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W&G - Core Rulebook - Summary

This document outlines the rules for skill tests in a roleplaying game system. It provides details on assembling dice pools, rolling tests, and determining success or failure based on comparing rolled successes to a difficulty number. It also covers optional modifiers like using wrath or glory, and potential outcomes of both success and failure. Key mechanics include attribute ratings, skills, talents, abilities, conditions, combat and social interactions.

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0% found this document useful (0 votes)
597 views10 pages

W&G - Core Rulebook - Summary

This document outlines the rules for skill tests in a roleplaying game system. It provides details on assembling dice pools, rolling tests, and determining success or failure based on comparing rolled successes to a difficulty number. It also covers optional modifiers like using wrath or glory, and potential outcomes of both success and failure. Key mechanics include attribute ratings, skills, talents, abilities, conditions, combat and social interactions.

Uploaded by

FairyChandler
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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- 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.

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