| # | Action | Description |
|---|---|---|
| 1. | Surprise | Surprised combatants lose their first turn |
| 2. | Roll Initiative | Roll 1d10 + Agility Bonus |
| 3. | Determine Initiative order | Rank all initiative rolls, including NPC's |
| 4. | Characters take turns | Each character can perform 1 or more actions |
| 5. | Round ends | End of the round |
| 6. | Repeat steps 4 and 5 as needed |
| # | Action | Description |
|---|---|---|
| 1. | Test | Roll WS or BS |
| 2. | Determine Hit Location | Reverse the order of the dice (roll of 32 becomes 23) |
| 3. | Determine Damage | Roll damage of the weapon. For Melee: add Strength Bonus |
| 4. | Apply Damage | Substract Toughness Bonus and Armour Points from Damage |
| Roll | Location |
|---|---|
| 01-10 | Head |
| 11-20 | Right Arm |
| 21-30 | Left Arm |
| 31-70 | Body |
| 71-85 | Right Leg |
| 86-00 | Left Leg |
| 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 |
| 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 |
| 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 |
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.
| Circumstance | Effect |
|---|---|
| Called Shots | WS & BS -20 |
| Darkness | WS -20 / BS -30 |
| Difficult Terrain | WS & Dodge -10 up to -30 |
| Extreme Range | BS -30 |
| Fatigued | All tests -10 |
| Firing a Weapon on Full Automatic | BS +10 |
| Firing a Weapon on Semi-Automatic | BS +20 |
| Fog, Mist or Shadow | BS -20 |
| Ganging Up | 2 to 1 WS +10 / 3 to 1 or more WS+20 |
| Helpless Targets | Automatic success. Roll twice for damage |
| Higher Ground | WS +10 |
| Long Range | BS -10 |
| Off Hand Attacks | WS & BS -20 |
| Point Blank | BS +30 |
| Prone | WS on prone +10 / WS & BS by prone -10, Dodge by prone -20 |
| Shooting into Melee Combat | BS -20 |
| Short Range | BS +10 |
| Size | See table |
| Stunned Targets | WS & BS +20 |
| Unarmed | WS -20 |
| Unaware Targets | WS & BS +30 |
| Weather and Unnatural Conditions | WS & BS -20 |
| 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 | 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 |
| 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 |
| Flexible | Cannot be Parried |
| Inaccurate | No bonus for Aiming |
| Power field | When Parrying a non-power field weapon you have 75% chance of destroying it |
| Primitive | All armour points are double, unless the armour is also Primitive |
| Reliable | If it jams, roll 1d10. Only on a 10 it is jammed. |
| Scatter | At point blank range: every 2 degrees of success +1 hit, Long/Extreme Range: all armour points double |
| Shocking | Can stun target. See more info. |
| Tearing | Rull twice for damage and choose highest |
| Toxic | Can poison target. See more info. |
| Unbalanced | -10 Parry |
| Unreliable | On roll of 91(+) it jams |
| Unwieldy | Cannot Parry |
| Characteristic | Description |
|---|---|
| Class | Melee, Thrown, Pistol, Basic or Heavy |
| Only in close combat. Add SB to damage | |
| Add SB to damage | |
| For close combat | |
| Two-handed. -20 penalty when used one-handed | |
| Always two-handed. Must be braced or -30 penalty and no Semi-Auto or Full-Auto | |
| Range | Range 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 |
| Clip | How many rounds/charges the weapon holds |
| Rld (Reload) | How many actions to reload |
| Special | Any special qualities |