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Hit Locations

Die Roll 01-10 11-20 21-30 31-70 71-85 86-00 Location Hit Head Right Arm Left Arm Body Right Leg Left Leg

Cover
Cover Type Light Wood, Armour-glas, Light Metal Heavy Wood, Flakboard, Sandbags, Ice Rockcrete, Thick Iron, Stone Plasteel, Armaplas AP 4 8 16 32

Distance Fallen Damage 3 metres .1d10+3 6 metres .1d10+5 9 metres .1d10+7 12 metres ...1d10+9 15 metres ..1d10+11 18 metres ..1d10+13 21 metres...1d10+15 24 metres ..1d10+17 25+ metres .1d10+20

Combat Difficulty Summary Difficulty Modifier Easy +30 Routine Ordinary +20 +10

Example
Attacking a Surprised opponent. Shooting a Massive target. Shooting a target at Point Blank range Close combat with foe who is outnumbered three to one or more. Attacking a Stunned opponent. Shooting a target with Full Automatic fire. Shooting an Enormous target. Close combat with a foe who is outnumbered two to one. Attacking a Prone opponent. Attacking from higher ground. Shooting a target with Semi-Automatic fire. Shooting a Hulking target. Shooting a target at Short range. A Standard Attack Attacking whilst you are Knocked Down. Fatigued. Attacking or Dodging whilst in the mud or heavy rain. Shooting a target at Long range. Shooting at a Scrawny Target A Called Shot to a specific location. Shooting into melee combat. Dodging whilst Prone. Making an unarmed attack against an armed opponent. Secondary hand attack. Attacking with a weapon in either hand. Close combat attack in darkness. Shooting at a target in fog, mist or shadow. Shooting a Puny target. Using a weapon without the correct Talent Attacking or Dodging in deep snow. Shooting a Minuscule target. Shooting a target at Extreme range. Shooting at a completely concealed target. Shooting at a target in darkness.

Challenging Difficult

0 -10

Hard

-20

Very Hard

-30

The Shock Table D100, add 10 for each degree of failure *In non-combat, -10 to skill tests requiring concentration while in the vicinity of what caused the fear. IF FAILED BY 30 OR MORE, 1d5 insanity
0120 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards he may act normally. 2140 Fear grips the character and he begins to shake and tremble. He is at a 10 penalty on all Tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping out of it, page 232). 4160 Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a 10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point. 6180 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a 10 penalty for the rest of the encounter. The character gains 1d5 Insanity Points. 81100 Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so he may only take Half Actions and is at a 20 penalty to all Tests. The character gains 1d5 Insanity Points. Once away from the danger he must successfully snap out of it to regain control. 101120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain consciousness he is still shaken and takes all Tests with a 10 penalty until the end of the encounter. The character gains 1d5 Insanity Points. 121130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points. 131140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains 1d5 Insanity Points. 141160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and at a 20 penalty on all Tests until the end of the encounter. The character gains 1d5+1 Insanity Points. 161170 The characters mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character gains 1d10 Insanity Points. 171+ The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of acute hallucinations (see Disorders, page 234) for 2d10 Rounds. After the hallucinations fade, the character will make all Tests with a 20 penalty while the encounter lasts. The character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.

Combat Actions
Attack Actions Action 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 Move Actions Action Disengage Jump/Leap Manoeuvre Move Run Stand/Mount Tactical Advance Miscellaneous Actions Action Aim Delay Dodge Focus Power Parry Ready Reload Use Skill Type Full Full Full Half Full Full Full Half Full Varies Full Half Full Full Description +20 to WS, cannot Dodge or Parry. Must move 4 metres, +10 to WS. Enemies 20 WS, you cannot attack. Opposed WS Test, if you win, your next attack cannot be Dodged or Parried. +20 to BS, additional hit for every degree of success. Make a Grapple attack (see page 197). 10 WS, +10 to Parry and Dodge. Try and knock an opponent to the ground (see page 190). Use Swift Attack or Lightning Attack talents to make multiple attacks. Shoot targets coming into a set kill zone, 20 to BS. +10 to BS, additional hit for every two degrees of success. Make one melee or ranged attack. Try to Stun an opponent. Force opponents to take cover, 20 to BS.

Type Full Full Half Half/Full Full Half Full

Description Break off from melee and move. Leap or Jump (see page 214). Opposed WS Test, if you win move enemy 1 metre. Move up to movement as a Action or 2x movement as Full Action. Move triple, enemies 20 BS and +20 WS. Stand up or mount a riding animal. Move from cover to cover.

Type Half/Full Half Reaction Varies Reaction Half Varies Varies

Description +10 bonus to hit (Half ) or +20 to hit (Full) on your next attack. Before your next Turn take any Half Action. Test Dodge to negate a hit. Use a Psychic Power. Test Weapon Skill to negate a hit. Ready a weapon or item. Reload a ranged weapon. You may use a Skill.

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