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 gascloud 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 cannotmove. 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 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.

 

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.

 

SHOOTING

 

Line of Sight

Character must have line of sight to shoot at a target.               

 

Terrain: Light density 8yds, medium density 6 yds; Heavy density: 4 yds

 

Facing: Characters have 45" are of vision. Can turn & fire in one action.

 

Hitting the Target   

Roll equal to or less than the characters BS after modifications to hit

 

To Hit Modifiers

Weapon accuracy: See weapon's profile.

 

Range: Cross ref. range with weapon's Range code on Range Modifiers chart.

 

Movement: Each yard character walked. sneaked or ran this turn incurs a -5% penalty if firing as a combined action.

 

If performing any other type of move. chance of hitting with weapon is halved. This modifier is doubled if character is firing a heavy weapon.

 

Aiming: Gives +20% to To Hit roll-Cumulative. If there is a closer enemy within 5 yds, character must make a Nerve test if he wants to aim at another target (-10% modifier per extra enemy within 5 yds). If character fails this test he immediately fires a snap shut at the closest enemy instead.                       

 

Overwatch: Character may specify an area to aim at not more than  yds across. May take snap shot as soon as an enemy enters the area.

 

Rested weapon: +10%.  

 

Target size: Less than half size-of human -30%. More than 50% bigger than human +30%.

 

Semi-automatic: -10% per shot taken for/each shot.                         

 

Firing off-hand: -20%.            

 

Firing weapon in both hands: -20% to hit,with both weapons.                        

 

Weight higher than character's Strength: -1% for each extra point of weight.

 

Unmodified roll of 01-05 always hits

Unmodified roll of 96-100 always misses.

 

Placed Shots

If the To Hit roll is equal to or less than one tenth of the hit number required then the player may add or deduct up to 20% from the Hit Location roll.

 

An aiming character scores a placed shot if his roll To Hit is equal to or less than the hit number required minus the range to the target.

 

Pinning                            

Each time a character is shot at he must make a Nerve test or be pinned. If shot failed to hit the character, add +20% to his Nerve for the test. A pinned character dives D6 yds towards nearest cover if in the open. and falls prone. His next successful action must be spent recovering.

 

CLOSE COMBAT

 

Initiating Close Combat

Make a Charge action. Character with.weapon with Reach 4 or more can stop within 3 yds of the enemy and fights at arm's length. Other

characters must stop within 1 yard of enemy.

 

A character in close combat declares actions one at a time. Roll the Action dice to see how many actions he can perform that turn.

 

Actions that can be performed in combat

Attack: A character at arm's length may only make attacks with weapons with Reach 4 or greater.

 

Circle: Move character 2 yds to his left or right but not further away from or closer to his enemy.

 

Advance and attack: Character who is at arm's length closes in 2 yds and makes another attack- Combatants are no longer at arm's length.

 

Step back: Move character 2 yds away from enemy. Combatants are now at arm's length.

 

Fire pistol: May only be fired at arm's length. Attacker rolls using WS rather than BS. Defender may only parry by using a dodge, and

moves 2 yds left or right instead of away from attacker.   

 

Break off: Character must puss ;in Initiative test (+20% if at arm's length), If he passes, ie makes one run action out of combat. If he rolls more than double his Initiative, enemy gets a free action.

 

Facing and positioning

Attacker can automatically turn to face his opponent as part of an action.

 

A prone character must spend an action getting to his feel before he attacks. A prone character at arm's length may fire a pistol.

 

Making Close Combat Attacks

One attack per action. Attacks may be made only against enemy 45" to the front.   

 

Must roll equal to or less than WS after modifiers to score a hit.

 

Unmodified roll of 01-05 always hits.

Unmodified roll of 96-00 always misses-

Modifiers:

 

Charging: +10%

 

Weapon reach: For every point of Reach which the attacker's weapon has over defender he gains +10% to hit.  For every point lower he suffers -10% to hit.

 

Positioning: If defender is prone the attacker gains +20% to hit. A character who is at least a yard higher up than the defender has a +10% to hit.

 

Two weapons and off-hand attacks: -20% if attacking with off-hand and -20%, if using two weapons.

 

Enemy size: Less than half size of human: -30%. More than 50% bigger than human: +30%.

 

Critical hits

Critical hit scored if roll one tenth of the attacker's required to hit number. Critical hits do double damage, doubled after dice are rolled and

modifiers added, but before deductions for armour.

 

Parrying

Parry an attack by rolling equal to defender's WS for first parry. WS halved for second parry and halved again for each subsequent parry.

 

Deduct weapon's parry penalty from score needed to successfully parry.

 

Unmodified roll of Oi-05 always succeeds.

Unmodified rol! of 96-00 aiways fails.

 

WEAPONS SUMMARY

 

Weapon reach: For every point of Reach which the defender's weapon has over attacker he gains +10% to parry. For every point lower he

suffers -10% to parry.

 

Positioning: If defender is prone he loses -20% to parry. A character who is at least a yard higher up than attacker has a +10% to parry.

 

Side and rear attacks: If character is attacked outside of an arc 90" to his front he must turn to parry and suffers -20% to parry. If he has to turn over 90": -40% to parry.

 

Off-hand: -20% to parry with a weapon held in off-hand.

 

Dodging

Can elect to dodge as part of a parry. Does not use parry penalty of weapon but adds +20% to chance of success. Dodging character is moved

2 yds directly away from attacker. May not counter-attack. If defender is prone, he is moved 1 yard left or right.

 

If a character dodges at arm's length, he moves 2 yds left or right, remaining within 3 yds of attacker.

 

Parrying with two weapons: May parry with both at same time (+20%) or may use one weapon at a time. Count number of parries made

by each weapon in the turn rather than total number of parries made by the character to determine proportion of' WS used.

Counter-attacks

If a parrying character rolls equal to or less than the score he needs to parry minus his weapon's parry modifier, he may counter-attack- This is a free action, worked out just like an ordinary close combat action.

 

Ending a Combat

Combat ends when a character breaks from combat, is defeated or if the combatants end up more than 3 yds apart. When combat ends and a

character has any actions left that turn. his next action must be a pause for breath action.

 

Unarmed attacks and improvised weapons

 

A character not holding any weapon or just a pistol is considered unarmed. He has Reach 0 and can only parry armed attacks wiih a dodge.

 

A character with a basic weapon or improvised weapon has a Reach 1 and a -30% parry penalty, A character with a weapon with Reach 4 or more not fighting al arm's length and not in first round of combat counts as having an improvised weapon.

 

INJURIES/RECOVERY

 

Hit Location

When a target is hit roll D100 and consult the Hit Location table.

 

In close combat, add +20% to the roll. If the defender is at a lower lever add a further +10% to the dice roll.

 

Damage Rolls

Roll the number of dice indicated on the weapon's profile to determine how much damage has been caused.

 

An additional point of damage in close combat is done for every full 10 points of Strength over 50 a character has Thrown weapons also gain

this bonus.

 

Unarmed attacks do D3+1 damage- Improvised  attacks do D3+2 damage.

 

Deduct the armour value of the location hit from the Damage roll to determine how much damage has gone through any armour or force fields. Force fields cannot be used in close combat.

 

If the location hit is behind cover, the cover counts as another layer of armour.

 

Effects of Injury         

Location injury: Character's base injury value is his Toughness divided by 10,

 

If a hit inflicts damage up to a character's base injury, it does 1 level of damage to that location.

 

Each level of damage has an immediate and persistent effect.

 

Immediate effects only apply as soon as the injury is inflicted.

 

Persistent effects continue to apply until the injury is recovered from.

 

Stunned: A stunned character must miss the indicated number of turns. He may only defend himself in close combat, at half normal WS, and

may not counter-attack.

 

Stunned characters cannot be pinned.

 

Bleeding: Add D3 Damage points to a character's injury total at the end of every turn for each bleeding wound.

 

System Shock: System shock value is Toughness divided by 5. if a character suffers damage points from one hit equal to or greater than this value he must pass a Toughness test or is taken out of action.

 

Injury total: Record all Damage points suffered by the character.

 

Consciousness: If the character's Injury total is equal to half a character's Toughness, he is out of action.

 

Instant death: If injury total is greater than character's Toughness, he dies.

 

Recovery

A character may spend actions attempting to recover. Specify location and make a Toughness test. The character recovers D3 Damage points

as described above and the specified location is healed back by one injury level.

 

A character cannot normally reduce injury level by more than two levels from the worst injury suffered in that location.

 

A character may spend actions to help another character recover.