Dark Heresy - The Heavens Call (Inactive)

Game Master JonGarrett

Evidence List


Attack Actions:

All Out Attack - Full - +20 to WS, cannot Dodge or Parry
Charge - Full - Must move 4 meters, +10 to WS
Defensive Stance - Full - Enemies take a -20 to 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 - Take a -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 Attack or Lightning Attack talents to make multiple attacks.
Overwatch - Varies - Shoot targets coming into a set kill zone, targets suffer -20 to (BS?) 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.
Jump/Leap - Full - Leap or Jump (pg. 214).
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.

Miscelanious 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.
Parry - Reaction - Test WS to negate a hit.
Ready - Half - Ready a weapon or item.
Reload - Varies - Reload a ranged weapon.

Hit Locations:

Reverse the dice roll to determine hit location
Roll Location
01-10 Head
11-20 Right Arm
21-30 Left Arm
31-70 Body
71-85 Right Leg
86-00 Left Leg

Head - Head - Arm - Body - Arm - Body
Arm - Arm - Body - Head - Body - Arm
Body - Body - Arm - Head - Arm - Body
Leg - Leg - Body - Arm - Head - Body

Combat Modifiers:

Range modifier :
+30 - Point blank range (3 meters)
+10 - Short range (half range)
+0 - Standard attack
-10 - Long range (double range)
-30 - Extreme range (triple range)

Circumstance modifier :
+30 - Surprised target
+20 - Stunned target
+20 - Melee outnumbered 3 to 1
+10 - Prone target
+10 - Melee outnumbered 3 to 1
+10 - Higher ground
-10 - Attacking while knocked down
-10 - Fatigued
-10 - Mud/water/heavy rain
-20 - Called location shot
-20 - Shooting into melee
-20 - Dodging while prone
-20 - Close combat in darkness
-20 - Shooting in fog, mist, or shadow
-20 - Firing a weapon without the talent
-30 - Deep snow or similar
-30 - Shooting at completely concealed target
-30 - Shooting in darkness

Note that there are no penalties for firing into partial cover - simply a chance that the shot will strike the cover (which is treated as extra armour for the target, usually protecting the leg and body locations)

Especially large or small targets also have a modifier of +30 to -30.

Modifiers combine to a maximum bonus or penalty of +60 to -60 on any single test.