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RARITY SIZES

page 206 page 191


SKILLS RARITY DN PENALTY SIZE EXAMPLE
ATTACK DETECTION
page 121 Common (1) 0 MODIFIER MODIFIER
Uncommon (2) +1 Tiny Servo Skull, Cherub, Tyranid Ripper +2 Defence +2 DN
Athletics S
Rare (3) +2 Small Gun Drone, Grot, Ratling, Gyrinx +1 Defence +1 DN
Awareness Int
Very Rare (4) +3 Average Human, Eldar, Space Marine — —
Ballistic Skill A
Unique (5) +4 Large Necron Destroyer, Tyranid Warrior, Ogryn +1 bonus die to hit +1 bonus die
Cunning Fel
Deception Fel Huge Dreadnaught, Wraithlord, Hive Tyrant +3 bonus die to hit +2 bonus die

Insight Fel Gargantuan Greater Daemon, Land Raider, Baneblade +3 bonus die to hit +3 bonus die

Intimidation
Investigation
Wil
Int
AMMO
pages 184, 229
NPC ATTITUDES
Leadership Wil
Medicae Int AMMO TYPE VALUE RARITY
Persuasion Fel Projectile 1 Common page 168)
Pilot A Las 2 Common DN MODIFIER ATTITUDE NPC... VISION MODIFIERS
Psychic Mastery Wil Flame 2 Common Won’t help page 191
Scholar Int Bolt 2 Uncommon unless Agents
offer a generous DN Modifier
Stealth A Plasma 2 Rare +4 Hostile DN Modifier
reward or NPC Ballistics &
Survival Wil Melta 2 Rare has their own Awareness Melee Tests
motivation to do so. CONDITION Tests
Tech Int Shuriken 2 Very Rare
Is unwilling to Twilight, light
Weapon Skill I Un- shadows, +1 +0
+2 help without
cooperative heavy mist
significant reward.
Willingly helps Very dim light,
with small heavy rain, fog, +2 +1
requests. Requires drifting smoke
None Neutral
good pay or
WEAPON TRAITS
Heavy fog,
personal motive deployed smoke, +3 +2
for major requests. torrential storm
page 208 Goes out of their Total darkness,
-2 Friendly +4 +3
way to help. thermal smoke
Agonising +1 Shock per Wound dealt Pistol Fire while Engaged (pg 184)
Fully willing to
Arc (X) +X ED vs vehicles Rad (X) Add X to results of ED rolled
-4 Helpful help for little to
Assault +2 DN as part of a Sprint Rapid Fire (X) +X ED at Short range no recompense.
Blast (X) Hit X targets Reliable +1 die on Tests to maintain
Brutal ED do 0-2 damage (pg 208) Rending (X) +X AP when you Shift a result

Force
PSYKER: +Wil/2 dam
OTHERS: +2 DN
Silent Only -2 dice on Stealth INFLUENCE
+1 bonus die when page 169
Flamer Ignore cover Sniper (X)
you Aim. +X ED Call in favours, exert authority, and get others to act on your behalf. An Agent must share at least
one Keyword with a group they’re attempting to influence. +1 die per additional shared Keyword.
+3 bonus dice vs Mobs. Hit all
Heavy (X) Required Strength = X Spread
targets within 3m of each other DN LEVEL DESCRIPTION
Choose to do +3 ED, but 1 Trivial Part of normal duties
Inflict Imposes condition on
Supercharge take 1d6 Mortal Wounds
(Condition, X) target, DN X Test to avoid 3 Easy A minor, low risk service.
on Complication
Kustom Replace with another Trait Unwieldy (X) +X DN 5 Challenging A service that’s either risky, expensive, or inconvenient.

Orks gain +1 bonus die. 7 Difficult A service that’s risky, expensive, and inconvenient.
Melta Inflict 0-2 damage (pg 209) Waaagh!
Wounded Orks also gain +1 ED 9 Extreme Something only a high ranking member of the organisation could authorise.
Parry +1 Defence vs Melee 10+ Almost Impossible Something that severely impedes ability to carry out normal duties.
COMBAT COMPLICATIONS
page 191
MOVEMENT A 1 on the Wrath die generates a different set of Complications in combat.

page 180 D66 RESULT SUMMARY


MOVEMENT MAX DISTANCE SPECIAL
11-26 Out of ammo Reload to use again
TYPE (METRES) 31-33 Weapon jam DN2 Tech (Int) Test to use again
Standard 34-36 Dropped weapon Simple Action to recover weapon
Speed N/A
CALLED SHOTS
Movement
41-43 Weapon malfunction DN4 Tech (Int) Test to use again
Can’t perform a Simple Action
Running 2x Speed 44-46 Weapon stuck DN3 Strength Test to recover weapon
in the same turn. page 186
Sprinting 3x Speed Sprinting is a Full-Round Action. 51-53 Dropped item Drop an item of Wargear
EXTRA
Crawling ½ Speed Prone while crawling. SIZE DN DAMAGE 54-56 Fall prone You’re Prone
PENALTY DICE
Long Jump = Strength Requires Athletics (S) Test, DN 61-62 Restrained You’re Restrained. DN4 Strength Test to recover
Jumping
High Jump = ½ Strength based on circumstances. Medium 63-64 Blinded You’re Blinded
May require Athletics (S) Test (arm 1 +1 ED
Swimming ½ Speed or leg) 65-66 Inconvenient target GM picks a new target for you
to move in Difficult Terrain.
½ Speed. Small
Climbing Speed 2 +2ED
Make Athletics (S) Test to increase distance. (hand, head)
Ignore terrain penalties, move Tiny (eye slit,
WOUNDS MEMORABLE
Flying Speed 3 +3ED
through other characters. armour joint)

AND DEATH INJURIES


pages 192, 200 page 194
BLAST WOUNDED: If you suffer any D6 RESULT ESCALATION
WEAPONS Wounds, you’re wounded. You
have +1 DN to all Tests. 1-2 Battle Scar Missing Fingers
page 208 3 Focused Burn Severe Burn

CRITICAL HITS BLAST MOB


EXAMPLE
DYING: If you suffer more
Wounds than your maximum
Wounds, you’re Dying. You
4 Broken Jaw Cut Tongue

page 197 RATING TARGETS can only Crawl, are Prone,


5 Twitch Bad Knee
2 1 Micro Grenade and can only Fall Back or 6 Torn Ear Nagging Wound
D66 RESULT take a Basic Combat Action.
6 3 Frag Grenade You are also Wounded.
11-16 Headshot: Target suffers +1d3 Wounds and is Staggered.
10 5 Frag Missile
21-23 Brutal Rupture: Target suffers +1d3 Wounds and is Hindered (1). DEATH: If you take additional
24-26 Ferocious Rending: Target suffers +1d3 Wounds and is Vulnerable (2). 20 10
Battle
Cannon Shell
Wounds while Dying, you
TRAUMATIC
INJURIES
gain a Traumatic Injury. If you
31-33 Merciless Strike: Target suffers a Mortal Wound. Quake suffer more Traumatic injuries
30 15 than your Tier +1, you die.
34-36 Savage Attack: Target suffers one Mortal Wound and a Memorable Injury. Cannon Shell
page 196
41-43 Vicious Vivisection: Target suffers +1d3 Mortal Wounds.
D6 RESULT EFFECT
44-45 Visceral Blow: Target suffers one Mortal Wound.
1 Hand Lose use of that hand
Murderous Onslaught:
46 Can’t hold weapons
Target suffers 1d3 + 1 Mortal Wounds and is knocked Prone. 2 Arm
or gear in that hand
51-53 Overpowering Assault: Target suffers 1d6 Shock and is Staggered.
54-55 Crimson Ash: Target suffers 1d3 + 1 Wounds and is On Fire. RESTING 3 Foot
If you lose both feet,
you may only Crawl
56 Bone-shattering Impact: Target suffers 1d3 + 1 Wounds. pages 196-197 4 Leg
If you lose both legs,
you may only Crawl
61-63 Unspeakable Carnage: Target suffers 1d3 + 3 Mortal Wounds. REGROUP: Lasts roughly 1 hour. Characters with a Medicae rating can heal
one character, who regains Wounds equal to the medic’s Medicae rating. At least +1 DN on
Appalling Detonation: Target suffers 1d6 Wounds. 5 Torso
64-65 Toughness Tests
Any explosives detonate, inflicting 1d3 Mortal Wounds. RESPITE: Lasts 6+ hours. Uninterrupted Respite resets Shock and Wounds At least +2 DN on
Grisly Amputation: to 0, and Wrath to 2. Dying characters don’t benefit from Respite. Tests requiring sight.
66 6 Eye
Target suffers one Mortal Wound and one limb is destroyed. If you lose both eyes
you are Blinded.
THE CORE MECHANIC COMPLICATIONS GLORY RUIN
page 158 page 163 page 164 page 320
1. Decide the Difficulty Number (DN) of a Test 1 Lost Item Starting Glory = 0 Starting Ruin = Number of players
2. Decide what Skill is suited to it 2 Physical Mishap Players gain Glory when: GM gains Ruin when:
Shift an Exalted Icon to gain Glory A player fails a Corruption or Fear Test
3. Add any bonus dice for Abilities, Talents or 3 Past Problem Score a Wrath critical The GM rolls a 6 on the Wrath Die
other sources, and subtract dice for Penalties
4 Machine Spirit Spend Glory with other players’ permission to: Spend Ruin to:
4. Roll the dice and count successes (4, 5, or 6). Add 1 die to a Test Reroll failures
Successes equal to or higher than the DC 5 Harsh Environment
Add 1 die to Damage Restore NPC’s Shock
means the Test succeeds! 6 Warp Interference Increase critical hit Activate Ruin action
Seize the Initiative Roll Determination
Seize the Initiative

ASSIGNING DIFFICULTY WRATH DIE


page 160 pages 162-163 ICONS & SHIFTS OPPOSED TESTS
1 Easy (Almost) all Tests include a Wrath die pages 165-166 page 170
(a die of a different colour or size). Both characters roll their Tests
3 Standard If a die shows...
If the Wrath die rolls a 1 or a and count successes.
5 Challenging 6, things get interesting. 4, 5: An Icon = A success!
6: An Exalted Icon = Two Successes! Character with the most successes wins.
7 Difficult 1: Wrath Complication: Something
unexpected, dramatic or memorable happens. If you can remove an Exalted Icon from the
9 Extreme results and still succeed, you can use that
6: Wrath Critical: Add 1 Glory to the players’
COMPETENCY
Exalted Icon to Shift: have a more intense effect,
12 Near Impossible pool; a successful attack is a Critical Hit. or add a cool secondary effect to your action.

page 21
Use this table to decide how many dice
CORRUPTION TESTS CONDITIONS an NPC should have for a Test, based
on how skilled they are in that area.
page 170 page 199 DICE SKILL LEVEL
Roll Conviction to resist Warp Corruption. Take a Mortal Wound at the end of your turn. Treat with
Bleeding 2 Poor
Corruption Level a Tougness Test (DN4) or Medicae Test (+1 DN if self)
4 Average
LEVEL POINTS TEST DN MODIFIER +4 DN on all sight-based tasks. Use a Combat Action
Blinded 6 Proficient
with an appropriate skill to remove this condition.
0 Pure 0-5 +0 8 Adept
Can Walk or Crawl, Fall Back or perform a Basic Combat Action.
1 Tarnished 6-11 +1 Exhausted
Remove when you recover Shock, or rest, as appropriat 10 Veteran
2 Contaminated 11-15 +2 +2 DN to all Tests. Lasts until end of scene, or until an
Fear 12 Expert
ally passes a Leadership (Wil) Test at DN 2 + Fear value
3 Tainted 16-20 +3
14 Champion
Immune to Fear and Pinned. Must All Out Attack. +1
4 Defiled 21-25 +4 Frenzied
Strength. If you wish, make a Willpower Test (DN3) to resist 16 Exemplar
5 Chaos Spawn 26+ — Hindered +1 DN to all Tests. Lasts until end of turn

Corruption DN Take 1D3 Mortal Wounds at the start of your turn. Must
On Fire use action to go Prone and make a DN 3 Athelthics Test
DN EXAMPLES
Exposure to radioactive or toxic substances, seeing a
to remove, or make a DN 3 Willpower Test to ignore.
Must stay in cover, or run to nearest cover. +2 DN to
WRATH POINTS
1
Chaos cultist, listening to someone preach heresy. Pinned shoot at whoever is pinning you. Ends if an ally passes page 164
a Leadership Test with DN equal to weapon Salvo Spend to: Reroll Failures,
Speaking the name of one of the Ruinous Add Narrative Element
3 +2 DN to all Tests. Toughness or Medicae Test
Powers, torturing a captive. Poisoned Restore Shock equal to Rank + Tier
(DN based on Poison rating) to end.
Reading a tome of Chaos lore, witnessing a heretical
5 ritual or a daemon, speaking heresy, condemning Prone Defence -2 to Threats within 5m, +1 to Threats further away
someone to death for an act you committed. Restrained Can’t use Movement. Defence -2
PAGE
Participating in a Chaos ritual, destroying a populated Staggered Halve Speed. Can’t Run or Sprint. Lasts to end of turn
7 REFERENCE
planet, undergoing a psychic awakening.
Terror As Fear, plus must use all Actions to move away Combat Actions p. 178
Making a pact with, or becoming possessed Perils of the Warp p. 263 Cubicle 7 Entertainment Ltd.
9 Vulnerable -1 Defence. Lasts to end of turn.
by, a daemon, looking into the Warp. Cover p. 181 © Games Workshop 2022

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