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InquisiMunda

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WIP Homebrew merging of the Inquisitor and Necromunda game sysems with a healthy dose of innovation.
71
INQUISIMUNDA
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INQUISIMUNDA

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The Imperium of Man has stood proud under the rule of the God-Emperor of Terra for one hundred centuries, against the multitudinous foes of mankind and the gaze of the uncaring stars.

It's war-fleets patrol the vacuum of space with the power to burn worlds, it's armies drown foes in blood and steel, it's Inquisition hunts in the darkness and it's appetites tolerate no refusal, stripping planets bare of resources and polluting verdant worlds into uninhabitable rocks.

An empire of a million worlds, it survives by gorging itself on the flesh of thousands of human sacrifices, fighting constant wars for it's very survival on every front. Riven by corruption, crippled by neglect and ignorance it is humanity's shield against forces that would see it snuffed out, and all Human works erased from the face of the galaxy.

For all it's horror and unrepentant cruelty the Imperium is the only hope of survival for the Human species.

There are however wonders too in the Imperium of Man. One of these are the Hive-cities of Necromunda. Shining city-spires rising miles into the sky on wide-spread foundations rising out of the ancient ash-deserts. Towering city-manufactoria tirelessly producing arms and supplies for the Emperor's fleets and armies.

The Hive-city has a darkness hidden beneath it's splendid spire and it's impressive production totals. The underhive, the ruins of the oldest levels of the hive, crushed by the weight of those above are lawless places of decayed majesty. Home to slavers, heretics, mutants, criminals, unscrupulous merchants and murderous nobles. This hell beneath the shining spires and heaving city-manufactoria is the home of the desperate, the destitute and the most foolhardy adventurers. A man-made frontier between the grinding industry of stale civilisation and the promised

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riches of ancient ruin.

Even in the vastness of the Imperium of Man there are few places as depraved, dangerous and dilapidated as the underhive of Necromunda.

There are fewer still which hold the promise of greater riches for those willing to brave its hazards. The underhive is an open mouth sitting under the hive threatening to swallow all who would dare enter. Still there are those who dare venture down in search of their fortune.

Inquisimunda

The premise behind Inquisimunda is to open up the setting of the Necromundan hive to alternative and more narrative goals unavailable in the Necromunda game system by integrating parts of the Inquisitor game system and improvising a few elements to fill gaps.

The aim of this project is to provide greater freedom to decide how you wish to pursue the goals of your character in the underhive.

In order to play Inquisimunda you must first create your characters and make their models to represent them in play. Insquisimunda uses 28mm models so you can use models and parts from any Necromunda gang or 40k army to spice up your games.

Characters will most likely be lifelong hivers, but they can be any kind of individual you can adequately justify being in the underhive to your GM. It's advised to make two or three characters to watch each other's backs in battle, or if you want to try something different maybe you could to team up with another player's character or characters.

Character

The basics of a character is a name, traits, background and statistics so we'll start there.

Name

The name of your character is entirely up to you, but most players would agree that something like “bounty hunter Krilin Frex” is rather a lot more interesting than “Bob.”

So why not try to come up with something a bit off the wall, something that fits the kind of interesting character you want to portray.

Traits

Traits are ready made templates of abilities. These can help you define your character to your GM and other players. Traits can help players write their backgrounds by giving them a foundation.

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Background

Now the background of your character can be as complex or as simple as you like.

It can be an exhaustive biography, a time line, short story of their recent exploits or a snapshot of their present, but it is important to define broadly their motivations for coming to a life in the shadows of the underhive, where they learned their skills and abilities and a outline of their personality.

It is important to state if your character is right or left handed.

Quite aside from giving a better idea of what your character is about, a detailed background will aid the GM in rewarding faithful role playing and possibly help make your character more powerful.

Try to avoid phrases like “the best” and “the greatest” in your backgrounds, and remember nobody is good at everything. A GM will not be swayed by a flawless character background.

Statistics

This is where the foundation of the gaming rules comes in, most of this will be familiar to players of Games Workshop games but in order to understand the game more fully we'll go through a summary of the statistics now.

Physical Statistics

Weapon Skill(WS): A character's ability to attack others and defend themselves in hand-to-hand combat.

Ballistic Skill (BS): The ability to hit a target with unaimed projectile.

Strength (S): Pure brute strength, the ability to carry heavy equipment and land punishing blows.

Toughness (T): The measure of resilience and the ability to avoid harm.

Mental Statistics

Initiative (I): How quick on the uptake the character is, their general level of coordination.

Willpower (Wp): The character's determination and mental fortitude.

Sagacity (Sg): The measure of puzzle solving intelligence and schooling.

Nerve (Nv): The measure of how cool under pressure a character is.

Leadership (Ld): The discipline of persuading others.

Speed: The measure of how quickly an individual reacts to unfolding situations, and how quickly they can achieve simple tasks.

All statistics (or stats) in Inquisimunda are measured on a scale of 1-100 this is the range of ability in an unaltered human. Some bionics and drugs can cause one or more of a character's stats to exceed 100 and some non-humans are naturally gifted far beyond the range of human ability to

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begin with.

The average stats for an untrained human in the hive city and below is 35 in every regard.

Making a Character

When you make a character you must create a name and background as detailed earlier. From this background your GM will give you a number of d10 (ususally 6) to add to the baseline totals.

Instead of adding d10 to a stat a player can spend them on skills, exotic abilities and traits.

The maximum starting statistic is 65, for every 5 points over this there must be justify to the GM in your character's background why they have this level of ability.

The Speed stat is a little different, it is determined by dividing the initiative stat by 10 (rounding down.)

Lets take a sample character.

Ex-bounty hunter Krilin Frex

Krilin Frex was born a slave, trained from birth to be a bonded bounty hunter for the Merchant's Guild of Necromunda.

He was trained in marksmanship and physical restraint from early childhood, he was schooled selectively by his masters to be an effective, methodical, hunter and little else. This left him naïve, selfish and bereft of social skills in the hope it would make him loyal and incapable of going rogue.

On his first mission into the underhive he was required to retrieve a tithe absconder. Having tracked and hogtied his target Krilin realised that his quarry had led him into a brothel. Seeing the pleasures available beyond the servitude his masters imposed Krilin collected the tithes and absconded himself.

That was three months ago, and without contacts or charisma Krilin has not found life easy.

Krilin is Right handed

These are Krilin's statistics.

Ws Bs S T I Wp Sg Nv Ld Speed

39 (+4)

45 (+10)

41 (+6)

42 (+7)

35 42 (+7)

35 44 (+9)

35 3

Traits

Every character gets the chance to take traits at character creation, these are ready-made packages of stats and special abilities that modify a character. You might want to generate traits before writing your background to help decide what kind of character you want.

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A character may choose not to take a trait and additional traits may be awarded later by the GM.

Traits are sorted into advantages and disadvantages, both minor and major.

A minor trait is a small modifier to one or more stats, a major trait is an additional skill, ability or large modifier to a character's stats.

A character's traits must be balanced, a major advantage requires a major disadvantage or two minor disadvantages to balance it.

A character may never take more advantages then disadvantages.

Advantages

Bladesman: Minor: You learned to swing with the best, if it cuts, crushes or lashes you're the man. Of course the galaxy in littered with the bones of fighters who were too sure of their skills.

+10 Weapon Skill

Ex-Ganger: Minor: Your time in an underhive gang has taught you to keep your weapons close.

+5 Weapon Skill and 5+ Ballistic Skill.

Psychic Blank: Major: Roughly one in a billion people manifests psychic blankness to some degree. These people are instinctively reviled and hated as soulless monsters. Few are ever seen at liberty as the Imperial authorities have many uses for blanks.

Upon taking this trait a character gains the Pariah exotic ability.

Psyker: Major: The power of the warp bubbles behind your eyelids. You have managed to remain at liberty under the radar of the authorities. Your ability has cost you a normal life, but power, as they say, is it's own reward.

Character gains the Psyker exotic ability.

Spire-born: Minor: You were born in a better place, albeit probably as a servant, but a good upbringing can grant dividends. Not to mention the superior medicine and education available in the Spire.

Spire-born characters gain +5 to T and Sg.

Moneybags: Major: You, unlike many of your peers have enough stashed away to afford you some financial freedoms.

Double starting credits.

Scummer: Minor: You have spent much (if not all) of your life in the underhive. You have a lifetime of contacts and knowledge that others would be hard pressed to attain.

Scummers gain an extra d6 when searching for rare items.

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Lightweight: Major: Some metabolic quirk makes your resistance to the effects of Chems less than that of others.

Chems durations increased by half (to a minimum of one extra turn.)

Off-Worlder: Minor: Try as you might Necromunda will never be home. Your off-world origin does have benefits though.

Ice Worlder: Surviving in sub-zero temperatures improves stamina +5 Strength and Toughness.

Death Worlder: Poisons and predators take all but the toughest +10 Toughness.

Void-born: Being born in the hustle and bustle of a void craft or orbital station improves coordination and reaction speed +10 Initiative.

Forge-worlder: Initiation into the Cult Mechanicus at an early age allows schooling of the mysteries of the machine early on .+10 Sagacity.

Big Guy: Major: This character is big, very big. Some say they are at least half Ogryn.

Large target +20%, +10 Strength and Toughness.

Mutie: Major: Your DNA doesn't sit in the normal human range, you might say your double helix is really twisted! The upside of this is that you have an extra ability beyond the scope of others, the downside is that you are reviled by the rest of humanity and puritans will call for your death.

Characters with the Mutie trait roll d100 and consult the table below.

1-10 – Extra Arm11-20 – Extra eye/ear/nose. 21-30 – Fangs 31-40 – Tentacle/Prehensile Tail 41-50 – Claws51-60 – Spit Acid61-70 – Scaly71-80 – Fearsome81-90 - Vampirism91-100 - Regenerate

Disadvantages

Addict: Major: Some take Chems because they like them you take them because you LOVE them!An addict must buy and use Chems as often as possible, for every turn the character is not using any Chems they suffer hideous withdrawl symptoms reducing them to shambling idiots.

-1 Speed and -10 Sagacity when not using Chems.

Hard-up: Major: You have no head for numbers, you let your bar tabs run away with you and never seem to manage to pay your debts on time, as a result you're always somewhat short of ready creds.

Half starting credits.

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Pananoid: Minor: Maybe you spent too long alone in the badzones maybe you watched your friends die, maybe you're just nuts! In any case you suffer from severe paranoia.

-10 Nerve.

Spoilt: Minor: You may have been a Guilder or Spyrer once, maybe you were kept pampered in some noble whorehouse. Suffice to say you are a weak willed fop, unused to earning your keep.

-10 Willpower.

Sickly: Minor: Malnourishment is common in the lower reaches of the hive. When the choice is cannibalism or starvation not everyone has the stones to eat Grandma.

-5 Strength and Toughness.

Slow: Minor: There's no two ways about it, you're not the swiftest of fellows. You struggle to keep up with the fast paced world around you.

-10 Inititive.

Dullard: Minor: Some are born to to be academics, scholars and adepts. You however were born to struggle with basic mathematics.

-10 Sagacity

Little guy: Major: This character has suffered from unusually stunted development, they are only half the size of the regular hiver. Being small in the hive makes you prey, you have had to find other ways to survive.

Small target -20%, -10 Strength and Toughness.

Wilder: Minor: You spent too much time out in the Wildzones alone, and are practically feral. Just because you've came in from the cold doesn't mean you've become a social butterfly.

-5 Sagacity and Leadership.

Amputee: Major: You're missing a limb, maybe it was a sump rat... or maybe you were just hungry.Regardless of why the character is missing an arm or leg.

Arm: A character with a missing arm uses half his strength when determining weight penalties.

Leg: A character with one leg takes -1 inch off of all movement but sneaking.

In addition the location starts at injury level “Flesh Wound.”

The player has chosen to give Krillin the Ex-ganger and Wilder traits

Ws Bs S T I Wp Sg Nv Ld Speed

44 (+9)

50 (+15)

41 (+6)

42 (+7)

35 42 (+7)

30(-5)

44 (+9)

30(-5)

3

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These traits have changed Krillin's stats. Making him an even better fighter, but making him a bit less clever and persuasive.

The Turn

The Inquisimunda turn is taken in order of Speed.

Characters with high speed may act first or defer their actions until later, in the event that two characters wish to act simultaneously they are resolved in Initiative order. In the event of two characters having the same Initiative plaers should dice-off or ask the GM to resolve who should act first.

Actions

Each turn a character may attempt a number of actions equal to their Speed statistic. This represents decisive, competent high speed characters getting quite a lot done in the same length of time as less capable, lower speed characters manage to do only a little.

A character may never make more than 6 actions in a turn. After all there's only so much a person can do!

Except for certain circumstances to be explained later the player must declare all of his actions and then roll a number of dice equal to his Speed to see if he manages to get them done.

All action rolls succeed on a 4+ on a d6.

Risky actions

Most actions require luck and bravery, but some actions like throwing a grenade, running over a collapsing bridge or using plasma weaponry are often doomed to failure. Actions of this type called risky actions and fail if more 1's than 6's are rolled on the characters action rolls for that turn.

In the event that a risky action fails the GM should be consulted as to what has gone wrong.

Krilin Frex pulls a grenade out of his pack, planning to annihilate his hated foe Jeff and pulls the pin.

Disaster! Krillin's player has rolled three 1's and one 4! He fails the risky action to throw the grenade!

The GM rolls on the mishap table. 3 the grenade scatters.

The grenade slips out of Krilin's hand, bounces off of his right foot and rolls away. Looks like he'll have to find another way.

Combined actions

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It is possible to combine actions like jumping and shooting or opening a door and drawing a pistol.

If a character combines an action that requires a test the chances of success are halved.Some actions cannot be combined. For example if Krilin Frex is climbing a ladder he cannot reload a gun as his hands are full.

As with all actions the GM is the final authority on what is possible.

Pause for breath

A pause for breath is a special action that represents a character stopping for a moment to take stock of the situation, look around and decide what to do next.

When a player declares a pause for breath action he does not have to declare any further actions he has successfully rolled for that turn.

Changing actions

Sometimes thing just don't go to plan: sometimes a gun jams or a character fumbles the grenade they were going to throw. In this case he GM should be consulted as to whether the player should get to change their declared actions.

Movement

In Inquisimunda characters need to stay on the move. Angling to get that perfect shot, or steal the loot before their opponent grabs it for themselves.

Stance

the models used to represent characters obviously do not have the same range of articulation as human beings. They can't duck into cover or lean out of hiding behind a wall or hang out a window to get a perfect shot. However just because models can't doesn't mean characters can't!

A character may be in one of three stances: Standing, Crouching and Prone it take one action to change stance or can be freely combined as part of another action without penalty.

As a rule of thumb a crouching model is treated as being invisible above it's waist height and a prone model at it's own knee height.

Facing

A character can only face in one direction at a time if a character moves he will end up facing the direction he moved unless the player specifically states otherwise, similarly a character shooting someone will be facing the direction they are firing in.

Movement actions

Movement actions work differently to other actions because the controlling player declares the destination and the speed of travel not how many action he intend to move for. As an example a player must declare their character is running across the room rather than running for two actions distances for movement are measured after declaring and rolling for the actions.

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Movement Speeds

Crawling/sneaking: 2 inches per action. The character moves carefully to make best use of cover. If a Character is prone they may only crawl. Sneaking is a risky action and if failed the character is seen and heard as if walking normally.

Walking: 3 inches per action. The character moves at a reasonable pace, making use of cover and remaining aware of their surroundings.

Evading: 4 inches per action. The character keeps is head down, dodging and weaving to throw off his opponent's aim, this makes it hard to pay too much attention their surroundings as they are on the look out for cover and waiting enemies.

Running: 6 yards per action. The character put his head down and legs it! Ignoring his surroundings and all their attendant dangers the character is only aware of what's directly ahead on them.

Jumping: A character may jump a number of inches equal to his strength divided by 20. Add 50% for every action before the jump spent running.

Dragging

A Character may drag a prone character or heavy object 1 inch per action if two or more characters are dragging a person or object then all dragging characters move in each character's turns in most cases only tree characters can drag an object.

The movement speed whilst dragging is dependent on the GM, as some objects are considerably heavier (power armoured space marine for example) and some are lighter (a friend who is unsteady on his feet.)

Shooting

There's plenty of gun-play in the underhive, this section will guide you through the basic mechanisms of shooting in Inquisimunda.

Weapon profiles

Weapons differ greatly in the underhive. Some fire many shots in a blink, while some just fire once in a blue moon. These weapon stats will tell you what to expect from your guns.

Type

These are pretty obvious divisions:

Pistol: these are handguns small enough to be effectively used in one hand, they are the only guns that can be used in close combat.

Basic: These are your rifle, and sub-machine guns they are usually used in both hands but some foolish or especially enthusiastic individuals use them in one hand, usually with far less effective results.

Heavy: These are devastating heavy support weapons, they are so heavy they require two hands to operate at all.

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Range type

Every weapon has a range type denoted by a letter, this is used to determine it's accuracy over a distance.

Firing mode

This is how many shots a gun can fire in a singe action.

Single Shot: A single, generally more accurate shot.

Semi-Automatic: A short burst of shots. Bracketed numbers next to this mode e.g. Semi (3/5) are the choice of how many shots are fired. Each shot fired in this way is progressively less accurate.

Fully-Automatic: A wild barrage of fire power. Full auto shooting is dealt with differently to other shooting and will be covered in the special weapons types entry later.

Accuracy

This is the inherent accuracy of the weapon in question for better or worse.

Damage

The number and type of damage dice rolled if the target is hit.

Shots

How many shots the weapon can be fired before needing to be reloaded.

Weight

This is how heavy the weapon is, if the weight of the weapon is higher than the strength of the character using it the chances of hitting are reduced.

Line of Sight

If before letting loose a hail of bullets, bolts and las blasts it is best to check if you can actually see a target.

In Inquisimunda true line of sight is used, that is to say if a player can look over the haead fo their model and see a target, it can be shot at. However there are limits to this, such as if the part of the model that is seen is the head of a model that denotes a character that is crouching or is a weapon or a coat tail. Obviously in real life people would tuck these features in when they are hiding rather than waving them around.

Arc of vision and facing

In Inquisimunda all models have a 90° degree arc of vision directly in front of them any and all target must be within this arc. A character may turn and fire as part of the same action without

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penalty.

Hitting the Target

Just because you have a gun and can see a target doesn't mean you can hit it!

If a character wants to shoot another character he must make a successful “to hit” roll. A character's BS gives the basic percentage to hit a target at range, this is modified by many factors that will be explained below.

Automatic hits and misses

Sometimes the hive spirits will take a hand in proceedings against all the odds!

An unmodified roll of 1-5 on a d100 will always hit, and an unmodified roll of 96-100 will always fail regardless of skills, modifiers, gear or anything else.

To Hit Modifiers

When shooting the following things apply modifiers to a character's BS.

Movement: If firing as a combined action with walking, crawling or sneaking a modifier of -5% should be applied for every inch moved if the character is evading or running the chances of hitting follow the normal rules for combined actions and are halved before applying other modifiers.

Movement modifiers are doubled if the character is using a heavy weapon.

The movement of the target also affects the chance to hit, this is determined by the speed if any of the target's last action. The modifier is -2% for every inch moved, if the target evaded the modifier is -20% no matter how far they moved. If the target did not move there is no modifier.

Weapon accuracy: add or subtract the modifier on the weapon's stats

Range: Check the distance between the firer and the target and check the range chart, this will provide you with the range modifier.

Range Chart

Range Immediate 0-8 Short 9-16 Mid 17-24 Long 25-32 Extreme 33-40 Ridiculous 41+

A +5 - -15 -30 -45 -60

B - - -5 -10 -20 -40

C - -5 -15 -25 -35 -55

D +20 +10 - -20 -40 -60

E - - - -10 -20 -30

F -5 - +5 +10 +5 -5

G -10 -20 -30 -40 -50 -60

Weapon Weight: If a weapon is too heavy to use comfortably it will effect it's accuracy. For every point of weight over the character's Strength stat a weapon is there is a -1 penalty to hit.

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Note that if a weapon is used in one hand, only half the character's Strength stat is used.

Krilin draws his Laspistol with his right hand and tries to shoot his fleeing foe Jeff, he snaps off a single shot at mid range.

Krilin's BS is 50 and his Laspistol has a range type of A which gives him a -15 to hit at mid range, Jeff is running, making him harder to hit -12.

50 (BS) -15 (Range type modifier) -12 (Movement modifier)

50-15-12= 12 making the to hit roll 23!

A tricky shot, Krilin's player rolls 32 to hit. Krilin has missed!

Aiming

If a character has taken the time to aim at his target chances of hitting hugely improve.

If a character wishes to aim at a particular target they must make an aiming action. This cannot be combined with any other action. Aiming actions are cumulative, there is limit to how many can be taken and the benefits carry over between turns as long as the target remains in line of sight. Every aiming action adds a +20% bonus to the to hit roll.

If there is a closer enemy character within 5 inches, and the character is not aiming at that character, he must pass a Nerve test to aim (with a -10% modifier for each additional enemy characterwithin 5 inches).

If the test is failed, the character immediately fires at the closest enemy in sight, counting it as an unaimed snap shot.

Covering fire/overwatch

As well as aiming at a target in sight, a character can also choose to cover an area of the battlefield, waiting for an enemy to present himself. This is often referred to as overwatch.

The character must specify which area within his line of sight he is aiming at. This area could be anything, such as a window, a gap between two buildings, even the space around a friendly character, but shouldn't be more than about 4 inches across. If covering an area, the character may take a shot as soon as a target appears in the area he is aiming at. This shot is treated in all respects as a snap shot, so the aiming does not grant any positive modifier to the shot.

Losing your aim

As soon as the aiming character moves, or fails a Nerve test, is hit by an enemy or shot, or does anything other than aim or fire a single shot at the target, any aiming bonuses are lost.Note that as long as the target does not spend more than one action out of view, aiming is not lost due to enemy movement (although any movement will incur the usual to hit penalties for the distance moved). If the target spends more than one action outside the aiming character.s view, the benefits of aiming are lost.

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Other modifiers

In addition to these modifiers:

A character firing a weapon in their off-hand suffers a -20% chance of hitting.

characters may use an action to rest a weapon on any suitable flat surface or in the case of pistols they can rest the weapon on a their free hand if it is empty for a +10% modifier in either case the character must make an action to rest their weapon.

The size of a target can effect the chance hitting it, obviously it's easier the hit an Ogryn than a Rat. Ask the GM to clarify bonuses or penalties in any such instance.

Semi auto shots are progressively less accurate. For example. The first shot in a semi-auto burst is fired at -10% to hit, the second at -20%, the third at -30% and so on.

Placed shots

There is a chance that a character lands a hit just where they wanted it.

This is called a placed shot. A character scores a placed shot if his To Hit roll was equal to or less than one tenth of the To Hit number required.

For example, if a character has a 66% chance of hitting, any To Hit roll of 7% or less is a placed shot (66/10=7). When a character scores a placed shot the player may add or deduct up to 20% from the Hit Location roll (see the Injuries section.) Note that a character who can only hit with the minimum 5% chance detailed above cannot make placed shots.

In addition, a character's odds of making a placed shot after aiming is increased. when the character has aimed at least once the chances of a placed shot then becomes the To Hit number required minus the range to the target.

For example, if the target is 25 yards away, and the To Hit number is 75%, then any roll of 50% or less (75-25) indicates a placed shot.

Special Weapon types

Semi-Automatic

Semi auto shots are progressively less accurate. For example. The first shot in a semi-auto burst is fired at -10% to hit, the second at -20%, the third at -30% and so on.

Fully-Automatic

Fully automatic shooting uses a different system to usual shots,t he firer nominates a target or group of targets within 2 inches of each other. Empty spaces may be nominated to chain more distant targets together. The shoter then divides the number of shots fired equally between them. Each shot is then resolved at the firers BS divided by 5, ignoring the normal modifiers for shooting.

Flame Weapons

Weapons of this type release a torrent of flame, energy or corrosive chemicals. As such it is a

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profoundly bad idea to combine firing a flame weapon with any movement action faster than walking.

Flame weapons work in a similar manner to fully-automatic weapons but instead of firing many shots only one roll to hit is made for each target on the firer's BS divided by 4.

A target hit by a flame weapon takes a number of hits depending on the range.

Flame Weapon Chart

Range (Inches) Number of hits

2-5 d6+2

6-10 d6

11-15 d3+2

16-20 d3

21+ 1

Hits from a flamer hit random locations each should be rolled separately. In addition to these rules all characters in the target group must take a pinning test without the usual +20% bonus it no hit.

Ammunition for flame weapons is per burst fired, not per character fired at or number of hits.

In addition, each location hit by a flamer weapon has a 50% chance of being set on fire. If a force field absorbs all the damage from a flamer weapon, there is no chance of the target catching fire.

At the end of every turn, there is a 25% chance that the location stops burning (roll before recovery). If it does not, then the location suffers damage again (use the Damage value of the weapon that set them alight), with the usual deductions for armour (but not force fields).

A burning character may do nothing else except put the fire out. Each action spent putting the fire out has a 25% chance of succeeding. Specify the location the character is trying to smother before rolling any dice for the success of the action. Other characters within 1 inch may also spend actions to help the burning character, and they too have a 25% chance of putting each fire out.

Thrown weapons

Although the 41st millennium has given rise to many awesome weapons of destruction, often a well placed throwing axe can end an argument as well as a Boltgun.

Thrown weapons are resolved exactly like other shooting with the exception that a character can draw and throw such weapons with a free hand as part of a single action. Thrown weapons have a maximum range of half of the character's Strength minus the weapon's weight, (A weapon with Weight 10 thrown by a character with Strength 40 would have a maximum range of 40/2-10=10 inches.)

This is the range at which they have a reasonable chance at hitting; at further ranges the attack automatically misses. If characters wish to throw other things (chairs, barrels, small alien mammals) then the GM should give them a weight characteristic and probably a hefty accuracy penalty and a poor Range characteristic.

GMs may want characters to be able to pick up a thrown weapon and use it themselves, or they can

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be recovered by their original owner. If this is the case, a thrown weapon which hits is assumed to be lying next to (or in!) the target. If it misses, mark a spot D6 inches away in a random direction to show where it has ended up.

Blast weapons

Blast weapons are handled differently to normal weapons because it's still important where a grenade or missile goes even if it's missed the target!

When using a blast weapon place a counter where you want to aim, this can be a character, a terrain feature, or even an empty space, then roll to hit as normal.

If the to hit roll is successful the blast explodes where it was aimed.

If roll fails the aiming point scatters in a random direction d6 inches, plus 1 inch for every 10% or part of 10% that the test was failed by. The blast cannot scatter more than a quarter of the range from the firer to the original target point.

Blast weapon have two extra characteristics: Area and Blast.

Area: The distance from the aiming point that the blast extends. Any characters in this area are automatically hit.

Blast: The number of hits suffered by a target at the aiming point. -1 hit for each inch away from the centre a character is. For example, If a character is 3 inches from the centre of an explosion with a blast value of 6 they take 6-3=3 hits.

The number of hits taken from an explosion is halved if the hit character is prone. All characters in a blast radius are automatically pinned regardless of their nerve or any special rules. They are simply thrown to the ground!

Thrown grenades & other explosives

Grenades of all types are a variant of blast weapons, known as thrown blast weapons.

Characters equipped with these may throw them a distance up to no more than half their Strength minus the grenade.s weight in inches. It takes one action to draw and prime a grenade, and one action to throw it.

Throwing a grenade is a Risky action. If the Risky action is failed, the grenade goes off prematurely! Roll a D6:

D6 roll Result

1-2 The grenade goes off in the character's hand. Resolve the explosion centred on the character.

3-4 The character drops the grenade. It scatters D10 inches from the character before exploding.

5-6 The grenade is a dud and does not explode.

Assuming that the character hasn't blown himself sky-high already, mark the target point which the character is aiming for as you would with other blast weapons, then measurethe range. If this is greater than half the character's Strength minus the grenade's Weight, the throw

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automatically misses.

In this case, move the aiming point directly back towards the throwing character until it is in range. The grenade then scatters 2D10 inches from this point. Assuming the target point is in range, follow the normal to hit procedure for blast weapons given above.

Close Combat

As with ranged weapons, close combat weapons are also rated by a series of characteristics:

Reach: This is an indication of how long the weapon is, or from how far away the character can make its attack. The longer a weapon's reach, the harder it is for an enemy with a shorterweapon to defend against it.

Damage: This is the number and type of Damage dice rolled if the target is hit.

Parry penalty: Some weapons are better designed for blocking enemy attacks and launching a counter-attack. The parry penalty of a weapon reduces a character's chances of parrying asuccessful enemy attack and launching a counter-attack.

Engaging in close combat

Warriors don't just wander into close combat with each other, one of them will purposefully initiate the fighting. In Inquisimunda, a character wishing to attack another character in close combat must make a special charge action.

In order to engage in close combat. A character who is charging makes run actions until they are base to base with their enemy, and then makes one close combat attack as part of the last run action.

Note that this is like any other run action and the character is treated as running in all respects, even if they only start a couple of yards away from their target.

During a charge, the free. Attack suffers no penalty for being a combined action, and in fact gains a +10% chance of hitting. A character can change weapons as part of a charge action (drawing a sword for example) but if he does so he loses the +10% charge bonus.

Close Combat

When two enemy characters are in base to base contact with each other, they are said to be in close combat. Once a character is engaged in close combat, the action sequence is altered slightly.

Characters in close combat do not declare actions in speed order as usual, instead they act at the speed of the highest speed character engaged in the combat in initiative order.

A character who declares a charge as an action while partway through a turn does not have to declare any other actions for that turn just yet. Any remaining actions are resolved

In close combat actions are declared sequentially, roll the character's Action dice as normal to see how many actions he can perform. Then declare his first action and resolve it, then the second and resolve its effects, and so on.

In close combat, there are far fewer options available to a character. The most common are listed

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below, though a player may devise something new and interesting which he would liketo attempt, which the GM should adjudicate as normal. The character who is taking his actions is known as the attacker, while the other character is the defender.

Attack

The most simple of close combat actions. The character simply attempts to hit his opponent! If a character is carrying a close combat weapon in each hand, he may attack with both as part of one action, though his chances of hitting are reduced as explained in the section on to hit modifiers.

Step Back

The character takes a couple of steps back to put a little more distance between him and his adversary.

This is usually prior to firing a pistol or trying to break from combat. When a character elects to step back, he is moved 1 inch directly away from the defender. Also, a character may dodge when being attacked, in which case the combatants will end up more than 1 yard apart. In this situation, the characters are still engaged in close combat, but are too far apart to attack each other except with pistols and very long weapons. They are said to be fighting at arm's length.

Stepping back doesn't finish a close combat. The only way to end close combat is to make a specific break from combat action, as described later.

You cannot simply step back and then step back again. If the characters are at arm's length, the attacker may either break from combat, fire a pistol, attack with a weapon of Reach 4 or more, or advance and attack.

Fire Pistol

Pistols may only be fired at the enemy in close combat when the combatants are at arm's length.

Firing a pistol in such close confines requires a cool head more than accuracy, and so the attacker rolls to hit using his WS rather than BS. Other than this, there are no modifiers.

The defender may only parry using a dodge, and he moves 1 inch to the left or right (chosen by the defending player) instead of away from the attacker (because they are already at arm's length). The defender gains a +20% dodge bonus to his parry, but no other modifiers are applied for weapons, higher ground, etc. There are no placed shots when firing a pistol in close combat.

Break Off

A character may spend an action breaking off from combat.

To do this he must pass an Initiative test and adds +20% to his Initiative if the combatants are at arm's length. If the character passes, he makes one run action out of the combat, in a direction nominated by the attacking player but not taking him past his foes unless this is otherwise impossible.

If this break off move is used to take the character within 1 inch of another enemy, it is treated as a charge and he may make an attack against this fresh foe just as if he had charged.

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If the test is failed, the character fails to get away and the action is wasted. In addition, breaking from combat can invite disaster. If the character scores more than double his Initiative for the test, he fails and the enemy gets a free action. A defender can always elect to allow the attacker to break from combat without a test once the opposing player has announced their intentions.

Making Close Combat Attacks

A character may make one close combat attack for each action he spends. He can only make attacks within the 90° arc of vision to his front. A character holding a close combat weapon in each hand can make one attack with each weapon as part of a single attack action, with a -20% penalty. The basic percentage chance of a close combat attack hitting is equal to the character's WS. This to hit chance is modified as shown below. If the attacker rolls equal or less than the required score he has scored a hit.

Automatic hits and misses

As with shooting sometimes fate will take a hand in proceedings and twist the odds!

An unmodified roll of 1-5 on a d100 will always hit, and an unmodified roll of 96-100 will always fail regardless of skills, modifiers, gear or anything else.

Charging

The shock and sheer impetus gained when charging into an enemy allows a character to literally bowl his enemy over, giving him a distinct advantage.

A character's chance to hit is improved by 10% if the attack is part of a charge action and he did not draw a weapon as part of his charge action.

Weapon Reach

It is easier to hit your enemy if the weapon you are using is longer than theirs.

For every point of Reach which the attacker's weapon has over the defender, he gains a +10% chance to hitting, or, for every point lower, he suffers a -10% to hit penalty. For example, a weapon with Reach 2 against a weapon with Reach 3 suffers a -10% to hit modifier.

Position

Being higher than your adversary is a distinct advantage in close combat, especially if your opponent is lying on the ground. If the defender is prone, the attacking character gains a +20% bonus to his to hit chance.

A character who is at least ½ an inch higher up than the defender benefits from a +10% to hit modifier. Note that a character does not also gain the higher ground advantage against a prone opponent. Remember, unless he has a Reach 4 weapon, a character cannot attack from a distance more than 1 inch away.

Two Weapons and Off-handed Attacks

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Only the most skilled masters of hand-to-hand can fight effectively with two weapons, or with a weapon in their off-hand.

To represent this, a character attacking with his off-hand suffers a -20% chance of hitting, and suffers a -20% hit modifier if he attacks with more than one weapon as part of a single attack action.

Critical Hits

There is a chance that a close combat attack will strike home with particularly deadly force, and this is known as a critical hit.

The chance of a critical hit is one tenth of the attacker's required To Hit number.

For example, if a character has a 55% chance of hitting, any To Hit roll of 6% or less inflicts a critical hit. Critical hits do double damage, doubled after any dice are rolled and modifications for Strength and weapon are made, but before any deductions for armour, etc. Characters that can only score hits with the minimum 5% chance cannot inflict critical hits.

Krilin has finally managed to close in on Jeff, CHARGE!!! Jeff unsheathes a knife and stands ready.

Krilin covers the distance to Jeff easily and makes his unarmed charge attack.

Krilin's unarmed attack is reach 0 wheras Jeff''s knife is reach 1. This put krilin at a -10 to hit however due to charging Krilin gains a +10.

to hit: 45 (WS) + 10 (charge bonus) - 10 (reach difference) = to hit

45+10-10= 45 to hit

Krilin's player rolls 43. A hit!

Parrying

A fighter doesn't stand idly by while a frothing berserker attempts to lop his limbs off with a chain-axe!

To represent this, a character hit by a close combat attack has a chance to parry it. The chance of parrying an attack is equal to the defender's WS for the first parry in a turn. The defender's basic WS is then halved again for each successive parry in one turn, so that the second parry is at half their WS, the third is at a quarter of his WS.

This is further modified as shown below. If the defender rolls equal to or less than the required number then the close combat attack is parried and has no effect.

Automatic Parries and Failures

There is always a chance that even the most limp-wristed of foppish fencer will turn aside a killing blow.

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An unmodified roll of 1-5 on a d100 will always suceed, and an unmodified roll of 96-100 will always fail regardless of skills, modifiers, gear or anything else.

Parry Penalty

Some weapons are just simply better at parrying than others. For example, a balanced long sword is excellent for warding off incoming blows whereas a clumsy, top heavy Chainaxe is nowhere near as nimble.

To represent this all weapons have a parry penalty which is applied to all attempts to parry with the weapon.

Reach

As with hitting the enemy, a character attempting to parry gains or loses 10% for every point of difference between the Reach value of their weapon and that of their attacker.

Position

A character who is at least ½ an inch higher up than the defender benefits from a +10% modifier to parry. A defender who is prone suffers a -20% to their chance of parrying.

Off-hand parries

Parries attempted with the off-hand suffer a -20% penalty.

Dodging

Sometimes you, don't want to parry, you just want to get out of the way!

A character can elect to dodge instead of a normal parry, in which case the procedure for parrying is followed as normal except that the defender does not use the parry penalty of his weapon and gets a+20% modifier to his chance of success.

A character who dodges is moved 1 inch directly away from his attacker and may not make a counter-attack. If the defender is prone, he rolls 1 inch to the left or right, (controlling player's choice). If a character dodges while at arm's length (see above) he is moved 1 inch to the left or right remaining within 1 inch of the attacker. This movement takes place whether the defender avoids the attack or not. If a character successfully dodges, he does not count as parrying the attack (for example, against power weapons which can destroy weapons which parry them).

Parrying with two weapons

A character with two close combat weapons has a choice of different ways to parry. He may parry with both at the same time, in which case roll to parry once, but with a +20% chance of parrying. Use the best reach and parry penalty for determining the parry chance, and the best counter-attack chance (details of counter-attacking later.)

Alternatively, the character may use one weapon at a time, in which case he makes a normal parry. However, in this case, you count the number of parries made by each weapon in the turn, rather than the character, to determine what proportion of the defender's WS is used. If a character elects to parry with one weapon against one attack, and both weapons against the next attack, both weapons

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count as being used the highest number of times.

Counter-attacks

It is possible that a character will parry so well that he makes an opening for a counter-attack. The chance of a counter-attack is one tenth of the required parry roll.

A counter-attack is worked out just like an ordinary close combat action, so you can attack, fire a pistol (if at arms length), advance and attack, step back, break from combat, and so on. If you elect to attack, roll to hit as normal, the enemy gets a chance to parry, has a chance to counter-attack himself, and so on.

A counter-attack, just like a parry, is a free action and does not use up any of the character's actions that turn and can be done even if the character has already used all of their actions for that turn. The counter-attack does not have to be with the same weapon that made the parry.

Note that a character who can only parry with the minimum 5% chance detailed above (because normally he would need less than 5%) cannot make counter-attacks.

Shooting into close combat

Firing into a close combat is a risky business, as the characters fighting dodge back and forth and get mixed up with each other. If a character fires into a close combat and hits, randomise whichof the combatants have actually been struck. Normally this is resolved on a 1-3 or 4-6 on a d6 consult the GM to resolve any modifiers to this.

There are no placed shots when firing into close combat.Ending combat

There are two ways in which a close combat will end: a character breaks from combat, or a character is defeated.

When a combat ends and a character has actions left that turn, the character's next action must be spent as a pause for breath action.

This then allows him to declare any other unused actions for the turn, as described earlier. At the start of the next turn, a character can declare and perform actions as normal. Additionally, if the combatants end up more than 1 inch apart, the attacker has a choice. He can either end the combat as described above, or he can use his next action to charge, following the normal rules for charging

Unarmed & Improvised attacks

While it is rare for a person in the underhive to be totally unarmed it can happen, and unless specially trained, a character not armed with a dedicated close combat weapon can be at a real disadvantage against a properly armed opponent.

A character who is not holding any kind of weapon, or just a pistol, is considered to be unarmed. All unarmed attacks have Reach 0 and do Damage of d3+1. Unarmed characters can only parry armed attacks (including improvised attacks) with a dodge.

A character who is carrying a basic weapon or other similarly solid object has an improvised weapon. They can attack with the butt of their rifle, hit the enemy with a chair, etc. A character with

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an improvised weapon has a Reach of 1 an Damage of d3+2 and a -30% parry penalty.

Injuries & Recovery

Any character unlucky enough to be hit be it by a lasbolt or chainblade may still be lucky enough to only suffer a scratch, then again they might well be (as seems to be the case seeing as how they were hit) seriously injured or even crippled. In this section we look at how being injured affects characters.

Hit Location

Taking a bullet in the arm and being shot square between the eyes are very different things, the difference can literally be that between life and death!

When a target is hit you must determine where they have been hit and what amount of damage has been taken, to determine hit location roll a d100 and consult the hit location Table.

Hit Location Table

Roll Location

1-25 Legs

26-36 Groin

37-62 Arms

63-89 Chest

90-100 Head

As you may recall, Krilin hit Jeff earlier, but where did it hit him?

Krilin's player rolls a d100 and gets a 35. Jeff has been hit in the groin! Ouch!

Close combat hit location

Obviously it's easier to hit somebody in the head, shoulders and chest if you are right next to them an attacker may elect to add +10% to hit location in close combat. If they are positioned at least ½ an inch higher an extra +10% however, if the attacker is ½ an inch lower the hit location roll is taken without any modifiers.

Damage Rolls

A hit may only leave a glancing graze or it might be a solid hit breaking bones and ruining organs.

This is represented by the random Damage value specified in a weapon's profile as a number of dice to roll to determine how much damage has been done.

Damage from close combat and thrown weapons

Close combat weapons have a Damage value the same as guns. However, unless otherwise noted, an additional point of damage is done for every full 10 points of Strength over 50 the character

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has. Unarmed close combat attacks inflict D3+1 plus damage for additional Strength as noted above. Improvised weapons do D3+2 damage, plus the Strength bonus. Thrown weapons such as daggers and spears also gain this Strength bonus.

Armour

Few warriors go into battle without some form of protection. Armour offers some measure of protection to a location that it covers, this is represented by its value. The higher the Armour value on a location, the less damage will be suffered if that location is hit.

Once the amount of damage has been rolled, deduct the Armour value of the location from this to find out the number of Damage points that have actually penetrated through the armour to hit the character.

Force Fields

Not all armour is a physical barrier, some characters are protected by psychic wards, deamonic powers or other energy defences, all of these are collectively called force fields.

These are treated exactly like armour but have a random armour value which is generated for each hit it takes. Simply roll the shown number of dice each time a location covered by a force field is hit. Force fields are projected a small distance from the character's body to prevent them hitting it themselves. This makes them useless in close combat except at arm's length.

Cover

If a location is behind cover then a shot may be deflected by the additional armour of the obstruction. What locations are covered depends on the character's positioning and stance.

In the event of a dispute the GM should rule what locations are covered.

Cover is essentially another layer of armour. The GM should decide how much protection is afforded by what.

Examples of cover

Type of Cover Armour Value

Wooden Fence/Glass Pane 2

Crate 3

Barrel 5

Brick/Stone Wall 8

Rockrete 10

Plasteel 12

Armaplas 15

Effects of Injury

Being injured has a different effects on a character. These are split into two types, Location Injury, and Injury Total.

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Location injury

A character can only sustain so much damage to a location before it starts to have negative effects on them.

The amount of damage a location can withstand is based on the character's Toughness, it is called a Base Injury Value this value is the character's Toughness divided by 5, So a character with a Toughness of 35 has a Base Injury Value of 7.

If a hit inflicts the character's base injury value the location hit increases it's Injury Level by one (from unhurt to flesh wound for example.) If a hit does twice the character's base injury value the location's injury level increases by two (from unhurt to serious wound to use the same example) and so on.

Location injury levels are calculated from individuals hits. Not total damage taken to the location, as such only the injury level needs to be recorded for each location, not the number of individual points per location.

Injury Effects

The effects of location injury are split into immediate and persistent effects.

Immediate effects are applied as soon as the injury is inflicted but, once applied, are not applied again. Persistent effects continue to affect the character for the rest of the game, unless the injury is recovered from (see Recovering later).

Note that only the persistent effects from the current injury level are applied, although in some cases the specific location may state that there is a cumulative effect on top of any lesser injury results

Stunning

Some injuries or attacks may stun a character. A stunned character immediately falls prone. He misses the indicated number of turns (if he has not yet acted this turn, then this turn counts as the first turn missed.)

During this time he may perform no actions at all but may defend himself in close combat, When defending, he is at half his normal WS and may parry and dodge as normal but may not make counter-attacks. Stunned characters do not take Pinning tests (although they may sometimes wish they had.)

System Shock

Sometimes the pain just gets too much and causes a character to pass out. Some location injury levels cause system shock.

Injury Total

So, what happened to those damage points? Well, every character has a stat called an injury total this is where a player records all the damage suffered by their character.

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A character's injury total is how badly hurt they are in general terms.

Effects of injury

As well as the effects given on the Location Injury tables, there are three other ways for injury to affect a character:

Consciousness: Sooner or later pain and loss of blood will cause a character to black out if hecontinues to be injured. A character's Consciousness value is equal to his Toughness value. If the character's injury total exceeds his Consciousness value, then he passes out and is taken out of action.

Going out of action

When a character falls casualty he is said to be out of action.

Falling unconscious or by suffering automatic system shock because of a location injury. A character who is out of action cannot normally recover and plays no further part in the game, although his position may be pertinent and so the miniature should be left lying in place where the character fell.

A character who is out of action is at the mercy of other characters, and can be captured, robbed or otherwise suffer immense mischief at the hands of the enemy, so be careful.

Remember that sometimes it is better to run away and fight another day! A character who is out of action can be dragged away as noted in the Movement section.

Damage Tables

Head Groin

Injury Effects Injury Effects Injury

Unhurt - - Unhurt - -

Flesh Wound

Immediate Stunned d3 turns Flesh Wound

Immediate Falls prone

Serious wound

Immediate Stunned d3 turns, +d6 injury total Serious wound

Immediate Stunned d3 turns,+d3 to injury total

Persistent -1 Speed, T test against system shock

Persistent -1 Speed,

Crippled Immediate Automatic System Shock Crippled Immediate Automatic System Shock

Chest

Injury Effects

Unhurt -

FleshWound

Immediate Character falls prone,

SeriousWound

Immediate Stunned d3 turns, +d3 injury total

Critical Immediate Stunned d3 turns, +d6 injury total

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Wound Persistent -1 Speed

Crippled Immediate Stunned d3+2 turns.

Persistent T test against System Shock at end of every turn.

Arms Legs

Injury Injury Effects

Unhurt - Unhurt -

Flesh Wound

Immediate 'Tis but a scratch – not effect Flesh Wound

Immediate Just a scratch – no effect

Serious wound

Immediate S test or drop held item (pick arm) Serious wound

Immediate Falls prone

Persistent WS and BS halved. Persistent -1 speed

CriticalWound

Immediate Drop help item (pick arm) CriticalWound

Immediate Falls prone, +d3 injury total

Persistent One arm cannot be used Persistent all movement halved

Crippled Immediate T test against System Shock Crippled Immediate T test against system shock

Persistent Persistent -1 Speed, May only crawl

Krilin hit Jeff in the groin, but how much damage did he do?

Krilin's unarmed attack does d3+1 damage. Krilin's player rolls 3 for a total of 4 damge to Jeff's groin. Sorry Mate!

Recovery

Although a character may be injured, some effects may be temporary, or he may receive medical treatment to aid him.

To represent this, characters get a chance to recover from their injuries. At the end of every turn, an injured character may take a Toughness test. This test represents the character's raw fortitude and determination, disregarding his suffering to get on with the fighting!

If he passes this Recovery test, D3 Damage points are removed from his injury total. Add +1 to this score for every full 10 points his Toughness value is over 50 (a character with a Toughness value between 60-69 recovers D3+1 Damage points, a character with a Toughness value between 70-79 removes D3+2 points, and so on.) This automatic recovery has no effect on location injury effects.

Recovery actions

A character may also spend actions endeavouring to recover, representing him using improvised bandaging, tying a tourniquet with a belt, or just gritting his teeth and ignoring the pain!

You must specify a location he is trying to recover first and then make a Toughness test. If this test is passed, the character recovers damage from his injury total in the same way as described above. In addition, the specified location is healed back one injury level. A character cannot normally reduce a location's injury level by more than two levels from the worst injury suffered to that location so far during that game.

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Other characters may help an injured character to recover by spending actions as above. Injuries & Recovery Unless otherwise noted, a character can always attempt to recover at the end of the turn, even if stunned or otherwise unable to perform any actions. An out of action character does not normally get to recover. When a character is down, he stays down!

Injury level effects and recovery

When a character recovers an injury level from a damaged location he does not suffer any immediate effects again, and his level of persistent effects drops to that given for the injury levelhe has recovered to.

Awareness

In essence, a person can only react to things which he is aware of. However, a gamer is omniscient and omnipresent, able to see everything that is going on all across the tabletop.

The principle behind these awareness rules is that players should not perform actions with their characters which draws upon their knowledge as a player rather than what the character would reasonably know.

Good intentions are the best start, but it is still easy to get carried away in the heat of battle and start reacting as a player rather than from a character's point of view. In this respect, the GM must be strict about how players perform actions with their characters.

Character's awareness is based on their Initiative. Modification is dependent on distance and cover.

Once a character is spotted they can be seen unless they make and effort to hide, or pass out of line of sight.

Sample modifiers-2% per inch between characters.-5% per location in cover.

Gear

Now we know how characters are made and what they can do we need to clothe, armour and arm them. As a naked unarmed person isn't gong to last long in the underhive!

Each character has 150 credits to buy equipment, this represents the collected scrapings together of the character(s.)

Encumbrance

No matter how rich or successful a character becomes they can only carry so much. A characters has an encumbrance value of double their Strength and toughness added together.

Rarity

Given the nature of Necromunda as a maker of weapons and armour for the armies of the Imperium almost anything can be found if you know where to look. Every item has a rarity rating if the rating

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is listed as Common it can be attained easily without extra effort.

However more powerful weapons will have a rarity rating of Rare this will be followed by a number which is it's rarity rating.

Attaining rare items

To buy a rare item a character must be sent to look for it. He will roll two d6 and add his Sagacity and Leadership divided by 10.

This represents the character's ability to find useful contacts and sweet talk traders into selling the good stuff.

If the rolled number is equal to the rarity rating the item is found and can be bought as normal. If the number is less than the rarity rating he character has failed to find the item, in both cases the character may be offered additional items at the GM's discretion.

Clothes & Armour

They say they make the man, they certainly can't hurt.

Clothes can cover all locations except the head unless specifically noted to, their weight is only applied once.

Clothes

Name Protection Special Weight Rarity Cost

Scummer Rags - Cannot be upgraded with weaves

0 Common free

Lightweight Clothing 1 - 5 Common 5

Heavy Robes - Overalls 2 Robe: Hood can cover head 10 Common 10

Guilder Robes 1 -30% trade costsHood: can cover head

15 Rare 14 80

Hive city Envirogear 2 +40% resist poisons 20 Rare 16 65

Uphive Slum-wear 2 +20% resist poisons-10% trade costs

Cannot be carapace plated.

15 Rare 20 100

On top of their clothing the discerning underhiver might wish to add some armour.

Armour is purchased per location and it's weight is cumulative. In most cases armour is an upgrade for worn clothing weaves are an example of this.

Other times they are an item of clothing in themselves. Feel free to mix and match types.

Armour

Name Protection Location Weight Cost

Flak jacket 5 Chest only 20 40

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Flak weave 3 Any, must be clothed 10 20

Mesh weave 4 Any, must be clothed - 50

Carapace Cuirass 8 Chest only 40 90

Carapace plating 6 Any except head, must be clothed 20 70

Protecting your head is always a good idea. Especially when others are trying to reduce it to a fine crimson mist with a variety.

Helmets

Name Protection Weight Cost

Reinforced headgear 2 - 20

Flak helmet 5 5 30

Carapace Helm 8 10 45

Weapons

There is a veritable galaxy of weapons available in the underhive if you know where to look and who to talk to.

Here is a basic list of weapons. GM's and players should feel free to create and edit their own too.

Guns

Firearms are a way of life in the underhive from the snap of old homemade Stubbers of the juvies to the throaty roar of the Boltgun the sound of gunfire is common.

Las WeaponsThese are common weapons of the servants of the Imperium. They favoured by underhivers as they

are light and reliable, requiring only basic maintainence and common energy cells.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Laspistol Pistol A Single - 2d6 30 2 15 - Common 15

Lasgun (Mars) Basic B Single - 2d6 60 2 25 - Common 25

Lasgun(Necromunda)

Basic C SingleSemi(2/3)

- 2d6 50 2 30 Upgrade to Mars pattern

Lasgun

Rare 6 10

Lasgun (Triplex)

Basic C Single - 2d6 60 2 25 +3 dam for 3 shots +6 dam

for 6 shots

Rare 10 35

Long-Las Basic E Single 5 D10 40 2 40 Rare 12 40

Multilaser Heavy F Semi (4/6) Full (12)

-10 3d6 30 3 65 Rare 20 300

Lascannon Heavy F Single -10 4d10 20 6 75 Rare 40 500

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Standard WeaponsThese are solid-shot weapons we would recognise in the present day. They are favoured by many

for their ease of manufacture, and the psychological effect of a booming gunshot over quieter “zak” of Las weapons.

Reload numbers in brackets show how many shots are reloaded per reload action

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Autopistol Pistol G Single Semi (4)

- 2d6 20 2 20 Common 15

Autogun Basic C Single Semi (4) Full (10)

- 2d6+2 30 2 30 Common 20

Revolver Pistol A Single - 2d6+2 6 (3) 15 Common 10

Stubber Pistol A Single Semi (2)

- 2d6+2 15 2 15 Common 15

Heavy Stubber

Heavy C Semi (4/6)Full (10)

- 3d6 40 3 45 Rare 16 120

Assault Cannon

Heavy G Semi (6) Full (10)

- 2d10+2 45 6 75 Rare 25 300

Hunting Rifle

Basic E Single - 2d6+4 10 (2) 40 Rare 16 60

Naval Pistol

Pistol C Single -5 2d6+4 6 (1) 25 Improvised weapon

Rare 6 15

Duelling Pistol

Pistol B Single +10 2d6 2 (2) 20 Rare 12 50

Shotgun Basic D Single Semi (2)*

- 2d6+2 12*

(1)(2)*

30 *If double barrelled

Common 2030*

Sawn-Off Shotgun

Basic G Single Semi (2)*

-10 2d6+2 12*

(1)(2)*

25 *If double barrelled

Rare 8 2535*

Pump Shotgun

Basic D Single Semi (2/3)

- 2d6+2 8 (2) 35 Rare 12 30

Combat Shotgun

Basic A Single Semi (2/5)

- 2d6+2 20 3 40 Rare 16 45

Bolt WeaponsFrom the thundering triumphs of the Astartes to the back streets of Necromunda a boltgun is the

ultimate statement of hand held Imperial firepower.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Bolter MkII

Straight Mag

Basic B SingleSemi (2)

- 2d10+4 15 2 40 Rare 12 55

Bolter MkII Belt

Feed

Basic C SingleSemi (2)

- 2d10+4 30 4 40 MkII upgradeRisky action

to fire

Rare 16 15

Bolter MkIV

Sickle mag

Basic E SingleSemi (2)

- 2d10+4 20 2 40 Rare 14 60

Bolter Mk IV Drum

Basic B SingleSemi

- 2d10+4 40 3 45 MkIV upgrade

Rare 18 20

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Mag (2) Risky action to fire

Bolt Pistol Pistol B SingleSemi (2)

- 2d10+4 12 2 25 Rare 8 35

Storm Bolter

Basic C Semi (2/4)

- 2d10+4 30 3 55 Rare 26 80

Bolt Carbine

Basic E Single - 2d10+4 20 2 35 Rare 14 45

Heavy Bolter

Heavy F SingleSemi (4)

- 3d10 40 4 70 Rare 30 300

Melta WeaponsThese weapons use magnetic containment to create microwave agitation which vaporises the target

in a blast of intense heat. They are inaccurate, get few shots and are hard to reload, but are immensely destructive at short range.

Melta weapons lose 1D10 of damage for every full 10 inchess to the target.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Meltagun Basic G Single -5 5d10 5 6 45 Rare 20 95

Inferno Pistol

Pistol G Single -10 4d10 3 4 25 Rare 26 145

Multi-Melta

Heavy C Single -5 7d10 5 8 75 Rare 30 380

Thermal Lance

Basic G Single - 4d10 1 4 45 Rare18 70

Plasma WeaponsPlasma weapons unleash a devastating blast of energy. They are difficult to manufacture, arduous to maintain and frequently malfunction. Even if the

weapon doesn't explode, cooling vents are built in to evacuate excess heated gases, which can cause considerable damage.

Plasma weapons can be fired on a sustained setting. In this case they fire at semi (2) and have Shots: 2, but do D10 less damage. It takes one action to

change the setting.

Underlined reload numbers are recharge times between shots.

Firing a plasma weapon is a Risky action. If it goes wrong, roll a D6 and consult the table below.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Plasma Pistol

Pistol B Single -15 3d10+5 1 3 55 Rare 16 50

Plasma Gun

Basic C Single -10 3d10 1 4 25 Rare 22 75

Plasma Blaster

Basic G Single -15 3d10+5 1 2 60 Rare 28 110

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Plasma Malfunction Table

d6 Result

1-2 Explodes! Character counts as shooting himself in his arms, resolve injuries normally. Weapon is destroyed.

3-4 Critical Overheat.Character drops the weapon & takes 2d6 damage to his arms. Weapon is too hot to pick up for d5 turns.

5-6 Overheat.Character drops the weapon.

Throwing WeaponsSophisticated weapons are not always available and are hard to maintain, and when caught in a tight spot a well-thrown knife can be just as effective. Such

weapons arouse little suspicion on many Imperial worlds.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Throwing Axe

Thrown C Single -10 d10 - - 15 ImprovisedWeapon

Rare 6 15

Throwing Knife

Thrown A Single -5 d6 - - 10 ImprovisedWeapon

Common 5

Throwing Star

Thrown C SingleSemi (2)

- d3+1 - - 5 ImprovisedWeapon

Rare 8 10

Javelin Thrown E Single -5 2d6 - - 20 Common 10

Primitive WeaponsOn many worlds there are places which with have no access to advanced

technology, in these the Lasgun is replaced with the Bow and the Crossbow replaces the Bolter.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Bow Basic E Single -5 2d3 1 1 15 Requires two hands

Common 10

Crossbow Basic C Single -5 2d3+2 1 2 25 Rare 4 20

Musket Basic G Single -10 3d3 1 4 50 Common 15

Black Powder Pistol

Basic C Single -10 2d3+1 1 3 25 Common 20

Sling Basic G Single -15 d6 1 1 5 Double penalties for

combined actions

Rare 6 5

Exotic Weapons

Exotic weapons are non-military weapons, rare individual pieces often the tools of assassins or private security forces.

Weapon Type Range Mode Acc Dam Shots Reload Weight Special Rarity Cost

Needle Pistol Pistol A Single - 2d6 6 4 15 Rare 22 80

Needle Rifle Basic F Single +5 2d6 6 4 30 Rare 26 120

Graviton Gun Basic G Single - x 6 4 55 Rare 28 140

Web Pistol Pistol (10) Flame - x 3 2 25 Rare 22 60

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Webber Basic (25) Flame - x 4 3 40 Rare 28 90

Handbow Pistol C Single - 1 2 15 Rare 16 30

Close Combat Weapons

A gun is fine when you have room to use it but a chairleg never runs out of ammo and sometimes a quiet blade to the ribs is a lot more practical.

Standard Weapons

From the most ancient of days of Terra humanity has made a bewtildering array of items to bludgeon and eviscerate each other with. This trend continues.

Name Reach Damage Parry Penalty

Weight Special Rarity Cost

Unarmed 0 d3+1 - - - - -

Improvised weapon

1 d3+2 -30 - - - -

Knuckle Dusters

0 d3+3 -35 - - Common 5

Armoured Gauntlet

0 d3+4 -30 10 - Rare 6 15

Bayonet 2/3* d6 -20 5 *Pistol/Basic & Heavy

Rare 8 15

Knife 1 d6 -25 5 - Common 5

Short Sword

2 d10 -15 10 - Common 15

Sword 3 2d6 -10 15 - Rare 6 25

Axe 2 2d6+2 -20 20 - Rare 10 20

Flail 2 d6+1 -40 25 D3 locations hit Rare 6 20

Spear 4 d10 -15 15 Two handed Common 15

Staff 4 d6 -15 10 Two handed Common 20

Halberd 4 d10+2 -15 20 Rare 12 30

Hammer 2 d6+2 -20 20 Double stun durations

Common 20

Great Blade 3 3d6 -15 30 Two handed Rare 12 30

Great Axe 2 3d6+2 -20 35 Two handed Rare 12 30

Great Hammer

2 2d6+2 -25 40 Two handed,Double stun

duration

Rare 12 30

Bastard Sword

*Can be used as a Sword or Great Blade

25 * Rare 14 40

Chain Weapons

The addition of a chainsaw blade has made many a weapon into a roaring harbinger of death.

Name Reach Damage Parry Weight Special Rarity Cost

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Penalty

Chainsaw Bayonet 2/3* 2d6 -20 10 *Pistol/Basic & Heavy Rare 16 30

Chainsword 3 2d10 -15 25 - Rare 12 25

Chainaxe 2 2d10+2 -20 40 - Rare 16 30

Chainbade *Can be used as a Chainsword or Eviscerator

45 * Rare 22 50

Eviscerator 3 2d10+2 -20 50 Two handed Rare 20 40

Power Weapons

The ultimate in melee destruction, a power weapon is the pinnacle of the age old question “how can I make it hurt them more?”

Name Reach Damage Parry Penalty

Weight Special Rarity Cost

Power Sword 3 3d10 -10 20 Rare 18 40

Power Axe 2 3d10+4 -20 25 Rare 20 50

Power Fist 1 2d10+5 -25 30 Grab attack: 4d10 damage Rare 24 80

Power Halberd 4 4d10 -20 25 Rare 22 100

Power Hammer 2 2d10+4 -25 25 Triple stun duration Rare 20 80

Power Knife 1 3d6 -30 10 Rare 18 70

Power Bastard Sword

*Can be used as Power Sword or Power Great Blade

25 * Rare 28 130

Power Great Blade 3 4d10 -20 30 Two-handed Rare 26 120

Shock Weapons

The last word in non-lethal solutions, shock weapons deal severe burns and render most targets senseless n short order.

Any damaging hit from a shock weapon will stun the target for one turn unless they pass a Toughness test.

Name Reach Damage Parry Penalty

Weight Special Rarity Cost

Shock Maul 2 d6+3 -20 20 Rare 14 30

Shock Duster 0 d6+2 -30 10 Rare 10 20

Electro Flail 2 2d6 -40 30 D3 locations Rare 20 50

GrenadesEveryone love to blow up their foes!

Grenades

Weapon Type Range Area Blast Damage Rarity Cost

Frag Grenade C 4 4 d10 Rare 10 20

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Krak Grenade C 1 6 3d6 Rare 12 30

Plasma Grenade C 3 6 3d10 Rare 18 40

Gas Grenade C 6 - - Rare 14 50

Smoke Grenade C 6 - - Rare 10 15

Gas types:Bloodfire: +d6 injury total every turn until T test is passed.Choke: T test or stunned, Test each turn, if stunned for 4 turns fall unconscious.Hallucinogen:

Hallucinogen effects

1 BUGS!!Character falls prone screaming and clawing at their imaginary insects. Character is stunned.

5 You got me!Character believes the gas is lethal and “dies.” Character is stunned.

9 I'm only little!The character believes that he has shrunk to half his normal size, and everything else is so big and frightening now.

All other characters are terrifying to the character until the end of the turn.

2 My hands...Character watches their hands turn into... other things.Character immediately drops any held items.

6 Game over man!It's over. Crushing paranoia overcomes the character and they run for it! All actions next turn must be spent seeking cover.

3 They're coming out of the walls! Character spends all actions next turn shooting the closet nearby piece of terrain. If a character is in the line of fire resolve shooting against them normally

7 I can fly!Character believes he is a flying Petra-squirrel and tries to flyThe character rums about jumping up and down. If they comes to a ledge he will hurl himself from it.

10 The WORM!The character desperately tries to remove a massive fanged worm which they think is slowly winding its way around their leg.

Character attacks their legs with whatever weapon is in his hands. If their hands are empty they draw one and attack.

4 Nobody notices me...Character believes they are invisible and wanders about pulling faces.Character must spend all actions next turn walking in a random direction.

I'll take you all on!Character is filled with psychotic rage!Character gains Frenzy next turn

Sample Imperial Guardsman

Item Weight Cost

Overalls 5 10

Flak Jacket 20 30

Flak Helmet 5 20

Flak weave (Arms) 10 15

Flak weave (Legs) 10 15

Lasgun (Mars) 25 25

Laspistol 15 15

Knife 5 5

Total Weight Total Cost

95 135

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Equipment

ChemsFew denizens of the underhive are completely free of the touch of chemical entertainment but some take it further than a little recreational usage. Chems come in two forms Drugs and Stimms.

DispensersTab: Some substances must be consumed in quantity order to get their effects. Or are simply too dangerous to administer in a liquid form. It takes one full action to consume a drug in this form and effects are immediate.

Smoke: A few deep breaths is all it takes! Announce at the start of the turn that the inhaler is used. The chem is effective immediately but wear off automatically next turn.

Injector :An injector is an implanted device that is the resort of the long term or truly committed user. It takes one action to activate which may be combined without penalty and is effective in the character's next turn, it will continue to function until it runs out of doses or is turned off.

Gland: A chem gland is the ultimate in chem use. It is permanently effective and produces anti-toxins to counteract any side affects of the chem on a successful Toughness test each turn.

DrugsDrugs are the lubricant of the underclass and the holiday of the privileged. If there is one trait that can be said to have flourished as humanity swelled out into the galaxy it is the ability to find a way to get high.

Kalma -Tab 10 Creds – Injector Implant 20 Credits- Makes users feel calm and peaceful and suppresses psychotic urges. Lasts d3 turns user cannot be affected by frenzy, + 2d10 to nerve, -d10 to WS and BS, -1 Speed

Twitch -Tab 30 credits- Causes users to feel revitalised at the cost of a heavy crash later.+d3 speed for 3 turns, d6 damage to head and chest per added speed after duration ends.

Lho -Smoke 5 credits- Causes users to feel a general sense of well being, dealing with stress and making users feel confident. Some say it may cause cancer and shortness of breath. +5 nerve and leadership 50% chance of taking d6 damage to chest after running.

'Roid -Tab 20 credits - Injector 40 credits- Gland 120 credits - A musculature enhancer, favourite of house Goliath causes enhanced strength but interrupts natural healing. +2d10 strength, no healing in recovery phase for D3 turns.

Spook – Tab 50 credits- A psychoactive fungus from the hive bottom can give users psychic abilities temporarily. User gains the Psyker exotic ability for D3 turns and generates d3 minor powers.

StimmsThese are specifically designed drugs, often made for combat arenas or the Imperial authorities.

'Slaught - Injector - Slaught is a performance enhancing drug that boosts the speed and cognition of the user, this makes the user capable of acting with great speed and accuracy. +d3 speed. -d10 all mental stats.

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Psychon – Injector - Gland – A true combat cocktail psychon bypasses the portions of the brain that deal with rational thought and ignites the adrenal system granting the user greater strength and endurance but reducing them to a frothing maniac. 2d10 S&T, Frenzy

Spur -injector implant 40 credits – Gland 120 credits - +40 to 1-2 WS 3-4 BS 5-6 I +d6 injury total.

De-tox - +20% to toxin resistance for one turn.

Protective gearFilter plugs resistance tests+10Re-breather resistance tests +30Synskin resistance tests +50

GunsightsRange finder – half range penaltiesInfrascope – no penalties due to poor visibility can target a hidden character within 1” of a wallLaser sight - +10% chance to make a placed shot.Motion predictor – no modifiers for target movement.

Servo skullsA servo-skull is a drone-like device created by the Adeptus Mechanicus from the skulls of pious Imperial servants. They are fitted with small anti-gravity engines which enable them to float, and each is designed to perform a specific task. Servo-skulls always remain within 2 inches of the character. They count as having Speed 1 and always get one action, without having to roll. They can be shot and attacked separately (they cannot parry), and are small targets (-30% to hit). They have an Armour value of 8 but are destroyed if they take any damage. A servo-skull only has a mechanical brain, it has no mind as such, which renders it immune to many kinds of psychicpowers, gases and toxins, and so on. A servo-skull performs a single function, some examples of which are:

Gun-skull . The servo-skull is fitted with a small weapon, equivalent to one of the pistol types listed earlier. It can always make one shooting action. It has a BS of 50 and will always target the closest enemy character it can see.

Med-skull . These are servo-skulls fitted with drug-filled syringes and small manipulative appendages for stitching and cauterising. The Med-skull can perform one healing action on the character as if it had a medi-pak. Combat-skull . The combat-skull's whirling blades and lacerating knives allow it to dart forward and slash at the character.s enemies. The combat-skull can make a close combat attack action against enemies in contact with the character or at arm.s length. It counts as being armed with achainsaw bayonet combat accessory with Reach 1 and WS 50.

Hunter-skull . The skull is fitted with a battery of detectors to locate the character's enemies. The skull has one or more of the auspexes detailed below, and uses them once per turn as its action (it is always active, never passive) the character is aware of anything that the servoskull is aware of.

AuspexesBioscannerThe auspex detects the life signs of biological creatures. It can detect any living creature, but cannot detect any non-organic object. Roll a D100 for the bio-scanner when you make a Detection test. This is the range in yards that it can detect any human-sized life forms. Reduce or increase this

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range according to the relative size of other creatures (ie, half range for smaller animals, double range for large monstrosities.)

Motion trackerAs you might expect, a motion tracker detects movement, and the faster a character is moving, the more likely they are to be detected. To make a Detection roll for the motion tracker, there is a percentage chance of detecting any character or creature moving within 50 inches. The chance of detection is equal to 50%, minus the range, but plus the following modifiers: Target is climbing,crawling, sneaking +5%Target is walking +15%Target is running +35%

Miscellaneous

Medipack.

Grappling hook.

Bionics

Some characters may have artificial limbs and organs to replace diseased or damaged parts, or simply to improve their abilities. Bionics include partial and full replacements of body parts,brain implants, cybernetic weaponry and other devices. Bionics is not an exact science in the Imperium, and many are clumsy and inefficient machines, while the best can replicate or even improve upon the performance of the original limb or organ. For the sake of space, where this makes a difference the bionic is rated as crude, average or advanced. Of course, some bionics maybe crude in one respect and advanced in others, and so on, so GMs creating characters should feel free to mix and match abilities. For example, a bionic leg may well add +1 to a character.sarmour in that location but may also cause him to suffer -1 yard to his Movement rates.

BIONIC PARTSAlthough bionic parts are not living as such, many of them do use the user's bloodstream, their nerve endings, etc. This means that they suffer injuries just like their flesh and blood versions.

Pair of legsCrude . No effectAverage . +1 armour and add 1 yard toall Movement rates except crawling andclimbing.Advanced . +2 armour and add 2 yardsto all Movement rates except crawlingand climbing.

ArmNormally the Strength of one arm isequal to half a character's Strengthvalue, but a bionic arm has its ownStrength. The character's Strength in hisother arm is therefore equal to his totalStrength minus the Strength of thebionic arm. In campaigns, a character

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who has an arm replaced with a bionicarm will therefore have a Strength equalto half his original Strength plus thebionic arm.s Strength.Crude . Strength 20-30 and reduces WSand BS by 10.Average . Strength 30-60 and +1 armour.Advanced . Strength 70+, +2 armourand may be used to parry whenunarmed.

HeadA bionic head is really just an armouredhead unless the character also hasimplants in his brain, dealt withseparately. Bionic heads should be ratedin terms of additional armour on thehead location, ranging from +1 for ahead partially covered in crude bionics,to +5 for a head totally covered inadvanced bionics.BIONIC ORGANSLungsCrude . +5% resistance to gas weapons.Average . +20% resistance to gasweapons.Advanced . +40% resistance to gasweapons.HeartCrude . Character suffers -1 Speed and-10% Toughness.Average . No effect.Advanced . Character has +20% to allgas and toxin Resistance rolls.

BrainCrude . Character suffers -1 Speed, and-20 from all mental characteristics, WSand BS.Average . 10% chance of a glitch at thestart of every turn. If this happens thecharacter suffers the penalties for acrude bionic brain for the whole of thatturn.Advanced . 1% chance of amalfunction, as above.Highly advanced . The character.sSpeed is increased by 1 and his Sagacityby +30%.BIONIC SENSESCharacters may have bionic ears, eyes,noses and even touch and taste. This

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will affect their awareness with thatparticular sense.Crude . The character is partially deaf,blind, etc. All tests for detection usingthat sense are at -30% chance ofsuccess.Average . The character suffers nopenalties but gains no benefits.Advanced . The character has +20% toany relevant Detection tests. Thecharacter adds +20% to his chances ofavoiding being blinded by photon flashflares and similar attacks if he hasbionic eyes.Average and advanced bionic eyes mayalso incorporate any of the gunsightslisted later, or multiple types ofgunsight. However, unlike a gunsightthe character does not have to aim to usea bionic eye. Average and advancedbionic eyes may also include one ormore auspex types as well. Some bioniceyes also have built-in weapons, so anadvanced bionic eye may include theequivalent of a single digi-weapon

IMPLANTSPsi-boosterA psi-booster increases activity in thepart of the brain responsible forcontrolling psychic powers. A characterwith a psi-booster halves the range tohis target when calculating themodifiers for a Psychic test.MIUA Mind Impulse Unit, or MIU, is aneural link-up between a character and apiece of equipment, allowing him tooperate the machine with thought alone.MIUs are used in some types of vehicle,particularly the gigantic Titans of theAdeptus Mechanicus, and are rarelyused elsewhere. Of these other uses, theshoulder-mount weapon is one of themost practical applications, allowing thecharacter to fire a weapon whilstkeeping both hands free. The shouldermount weapon is fired exactly asnormal. An MIU can also be used tocontrol a familiar. Each MIU onlyperforms one operation.IMPLANT WEAPONRY

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Any pistol, basic or one-handed closecombat weapon can be implanted toreplace a character.s hand. The weaponfunctions exactly as normal, althoughthe GM may decide that certain implantweapons can.t be reloaded during thecourse of a normal game. Obviously, thecharacter has no hand and this will limithim with some actions. Also, a charactermay still use their other hand to helpsupport the weapon, and does notalways have to fire one-handed(assuming they have another hand!).

Special Abilities

Special abilities show innate talents, learnt skills and other capabilities a character may possesswhich cannot be reflected in his profile. This section includes many examples of different specialabilities, but GMs should feel free to invent their own for characters they have created for a scenario.

There are three kinds of special abilities:

Talents: Extra skills related to stats. A character may only have one skill for each 10 points of the associated stat.

Exotic: Truly strange innate abilities and bizarre mutations

Psychic: The power of the warp manifested as mystical powers.

Talents

Martial Art - Weapon SkillFeint – Can fake an attack action, opponent counts as having parried this turn.First Strike – Can draw a weapon and attack without penalty.Head Hunter – Extra damage dice on close combat hit to the head.Furious Assault – Can make two attacks per action at -15 to hit.Disarm – opponent take S test -15 or drops chosen held weapon.

Gunplay - Ballistic Skill Fast Draw – Can draw and fire a gun as one action.Deadeye Shot - +/- 10% to hit location roll.Gunfighter – May fire two pistols as one action without the usual penalty.Rock Steady Aim – No penalty for moving and shootingQuickload – Reduces Reload time by half.

Musculature – StrengthBrute Force – Extra d6 damage in close combat.Steel Biceps – Half penalties for weapon weight.Granite Fists – 20% Chance to stun with unarmed and improvised attacks.Pack Rat – Ignore ammo weight.Strong Arm - Can throw twice as far as normal.

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Man of Iron - ToughnessJuggernaut – T test to ignore location injury effects each turn.Scarred Veteran - +1 to base injury value.Iron Jaw – Half stun duration from head wounds (rounding down.)Hardy Constitution – Double healing from recovery phase.Tox-immunity – re-roll failed T tests against poisons.

Agility - InitiativeAcrobat – Extra d6 jump distance, may jump d3+3 upward.Black Cat – Reduces falling damage by half.Dodger – +10 to Dodge actions in close combat.Lightning Refexes – Free pause for breath action every turn.Deflect Shot – Can use I deflect one shot per turn.

Strength of Mind - WillpowerForce of Will – Ignores Fearsome, treats Terrifying as Fearsome.Mental Bastion - +25 to resist psychic powers.Determination – WP test to ignore stun (each turn affected.)Mind Over Matter – Ignore movement penalties from injury.Psychic Potential – Character gains a minor psychic power in addition to any others he may have.

Academics - SagacityMedic – Double healing from recovery actions (both injury total and location injury.)Handloader – Can reload one clip for free between games. Gunsmith – Can improve one Gun's accuracy by +5 to hit for one game.Bladesmith – Can improve one weapon's Parry penalty by +5 for one game.Back-Street Surgeon – Re-roll long term injuries.

Bravery - NerveNerves of Steel – Automatically recover from pinning.Sub-Zero – Automatically put out one burning location per action.Cool Under Fire – Ignore pinning if not hit.Brave Words – Friends within 8” gain +10 to their Nerve.Insane Courage – ignore Fearsome.

Silver Tongue – LeadershipMaster Trader – additional d10 to rarity rolls.Haggler - Trade costs -2d10.Leader of Men – Give up an action to give a friendly character in 12” one free action in their turn. Rallying Cry – All friends in 8” can use Character's Ld to recover from pinning.Lead by Example – 50% chance to ignore risky actions.

Exotic

CompanionThe character has bonded with a small creature of the underhive, and it follows them as a loyal companion. They may command the companion by using their Ld. Companion:

Ws Bs S T I Wp Sg Nv Ld Speed

25 0 15 15 20 15 - - - 2

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Companions have no hit locations or location injuries and are taken out of action by their Injury total reaching 15.

Psi-FamiliarThe character is mentally linked with a flying psi-familiar, and so can command it, see and hearthrough its senses and use it to channel his powers at a -10 penalty. A Psi-Familiar must stay within 12” of it's master.A Psi-Familiar can be targeted by shooting at a -20 penalty (due to being a small target) but it cannot be engaged in close combat. If the Psi-Familiar is damaged, psychic feedback will hurt the master as well. Every time the Psi-Familiar suffers damage, add +D3 to the main character's Injury total. If a Psi-Familiar take 20 damage it is taken out of action.

FearsomeCharacter is very unnerving, either from psychic aura, air of lethal menace or their hideous appearance. A character wishing to charge a fearsome character must make a nerve test to do so. If he fails he stands rooted to the spot for the rest of his turn.

If a character is charged by a fearsome enemy or fighting one at the start of his turn they must pass a nerve test. If they fail they must reduce their WS by 20. Fearsome characters are immune to fearsome and treats terrifying character as if they were fearsome

TerrifyingA terrifying character is the embodiment of your worst nightmares. They are peril incarnate, exuding an almost tangible aura of death and destruction.

All terrifying characters follow the rules for fearsome characters except that all Nerve tests are taken with an additional -40% modifier. Any character who rolls double their modified Nerve value or more will immediately begin to flee. Starting with his next action, he must attempt to get away from the terrifying character as quickly as he can, including breaking from combat if necessary.

A terrifying character is immune to the effects of other terrifying or fearsome characters.

FrenzyFrenzy is not so much a special ability as a psychological defect, which a character may suffer from for a variety of reasons, such as drugs, psychopathic derangement or mental conditioning.

A character with frenzy must always move as rapidly as possible towards the closest visible enemy and attack him in close combat. He can only attack in close combat (or step forward and attack if necessary) and must continue to fight until his opponent has been taken out of action. If there are no enemies within sight, a frenzied character will act at half Speed until an enemy can be seen.

RegenerationThe character heals rapidly, their flesh and bones knitting before the eyes of onlookers. This allows them to survive wounds that would kill other less gifted mortals. A character with regenerate gets a free location recovery action at the end of every turn they remain conscious. In addition a character with regenerate is not limited to healing a location by two levels from it's worst wounding it's possible for a location to go from crippled to unhurt!

Spit acidThe character produces corrosive toxic saliva, which can be used to attack opponents. A character with spit acid can use this skill as a close combat action. Roll to hit as normal, counting the spit as

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having a Reach of 4 (so it can be used at arm's length). It can be dodged but not parried. Roll for hit location in the same way as other close combat attacks. The attack does d6 damage, if not stopped by armour the acid does an additional d6 damage.

VampirismThe character can leech power from his enemies by drinking their blood, absorbing their psychic aura or otherwise drawing energy from them. This can only be done by physical contact. To use thisskill. The character must make a successful unarmed close combat attack to touch his opponent. A successful vampirism attack stuns the victim and adds D6 to the victim's Injury total (with no deductions for armour or other defences) and deducts the same from the Vampire's Injury total. This has no effect on location injuries.

Word of the EmperorThe character is versed in all the liturgies of the Emperor, and speaks as if with his voice. The character may spend actions preaching the word of the Emperor, filled with fiery zeal and dedication.

Any enemy character within earshot must pass a Nerve test or spend their next successful action recovering from their nervousness. Daemonic creatures which hear the Word of the Emperor must pass a Willpower check or they are stunned for D3 turns.

Tentacle/Prehensile TailThe character has a tail or tentacle. This is treated as an arm and may hold a close combat weapon, but due to it's lack of fine dexterity it cannot operate miscellaneous equipment or guns.

Extra eye/ear/noseThe character possesses extra sensory organs and uses them to best effect +15 on awareness tests.

FangsCharacter has the fangs of a beast! They may make a bite attack in close combat, Reach 0, 2d6 damage this attack maybe dodged but not parried

Extra ArmThis character has additional appendage, it's up to you where! This arm is treated as normal all arms (no matter how many you have) are treated as one location for the purposes of being hit.

ClawsThe character's hands end in cruel talons, perfect for ripping flesh, or for surprise attacks when seemingly disarmed. Character counts as being armed with a Knife that has no weight and cannot be dropped.

ScalyThe skin of this character is thick and hardened, a suit of natural armour. Of course thick skin does you no favours when it's been shredded. Base injury value increased by 2 until flesh wounded.

PariahThe character is a truly rare form of mutant they are psionically negative and immune to the direct effects of psyker abilities and anathema to deamons and warp beasts. The psychic vacuum of a pariah's soul is intensely uncomfortable for normal humans and almost unbearable for psykers.

Pariahs are completely immune to all Psyker effects helpful or hazardous but suffer a -25 penalty to

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leadership.

Daemonic

Daemonic characters have one or more daemonic attributes, some examples of which are given below.

Invulnerable: The character is almost impervious to harm except from blows to the heart or head. The character counts double Toughness on any location other than the chest or head. However, his Toughness is halved when working out damage to these locations.

Shadow: The character is not wholly corporeal. The character counts as having D6 force field armour on every location except against psychic attacks. All psychic attacks do doubledamage.

Impervious: The character is highly resistant, but vulnerable to silver and/or holy weapons. The character can never suffer more than one level of damage from any one hit, and never has more than +10 points added to their injury total from a single hit. However, silver and/or blessed attacks always do an extra level of location injury and an additional D10 points are added to the character's injury total.

Cloak of Darkness: The character is surrounded by a swirling miasma of power, frequently referred to by Inquisitors as a cloak of darkness. A character with a cloak of darkness is near impossible to spot in dark conditions, and even in ordinary light all enemy are at half chance to see him. However, sunlight harms him, so at the end of every turn that the character is in direct daylight, he adds D6 points to his injury total. Photon flash flares count as frag grenades against characters with this ability.

Void-chill: Some daemonic creatures possess a characteristic which has been described as chill of the void. The air is misty and freezing nearby. Such creatures do not show up on heat-detection auspexes and sights. Any character fighting them in close combat must past a Toughness test at the end of every turn or add D6 to his injury total from frostbite. These daemonically cold creatures, as might be expected, are easily hurt by heat-based weaponry such as flamers, plasma and melta weapons, and pyromancy psychic attacks. Such attacks do an extra D10 damage to the creature

PsykerAll humans touch the warp, this is just part of human nature, they are however largely unconscious of this, a psyker is a person whose mind touches the warp actively.

A Character must have this exotic ability to to use psychic abilities.

Psychic Abilities

There is psychic potential in most of the human race. In the intensified breeding environment of the hive city as many as one in ten individuals has a latent psychic talent, this ability lies dormant in most. However it wakes in some individuals and causes them to become a fully fledged psyker.

Psykers are the next step in human evolution they wield powers beyond reason. They are also a gateway to blackest foes of humanity. Their abilities stem from their open channel to the warp, the realm of Chaos. Thus their blessing is it's own curse.

Using psychic abilites

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A character can spend one or more actions using a psychic power. Such a power requires one action to use, unless otherwise stated in the individual descriptions that follow.

A character can spend additional actions previous to using an ability to concentrate, improving his chances of using the power successfully (like aiming before taking a shot). As with shooting and close combat, a test is required to successfully employ a psychic ability. The basic percentage chance of an ability working is based upon the character's Willpower. This chance is increased and decreased as follows.

Many psychic abilities have additional modifiers, as noted in their individual descriptions.

ConcentrationCharacters can concentrate before using a psychic power. Each action spent concentrating adds +10% to the character's chance of success. A character can concentrate for several actions, even from turn to turn, but his concentration is lost as soon as he performs any other action, is pinned or stunned, or does anything else other than concentrate.

RangedMost psychic powers can work over a distance, but the further from a target the character is, the harder the psychic power is to unleash accurately. Powers which are described as ranged suffera -1% penalty for every yard between the psyker and the target.

Line of sightIt is easier to target a psychic power at an enemy you can actually see. If a character has line of sight to his target, he has an extra 20% chance of using the power successfully. If the ability has tobe at a target within line of sight, this modifier does not apply.

Difficulty ratingSome powers require more energy from the warp, are harder to channel or difficult to control once summoned. This is represented by the psychic power having a difficulty rating. Some have a rating of 0, in which case there is no modifier, otherwise deduct the difficulty of the power from the chances of success.

Automatic success and failureThe tides of the warp are unpredictable and can equally allow the impossible to occur or create failure from the certainty of success. Any unmodified roll of 01-05 always succeeds, regardless of the Psyker's Willpower and modifications, while a natural roll of 96-100 always fails.

Psychic overloadsIf a Psyker fails to use a power there is a chance the backlash of the power they have summoned will scourge their mind. If a Psyker fails to use a power by more than 25% or on a roll of 96-100 the Psyker loses d10 Willpower and suffers d6 damage to their head.

Major PowersThese are powerful expressions of warpcraft as used by battlefield psykers and adepts of scholasta psykana, in the underhive there is little understanding of this but they are clearly impressive!Major Powers are sorted into disciplines. A Psyker may never have more than one power per 5 points of Willpower.

Pryomancy: The manipulation and creation of fire.Branding Hand

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FireballFlame StormImmolationWall of flame

Telepathy: The art of mind control.TerrifyMind-puppetTelepathic ScreamMind-ScanShroud

Biomancy: The mastery and manipulation of biologyWarp StrengthBlood BoilPsycho-electric ragePsi HealAura of Agony

Telekinesis: The ability to effect objects mentally.Warp WardPsy-blastTelekinetic Barrage LevitationCrush

Minor Powers

Minor powers are tricks and abilities that don't fit neatly into the disciplines all Psykers know one minor power automatically, and generate one extra minor power by rolling 2d10 for each major power they know.

2Nudge – Push enemy in a selected direction3Fool's luck +10 one test next turn.4Scare – pin enemy5Rat friend – gain companion for 1 turn6Zen shootist – use Wp rather than BS to fire a shot7Mind slam – Stun for d3 turns.8Machine empathy – use machines from a distance9Phase – move through walls or floors10Gaze of Pain – Range 8 Semi 5 Damage 2d6 11Suggestion – Make target take one action, cannot endanger life. -25 on any stat tests. 12Weight of Ages – Halves enemy movement.13Weapon Jinx – Jams enemy weapon14Flicker – Make psyker -25 to hit at range.15Hallucinate – target acts as if under the effect of a hallucinogen grenade16'Trip – target falls prone.17Spider-born – can climb any surface.18Jog trigger finger – make an enemies weapon fire.19Miasma of fear – Gains Fearsome for one turn20Faith healing – one free recovery action


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