Combat overview
# Action Description
1.SurpriseSurprised combatants lose their first turn
2.Roll InitiativeRoll 1d10 + Agility Bonus
3.Determine Initiative orderRank all initiative rolls, including NPC's
4.Characters take turnsEach character can perform 1 or more actions
5.Round endsEnd of the round
6.Repeat steps 4 and 5 as needed

Attack overview
# Action Description
1.TestRoll WS or BS
2.Determine Hit LocationReverse the order of the dice (roll of 32 becomes 23)
3.Determine DamageRoll damage of the weapon. For Melee: add Strength Bonus
4.Apply DamageSubstract Toughness Bonus and Armour Points from Damage
Hit Locations
Roll Location
01-10 Head
11-20 Right Arm
21-30 Left Arm
31-70 Body
71-85 Right Leg
86-00 Left Leg

Combat actions
Action Type Description
All Out Attack Full +20 to WS, cannot Dodge or Parry
Charge Full Must move 4 metres, +10 to WS
Defensive Stance Full Enemies -20 WS, you cannot attack.
Feint Half Opposed WS Test, if you win, your next attack cannot be Dodged or Parried
Full Auto Burst Full +20 to BS, additional hit for every degree of success
Grapple Full Make a Grapple attack
Guarded Attack Full -10 WS, +10 to Parry and Dodge
Knock-Down Half Try and knock an opponent to the ground
Multiple Attacks Full Use Swift Attack or Lightning Attack talents to make multiple attacks
Overwatch Varies Shoot targets coming into a set kill zone, -20 to BS
Semi-Auto Burst Full +10 to BS, additional hit for every two degrees of success
Standard Attack Half Make one melee or ranged attack
Stun Full Try to Stun an opponent
Suppressing Fire Full Force opponents to take cover, -20 to BS
Move actions
Action Type Description
Disengage Full Break off from melee and move
Jump/Leap Full Leap or Jump
Manoeuvre Half Opposed WS Test, if you win move enemy 1 metre
Move Half/Full Move up to your movement as a Half Action or twice your movement as a Full Action
Run Full Move triple, enemies -20 BS and +20 WS
Stand/Mount Half Stand up or mount a riding animal
Tactical Advantage Full Move from cover to cover

Miscellaneous actions
Action Type Description
Aim Half/Full +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack
Delay Half Before your next Turn take any Half action
Dodge Reaction Test Dodge to negate a hit
Focus Power Varies Use a Psychic Power
Parry Reaction Test Weapon Skill to negate a hit
Ready Half Ready a weapon or item
Reload Varies Reload a ranged weapon
Use Skill Varies You may use a Skill
Action types

During each normal Round, every character gets a Turn to act. On his Turn, a character can take one or more Actions. There are five types of Actions in Dark Heresy.

Full Action
A Full Action requires a character's complete attention to accomplish on his Turn. A character that takes a Full Action cannot take any Half actions this Round.

Half Action
A Half Action is fairly simple, like moving or drawing a weapon. A character can take two different Half Actions on his Turn instead of taking a Full Action. Note that you may not take the same Half Action twice.

Reaction
A Reaction is an Action that is made in response to some event such as an attack. All characters receive one Reaction each Round, which may only be used when it is not their Turn. Examples include making a Dodge Test or Parrying an attack.

Free Action
A Free Action takes but a split second and so can be taken in addition to any other Actions you make in a Round. There is no formal limit to the number of Free Actions a character can make in a Round, but a GM should use common sense to set reasonable limits on what can be done in a few seconds.

Extended Action
Some Actions take more time than a single Round to complete. Once you commit yourself to an Extended Action, you are considered to be working towards completing that Action for as long as it takes. Should you be interrupted or if you abandon the Extended Action, all progress towards completing it is lost.

Combat Circumstances
Circumstance Effect
Called ShotsWS & BS -20
DarknessWS -20 / BS -30
Difficult TerrainWS & Dodge -10 up to -30
Extreme RangeBS -30
FatiguedAll tests -10
Firing a Weapon on Full AutomaticBS +10
Firing a Weapon on Semi-AutomaticBS +20
Fog, Mist or ShadowBS -20
Ganging Up2 to 1 WS +10 / 3 to 1 or more WS+20
Helpless TargetsAutomatic success. Roll twice for damage
Higher GroundWS +10
Long RangeBS -10
Off Hand AttacksWS & BS -20
Point BlankBS +30
ProneWS on prone +10 / WS & BS by prone -10, Dodge by prone -20
Shooting into Melee CombatBS -20
Short RangeBS +10
SizeSee table
Stunned TargetsWS & BS +20
UnarmedWS -20
Unaware TargetsWS & BS +30
Weather and Unnatural ConditionsWS & BS -20
Combat Difficulty
Difficulty Modifier Description
Easy +30 Attacking a Surprised opp...
Routine +20 Close combat with foe who...
Ordinary +10 Close combat with a foe w...
Challenging +0 A Standard Attack...
Difficult -10 Attacking whilst you are ...
Hard -20 A Called Shot to a specif...
Very Hard -30 Attacking or Dodging in d...



Size modifiers
Size Example Modifier
Massive Battle tank, scar wyrm +30
Enormous Silt spider, land speeder +20
Hulking Grox, combat servitor +10
Average Human, mutant +0
Scrawny Child, ash slug -10
Puny Rat, servo-skull -20
Miniscule Door handle, knife -30
Weapon - special qualities
Quality Description
Accurate+10 BS when aiming
Balanced+10 WS when Parrying
Blast (X)Everyone in blast radius (metres) is hit
Defensive+15 WS when Parrying, but -10 WS when attacking
FlexibleCannot be Parried
InaccurateNo bonus for Aiming
Power fieldWhen Parrying a non-power field weapon you have 75% chance of destroying it
PrimitiveAll armour points are double, unless the armour is also Primitive
ReliableIf it jams, roll 1d10. Only on a 10 it is jammed.
ScatterAt point blank range: every 2 degrees of success +1 hit, Long/Extreme Range: all armour points double
ShockingCan stun target. See more info.
TearingRull twice for damage and choose highest
ToxicCan poison target. See more info.
Unbalanced-10 Parry
UnreliableOn roll of 91(+) it jams
UnwieldyCannot Parry
Weapon - characteristics
Characteristic Description
ClassMelee, Thrown, Pistol, Basic or Heavy
  • Melee
  • Only in close combat. Add SB to damage
  • Thrown
  • Add SB to damage
  • Pistol
  • For close combat
  • Basic
  • Two-handed. -20 penalty when used one-handed
  • Heavy
  • Always two-handed. Must be braced or -30 penalty and no Semi-Auto or Full-Auto
    RangeRange in meters. Can't be more than 4x range distance
    RoF (Rate of Fire)Single Shot, Semi-Auto or Full-Auto
    Dam (Damage)Damage + type (E/X/R/I)
    Pen (Penetration)Reduce targets Armour Points by weapon's Pen
    ClipHow many rounds/charges the weapon holds
    Rld (Reload)How many actions to reload
    SpecialAny special qualities