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WH40K - DH20 - Dark Heresy 2nd Edition - Gamemaster's Kit - Screen PDF
WH40K - DH20 - Dark Heresy 2nd Edition - Gamemaster's Kit - Screen PDF
TM
Accurate: +10 Bonus to hit if used with Aim, Basic weapons add +1d10 damage per Primitive (X): Weapon’s damage dice never count as rolling higher than (X).
two extra DoS (max +2d10) when firing a single shot (see page 145). Proven (X): Weapon’s damage dice never count as rolling lower than (X).
Balanced: +10 Bonus to Parry skill when using this weapon. Razor Sharp: If the attack results in three or more DoS, double weapon Pen.
Blast (X): All within the weapon’s blast radius in metres are hit. Roll Hit Location Recharge: When fired, cannot be fired again in the next round.
and damage individually for each character affected. Reliable: Weapon only jams on unmodified roll of 100. Weapons that do not roll to
Concussive (X): Target must pass Toughness test with penalty equal to 10 times (X) hit do not jam.
or be Stunned. Target is possibly knocked Prone. Sanctified: This weapon deals Holy damage to Daemonic and Warp creatures.
Corrosive: Permanently reduces Armour points in Hit Location by 1d10. Excess AP Scatter: At Point Blank range, weapon gains +10 to hit and +3 damage. At Short
damage is dealt as damage to character. Range, weapon gains +10 to hit. Any longer ranges, weapon suffers –3 damage.
Crippling (X): Cripples the target until the end of the encounter. Crippled characters Shocking: If weapon causes damage, the target must make a Challenging (+0)
take (X) damage when performing more than a Half Action. Toughness test or be Stunned for rounds equal to DoF.
Defensive: +15 bonus to Parry and –10 penalty to hit when using this weapon. Smoke (X): Creates cloud with radius of (X) metres lasting 1d10+10 rounds.
Felling (X): Weapon reduces a target’s Unnatural Toughness bonus by (X) when Snare (X): Target must make an Agility test with penalty equal to 10 times (X) or
calculating damage from this weapon. be immobilised. An immobilised target can attempt no other actions except to try to
Flame: Target must make an Agility test or be set on fire (see page 145). escape the bonds. He can make a Full Action to burst the bonds (a Strength test) or
Flexible: This weapon cannot be parried, but can be used to parry attacks. wriggle free (an Agility test) in his turn. He is considered Helpless until he escapes.
Force: Normal weapon unless wielded by a psyker (see page 145). Spray: Weapon projects a 30° arc cone out to the weapon’s range. No roll to hit; all
Graviton: Weapon inflicts additional damage equal to AP (see page 146). creatures in path must make a Challenging (+0) Agility test or be struck.
Hallucinogenic (X): This weapon induces hallucinations (see page 146). Storm: Double number of hits inflicted on target (and ammo expended).
Haywire (X): Weapon generates a Haywire field (see page 147). Tearing: Roll one extra dice for damage, take the best results.
Inaccurate: Weapon gains no bonus from Aiming. Toxic (X): Targets damaged by weapon must make a Toughness test with penalty
Indirect (X): Weapon can fire at targets out of line of sight. Shots scatter Xd10 metres of X times 10 or suffer an extra 1d10 damage of same type of first Toxic damage that
(see page 147). round (not reduced by Armour or Toughness).
Lance: Weapon increases its penetration based on DoS from attack. Twin-linked: +20 Bonus to hit and uses twice as much ammunition. Two or more
Maximal: Weapon has a second, more powerful, fire setting. DoS inflicts 1 additional hit; reload time is doubled.
Melta: Weapon doubles its Pen when firing at Short range. Unbalanced: –10 Penalty to Parry skill when using this weapon.
Overheats: Attack roll of 91 or more to hit causes Overheat (see page 148). Unreliable: Weapon jams on roll of 91 or higher.
Power Field: When Parrying (or being Parried by) a weapon that lacks this quality, Unwieldy: Cannot be used to Parry or make Lightning Attacks.
there is a 75% chance of destroying the opponent’s weapon. Vengeful (X): Inflicts Righteous Fury on damage rolls of X or higher.
Test Difficulties Abridged Ranged Weapons (Page 151)
Difficulty MoD. Name Class RaNge RoF Dam PeN CliP RlD sPeCial
Trivial +60 Autopistol Pistol 30m S/–/6 1d10+2 I 0 18 Full —
Elementary +50 Autogun Basic 100m S/3/10 1d10+3 I 0 30 Full —
Simple +40 Autocannon Heavy 300m S/3/– 3d10+8 I 6 24 2 Full Reliable
Easy +30 Bolas Thrown 10m S/–/– — 0 1 — Inaccurate, Snare (1)
Routine +20 Bolt Pistol Pistol 30m S/2/– 1d10+5 X 4 8 Full Tearing
Ordinary +10 Boltgun Basic 100m S/3/– 1d10+5 X 4 24 Full Tearing
Challenging +0 Bow Basic 30m S/–/– 1d10 R 0 1 Half Primitive (6), Reliable
Difficult –10 Crossbow Basic 30m S/–/– 1d10 R 0 1 2 Full Primitive (7)
Hard –20 Flamer Basic 20m S/–/– 1d10+4 E 2 6 2 Full Flame, Spray
Grav Pistol Pistol 15m S/–/– 1d10+3 I 6 6 Full Concussive (1), Graviton
Very Hard –30
Graviton Gun Basic 30m S/3/– 1d10+6 I 8 9 2 Full Concussive (2), Graviton
Arduous –40
Grenade Launcher Basic 60m S/–/– † † 6 2 Full †
Punishing –50
Hand Cannon Pistol 35m S/–/– 1d10+4 I 2 5 2 Full —
Hellish –60
Hand Flamer Pistol 10m S/–/– 1d10+4 E 2 2 2 Full Flame, Spray
Heavy Bolter Heavy 150m –/–/6 1d10+8 X 5 60 Full Tearing
Heavy Flamer Heavy 30m S/–/– 1d10+5 E 4 10 2 Full Flame, Spray
Hit Locations Heavy Stubber Heavy 100m –/–/8 1d10+4 I 3 80 2 Full —
d100 Roll location Hot-shot Laspistol Pistol 20m S/2/– 1d10+4 E 7 40 2 Full —
01–10 Head Hot-shot Lasgun Basic 60m S/3/– 1d10+4 E 7 30 2 Full —
11–20 Right Arm Inferno Pistol Pistol 10m S/–/– 2d10+10 E 12 3 Full Melta
21–30 Left Arm Laspistol Pistol 30m S/2/– 1d10+2 E 0 30 Half Reliable
31–70 Body Lasgun Basic 100m S/3/– 1d10+3 E 0 60 Full Reliable
71–85 Right Leg Laslock Basic 70m S/–/ 1d10+4 E 0 1 Half Unreliable
86–100 Left Leg Long Las Basic 150m S/–/– 1d10+3 E 1 40 Full Accurate, Felling (4), Reliable
Meltagun Basic 20m S/–/– 2d10+10 E 12 5 Full Melta
Missile Launcher Heavy 300m S/–/– † † 1 Full †
Critical Effects Needle Pistol Pistol 30m S/–/– 1d10 R 0 6 Full Accurate, Felling (1), Toxic (5)
Needle Rifle Basic 180m S/–/– 1d10 R 0 6 2 Full Accurate, Felling (1), Toxic (5)
Location Page
Plasma Pistol Pistol 30m S/2/– 1d10+6 E 6 10 3 Full Maximal, Overheats
Energy Page 234
Plasma Gun Basic 90m S/2/– 1d10+7 E 6 40 5 Full Maximal, Overheats
Explosive Page 236
Shotgun Basic 30m S/–/– 1d10+4 I 0 8 2 Full Scatter
Impact Page 238
Shotgun (Combat) Basic 30m S/3/– 1d10+4 I 0 18 Full Scatter
Rending Page 240
Sniper Rifle Basic 200m S/–/– 1d10+4 I 3 20 Full Accurate, Reliable
Storm Bolter Basic 90m S/2/4 1d10+5 X 4 60 Full Storm, Tearing
Stub Automatic Pistol 30m S/3/– 1d10+3 I 0 9 Full —
Cover Examples Stub Revolver Pistol 30m S/–/– 1d10+3 I 0 6 2 Full Reliable
Cover Type Ap Web Pistol Pistol 30m S/–/– — 0 1 Full Snare (0)
Armour-glass, thin Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare (1)
4
metal, wooden planks
†The damage, penetration, and special qualities of these weapons are dependent upon the grenade or missile used.
Flakboard, sandbags,
8
thick ice, trees
Cogitator banks,
12
stasis pods, barricades Abridged Grenades and Explosives (Page 157)
Rockcrete, hatchways, Name Class RaNge RoF Dam PeN CliP sPeCial
16
thick iron, stone
Blind Grenade Thrown SBx3 S/–/– — 0 1 Smoke (2)
Armaplas, voidship
32 Choke Grenade Thrown SBx3 S/–/– Special 0 1 Blast (3)
bulkheads, plasteel
Fire Bomb Thrown SBx3 S/–/– 1d10+2 E 0 1 Blast (2), Flame
Frag Grenade Thrown SBx3 S/–/– 2d10 X 0 1 Blast (3)
Scatter Diagram Frag Missile — — — 2D10+2 X 2 — Blast (5)
2 Hallucinogen Grenade Thrown SBx3 S/–/– — 0 1 Blast (6), Hallucinogenic (2)
1 3 Haywire Grenade Thrown SBx3 S/–/– — 0 1 Haywire (2)
Krak Grenade Thrown SBx3 S/–/– 2d10+4 X 6 1 Concussive (0)
Krak Missile — — — 3d10+8 X 8 — Concussive (3), Proven (2)
4 target 5 Melta Bomb — — — 6d10 E 12 1 Blast (2), Flame, Melta
Photon Flash Grenade Thrown SBx3 S/–/– — 0 1 Blast (6)
Smoke Grenade Thrown SBx3 S/–/– — 0 1 Smoke (4)
Stun Grenade Thrown SBx3 S/–/– — 0 1 Blast (3), Concussive (2)
6-7 9-10
8 Web Grenade Thrown SBx3 S/–/– — 0 1 Blast (3), Snare (2)
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