Characteristics

?
Level

Basic Skills

Per
Fel
T
Fel
S
Fel
Ag
Ag
Fel
Fel
Ag
Int
Int
Fel
Int
Per
Per
Ag
S

Advanced Skills

Ag
Fel
Int
Fel
Int
WP
WP
Int
Int
Per
Ag
Ag
Ag
Int
Int
Int
Int

Profit Factor

Skill Groups

?
?
?
?
?
?
?
?
?
?
?
?

Ranged Weapons

Clip
RoF
Pen
?

Melee Weapons

?
?
Pen
?

Force Fields



 


Wounds

TB x2:

Critical Hit Table

?
$
b
?

Talents

Traits

Cybernetics and Implants

Insanity Points (IP)

?

Corruption Points (CP)

Malignancies

Mutations

Add NPC

 


?

Ranged Weapons

Clip
RoF
Pen
?
Clip
RoF
Pen
?

Melee Weapons

?
?
Pen
?
?
?
Pen
?
?
?

Psychic Powers

?
?

Mutations Gained

Navigator Powers

+ ?
?
? ?
?
?
?
?
>
?
e ` S
e ` S

Experience and Advances

? ? ?

Origin Path

Acquisitions

Misfortunes

Endeavours

Alternate Career Ranks

Special Notes

Extras

Warp Travel Revised

see new rules at https://wiki.roll20.net/Rogue_trader_improved#Warp_Travel_.28revised.29
❮✅ ❌❯ ? ? ?

Chaos Cult mini-game

?
? ? ? ? ? ? ? ? ? ?

Credits

Redesigned and improved by author Mago with support from Andy Original sheet layout based on Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.

Special Thanks

Baleini for providing sheet Translation coding and Streamlining RainbowEncoder for providing vital support with macros using reused rolls and decimal removal GiGs and Scott C. for providing advice with this sheet layout, including resolution to the infamous "input inside a button" problem Oosh for assisting with the Damage Calculator macro Andreas j. for providing support on this sheet wiki page
Rogue Trader Improved Rev.8.2 Dec. 2025 https://wiki.roll20.net/Rogue_trader_improved Tooltip: ?
Post on Chat: R
Toggle Visibility: { }
Add Section: &
Edit Section: y
{{#name}}
{{name}}
{{/name}} {{#allprops() npcord npcrit vehcrit rcrit icrit xcrit ecrit spcrit calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 d100p stun d100a parry dosdof testresult testtarget d100 psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
{{key}}
{{value}}
{{/allprops() npcord npcrit vehcrit rcrit icrit xcrit ecrit spcrit calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 d100p stun d100a parry dosdof testresult testtarget d100 psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}} {{#testtarget}}

Threshold

  {{testtarget}}
{{/testtarget}} {{#d100}}

% Dice Roll

 {{d100}}
{{/d100}} {{#testresult}}
{{#rollGreater() d100 testtarget }}

Failure

❌{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Success

✅{{/^rollGreater() d100 testtarget }}
{{/testresult}} {{#field}}
{{#rollGreater() d100 testtarget }}

Fails to activate

❌{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Nullifies the Attack!

💫{{/^rollGreater() d100 testtarget }} {{#rollWasFumble() d100 }}

but the field Overloads

{{/rollWasFumble() d100 }}
{{/field}} {{#npcflame}}
{{npcflame}}  {{#rollWasFumble() npcflame }}
The weapon malfunctions!
{{/rollWasFumble() npcflame }}
{{/npcflame}} {{#flame}}
{{flame}}  {{#rollWasFumble() flame }}
The weapon malfunctions!
{{/rollWasFumble() flame }} {{#rollWasCrit() flame }}

Righteous Fury Bonus

🔥
{{xd10}}{{/rollWasCrit() flame }}
{{/flame}} {{#calc}}
{{#rollGreater() calc 0 }}

Damage taken

  {{calc}}
{{#^rollLess() d10 0 }}

Current Wounds

  {{d10}}{{/^rollLess() d10 0 }} {{#rollLess() d10 0 }}

Critical Damage Level

  {{d10}}{{/rollLess() d10 0 }} {{#^rollLess() d5 0 }}

Current Integrity

  {{d5}}{{/^rollLess() d5 0 }} {{#rollLess() d5 0 }}

Critical Hit

  {{d5}}{{/rollLess() d5 0 }} {{/rollGreater() calc 0 }} {{#^rollGreater() calc 0 }}

No Damage

{{/^rollGreater() calc 0 }}
{{/calc}} {{#d1}}
{{d1}}
{{/d1}} {{#t1}}
{{t1}}
{{/t1}} {{#p1}}
{{p1}}
{{/p1}} {{#d100a}}

% Dice Roll

 {{d100a}}
{{#rollWasFumble() d100a }}
the weapon malfunctions!
{{/rollWasFumble() d100a }} {{/d100a}} {{#attack}}
{{#rollGreater() d100a testtarget}}

Miss!

{{/rollGreater() d100a testtarget}} {{#^rollGreater() d100a testtarget}}

Attack Hits!

💢
{{#rollTotal() hitloc 01}}

Head

{{/rollTotal() hitloc 01}} {{#rollTotal() hitloc 10}}

Head

{{/rollTotal() hitloc 10}} {{#rollTotal() hitloc 20}}

Head

{{/rollTotal() hitloc 20}} {{#rollTotal() hitloc 30}}

Head

{{/rollTotal() hitloc 30}} {{#rollTotal() hitloc 40}}

Head

{{/rollTotal() hitloc 40}} {{#rollTotal() hitloc 50}}

Head

{{/rollTotal() hitloc 50}} {{#rollTotal() hitloc 60}}

Head

{{/rollTotal() hitloc 60}} {{#rollTotal() hitloc 70}}

Head

{{/rollTotal() hitloc 70}} {{#rollTotal() hitloc 80}}

Head

{{/rollTotal() hitloc 80}} {{#rollTotal() hitloc 90}}

Head

{{/rollTotal() hitloc 90}} {{#rollTotal() hitloc 91}}

Right Arm

{{/rollTotal() hitloc 91}} {{#rollTotal() hitloc 81}}

Right Arm

{{/rollTotal() hitloc 81}} {{#rollTotal() hitloc 71}}

Right Arm

{{/rollTotal() hitloc 71}} {{#rollTotal() hitloc 61}}

Right Arm

{{/rollTotal() hitloc 61}} {{#rollTotal() hitloc 51}}

Right Arm

{{/rollTotal() hitloc 51}} {{#rollTotal() hitloc 41}}

Right Arm

{{/rollTotal() hitloc 41}} {{#rollTotal() hitloc 31}}

Right Arm

{{/rollTotal() hitloc 31}} {{#rollTotal() hitloc 21}}

Right Arm

{{/rollTotal() hitloc 21}} {{#rollTotal() hitloc 11}}

Right Arm

{{/rollTotal() hitloc 11}} {{#rollTotal() hitloc 02}}

Right Arm

{{/rollTotal() hitloc 02}} {{#rollTotal() hitloc 92}}

Left Arm

{{/rollTotal() hitloc 92}} {{#rollTotal() hitloc 82}}

Left Arm

{{/rollTotal() hitloc 82}} {{#rollTotal() hitloc 72}}

Left Arm

{{/rollTotal() hitloc 72}} {{#rollTotal() hitloc 62}}

Left Arm

{{/rollTotal() hitloc 62}} {{#rollTotal() hitloc 52}}

Left Arm

{{/rollTotal() hitloc 52}} {{#rollTotal() hitloc 42}}

Left Arm

{{/rollTotal() hitloc 42}} {{#rollTotal() hitloc 32}}

Left Arm

{{/rollTotal() hitloc 32}} {{#rollTotal() hitloc 22}}

Left Arm

{{/rollTotal() hitloc 22}} {{#rollTotal() hitloc 12}}

Left Arm

{{/rollTotal() hitloc 12}} {{#rollTotal() hitloc 03}}

Left Arm

{{/rollTotal() hitloc 03}} {{#rollBetween() hitloc 93 96}}

Body

{{/rollBetween() hitloc 93 96}} {{#rollBetween() hitloc 83 86}}

Body

{{/rollBetween() hitloc 83 86}} {{#rollBetween() hitloc 73 76}}

Body

{{/rollBetween() hitloc 73 76}} {{#rollBetween() hitloc 63 66}}

Body

{{/rollBetween() hitloc 63 66}} {{#rollBetween() hitloc 53 56}}

Body

{{/rollBetween() hitloc 53 56}} {{#rollBetween() hitloc 43 46}}

Body

{{/rollBetween() hitloc 43 46}} {{#rollBetween() hitloc 33 36}}

Body

{{/rollBetween() hitloc 33 36}} {{#rollBetween() hitloc 23 26}}

Body

{{/rollBetween() hitloc 23 26}} {{#rollBetween() hitloc 13 16}}

Body

{{/rollBetween() hitloc 13 16}} {{#rollBetween() hitloc 04 07}}

Body

{{/rollBetween() hitloc 04 07}} {{#rollTotal() hitloc 97}}

Right Leg

{{/rollTotal() hitloc 97}} {{#rollTotal() hitloc 87}}

Right Leg

{{/rollTotal() hitloc 87}} {{#rollTotal() hitloc 77}}

Right Leg

{{/rollTotal() hitloc 77}} {{#rollTotal() hitloc 67}}

Right Leg

{{/rollTotal() hitloc 67}} {{#rollBetween() hitloc 57 58}}

Right Leg

{{/rollBetween() hitloc 57 58}} {{#rollBetween() hitloc 47 48}}

Right Leg

{{/rollBetween() hitloc 47 48}} {{#rollBetween() hitloc 37 38}}

Right Leg

{{/rollBetween() hitloc 37 38}} {{#rollBetween() hitloc 27 28}}

Right Leg

{{/rollBetween() hitloc 27 28}} {{#rollBetween() hitloc 17 18}}

Right Leg

{{/rollBetween() hitloc 17 18}} {{#rollTotal() hitloc 08}}

Right Leg

{{/rollTotal() hitloc 08}} {{#rollTotal() hitloc 100}}

Left Leg

{{/rollTotal() hitloc 100}} {{#rollBetween() hitloc 98 99}}

Left Leg

{{/rollBetween() hitloc 98 99}} {{#rollBetween() hitloc 88 89}}

Left Leg

{{/rollBetween() hitloc 88 89}} {{#rollBetween() hitloc 78 79}}

Left Leg

{{/rollBetween() hitloc 78 79}} {{#rollBetween() hitloc 68 69}}

Left Leg

{{/rollBetween() hitloc 68 69}} {{#rollTotal() hitloc 59}}

Left Leg

{{/rollTotal() hitloc 59}} {{#rollTotal() hitloc 49}}

Left Leg

{{/rollTotal() hitloc 49}} {{#rollTotal() hitloc 39}}

Left Leg

{{/rollTotal() hitloc 39}} {{#rollTotal() hitloc 29}}

Left Leg

{{/rollTotal() hitloc 29}} {{#rollTotal() hitloc 19}}

Left Leg

{{/rollTotal() hitloc 19}} {{#rollTotal() hitloc 09}}

Left Leg

{{/rollTotal() hitloc 09}} {{/^rollGreater() d100a testtarget}}
{{/attack}} {{#stun}}
{{#rollGreater() d100 testtarget }}

Miss!

{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Attack Hits!

 

Head


Stun

 {{hitloc}} 

damage

{{/^rollGreater() d100 testtarget }}
{{/stun}} {{#d100p}}

% Dice Roll

 {{d100p}}
{{#rollBetween() d100p 1 90}} {{#rollGreater() d100p testtarget }}

Failure

 ❌
{{#rollWasCrit() d100p }}
Psychic Phenomena Manifesting!
{{/rollWasCrit() d100p }} {{/rollGreater() d100p testtarget }} {{#^rollGreater() d100p testtarget }}

Success

 🌀
{{#rollWasCrit() d100p }}
Psychic Phenomena Manifesting!
{{/rollWasCrit() d100p }} {{#rollGreater() psydmg 0 }}{{psydmg}} 
{{/rollGreater() psydmg 0 }} {{#rollGreater() psypen 0 }}

Pen

 {{psypen}}{{/rollGreater() psypen 0 }} {{/^rollGreater() d100p testtarget }} {{/rollBetween() d100p 1 90}} {{#rollBetween() d100p 91 100}}
Technique Fails due to Limit!
 (91+) {{#rollWasCrit() d100p }}
Psychic Phenomena Manifesting!
{{/rollWasCrit() d100p }} {{/rollBetween() d100p 91 100}}
{{/d100p}} {{#dosdof}}
{{dosdof}} {{#rollGreater() dosdof 0 }}

Degrees of Success

{{/rollGreater() dosdof 0 }} {{#rollLess() dosdof 0 }}

Degrees of Failure

{{/rollLess() dosdof 0 }} {{#rollTotal() dosdof 0 }}

Degrees

{{/rollTotal() dosdof 0 }}
{{/dosdof}} {{#fury}}
{{#rollGreater() d100 testtarget }}

Failure

❌{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Success


{{#rollTotal() fury 1}}

Righteous Fury Bonus

  {{d10}}{{/rollTotal() fury 1}} {{#rollTotal() fury 2}}

Critical Hit

 #{{d5}}{{/rollTotal() fury 2}} {{/^rollGreater() d100 testtarget }}
{{/fury}} {{#fallhitloc}}
{{fallhitloc}}  {{#rollBetween() fallhitloc 1 10}}

Head

{{/rollBetween() fallhitloc 1 10}} {{#rollBetween() fallhitloc 11 20}}

Right Arm

{{/rollBetween() fallhitloc 11 20}} {{#rollBetween() fallhitloc 21 30}}

Left Arm

{{/rollBetween() fallhitloc 21 30}} {{#rollBetween() fallhitloc 31 70}}

Body

{{/rollBetween() fallhitloc 31 70}} {{#rollBetween() fallhitloc 71 85}}

Right Leg

{{/rollBetween() fallhitloc 71 85}} {{#rollBetween() fallhitloc 86 100}}

Left Leg

{{/rollBetween() fallhitloc 86 100}}
{{/fallhitloc}} {{#bloodloss}}
{{#rollWasCrit() bloodloss }}

but Survives this Round

{{/rollWasCrit() bloodloss }} {{#rollWasFumble() bloodloss }}

{{/rollWasFumble() bloodloss }}
{{/bloodloss}} {{#parry}}
{{#rollGreater() d100 testtarget }}

Failure

❌{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Success



{{#rollWasCrit() d100h }}

pftext

Power, Force, Warp and Natural.
{{/rollWasCrit() d100h }} {{/^rollGreater() d100 testtarget }}
{{/parry}} {{#spmac}}
{{#rollGreater() d100 testtarget }}

Miss!

{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

💢


{{#rollGreater() spmac xd5 }}

Scored Hits

  {{xd5}}{{/rollGreater() spmac xd5 }} {{#^rollGreater() spmac xd5 }}

Scored Hits

  {{spmac}}{{/^rollGreater() spmac xd5 }} {{#rollGreater() spmac xd10 }}

Critical Hit

  #{{d5}}{{/rollGreater() spmac xd10 }} {{#rollTotal() spmac xd10 }}

Critical Hit

  #{{d5}}{{/rollTotal() spmac xd10 }} {{/^rollGreater() d100 testtarget }}
{{/spmac}} {{#splan}}
{{#rollGreater() d100 testtarget }}

Miss!

{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

💢


{{#rollLess() splan 3 }}

Scored Hits

 1{{/rollLess() splan 3 }} {{#rollBetween() splan 3 5 }}

Scored Hits

 2{{/rollBetween() splan 3 5 }} {{#rollBetween() splan 6 8 }}

Scored Hits

  {{#rollTotal() xd5 1 }}2{{/rollTotal() xd5 1 }} {{#rollTotal() xd5 2 }}3{{/rollTotal() xd5 2 }} {{#rollTotal() xd5 3 }}3{{/rollTotal() xd5 3 }} {{/rollBetween() splan 6 8 }} {{#rollBetween() splan 9 11 }}

Scored Hits

  {{#rollTotal() xd5 1 }}2{{/rollTotal() xd5 1 }} {{#rollTotal() xd5 2 }}3{{/rollTotal() xd5 2 }} {{#rollTotal() xd5 3 }}4{{/rollTotal() xd5 3 }} {{/rollBetween() splan 9 11 }} {{#rollGreater() splan xd10 }}

Critical Hit

  #{{d5}}{{/rollGreater() splan xd10 }} {{#rollTotal() splan xd10 }}

Critical Hit

  #{{d5}}{{/rollTotal() splan xd10 }} {{/^rollGreater() d100 testtarget }}
{{/splan}} {{#sptor}}
{{#rollGreater() d100 testtarget }}

Miss!

{{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

💢


{{#rollGreater() sptor xd5 }}

Scored Hits

  {{xd5}}{{/rollGreater() sptor xd5 }} {{#^rollGreater() sptor xd5 }}

Scored Hits

  {{sptor}}{{/^rollGreater() sptor xd5 }} {{/^rollGreater() d100 testtarget }}
{{/sptor}} {{#tordmg}}
{{tordmg}}
{{#rollWasCrit() tordmg }}

Critical Hit

  #{{d5}}{{/rollWasCrit() tordmg }}
{{/tordmg}} {{#nova1}}
{{#rollGreater() d100 testtarget }}

Low Accuracy


{{#rollBetween() d100 1 25}}

Target point moves towards the Ship (VU) {{0}}

 {{/rollBetween() d100 1 25}} {{#rollBetween() d100 26 50}}

Target point moves away from the Ship (VU) {{0}}

 {{/rollBetween() d100 26 50}} {{#rollBetween() d100 51 75}}

Target point moves towards the Ship (VU) {{0}}

 {{/rollBetween() d100 51 75}} {{#rollBetween() d100 76 100}}

Target point moves away from the Ship (VU) {{0}}

 {{/rollBetween() d100 76 100}}

Scored Hits

  {{d5}} {{/rollGreater() d100 testtarget }} {{#^rollGreater() d100 testtarget }}

Target Point Hit!

 💢
{{#rollLess() nova1 2 }}

with Average Accuracy


Scored Hits

  {{d5}}{{/rollLess() nova1 2 }} {{#rollGreater() nova1 2 }}

with High Accuracy


Scored Hits

  {{xd5}}{{/rollGreater() nova1 2 }} {{#rollTotal() nova1 2 }}

with High Accuracy


Scored Hits

  {{xd5}}{{/rollTotal() nova1 2 }} {{/^rollGreater() d100 testtarget }}
{{/nova1}} {{#nova2}}
{{nova2}}
{{#rollWasCrit() nova2 }}

Critical Hit

{{/rollWasCrit() nova2 }}
{{/nova2}} {{#navmutable}}
{{navmutable}}  {{#rollBetween() navmutable 1 15}}

Strangely Jointed Limbs Your limbs have extra joints that articulate differently to a normal human. You gain the Contortionist Skill as a trained Basic Skill. If you already possess the Contortionist Skill, you gain the Talented (Contortionist) Talent instead

{{/rollBetween() navmutable 1 15}} {{#rollBetween() navmutable 16 30}}

Elongated Form You are extremely tall and painfully thin, and lose {{0}} Toughness permanently. Re-roll this mutation if you already have the Bloated Form mutation.

{{/rollBetween() navmutable 16 30}} {{#rollBetween() navmutable 31 45}}

Pale and Hairless Flesh
Your skin is pale, marbled with veins and completely without hair

{{/rollBetween() navmutable 31 45}} {{#rollBetween() navmutable 46 55}}

Eyes as Dark as the Void
Your eyes are completely black and without iris, you gain the Dark Sight Trait

{{/rollBetween() navmutable 46 55}} {{#rollBetween() navmutable 56 60}}

Withered Form
Your body is withered, your flesh hanging loosely from your bones. Reduce your Strength by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the Bloated Form mutation

{{/rollBetween() navmutable 56 60}} {{#rollBetween() navmutable 61 65}}

Bloated Form
Your body is grossly bloated and your limbs thick with flesh. **You Gain 5 Wounds and the Sturdy Trait but may No longer Run**. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations

{{/rollBetween() navmutable 61 65}} {{#rollBetween() navmutable 66 70}}

Membranous Growths
You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh. Reduce Fellowship Characteristic by –5 permanently

{{/rollBetween() navmutable 66 70}} {{#rollBetween() navmutable 71 75}}

Inhuman Visage
Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait

{{/rollBetween() navmutable 71 75}} {{#rollBetween() navmutable 76 80}}

Fingers like Talons
The bones of your fingers have grown and hardened into talons. You gain the Natural Weapon Trait

{{/rollBetween() navmutable 76 80}} {{#rollBetween() navmutable 81 85}}

Teeth as Sharp as Needles
Your mouth is filled with hundreds of fine, pointed teeth. You gain the Natural Weapon Trait and Reduce Fellowship Characteristic by {{0}}

{{/rollBetween() navmutable 81 85}} {{#rollBetween() navmutable 86 90}}

Disturbing Grace
You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait

{{/rollBetween() navmutable 86 90}} {{#rollBetween() navmutable 91 95}}

Strange Vitality
You possess a vitality and resilience that is at odds with your physical form, wounds bleed translucent fluid and lose quickly, bones knit together after being horrifically broken. **You gain the Regeneration Trait**

{{/rollBetween() navmutable 91 95}} {{#rollBetween() navmutable 96 100}}

Unnatural Presence
In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic taste in their mouth. **All your tests that involve positive social interaction have –10, whilst all those that involve intimidation or inducing fear have +10**

{{/rollBetween() navmutable 96 100}}
{{/navmutable}} {{#perilstable}}
{{perilstable}}  {{#rollBetween() perilstable 1 5}}

The Gibbering
The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must pass a Challenging (+0) Willpower Test or suffer {{0}} Insanity Points and is Stunned for {{0}} Rounds

{{/rollBetween() perilstable 1 5}} {{#rollBetween() perilstable 6 9}}

Warp Burn
A violent burst of energy from the warp smashes into the psyker’s mind, sending him reeling. He suffers {{0}} Wounds and is Stunned for {{0}} Rounds

{{/rollBetween() perilstable 6 9}} {{#rollBetween() perilstable 10 13}}

Psychic Concussion
With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds, and everyone within {{1}} metres must pass a Routine (+10) Willpower Test or be Stunned for 1 Round

{{/rollBetween() perilstable 10 13}} {{#rollBetween() perilstable 14 18}}

Psy-Blast
There is an explosion of power, and the psyker is thrown {{0}} metres into the air, falling to the ground and taking Fall Damage

{{/rollBetween() perilstable 14 18}} {{#rollBetween() perilstable 19 24}}

Soul Sear
Warp energy courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for 1 hour and suffers 5 Corruption Points

{{/rollBetween() perilstable 19 24}} {{#rollBetween() perilstable 25 30}}

Locked In
The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action to make a Challenging (+0) Willpower Test. On a success, his mind is freed and restored to his body

{{/rollBetween() perilstable 25 30}} {{#rollBetween() perilstable 31 38}}

Chronological Incontinence
Time warps around the psyker. He winks out of existence and reappears in {{0}} Rounds (or 1 minute in narrative time) and suffers {{1}} Insanity Points and permanent -{{1}} Toughness

{{/rollBetween() perilstable 31 38}} {{#rollBetween() perilstable 39 46}}

Psychic Mirror
The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power targets the psyker instead. If the power is beneficial, it instead deals {{0}} Energy Damage to the psyker and the beneficial effect is cancelled. Damage ignores Armour unless warded

{{/rollBetween() perilstable 39 46}} {{#rollBetween() perilstable 47 55}}

Warp Whispers
The voices of daemons fill the air within {{0}} metres of the Psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must pass a Hard (–20) Willpower Test or suffer {{1}} Corruption Points

{{/rollBetween() perilstable 47 55}} {{#rollBetween() perilstable 56 58}}

Vice Versa
The psyker’s mind is thrown out of his body and into another nearby creature. The psyker and a random being (Note this cannot be a daemon, untouchable, or other 'soulless' creature) within 50 metres swap consciousnesses for {{0}} Rounds. This may include allies or enemy combatants. Each creature retains its WS, BS, Int, Per, WP, and Fel, during the swap, but all other Characteristics are of the new host body. If either body is slain, the effect ends immediately. Both suffer {{1}} Insanity Points from the experience. If there are no creatures within range, the Psyker must pass a Challenging (+0) Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the warp. This journey gains him {{2}} Insanity Points.

{{/rollBetween() perilstable 56 58}} {{#rollBetween() perilstable 59 67}}

Dark Summoning
A Warp Predator rips into existence within {{0}} metres of the psyker for {{1}} rounds or until it is slain. It detests the psyker, and trains its attacks on the fool that unwittingly summoned it

{{/rollBetween() perilstable 59 67}} {{#rollBetween() perilstable 68 72}}

Rending the Veil
The air vibrates with images of cackling daemons, and the kaleidoscopic taint of the warp is rendered visible. All sentient creatures (including the psyker) within {{0}} metres must test against Fear (3) Warp Shock. This effect lasts for {{1}} rounds

{{/rollBetween() perilstable 68 72}} {{#rollBetween() perilstable 73 78}}

Blood Rain
A psychic storm erupts, covering an area of {{0}} metres in which everyone must pass a Challenging (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic powers used in the area automatically invoke a Perils of the Warp check for {{1}} Rounds

{{/rollBetween() perilstable 73 78}} {{#rollBetween() perilstable 79 82}}

Cataclysmic Blast
The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within {{0}} metres (including the psyker) takes {{1}} Energy Damage, and all of the psyker’s clothing and gear are destroyed, leaving him naked and smoking on the ground. The psyker may use no further powers for {{2}} hours after this event

{{/rollBetween() perilstable 79 82}} {{#rollBetween() perilstable 83 86}}

Mass Possession
Daemons ravage the minds of every living thing within {{0}} metres. Every character in the area must resist as if attacked by the Puppet Master technique (the attacker’s Int, Fel and WP are all equal to 60). This possession, if successful, will last for {{1}} Rounds

{{/rollBetween() perilstable 83 86}} {{#rollBetween() perilstable 87 90}}

Reality Quake
Reality buckles around the psyker, radiating out {{0}} metres from him is sundered: solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{1}} Rending Damage. Warded objects and Untouchables halve the damage rolled

{{/rollBetween() perilstable 87 90}} {{#rollBetween() perilstable 91 99}}

Lost to the Warp
The psyker must take an immediate Very Hard (–30) Willpower Test or he is dragged into the warp by a daemon immediately *for purposes unknown*. The psyker appears on an inhabited planet {{0}} weeks later with dim memories of the horrific act. He suffers {{1}} Corruption Points, as well as any other possible complications from his actions while possessed, including a potential visit from the Inquisition. In the future, he must adjust all Perils of the Warp checks by +10 due to his body serving as conduit for fell forces

{{/rollBetween() perilstable 91 99}} {{#rollGreater() perilstable 99}}

Destruction
The psyker is immediately and irrevocably destroyed. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a 50% chance, that a daemonic entity appears in the psyker’s place

{{/rollGreater() perilstable 99}}
{{/perilstable}} {{#psytable}}
{{psytable}}  {{#rollBetween() psytable 1 3}}

Dark Foreboding
A faint breeze blows past the psyker and those near him, and everyone gets the feeling that somewhere in the galaxy, something unfortunate just happened

{{/rollBetween() psytable 1 3}} {{#rollBetween() psytable 4 5}}

Warp Echo
For a few seconds, all noises cause echoes, regardless of the surroundings

{{/rollBetween() psytable 4 5}} {{#rollBetween() psytable 6 8}}

Unholy Stench
The air around the psyker becomes permeated with a bizarre and foul smell

{{/rollBetween() psytable 6 8}} {{#rollBetween() psytable 9 11}}

Mind Warp
The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatreds surge to the surface of his mind in a wave of negative emotion

{{/rollBetween() psytable 9 11}} {{#rollBetween() psytable 12 14}}

Hoarfrost
The temperature plummets for an instant, and a thin coating of frost covers everything within {{0}} metres

{{/rollBetween() psytable 12 14}} {{#rollBetween() psytable 15 17}}

Aura of Taint
All animals within {{0}} metres become spooked and agitated, Characters with Psyniscience can pinpoint the psyker as the cause

{{/rollBetween() psytable 15 17}} {{#rollBetween() psytable 18 20}}

Memory Worm
All people within line of sight of the psyker forget something trivial

{{/rollBetween() psytable 18 20}} {{#rollBetween() psytable 21 23}}

Spoilage
Food and drinks go bad in a {{0}} metre radius

{{/rollBetween() psytable 21 23}} {{#rollBetween() psytable 24 26}}

Haunting Breeze
Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within {{0}} metres

{{/rollBetween() psytable 24 26}} {{#rollBetween() psytable 27 29}}

Veil of Darkness
For the remainder of the round, the area within {{0}} metres is plunged into immediate darkness

{{/rollBetween() psytable 27 29}} {{#rollBetween() psytable 30 32}}

Distorted Reflections
Mirrors and other reflective surfaces within a radius of {{0}} metres distort or shatter

{{/rollBetween() psytable 30 32}} {{#rollBetween() psytable 33 35}}

Breath Leech
Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions

{{/rollBetween() psytable 33 35}} {{#rollBetween() psytable 36 38}}

Daemonic Mask
For a fleeting moment, the psyker takes on a daemonic appearance and gains the Fear (1) trait for the rest of the round. However, he also suffers 1 Corruption Point

{{/rollBetween() psytable 36 38}} {{#rollBetween() psytable 39 41}}

Unnatural Decay
All plant life within {{0}} metres of the psyker withers and dies

{{/rollBetween() psytable 39 41}} {{#rollBetween() psytable 42 44}}

Spectral Gale
Howling winds erupt around the psyker, requiring him and anyone within {{0}} metres to pass an Easy (+30) Agility or Strength Test to avoid being knocked to the ground

{{/rollBetween() psytable 42 44}} {{#rollBetween() psytable 45 47}}

Bloody Tears
Blood weeps from stone and wood within {{0}} metres of the psyker. If there are any pictures or statues of people inside this area, they appear to be crying blood

{{/rollBetween() psytable 45 47}} {{#rollBetween() psytable 48 50}}

The Earth Protests
The ground suddenly shakes, and everyone (including the psyker) within {{0}} metre radius must pass a Routine (+10) Agility Test or be knocked down

{{/rollBetween() psytable 48 50}} {{#rollBetween() psytable 51 53}}

Psy Discharge
Static Electricity fills the air for {{0}} metres causing hair to stand on end and unprotected electronics to short out, whilst the psyker is illuminated by eldritch light

{{/rollBetween() psytable 51 53}} {{#rollBetween() psytable 54 56}}

Warp Ghosts
Ghostly apparitions fill the air for {{0}} metres around the psyker, flying about and howling in pain for a few brief moments. Everyone in the radius (except the psyker himself) must test against Fear (1)

{{/rollBetween() psytable 54 56}} {{#rollBetween() psytable 57 59}}

Falling Upwards
Everything within {{0}} metres of the psyker (and including the psyker himself) rises {{1}} metres into the air as gravity briefly cease. After a second or two, everything crashes back to earth, taking Fall Damage

{{/rollBetween() psytable 57 59}} {{#rollBetween() psytable 60 62}}

Banshee Howl
A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for {{0}} rounds

{{/rollBetween() psytable 60 62}} {{#rollBetween() psytable 63 65}}

The Furies
The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers {{0}} Wounds in Damage (Toughness Bonus protects but armour does not, unless warded.) and he must test against Fear (2)

{{/rollBetween() psytable 63 65}} {{#rollBetween() psytable 66 68}}

Shadow of the Warp
For a split second, the world changes in appearance, and everyone within {{0}} metres has a mercifully brief glimpse of the shadow of the warp. Everyone in the area (including the psyker) must pass a Difficult (–10) Willpower Test or gain {{1}} Insanity Points

{{/rollBetween() psytable 66 68}} {{#rollBetween() psytable 69 71}}

Tech Scorn
The Machine spirits reject your unnatural ways. All non-warded tech devices within {{0}} metres malfunction momentarily, and all ranged weapons Jam/Overheat, whilst characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer {{1}} Damage

{{/rollBetween() psytable 69 71}} {{#rollBetween() psytable 72 74}}

Warp Madness
A violent ripple of tainted discord causes all creatures within {{0}} metres (with the exception of the Psyker) to become Frenzied for 1 Round and suffer {{1}} Corruption Points unless they can pass a Difficult (–10) Willpower Test

{{/rollBetween() psytable 72 74}} {{#rollGreater() psytable 74}}

The warp opens in a maelstrom of energy...
Roll Perils of the Warp{{/rollGreater() psytable 74}}

{{/psytable}} {{#shocktable}}
{{#^rollGreater() d100 testtarget }}

Success

✅{{/^rollGreater() d100 testtarget }} {{#rollGreater() d100 testtarget }}

Failure


Table Result

  {{shocktable}}
{{#rollBetween() shocktable 1 20}}

The character is badly startled. He may only take a single Half Action in his next Turn, but afterwards he may act normally

{{/rollBetween() shocktable 1 20}} {{#rollBetween() shocktable 21 40}}

Fear grips the character and he begins to shake and tremble. He takes a –10 penalty on all Tests for the rest of the encounter unless he can snap out of it

{{/rollBetween() shocktable 21 40}} {{#rollBetween() shocktable 41 60}}

Reeling with shock, the character backs away from the thing that confronts them. The character cannot willingly approach the object of his fear, but may otherwise act normally, with a –10 penalty on all Tests until the end of the encounter. The character gains 1 Insanity Point

{{/rollBetween() shocktable 41 60}} {{#rollBetween() shocktable 61 80}}

The character is frozen by terror. The character may take no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a –10 penalty for the rest of the encounter. The character gains {{0}} Insanity Points

{{/rollBetween() shocktable 61 80}} {{#rollBetween() shocktable 81 100}}

Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so, he may only take Half Actions and takes a –20 penalty to all Tests. The character gains {{0}} Insanity Points. Once away from the danger, he must successfully snap out of it to regain control

{{/rollBetween() shocktable 81 100}} {{#rollBetween() shocktable 101 120}}

Fainting dead away, the character keels over and remains unconscious for {{0}} Rounds. Once he regain consciousness, he is still shaken and takes all Tests with a –10 penalty until the end of the encounter. The character gains {{0}} Insanity Points

{{/rollBetween() shocktable 101 120}} {{#rollBetween() shocktable 121 130}}

Totally overwhelmed, the character screams and vomits uncontrollably for {{0}} Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains {{0}} Insanity Points

{{/rollBetween() shocktable 121 130}} {{#rollBetween() shocktable 131 140}}

The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has in hand. This effect lasts until the character snaps out of it, or until he is knocked unconscious. The character gains {{0}} Insanity Points

{{/rollBetween() shocktable 131 140}} {{#rollBetween() shocktable 141 160}}

The character falls to the ground for {{0}} Rounds sobbing, babbling, and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and takes a –20 penalty on all Tests until the end of the encounter. The character gains {{0}} Insanity Points

{{/rollBetween() shocktable 141 160}} {{#rollBetween() shocktable 161 170}}

The character’s mind snaps and he becomes catatonic for {{0}} hours and may not be roused. The character gains {{1}} Insanity Points

{{/rollBetween() shocktable 161 170}} {{#rollGreater() shocktable 170}}

The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of “Acute Hallucinations” for {{0}} Rounds. After the hallucinations fade, the character will take all Tests with a –20 penalty while the encounter lasts. The character gains {{0}} Insanity Points and takes {{1}} points of permanent Willpower damage

{{/rollGreater() shocktable 170}} {{/rollGreater() d100 testtarget }}
{{/shocktable}} {{#traumatable}}
{{#^rollGreater() d100 testtarget }}

Success

✅{{/^rollGreater() d100 testtarget }} {{#rollGreater() d100 testtarget }}

Failure


Table Result

  {{traumatable}}
{{#rollBetween() traumatable 1 40}}

The character becomes withdrawn and quiet. The character takes a –10 penalty to all Fellowship-based Tests. This lasts for {{0}} hours

{{/rollBetween() traumatable 1 40}} {{#rollBetween() traumatable 41 70}}

The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little attention to anything else. All Tests that are based on Intelligence, Fellowship, or Perception suffer a –10 penalty. This effect lasts for {{0}} hours

{{/rollBetween() traumatable 41 70}} {{#rollBetween() traumatable 71 100}}

The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception based Tests and a –10 penalty to his Willpower for the next {{0}} days

{{/rollBetween() traumatable 71 100}} {{#rollBetween() traumatable 101 120}}

The character suffers from a temporary severe phobia. This effect lasts for {{0}} days

{{/rollBetween() traumatable 101 120}} {{#rollBetween() traumatable 121 130}}

The character reacts to the slightest stress or pressure by becoming extremely agitated. When performing any task that involves a Test, the character must first pass a Challenging (+0) Willpower Test or suffer a –10 penalty to the test. If the character gets into combat, all Tests during combat suffer a –10 penalty. This effect lasts for {{0}} days

{{/rollBetween() traumatable 121 130}} {{#rollBetween() traumatable 131 140}}

The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day and for the next {{0}} days, the character will be exhausted by lack of sleep and gains 1 level of fatigue

{{/rollBetween() traumatable 131 140}} {{#rollBetween() traumatable 141 150}}

The character is struck dumb and is unable to speak. This lasts for {{0}} days

{{/rollBetween() traumatable 141 150}} {{#rollBetween() traumatable 151 160}}

Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The character takes a –10 penalty to all Characteristics (no Characteristic can be reduced below 1) for {{0}} days

{{/rollBetween() traumatable 151 160}} {{#rollBetween() traumatable 161 170}}

The character temporarily becomes hysterically blind or deaf. This effect lasts for {{0}} days

{{/rollBetween() traumatable 161 170}} {{#rollGreater() traumatable 170}}

The character becomes completely traumatised and virtually unresponsive. He can’t initiate actions but may be gently led. This effect lasts for {{0}} days

{{/rollGreater() traumatable 170}} {{/rollGreater() d100 testtarget }}
{{/traumatable}} {{#maligtable}}
{{maligtable}}  {{#rollBetween() maligtable 1 10}}

Palsy
The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}

{{/rollBetween() maligtable 1 10}} {{#rollBetween() maligtable 11 15}}

Dark-hearted
The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by {{0}}

{{/rollBetween() maligtable 11 15}} {{#rollBetween() maligtable 16 20}}

Ill-fortuned
Whenever the character uses a Fate Point roll, a 1d10. On a score of 7, 8, 9 or 10 it has no effect but is lost anyway

{{/rollBetween() maligtable 16 20}} {{#rollBetween() maligtable 21 22}}

Skin Afflictions
The character is plagued by boils, scabs, weeping sores, and the like. He takes a –20 penalty to all Charm Tests

{{/rollBetween() maligtable 21 22}} {{#rollBetween() maligtable 23 25}}

Night Eyes
Light pains the character, and unless he shields his eyes, he suffers a –10 penalty on all Tests when in an area of bright light

{{/rollBetween() maligtable 23 25}} {{#rollBetween() maligtable 26 30}}

Morbid
The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The character’s Intelligence is reduced by {{0}}

{{/rollBetween() maligtable 26 30}} {{#rollBetween() maligtable 31 33}}

Witch-mark
The character develops some minor physical deformity or easily concealable mutation. It is small, but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. He must hide it well!

{{/rollBetween() maligtable 31 33}} {{#rollBetween() maligtable 34 45}}

Fell Obsession
This is the same as the Obsession Disorder. However, in this case the character is obsessed by a sinister or malign focus, such as collecting finger-bone trophies, ritual scarification, carrying out meaningless vivisections, etc.

{{/rollBetween() maligtable 34 45}} {{#rollBetween() maligtable 46 50}}

Hatred
The character develops an implacable hatred of a single group, individual, or social class. The character will never side with or aid them without explicit orders or other vital cause, and even then grudgingly

{{/rollBetween() maligtable 46 50}} {{#rollBetween() maligtable 51 55}}

Irrational Nausea
The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters the object of his revulsion, he must pass a Challenging (+0) Toughness Test or suffer a –10 penalty to all Tests as long as he remains in its presence

{{/rollBetween() maligtable 51 55}} {{#rollBetween() maligtable 56 60}}

Wasted Frame
The character’s pallor becomes corpse-like and his muscles waste away. The character’s Strength is reduced by {{0}}

{{/rollBetween() maligtable 56 60}} {{#rollBetween() maligtable 61 63}}

Night Terrors
The character is plagued by daemonic visions in his sleep. The character now has the Horrific Nightmares Disorder

{{/rollBetween() maligtable 61 63}} {{#rollBetween() maligtable 64 70}}

Poor Health
The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The character’s Toughness is reduced by {{0}}

{{/rollBetween() maligtable 64 70}} {{#rollBetween() maligtable 71 75}}

Distrustful
The character cannot conceal the distrust and antipathy he has for others. He must take a –10 penalty to Fellowship Tests when dealing with strangers

{{/rollBetween() maligtable 71 75}} {{#rollBetween() maligtable 76 80}}

Malign Sight
The world seems to darken, tarnish, and rot if the character looks too long at anything. The character’s Perception is reduced by {{0}}

{{/rollBetween() maligtable 76 80}} {{#rollBetween() maligtable 81 83}}

Ashen Taste
Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely stomach eating. The character doubles the negative effects for levels of Fatigue

{{/rollBetween() maligtable 81 83}} {{#rollBetween() maligtable 84 90}}

Bloodlust
Murderous rage is never far from the character’s mind. After being wounded in combat, he must pass a Challenging (+0) Willpower Test to incapacitate or allow his enemies to flee, rather than kill them outright, even if his intent is otherwise

{{/rollBetween() maligtable 84 90}} {{#rollBetween() maligtable 91 93}}

Blackouts
The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM

{{/rollBetween() maligtable 91 93}} {{#rollBetween() maligtable 94 100}}

Strange Addiction
The character is addicted to some bizarre and unnatural substance, such as eating rose petals, drinking blood, the taste of widows’ tears, etc. This acts like a Minor Compulsion, but is freakish enough to cause serious suspicion if found out

{{/rollBetween() maligtable 94 100}}
{{/maligtable}} {{#mutable}}
{{mutable}}  {{#rollBetween() mutable 1 5}}

Grotesque
The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a –20 penalty on Fellowship Tests made to interact with non--mutants, but gains a +10 bonus to Intimidate Tests

{{/rollBetween() mutable 1 5}} {{#rollBetween() mutable 6 10}}

Tough Hide
The mutant gains the Natural Armour (2) Trait from dense skin and thick scar tissue

{{/rollBetween() mutable 6 10}} {{#rollBetween() mutable 11 15}}

Misshapen
The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by {{0}}

{{/rollBetween() mutable 11 15}} {{#rollBetween() mutable 16 20}}

Feels No Pain
The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent

{{/rollBetween() mutable 16 20}} {{#rollBetween() mutable 21 25}}

Brute
The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each

{{/rollBetween() mutable 21 25}} {{#rollBetween() mutable 26 30}}

Nightsider
The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a –10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered

{{/rollBetween() mutable 26 30}} {{#rollBetween() mutable 31 35}}

Mental Regressive
The mutant has regressed mentally. Roll a 1d10 for Intelligence, Perception, Willpower, and Fellowship separately. On a 1–5, reduce the characteristic by 1d10; on a 6–7, halve the characteristic; on an 8–9, there is no change, on a 10, reduce the characteristic to 5 total. The mutant also gains {{0}} Insanity Points

{{/rollBetween() mutable 31 35}} {{#rollBetween() mutable 36 40}}

Malformed Hands
The mutant’s hands fuse into slab-like appendages. Reduce its Weapon Skill and Ballistic Skill by 10. Furthermore, the mutant takes a –20 penalty to any test requiring fine physical manipulation

{{/rollBetween() mutable 36 40}} {{#rollBetween() mutable 41 45}}

Tox Blood
The mutant’s system is saturated with toxic pollutants and poisonous chemicals. It gains a +20 bonus to Toughness Tests made to resist poison, but reduces its Toughness and Intelligence Characteristics by {{0}}. Should the mutant’s blood come into contact with a living creature, that creature must succeed on a Difficult (–10) Toughness Test or take 1d10 Energy Damage that ignores Armour and Toughness

{{/rollBetween() mutable 41 45}} {{#rollBetween() mutable 46 50}}

Hulking
The mutant grows in stature and bodymass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds

{{/rollBetween() mutable 46 50}} {{#rollBetween() mutable 51 55}}

Wyrdling
The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 2 talent. If it already has this talent, it gains the next highest Psy Rating talent that it doesn’t have. The Mutant gains 2 Psychic Techniques of his choice from a single discipline of his choice. He needs to meet the requirements for both disciplines

{{/rollBetween() mutable 51 55}} {{#rollBetween() mutable 56 59}}

Vile Deformity
The mutant is marked by some terrible deformity that shows the touch of the Warp and should not exist in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged facial features, or thousands of restless eyes studding the body, to name a few. The mutant gains the Fear (1) Trait

{{/rollBetween() mutable 56 59}} {{#rollBetween() mutable 60 63}}

Aberration
The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility by 10, reduces its Intelligence by {{0}} and its Fellowship by –10

{{/rollBetween() mutable 60 63}} {{#rollBetween() mutable 64 67}}

Degenerate Mind
The mutant’s mind is warped and inhuman. Reduce its Intelligence and Fellowship each by {{0}}. Also on a 1–3, it gains the Frenzy talent; on a 4–7, it gains the Fearless talent, on an 8–10, it gains the From Beyond Trait

{{/rollBetween() mutable 64 67}} {{#rollBetween() mutable 68 71}}

Ravaged Body
The mutant’s body has been entirely remade by the Warp. Roll {{0}} times on this table, if this result (Ravaged Body) comes up, reroll. Such mutations, regardless of their nature, still show the obvious touch of Chaos

{{/rollBetween() mutable 68 71}} {{#rollBetween() mutable 72 74}}

Clawed/Fanged
The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the Natural Weapon Trait (either Impact or Rending damage)

{{/rollBetween() mutable 72 74}} {{#rollBetween() mutable 75 78}}

Necrophage
The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve

{{/rollBetween() mutable 75 78}} {{#rollBetween() mutable 79 81}}

Corrupted Flesh
Beneath the mutant’s skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for ichorous, maggot-ridden filth. Whenever the mutant takes critical hit, it gains Fear (2) Trait for that round

{{/rollBetween() mutable 79 81}} {{#rollBetween() mutable 82 85}}

Venomous
The mutant’s natural attacks (Natural Weapon or Unarmed) are toxic. It gains the Toxic Trait

{{/rollBetween() mutable 82 85}} {{#rollBetween() mutable 86 89}}

Hideous Strength
The mutant gains the Unnatural Strength Trait (x2)

{{/rollBetween() mutable 86 89}} {{#rollBetween() mutable 90 91}}

Multiple Appendages
The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails). It gains the Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks

{{/rollBetween() mutable 90 91}} {{#rollBetween() mutable 92 93}}

Worm
The mutant’s lower limbs have fused together to form a worm or snake-like tail. The mutant gains +5 Wounds and the Crawler Trait

{{/rollBetween() mutable 92 93}} {{#rollTotal() mutable 94}}

Nightmarish
So warped and horrific is the mutant’s appearance it can cause enemies to flee in fear. It gains the Fear (3) Trait

{{/rollTotal() mutable 94}} {{#rollTotal() mutable 95}}

Malleable
The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. Increase its Agility by 10. It gains a +20 bonus on Climb Tests and grappling attacks. Also, it may fit through spaces as small as one quarter its usual body dimensions

{{/rollTotal() mutable 95}} {{#rollTotal() mutable 96}}

Winged
The mutant’s body has warped to accommodate a pair of leathery wings or the like. It gains the Flyer Trait at a rate equal to its Agility Bonus ×2

{{/rollTotal() mutable 96}} {{#rollTotal() mutable 97}}

Corpulent
The mutant’s huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait (x2). It may no longer take the Run action

{{/rollTotal() mutable 97}} {{#rollTotal() mutable 98}}

Shadow Kin
The mutant has only a tenuous grip on our reality and, though wasted and gaunt, it can slip partly into the Warp at will. It gains the Phase Trait and decreases its Strength and Toughness Characteristics by 10

{{/rollTotal() mutable 98}} {{#rollTotal() mutable 99}}

Corrosive Bile
The mutant may vomit burning bile, flesh-eating grubs, or some other horrific substance. In melee combat the mutant may test Ballistic Skill to use this mutation. Using it, is a full action. It can be dodged, but not parried. On a successful test, the attack deals 1d10+2 Rending or Energy (choose one) Damage with the Tearing Quality

{{/rollTotal() mutable 99}} {{#rollTotal() mutable 100}}

Hellspawn
Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits

{{/rollTotal() mutable 100}}
{{/mutable}} {{#scatter}}
{{#rollTotal() scatter 1}}🡔{{/rollTotal() scatter 1}} {{#rollTotal() scatter 2}}🡑{{/rollTotal() scatter 2}} {{#rollTotal() scatter 3}}🡕{{/rollTotal() scatter 3}} {{#rollTotal() scatter 4}}🡐{{/rollTotal() scatter 4}} {{#rollTotal() scatter 5}}🡒{{/rollTotal() scatter 5}} {{#rollTotal() scatter 6}}🡗{{/rollTotal() scatter 6}} {{#rollTotal() scatter 7}}🡓{{/rollTotal() scatter 7}} {{#rollTotal() scatter 8}}🡖{{/rollTotal() scatter 8}}
{{/scatter}} {{#multihit}}
{{#rollTotal() multihit 1}}#2

Head

💢{{/rollTotal() multihit 1}} {{#rollTotal() multihit 2}}#2

Head

💢
#3

Left Arm

💢{{/rollTotal() multihit 2}} {{#rollTotal() multihit 3}}#2

Head

💢
#3

Left Arm

💢
#4

Body

💢{{/rollTotal() multihit 3}} {{#rollTotal() multihit 4}}#2

Head

💢
#3

Left Arm

💢
#4

Body

💢
#5

Right Arm

💢{{/rollTotal() multihit 4}} {{#rollBetween() multihit 5 10}}#2

Head

💢
#3

Left Arm

💢
#4

Body

💢
#5

Right Arm

💢
6+

Body

💢{{/rollBetween() multihit 5 10}} {{#rollTotal() multihit 12}}#2

same Arm

💢{{/rollTotal() multihit 12}} {{#rollTotal() multihit 13}}#2

same Arm

💢
#3

Body

💢{{/rollTotal() multihit 13}} {{#rollTotal() multihit 14}}#2

same Arm

💢
#3

Body

💢
#4

Head

💢{{/rollTotal() multihit 14}} {{#rollTotal() multihit 15}}#2

same Arm

💢
#3

Body

💢
#4

Head

💢
#5

Body

💢{{/rollTotal() multihit 15}} {{#rollBetween() multihit 16 21}}#2

same Arm

💢
#3

Body

💢
#4

Head

💢
#5

Body

💢
6+

same Arm

💢{{/rollBetween() multihit 16 21}} {{#rollTotal() multihit 23}}#2

Body

💢{{/rollTotal() multihit 23}} {{#rollTotal() multihit 24}}#2

Body

💢
#3

Left Arm

💢{{/rollTotal() multihit 24}} {{#rollTotal() multihit 25}}#2

Body

💢
#3

Left Arm

💢
#4

Head

💢{{/rollTotal() multihit 25}} {{#rollTotal() multihit 26}}#2

Body

💢
#3

Left Arm

💢
#4

Head

💢
#5

Right Arm

💢{{/rollTotal() multihit 26}} {{#rollBetween() multihit 27 32}}#2

Body

💢
#3

Left Arm

💢
#4

Head

💢
#5

Right Arm

💢
6+

Body

💢{{/rollBetween() multihit 27 32}} {{#rollTotal() multihit 34}}#2

same Leg

💢{{/rollTotal() multihit 34}} {{#rollTotal() multihit 35}}#2

same Leg

💢
#3

Body

💢{{/rollTotal() multihit 35}} {{#rollTotal() multihit 36}}#2

same Leg

💢
#3

Body

💢
#4

same side Arm

💢{{/rollTotal() multihit 36}} {{#rollTotal() multihit 37}}#2

same Leg

💢
#3

Body

💢
#4

same side Arm

💢
#5

Head

💢{{/rollTotal() multihit 37}} {{#rollBetween() multihit 38 43}}#2

same Leg

💢
#3

Body

💢
#4

same side Arm

💢
#5

Head

💢
6+

Body

💢{{/rollBetween() multihit 38 43}}
{{/multihit}} {{#hallu}}
{{hallu}}  {{#rollBetween() hallu 1 10}}

Bugsbugsbugsbugs!
The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects. The character counts as being Stunned. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 1 10}} {{#rollBetween() hallu 11 20}}

My hands…!
The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. The character counts as being Stunned. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 11 20}} {{#rollBetween() hallu 21 30}}

They’re coming through the walls!
The character sees gruesome aliens bursting through the walls/ceiling/floor bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each round, choose a new target at random. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 21 30}} {{#rollBetween() hallu 31 40}}

Nobody can see me!
The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He waddles about in random directions each round, using a Full Action to move. The character retains his Reactions. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 31 40}} {{#rollBetween() hallu 41 50}}

I can fly
The sky looks so big and inviting, the character flops his arms trying to imitate a "ptera-squirrel". He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequences for falling damage or death being the most usual outcomes. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 41 50}} {{#rollBetween() hallu 51 60}}

They’ve got it in for me…
The character is overcome with paranoia, believing even his own comrades are out to get him. On the character’s Turn, he must move to a position of cover, getting out of line of sight from any other characters. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 51 60}} {{#rollBetween() hallu 61 70}}

They got me, mother…
The character believes that the gas is toxic and collapses to the floor as if he died. He counts as being helpless. Others who see him “die” must pass an Intelligence Test or they think the character is dead too. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 61 70}} {{#rollBetween() hallu 71 80}}

I’ll take you all on!
The character is filled with burning rage and a desire for violence. The character enters a Frenzy (see page 98) and attacks the closest opponent. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 71 80}} {{#rollBetween() hallu 81 90}}

I’m only little!
The character believes he has shrunk to half his normal size, and everything else is big and frightening. All other characters count as having a Fear Rating of 3 to the character. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 81 90}} {{#rollBetween() hallu 91 100}}

The worms!
The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up and around his leg. He attacks one of his own legs (choose randomly) with whatever weapon is available. That attack hits automatically and deals normal damage. The effect lasts {{0}} Rounds.

{{/rollBetween() hallu 91 100}}
{{/hallu}} {{#warpt}}
{{warpt}}  {{#rollGreater() warpt 97}}

All's Well
Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test

Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)

Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test
(or any other test the GM chooses)
Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult
Only one attempt per encounter

{{/rollGreater() warpt 97}} {{#rollTotal() warpt 97}}

As the vessel travels the sea of souls, the explorers start to feel a powerful presence that watches over them, filling their spirits with hope and courage... The Emperor Protects!

Any explorer that is suffering from Warp Hallucinations and/or other ailments instantly recovers, any other effects that are supposed to last until exiting the Warp, instantly end

Additionally the Crew recovers +10 Morale (may not exceed max value)

If the Chaos Cult is active, reduce its Strenght by one Step

{{/rollTotal() warpt 97}} {{#rollBetween() warpt 88 96}}

All's Well
Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test

Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)

Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test
(or any other test the GM chooses)
Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult
Only one attempt per encounter

{{/rollBetween() warpt 88 96}} {{#rollTotal() warpt 87}}

Ætheric Current
The ship encounters a particularly calm flow of warp currents, The Navigator can take advantage of this by making a Routine (+20) Navigation (Warp) Test, if Successful, the ship is carried by the current reducing travel time by {{0}} + 1 day per Degree of Success

{{/rollTotal() warpt 87}} {{#rollBetween() warpt 78 86}}

All's Well
Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test

Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)

Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test
(or any other test the GM chooses)
Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult
Only one attempt per encounter

{{/rollBetween() warpt 78 86}} {{#rollTotal() warpt 77}}

Astronomican Blaze
The Navigator reports a powerful blaze of energy from the Holy Astronomican. Using it allows the Navigator to plot a safer route moving forward.
Explorers have a +10 bonus to their next Warp Travel Encounter Roll, and may reroll 1 time (also with +10), keeping the better result if they so choose

{{/rollTotal() warpt 77}} {{#rollBetween() warpt 75 76}}

All's Well
Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test

Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)

Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test
(or any other test the GM chooses)
Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult
Only one attempt per encounter

{{/rollBetween() warpt 75 76}} {{#rollTotal() warpt 74}}

Who's Speaking?
All communication devices aboard the ship, including personal Microbeads, Vox Casters and Data Slates start broadcasting random words and phrases, in strange and creepy tones, some claim they can hear the voices of long dead relatives, famous explorers, or themselves...

Narrative Encounter at GMs discretion

{{/rollTotal() warpt 74}} {{#rollTotal() warpt 73}}

Visitations
One or more of the crew find themselves visited by warp shades of lost friends or family. These lost souls might offer helpful advice and comfort or have darker motives. Narrative encounter at GMs discretion

{{/rollTotal() warpt 73}} {{#rollTotal() warpt 72}}

Whispers and Dreams
Everyone on board suffers from strange dreams and even hears hushed whispers when awake. These might hold hidden truths or portents or merely be mad ramblings from beyond. Explorers must pass a Challenging (+0) Willpower or Logic Test or gain 1 level of Fatigue, said Fatigue will remain until an Alls Well encounter or upon Exiting the Warp

{{/rollTotal() warpt 72}} {{#rollTotal() warpt 71}}

Lost Time
Time contracts and expands during the voyage, and though it may take but a few days, the crew will feel as if months or more has passed, fraying their sanity. each Explorer and relevant NPC must pass a Challenging (+0) Willpower or Logic Test or gain 1 Insanity Point

{{/rollTotal() warpt 71}} {{#rollTotal() warpt 70}}

Stasis Field
If the Navigator cannot guide the ship to evade this encounter with a Challenging (+0) Navigation (Warp) Test, the ship becomes stuck in a warp rift before drifting free, adding 5 days to the journey’s duration

{{/rollTotal() warpt 70}} {{#rollTotal() warpt 69}}

Reality Erosion
The very fabric of the vessel is altered in some way. Walls might melt, statues and pictures come to life, gravity itself may become twisted. Each Explorer and relevant NPC must pass a Challenging (+0) Willpower Test or gain {{0}} Insanity Points. Characters with the Jaded Talent automatically pass

{{/rollTotal() warpt 69}} {{#rollTotal() warpt 68}}

Phobia
(Warp Hallucination)
Explorers must pass a Challenging (+0) Willpower Test or suffer from a severe Phobia and whenever the explorer scores a 9 on any die he rolls, he believes that he sees the object of his Phobia.

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 68}} {{#rollTotal() warpt 67}}

Dreams of the Golden Throne
During the perilous voyage on the Warp, the Explorers have a very lucid dream (or Hallucination), in it, they witness The Emperor sitting on his Golden Throne.
Should the Explorers pay respect to The Emperor (Pray, Kneel, Vows, ect.), the Explorers gain 1 Temporary Fate Point. (this FP cannot be "burned")
This FP if not spent during the journey, will be used after the vessel Exits the Warp

Additionally the Crew recovers {{0}} Morale

{{/rollTotal() warpt 67}} {{#rollTotal() warpt 66}}

Weary Machine Spirit
The Machine spirit of the vessel starts to behave erratically, becoming unresponsive at random intervals. The Explorers must try to understand the Machine Spirit in order to pacify it, by passing a Challenging (+0) Common Lore Tech or Speak Language Binary/Techna-Lingua Test.. If failed the GM chooses one component at random. (except Warp/Plasma Drive or Gellar Field) That component is now Unpowered

{{/rollTotal() warpt 66}} {{#rollTotal() warpt 65}}

Gravity Fails
The ship experiences random and sudden shutdowns of the grav-plates aboard the vessel. All explorers must pass a Hard (–20) Agility Test or drift out of control hitting hard surfaces. Treat this as Fall Damage from 10m distance. Certain factors may mitigate this — a Void Born character, for example, does not treat zero gravity as Difficult Terrain and therefore ignores the above penalties at GMs discretion. The Crew also suffers 1 Population damage

{{/rollTotal() warpt 65}} {{#rollTotal() warpt 64}}

Insubordination
The top brass at the bridge is called to deal with an insubordiante middle officer, who refuses to follow orders. Narrative Encounter at GMs discretion

{{/rollTotal() warpt 64}} {{#rollTotal() warpt 63}}

False Alarm
Suddenly fire alarms are triggered at the lower decks, after firefighting teams arrive, it is discovered that it was triggered by accident. The Explorers must enforce discipline on the local crew by taking a Challenging (+0) Command Test, alternatively, they can figure out who did it with a Challenging (+0) Inquiry Test. If either test is successful the crew is disciplined accordingly, increase Crew Morale by {{0}}, if either test fails, the Crew looses some respect for their leadership, the Crew suffers -1 Morale damage

{{/rollTotal() warpt 63}} {{#rollTotal() warpt 62}}

A big ball of wibbly-wobbly, timey-wimey... stuff
Time becomes exceptionally unstable within the Gellar Field. Some decks find themselves moving at painfully slow speeds while their minds race ahead hundreds of times faster, other decks find themselves receiving messages before they were sent, and the rat population in Deck 4 have had time to develop fire and stone tools. A Difficult (-10) Tech Use Test should strengthen the field enough to stabilize time, if failed the Crew Population takes {{0}} damage as entire Crew generations die of old age at once or are reduced to squalling infants

{{/rollTotal() warpt 62}} {{#rollTotal() warpt 61}}

Warp Rot
Food and other sources of sustenance inexplicably rot and become useless. Reduce Ship's supplies by 30 days. the explorers can take actions to reduce this loss at GMs discretion

{{/rollTotal() warpt 61}} {{#rollTotal() warpt 60}}

The Vanishing
The Bridge is suddenly inundated with requests for additional staff. Several key positions around the ship are inexplicably vacant. An investigation starts and the Explorers find crew cabins empty, filled with personal items of people no one remembers. A whole swathe of the crew has vanished, taking with them all memories that they ever existed. Crew Population suffers {{0}} damage.
They will not be remembered

{{/rollTotal() warpt 60}} {{#rollTotal() warpt 59}}

A Dark Heresy
The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...

Increase Chaos Cult Strength by 1 Step
If the Gellar Field is Offline, increase by 2 Steps instead

{{/rollTotal() warpt 59}} {{#rollTotal() warpt 58}}

Gellar Field Fluctuations
Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to fluctuate. Explorers must try to strengthen it with a Challenging (+0) Tech Use Test. If failed the Ship's Gellar Field is now Unpowered

{{/rollTotal() warpt 58}} {{#rollTotal() warpt 57}}

The Miracle of Life
The Captain (and explorers) are invited to supervise the birth of a baby, a Warpborn baby. Generally considered a bad omen, the Captain is prompted to make a decision should the baby live or die?

This Roll {{0}} determines on a 1- the baby is perfectly normal except for its eyes are purple (like cadians) 2- the baby is a mutant (roll on the mutation table to determine) 3- the baby has latent psychic powers (Psy Rating1) 4- the baby is a blank (untouchable) 5- the baby is part daemon (it has the daemonic trait) and tries to eat its mother!. Narrative Encounter at GMs discretion

{{/rollTotal() warpt 57}} {{#rollTotal() warpt 56}}

Mutants, Mutants Everywhere!
(Warp Hallucination)
Explorers must pass a Challenging (+0) Willpower Test, if failed, that character must take a Challenging (+0) Scrutiny Test every time he interacts with another friendly character, unless he has already made such a Test for that character. If he fails the Scrutiny test, he becomes convinced that the character is hiding a mutation acquired during translation and must react to him accordingly!. Otherwise, he finds no evidence of the character’s mutation... for now!

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 56}} {{#rollTotal() warpt 55}}

Maggots in the Meat
The corrupting effects of the Warp cause all foodstuffs on board to somehow... change. It could be something as simple as them rotting but maybe it is somehow more bizarre, such as an infestation of rat-size, mutant maggots with the faces of crewmen. Explorers must pass a Dificult (-10) Willpower Test or gain {{0}} Insanity Points for seeing your own maggot or that of a loved one who begs for you to kill it

{{/rollTotal() warpt 55}} {{#rollTotal() warpt 54}}

Mindwarp
Intense psychic activity outside the ship causes every character on board with Psy Rating to suffer extreme headaches. They immediately take 1 level of Fatigue, and must pass a Challenging (+0) Willpower Test or trigger Perils of the Warp

Characters affected, cannot Remove Fatigue levels until the vessel Exits the Warp

{{/rollTotal() warpt 54}} {{#rollTotal() warpt 53}}

Turbulence
A strong warp current start to push against the vessel slowing it down and making it shake violently, The Navigator can attempt to ride the current by making a Challenging (+0) Navigation (Warp) Test, if failed the vessel is dragged down the current increasing the warp travel travel time by 10 days +1 for every degree of failure

{{/rollTotal() warpt 53}} {{#rollTotal() warpt 52}}

Swarming Malice
The ship is plagued by a swarm of vicious Warp manifestations that wreak havoc on the structure of the ship, hurling objects to and fro, but scuttling into the shadows when confronted. The GM chooses one component to infest. This component is rendered inoperable until the presence is eliminated, by faith or by fire. If the Gellar Field is Offline, these malicious shadows infest one extra component
The Crew Morale decreases by 5 for each infested component until the crew or Explorers banish the vile manifestations. The shadows can be banished with an exorcism (such a as with the Purge the Unclean Talent), by bathing an affected component in Fire, or by some other appropriate means.

Narrative Encounter at GMs discretion

{{/rollTotal() warpt 52}} {{#rollTotal() warpt 51}}

Accidental Venting
The Explorers carry out a routine inspection of the cargo holds, during the inspection a group of faulty maintenance servitors accidentally damage the components' airlock!
Explorers must try to stop the atmosphere venting with a Difficult (-10) Tech-Use or Command Test
Failure leads to the emergency bulkheads activating and sealing the component, apply the Vent Burning Component Ship Critical Hit effect

{{/rollTotal() warpt 51}} {{#rollTotal() warpt 50}}

Riot!
Somewhere in the lower decks, a friendly game of cards, turns into a bar fight, then the violence escalates into a full riot. Explorers must put an end to this battle before it gets out of control

Narrative or Combat encounter at GM discretion
If the explorers fail to suppress the Riot, the Crew suffers {{0}} Crew Population and Morale Damage

{{/rollTotal() warpt 50}} {{#rollTotal() warpt 49}}

All's not so well...
As the Journey continues, a general feeling of discontent spreads among the crew
Some demand better wages, other complain about their living quarters, the quality of the food, the lack of rest or their working conditions
Discipline starts to break down, there is a sharp increase in fatal accidents and some mates leave their posts unmanned
Explorers must try to restore order among the crew with clever negotiation, ruthless punishment, or divine inspiration (involving social skills tests at GM discretion). Failure means said efforts were ineffective and thus the Crew suffers {{0}} Morale Damage

Failure also means that, some malcontent crew members turn to evil Increasing Chaos Cult Strength by one Step

{{/rollTotal() warpt 49}} {{#rollTotal() warpt 48}}

Stale Air
The vessel's Life sustainer systems starts to fail in several components of the ship, making the air very thin or even toxic. Explorers must take a Challenging (+0) Tech-Use Test to restore the air filtration systems, if failed the crew suffers {{0}} Crew Population and Morale damage

{{/rollTotal() warpt 48}} {{#rollTotal() warpt 47}}

Marooned in the Warp
The Astropathic choir of the ship receives a message coming from a nearby vessel. The message is interpreted as a desperate call for rescue. If the explorers choose to assist this vessel then
This Roll {{0}} determines: On a 1 or 2 the marooned sailors are rescued, Increase Crew Pop and Morale by 5 (can exceed max value), On a 3 or 4 only a few marooned Astropaths are rescued, On a 5 the rescued survivors are corrupted Increase Chaos Cult Strength by 1 Step

{{/rollTotal() warpt 47}} {{#rollTotal() warpt 46}}

The Flesh is Weak!
(Warp Hallucination)
Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: At the end of any Warp travel encounter, the character believes he is mutating, and tries to cut away the corruption, dealing {{0}} Rending damage (self-inflicted, ignores AP)

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 46}} {{#rollTotal() warpt 45}}

Mirage
As the ship continues its journey, the Augers detect an Imperial Navy ship nearby
Scans indicate this ship is lifeless and seemingly abandoned, some crew members suggest salvaging whatever cargo they may find inside
Should the Explorers decide to approach this ship, they alter their course, Increasing Travel Time by 10 days, only to find out that this ship is not real...

{{/rollTotal() warpt 45}} {{#rollTotal() warpt 44}}

Bleeding Star
The Augurs detect a large, fast moving object approaching the ship!
To hopefully dodge this, the helmsman must perform an Evasive Manoeuvre extended action

If the manoeuvre fails, the ship is hit by this *bleeding star* dealing 10% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and inflicting a Critical Hit #1 (Holed)

{{/rollTotal() warpt 44}} {{#rollTotal() warpt 43}}

Sargasso
The ship finds itself adrift in an area of calm warp. Without tides to ride upon, there is no knowing how long the ship will remain here. And dropping out of the warp is unthinkable. This sargasso would take years to cross with plasma drives alone
However, the vessel's Astropathic Choir can focus their combined power to induce a turbulence in the Warp to carry the vessel

Any Astropath character (if any, or as a Crew Test) must pass an Arduous (-40) Focus Power Test. Add +5 bonus per Astropath in the Choir (most ships have 6 Astropaths total)

Success creates a powerful turbulence that pushes the vessel out the Sargasso

Failure means the Choir exhausts themselves and must rest for 5 days before trying again (extending total travel time)

{{/rollTotal() warpt 43}} {{#rollTotal() warpt 42}}

Ferric Entropy
The Warp's corrosive and corrupting nature manifests as a fast spreading rust that attaches itself to the Ship's delicate sensors
Servitors must be rushed out, to try and preserve them in working order with a Difficult (-10) Command Test
Success allows the ships sensors to continue working, Failure means the ships Auger Array Component is Damaged, and cannot be repaired until the vessel Exits the Warp

{{/rollTotal() warpt 42}} {{#rollTotal() warpt 41}}

Fatal Attraction
The GM chooses a Player Character, then he is contacted by a very attractive crew member, this person offers to spend a Good Time back in the crew quarters
If the character shows mistrust, they must pass a Hard (-20) Scrutiny Test, characters with the Paranoia Talent gain (+20) to the test, Psykers and Navigators can do a Challenging (+0) Psyniscience Test instead or use a special power
If failed or the character accepts willingly, they go together to a private crew quarter

The character is then sexually abused in ways too graphic to describe, by a disguised Daemonette
The character suffers {{0}} Wounds (R) and gains {{1}} Insanity and Corruption Points

{{/rollTotal() warpt 41}} {{#rollTotal() warpt 40}}

The False Beacon
The Navigator performs a routine perception of the Astronomican to make small corrections. However he perceives something that truly impossible, Two Astronomican beacons are blazing
Explorers can attempt to determine which is the true Astronomican with a Challenging (+0) Forbidden Lore (The Warp) Test, if none have that skill they can attempt a Hard (-20) Scrutiny Test. Success allows the Navigator to follow the real Astronomican, continuing the journey as expected.

Failure means the Navigator follows the False Beacon sending the vessel off-course, increasing travel time by 30 days
2 or more Degrees of Failure means the vessel has been lured into a very dangerous area of the Warp, add -10 modifier to the next Warp Travel Encounter roll

{{/rollTotal() warpt 40}} {{#rollTotal() warpt 39}}

A VERY Dark Heresy
The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...

Increase Chaos Cult Strength by 2 Steps
If the Gellar Field is Offline, increase by 3 Steps instead

{{/rollTotal() warpt 39}} {{#rollTotal() warpt 38}}

Gellar Field Overloads
Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to overload. Explorers must try to repair it with a Difficult (-10) Tech Use Test. If failed the Ships' Gellar Field is now Unpowered

{{/rollTotal() warpt 38}} {{#rollTotal() warpt 37}}

Strong Ætheric Current
The ship encounters a particularly strong flow of warp currents, The Navigator can take advantage of this by making a Difficult (-10) Navigation (Warp) Test, if Successful, the ship is carried by the current reducing travel time by {{0}} + 1 day per Degree of Success

{{/rollTotal() warpt 37}} {{#rollTotal() warpt 36}}

The Horror! The Horror!
(Warp Hallucination)
Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: The character experiences visions that reveal the true horror of reality. This creeps up on him gradually; he gains 2 Insanity Points immediately, plus 1 Insanity Point per 30 days in the Warp this journey.

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 36}} {{#rollTotal() warpt 35}}

Spontaneous Inhuman Combustion
The GM chooses one component at random. That component is suddenly and inexplicably set on fire!
Characters can try to minimize the damage by attempting to Put Out Fire extended action, only one character needs to succeed, if all characters fail, then the fire is not contained and spreads to another Component

Each time a Component catches fire, the ship suffers a Fire! Critical Hit

{{/rollTotal() warpt 35}} {{#rollTotal() warpt 34}}

Malignanancy
The character with the most Corruption Points is tormented by its psyche, this manifests as a physical effect. Said character must roll on the Malignancy Table
This Malignancy disappears once the ship Exits the Warp

{{/rollTotal() warpt 34}} {{#rollTotal() warpt 33}}

Ætheric Reef
The vessel runs afoul of a warp reef that threatens to break it open on a jagged fragment of false reality, The Navigator must pass a Difficult (-10) Navigation (Warp) Test to change course away from its path. If the Navigator fails, the ship hits the reef
dealing 15% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and inflicting a Critical Hit #2 (Internal Damage)

{{/rollTotal() warpt 33}} {{#rollTotal() warpt 32}}

The Vortex
Such is the capricious nature of the Warp, that it manifests as a swirling vortex around the ship
Within the Vortex, anything can happen...

This roll {{0}} determines the modifier of the next Warp Travel Encounter: on a 1-2 it gets (+20), on a 3-5 gets (+10), on a 6-8 gets (-10), on a 9-10 (-20)

{{/rollTotal() warpt 32}} {{#rollTotal() warpt 31}}

Warp Nebula
A massive Warp Nebula manifests on the vessel's path. The Navigator must pass a Hard (-20) Navigation (Warp) Test to avoid it, if failed the vessel enters the nebula for the next 30 days, while inside the Nebula every Warp Travel Encounter roll gets -15 modifier

{{/rollTotal() warpt 31}} {{#rollTotal() warpt 30}}

Small Daemonic Incursion
Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)
If Gellar Field is active, only 4 Daemons slip through
If the Gellar Field Offline, 6 Daemons slip through.

Combat Encounter at GMs discretion

{{/rollTotal() warpt 30}} {{#rollTotal() warpt 29}}

Unsolved Mystery
A high ranking bridge officer is found murdered in his quarters by the Explorers, a truly shocking scene.

Who did it and why?
To find the truth Explorers must conduct an investigation: This is an Extended Test using Interaction Skills, Explorers as a group must accumulate 7 Successes
Only two skill rolls per character

If the Explorers succeed, the murderer is found and executed, if failed (not enough successes) the murderer is still at large and continues to plot
Increase Chaos Cult Strength by 3 Steps

{{/rollTotal() warpt 29}} {{#rollTotal() warpt 28}}

Ghost in the Machine
A malevolent entity has slip thru the Gellar Field and is haunting the vessel. The core cogitator must be purified before the entity fully corrupts the machine spirit
Explorers can attempt to exorcise the machine by using the Purge the Unclean Talent (entity WP characteristic is 55), Explorators with Master Enginseer Talent can instead "reprogram" the cogitator to expel the entity (this costs a Fate Point use)
If either option is not available, Explorers as a group must engage in an Extended Logic Test to find a way to block the entity, Explorers need 5 Successes (only one test per explorer)

If failed, the entity drives the machine spirit insane, the ship suffers a Surly Techsprites Critical Hit

{{/rollTotal() warpt 28}} {{#rollTotal() warpt 27}}

Praise The Emperor
As the vessel continues its journey, the many missionaries and priests aboard organize a large mass to praise The Emperor of Mankind
Chanting and lighting incense, all pious servants of The Emperor pray, as it is, in the Warp, that they closest to Him (or so they believe)

Explorers who wish to participate in the mass, can take a Hard (-20) Willpower Test to pray and repent of their sins, if they pass they can remove {{0}} Insanity Points from their character
Characters with the Pure Faith Talent take this test at Challenging (+0)

{{/rollTotal() warpt 27}} {{#rollTotal() warpt 26}}

Dreams of Corruption
(Warp Hallucination)
Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: Whispered dreams beguile the character during the journey, tempting him to serve the dark gods into whose realm he has trespassed. These dreams chip away at his soul as he progresses through the Warp
the character gains {{0}} Corruption Points immediately, plus 1 Corruption Point every 10 days he spends in the Warp this journey

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 26}} {{#rollTotal() warpt 25}}

Dopplegangers!
While on a routine crew inspection, the Explorers are asked how they can be in two locations at the same time, when confronted, the crew tells that they are already at the bridge!

Should the explorers decide to go to the bridge they encounter exact copies of themselves giving orders to the crew. If the explorers fight their doppelgangers, they will fight exact copies of their characters (including weapons) but the copies also have the From Beyond Trait (p.365 RTC)
Alternatively they could convince the crew to kill their dark selves with various social interaction skills tests at GMs discretion

{{/rollTotal() warpt 25}} {{#rollTotal() warpt 24}}

From Slaneesh With Love
The Crew falls into a storm of lust and sadism, the explorers can choose to join them and enjoy the degeneracy, resist with a Difficult (-10) Willpower Test, or order the Crew to stop these activates with a Difficult (-10) Command Test, if these lustful acts are allowed to continue the crew recovers {{0}} Morale but looses {{0}} Population as many of them turn violent
If the explorers join in they gain {{0}} Corruption Points

{{/rollTotal() warpt 24}} {{#rollTotal() warpt 23}}

Tzeench Curse
A malevolent presence starts to harass all the Psykers aboard the vessel, whispering, screaming and haunting their dreams. Psykers start to lash out in a vain attempt to stop the harassment. All Explorers (and relevant NPCs) with Psy Rating, must pass a Very Hard (-30) Willpower Test or loose control of their powers. If they lose control every affected Psyker that attempts to cast a Psychic Technique must do so at Push Level every time.
This effect cannot be shaken off and last until exiting the Warp

{{/rollTotal() warpt 23}} {{#rollTotal() warpt 22}}

Khorne's Bloodlust
In the explorers minds they hear a very loud chant that says, blood for the blood god! skulls for the skull throne!, Explorers must take Difficult (-10) Willpower Test or succumb to a mindless rage. The explorers who fail the test immediately enter a state of Frenzy and must attack the nearest character, until the Frenzy effect passes in {{0}} Rounds or the character is stopped (or killed).

Explorers with the Battle Rage Talent can control themselves during frenzy and may vent their rage against an object instead

{{/rollTotal() warpt 22}} {{#rollTotal() warpt 21}}

Nurgles Pestilence
Disease spreads through the ship, starting among the lowest and dirtiest crew members spreading to the bridge rapidly. This disease can manifest with whatever bizarre symptoms the GM decides (the stranger the better). Each day the disease inflicts 1 Crew Population and Morale damage
If the Gellar Field is offline, it causes 2 damage. The Explorers can seek a cure to the vicious malady; this requires researching the disease, and then making an Arduous (–40) Medicae Test
Only one Test per day

{{/rollTotal() warpt 21}} {{#rollTotal() warpt 20}}

Daemonic Incursion
Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)
If Gellar Field is active, only 5 Daemons slip through
If the Gellar Field Offline, 7 Daemons slip through.

Combat Encounter at GMs discretion

{{/rollTotal() warpt 20}} {{#rollTotal() warpt 19}}

Plague of Madness
Insanity spreads through the ship. It begins with the weak-minded first, but gradually consumes the entire vessel, over a short period. Until the madness ceases, every minor NPC the Explorers interact with aboard the ship, count as having a mental disorder chosen by the GM.
Explorers and major NPCs must take a Difficult (-10) Willpower Test to avoid the effects of the plague. If they fail, they are likewise affected with a mental disorder
The madness lasts for 15 days. If the Gellar Field is Offline, it lasts for 30 days

Some however, never recover from the madness...Increase Chaos Cult Strength by 4 Steps
If the Gellar Field is Offline, increase by 5 Steps instead

{{/rollTotal() warpt 19}} {{#rollTotal() warpt 18}}

Gellar Field Diminishes
Alarmingly, the Gellar Field that keeps back the baleful energies of the warp starts to diminish due to unknown reasons
Explorers must try to strengthen it with a Very Hard (-30) Tech-Use Test. If failed the Ship's Gellar Field is now Damaged

{{/rollTotal() warpt 18}} {{#rollTotal() warpt 17}}

Glimpse of the Future
The explorers mind is suddenly flooded with visions of what appears to be the future but these visions require a degree of interpretation, the explorers can take a Challenging (+0) Logic or Scrutiny Test, if successful they will see a glimpse of the future, giving them +10 on their next Warp Travel Encounter roll

{{/rollTotal() warpt 17}} {{#rollTotal() warpt 16}}

Doom and Despair
(Warp Hallucination)
Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: The character is overwhelmed by the utter despair of his situation. Knowing that the entire vessel is doomed, he seeks to end his life by his own hand rather than be torn apart by Daemons. The character becomes morose and fearful, and at the start of any Warp travel encounter, the character must make a Challenging (+0) Willpower Test. If he passes, he musters enough will to carry on, but if he fails, he must attempt to commit suicide at some point during the encounter. His attempt might endanger other crewmen or even the entire ship if he tries to blow up the Warp engines or open an airlock!
The GM should give other PCs plenty of opportunities to restrain the character

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter

{{/rollTotal() warpt 16}} {{#rollTotal() warpt 15}}

Warp Storm
A massive Warp Storm starts to manifests on the vessel's path The Navigator must pass a Very Hard (-30) Navigation (Warp) Test to change course away from its path. If the Navigator fails, the ship gets battered by the storm
dealing 20% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and Damaging {{0}} Components (Choosen at random)

{{/rollTotal() warpt 15}} {{#rollTotal() warpt 14}}

Rage Against the Machine
The Explorers receive an urgent message from the Mechanicus Engineseer crew, The machines have turned against us!, Servitors, Servoskulls and many cogitators on board have turned aggressive and started attacking the crew!
Treat this as a defense against a Hit and Run action, the enemy *commander* has scored 1 Degree of Success (3 Degrees if the ship has the Murder Servitors Component)

If the defense fails, the machines deal a {{0}} Critical Hit plus 5 Hull Integrity, Crew Population and Morale damage

If the ship has a Servitor Crew Upgrade...

{{/rollTotal() warpt 14}} {{#rollTotal() warpt 13}}

Munitions Inspection
The Gunnery crew carries out a routine munitions inspection in order to ensure safe storage during the journey, however some of the munition is inexplicably corroded and must be removed from the ship's magazine very carefully with a Challenging (+0) Crew Test
Explorers can assist this test but at a safe distance

If Successful, the faulty ammunition is removed safely, If Failed, the faulty ammunition Detonates dealing 20% of the ship's Maximun Hull Integrity as Damage (ignoring void shields and armour) and causing a Shipboard Fire

{{/rollTotal() warpt 13}} {{#rollTotal() warpt 12}}

Beware the Mutant
The corruption of the Warp manifests in physical deformities for those who fail to resist its corruption. The Explorer with the most Corruption Points must pass a Hard (-20) Toughness Test or suffer a temporary random mutation. (Roll once on the Mutation table to determine result or GMs choice)

This mutation will remain with the character until it Exits the Warp

{{/rollTotal() warpt 12}} {{#rollTotal() warpt 11}}

Warp Anemia
The Warp manifests its corrupting influence on the weak and the most vulnerable
All characters onboard, if injured, will heal as if they are Critically Wounded regardless of talents, special abilities or treatment, also any character with missing Wounds or Critical Damage gains 2 levels of fatigue

This effect lasts until the vessel Exits the Warp

{{/rollTotal() warpt 11}} {{#rollTotal() warpt 10}}

Large Daemonic Incursion
Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)
If Gellar Field is active, only 6 Daemons slip through
If the Gellar Field Offline, 9 Daemons slip through.

Combat Encounter at GMs discretion

{{/rollTotal() warpt 10}} {{#rollTotal() warpt 9}}

Infernal Delusion
(Warp Hallucination)
The Explorer with the most Insanity Points believes he has become possessed by a Daemon and acts as though he is now a puppet of one of the Ruinous Powers. His actions to serve Chaos should be subtle enough to escape detection if he is careful

This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter, however the character will not voluntarity shake it off, other characters must force him.

Also the character's subversive actions Increase Chaos Cult Strength by 1 Step for every 5 days the character stays deluded

{{/rollTotal() warpt 9}} {{#rollTotal() warpt 8}}

Transmogrification
A localized diming of the Gellar Field has allowed the Warp to twist and and transform a part of the ship
The GM pick a component at random, then This roll {{0}} determines: on a 1-3 only the internal layout changes, colors and shapes
On a 4-6 The component is degraded and misshaped, replace the component with an inferior variant of GMs choice, if no inferior variant exists then Increase Space and Power Used by +2
On a 7-9 The component is totally transformed into a mass of twisted metal, flesh and blood, The Component is Destroyed
On a 10 the component is radically transformed into something very different, replace the component with either an Archeotech or Xenotech component of GMs choice

{{/rollTotal() warpt 8}} {{#rollTotal() warpt 7}}

Dark Pact
Each explorer either roll a 1d5, or the GM may select for them. Either way, a Chaos God offers them a Dark Pact
If the explorer accepts the Pact, they may choose ONE benefit:
Khorne (1): +5 Strength or the Brutal Charge Trait.
Tzeench (2): +5 Intelligence or Any one Forbidden Lore Skill of the their choice.
Nurgle (3): +5 Toughness or the Regeneration Trait.
Slaneesh (4): +5 Fellowship or the Decadence Talent.
Malice (5): One Weapon Training Talent of their choice or +5 Weapon Skill or +5 Ballistic Skill.
Accepting the Pact deals 10 Corruption Points instantly. If the Explorers decline the offer, they still gain 1 Corruption Point

{{/rollTotal() warpt 7}} {{#rollTotal() warpt 6}}

The Great Wall of Pain
From his station, the Navigator in total panic alerts the bridge that a massive wall has manifested on the ship's path. Impossibly vast, hitting the wall is inevitable, and turning around will delay the journey for god-emperor knows how long. However he believes the ship can break through it...

The ship gets One Strategic Turn to fire its weapons at a specific point in the wall to open a breach (Only weapons that can fire to the Fore Arc)

Then the ship Rams the wall (roll for damage using Ramming Manoeuvre)

To create a sizable breach the ship must deal Damage equal to 40% of its Hull Integrity

If enough damage is dealt then the ship breaks through the breach unscathed, if not, the breach is too small and the ship's hull is torn apart suffering a
Hull Breach Critical Hit

{{/rollTotal() warpt 6}} {{#rollTotal() warpt 5}}

Cursed
The explorers hear voices and whispers in their minds, the corruption of the Chaos Gods will slip into the explorers' souls unless they can pass a Hard (-20) Willpower Test (Resistance to Psychic techniques applies). If failed the explorer suffers the effects of the Dark Curse Sorcery (Edge of the Abyss p82) until the vessel Exits the Warp. Treat the Degrees of Failure as successes for the psyker casting the Dark Curse. Any Permanent Effects of the Dark Curse are Permanent even after leaving the Warp

{{/rollTotal() warpt 5}} {{#rollTotal() warpt 4}}

Temporal Hole
The Navigator senses a disturbance in the Warp, a massive hole in the immaterium, if not avoided it could suck the ship from the Warp and translated back into reality
This must be avoided at all cost with a Hard (-20) Navigation (Warp) Test
If Failed the ship is pulled out of the Warp, sending it Severely Off-Course, the ship will end up {{0}} systems away from its intended destination!

{{/rollTotal() warpt 4}} {{#rollTotal() warpt 3}}

Mass Possesion
Daemons ravage the minds of every living thing within the ship. In the bridge, every character must resist as if attacked by the Puppet Master technique (p.166 RTC)
Resistance: Psychic Techniques applies, also characters with the Pure Faith Talent automatically resist

The "attacker" is considered to have scored 2 Degrees of Success on the Opposed Test
The "attackers" Intelligence, Fellowship, and Willpower are all equal to 60
This possession, if successful, will last for {{0}} rounds. This triggers a Combat encounter in the bridge among the PCs and NPCs present.
Also, fighting breaks out in all decks, as possessed and Non-possessed Crew kill each other suffering {{hitloc}} Crew Population and Morale damage

{{/rollTotal() warpt 3}} {{#rollTotal() warpt 2}}

Massive Daemonic Incursion
A Powerful Chaos Daemon manifests aboard the vessel and attacks the explorers. Options for this Combat Encounter include daemon enemies from the Navis Prime, Edge of The Abyss, The Koronus Bestiary or any other source the GM chooses. This daemon may be acompanied by any number of Ebon Geist predators (p.378 RTC) at GMs discretion

If the explorers survive the encounter they could be (or should be) rewarded with some amount of XP or Fate Points at GMs discretion

{{/rollTotal() warpt 2}} {{#rollTotal() warpt 1}}

THE BEAST
The fury of the Warp manifests as a monstrous, tentacled thing that wraps itself around the ship and tries to tear the hull apart. The crew directs all available guns against the creature to try and blow it away before it destroys the vessel. The Beast attacks First each strategic turn dealing 15% of the Ship's Hull Integrity as Damage. Its attacks ignore void shields and Armour. It counts as having Armour 18 and Hull Integrity 80. Treat this as a simplified naval combat, no maneuvers are possible, some Extended Actions may be possible at GMs discretion.

Nova Cannon shots and Torpedoes automatically miss

this encounter could very likely destroy the ship GM discretion advised

{{/rollTotal() warpt 1}}
{{/warpt}} {{#spcrit}}
{{#rollTotal() spcrit 1}}

Holed
A lucky hit has wrenched open the ship’s hull, exposing it to space. The attacker selects One Component (only one he knows of) that is not the bridge or plasma/warp drive. This Component is now Depressurized, inflicting {{0}} Damage to Crew Population, and {{1}} Damage to Crew Morale

{{/rollTotal() spcrit 1}} {{#rollTotal() spcrit 2}}

Internal Damage
The force of the hit ruptures bulkheads and smashes machinery. The attacker selects One Component (only choosing ones he knows of) that is not the bridge or plasma/warp drives. This Component is now Damaged

{{/rollTotal() spcrit 2}} {{#rollTotal() spcrit 3}}

Sensors Damaged
The ship’s Auger Arrays have been knocked out, leaving the vessel blind. Until the damage is repaired, all shooting tests suffer a –30 to hit, and all sensory tests to detect anything beyond the ship’s immediate engagement range automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be attempted in the void

{{/rollTotal() spcrit 3}} {{#rollTotal() spcrit 4}}

Thrusters Damaged
The ship’s manoeuvring thrusters are smashed, venting randomly and leaking fuel.


{{hitloc}} {{#rollBetween() hitloc 1 7}}

The ship can still manoeuvre, albeit slowly. Reduce the ship’s Manoeuvrability by –20
This damage can be repaired

{{/rollBetween() hitloc 1 7}} {{#rollBetween() hitloc 8 10}}

The thrusters are completely Damaged and the ship cannot turn
This damage can be repaired

{{/rollBetween() hitloc 8 10}} {{/rollTotal() spcrit 4}} {{#rollTotal() spcrit 5}}

Fire!
Alarms scream through the hull as hungry flames soar though passageways and compartments. The attacker selects One Component (only one he knows of) that is not the bridge or plasma/warp drive, this Component is now On Fire!

When a Component catches fire, it immediately deals {{1}} Damage to Crew Population and {{0}} Damage to Crew Morale, and spreads through the entire Component. If the fire is not brought under control in one Strategic Turn, it consumes the Component (Damaged), and moves on. The GM selects a new Component, and treats it as catching fire (including Population and Morale damage)

{{/rollTotal() spcrit 5}} {{#rollTotal() spcrit 6}}

Engines Crippled
Something pierces the immense drive tubes in the ship’s stern, bleeding plasma into the void and leaving the vessel drifting in space.


{{hitloc}} {{#rollBetween() hitloc 1 7}}

The plasma drives are still usable, though heavily damaged. Reduce the ship’s Speed by half
This damage can be repaired

{{/rollBetween() hitloc 1 7}} {{#rollBetween() hitloc 8 10}}

The drives are completely wrecked. Reduce the ship’s Speed to 1
This damage can be repaired

{{/rollBetween() hitloc 8 10}} {{/rollTotal() spcrit 6}} {{#rollTotal() spcrit 7}}

Surly Techsprites
Something has jarred and shocked the ship’s machine spirits, awakening their anger. Massive electrical surges knock out systems across the ship. Roll a 1d10 for every Component. On a 4 or higher, the Component now counts as Unpowered. Each Component must be repaired individually before it can receive power again. Morale takes {{0}} damage from the spooky atmosphere

{{/rollTotal() spcrit 7}} {{#rollTotal() spcrit 8}}

Decapitation
A lucky hit strikes the ship’s Bridge, sending shrapnel scything across the compartment and opening it to space! All crew members on the bridge must pass a Challenging (+0) Dodge Test or be hit by shrapnel doing {{0}} Explosive Damage. If the damage result is 12 or higher, the bridge Component is also Depressurized (holed). If the damage result is 16 or higher, the Component is Damaged

{{/rollTotal() spcrit 8}} {{#rollTotal() spcrit 9}}

Hull Breach
The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and doing massive structural damage. The attacker selects {{0}} Components (only choosing ones he knows of, and not including the bridge). Roll a 1d10 for each selected: on a 1-7 the Component is Damaged and Depressurized (holed). On an 8–10 the Component is Destroyed, and all crew inside are killed. Instead of rolling for Crew Population and Morale damage separately, the ship reduces both of its current values by half

{{/rollTotal() spcrit 9}} {{#rollTotal() spcrit 10}}

Catastrophic Damage
A succession of powerful blows and explosions rip through the ship, causing horrendous damage


{{hitloc}} {{#rollBetween() hitloc 1 7}}

The ship is Hulked
Uncontrolled fires burn in some compartments, others are open to space, and the rest are choked with the dead and dying. Roll a 1d10 for each Component. On a 1–2, it is miraculously untouched, but Unpowered. On a 3-7, its Depressurized (holed) and Damaged. On a 9–10, its completely Destroyed, and all crew inside are killed. Reduce Crew Population to {{0}} total

{{/rollBetween() hitloc 1 7}} {{#rollBetween() hitloc 8 9}}

The ship’s plasma drive detonates in a single, cataclysmic explosion!. All starships within {{0}} Void Units of the stricken craft must pass a Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test or be struck by the flaming debris of the destroyed vessel. Treat this as {{1}} macrobattery hits doing {{2}} damage each, that void shields and armour will protect against normally

{{/rollBetween() hitloc 8 9}} {{#rollTotal() hitloc 10}}

The ship’s warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the realm of Chaos. Any starship within {{0}} Void Units of the stricken craft must pass a Hard (–20) Pilot (SpaceCraft) + Manoeuvrability Test or be struck by the chaos storm, taking the equivalent of one lance strike doing {{1}} damage that void shields will not protect against. Additionally, every starship within {{2}} Void Units of the stricken vessel must pass a second Challenging (+0) Pilot (SpaceCraft) + Manoeuvrability Test or be sucked into the rift. What happens next is up to the GM, but should be suitably horrible. Mass possessions and manifesting daemons are the norm, while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by no means be guaranteed

{{/rollTotal() hitloc 10}} {{/rollTotal() spcrit 10}} {{#rollTotal() spcrit 11}}

Vent Burning Component
The fire is immediately extinguished, however the burning Component now counts as Depressurized (still functional, Not Damaged). Replace losses due to Fire with {{0}} Damage to Crew Population, and {{1}} Damage to Crew Morale (nobody likes seeing their comrades vented into the void deliberately)

{{/rollTotal() spcrit 11}}
{{/spcrit}} {{#npcrit}}
{{#rollTotal() npcrit 1}}

Hull Damaged
Bulkheads rupture and the hull implodes dealing an additional +2 Hull Integrity damage to the vessel. If damaged by a weapon that affects multiple Components it deals +4 Hull Integrity damage instead

{{/rollTotal() npcrit 1}} {{#rollTotal() npcrit 2}}

Weapon Disabled
A lucky strike Disables one Weapon Component of the attacker’s choice

{{/rollTotal() npcrit 2}} {{#rollTotal() npcrit 3}}

Sensors Damaged
The ship’s sensor systems are damaged by enemy fire. The ship suffers a –10 penalty to Ballistic Skill Tests until the damage is repaired

{{/rollTotal() npcrit 3}} {{#rollTotal() npcrit 4}}

Thrusters Damaged
Thruster assemblies are torn away or rendered inoperable. The ship suffers a –20 penalty to Manoeuvrability until the damage is repaired

{{/rollTotal() npcrit 4}} {{#rollTotal() npcrit 5}}

Fire!
Alarms scream through the ship as an inferno rages through passageways and compartments and must be contained and extinguished as soon as possible before it will destroy the ship. Each turn the ship suffers {{0}}} damage to both Crew Population and Morale and one Component of the GM choice is Disabled

{{/rollTotal() npcrit 5}} {{#rollTotal() npcrit 6}}

Void Shield Disabled
An extremely powerful blow strips away the target’s Void Shields. The Void Shields are inoperative until the damage is repaired

{{/rollTotal() npcrit 6}}
{{/npcrit}} {{#npcord}}
{{#rollTotal() npcord 1}} {{#rollBetween() d100h 0 29}}

Incompetent (20): +1 VU

{{/rollBetween() d100h 0 29}} {{#rollBetween() d100h 30 39}}

Competent (30): +{{0}} VU

{{/rollBetween() d100h 30 39}} {{#rollBetween() d100h 40 49}}

Crack (40): +{{0}} VU

{{/rollBetween() d100h 40 49}} {{#rollBetween() d100h 50 59}}

Veteran (50): +{{0}} VU

{{/rollBetween() d100h 50 59}} {{#rollBetween() d100h 60 99}}

Elite (60): +{{0}} VU

{{/rollBetween() d100h 60 99}} {{/rollTotal() npcord 1}} {{#rollTotal() npcord 2}} {{#rollBetween() d100h 0 29}}

Incompetent (20): 4 Turns

{{/rollBetween() d100h 0 29}} {{#rollBetween() d100h 30 39}}

Competent (30): 4 Turns

{{/rollBetween() d100h 30 39}} {{#rollBetween() d100h 40 49}}

Crack (40): 3 Turns

{{/rollBetween() d100h 40 49}} {{#rollBetween() d100h 50 59}}

Veteran (50): 2 Turns

{{/rollBetween() d100h 50 59}} {{#rollBetween() d100h 60 99}}

Elite (60): 1 Turn

{{/rollBetween() d100h 60 99}} {{/rollTotal() npcord 2}} {{#rollTotal() npcord 3}} {{#rollBetween() d100h 0 29}}

Incompetent (20): 1 operation

{{/rollBetween() d100h 0 29}} {{#rollBetween() d100h 30 39}}

Competent (30): 1 operation

{{/rollBetween() d100h 30 39}} {{#rollBetween() d100h 40 49}}

Crack (40): 2 operations

{{/rollBetween() d100h 40 49}} {{#rollBetween() d100h 50 59}}

Veteran (50): 3 operations

{{/rollBetween() d100h 50 59}} {{#rollBetween() d100h 60 99}}

Elite (60): 4 operations

{{/rollBetween() d100h 60 99}} {{/rollTotal() npcord 3}} {{#rollTotal() npcord 4}} {{#rollBetween() d100h 0 29}}

Incompetent (20): +5 Manoeuvrability

{{/rollBetween() d100h 0 29}} {{#rollBetween() d100h 30 39}}

Competent (30): +5 Manoeuvrability

{{/rollBetween() d100h 30 39}} {{#rollBetween() d100h 40 49}}

Crack (40): +10 Manoeuvrability

{{/rollBetween() d100h 40 49}} {{#rollBetween() d100h 50 59}}

Veteran (50): +10 Manoeuvrability

{{/rollBetween() d100h 50 59}} {{#rollBetween() d100h 60 99}}

Elite (60): +15 Manoeuvrability

{{/rollBetween() d100h 60 99}} {{/rollTotal() npcord 4}} {{#rollTotal() npcord 5}} {{#rollBetween() d100h 0 99}}

The ship’s torpedo tubes are loaded, and a number of attack craft squadrons equal to the total Strength rating of the ship’s launch bays are made active

{{/rollBetween() d100h 0 99}} {{/rollTotal() npcord 5}} {{#rollTotal() npcord 6}} {{#rollBetween() d100h 0 29}}

Incompetent (20): +5 Detection +5 to Hit

{{/rollBetween() d100h 0 29}} {{#rollBetween() d100h 30 39}}

Competent (30): +5 Detection +10 to Hit

{{/rollBetween() d100h 30 39}} {{#rollBetween() d100h 40 49}}

Crack (40): +10 Detection +15 to Hit

{{/rollBetween() d100h 40 49}} {{#rollBetween() d100h 50 59}}

Veteran (50): +10 Detection +20 to Hit

{{/rollBetween() d100h 50 59}} {{#rollBetween() d100h 60 99}}

Elite (60): +15 Detection +20 to Hit

{{/rollBetween() d100h 60 99}} {{/rollTotal() npcord 6}}
{{/npcord}} {{#ecrit}}
{{#rollTotal() ecrit 40}}

Arm 1: A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round

{{/rollTotal() ecrit 40}} {{#rollTotal() ecrit 39}}

Arm 2: The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is useless for {{0}} Rounds and the character takes 1 level of Fatigue

{{/rollTotal() ecrit 39}} {{#rollTotal() ecrit 38}}

Arm 3: The attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. The arm is useless for {{0}} Rounds

{{/rollTotal() ecrit 38}} {{#rollTotal() ecrit 37}}

Arm 4: The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. The arm is useless for {{0}} Rounds

{{/rollTotal() ecrit 37}} {{#rollTotal() ecrit 36}}

Arm 5: The arm suffers superficial burns inflicting no small amount of pain on the target. The target’s (WS) and (BS) are halved (round down) for 1 Round and the target takes {{0}} levels of Fatigue

{{/rollTotal() ecrit 36}} {{#rollTotal() ecrit 35}}

Arm 6: The attack wreathes the arm in flames, scorching clothing and armour, and temporarily fusing together the target’s fingers. The target halves (WS) and (BS) for {{0}} Rounds, takes {{1}} levels of Fatigue, and must successfully pass a Challenging (+0) Toughness Test or lose the use of the hand permanently

{{/rollTotal() ecrit 35}} {{#rollTotal() ecrit 34}}

Arm 7: With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to shatter. The target’s arm is broken and until it is healed, that arm is useless. The target is Stunned for 1 Round and also takes {{0}} levels of Fatigue

{{/rollTotal() ecrit 34}} {{#rollTotal() ecrit 33}}

Arm 8: Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must pass a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target takes {{0}} levels of Fatigue and is suffering from Blood Loss. The target loses that arm

{{/rollTotal() ecrit 33}} {{#rollTotal() ecrit 32}}

Arm 9: Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate Challenging (+0) Toughness Test or die from shock. If he survives, however, the target takes {{0}} levels of Fatigue and is Stunned for 1 Round. The target loses that arm

{{/rollTotal() ecrit 32}} {{#rollTotal() ecrit 31}}

Arm 10+: The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies from shock, clutching his smoking stump

{{/rollTotal() ecrit 31}} {{#rollTotal() ecrit 30}}

Body 1: A blow to the target’s body steals a breath from his lungs. The target can take only a Half Action on his next Turn

{{/rollTotal() ecrit 30}} {{#rollTotal() ecrit 29}}

Body 2: The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him

{{/rollTotal() ecrit 29}} {{#rollTotal() ecrit 28}}

Body 3: The attack cooks the flesh at the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target Stunned for 1 Round

{{/rollTotal() ecrit 28}} {{#rollTotal() ecrit 27}}

Body 4: The energy ripples all over the character, scorching his body and inflicting {{0}} levels of Fatigue

{{/rollTotal() ecrit 27}} {{#rollTotal() ecrit 26}}

Body 5: The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is knocked to the ground and must pass a Challenging (+0) Agility Test or catch fire. The target takes {{0}} levels of Fatigue and must take the Stand Action to regain his feet

{{/rollTotal() ecrit 26}} {{#rollTotal() ecrit 25}}

Body 6: Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiraling out of the wound. The target is knocked to the ground, Stunned for {{0}} Rounds, and takes {{1}} levels of Fatigue. In addition, he must pass a Challenging (+0) Agility Test or catch fire

{{/rollTotal() ecrit 25}} {{#rollTotal() ecrit 24}}

Body 7: The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with intense heat. The target is Stunned for {{0}} Rounds and reduces his Toughness by half (round down)

{{/rollTotal() ecrit 24}} {{#rollTotal() ecrit 23}}

Body 8: As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and armour. The target is Stunned for {{0}} Rounds and the attack halves his Strength, Toughness and Agility. The extensive scarring permanently halves the target’s Fellowship characteristic

{{/rollTotal() ecrit 23}} {{#rollTotal() ecrit 22}}

Body 9: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a blackened corpse

{{/rollTotal() ecrit 22}} {{#rollTotal() ecrit 21}}

Body 9: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a blackened corpse


{{#rollGreater() d100h 50}}

10+: If the target is carrying any ammunition it explodes. Unless they can make a successful Challenging (+0) Dodge Test, all creatures within {{0}} metres take {{1}} Explosive Damage. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate where the target’s body lies with the normal effects

{{/rollGreater() d100h 50}} {{/rollTotal() ecrit 21}} {{#rollTotal() ecrit 20}}

Head 1: A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except Toughness) for 1 Round

{{/rollTotal() ecrit 20}} {{#rollTotal() ecrit 19}}

Head 2: The blast of energy dazzles the target, leaving him blinded for 1 Round

{{/rollTotal() ecrit 19}} {{#rollTotal() ecrit 18}}

Head 3: The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue

{{/rollTotal() ecrit 18}} {{#rollTotal() ecrit 17}}

Head 4: The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the injury. The attack deals 2 levels of Fatigue and the target is blinded for {{0}} Rounds

{{/rollTotal() ecrit 17}} {{#rollTotal() ecrit 16}}

Head 5: A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair, he is blinded for {{0}} Rounds and takes 3 levels of Fatigue

{{/rollTotal() ecrit 16}} {{#rollTotal() ecrit 15}}

Head 6: The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the next {{0}} hours and permanently reduces his Fellowship characteristic by {{1}} points. The target also takes {{1}} levels of Fatigue

{{/rollTotal() ecrit 15}} {{#rollTotal() ecrit 14}}

Head 7: In a gruesome display, the flesh is burned from the target’s head, exposing charred bone and muscle underneath. The target is blinded permanently and takes {{0}} levels of Fatigue. Also, this is the target’s new Fellowship score {{0}}. Unless their Fellowship is already 10 or less, in which case nobody really notices the difference

{{/rollTotal() ecrit 14}} {{#rollTotal() ecrit 13}}

Head 8: The target’s head is destroyed in a convocation of fiery death. The target does not survive

{{/rollTotal() ecrit 13}} {{#rollTotal() ecrit 12}}

Head 9: Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming hunks of meat flying at those nearby. The target is no more

{{/rollTotal() ecrit 12}} {{#rollTotal() ecrit 11}}

Head 10+: Superheated by the attack, the target’s entire body catches fire and runs off headless {{0}} metres in a random direction (use the Scatter Diagram). Anything flammable it passes, including characters, must pass a Challenging (+0) Agility Test or catch fire

{{/rollTotal() ecrit 11}} {{#rollTotal() ecrit 10}}

Leg 1: A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue

{{/rollTotal() ecrit 10}} {{#rollTotal() ecrit 9}}

Leg 2: A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round

{{/rollTotal() ecrit 9}} {{#rollTotal() ecrit 8}}

Leg 3: The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds

{{/rollTotal() ecrit 8}} {{#rollTotal() ecrit 7}}

Leg 4: A solid blow to the leg sends electric currents of agony coursing through the target. The target takes {{0}} levels of Fatigue and halves all movement for {{0}} Rounds

{{/rollTotal() ecrit 7}} {{#rollTotal() ecrit 6}}

Leg 5: The target’s leg endures a horrific burn, fusing clothing and armour with flesh and bone. The target takes 1 level of Fatigue and moves at half speed for {{0}} Rounds

{{/rollTotal() ecrit 6}} {{#rollTotal() ecrit 5}}

Leg 6: The attack burns the target’s foot, charring the flesh and emitting a foul stench. The target must successfully pass a Challenging (+0) Toughness Test or lose that foot. On a success, the target’s movement rates are halved until he receives medical attention. In addition, the target takes 2 levels of Fatigue

{{/rollTotal() ecrit 5}} {{#rollTotal() ecrit 4}}

Leg 7: The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until healed, the target counts as having lost the leg. The target must pass a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target gains {{0}} levels of Fatigue

{{/rollTotal() ecrit 4}} {{#rollTotal() ecrit 3}}

Leg 8: Energy sears through the bone, causing the leg to be severed. The target must take a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target gains {{0}} levels of Fatigue and is suffering from Blood Loss. The target loses that leg

{{/rollTotal() ecrit 3}} {{#rollTotal() ecrit 2}}

Leg 9: The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target must pass a Challenging (+0) Toughness Test or die from shock. The leg is utterly lost

{{/rollTotal() ecrit 2}} {{#rollTotal() ecrit 1}}

Leg 10+: In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter of agonizing seconds

{{/rollTotal() ecrit 1}}
{{/ecrit}} {{#xcrit}}
{{#rollTotal() xcrit 40}}

Arm 1: The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue

{{/rollTotal() xcrit 40}} {{#rollTotal() xcrit 39}}

Arm 2: The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue

{{/rollTotal() xcrit 39}} {{#rollTotal() xcrit 38}}

Arm 3: The explosion takes {{0}} fingers from the target’s hand. The target takes 3 levels of Fatigue and anything carried in the hand is destroyed. If this is an explosive, it goes off!

{{/rollTotal() xcrit 38}} {{#rollTotal() xcrit 37}}

Arm 4: The blast causes the target to howl in agony. He takes {{0}} levels of Fatigue, is Stunned for 1 Round, and the limb is useless until medical attention is received

{{/rollTotal() xcrit 37}} {{#rollTotal() xcrit 36}}

Arm 5: Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately pass a Challenging (+0) Toughness Test or lose the hand. Even on a success, the hand is useless until medical attention is received. The target takes {{0}} levels of Fatigue

{{/rollTotal() xcrit 36}} {{#rollTotal() xcrit 35}}

Arm 6: The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting {{0}} levels of Fatigue. The target’s arm is broken and, until healed, the target's arm is useless. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss

{{/rollTotal() xcrit 35}} {{#rollTotal() xcrit 34}}

Arm 7: In a violent hail of flesh, the arm is blown apart. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} rounds, takes {{0}} levels of Fatigue, and suffers Blood Loss. The target loses that arm

{{/rollTotal() xcrit 34}} {{#rollTotal() xcrit 33}}

Arm 8: The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, where he dies in a pool of his own blood and organs

{{/rollTotal() xcrit 33}} {{#rollTotal() xcrit 32}}

Arm 9: With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. If the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then it explodes, dealing {{0}} Impact Damage to anyone within 2 metres

{{/rollTotal() xcrit 32}} {{#rollTotal() xcrit 31}}

Arm 10+: With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. If the target is carrying any ammunition it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on his person

{{/rollTotal() xcrit 31}} {{#rollTotal() xcrit 30}}

Body 1: The target is blown backwards {{0}} metres and takes 1 level of Fatigue per metre traveled. He is Prone when he lands

{{/rollTotal() xcrit 30}} {{#rollTotal() xcrit 29}}

Body 2: The target is blown backwards {{0}} metres, taking 1 level of Fatigue per metre traveled. If he strikes a solid object, he takes {{1}} additional levels of Fatigue

{{/rollTotal() xcrit 29}} {{#rollTotal() xcrit 28}}

Body 3: The explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards {{0}} metres, and takes 2 levels of Fatigue for every metre traveled

{{/rollTotal() xcrit 28}} {{#rollTotal() xcrit 27}}

Body 4: The explosion sends the target sprawling to the ground. He takes {{0}} levels of Fatigue, is Stunned for 1 Round, and must spend a Full Action to regain his feet

{{/rollTotal() xcrit 27}} {{#rollTotal() xcrit 26}}

Body 5: Concussion from the explosion knocks the target to the ground and tenderizes his innards. The target falls down Stunned for 1 Round and takes {{0}} levels of Fatigue

{{/rollTotal() xcrit 26}} {{#rollTotal() xcrit 25}}

Body 6: Chunks of the target’s flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is Stunned for 1 Round, takes {{0}} levels of Fatigue and is now suffering Blood Loss

{{/rollTotal() xcrit 25}} {{#rollTotal() xcrit 24}}

Body 7: The explosive force of the attack ruptures the target’s flesh and scrambles his nervous system, knocking him to the ground. The target falls down, is Stunned for {{0}} Rounds and takes {{0}} levels of Fatigue. In addition, he now suffers Blood Loss and can only take Half Actions for the next {{0}} hours as he tries to regain control of his body

{{/rollTotal() xcrit 24}} {{#rollTotal() xcrit 23}}

Body 8: The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him instantly

{{/rollTotal() xcrit 23}} {{#rollTotal() xcrit 22}}

Body 9: Pieces of the target’s body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s body

{{/rollTotal() xcrit 22}} {{#rollTotal() xcrit 21}}

Body 9: Pieces of the target’s body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s body


Body 10+: Also anyone within {{0}} metres of the target is drenched in gore and must pass a Challenging (+0) Agility Test or suffer a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight

{{/rollTotal() xcrit 21}} {{#rollTotal() xcrit 20}}

Head 1: The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue

{{/rollTotal() xcrit 20}} {{#rollTotal() xcrit 19}}

Head 2: The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue

{{/rollTotal() xcrit 19}} {{#rollTotal() xcrit 18}}

Head 3: The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue

{{/rollTotal() xcrit 18}} {{#rollTotal() xcrit 17}}

Head 4: The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue

{{/rollTotal() xcrit 17}} {{#rollTotal() xcrit 16}}

Head 5: The explosion flays the flesh on the target’s face and bursts his eardrums with its force. The target is Stunned for {{0}} Rounds and is permanently deafened. The target takes {{1}} levels of Fatigue and can only take Half Actions for {{1}} hours. Finally, the target’s Fellowship drops by {{0}} due to hideous scarring

{{/rollTotal() xcrit 16}} {{#rollTotal() xcrit 15}}

Head 6: The target’s head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for the next few minutes. Needless to say this is instantly fatal

{{/rollTotal() xcrit 15}} {{#rollTotal() xcrit 14}}

Head 7: Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any ammunition it explodes dealing {{0}} Impact Damage to any creatures within {{1}} metres. If the target was carrying grenades or missiles, these too explode on the target’s person

{{/rollTotal() xcrit 14}} {{#rollTotal() xcrit 13}}

Head 8: In a series of unpleasant explosions the target’s head and torso peel apart, leaving a gory mess on the ground. For the rest of the fight, anyone moving over this spot must pass a Challenging (+0) Agility Test or fall prone

{{/rollTotal() xcrit 13}} {{#rollTotal() xcrit 12}}

Head 9: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You don’t get much deader than this...

{{/rollTotal() xcrit 12}} {{#rollTotal() xcrit 11}}

Head 10+: Such is the unspeakably appalling manner in which the target is killed, that any of the target’s allies who are within two metres of where the target stood, must pass an immediate Challenging (+0) Willpower Test or spend their next Turn fleeing from the attacker

{{/rollTotal() xcrit 11}} {{#rollTotal() xcrit 10}}

Leg 1: A glancing blast sends the character backwards one metre

{{/rollTotal() xcrit 10}} {{#rollTotal() xcrit 9}}

Leg 2: The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue

{{/rollTotal() xcrit 9}} {{#rollTotal() xcrit 8}}

Leg 3: The concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds. The target takes 1 level of Fatigue

{{/rollTotal() xcrit 8}} {{#rollTotal() xcrit 7}}

Leg 4: The explosion sends the target spinning through the air. The target travels {{0}} metres away from the explosion and takes 1 level of Fatigue per metre traveled. It takes the target a Full Action to regain his feet and he halves all movement for {{1}} Rounds

{{/rollTotal() xcrit 7}} {{#rollTotal() xcrit 6}}

Leg 5: Explosive force removes part of the target’s foot and scatters it over a wide area. The target must pass an immediate Challenging (+0) Toughness Test or permanently lose that foot, inflicting {{0}} levels of Fatigue. On a success, the target takes {{0}} levels of Fatigue and halves his movement until he receives medical attention

{{/rollTotal() xcrit 6}} {{#rollTotal() xcrit 5}}

Leg 6: The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting {{0}} levels of Fatigue. The leg is broken and, until healed, the target counts that leg as useless. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss

{{/rollTotal() xcrit 5}} {{#rollTotal() xcrit 4}}

Leg 7: The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for {{0}} Rounds, takes {{0}} levels of Fatigue and suffers Blood Loss. The target loses that leg

{{/rollTotal() xcrit 4}} {{#rollTotal() xcrit 3}}

Leg 8: The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump, instantly fatal

{{/rollTotal() xcrit 3}} {{#rollTotal() xcrit 2}}

Leg 9: The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within two metres of the target takes {{0}} Impact Damage

{{/rollTotal() xcrit 2}} {{#rollTotal() xcrit 1}}

Leg 9: The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within two metres of the target takes {{0}} Impact Damage


Leg 10+: if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person

{{/rollTotal() xcrit 1}}
{{/xcrit}} {{#icrit}}
{{#rollTotal() icrit 40}}

Arm 1: The attack numbs the target’s limb causing him to drop anything held in that hand

{{/rollTotal() icrit 40}} {{#rollTotal() icrit 39}}

Arm 2: The strike leaves a deep bruise. The target takes 1 level of Fatigue

{{/rollTotal() icrit 39}} {{#rollTotal() icrit 38}}

Arm 3: The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand

{{/rollTotal() icrit 38}} {{#rollTotal() icrit 37}}

Arm 4: The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for {{0}} Rounds and the target takes 1 level of Fatigue

{{/rollTotal() icrit 37}} {{#rollTotal() icrit 36}}

Arm 5: Muscle and bone take a pounding as the attack rips into the arm. The target’s (WS) and (BS) are both halved (round down) for {{0}} Rounds. In addition, the target takes 1 level of Fatigue and must pass a Challenging (+0) Agility Test or drop anything held in that hand

{{/rollTotal() icrit 36}} {{#rollTotal() icrit 35}}

Arm 6: The attack pulverizes the target’s hand, crushing and breaking {{0}} fingers. The target takes 1 level of Fatigue and must immediately pass a Challenging (+0) Toughness Test or lose the use of his hand

{{/rollTotal() icrit 35}} {{#rollTotal() icrit 34}}

Arm 7: With a loud snap, the arm bone is shattered and left hanging limply at the target’s side, dribbling blood onto the ground. The arm is broken and, until healed, the target's arm is useless and takes 2 levels of Fatigue

{{/rollTotal() icrit 34}} {{#rollTotal() icrit 33}}

Arm 8: The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still Stunned for {{0}} Rounds, takes {{1}} levels of Fatigue and suffers Blood Loss. The target loses that arm.

{{/rollTotal() icrit 33}} {{#rollTotal() icrit 32}}

Arm 9: In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying

{{/rollTotal() icrit 32}} {{#rollTotal() icrit 31}}

Arm 9: In a rain of blood, gore and meat, the target’s arm is removed from his body. Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying


Arm 10+: As the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour fragments fly bout like shrapnel. Anyone within 2 metres of the target suffers {{0}} Impact Damage to a random location.

{{/rollTotal() icrit 31}} {{#rollTotal() icrit 30}}

Body 1: A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action on his next Turn

{{/rollTotal() icrit 30}} {{#rollTotal() icrit 29}}

Body 2: The impact punches the air from the target’s body, inflicting 1 level of Fatigue

{{/rollTotal() icrit 29}} {{#rollTotal() icrit 28}}

Body 3: The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round

{{/rollTotal() icrit 28}} {{#rollTotal() icrit 27}}

Body 4: The blow batters the target, shattering ribs. The target takes {{0}} levels of Fatigue and is Stunned for 1 Round

{{/rollTotal() icrit 27}} {{#rollTotal() icrit 26}}

Body 5: A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in agony. The target takes {{0}} levels of Fatigue and is Stunned for 2 Rounds

{{/rollTotal() icrit 26}} {{#rollTotal() icrit 25}}

Body 6: The attack knocks the target sprawling on the ground. The target flies {{0}} metres away from the attacker and falls Prone (if the target strikes a wall of other solid object, he stops). The target takes {{0}} levels of Fatigue and is Stunned for 2 Rounds

{{/rollTotal() icrit 25}} {{#rollTotal() icrit 24}}

Body 7: With an audible crack, {{0}} of the target’s ribs break . The target can either lay down and stay still awaiting medical attention (a successful Medicae Test sets the ribs right) or continue to take Actions, though each Round there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target takes {{0}} levels of Fatigue

{{/rollTotal() icrit 24}} {{#rollTotal() icrit 23}}

Body 8: The force of the attack ruptures several of the target’s organs and knocks him down, gasping in wretched pain. The target suffers Blood Loss and takes {{0}} levels of Fatigue

{{/rollTotal() icrit 23}} {{#rollTotal() icrit 22}}

Body 9: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead

{{/rollTotal() icrit 22}} {{#rollTotal() icrit 21}}

Body 9: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead


Body 10+: Anyone in a {{0}} path must pass a Challenging (+0) Agility Test or be Knocked Down

{{/rollTotal() icrit 21}} {{#rollTotal() icrit 20}}

Head 1: The impact fills the target’s head with a terrible ringing noise. The target must make a Challenging (+0) Toughness Test or suffer 1 level of Fatigue

{{/rollTotal() icrit 20}} {{#rollTotal() icrit 19}}

Head 2: The attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a –10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round

{{/rollTotal() icrit 19}} {{#rollTotal() icrit 18}}

Head 3: The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue

{{/rollTotal() icrit 18}} {{#rollTotal() icrit 17}}

Head 4: The concussive strike staggers the target, dealing {{0}} levels of Fatigue

{{/rollTotal() icrit 17}} {{#rollTotal() icrit 16}}

Head 5: The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round

{{/rollTotal() icrit 16}} {{#rollTotal() icrit 15}}

Head 6: The target’s head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. The target is Stunned for {{0}} Rounds and takes 2 levels of Fatigue

{{/rollTotal() icrit 15}} {{#rollTotal() icrit 14}}

Head 7: The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned for {{0}} Rounds and halves all movement for {{0}} hours

{{/rollTotal() icrit 14}} {{#rollTotal() icrit 13}}

Head 8: Blood pours from the target’s nose, mouth, ears and eyes as the attack pulverizes his brain. He does not survive the experience

{{/rollTotal() icrit 13}} {{#rollTotal() icrit 12}}

Head 9: The target’s head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 metres of the target must pass a Challenging (+0) Agility Test or suffer a –10 penalty to their (WS) and (BS) on their next Turn as gore gets in their eyes and/or visors

{{/rollTotal() icrit 12}} {{#rollTotal() icrit 11}}

Head 10+: The attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon

{{/rollTotal() icrit 11}} {{#rollTotal() icrit 10}}

Leg 1: A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue

{{/rollTotal() icrit 10}} {{#rollTotal() icrit 9}}

Leg 2: A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of Fatigue

{{/rollTotal() icrit 9}} {{#rollTotal() icrit 8}}

Leg 3: The blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds. The target takes 1 level of Fatigue

{{/rollTotal() icrit 8}} {{#rollTotal() icrit 7}}

Leg 4: A solid blow to the leg sends lightning agony coursing through the target. The target takes {{0}} levels of Fatigue and halves all movement for {{0}} Rounds

{{/rollTotal() icrit 7}} {{#rollTotal() icrit 6}}

Leg 5: A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s Agility is reduced by –20 for {{0}} Rounds and he takes {{1}} levels of Fatigue

{{/rollTotal() icrit 6}} {{#rollTotal() icrit 5}}

Leg 6: Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an immediate Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, halve all movement until medical attention is received. The target takes 2 levels of Fatigue

{{/rollTotal() icrit 5}} {{#rollTotal() icrit 4}}

Leg 7: With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target falls to the ground with a broken leg and, until it is healed, that leg is useless. The target takes 2 levels of Fatigue

{{/rollTotal() icrit 4}} {{#rollTotal() icrit 3}}

Leg 8: The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} rounds, takes {{1}} levels of Fatigue and suffers Blood Loss. The target loses that leg

{{/rollTotal() icrit 3}} {{#rollTotal() icrit 2}}

Leg 9: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to ground and dies in a spreading pool of gore

{{/rollTotal() icrit 2}} {{#rollTotal() icrit 1}}

Leg 9: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to ground and dies in a spreading pool of gore


Leg 10+: Such is the agony of the target’s death that his piteous screams drowns out all conversation within {{0}} metres for the rest of the Round

{{/rollTotal() icrit 1}}
{{/icrit}} {{#rcrit}}
{{#rollTotal() rcrit 40}}

Arm 1: The slashing attack tears anything free that was held in that hand

{{/rollTotal() rcrit 40}} {{#rollTotal() rcrit 39}}

Arm 2: Deep cuts cause the target to drop whatever was held in that hand and inflicts 1 level of Fatigue

{{/rollTotal() rcrit 39}} {{#rollTotal() rcrit 38}}

Arm 3: The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in that hand

{{/rollTotal() rcrit 38}} {{#rollTotal() rcrit 37}}

Arm 4: The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls Prone from the agony and takes 2 levels of Fatigue. The limb is useless for {{0}} Rounds

{{/rollTotal() rcrit 37}} {{#rollTotal() rcrit 36}}

Arm 5: A bloody and very painful looking furrow is opened up in the target’s arm. The target takes {{0}} levels of Fatigue and vomits all over the place in agony. He drops whatever was held and the limb is useless until medical attention is received. The target also suffers Blood Loss

{{/rollTotal() rcrit 36}} {{#rollTotal() rcrit 35}}

Arm 6: The blow mangles flesh and muscle as it hacks into the target’s hand, cutting fingers in the process. The target takes 3 levels of Fatigue and must immediately pass a Challenging (+0) Toughness Test or lose the use of his hand

{{/rollTotal() rcrit 35}} {{#rollTotal() rcrit 34}}

Arm 7: The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting {{0}} levels of Fatigue. The arm is broken and, until healed, the target's arm is useless. In addition, numerous veins have been severed and the target is now suffering from Blood Loss

{{/rollTotal() rcrit 34}} {{#rollTotal() rcrit 33}}

Arm 8: With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. If he passes the test, he is Stunned for {{0}} Rounds and suffers Blood Loss. He also takes {{0}} levels of Fatigue and loses that arm

{{/rollTotal() rcrit 33}} {{#rollTotal() rcrit 32}}

Arm 9: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, killing the target instantly

{{/rollTotal() rcrit 32}} {{#rollTotal() rcrit 31}}

Arm 9: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, killing the target instantly


Arm 10+: As the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held weapon. If the target was carrying a ranged weapon there is a 5% chance {{0}} that a single randomly determined target within {{1}} metres will be hit by these shots, in which case resolve a single hit from the target’s weapon as normal

{{/rollTotal() rcrit 31}} {{#rollTotal() rcrit 30}}

Body 1: If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If he is wearing armour, there is no effect. Phew!

{{/rollTotal() rcrit 30}} {{#rollTotal() rcrit 29}}

Body 2: The attack damages the target’s armour, reducing its AP by 1. In addition, the target takes 1 level of Fatigue. If not armoured, the target is also Stunned for 1 Round

{{/rollTotal() rcrit 29}} {{#rollTotal() rcrit 28}}

Body 3: The attack rips a large patch of skin from the target’s torso, leaving him gasping in pain. The target is Stunned for 1 Round and takes 2 levels of Fatigue

{{/rollTotal() rcrit 28}} {{#rollTotal() rcrit 27}}

Body 4: A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on a Challenging (+0) Agility Test or fall Prone. The target takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 27}} {{#rollTotal() rcrit 26}}

Body 5: The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 26}} {{#rollTotal() rcrit 25}}

Body 6: The mighty attack takes a sizable chunk out of the target and knocks him to the ground as he clutches the oozing wound, shrieking in pain. The target is Prone and takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 25}} {{#rollTotal() rcrit 24}}

Body 7: The attack cuts open the target’s abdomen. The target can either choose to use one arm to hold his guts in (until a medic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance each turn that his middle splits open, spilling his intestines all over the ground, causing an additional {{0}} Rending damage (ignoring armour). In either case, the target takes {{1}} levels of Fatigue and is now suffering Blood Loss

{{/rollTotal() rcrit 24}} {{#rollTotal() rcrit 23}}

Body 8: With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must pass a Challenging (+0) Toughness Test or die from shock. If he passes, he permanently loses {{0}} Toughness Characteristic, takes {{0}} levels of Fatigue, and now suffers Blood Loss

{{/rollTotal() rcrit 23}} {{#rollTotal() rcrit 22}}

Body 9: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead

{{/rollTotal() rcrit 22}} {{#rollTotal() rcrit 21}}

Body 9: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead


Body 10+: The area where the target stood is awash with gore. For the rest of the fight, anyone moving within four metres of the target’s corpse must pass a Challenging (+0) Agility Test or fall prone

{{/rollTotal() rcrit 21}} {{#rollTotal() rcrit 20}}

Head 1: The attack tears skin from the target’s face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect

{{/rollTotal() rcrit 20}} {{#rollTotal() rcrit 19}}

Head 2: The attack slices open the target’s scalp which immediately begins to bleed profusely. Due to blood pouring into the target’s eyes, he suffers a –10 penalty to both (WS) and (BS) for the next {{0}} Rounds. The target takes 1 level of Fatigue

{{/rollTotal() rcrit 19}} {{#rollTotal() rcrit 18}}

Head 3: The attack tears the target’s helmet from his head. If wearing no helmet, the target loses an ear instead and inflicts 2 levels of Fatigue

{{/rollTotal() rcrit 18}} {{#rollTotal() rcrit 17}}

Head 4: The attack scoops out one of the target’s eyes, inflicting {{0}} levels of Fatigue and leaving the target Stunned for 1 Round. The target loses an eye

{{/rollTotal() rcrit 17}} {{#rollTotal() rcrit 16}}

Head 5: The attack opens up the target’s face, leaving him Stunned for {{0}} Rounds and inflicting {{0}} levels of Fatigue. If the target is wearing a helmet, the helmet comes off

{{/rollTotal() rcrit 16}} {{#rollTotal() rcrit 15}}

Head 6: As the blow rips violently across the target’s face, it takes with it an important feature.

{{#rollBetween() d10 1 3}}

The target looses an Eye. In addition, the target is now suffering Blood Loss and takes {{0}} levels of Fatigue

{{/rollBetween() d10 1 3}} {{#rollBetween() d10 4 7}}

The target looses the Nose, permanently halve Fellowship. In addition, the target is now suffering Blood Loss and takes {{0}} levels of Fatigue

{{/rollBetween() d10 4 7}} {{#rollBetween() d10 8 10}}

The target looses an Ear, permanently reduce Fellowship by {{0}} (the wound can always be hidden with hair). In addition, the target is now suffering Blood Loss and takes {{1}} levels of Fatigue

{{/rollBetween() d10 8 10}} {{/rollTotal() rcrit 15}} {{#rollTotal() rcrit 14}}

Head 7: In a splatter of skin and teeth, the attack removes most of the target’s face. He is permanently blinded and has his Fellowship permanently reduced to {{0}}, and also now has trouble speaking without slurring his words. In addition, the target is suffering from Blood Loss and takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 14}} {{#rollTotal() rcrit 13}}

Head 8: The blow slices into the side of the target’s head causing his eyes to pop out and his brain to ooze down his cheek like spilled jelly. He’s dead before he hits the ground

{{/rollTotal() rcrit 13}} {{#rollTotal() rcrit 12}}

Head 9: With a sound not unlike a wet sponge being torn in half, the target’s head flies free of its body and sails through the air, landing harmlessly some metres away with a soggy thud. The target is instantly slain

{{/rollTotal() rcrit 12}} {{#rollTotal() rcrit 11}}

Head 10+: The target’s head flies free of its body and sails through the air, the target’s neck spews blood in a torrent, drenching all those within {{0}} metres and forcing them to pass a Challenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to their (WS) and (BS) Tests for 1 Round as gore fills their eyes/visor

{{/rollTotal() rcrit 11}} {{#rollTotal() rcrit 10}}

Leg 1: The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue

{{/rollTotal() rcrit 10}} {{#rollTotal() rcrit 9}}

Leg 2: The target’s kneecap splits open. He must pass a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1 level of Fatigue

{{/rollTotal() rcrit 9}} {{#rollTotal() rcrit 8}}

Leg 3: The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 1 level of Fatigue and suffers Blood Loss

{{/rollTotal() rcrit 8}} {{#rollTotal() rcrit 7}}

Leg 4: The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target movement is halved until medical attention is received. In addition, he takes 2 levels of Fatigue

{{/rollTotal() rcrit 7}} {{#rollTotal() rcrit 6}}

Leg 5: In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes {{0}} levels of Fatigue and halves his movement for {{1}} hours

{{/rollTotal() rcrit 6}} {{#rollTotal() rcrit 5}}

Leg 6: The blow slices a couple of centimetres off the end of the target’s foot. The target must pass an immediate Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he receives medical attention. In either case, the target takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 5}} {{#rollTotal() rcrit 4}}

Leg 7: The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until healed, the target's leg is useless. In addition, the level of maiming is such that the target is now suffering from Blood Loss. He also takes {{0}} levels of Fatigue

{{/rollTotal() rcrit 4}} {{#rollTotal() rcrit 3}}

Leg 8: In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} Rounds, takes {{0}} levels of Fatigue and suffers Blood Loss. The target loses that leg

{{/rollTotal() rcrit 3}} {{#rollTotal() rcrit 2}}

Leg 9: With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later

{{/rollTotal() rcrit 2}} {{#rollTotal() rcrit 1}}

Leg 9: With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later


Leg 10+: The tide of blood is so intense that, for the remainder of the battle, anyone making a Run or Charge Action within six metres of the target's body must pass a Challenging (+0) Agility Test or fall Prone

{{/rollTotal() rcrit 1}}
{{/rcrit}} {{#vehcrit}}
{{#rollBetween() vehcrit 1 2}}

Jarring Blow
The Impact tosses the vehicle around throwing anything inside about the interior compartments. Any Crew or passengers who are not strapped in or otherwise secured must make an Ordinary (+10) Toughness Test or be Stunned for {{0}} Rounds. All Shooting from the vehicle during the next Round suffers -20 to hit

{{/rollBetween() vehcrit 1 2}} {{#rollTotal() vehcrit 3}}

Staggered
A direct hit on the armour surrounding the driver compartment leaves the pilot stunned and reeling. The Pilot or Driver must pass a Challenging (+0) Toughness Test or be Stunned for {{0}} Rounds. A ground vehicle comes to a screeching halt a skimmer will drift in the direction it last moved at its acceleration while a flyer will slowly tip over and begin a terminal dive unless the pilot comes to its senses and rights the aircraft

{{/rollTotal() vehcrit 3}} {{#rollTotal() vehcrit 4}}

Weapon Destroyed
A randomly selected weapon on the vehicle is hit by the blast its twisted and melted beyond repair. The Weapon no longer functions.


{{#rollGreater() hitloc 74}}

The weapon's ammo cooks off. Roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them halving all damage rolled

{{/rollGreater() hitloc 74}} {{/rollTotal() vehcrit 4}} {{#rollTotal() vehcrit 5}}

Drive Damaged
The hit tears off a tread or penetrates an air intake or tears into the grav generator housing doing severe damage. Reduce the vehicle's tactical speed by {{0}} and Cruising Speed by half. If this brings the tactical speed to 0 (or less) the vehicle is immobilized. Ground vehicles shudder to a halt while skimmers and flyers crash into the ground

{{/rollTotal() vehcrit 5}} {{#rollTotal() vehcrit 6}}

Penetrating Hit
The hit tears through the vehicle's armour leaving only useless shards of metal. Reduce the vehicle's AP facing the hit by half. If the hit was by a ranged weapon the shot rips through the interior of the vehicle as well. Each passenger and Crew has a 20% chance of being hit by the same shot and taking half the damage rolled. Also the vehicle is now open to the outside which could be a problem if the vehicle is in a poisonous atmosphere / underwater / in a vacuum

{{/rollTotal() vehcrit 6}} {{#rollTotal() vehcrit 7}}

Fire
The vehicle catches fire as its fuel stores ignite or power reserves overload. Anyone inside must pass a Difficult (-10) Agility Test or catch fire on every round they are inside the vehicle. In addition each round there is a 20% chance the vehicle will explode (critical 11+)

{{/rollTotal() vehcrit 7}} {{#rollBetween() vehcrit 8 10}}

Destroyed
The Hit wrecks the vehicle turning it into a shattered hulk. Anyone inside the vehicle takes {{0}} Explosive Damage and must pass a Difficult (-10) Toughness Test or be Stunned for {{1}} Rounds. Skimmers and Flyers crash to the ground

{{/rollBetween() vehcrit 8 10}} {{#rollGreater() vehcrit 10}}

Explodes
A direct hit to ammo stores and or fuel tanks turns the vehicle into a raging fireball. Anyone inside takes {{0}} Explosive Damage. Anyone within {{1}} meters of the vehicle suffer {{1}} Explosive Damage as well. If the vehicle has an open top or sides or hatches then passengers and crew may take a Challenging (+0) Dodge Test to bail out at the last second. If they succeed they only take {{1}} Explosive Damage

{{/rollGreater() vehcrit 10}}
{{/vehcrit}} {{#desc}}
{{desc}}
{{/desc}}