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A BRIEF PRIMER ON DARK HERSEY:

Dark Heresy is a Percentile Die system based in the Warhammer 40,000 universe. It uses
d100s, d10s and d5s (Rollable with a dicebot, but on a real table you just divide a d10 by
half and round down). Each stat’s number represents the number you need to match or
roll under. For every 10 under that roll it is considered a degree of success. Certain
checks require more than one degree of success, even after penalties. It is suggested
players and GMs unfamiliar with Dark Heresy read over the rules, or at least skim them
before attempting to play or run Mobile Suit Mechanus.

Weapon Traits/Classes
Pistol (Beam, SP)
Basic (Beam, SP, Launcher)
Heavy (Launcher, Beam)
Melee (Primitive, Heat, Beam, Basic)

Primitive no longer reduces damage by half, but instead simply refers to any integrated
melee weapon such as a mobile suit’s fists or claws.

Beam: 9-10 Crit Range, +20 to confirm Crits, any toughness tests made to resist damage
from a beam weapon test at half toughness. On a roll of 91 or higher, the weapon’s E-Cap
becomes useless and must be reloaded.
Lethal: 9-10 Crit Range.
Heat: Roll twice for damage and take the higher
Hairtrigger: This weapon can be fired as a half-action even if an attack was already made
this turn.
Storm: For every success during autofire, the gun fires 2 shots.
Twinlinked: The weapon gains +20 to hit, and hits again if there’s another degree of
success. However it takes twice as long to reload, and uses up twice as much ammo.
Balanced: +10 to Parry checks
Blast X: X equals the amount of dm the radius of the explosion is. All targets within it are
hit.
Defensive: -10 to any attacks, +15 to Parry checks.
Accurate: An extra +10 when taking the time to Aim
Flexible: This weapon cannot be Parried
Power: On a parry roll of 25 or under, the weapon parried is destroyed.
Overheats: On a roll of 91 or higher the weapon malfunctions. Consult the table on page
129 of Dark Hersey and roll a d10 to determine the effects.
Recharge: The weapon can only fire every other turn.
Scatter: Armor is doubled for any targets being hit at long/extreme range by this weapon,
but at Point Blank the weapon hits again for every degree of success past the first.
Tether: a weapon with this quality does damage, the attacker may leave the tethered
projectile embedded in the target and begin a grapple automatically. Unless the attacker
and the target are at melee range, the Controller's option to Push Opponent may only be
used to pull the enemy closer, and using Damage Opponent ends the grapple
automatically, tearing the embedded weapon free.
Reliable: When a weapon would Jam (99-100) roll a 1d10. Only on a 10 does the weapon
actually Jam.
Unreliable: On a roll of 91 and above the weapon automatically jams. On a roll of 100,
the weapon explodes dealing damage to the user.

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