- SKILL TEST --                                          DIFFICULTY NUMBERS (DN) TABLE
DN      TEST DIFFICULTY
 1. Set a Difficulty Number (DN) and choose the                1     Easy
    relevant Skill for the Test.                               3     Standard
                                                               5     Challenging
 2. Assemble Dice Pool equal to:                               7     Difficult
                                                               9     Extreme
       • Attribute + Skill Ratings.                           11     Near Impossible
       • +/- any bonus/penalty Dice from applicable
         Abilities, Talents, Weapons.
       • One Dice of a different color/size is used to   - WRATH -
         represent the Wrath Die.
                                                          Players can use Wrath has follows:
 3. Roll the Dice Pool and tally the successes:
                                                          • Reroll every 1, 2, and 3 in the results, but not the
       • 1-3 = No success.                                  Wrath Die, and only once per Test.
       • 4-5 = 1 success (1 Icon).                        • Restore Shock = Rank + Tier.
       • 6 = 2 successes (1 Exalted Icon) or choose       • Make a minor Narrative Declaration.
         1 Shift.
                                                         - WRATH DIE -
 4. Check the Wrath Die, if result is:
                                                          • The Wrath Die replaces one d6 in Dice Pool.
       • 1 = There is a Complication.                     • If you only have one die in Dice Pool, it is the
       • 6 = Add 1 Glory and add 2 successes (1             Wrath Die.
         Exalted Icon) or choose 1 Shift.                 • The Wrath Die provides Icons and Exalted Icons
       • 6 (on Attack) = As above + Critical Hit.           as normal.
 5. If number of Successes is => than Difficulty          • Activates effects when landing on 1 or 6,
    Number (DN) the Test is successful.                     regardless of success or failure.
       • Left over Exalted Icons can be used to Shift    - GLORY -
         for additional effects.
                                                          Shared by all Party members. Maximum is Number
 6. If number of Successes is < than the Difficulty       of Players + 2.
    Number (DN), the Test succeeds but at a cost.
                                                          •   Add 1 to a Test Dice Pool per Glory.
       • Takes more time than expected.
                                                          •   Add 1 to Total Damage value per Glory.
       • Costs Glory or GM gains Ruin.
                                                          •   Increase the Severity of a Critical Hit.
       • Increases the Difficulty Number (DN) for
                                                          •   Seize the Initiative during Combat.
         subsequent or related Skill Test.
       • A new obstacle or threat arises.
       • The stakes are raised.                          - SHIFT -
                                                          Turn unused Exalted Icons to Shifts. Multiple Shifts
- SKILL TEST HELP -                                       can be stacked.
 State what Skill or Attribute you are using to help.         •   Ask 1 question to gain information.
 If GM agrees, the ally can add those bonus dice to           •   Choose to improve Test quality.
 their Dice Pool for their Test.                              •   Choose to improve Test speed.
                                                              •   Add 1 Extra Damage Dice (ED) .
                                                              •   Add 1 Glory, once per Test only.
- ATTRIBUTES -
ATTRIBUTE           DESCRIPTION                            RELATED CONDITION, SKILL or TALENT TEST
Strength (S)        Raw physical power                     Athletics
Toughness (T)       Endurance, resist toxin, disease       Bleeding, Hardy, Poisoned
Agility (A)         Dexterity, coordination                Ballistic Skill, Pilot, Stealth
Initiative (I)      Reflexes, reaction speed               Weapon Skill
                                                           Frenzied, Intimidation, Leadership, Medicae, On Fire, Psychic Mastery,
Willpower (WIL)     Self-control, mental fortitude
                                                           Scholar, Survival
Intellect (INT)     Process, retain, apply information     Awareness, Investigation, Tech
Fellowship (FEL)    Power of personality                   Cunning, Deception, Insight, Persuasion
- TRAITS -
COMBAT TRAIT           VALUE                                            DESCRIPTION
Defence                = Initiative Rating - 1                          If Attack roll => Target Defence = Hit
Determination          = Toughness Rating                               Roll Determination to negate Wounds at the cost of Shock
Resilience             = Toughness Rating + 1 + Armour Rating           When hit by Attack, subtract Resilience from Damage
Shock                  = Willpower Rating + Tier                        If Shock > Maximum Shock = Exhausted Condition
Wounds                 = Toughness Rating + Tier x 2                    If Wounds > Maximum Wounds = Dying Condition
MENTAL TRAIT           VALUE                                            DESCRIPTION
Conviction             = Willpower Rating                               Corruption Test Dice Pool = Conviction
Corruption             = 0 at character creation                        Gain Corruption when failing Corruption Test
Passive Awareness      = ½ Awareness (Int) Skill total rounded up       Notice unusual and sense threats when not actively searching
Resolve                = Willpower - 1, minimum 1                       Used to resist Fear and other psychological conditions
SOCIAL TRAIT           VALUE                                            DESCRIPTION
Influence              = Fellowship - 1                                 Use Influence Test to exploit authority and acquire items
Wealth                 = Tier + Abilities and/or Talents                A measure of the valuable resources you own
MISCELLANOUS           VALUE                                            DESCRIPTION
Stealth Score          Make Stealth (A) Test as a Combat Action         Result is Stealth Score for scene, may decrease during scene
- SKILLS -
SKILL               ATT    DESCRIPTION
Athletics            S     Run, jump and swim. Use Athletics to make Interaction Attack.
Awareness           INT    Observe details, changes, perceive hidden things. Spot hiding NPC DN = Target Stealth Score
Ballistic Skill      A     Shoot Range Weapon, repair, identify and maintain. Hit NPC with Ballistic Skill Test => Target Defence
Cunning             FEL    Think, act like who operates outside law, hear word on street, find dealer, information or make plan.
Deception           FEL    Lie convincingly, opposed vs NPC Insight Test. Use Deception to make Interaction Attack.
Insight             FEL    Get social cues from NPC to discern motivations. DN set by GM or opposed vs NPC Deception Test
Intimidation        WIL    DN set by GM or opposed vs NPC Intimidation Test. Use Intimidation to make Interaction Attacks.
Investigation       INT    Decipher clues, perform research and assemble information through proper channels.
Leadership          FEL    Inspire NPC to do dangerous things. Use to rally allies, remove the Fear, Terror and Pinned Conditions
Medicae             INT    Diagnose and heal. Remove Condition, restore Shock or Wound.
Persuasion          FEL    Convince NPC to change their opinion. Use Persuasion to make Interaction Attacks.
Pilot                A     Control a vehicle, make daring maneuvers or drive in dangerous circumstances.
Psychic Mastery     WIL    Ability to manifest psychic powers, manipulate the Warp to change reality. See Psychic Powers.
Scholar             INT    Recall knowledge from previous studies. +1 bonus dice per known associated Keyword
Stealth              A     Hide or move, disable security. Stealth Test vs NPC Passive Awareness or opposed NPC Awareness.
Survival            WIL    Find provisions, secure shelter, track or navigate environment.
Tech                INT    Understand, use, repair, and dismantle technology.
Weapon Skill         I     Hit Melee Weapon, repair, identify and maintain. Hit NPC with Weapon Skill Test => Target Defence
- COMBAT -
                                                        MOVEMENT ACTIONS TABLE
 1.   Determine Ambushes - GM determines if             ACTION               DESCRIPTION
                                                                             ½ Speed in metres or 1x Speed in metres
      anyone is considered ambushed. Ambushed           Climbing
                                                                             with DN 3 Athletics Test.
      characters don’t get a Turn in the first Round.   Crawling             1x Speed in metres. Prone while crawling.
                                                                             1x Speed in metres or Speed indicated by
 2.   Set the Scene - GM describes where combat is      Flying
                                                                             the method of flight.
      taking place, detailing objects that could be                          Up to 1 metre high or leap over gaps up to
      used during encounter, such as cover, pitfalls,   Jumping              1 metre in length as part of Standard
      hazards and points of interest.                                        Movement.
                                                                             2x Speed in metres. May not take Simple
 3.   Round Starts - If rules call for something to     Running              Action and not run if Simple Action taken
      happen at the Start of Round, it happens now.                          during Turn.
                                                        Swim                 ½ Speed in metres.
 4.   Take Turns - Party or GM picks Agent or           Walking (Standard)   1x Speed in metres
      Threat to act (Party goes first), then:           STANDARD ACTIONS TABLE
                                                        ACTION               DESCRIPTION
      1. Agent or Threat performs Action(s) or                               Wait and act later in the Round. To
         Holds Action(s) to Interrupt another Agent                          Interrupt another character’s Action, you
                                                        Hold Action
         or Threat during their Movement or Action.                          must succeed at an opposed Initiative
      2. Agent or Threat ends Turn.                                          Test vs Target Initiative Test.
      3. Repeat steps 1-2 for each active Agent or                           Roll Skill vs Target Skill or Resolve. If
                                                                             successful, they are Vulnerable
         Threat that did not act in this Round,         Interaction
                                                                             or Hindered. Shift 3+ Exalted Icons to
         alternating between both.                      Attack
                                                                             trigger effect of your choice appropriate
                                                                             to circumstances, with GM approval.
 5.   Round Ends - Once each Agent/Threat took                               Weapon Skill Test vs Target Defence.
      their Turns, the Round ends.                      Melee Attack         Strength + Weapon Damage for
                                                                             Total Damage.
      1. Abilities and Conditions that last until the                        Ballistic Skill Test vs Target Defence.
                                                        Ranged Attack
         End of Round end.                                                   Check Range modifiers.
      2. Agent or Threat may Seize the Initiative.      Skill Action         See SKILLS
 6.   Repeat steps 3-5 until the encounter ends.        MUTLTI ACTION / ATTACK TABLE
                                                        ACTION               DESCRIPTION
                                                                             +2 DN to all Tests for each additional Test
                                                        Multi-Action
- ACTION TYPES -                                                             beyond 1st.
                                                                             +2 DN to all Attack Tests for each
 Each Agent or Threat can perform one of each of        Multi-Attack         additional Attack beyond 1st. Roll Damage
 these Actions on their Turn:                                                once and apply it to all Targets hit.
                                                        SIMPLE ACTIONS TABLE
      •   A Movement Action
                                                        ACTION (Examples)     DESCRIPTION
      •   A Standard Action or a Multi-Action or        Difficult Swim        Make an Athletics Test.
          Combat Action or a Multi-Attack               Difficult Jump        Make an Athletics Test.
      •   A Simple Action                               Draw weapon           Make an Initiative Test.
      •   A Reflexive Action                            Kick locked door      Make a Strength Test.
      •   Any number of Free Actions                    Look around           Make an Awareness Skill Test.
                                                        Reload weapon         See RANGE OPTIONS TABLE
          OR
      •   A Full-Round Action                           REFLEXIVE ACTION TABLE
                                                        ACTION
                                                        1 per Round in response to an Action someone else makes
                                                        on their Turn.
FREE ACTIONS TABLE                                              MELEE OPTIONS TABLE
 ACTION (Examples)                                              OPTION             DESCRIPTION
 Opening an unlocked door.                                                         +2 bonus dice to all Melee Attacks. -2
 Rolling Determination to reduce Damage.                                           Defence until Start of your next Turn.
 Shouting a warning or a short sentence.                                           Can take Multi-Attack as part of an All-
                                                                All-Out Attack
 Using Psyniscience.                                                               Out
                                                                                   Attack, all attacks gain the same bonus.
FULL-ROUND ACTIONS TABLE                                                           Can’t take Multi-Action.
 ACTION             DESCRIPTION                                                    Use ½ Movement or more to avoid
                    2x Speed in metres (min 4m). Make           Fall Back          Reflective Attacks from Engaged
 Charge
                    Melee Attack Test with +1 bonus dice.                          Threats.
                    1x Speed in metres. Make Initiative Test,                      Opposed Strength Test vs Engaged
                    add 1 Defence per success. No                                  Threat. Target is Restrained if
 Full Defence
                    Movement, Combat or Simple Actions on                          successful. Target gains +2 bonus dice
                    next Turn.                                  Grapple            to Opposed Strength Test per size
                    2x Speed in metres in a straight line.                         category larger than Attacker. Target
 Sprint                                                                            breaks free by succeeding Opposed
                    Sprinting is a Full-Round Action.
                                                                                   Strength Test using a Combat Action.
                                                                                   Target gains +2 Defence vs a Pistol Trait
- ATTACKING -                                                   Pistols in Melee   weapon. Can’t Aim and no bonus for
                                                                                   Short Range.
1. Declare - Declare Attack, Attack Options, Special            Unarmed Attack     Strength + 1 ED Damage.
   Modifiers and Target(s).
                                                                RANGE OPTIONS TABLE
2. Assemble Dice Pool - Assemble Dice Pool with                 OPTION             DESCRIPTION
   dice = to combined value of appropriate Attribute                               Sacrifice Movement to add + 1 bonus
                                                                                   dice to Ranged Attack Test. Use
   + Skill Ratings, + applicable Modifiers from                 Aim                Aim to ignore the penalty for firing at an
   Wargear or other sources. Replace one dice with                                 Engaged Target in melee.
   Wrath Die.                                                                      in melee
                                                                                   Ignore the Heavy weapon penalty. You
                                                                Brace
3. Test To Hit - Roll Dice Pool, count number of                                   can’t move.
   Icons and Exalted Icons. If Total Icons => Target            Grenades & AOE
                                                                                   DN 3 Ballistic Skill Test to hit a point in
   Defence, you hit.                                                               range. All Targets in Blast are hit.
                                                                                   Roll Ballistic Skill vs Target Resolve to
   •      Shift any Exalted Icons for Extra Damage              Pinning Attack     inflict Pinned. Weapon must be
                                                                                   reloaded after use.
          Dice (ED). If you hit and Wrath Die result is 6,
                                                                Range - Long       Target gains +2 Defence.
          Target suffers Wrath Critical and Party gains         Range - Short      + 1 bonus dice to Ranged Attack Test.
          1 Glory.                                                                 Use Simple Action to spend 1 Ammo to
                                                                Reloading
   •      May spend Glory to increase Critical Hit.                                reload your weapon.
                                                                                   Improve Ranged Attack Test. Weapon
                                                                Salvo Options
4. Roll Damage - Assemble Dice Pool equal to                                       must be Reloaded after use.
   weapon Extra Damage value (ED) + ED from                     Shot - Bypass      See Shot – Called. GM determines how
   other sources (Shifts, Talents, etc.), add Total             Armour             much armour is bypassed
                                                                                   DN penalty is based on Target size.
   Icons and Exalted Icons to weapon Damage                                        Arm, Leg = +1 DN and +1 ED.
   value. This is the Total Damage.                             Shot - Called
                                                                                   Hand, head = +2 DN and +2 ED.
                                                                                   Eye-slit, armour joint = +3 DN and +3 ED.
5. Inflict Wounds - Deduct weapon Armour                        Shot - Cover       Add Cover bonus to Target Resilience.
   Penetration (AP) value from Target Resilience.                                  Target makes Strength Test, DN = ½
   Then, deduct Target remaining Resilience from                Shot - Disarming   Total Damage from Ranged Attack Test.
   Total Damage rolled in Step 4. Target suffers                                   If failed, they drop their weapon.
   Wounds equal to result.
TERRAIN, COVER & CONTEXT TABLE                                          COMBAT COMPLICATIONS TABLE
 ITEM                  DESCRIPTION                                        D66    COMPLICATION          DESCRIPTION
                       ½ Cover = +1 Defence.                             11-26   Out of Ammo           Must Reload to use again
 Cover
                       ¼ Cover = +2 Defence.                             31-33   Weapon Jam            DN 2 Tech Test to use
 Difficult Terrain     ½ Speed in metres.                                34-36   Dropped Weapon        Simple Action to recover
                       If you roll a Complication, shot hits a           41-43   Weapon Malfunction    DN 4 Tech Test to use
 Firing into Melee
                       random unintended Target.                         44-46   Weapon Stuck          DN 3 Strength Test to use
                       When moving out of Engaged Melee                  51-53   Dropped Item          Drop an item of Wargear
                       Combat, the Engaged enemies may use               54-56   Fall Prone            You’re Prone
 Reflexive Attack
                       Reflexive Action to make melee attacks                                          You’re Restrained. DN 4
                       against the Disengaging Target.                   61-62   Restrained
                                                                                                       Strength Test to recover
                       If AOE Ballistic Skill Test fails, roll 1d6 x2    63-64   Blinded               You’re Blinded
 Scattering
                       for distance and 1d6 for direction.               65-66   Inconvenient Target   GM picks different Target.
                       +2 bonus dice to the Attack Test and +2
 Surprise Attack
                       ED vs unaware Target.
                                                                        - WOUNDS & MORTAL WOUNDS -
SIZE MODIFIERS TABLE
 SIZE                   Attack Modifier / Score Reduction               • Maximum Wounds = Tier x2 + Toughness Rating.
 Tiny (6 in)            +2 Defence / +2 DN to detect
                                                                        • Wounded characters suffer +1 DN penalty to all
 Small (2 ft)           +1 Defence / +1 DN to detect
 Average (6 ft)         None / None
                                                                          Tests.
                        +1 bonus dice to hit / +1 bonus dice to         • If suffering Wounds > Maximum Wounds you are
 Large (8 ft)
                        detect                                            Dying, see DYING.
 Huge (12 ft)
                        +2 bonus dice to hit / +2 bonus dice to         • If single Attack inflicts x2 Maximum Wounds you
                        detect                                            are dead (Annihilation).
                        +3 bonus dice to hit / +3 bonus dice to
 Gargantuan (20+ ft)
                        detect
                                                                        • May attempt to negate Wounds by rolling
                                                                          Determination.
VISION MODIFIERS TABLE                                                  • May restore Wounds using Medicae Skill or by
 CONDITION              Attack Modifier / Score Reduction                 Resting.
 Twilight, light        +1 DN to Ballistic Skill and Awareness
                                                                        • Mortal Wounds ignore Resilience.
 shadows, heavy         Test.
 mist                   +1 DN to Melee Attack Test                      • Determination rolls can’t be made to negate
 Very dim light,        +2 DN to Ballistic Skill and Awareness            Mortal Wounds unless a rule states otherwise.
 heavy rain, fog,       Test.
 drifting smoke         +2 DN to Melee Attack Test                      - DYING -
 Heavy fog,             +3 DN to Ballistic Skill and Awareness
 deployed smoke,        Test.                                           • If Wounds > Maximum Wounds you are Dying.
 torrential storm       +3 DN to Melee Attack Test                      • When Dying you suffer Memorable Injury and fall
                        +4 DN to Ballistic Skill and Awareness
 Total darkness,                                                          Prone. Cannot stand up when Dying, may Crawl,
                        Test.
 thermal smoke                                                            make Standard Action (with no Option) or Fall
                        +4 DN to Melee Attack Test
                                                                          Back.
                                                                        • May roll Determination when taking Damage, if
- COMBAT COMPLICATIONS -                                                  roll successes reduce Damage to 0, do not suffer
A result of 1 on Wrath Die during an Attack results                       Traumatic Injury.
in Complication, but doesn’t mean the Test failed,                      • Suffer a Traumatic Injury instead of taking
only that an unusual or unfortunate event occurred.                       Wounds while Dying.
                                                                        • If number of Traumatic Injuries > Tier +1 you die
Player and GM should devise a Complication that is                      • When Dying replace Dice in Pool with Wrath Dice
narratively appropriate and exciting. Roll on the                         = Traumatic Injuries. Suffer Traumatic Injury if
COMBAT COMPLICATIONS TABLE if needed.                                     rolling Complication on any Wrath Dice. Must
                                                                          roll 6 on all Wrath Die to trigger Wrath Critical.
                                                                        • If you recover any number of Wounds you are no
                                                                          longer Dying.
- MEMORABLE INJURY -                                               - SHOCK -
• When suffering Memorable Injury, roll on the                     • Maximum Shock = Willpower Rating + Tier
  MEMORABLE INJURIES TABLE or devise one that                      • Start play with 0 Shock.
  is narratively appropriate and exciting.                         • Certain attacks or psychological assaults can
• Gain +1 bonus die on Intimidation Test when                        cause Shock damage.
  displaying your Memorable Injury.                                • If Shock > Maximum Shock = Exhausted
• Your Memorable Injury may provide additional                       Condition.
  bonuses or penalties to narratively appropriate                  • May use Combat Action to expend 1 Wrath to
  Tests, as decided by GM.                                           restore Shock = Rank + Tier.
MEMORABLE INJURIES (HOUSE) TABLE
 D6     RESULT   PART (D6)                                         - DETERMINATION -
  1     Head     Ear, Nose, Mouth, Tongue, Cheek, Scalp
 2-4    Body     Genitals, Stomach, Torso, Flank, Back, Buttock    • Roll Dice Pool = to Toughness when suffering 1 or
  5     Arm      Shoulder, Upper, Elbow, Lower, Hand, Fingers        more Wounds to convert them into Shock, each
  6     Leg      Hip, Upper, Knee, Lower, Feet, Toes
                                                                     Icon converts 1 Wound into 1 Shock.
- TRAUMATIC INJURY -                                               - REGROUP (RESTING) -
• Suffer a Traumatic Injury instead of taking                      • Short period of downtime lasting approximately 1
  Wounds while Dying.                                                hour.
• Roll on MEMORABLE INJURIES TABLE to                              • If you have a Medicae Rating you can heal a single
  determine which body part is affected or devise                    character during Regroup. They regain Wounds =
  one that is narratively appropriate and exciting.                  Medicae Rating.
• Penalties from Traumatic Injury are mitigated by
  Augmetic replacement body parts and organs.
                                                                   - RESPITE (RESTING) -
TRAUMATIC INJURIES (HOUSE) TABLE
 PART        EXAMPLE EFFECTS: +1 or +2 DN to…                      • Long period of downtime lasting approximately 6
 Ear         Awareness Test relying on hearing                       hours.
 Nose        Fellowship Tests if your face is visible
                                                                   • Can spend 1–2 hours performing light activities,
 Mouth       Leadership and Persuasion Tests
 Tongue      Fellowship Tests when speaking
                                                                     like reading, eating, talking, maintaining Wargear
 Cheek                                                               and standing watch over the group.
             Fellowship Tests where your face or head is visible
 Scalp                                                             • If Respite goes uninterrupted, Shock and Wounds
 Genitals    Fellowship Tests when intimate with someone…            are reduced to 0 and Wrath reset to 2.
 Back        Strength Tests requiring great exertion               • Can’t gain the benefits of a Respite if Dying.
 Flank       Melee Attack Tests
 Stomach     Ranged Attack Tests
             or -1 or -2 Defence
 Torso                                                             - CRITICAL HITS -
 Buttock     Fellowship Tests when sitting
 Shoulder    Melee Attack Tests                                    • If Attack Test is successful + roll 6 on Wrath Die,
 U/L Arm     Ranged Attack Tests
             Can’t Swim
                                                                     score Critical Hit, roll on Critical Hit Table.
 Elbow
 Hand        Can’t use weapons or tools
                                                                   • If Total Damage =< Target Resilience, inflict 1
 Fingers     Agility, Medicae and Tech Tests                         Wound + Critical Hit.
 Hip         Speed reduced by 1-4 metres                           • Improve Critical Hit by spending Glory.
 U/L Leg     Can’t Charge, Jump, Run, Sprint and/or Swim           • Simple Critical Hits alternative, don’t roll on
 Knee        or -1 or -2 Defence
             Speed reduced by 1-4 metres
                                                                     Critical Hit Table, but add +3 ED to Damage
 Feet                                                                + Narrative Effect based on weapon Keyword.
             Can’t Charge, Jump, Run, Sprint and/or Swim
 Toes        or -1 or -2 Defence
Critical Hit Table                                                   - Conditions -
   D66    CRITICAL HIT
          Headshot                                                   • Conditions remain until treated or end at GM
  11-16   • Effect: +1d3 Wounds and Staggered.
          • Glory: +1 Wound per Glory spent.
                                                                       discretion.
          Brutal Rupture (flesh, bone, organ)                        • GM can increase condition duration to fit fiction.
  21-23   • Effect: +1d3 Wounds and Hindered.                        • Condition penalties stack. For example:
          • Glory: +1 Wound per Glory spent.
                                                                             o Hindered (2), all Tests are made at +2 DN.
          Ferocious Rending (flesh to ribbons)
  24-26   • Effect: +1d3 Wounds and Vulnerable.                              o Bleeding (3), suffer 3 Mortal Wounds at end of
          • Glory: +1 Wound per Glory spent.                                   Turn.
          Merciless Strike (breathless, pulverized innards)          • Defence can’t be reduced below 1.
  31-33   • Effect: +1 Mortal Wound.
          • Glory: +1 Mortal Wound per Glory spent.                  conditions Table
          Savage Attack (slashed, burned, broken or ripped)           CONDITION      DESCRIPTION
  34-36   • Effect: +1 Mortal Wound + Memorable Injury.                              +1 Mortal Wound at end of Turn. Toughness Test
          • Glory: +1 Mortal Wound per Glory spent.                   Bleeding       DN 4 to stop or Medicae Skill from character/NPC.
          Vicious Vivisection (body part dissection)                                 May attempt to use Medicae on yourself at +1 DN.
  41-43   • Effect: +1d3 Mortal Wound.                                Blinded        +4 DN to all sight-related Tests.
          • Glory: +1 Mortal Wound per Glory spent.                                  Only Walk, Crawl or Fall Back, Standard Actions
          Visceral Blow (Bloody shower, gory spill)                                  with no Options, can’t roll Determination. Shock
           • Effect: +1 Mortal Wound + Engaged with Target            Exhausted
                                                                                     suffered converted to Mortal Wounds. Exhausted
             must pass an Agility Test (DN 3) or fall Prone.                         removed whenever you recover Shock.
  44-45   • Glory: +1 Mortal Wound per Glory spent + choose                          Resolve vs source Fear DN. Failure = +2 DN to all
             one:                                                     Fear           Tests. Lasts until end of scene or ally passes
                •    Target is Prone.                                                Leadership Test DN 2 + source Fear DN.
                •    Target suffers 2 Shock.                                         Resist at the start of Turn with DN 3 Willpower
          Murderous Onslaught (Shattered ribs, pierced                               Test. Failure = Gain +1 Strength. Charge nearest
          organs, bloody gore, writhing in pain)                      Frenzied
                                                                                     enemy. Immune to Fear and Pinned. Must use the
   46
          • Effect: +1d3+1 Mortal Wound.                                             All-Out Attack Option.
          • Glory: +1 Wound per Glory spent.                                         +1 DN to all Tests. Lasts until end of the next Turn,
          Overpowering Assault (Stunning blow, senses
                                                                      Hindered
                                                                                     unless otherwise stated.
          blurred, brutal impact)                                                    1d3 Mortal Wounds at start of each Turn. Use
  51-53
          • Effect: 1d6 Shock + Staggered.                            On Fire        Action to go Prone to extinguish fire with DN 3
          • Glory: +2 Shock per Glory spent.                                         Athletics Test.
          Crimson Ash (Sears and fuses flesh, smoldering                             Ballistic Skill Test vs Resolve. Failure = move to
          sinew and bone)                                                            nearest Cover, using Movement for next Turn. +2
  54-55
          • Effect: +1d3+1 Wounds + On Fire.                                         DN to Ballistic Skill Tests vs Pinning Attacker(s).
          • Glory: +1 Wound per Glory spent.                          Pinned         Rally Pinned comrades with Leadership Test DN =
          Bone-shattering Impact (Reduce arms, legs, ribs to                         enemy weapon Salvo, +1 DN per Pinned character
          splinters)                                                                 with Shock or Wounds. Success = end Pinned
   56
          • Effect: +1d3+1 Wounds.                                                   effect for allies within 5 metres.
          • Glory: +1 Wound per Glory spent + Restrained.                            +2 DN to all Tests + poisons specific damage.
          Unspeakable Carnage (geyser of gore, body strewn                           Toughness Test vs poison source DN at start of
                                                                      Poisoned
          across battlefield)                                                        Turn ends effect or when treated with Medicae
  61-63                                                                              Skill.
          • Effect: +1d3+3 Mortal Wound.
          • Glory: +1 Mortal Wound per Glory spent.                                  -2 Defence from attacks within 5 metres, -1
          Appalling Detonation (strike volatile Wargear, chain                       Defence at 6+ metres. Free Action on Turn to
          explosions tears body apart into grisly red mist.)          Prone          stand, Standard Movement Options only, can’t
           • Effect: +1d6 Wounds + 1d3 Mortal Wounds if                              use Combat Options. Adjacent Character/NPC
             carrying explosives.                                                    may use Simple Action to help immediately.
  64-65                                                               Restrained     -2 Defence + can’t use Movement.
          • Glory: Choose one per Glory spent:
                •    Critical Hit affects additional Target within                   ½ Speed in metres, can’t Run or Sprint. Lasts until
                                                                      Staggered
                     10 metres.                                                      end of next Turn.
                •    All Targets suffers +1 Wound.                                   Resolve vs source Terror DN value. Failure = +2 DN
          Grisly Amputation (limb removed with extreme                               to all Tests + use Movement to flee source. Lasts
                                                                      Terror
          prejudice, crimson arc)                                                    until end of scene or ally passes Leadership Test
   66                                                                                DN 2 + source Terror DN.
          • Effect: +1 Mortal Wound + limb removed.
          • Glory: +1 Mortal Wound per Glory spent.                   Vulnerable     -1 Defence. Lasts until end of next Turn.
- Environmental hazards -                                          WEAPON TRAITS Table
                                                                   TRAIT            DESCRIPTION
Environmental hazards Table                                        Agonising        Each Wound inflicted also inflicts 1 Shock.
HAZARD        DESCRIPTION                                          Arc (X)          + ED = to Rating when attacking a vehicle.
              Hold breath Minutes = Toughness Attribute or         Assault          May fire during Sprint, +2 DN penalty to attack.
              Rounds = 2x Toughness Attribute. Toughness DN 3                       Choose point in Range, DN 3 Ballistic Skill Test to
Suffocation
              per Minute or Round to hold breath or suffer 1d3                      hit. Can't Shift to increase Damage. Critical Hit
              Shock.                                               Blast (X)
                                                                                    effects apply to all Target(s). Failure = Attack
              Intensity:                                                            misses and Scatters. Special rules for Mob.
               • Light = 7 Damage + 1 ED + Agonising (3)                            Extra Damage Dice from Brutal:
               • Moderate = 12 Damage + 2 ED + Agonizing (5)                         • 1-2 = 0 Damage.
Electricity                                                        Brutal
               • Intense = 17 Damage + 3 ED + Agonising (7)                          • 3-4 = 1 Damage.
              + Toughness Test. Failure = Restrained 1Round and                      • 5-6 = 2 Damage.
              Prone on Complication.                                                If you have the PSYKER Keyword, may add ½ Wil
                                                                   Force
Extreme       Toughness Test DN set by GM. Test every hour or                       Rating to Damage. If you don’t, decreased by 2.
Cold/Heat     Rounds = Toughness. Failure = Exhausted.                              Ignore Cover. All Target(s) in line of fire is hit.
              5+ metres = 1 Mortal Wound + 1d3 Mortal Wounds                        Shift to arc stream metres = to Ballistic Skill
Falling                                                                             Rating. Target(s) in arc is hit by the attack, roll
              per extra 5 metres.                                  Flamer
              Athletics Test every Round when exposed to hazard                     Damage once for all, Target(s) may use Dodging
Fire                                                                                Area Effect Attacks to reduce Damage. Inflicts
              that could set you On Fire.
              Survival Test DN 9 to detect radiation source.                        On Fire.
              Toughness Test every Turn, DN set by GM. Failure =                    Strength Rating => Heavy Rating to use, if not +2
              1d3 Mortal Wound + 1d6 Shock + Staggered +           Heavy (X)        DN penalty and Prone on Complication. Brace
              Corruption Test.                                                      Action or secure with tripod negates Heavy Trait.
              Long term exposition = rad poisoning:                Inflict
Radiation                                                                           Inflict Condition and DN Test to remove.
               • Light = 1 Mortal Wound (Toughness Test DN 3)      (Condition)
               • Moderate = 1d3 Mortal Wounds (Toughness Test                       Replace Trait with any other Trait when
                 DN 5)                                             Kustom           acquiring weapon. Roll 1d3 to determine (X)
               • Intense = 1d6 Mortal Wounds (Toughness Test                        Rating.
                 DN 7)                                                              Extra Damage Dice from Melta at Short Range:
                                                                                    • 1-2 = 0 Damage.
                                                                                    • 3-4 = 1 Damage.
- TARGETTING A MOB -                                               Melta
                                                                                    • 5-6 = 2 Damage.
                                                                                    Extra Damage Dice from Melta at Short Range
 • If Icons = Mob Defence, roll Damage as normal.                                   vs vehicle or fortification:
                                                                                    • 1-3 = 1 Damage.
 • If Damage > Mob Resilience, 1 Target is killed.                                  • 4-6 = 2 Damage.
 • If Icons > Mob Defence, hit extra Target(s) per                 Parry            +1 Defence vs melee attack.
   Icon(s) > Mob Defence.                                          Pistol           Can be fired while Engaged.
                                                                   Rad (X)          Extra Damage Dice = add Rad Rating to results.
                                                                                    At Short Range, add Extra Damage Dice = to
                                                                   Rapid Fire (X)
- WEAPONS -                                                                         Rapid Fire Rating.
                                                                                    May ignore 1st Complication related to weapon
 • Armour Penetration (AP) = Value subtracted                      Reliable         per scene. Reliable weapons maintain or repair
                                                                                    Tests at +1 bonus die.
   from Target Total Resilience. Invulnerable                      Rending (X)      AP improves by Rending Rating if you Shift.
   armour is immune to AP.                                         Silent           Stealth Score only reduced by 2 when attacking.
 • Damage = Base Damage value.                                     Sniper (X)
                                                                                    Aim Action = additional +1 bonus die to attack,
                                                                                    and +ED = to Sniper Rating.
 • Extra Damage Dice (ED) = Extra Damage Dice                                       At Short Range hit all Target(s) within 3 metres
   rolled when hit.                                                Spread
                                                                                    of each other.
 • Melee Weapon Range = 1 metre by default.                        Supercharge
                                                                                    May fire Supercharge. Complication = you take
                                                                                    1d6 Mortal Wounds. Hit = additional +3 ED.
 • Ranged Weapon Ranges:
                                                                   Unwieldy (X)     Attack DN increased = to Unwieldy Rating.
     o Short = +1 bonus die.                                                        Orks gain +1 bonus die. If Wounded, deal extra
                                                                   Waaagh!
     o Long = Target gains +2 Defence.                                              +1 ED.
 • Thrown Weapon Range = Strength x Weapon                         Warp             Damage value = to Target Total Resilience -4,
                                                                   Weapon           unless listed Damage is higher.
   Range.
 • Salvo = Determine bonuses for Salvo Options.
 • Traits = See WEAPON TRAITS Table
- ARMOUR -                                                          POWER LEVELS EFFECTS TABLE
                                                                                       BONUS
 • Armour Rating (AR) = Add Rating to Toughness                     LEVEL              WRATH       EFFECTS
                                                                                        DICE
   to determine your Resilience.
                                                                    Bound                0         No additional effect.
 • Invulnerable = Immune to Armour Penetration                                                     May only make Unbound or
   (AP).                                                            Unbound              +1        Transcendent Psychic Mastery
 • Layering = Only highest AR is applied to                                                        Tests for the rest of the scene.
                                                                                         +1 +      Suffer Shock Damage = to number
   Resilience.                                                                                     of Wrath Dice in Dice Pool.
                                                                                       highest
 • Traits = See ARMOUR TRAITS Table                                 Transcendent
                                                                                       of Rank
                                                                                                   May only make Unbound or
                                                                                                   Transcendent Psychic Mastery
                                                                                       or Tier     Tests for the rest of the scene.
ARMOUR TRAITS Table
 TRAIT            DESCRIPTION
 Bulk (X)         Reduce Speed of metres = to Bulk Rating.
 Cumbersome       Can’t Run or Sprint.
                                                                    - SUSTAINING PSYCHIC POWERS -
                  Orks ignore Bulk and Cumbersome when
 ’Ere We Go!
                  Wounded.                                           • Increase DN of all Tests by +2.
 Power Field      May roll Determination vs Mortal Wounds.           • Increase DN of all Tests by +2 for each
                  Gain Strength bonus = to Powered Rating. Not         additional sustained power.
 Powered (X)      Prone when rolling Complication while firing an
                  unsecured Heavy weapon.                            • Taking Damage, make Willpower Test with DN =
 Shield           Add AR to Defence and Resilience.                    to Total Wounds + Shock suffered, plus penalty
                                                                       for sustaining any Psychic Powers.
- USING PSYCHIC POWERS -
                                                                    - CORRUPTION TESTS -
1. Declare - Declare Psychic Power, how to use it,
   and Power level. Only activate 1 per Round.                       • Roll Dice Pool = to Conviction Trait vs DN of
                                                                       source Corruption.
2. Assemble Dice Pool - Assemble Dice Pool with                      • Failure:
   dice = to Psychic Mastery Skill, + applicable                          o Gain Corruption Points = to Test DN
   Modifiers from Wargear or other sources.                                  minus number of Icons rolled.
   Replace dice with Wrath Die = Power level +                            o Gain 2x Corruption Points on
   Wrath Die from any other source(s).                                       Complication.
3. Roll the Test - Roll Dice Pool, count number of                        o -2 DN (min 1) to Test on Wrath Critical.
   Icons and Exalted Icons. If Total Icons => Psychic                     o GM gains +1 Ruin.
   Power DN, the power is successfully cast.                        CORRUPTION LEVELS TABLE
                                                                    LEVEL                        POINTS        TEST DN MODIFIER
   •      1 on any Wrath Dice triggers Perils of the                0 (Pure)                        0-5                   +0
          Warp Complication, regardless of success or               1 (Tarnished)                  6-11                   +1
          failure (see Core rulebook p. 263).                       2 (Contaminated)              12-15                   +2
   •      6 on any Wrath Dice count as Exalted Icons,               3 (Tainted)                   16-20                   +3
          but don’t trigger Critical Hits or award Glory.           4 (Defiled)                   21-25                   +4
                                                                    5 (Chaos Spawn)                26+                     -
   •      May Shift Exalted Icons to enhance the effect
          as described in Potency.                                  CORRUPTION ROLL DIFFICULTY Table
                                                                     DN     EXAMPLE
4. Activate Psychic Power - Unleash the Power!                              Mild radioactive or toxic substances, see cultist marked by
                                                                      1
                                                                            Chaos, listen to heresy.
                                                                      3     Speak name of Ruinous Powers, torture captive.
- POWER LEVELS -                                                            Read Chaotic lore, witness heretical ritual or daemon,
                                                                      5
                                                                            speak heresy, condemn to death without reason.
When you make a Test to activate a Psychic Power,                     7
                                                                            Participate in Chaos ritual, destroy populated planet,
choose a Power Level:                                                       undergo psychic awakening.
                                                                            Make pact with or become possessed by daemon, look
                                                                      9
                                                                            into the Warp.
- MUTATION TESTS -                                       - ACQUIRING RUIN –
 • Roll Dice Pool = to Conviction Trait vs DN 3          • GM start every session with number of Ruin = to
   modified by your Corruption Level.                      number of Players.
 • Failure:                                              • GM have maximum Ruin = to 2x number of
      o Gain a Mutation.                                   Players.
      o Roll D66 on mutation severity table              • GM gains 1 Ruin when:
         to determine the severity, add 10 to the             o Player fails Corruption Test.
         result of the roll for each of your prior            o Player fails Fear Test.
         mutations (see Core rulebook p. 287).                o GM rolls 6 on Wrath Die.
      o Roll on the appropriate mutation table
         (see Core rulebook p. 288).
- FAIL FORWARD -
All Tests Players make should not rob them of fun or
undo their hard work. This keeps tension and drama
and makes for better stories. You succeed but at a
cost. This may be a Narrative Consequence and/or
a Mechanical Consequence.
Usually this is represented by a +2 DN penalty on
Tests for the applicable Skill for the rest of the
scene.
Alternatively, GM may offer Player a choice of failing
or take one of the options below.
 •   GM gains 1 Ruin.
 •   Character lose Wealth or Ammo.
 •   Character lose Influence.
 •   Character suffer Shock.
 •   Character suffer Wounds.
 •   Character Wargear is broken.
- SPENDING RUIN -
 • Spend 1 Ruin to reroll failures (not
   Complications) on any Test for an NPC.
 • Spend 1 Ruin to Seize the Initiative, once per
   Turn.
 • Spend 1 Ruin to restore 1d3+3 of NPC Shock,
   counts as an NPC Action.
 • Spend 1 Ruin to roll Determination for an NPC.
 • Activate Ruin Action, some powerful Threats
   possess special Abilities.