BETWEEN TURNS

Burning characters

25% chance at the end of every turn that a burning location on a character goes out. 25% chance that the fire spreads to another random location.

Recovering Damage points

At the end of every turn injured characters make a Toughness test. If this is passed, D3 Damage points are recovered (+1 per 10 points of Toughness above 50).

Bleeding  

For each location which is bleeding, a character adds an additional D3 Damage points to his injury total at the end of every turn (after Recovery),

Characters with stimm glands

A character with a stimm gland must pass a Toughness test to avoid any negative side effects of their combat stimms at the end of every turn.

Persistent Psychic Abilities

At the start of every turn, a psyker must pass a Willpower test to maintain a persistent ability. If test is failed, power's effects end immediately.

Gas Clouds

Any character within the area of effect of a gas cloud at the start of his turn must take a Resistance test.

 

THE TURN SEQUENCE

Characters act in order of Speed value.

Characters with same Speed value act in order of initiative.

Characters with the same Initiative value roll a dice to see who acts first.

A character can opt to delay his actions until a lower Speed.

 

Actions

Declare the actions you want your character to perform that turn. Make an Action roll. Roll a number of D6s equal to Speed value. Each score of 4+ means one of the actions may be 'performed in the order they were declared.

Pause For breath            

This allows you to delay what actions the character is going to do until after all other actions have been resolved.

 

MOVEMENT

Stance

A character can stand, kneel/crouch or lie prone. Changing stance is free.

Declaring Movement Actions

Player declares where character is moving to. Once his actions have been declared and an Action roll made. Measure distance moved and work out how many actions it took, depending on actions' movement rates.

Movement Rates

Sneaking & crawling: 2 yds; Walking: 4 yds; Evading: 5 yds; Running: 6 yds; Sprinting; 10 yds.

 

Jumping: Number of yds equal to Str/20- Add 50% if action before character jumped was spent sprinting. Risky action. If this is failed, the character only jumps distance equal to Percentage roll of the maximum distance he could achieve.

 

Dragging: Prone character or heavy object can be dragged 1 yard/action.

Terrain

Difficult ground reduces all movement (except crawling) by 1 yard per action. Sprinting across difficult ground is a Risky action (character falls if failed).

 

Steep slopes halve all movement rates going up except crawling. Moving down a steep slope faster than walking is a Risky action (character falls over and is stunned for one turn plus one turn for every 5 yds tumbled).

 

Takes one action to jump over low obstacle (up to 2 yds high). Takes two actions to jump over high obstacle (up to 4 yds high). Risky action to cross (character falls prone if failed).

 

One action to jump down up to 4 yds. Risky action (character falls).             

 

Obstacles over 4 yds must he climbed. (2 yds/action). Climbing anything without rope, etc. is a Risky action (character falls if failed).

 

If pinned whilst climbing, character cannot move. If knocked back or stunned whilst climbing, character falls.

 

Water no deeper than half a yard is difficult ground. Water up to chest height can be waded across 2 yds per action) or swam. Deeper water must be swum across (3 yds per action). Risky action (character flounders if failed).

 

A river with a strong current will move a character D3 yards downstream at the start of each turn. (D6 for raging torrents and rapids) A character wading across such a feature must take a strength test, and will swim if failed drifting as described. They can spend actions trying to right themselves and must pass another strength test to do so.

 

A pinned swimmer is not knocked prone, but spends next turn recovering. A character who is stunned while swimming flounders. A character who falls unconscious will simply float.

 

Doors and other structural features

Moving through a doorway takes no additional time unless they want to spend an action opening or closing it. Climbing through a window counts as moving across an obstacle and also takes an action to open or close.

Locked doors can be forced or picked/decoded. To force a lock take a strength test with the following modifiers, deadlock –10 to –15, barred door-25 to-35 whilst a reinforced bunker is in the –60 to –80 range! Forcing such objects is a risky action, it failed they are stunned for the rest of that turn.

Picking a lock requires a sagacity test with appropriate modifiers, keypad lock –20 whilst a complex keypad could be –80.

A character can jump through a window as a risky action. If failed they will land prone on the other side of the window and stunned for D3 turns.

 

Combined Actions with Movement

If sneaking, walking or running, chances of performing a combined action other than shooting reduced by 2% per yard already moved this turn. If performing any other movement, chance of performing other action is halved.

 

Character cannot be knocked back whilst swimming. Halves knockback distances if wading.