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WEAPON RANGES SIZE MODIFIERS

Range Short (+10) Medium Long (-10) Extreme (-30) Size Modifier

3 1 -2 2 -6 6 -9 9 - 12 Miniscule (Door handle, knife) -30


4 1 -2 2 -8 8 - 12 12 - 16 Puny (Rat, servo-skull) -20
5 2 -3 3 - 10 10 - 15 15 - 20 Scrawny (Child, ash slug) -10
6 2 -3 3 - 12 12 - 18 18 - 24 Average (Human, mutant) 0
7 3 -4 4 - 14 14 - 21 21 - 28 Hulking (Grox, combat servitor) +10
8 3 -4 4 - 16 16 - 24 24 - 32 Enormous (Silt spider, Land Speeder) +20
9 3 -5 5 - 18 18 - 27 27 - 36 Massive (Battle tank, scar wyrm) +30
10 3 -5 5 - 20 20 - 30 30 - 40
12 3 -6 6 - 24 24 - 36 36 - 48
15 3 -8 8 - 30 30 - 45 45 - 60
18 3 -9 9 - 36 36 - 54 54 - 72
20 3 - 10 10 - 40 40 - 60 60 - 80 USING FATE POINTS
24 3 - 12 12 - 48 48 - 72 72 - 96 Re-roll any failed Test. The result of the of the re-roll are final.
25 3 - 13 13 - 50 50 - 75 75 - 100 Count as having rolled a 10 for their Initative.
30 3 - 15 15 - 60 60 - 90 90 - 120 Add an extra degree of success to a Test.
35 3 - 18 18 - 70 70 - 105 105 - 140 Instantly recover 1d5 Wounds.
40 3 - 20 20 - 80 80 - 120 120 - 160 Recover from being Stunned.
45 3 - 23 23 - 90 90 - 135 135 - 180 Get an extra Parry or Dodge Reaction*
50 3 - 25 25 - 100 100 - 150 150 - 200 Get an extra half action in a round*
60 3 - 30 30 - 120 120 - 180 180 - 240
*Ask your GM if he will allow these unofficial options
70 3 - 35 35 - 140 140 - 210 210 - 280
80 3 - 40 40 - 160 160 - 240 240 - 320
90 3 - 45 45 - 180 180 - 270 270 - 360
100 3 - 50 50 - 200 200 - 300 300 - 400 BURNING FATE
110 3 - 55 55 - 220 220 - 330 330 - 440
Character survives whatever it was that would killed him, but only just.
120 3 - 60 60 - 240 240 - 360 360 - 480
Avoid losing a limb.*
130 3 - 65 65 - 260 260 - 390 390 - 520
Avoid getting Corruption Points.*
140 3 - 70 70 - 280 280 - 420 420 - 560
Avoid getting a mutation.*
150 3 - 75 75 - 300 300 - 450 450 - 600
Avoid getting Insanity Points.*
160 3 - 80 80 - 320 320 - 480 480 - 640
Avoid getting an insanity.*
170 3 - 85 85 - 340 340 - 510 510 - 680
175 3 - 88 88 - 350 350 - 525 525 - 700 *Ask your GM if he will allow these unofficial options

180 3 - 90 90 - 360 360 - 540 540 - 720


190 3 - 95 95 - 380 380 - 570 570 - 760
200 3 - 100 100 - 400 400 - 600 600 - 800 CARRYING, LIFTING & PUSHING
210 3 - 105 105 - 420 420 - 630 630 - 840
SB+TB Carry Kg† Lift Kg‡ Push Kg¥
220 3 - 110 110 - 440 440 - 660 660 - 880
230 3 - 115 115 - 460 460 - 690 690 - 920 0 0.9 2.25 4.5
240 3 - 120 120 - 480 480 - 720 720 - 960 1 2.25 4.5 9
250 3 - 125 125 - 500 500 - 750 750 - 1000 2 4.5 9 18
260 3 - 130 130 - 520 520 - 780 780 - 1040 3 9 18 36
270 3 - 135 135 - 540 540 - 810 810 - 1080 4 18 36 72
280 3 - 140 140 - 560 560 - 840 840 - 1120 5 27 54 108
290 3 - 145 145 - 580 580 - 870 870 - 1160 6 36 72 144
300 3 - 150 150 - 600 600 - 900 900 - 1200 7 45 90 180
350 3 - 175 175 - 700 700 - 1050 1050 - 1400 8 56 112 225
400 3 - 200 200 - 800 800 - 1200 1200 - 1600 9 67 135 270
10 78 157 315
11 90 180 360
12 112 225 450
13 225 450 900

Wound When
DAMAGE 14 337 675 1,350
15 450 900 1,800
Character has taken less or equal damaged to
Light 16 675 1,350 2,700
2 x TB + Sound Constitution(s)
17 900 1,800 3,600
Character has taken more damaged than
Heavy 18 1,350 2,700 5,400
2 x TB + Sound Constitution(s)
Character has taken more damaged than 19 1,800 3,600 7,200
Critical starting Wounds + Sound Constitution(s) 20 2,250 4,500 9,000
DARK HERESY C OMBAT ACTIONS
Action Type Description
Attack Actions
All Out Attack Full +20 to WS, cannot Dodge or Parry.
Charge Full Must move 4 metres, +10 to WS.
Defensive Stance Full Enemies -20 WS, you cannot attack.
Feint Half Opposed WS Test, if you win, your next attck cannot be Dodged or Parried.
Full Auto Burst Full +20 to BS, additional hit for every degree of success.
Grapple Full Make a Grapple attack (see page 197).
Guarded Attack Full -10 WS, +10 Parry and Dodges.
Knock-Down Half Try and knock an opponent to the ground (see page 190).
Multiple Attacks Full Use Swift Attck or Lighning Attack talents to make multiple attacks.
Overwatch Varies Shoot targets coming into a set kill zone, targets suffer -20 to Pinning Test (see page 190).
Semi-Auto Burst Full +10 to BS, additional hit for every two degrees of success.
Standard Attack Half Make one melee or ranged attack.
Stun Full Try and Stun an opponent.
Suppressing Fire Full Force opponents to take cover, -20 to BS (see page 191)

Move Actions
Disengage Full Break off from melee and make Half move.
Manoeuvre Half Opposed WS Test, if you win move enemy 1 metre.
Move Half/Full Move up to your movement as a Half Action or twice your Movement as a Full Action.
Run Full Triple Movement, enemies -20 BS and +20 WS.
Stand/Mount Half Stand up or mount a riding animal.
Tactical Advance Full Move from cover to cover, gaining Benefit of cover throughout.

Miscellaneous Actions
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
Delay Half Before your next turn take any Half Action.
Dodge Reaction Test Dodge to negate a hit.
Focus Power Varies Use a Psychic Power.
Jump/Leap Full Leap or Jump (see page 214).
Parry Reaction Test WS to negate a hit.
Ready Half Ready a weapon or item.
Reload Varies Reload a ranged weapon.
Use Skill Varies You may use a Skill.

Mount and Vehicle Action


Trample Full Move up to Full Move or Speed. Opponents may spend Reaction for a Half Move or a Free Attack. Make a Drive,
Pilot or Wrangling Test, on success you deal Damage equal to mounts Natural Attack or Vehicles Ram Attack.

Vehicle Actions
Accelerate Half/Full Increase vehicles’s Speed by one band or by two bands as a Full Action.
Attack Half Attack with vehicle or personal weapon, Vehicle Speed: Slow (+0), Cruising (-10), Fast (-20) or Very Fast (-30).
Avoid Obstacle Half Make Drive or Pilot Test to avoid obstacle.
Bootlegger Reverse Full Move forward half movement then turn between 90 to 180-degrees. Must succeed Hard (-20) Drive or Pilot test.
Decelerate Half/Full Decrease vehicles’s Speed by one band or by two bands as a Full Action.
Evade Half Reduce Damage by AB on successful Drive or Pilot Test. +10 BS to hit the vehicle on failure of two degrees or
more. Out of control on four degrees or more.
Hard Brake Full Make Drive or Pilot Test to reduce Speed up to four bands. Out of control on failure of two degrees or more.
Hit and Run Full Any creatures in the path makes Dodge or Free Attack. If a creature is hit make a Drive or Pilot test.
On a success, you deal Damage based on vehicle’s Size and Speed.
Manoeuvre Varies Manoeuvre not described by other Actions. Drive or Pilot Test against a Difficulty set by GM.
Push the Engines Full Make Drive or Pilot Test to increase Speed by three bands. Failure of two degrees or more decrease maximum
Speed by one band. Failure of four or more blown engine - Speed reduced by one band per round.
Roll (Aircraft only) Half On a successful Pilot Test, you impose a -10 BS to hit the vehicle.
Turn Special Turns at higher Speeds may require a Drive or Pilot Test. Generally on a turn of more than 45-degree in a round.

This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. © Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd. All Rights Reserved.
Made by Bo Hasle Buur · Denmark 2008

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