Welcome to the Guard!

Game Master Swordwhale

Warhammer 40k - Only War game. Also a tribute game to the famous 'All Guardsmen Party'.
Tactical-Map|| Shared notebook || Hit-Zone-Repl


This is a Warhammer 40k - Only War game, that may eventually evolve into a Dark Heresy game.

It's a tribute game to the famous 'All Guardsmen Party' - if you know them - with the blessing of the creator using parts of that awesome-borderline-mad story.

No idea what I am talking about? Well that in fact doesn't matter at all, as you will play some guy from a backwater planet that gets recruited into the army of the mighty imperium (all you know about is that you are part of it, you have to pay them taxes and pray to some god-Emperor who is on top of the Imperium of men). It’s a militaristic game set in the far future, so space travel faster than light is there (although quite different than in most sci-fi settings), laser guns are there (although weaker than in most sci-fi settings) and lots of alien factions out there that wants to eat your face - plus the complete planet you are standing on -, wage war for fun, spill your blood for the amusements of their dark gods and to spawn demons, kill you because you are alive rather than suffering from a close-in syndrome into a machine, or for any other arbitrary reason imaginable.

Current NPCs with the group:

Explosive Specialist: MacVyger
Assault Specialist: Pvt. Smith (burned-to-death)

Command @ Leeman Russ: Lt. Harker

Character Generation Notes:

1. Generate Characteristics:
..Roll for each characteristic 2d10+20 in the recruitment thread.
..Allocate the rolls to the stats as you see fit.
..You may reroll one stat, keeping the better result.

2. Apply Regimental modifiers to your character.

3. Choose a specialty and apply changes.

- "I've received an Aptitude/Skill/Talent multiple times during character generation!"
--> Aptitude: Choose another Aptitude, that you do not have already instead.
--> Skill: The skill increases by one level, so from known(+0) to trained (+10) etc.
--> Talent: You receive an additional 100xp instead.

Serenus 1st Guard Regiment:

Agri-World Mechanized Line Infantry, Phlegmatic Commander, Iron discipline

Boni&Mali:
+3 to two of {Fel, T, S}
+3 to S, -3 to Int
+3 to Int, -3 Per
+2 Wounds

Additional Aptitude: Willpower
Starting Talent: Rapid Reload
Starting Skills: Athletics, Low Gothic, Operate (Surface) trained (+10), Schol. Lore (Beasts), Common Lore (War, Imperial Guard)
One with the land: ( +10 Knowledge/Trade/Survival to interactions/identify potentially domesticated beasts & to harvest, cultivate, identify crops)
Naive: ( -10 on opposed Scrutiny tests vs deceive,
first time to gain insanity, gain double the number)

Favored Weapons: Heavy Stubber and Basic flamer. +10 to acquisition tests to acquire those weapons or the appropriate ammo.

Standard kit::

M36 Lasgun + 4 charge packs,
2 Fragmentation Grenades & 2 Krak Grenades,
1 Knife,
Flak Armor: 4 Armor Points on each location,
1 Uniform + poor-weather gear
Basic tool set
Mess kit + water canteen
Blanket + sleeping bag
Rechargeable lamp pack
Grooming kit
ID tags
Training handbook
2 weeks’ ration packs
Rucksack

Micro-bead (8)
Preysense Goggles (15)
Laspistol sidearm + 2 charge packs (5)
Chrono (2)

One Chimera APC per Squad

Armoured Assault - The Cast:

So...
The cast is: (c&p to campaign tab as well)
- Requium: (Leman Russ Annihilator)
.. Commander: Lt. 'Mac' Ziegelhaus
.. Driver: "Trouble Child" Elofsson
.. Main Gunner: Kersin Walkover
.. Port Gunner: Bob "Bob" Larsson (NPC)
.. Starport Gunenr: Sally "Madhead" Homer (NPC)

- Salvus: (Off-the-Shelf Leman Russ)
.. Commander-Driver: "Solo-Badass" Felix Tark
.. Main Gunner: Ulric "Feral" Hothgart (NPC)
.. Port Gunner: Sevran "Jamis-1" Jamis (NPC)
.. Starport Gunner: Turja "Jamis-2" Jamis(NPC)

-Invictus: (Off-the-Shelf Leman Russ)
.. Commander: (probably Bekka? Or is this one commanded by the long mechandrite of the Ad-Mech?)
.. Driver: Rebkka "Bekka" Buck
.. Gunner: Enginseer Valens Psi
.. Port Gunner: Cera "Cookie" Öngstrom (NPC)
.. Starport Gunner: Matthew "Greenhorn" Lorja (NPC)

-Dies Irae: (All-Flames Leman Russ, NPC/respawn tank)
.. Commander: Bartholemeo "Flamewall" Castello (NPC, priest)
.. (others)

House rules in effect:

Explosives Rework:
... Huge change to vanilla. See extra spoiler for details.

RP-Bonus:
... Very well described actions or surprising solution may receive a +10 bonus from me. Old roleplay-rule of cool and a way of 'the more you give, the more you take'.
... On that note: If you have a cool idea, but don't know how to make it happen in-game - write me a pm, put it in the discussion or simply describe your action IC and maybe an ooc note what you want to achieve and see what I make out of it. If I like it, we certainly will find a way to make it (eventually) happen.

Additional Fate Point Usage:
.. If near an ally and capable of a suitable action (your call to make!), you can SPEND one fp to safe that ally from a fatal consequence (just like that ally BURNED a fp to escape death)
.. As part of a cooperative action, you can spend a fp in the same way as the character you are helping could (+10 or reroll)

Suppressive Fire:
... Slight changes. All characters that pass pinning test have their movement reduced. If you succeed at the pinning test you can opt to ignore that penalty but you are more likely to get hit by the suppressive fire if you do so. See suppressive fire action for details.

Bracing:
... Every weapon can be braced to receive a bonus on the BS. Heavy weapons still must be braced. Depending on the kind of bracing the bonus is somewhere between +5 and +15.
... Note that bracing greatly reduces your field of view - just like setting up overwatch. Firing at a target outside a 45 degree arc, requires you to re-brace with a half action (or leave bracing as part of a movement action)

Ogryns:
... May raise their unnatural characteristics in the same way as psykers can improve their psy-rating.

Commissars:
... The Summery Execution does not restore wounds, but instead grants any guardsmen within visual range the Fearless talent for a number of rounds equal to 2 times the Commissars Fel-Bonus. Afterwards and for the rest of the fight, they receive a +20 on all fear based tests as long as the Commissar is alive.

Getting-Hit:
.. If the damage is more than half your soak (Toughness + armor) you get slowed down a bit
.. If you receive more than 1/2 of your total wounds as damage within a round, you suffer a -10 penalty on any test on your next round. This penalty (aka PAIN) can be overcome with a WP+0 test or a Toughness test (if you have an unnatural toughness score)

"Sneak Attack":
... If you surprise-attack an enemy with a melee weapon, the target is considered helpless (so you do two-times your max damage in one hit)
... Free choice of hit location
... In addition you trigger a RF roll automatically

Vehicles:
... Weapons always count as braced +15
... Turning a turret requires a half action for 90 degree
... Explosives that hit the underside of a vehicle, trigger a RF (on its movement systems) on a roll of 8,9 and 10. The armor value of the underside is equal to the lowest armor location.
... Perception and enclosed vehicles:
..... Characters can not make visual based Perception based tests if they have no dedicated visual slids or other means to perceive the outside (drivers can only ever perceive the front facing of the vehicle, turret gunner only towards the facing of the turret, etc)
..... Until otherwise noted, all visual based perception tests suffer a -10 penalty and detection of otherwise obvious dangers is not a given
..... Hearing-based tests fail if any weapon fires, the vehicle is environmental sealed or the vehicle is moving

Weapon Special Properties:
.. Scatter (shotgun): Reworked. Weapon Profile depends on distance-to-target. See Combat Reference, Properties
.. Directed[x]: New property of dedicated anti-armor explosives. See Combat Reference, Properties and Explosives Rework
.. Shrapnel [x], Blast [x]: New/reworked. See Combat Reference, Properties and Explosives Rework

Rule Summery, far from complete:

Basic Roll System, DoS, DoF:
The system is d100 based.
The basic roll is a d100 roll on one of the nine characteristics of your character, modified by certain modifiers. The final value (stat +- modifiers) is the difficulty, the d100 roll has to be lower or equal the result.
Further each full 10's the roll is below the target value, you score a so called Degree of Success (DoS) - with the initial success counts as the first DoS. A measurement of how well you did. Some tests will have different outcomes depending on the amount of DoS you score (e.g. Full auto fire will add one additional hit for each DoS of the BS test). The same goes for each full 10's your roll lay above the value, you get get Degrees of Failure (DoF).
--> example: Full auto burst. Target value 50. Your roll 33. You get two DoS (one for scoring below the target value, and one 10 below the target) and thus score two hits!

Costs to increase Characteristics by matching aptitudes: (two|one|zero)
.........Simple +5: 100|250|500
..Intermediate +10: 250|500|750
.......Trained +15: 500|750|1000
........Expert +20: 750|1000|2500

Actions:
There are four types of action.
.. Full: This actions takes considerable amount of time and consumes your full round. Only free actions and reactions can be used when using a full action.
..Half: This actions takes some amount of time. You can perform two half actions in one round together with free actions and reactions. Note: You can NOT use two half actions of the same subtype (attacks, movement, ...) in one round.
..Free: These actions are done within a blink of an eye or without requiring real concentration, making them able to be performed in parallel with other actions.
..Reaction: These actions are made as an action to another ones action. Most reaction type actions are evasive actions (dodge and parry). Normally each character has exactly one reaction per turn. Some talents may modify this number.

Skills:
Each skill corresponds to one of the stats. If you want to use the skill, roll on the respective stat including any modifiers.
Skills have four levels:
..Untrained: You do not have this skill. You can use it nevertheless but with a modifier of -20 on top of any other possible modifiers.
..Known: You have developed some understanding of this skill. You can use it without the -20 modifier from Untrained.
..Trained: You have learned this skill. All Tests are done with a +10 modifier.
..Experienced +20: You have trained this skill for good measure. On any test you add a modifier of +20.
..Veteran +30: Your mastery in this skill is remarkable.

Costs by matching aptitudes: (two | one | zero)
.......Known: 100|200|300
.....Trained: 200|400|600
.Experienced: 300|600|900
.....Veteran: 400|800|1200

Talents:
Talents are mostly passive effects that gives you some benefits. A few ones are active in nature, giving you access to special actions.
Many talents have prerequisites you have to fulfill before you may buy the talent. Often those are: a minimal value in one or more stats, some other talents or being a special class.

Acquiring Skills, Talents & Stat increases:
The costs to acquire new skills, talents or to increase one characteristic by 5 depends on the aptitudes of your character. The more matching aptitudes (0..2) you got, the less XP you have to spend on it.
Someone put up a nice excel-like google spreadsheet. You simply enter your aptitude and it will calculate what skills, talents and stats do cost. Cmd-keen pointed out that the base values of the sheet are off and too high. So if you want to use it, you may download the file and then edit the base costs. It should work afterwards.
calculation spreadsheet

Talent Cost by matching aptitudes: (two | one | zero)
...Tier One: 200|300|600
...Tier Two: 300|450|900
.Tier Three: 400|600|1200

Vehicle repair Rules: (p.281++)
Repair skills: (need at least one of them to attempt repairs)
Common Lore (Adeptus Mechanicus)
Common Lore (Tech)
Forbidden Lore (Adeptus Mechanicus)

Repair Condition & Location modifier (p.281)

Vehicle is lightly damaged (dmg < 1/2 hp): one test to restore all hp
Vehicle is heavily damaged (dmg >= 1/2 hp, but no critical damage): one test per 5hp repaired
Vehicle is critical damaged: one roll per critical point of damage

Difficulty per damage condition:
- light damage: Challenging (+0). Ordinary (+10) if the Character has Tech-Use, Trade (Armourer) or Trade Technomat).
- Heavily damaged: Arduous (–40). Hard (–20) if the character has Trade (Technomat). Challenging (+0)if the character has Tech-Use or Trade (Armourer).
- critical damage: Required Skills: Tech-Use or Trade (Armourer). Difficulty: Challenging (+0). Ordinary (+10) if the character has both Tech-Use and Trade (Armourer).

Duration per condition and missing hp:
- light damage: 1h / repaired hp
- heavy damage: 4h / repaired hp
- critical damage: 1 day / repaired critical damage

--> Tests are repeatable until success, but each Failure induces time penalty according to DoF and total repair time.

Declare 'Rush Job': Reduce repair time by 50%, but test is @ -30
Declare 'Careful Repairs': Increase repair time by 50%, but test is @+30

Explosive Overhaul in one spot:

Shrapnel [x]:
.. Shrapnel damage: 2d10+3 I, Pen: 0
.. Random chance to hit anyone within x meters from the explosion (no chance to evade shrapnel's, but usually the source of the shrapnel's allow evasive actions!)
.... if target distance is 1m or less: Guaranteed hits
.... If distance < x/2: Random base roll = 80
.... Else: Random base roll = 50
.... Target is prone: -30 on the random roll
.... Partial cover: -60 on random roll, will always hit the head location upon hit!
.... Full Cover: Apply damage against cover

Blast [x]:
..Deals damage to anyone within x meters from the source of the explosion typically ignoring cover
..Damage inside blast radius equals half of the direct hit (round up)
-->Design Note: Much smaller than vanilla blast. Damage a little lower than vanilla, but most blast items will receive shrapnel in addition. Also direct hit damage will be increases thus the halved-blast damage will be more like 2/3 damage.

Directed [x]:
..Increase Pen of the explosive by x if used carefully
....Apply x/2 upon success and 1 DoS on the respective test (BS for directed ammunition/weapon, Tech-Use for set charges)
....Apply full x upon 2+ DoS on the respective test
-->Design Note: Directed charges for dedicated anti-armor and anti-structure explosives. Smaller damage value but significantly higher Pen value (if well used) and Proven value for reliable damage against vehicle and structures. Comparable mechanic to accurate quality of sniper rifle's or lance weapon's.

Delayed:
..Delayed explosives (usually grenades) will explode at the start of the characters next turn if used normally
..Characters endangered by a delayed explosive have the following possibilities to evade it's effects
…."Drop-to-Ground": Ingrained reaction of every soldier faced with a nearby explosive, the character simply drops prone to reduce the chance to get hit by shrapnel's. This is a reaction-type and does not require any roll if the character has the Dodge-Skill learned – otherwise the Character has to succeed on an Agility+20 roll.
…."Out-of-Harms-Way": The character tries to get out of harms way, by jumping out of the danger-range or dive into nearby cover. This works like trying to evade a spray-type weapon, thus is only possible if the character's half-move range is enough to reach safety. This is a reaction-type action that requires a successful Agility+0 test.
…."Leg-It": Staying alive is now the highest priority for the character and he just run away from the danger. The character uses an out-of-Order-turn (replacing his next regular turn) to make a full round run action to get away in a direction of his choice.
…."Return-to-Sender": A brave character may decide to pick up the nearby explosive and throw it away to possibly hit the attacker with his own medicine! This is an out-of-order full round action (half-move + throw) that replaces the characters next regular turn. The character must be within half-move-range of the explosive and must pass a Willpower+0 test to try this dangerous maneuver. If successful he can pick up the grenade and throw it (according to the "grenade cooking" rules) at a target of his choice with an additional –10 modifier. Instead of an attack, he can simply toss the grenade to a 'save-spot' (grenade dump, water-area, …) which provides a +20 bonus and possible size-modifiers.
.....if the willpower test was not successful any other evasive maneuver can be took, but the evasive action will consume his complete next turn.

"Grenade Cooking":
..If throwing an item with the 'Delayed' property, the character may opt to 'cook' the explosive before throwing to reduce the reaction time of his intended targets considerably – but at a risk!
..This is a special full action with the attack subtype
..'Cooked' explosives looses the 'Delayed' property and restrict the evasive maneuvers to "Drop-to-Ground" (which now requires a successful Dodge test) and "Out-of-Harms-Way"
..Especially well 'cooked' explosives impose a stacking –10 penalty for each 2 DoS to on any evasive test targets make to evade the effects to a maximum of –20 on 4 DoS
..If the attacker fails by 2 DoF or less, roll a d10:
….(1..6) - The explosive retains the 'Delayed' property, and scatters as normal
….(7..10) - The explosive explodes mid-air – doing no damage at all
..If the attacker fails by 3 or more DoF, the grenade explodes premature, roll a d2:
….(1) - The explosive explodes just after leaving the hands of the attacker. Handle this as if it exploded 2 meter off the target.
….(2) - The explosive explodes in the hand of the attacker. Apply direct-hit damage to the arm location.

Reworked Items:
..Frag-Grenade: 2d10+4X, Pen:2, Blast[1], Shrapnel [8], Proven[3], Delayed
-->Design Note: More reliable damage, reduced Blast range, increased shrapnel range (10-24+1 shrapnel direct damage)

..Krak-Grenade: 3d10+6X, Pen:6, Blast [2], Concussive [0], Proven[4], Delayed
-->Design Note: High damage inside small but powerful blast (18-36 direct damage)

..Earthshaker Standard Artillery Ammunition: 5d10+10X, Pen:8, Blast[8], Concussive[3], Indirect [5], Proven[4], Shrapnel [30]
-->Design Note: Reliable, powerful direct hit damage, reduced blast range, wide shrapnel area, dangerous direct-hit damage for vehicles, much smaller blast means smaller chance for insta-killing infantry and/or multiple(!) vehicles, rather delivering potential crippling damage to infantry within a large area (where vehicles will shrug off all but direct hits)

..Frag-Missile: 2d10+6X, Pen:4, Blast[2], Shrapnel [10], Proven[4], Concussive [0]
-->Design Note: Slightly increased stats over the frag grenade due to the force of impact.

..Krak-Missile: 3d10+6X, Pen:6, Directed [24], Proven [4], Concussive [3]
--> Design Note: Now a dedicated anti-tank missile with direct-charge, rewarding good aiming with extremely powerful penetration values, no blast since directed and blast are mutually exclusive, a well aimed shot will damage even a battle tank from the front now, this is a major buff for the krak-missile which was total crap in vanilla in my eyes

Battle Reference:

Attack DoS to Damage:
..The number of scored DoS on the respective attack roll can substituted to any one rolled damage die of the respective attack.

Bracing a Weapon:
..Half Action to brace the weapon. Remains braced until moved. Shooting a heavy weapon without bracing is @-30BS.
..A braced weapon increases the BS:
....+5: Assuming a more stable stand / crouch
....+10: Using solid objects, laying prone: sandbags, trenches, usually ALWAYS if you have cover
....+15: Using dedicated tools: weapon mounting, fire slits, three- or bipods

Aim:
..Half/Full action. Next action must be an attack or lost. Dodge/parry also removes the boni.
..Half action aim: +10BS
..Full Action Aim: +20BS

Called Shot:
..Declare Hit location. Make BS test @-20. No +10 for standard attack.

Attack types:
..Single Attack: Half Action, BS @+10
..Semi-Auto: Half-Action, BS @+-0, every 2DoS additional hit until semi-auto rate
..Full-Auto: Half-Action, BS @-10, every DoS additional hit until full-auto fire rate

Lasgun Fire Modes:
..Normal Mode: as given in profile, 1 load per shot
..Overload: +1 DMG, 2 loads per shot
..Overcharge: +2 DMG, +2 Pen, Unreliable (91+ jams), 4 loads per shot

Suppressive Fire:
..Full Action
..Weapon with Semi-/Full-auto fire only
..Declare kill zone within the 45 degree angle of view
..BS@-20 if anything was hit, every 2 DoS an additional hit
....GM decides randomly which enemy was hit
..Targets in the kill zone must make a pinning test
....@Semi-Auto Fire: Pinning test @-10
....@Full-Auto Fire: Pinning test @-20
..Base Movement of all Targets is halfed, rounded up
....If Pinning Test succeeded, the Target may choose to ignore the movement reduction, but the attacker does not suffer the -20BS to hit him and if he hits, at least one will hit that target.

Evasion Maneuver (Delayed Explosives):
...."Drop-to-Ground": Drops prone to reduce the chance to get hit by shrapnel's. This is a reaction-type and does not require any roll if the character has the Dodge-Skill learned – otherwise the Character has to succeed on an Agility+20 roll.
...."Out-of-Harms-Way": Only possible if the character's half-move range is enough to reach safety. This is a reaction-type action that requires a successful Agility+0 test.
...."Leg-It": The character uses an out-of-Order-turn (replacing his next regular turn) to make a full round run action to get away into a direction of his choice.
...."Return-to-Sender": This is an out-of-order full round action (half-move + throw) that replaces the characters next regular turn. The character must be within half-move-range of the explosive and must pass a Willpower+0 test to try this dangerous maneuver. If successful he can pick up the grenade and throw it (according to the "grenade cooking" rules) at a target of his choice with an additional –10 modifier. Instead of an attack, he can simply toss the grenade to a 'save-spot' (grenade dump, water-area, …) which provides a +20 bonus and possible size-modifiers.

Grenade Cooking:
..If throwing an item with the 'Delayed' property, the character may opt to 'cook' the explosive before throwing to reduce the reaction time of his intended targets considerably – but at a risk!
..This is a special full action (delay+attack) with the attack subtype which does not receive the +10 for performing a single attack
..'Cooked' explosives looses the 'Delayed' property and restrict the evasive maneuvers to "Drop-to-Ground" (which now requires a successful Dodge test) and "Out-of-Harms-Way"
..Especially well 'cooked' explosives impose a stacking –10 penalty for each 2 DoS to on any evasive test targets make to evade the effects to a maximum of –20 on 4 DoS
..If the attacker fails by 2 DoF or less, roll a d10:
....(1..6) - The explosive retains the 'Delayed' property, and scatters as normal
....(7-10) - The explosive explodes mid-air – doing no damage at all
..If the attacker fails by 3 or more DoF, the grenade explodes premature, roll a d10:
....(1) - The explosive explodes just after leaving the hands of the attacker. Handle this as if it exploded 2 meter off the target.
....(2) - The explosive explodes in the hand of the attacker. Apply direct-hit damage to the arm location.

Overwatch:
..Declare kill zone within the 45 degree angle of view
..Specify attack type (single, semi, full)
..Specify a trigger for the attack to happen
..Targets in the kill zone must make a pinning test
..Any other action before the activation ends the overwatch (like dodge)

Scoring a hit:
..Target may make an evasive reaction
..If the target does not evade:
...Target applies soak (Armor+Toughness), if
....Damage > 1/2 Soak: Reduce Target movement by one - two if heavy weapon. Negative values let the target stumble backwards, may throw target prone if negative value = base movement. This rule does NOT apply for (most) melee attacks.
..Target receives more than 1/3 of it's wounds within a round:
....The target suffers a -10 modifier for all actions of his next round. This penalty can be ignore by a successful Willpower-(5*Damage-Points) or by a Toughness-Test if the target possess the unnatural Toughness trait.

Righteous Fury (critical hit):
..Whenever a damage roll shows a '10' (or the maximum number of the rolled dice)
..if at least one damage was dealt (after target's soak): roll d5 on the respective crit table and apply effects
..else deal 1 point of damage ignoring the enemies soak

Hit Location: (infantry)
..Swap the attack roll dice to receive hit location
..01-10: Head
..11-20: Arm, right
..21-30: Arm, left
..31-70: Body
..71-85: Leg, right
..86-100: Leg, left

Hit Location: (vehicles)
..Swap the attack roll dice to receive hit location
..01-20: Motive System
..21-60: Hull
..61-80: Weapons (=Hull if no weapon at hit facing)
..81-100: Turret (=Hull if no turret)

Multiple Hits (from Semi/Full auto):
.. Format: First, Second, Third, Fourth, Fifth, Additional
.. Head, Head, Arm, Body, Arm, Body
..Arm, Arm, Body, Head, Body, Arm
..Body, Body, Arm, Head, Arm, Body
..Leg, Leg, Body, Arm, Head, Body

Crit-Table:
..Check 'Useless limb' in the special damage section below if an entry asks you to make a test or loose a limb!

Spoiler:

..Energy (Head):
...(1): -10 to all tests for one round (except Toughness)
...(2): Blinded for one round.
...(3): Deafened until receiving first aid or 1d5 hours.
...(4): Loose hair, 2 fatigue-level, blinded for 1d5 rounds.
...(5): Heavy facial burns, loos hair, blinded 1d10 rounds, stunned for 1 round, 1 permanent FEL-damage
...(6): Heavy facial burns and eye damage, blinded for 1d10 hours, 1d5 fatigue-level, 1d5 permanent damage to FEL and PER
...(7): Extreme facial burns, blinded permanently, 1d10 fatigue-level, new FEL is 1d10
...(8-9): Death
...(10+): Flaming-run 2d10 m in random direction, anything it passes may catch fire (Agi+0 test)

..Energy (Body):
...(1): Only half action next turn
...(2): Test Toughness (+0) or be knocked prone.
...(3): 2 fatigue-levels, 1d5 Toughness damage
...(4): Heavy burns, only half action next turn, 1d10 fatigue-levels
...(5): PAIN! Knocked prone, Test AGI (+0) or catch fire, Test Toughness (+0) or stunned for 1 round
...(6): PAIN! Knocked prone, Stunned for 1d10 rounds, 1d5 fatigue-levels, Test AGI (+0) or catch fire
...(7): Cooked Organs, Stunned for 2d10 rounds, 1d10 permanent Toughness damage
...(8): Cooked Body, Stunned for 2d10 rounds, halved ST, Toughness and Agility scores until medical treatment, 2d5 permanent FEL damage from scarring
...(9): Death
...(10+): Death, 50% chance for exploding ammunition (Blast (1d5), 1d10+5 X), grenades, missiles, explosives explode with normal effects!

..Energy (Arm):
...(1): -30 for all actions using the arm for 1d5 rounds
...(2): Arm is useless for 1d5 rounds, 1 fatigue-level
...(3): Only half action next round, 1d5 fatigue-levels
...(4): Stunned 1 round, knocked prone, arm useless for 1d10 rounds
...(5): As (4) but arm is useless until receiving medical treatment
...(6): Fused-Fingers! 1d5 WS and BS damage, 1d5 fatigue-levels, Toughness(+0) Test or loose hand permanently
...(7): Breaking-Bones! Stunned 1 round, 1d5 fatigue-levels, count as one-armed until medical treatment
...(8): One-Arm-Man! Test Toughness (+0) or get stunned 1d5 rounds, 1d10 fatigue-levels, looses the arm
...(9): Death? Test Toughness (+0) or die from shock, otherwise as (8)
...(10+): Death!

..Energy (Leg):
...(1): No run or charge action for 2 rounds
...(2): Toughness (+0) or get 1 fatigue-level
...(3): 1 fatigue-level, knocked-prone, reduce base movement by half (rounded up) for 1d10 rounds
...(4): Snapped-Bone! May not run or charge and half base-movement until receiving medical treatment
...(5): 1 fatigue-level, knocked prone, half base movement for 2d10 rounds
...(6): Melting-Flesh! Halved movement until medical treatment, 1d5 fatigue-levels, Toughness(+0) Test or loose the foot permanently
...(7): Breaking-Bones! Stunned 1 round, 1d5 fatigue-levels, count as one-legged until medical treatment
...(8): One-Leg-Man! Test Toughness (+0) or get stunned 1d5 rounds, 1d10 fatigue-levels, looses the leg, Blood-loss
...(9): Death? Test Toughness (+0) or die from shock, otherwise as (8)
...(10+): Death!

..Impact (Head):
...(1): Toughness (+0) or get 1 fatigue-level
...(2): -10 on all INT and PER tests for 1d5 rounds
...(3): Broken Nose! 1 round blinded, Test Toughness (+0) or get stunned for 1 round
...(4): Test Toughness (+0) or get stunned 1 round and knocked prone
...(5): Stunned for 1 round, 1 fatigue-level, 1d5 m push-back, 1 permanent INT damage
...(6): Stunned 1d5 rounds, 1d5m knockback, AGI(+0) Test or knocked prone
...(7): Broken Skull! Stunned 1d10 rounds, halved movement for 1d10 hours
...(8): Death (broken neck)
...(9): Death! Blast(4) effect, AGI (+0) or get -10 WS, BS for one round (gore-on-face...)
...(10+): Pass-Through! Immediate melee attack against any nearby foe, ranged attack against anyone standing behind the target, and ... oh yeah ... Death!

..Impact (Body):
...(1): Only half action next round!
...(2): 1 fatigue-level, knocked-prone
...(3): Broken rip! 1 round stunned, knocked prone
...(4): Splintered rip! 1d10 Toughness damage, Agility (+0) or knocked prone
...(5): Internal damage! knocked prone, 2 rounds stunned, Toughness (+0) or 1d5 fatigue-level
...(6): Push-back 1d5m from attacker (or stopped by wall), knocked prone, 1d5 fatigue-level, stunned 2 rounds
...(7): 1d5 broken rips!1d5 permanent Toughness damage, lie down and await medical treatment or go on with a 20% chance to die each round!
...(8): Pain! 1d10 permanent Toughness damage, blood loss, knocked-prone
...(9): Death!
...(10+): Death! Push-back 1d10m from attacker, everyone in the path must test Agility (+0) or knocked prone!

..Impact (Arm):
...(1): Let go of anything hold in that arm
...(2): As (1) plus 1 fatigue-level
...(3): As (1) plus 1 round stunned, %10 chance to damage hold item (useless until repaired)
...(4): As (1) plus test Toughness (+0) or 1d10 WS and BS damage
...(5): As (1) plus arm is useless until medical treatment
...(6): Crushed fingers! 1d5 fingers broken, 1 fatigue-level, test Toughness (+0) or 2 permanent WS and BS damage
...(7): Broken Arm! Arm counts as lost until medical treatment, blood loss
...(8): Death? Toughness (+0) or die, stunned for 1d10 rounds, 1d5 fatigue-levels, blood loss, one armed
...(9): Death!
...(10+): Death! Bone fragments blast (2m) for 1d5-3 impact damage!

..Impact (Leg):
...(1): 1 fatigue-level
...(2): halved movement for 1 round, Toughness (+0) or get stunned for 1 round and knocked prone
...(3): Knocked prone, 1d10 AGI damage
...(4): Knocked prone, 2d10 AGI damage
...(5): Broken leg, 1m base movement until medical treatment, knocked prone
...(6): Legless? Toughness (+0) or loose the leg, halved movement until medical treatment, 2 fatigue-levels
...(7): Broken Leg! Knocked prone, count as one-legged until repaired, stunned for 2 rounds
...(8): Death? Toughness (+0) or die, blood loss, 1d5 permanent AGI damage, one legged
...(9): Death!
...(10+): Deathroar overrides any other conversation within 2d10m

..Explosive (Head):
...(1): Only half action next turn
...(2): Blinded and deafened for one round
...(3): Heavily scarred! 2 fatigue-levels, Toughness (+0) or 1d10 permanent FEL and PER damage
...(4): Knocked prone, 1d10 INT damage, Toughness (+0) or get stunned for 2 rounds and 1 permanent INT damage
...(5): Burst Eardrums! Stunned 1d10 rounds, permanently deafened, 1d5 permanent FEL damage
...(6): DEATH!
...(7): DEATH! Ammunition explodes (Blast(1d5m), 1d10+5 I damage), grenades/rockets/explosives detonate
...(8): As (7) plus anyone passing the corpse must test AGI (+0) or slip prone because of gore ...
...(9): Even more Death! As (7) but totally ceases to exist ...
...(10+): TOTAL DEATH! Blast(2) effect on allies: Test WP (+0) or flee for one round from the attacker

..Explosive (Body):
...(1): Knocked prone, 1d5m push-back
...(2): As (1) but get 1 fatigue-level per push-back meter
...(3): As (1) plus one round stunned
...(4): Toughness (+0) or blood loss and 1 round stunned
...(5): Knocked prone, 1 d5 fatigue-levels, Toughness (+0) test or blood loss and 1 permanent Toughness damage
...(6): Missing flesh! Stunned 1 round, only half action in next turn, blood loss
...(7): Blood loss, knocked prone, stunned 1d10 rounds, Toughness (+0) test or fall unconscious
...(8): Death!
...(9): DEATH! Ammunition explodes (Blast(1d5m), 1d10+5 I damage), grenades/rockets/explosives detonate
...(10+): TOTAL DEATH! Blast(1d10) effect: Test AGI (+0) or get -10 BS, WS from raining gore ...

..Explosive (Arm):
...(1): 1 fatigue-level
...(2): Let go of anything hold, Toughness (+0) or get stunned for 1 round
...(3): If hand holds an explosive (use result 9 instead!), removes 1 finger, 1d10 WS and BS damage, carried item is destroyed
...(4): Stunned 1 round, arm useless until medical treatment, Toughness (+0) or blood loss
...(5): Toughness (+10) or loose hand, 1 permanent WS, BS damage
...(6): Broken Arm! 1d5 fatigue-level, arm useless until medical treatment, blood loss
...(7): Death? Toughness (+0) or die, stunned 1d10 rounds, 1d10 fatigue-levels, blood loss, armless
...(8): Death!
...(9): DEATH! Weapon with power source (Blast(2m), 1d10+5 I damage), grenades/rockets/explosives in hand detonate
...(10+): TOTAL DEATH! Ammunition also explodes for another d10+5 I damage Blast (1d10m), every grenade/rocket/explosive explode

..Explosive (Leg):
...(1): 1m push-back, Toughness (+0) or knocked-prone
...(2): knocked prone, only half-move movement actions (no full,run/charge actions) for d5 rounds
...(3): 2d10 AGI damage
...(4): Flying-Around! Backpush 1d5 m, full action to regain feet, movement halved for 1d10 rounds
...(5): 1d5 permanent AGI damage, Toughness (-10) damage or 1d5 fatigue-levels
...(6): Legless? Toughness (+0) or loose foot, 1d10 fatigue-level, count as one-legged until medical treatment
...(7): Death? Toughness (+0) or die, stunned 1d10 rounds, 1d10 fatigue-levels, blood loss, legless
...(8): Death!
...(9): DEATH! Blast(2) effect 1d10+2 impact damage from bone fragments ...
...(10+): TOTAL DEATH! Ammunition explodes for another d10+5 I damage Blast (1d10m), every grenade/rocket/explosive explode

..Rending (Head):
...(1): if NOT wearing a helmet: 1 fatigue-level
...(2): -10WS, BS for 1d10 rounds, Toughness(+0) or blood loss
...(3): Stunned for 1d5 rounds, removes helmet, blood loss
...(4): Eyeless? 1d10 perception damage, Toughness (+20) or loose the eye
...(5): Stunned 1d5 rounds, helmet removed, if not wearing a helmet: loose an ear (get deafened until medical treatment) and test Toughness (+0) or get 1 permanent FEL damage
...(6): blood loss, 1d5 fatigue-levels, roll d10 what you loose (1-3:eye [special damage, see extra table], 4-7: nose [permanent 1d10 FEL damage], 8-10: ear [deafened until medical treatment])
...(7): The face-less! Stunned 1 round, blood loss, permanently blinded, slugged speaker, 1d10 is new FEL score
...(8): Death
...(9): Beheaded ... Death!
...(10+): Death! Blast(1m), Agility (+0) or -10 WS, BS for one round (from gore and blood)

..Rending (Body):
...(1): if NOT wearing armor: 1 fatigue-level
...(2): 1 fatigue-level, Toughness (+0) or stunned 1 round
...(3): 1 fatigue-level, stunned 1 round, Toughness (+0) or blood loss
...(4): knocked prone, stunned 1 round, blood loss
...(5): 1d10 Toughness damage, blood loss, anyone passing within 1m must pass AGI(+0) or fall prone
...(6): blood loss, knocked prone, 1d10 Toughness damage
...(7): Dangling-Guts! Blood loss, 1d5 permanent Toughness damage, choose (use one arm to keep intestines inside until medical treatment) or (fight on, 20% risk to suffer additional 2d10 damage)
...(8): Death? Toughness (+0) or die, 1d10 permanent Toughness damage, 1 round stunned, blood loss
...(9): Death.
...(10+): Death! Anyone moving within 4m test AGI (+0) or fall prone

..Rending (Arm):
...(1): Target drops any hold item
...(2): As (1) plus 1 fatigue-level
...(3): As (1) plus test Toughness (+0) or blood loss
...(4): Fall prone, 1 fatigue-level, limb useless for 1d10 rounds (thus dropping whatever is hold?)
...(5): As (1), knocked prone, limb useless until medical treatment, heavy vomiting from pain (1 round stunned?)
...(6): Handless? loose 1d5 fingers, 1 round stunned, Toughness (+0) or loose hand
...(7): Arm Broken! Blood loss, 1d10 ST damage, count as one-armed until medical treatment
...(8): Death? Toughness (+0) or die, 1d10 round stunned, blood loss, one-armed
...(9): Death.
...(10+):Death! If target holding a ranged weapon: 5% chance to single-hit random target within 2d10m

..Rending (Leg):
...(1): 1 fatigue-level
...(2): Agility (+0) or get knocked prone and suffer blood loss
...(3): 1d5 AGI damage, blood loss
...(4): knocked prone, halved base movement until medical treatment, 1d10 AGI damage
...(5): blood loss, Toughness (+0) or 1 permanent AGI damage
...(6): Legless? Toughness (+0) or loose foot, halved base movement until medical treatment, blood loss
...(7): Broken Leg! Count as one legged until medical treatment, blood loss, knocked prone, stunned 1 round
...(8): Death? Toughness (+0) or die, 1d10 round stunned, blood loss, one-legged
...(9): Death.
...(10+):Death! Charge/Run actions within 6m must pass AGI (+0) or fall prone in all the blood

Special Damage:
..Amputations: If not treated quickly by a medic, 80% chance to die from infection within 1d10 days, does not heal damage for 1d10+2 days
..Lost Hand: -20 on all tests requiring 2 hands, cannot wield two-handed weapons, if primary hand is lost: -20 on all tests while trying to accustom to new hand (can be reduced by spending 2*100xp, each time reducing the penalty by 10), can strap shield to the remainder of the arm
..Lost arm: As lost arm but cannot strap a shiled
..Lost eye: -10BS, -20 on all test that rely on sight, lost both eyes = blinded!
..Blinded: auto-fail all tests based on sight (including BS-tests!), -30 WS and other tests that rely on sight somehow
..Lost foot: halved base movement, -20 on all test requiting mobility
..Lost leg: as lost leg, cannot dodge anymore
..Useless limb: (EVERY critical effect that requires a test to not loose a limb!)
....if successful: limb is useless for 1d5+1 weeks
....if failed: limb must be removed by a medicae test (-10) which inflict additional d10 damage to the limb-location upon a fail! In ether case, the target suffers from blood loss as well!
..Blood loss: 10% chance of dying every round, Medicae (-10) to stop bleeding, increases to (-30) if target is doing strenuous activity
..Deafened: Fail any test based on hearing (like command, intimidate, hearing-based awareness ...)
..Stunned: Cannot take actions (including reactions like dodge), hitting a stunned target receives a +20 modifier
..Set-on-Fire: 1d10 fire each round (ignoring armor) and 1 fatigue-level, test WP (+0) each round to act normal, can try to put flames out with AGI(-20) test
..Unconscious: Count as helpless target, cannot take actions

Ready Item:
..Half Action to ready the item (draw a weapon/grenade, apply stim, ...)

Scatter (Indirect Fire/Grenades):
..Scatter direction: roll one d10 for direction of scattering
.... Clockwise: 2 equals 12 o'clock, 8 = 6 o'clock
.... Rear-Right:9-0, Rear-Left: 6-7
.... Until otherwise noted the distance of the scatter equals 1d5+DoF of the respective test.

Weapon Jam:
..Auto-Miss
..Single Shot: 96-100 roll
..Semi-Auto: 94-100 roll
..Full-Auto: 94-100 roll
..Suppression Fire: 94-100 roll

Clear Jammed Weapon:
..Full Action, must reload weapon, loosing all loaded ammo
..BS test +-0, may repeated next round if failed

Tactical Advance:
..Full Action
..Start and End point must provide cover
..Up to full move distance
..Considered in the cover left for the entire movement

Battle Circumstances:
..Shooting into Melee: -20BS
..Point-Blank Range: <=2m, BS+30
..Short Range: <1/2 Weapon Range, BS+10
..Long Range: >2xWeapon Range BS-10
..Extreme Range: >3xWeapon Range BS-30
..Fatigued: ALL tests -10, if fatigue-level > T-Bonus => unconscious for 10-T-Bonus rounds
..Fog/Smoke/Shadow/Mist: -20BS, Concealment +10
..Darkness: -20WS, -30BS, Concealment +20
..Prone Target: +10WS, -10BS (unless @point-blank)
....Being Prone: -10WS, -20 Dodge/Parry, -30 on random roll to get hit by shrapnel's
..Stunned Target: +20BS/WS
..Unaware Target: (e.g. Surprise round) +30BS/WS, CANNOT dodge/parry
..Helpless Target: (sleeping, unconscious) WS auto succeed, roll damage twice
..Harsh Weather/Unnatural Conditions: All WS/BS -20

Being Pinned:
..only half action per turn
..engaged in melee escapes pinning automatically
..BS tests @-20
..if in cover towards the attacker: May not leave it
..if not: Must head towards cover in the next round
..if no cover in reach: Must move away from the attacker
..at the end of the turn: Retest Pinning +-0
....if in cover not shot since the last round: Pinning +30

Injuries&Healing:
..Lightly Damaged: Dmg < 2xT-Bonus
....Heal 1/day
....Heal T-Bonus on full day of bed rest
..Heavily Damaged: Wound Cap > Dmg > 2xT-Bonus
....Heal 1/day of complete rest until lightly damaged again
..Critically Wounded: > 1 critical damage
....T-Test +-0 per full day of rest to heal 1 critical dmg
..Fatigue-Levels:
....Heal 1 per hour of rest without strenous activity, psychic powers, combat
...Heal all upon a 6 hour rest

Weapon Special Qualities:
..Reliable: Only jams on a 100.
..Unreliable: Jams already with a 91+.
..Accurate: Deals one additional d10 damage per 2 DoS. Max: 2d10
..Inaccurate: Can't benefit from aim or bracing.
..Proven(x): Every dice roll lower than x counts as if it rolled x instead.
..Felling(x): Ignores an unnatural toughness value of x of the target.
..Blast(x): Deals half damage to anyone within x meters.
..Shrapnel(x): Random roll to hit anyone within x meters not in total cover
....Shrapnel damage: 2d10+3 I, Pen: 0
.... if target distance is 1m or less: Guaranteed hit
.... If distance < x/2: Random base roll = 80
.... Else: Random base roll = 50
.... Target is prone: -30 on the random roll
.... Partial cover: -60 on random roll, will always hit the head location upon hit!
..Directed [x]: Increase Pen of the explosive by x.
....Apply x/2 if scored 1 or 2 DoS on the respective test
....Apply full x upon 3+ DoS on the respective test
..Delayed: Explosive will explode at the start of the attackers next turn
..Concussive(x): If hit target must pass a Toughness-(10*x) test or get stunned. If dealt damage > strength-Bonus target becomes prone.
..Flame: If hit, target must pass an agility test or is set on fire.
..Spray: No attack roll, but targets in cone can try an agility test to evade the attack.
..Melta: Doubles the Pen if closer than half range.
..Primitive(x): Any dice roll higher than x counts as x instead.
..Tearing: Roll ONE additional dmg roll, ignore the lowest result.
..Scatter - Homebrew:
....@Point-Blank: +2 Pen, Proven(5), +2 damage
....@Short Range: Proven(3), +10 BS, +1 hit per 2 DoS, Blast(1)
....@Normal Range: +20 BS, +1 hit per 2 DoS, Blast(1)
....@>Normal Range: +10 BS, -2 damage, +1 hit per 2 DoS, Blast(2)
....@Long Range: Primitive(6) Trait, -2 damage, Blast(2)
....@Extreme Range: -10 BS, Primitive(4) Trait, -4 damage, double enemy armor

Calling in Artillery fire:
..Composed test of
.. 1. Navigate [Surface]+10 (boni for using maps ...) or Logic/Awareness +0 (penalties if current position is unknown)
.. 2. BS-10 (allows aiming, equipment-boni if using molecular, scopes, ...)
..Is suspect to teamwork - so one team member can do one check, another one can do the second
..The the results have to be relayed to the artillery in question
..Attack will happen within d5/d10 rounds (depending on priority of fire mission)
..May request special ammunition / fire modes on call

Additional Vehicle Rules:

Turret Rotation Speed:
.. 90°: Half Action Not even considered in the book ….
.. 180°: Full and a half action 7,5s instead of the original 2,5s which is really too fast in my eyes
.. 360: 3 Full Actions These are 15 s for a total turn around which is about realistic

Ammo&Reload Times: (Guideline: 'Weapon Fire Time' > 20 rounds)
.. Main Weapon: 2 reserve clips, increase reload time by 1 Full
.. Hull-mounted: 1 reserve clip, increase reload time by 1 Half
.. Pintle-Mounted: 2+ reserve clips depending on the type of weapon

Enclosed Vehicle & Perception:
.. Enclosed Vehicle typically rely on external sensors and/or small slids in the armor to show the surrounding which greatly reduce the sight of the crew
.. Typical enclosed vehicle crews can only see to the current facing
.. Must pass a Perception test to detect enemies, small obstacles and thelike. Apply Size-modifiers to this test.
.. Enclosed vehicles with turrets: Crew in the turret (often the Commander&Gunner) have a view field equal to the current facing of the turret and typically receives a +10 on the perception test to detect enemies due to sophisticated targeting devices
.. Sound-based Perception tests auto-fail as long as the engine is running or one of the weapons is firing
.. Passengers and everyone without direct access to sensors/sigh-slids in a enclosed vehicle generally can not perform Perception-based tests

Mines/Placed IEDs:
.. that triggers under vehicles: always hit the motive system and inflict RFs on a roll of 8, 9 or 10.
.... Typically do not trigger for hovering vehicles

Armor locations:
.. The top and bottom of most ground vehicles has the same armor value as the rear armor – or whichever side has the lowest armor value

Map-Stuff:

map-Link

Map Color-Code:
.. Deep Blue: Thud'dr/Pete
.. Turquoise: Liam
.. White: Faye/Monia/Aurius
.. Yellow: Leni/Lind
.. Purple: Anatoly
.. Green: Simmins/Bolus

.. Ultramarine: Ally
.. Red: Enemy
.. Grey: Unknown

.. Rectangles: Vehicles
.. Dots: Infantry
.. Ellipse: Group of Infantry or one large Beast, Demon, etc

Watch Times:

08:00 -> 16:00: Thud'dr
12:00 -> 20:00: Leni
16:00 -> 00:00: Simmins
20:00 -> 04:00: Celephix
00:00 -> 08:00: Ashora
04:00 -> 12:00: Faye/Monia

Reworked / Homebrew Items:

Reworked Items:
..Frag-Grenade: 2d10+4X, Pen:2, Blast[1], Shrapnel [8], Proven[3], Delayed

..Frag-Grenade (Launcher): 2d10+2X, Pen:2, Blast[1], Shrapnel [5], Proven[3]

..Krak-Grenade: 3d10+6X, Pen:6, Blast [2], Concussive [0], Proven[4], Delayed

..Krak-Grenade (Launcher): 3d10+3X, Pen:5, Blast [1], Concussive [0], Proven[4]

..Earthshaker Standard Artillery Ammunition: 5d10+10X, Pen:8, Blast[8], Concussive[3], Indirect [5], Proven[4], Shrapnel [30]

..Frag-Missile: 2d10+6X, Pen:4, Blast[2], Shrapnel [10], Proven[4], Concussive [0]

..Krak-Missile: 3d10+6X, Pen:6, Directed [24], Proven [4], Concussive [3]