Parry or Dodge Reaction* Get an extra half action in a round*
*Ask your GM if he will allow these unofficial options

BURNING FATE
Character survives whatever it was that would killed him, but only just. Avoid losing a limb.* Avoid getting Corruption Points.* Avoid getting a mutation.* Avoid getting Insanity Points.* Avoid getting an insanity.*
*Ask your GM if he will allow these unofficial options

CARRYING, LIFTING & PUSHING
SB+TB Carry Kg† Lift Kg‡ Push Kg¥

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0.9 2.25 4.5 9 18 27 36 45 56 67 78 90 112 225 337 450 675 900 1,350 1,800 2,250

2.25 4.5 9 18 36 54 72 90 112 135 157 180 225 450 675 900 1,350 1,800 2,700 3,600 4,500

4.5 9 18 36 72 108 144 180 225 270 315 360 450 900 1,350 1,800 2,700 3,600 5,400 7,200 9,000

DAMAGE
Wound When

Light Heavy Critical

Character has taken less or equal damaged to 2 x TB + Sound Constitution(s) Character has taken more damaged than 2 x TB + Sound Constitution(s) Character has taken more damaged than starting Wounds + Sound Constitution(s)

Enemies -20 WS. Use a Psychic Power. On a success. Move up to your movement as a Half Action or twice your Movement as a Full Action. Make Drive or Pilot Test to increase Speed by three bands. cannot Dodge or Parry. Must succeed Hard (-20) Drive or Pilot test. Drive or Pilot Test against a Difficulty set by GM. Test Dodge to negate a hit. Make Drive or Pilot Test to reduce Speed up to four bands. Turns at higher Speeds may require a Drive or Pilot Test. Make a Grapple attack (see page 197). Cruising (-10). Out of control on failure of two degrees or more. Make one melee or ranged attack. If a creature is hit make a Drive or Pilot test. +10 to BS. Generally on a turn of more than 45-degree in a round. your next attck cannot be Dodged or Parried. Move from cover to cover. © Fantasy Flight Games. Out of control on four degrees or more. +20 to BS. Try and Stun an opponent. Any creatures in the path makes Dodge or Free Attack. Try and knock an opponent to the ground (see page 190). Vehicle Actions Accelerate Attack Avoid Obstacle Bootlegger Reverse Decelerate Evade Hard Brake Hit and Run Manoeuvre Push the Engines Roll (Aircraft only) Turn Half/Full Half Half Full Half/Full Half Full Full Varies Full Half Special Increase vehicles’s Speed by one band or by two bands as a Full Action. enemies -20 BS and +20 WS. Make Drive or Pilot Test to avoid obstacle.000 is a trademark of Games Workshop. additional hit for every degree of success. All Rights Reserved.DARK HERESY C OMBAT ACTIONS Action Attack Actions All Out Attack Charge Defensive Stance Feint Full Auto Burst Grapple Guarded Attack Knock-Down Multiple Attacks Overwatch Semi-Auto Burst Standard Attack Stun Suppressing Fire Full Full Full Half Full Full Full Half Full Varies Full Half Full Full +20 to WS. Made by Bo Hasle Buur · Denmark 2008 . on success you deal Damage equal to mounts Natural Attack or Vehicles Ram Attack. Opposed WS Test. -20 to BS (see page 191) Type Description Move Actions Disengage Manoeuvre Move Run Stand/Mount Tactical Advance Full Half Half/Full Full Half Full Break off from melee and make Half move. Opposed WS Test. you cannot attack. Must move 4 metres. Attack with vehicle or personal weapon. Mount and Vehicle Action Trample Full Move up to Full Move or Speed. Failure of two degrees or more decrease maximum Speed by one band. Pilot or Wrangling Test. Leap or Jump (see page 214). Failure of four or more blown engine . Miscellaneous Actions Aim Delay Dodge Focus Power Jump/Leap Parry Ready Reload Use Skill Half/Full Half Reaction Varies Full Reaction Half Varies Varies +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack. Before your next turn take any Half Action. +10 BS to hit the vehicle on failure of two degrees or more. Move forward half movement then turn between 90 to 180-degrees. Manoeuvre not described by other Actions. Opponents may spend Reaction for a Half Move or a Free Attack. +10 Parry and Dodges. Triple Movement. if you win move enemy 1 metre. you deal Damage based on vehicle’s Size and Speed. On a successful Pilot Test. Stand up or mount a riding animal. Shoot targets coming into a set kill zone. Vehicle Speed: Slow (+0). Force opponents to take cover. additional hit for every two degrees of success. Make a Drive.Speed reduced by one band per round. Use Swift Attck or Lighning Attack talents to make multiple attacks. +10 to WS. gaining Benefit of cover throughout. Ltd. Warhammer 40. Test WS to negate a hit. if you win. Decrease vehicles’s Speed by one band or by two bands as a Full Action. -10 WS. targets suffer -20 to Pinning Test (see page 190). Fast (-20) or Very Fast (-30). you impose a -10 BS to hit the vehicle. Reduce Damage by AB on successful Drive or Pilot Test. This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. Reload a ranged weapon. Ready a weapon or item. You may use a Skill.

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