|
If a character performs a risky action and fails all subsequent actions aren’t done. They fail if they roll more 1’s than 6’s.
SOME RISKY ACTIONS ARE SHOW BELOW:
Sprinting across rubble,debris, etc. – Character is prone and stunned for the rest of the turn.
Sprinting across difficult ground (character falls if failed).
Moving down a steep slope faster than walking (character falls over and is stunned for one turn plus one turn for every 5 yds tumbled).
Jump over high obstacle (up to 4 yds high) (character falls prone if failed).
Jump down up to 4 yds (character falls).
Climbing anything without
rope, etc. (over 4 yds high) (character falls if failed).
If failed the character rolls a D100 and only jumps distance equal to percentage roll of the maximum distance he could achieve.
(if could jump 6yds and only rolls 50% they jump 3)
Forcing doors, if failed they are stunned for the rest of that turn.
Jump through a window. If failed they will land prone on the other side of the window and stunned for D3 turns.
The weapon misfires, roll a D6:
D6 Result
1-2 Explodes- The character counts as shooting themselves in the arm.Weapon destroyed.
3-4 Critical Overheat- The character drops the weapon and takes 2D6 damage to his firing arm. The weapon is too hot to pick up for D10 turns.
5-6 Overheat- Character drops weapon.
Grenade goes off prematurely, roll a D6:
D6 Result
1-2 Grenade explodes centred on the model
3-4 Character drops grenade. It scatters D10 yards in a random direction then explodes.
5-6 Grenade is a dud and doesn’t explode.
If a psychic power is not achieved it automatically fails and the psyker automatically loses 2D10 willpower.
If things don’t turn out as expected (a character they were shooting falls out of sight with two more shots left on them). At the GM’s discretion they can take an initiative test and change their actions. If passed then they must spend the first remaining action as a pause for breath, then what they like. If failed then the players turn ends. GM’s should be wary, not lenient letting players live with there actions, rather than relying on the GM’s generosity.