Modifier Number of Hits Metres Fallen 1st Hit Location Fear Rating Fear 1 Disturbing (-0) Fear 2 Frightening (-10) Fear 3 Horrifying (-20) Fear 4 Terrifying (-30)

Characteristics

Adv.
Adv.
Adv.
Adv.
Adv.
Adv.
Adv.
Adv.
Adv.
Pool Current
Level

🞚 Basic Skills 🞚

(Per) 🛈
(T) 🛈
(Fel) 🛈
(S) 🛈
(Fel) 🛈
(Ag) 🛈
(Ag) 🛈
(Fel) 🛈
(Ag) 🛈
(Int) 🛈
(Int) 🛈
(Fel) 🛈
🛈
(Int) 🛈
(Per) 🛈
(Per) 🛈
(Ag) 🛈
(S) 🛈

🞛 Advanced Skills 🞛

(Ag) 🛈
(Int) 🛈
(Int) 🛈
(WP) 🛈
(WP) 🛈
(Int) 🛈
(Int) 🛈
(Per) 🛈
(Ag) 🛈
(Ag) 🛈
(Ag) 🛈
(Int) 🛈
(Int) 🛈
(Int) 🛈
(Int) 🛈

🞜 Skill Groups 🞜

Ranged Weapons

Melee Weapons

🛈
🛈
🛈
🛈
m
3m

Force Fields 🗲



 


Wounds 🞧

Critical Hits

Defenses & Movement

Special Rules

Special Abilities & Cohesion

Codex Abilities

Speciality & Chapter Abilities

Attack Patterns

Defensive Stances

Talents

Traits

Cybernetics & Implants

horde magnitude multipliers

(ignore for individual units)

🛈
 


Wounds

Conditions

Talents & Traits

Ranged Weapons

Melee Weapons

Psychic Powers Ψ

General Advancements
Speciality Advancements
Chapter/Deathwatch Advancements

Insanity Points (IP)

Primarch's Curse

Corruption Points (CP)

Battle Traumas

Insanity Points (IP)

Mental Disorders

Corruption Points (CP)

Mutation Tests

Malignancies

Mutations

Chapter

Past Event

Personal Demeanour

Chapter Demeanour

Character Description

Extras


Message from the maintainer

This has been a long and bumpy journey, but this sheet is finally uploaded. There are still some things to address:
❖ There are a lot of text to translate. You can help with that by going to https://roll20.crowdin.com/roll20-character-sheets and submit translations where they are missing. (spoiler alert: there are 1200 strings to translate)
❖ Roll20 Team prevented me from using the images from FFG books. If you have skills in designing images or have free images that you want to see in this sheet, don't hesitate to send a Pull Request on Roll20's GitHub page : https://github.com/Roll20/roll20-character-sheets
❖ Of course, if you see any problem, feel free to report it on the dedicated forum thread : https://app.roll20.net/forum/post/12235322/deathwatch-improved-info-and-bug-report/?pageforid=12235322#post-12235322


Roll20 Wiki Link

https://wiki.roll20.net/deathwatch_improved

Credits

Based on Rogue Trader Improved by author Mago Migration from previous sheet and translation by Baleine

Special Thanks

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 Deathwatch Improved Rev.3 April 2025
Migrated data

DO NOT DELETE THE REPEATING SECTION HERE

{{#name}}
{{name}}
{{/name}} {{#allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
{{key}}
{{value}}
{{/allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}} {{#testtarget}}
{{testtarget}} Threshold
{{/testtarget}} {{#roll}}
{{roll}} Roll
{{#rollGreater() roll testtarget}}Failure ❌{{/rollGreater() roll testtarget}} {{#^rollGreater() roll testtarget}}Success ✅{{/^rollGreater() roll testtarget}}
{{/roll}} {{#field}}
{{#rollWasFumble() roll}}
but the field overloads❗{{/rollWasFumble() roll}}
{{/field}} {{#damage}} {{#rollGreater() damage 0}}
{{damage}}
{{#damagetype}}Type {{damagetype}}
{{/damagetype}} {{#rollGreater() damagepen 0}}Penetration {{damagepen}}{{/rollGreater() damagepen 0}}
{{/rollGreater() damage 0}} {{/damage}} {{#attack}}
{{#rollWasFumble() roll}}
The weapon malfunctions!{{/rollWasFumble() roll}} {{#^rollGreater() roll testtarget}}
{{#rollTotal() roll 01}}HEAD{{/rollTotal() roll 01}} {{#rollTotal() roll 02}}RIGHT ARM{{/rollTotal() roll 02}} {{#rollTotal() roll 03}}LEFT ARM{{/rollTotal() roll 03}} {{#rollBetween() roll 04 07}}BODY{{/rollBetween() roll 04 07}} {{#rollTotal() roll 08}}RIGHT LEG{{/rollTotal() roll 08}} {{#rollTotal() roll 09}}LEFT LEG{{/rollTotal() roll 09}} {{#rollTotal() roll 10}}HEAD{{/rollTotal() roll 10}} {{#rollTotal() roll 11}}RIGHT ARM{{/rollTotal() roll 11}} {{#rollTotal() roll 12}}LEFT ARM{{/rollTotal() roll 12}} {{#rollBetween() roll 13 16}}BODY{{/rollBetween() roll 13 16}} {{#rollBetween() roll 17 18}}RIGHT LEG{{/rollBetween() roll 17 18}} {{#rollTotal() roll 19}}LEFT LEG{{/rollTotal() roll 19}} {{#rollTotal() roll 20}}HEAD{{/rollTotal() roll 20}} {{#rollTotal() roll 21}}RIGHT ARM{{/rollTotal() roll 21}} {{#rollTotal() roll 22}}LEFT ARM{{/rollTotal() roll 22}} {{#rollBetween() roll 23 26}}BODY{{/rollBetween() roll 23 26}} {{#rollBetween() roll 27 28}}RIGHT LEG{{/rollBetween() roll 27 28}} {{#rollTotal() roll 29}}LEFT LEG{{/rollTotal() roll 29}} {{#rollTotal() roll 30}}HEAD{{/rollTotal() roll 30}} {{#rollTotal() roll 31}}RIGHT ARM{{/rollTotal() roll 31}} {{#rollTotal() roll 32}}LEFT ARM{{/rollTotal() roll 32}} {{#rollBetween() roll 33 36}}BODY{{/rollBetween() roll 33 36}} {{#rollBetween() roll 37 38}}RIGHT LEG{{/rollBetween() roll 37 38}} {{#rollTotal() roll 39}}LEFT LEG{{/rollTotal() roll 39}} {{#rollTotal() roll 40}}HEAD{{/rollTotal() roll 40}} {{#rollTotal() roll 41}}RIGHT ARM{{/rollTotal() roll 41}} {{#rollTotal() roll 42}}LEFT ARM{{/rollTotal() roll 42}} {{#rollBetween() roll 43 46}}BODY{{/rollBetween() roll 43 46}} {{#rollBetween() roll 47 48}}RIGHT LEG{{/rollBetween() roll 47 48}} {{#rollTotal() roll 49}}LEFT LEG{{/rollTotal() roll 49}} {{#rollTotal() roll 50}}HEAD{{/rollTotal() roll 50}} {{#rollTotal() roll 51}}RIGHT ARM{{/rollTotal() roll 51}} {{#rollTotal() roll 52}}LEFT ARM{{/rollTotal() roll 52}} {{#rollBetween() roll 53 56}}BODY{{/rollBetween() roll 53 56}} {{#rollBetween() roll 57 58}}RIGHT LEG{{/rollBetween() roll 57 58}} {{#rollTotal() roll 59}}LEFT LEG{{/rollTotal() roll 59}} {{#rollTotal() roll 60}}HEAD{{/rollTotal() roll 60}} {{#rollTotal() roll 61}}RIGHT ARM{{/rollTotal() roll 61}} {{#rollTotal() roll 62}}LEFT ARM{{/rollTotal() roll 62}} {{#rollBetween() roll 63 66}}BODY{{/rollBetween() roll 63 66}} {{#rollTotal() roll 67}}RIGHT LEG{{/rollTotal() roll 67}} {{#rollBetween() roll 68 69}}LEFT LEG{{/rollBetween() roll 68 69}} {{#rollTotal() roll 70}}HEAD{{/rollTotal() roll 70}} {{#rollTotal() roll 71}}RIGHT ARM{{/rollTotal() roll 71}} {{#rollTotal() roll 72}}LEFT ARM{{/rollTotal() roll 72}} {{#rollBetween() roll 73 76}}BODY{{/rollBetween() roll 73 76}} {{#rollTotal() roll 77}}RIGHT LEG{{/rollTotal() roll 77}} {{#rollBetween() roll 78 79}}LEFT LEG{{/rollBetween() roll 78 79}} {{#rollTotal() roll 80}}HEAD{{/rollTotal() roll 80}} {{#rollTotal() roll 81}}RIGHT ARM{{/rollTotal() roll 81}} {{#rollTotal() roll 82}}LEFT ARM{{/rollTotal() roll 82}} {{#rollBetween() roll 83 86}}BODY{{/rollBetween() roll 83 86}} {{#rollTotal() roll 67}}RIGHT LEG{{/rollTotal() roll 67}} {{#rollBetween() roll 88 89}}LEFT LEG{{/rollBetween() roll 88 89}} {{#rollTotal() roll 90}}HEAD{{/rollTotal() roll 90}} {{#rollTotal() roll 91}}RIGHT ARM{{/rollTotal() roll 91}} {{#rollTotal() roll 92}}LEFT ARM{{/rollTotal() roll 92}} {{#rollBetween() roll 93 96}}BODY{{/rollBetween() roll 93 96}} {{#rollTotal() roll 97}}RIGHT LEG{{/rollTotal() roll 97}} {{#rollBetween() roll 98 100}}LEFT LEG{{/rollBetween() roll 98 100}}
{{/^rollGreater() roll testtarget}}
{{/attack}} {{#stun}}
{{#^rollGreater() roll testtarget}} {{stun}} Stun Damage vs HEAD
(1d10 + AP + TB) {{/^rollGreater() roll testtarget}}
{{/stun}} {{#psyroll}}
{{psyroll}} Roll
{{#rollGreater() psyroll testtarget}}Failure ❌{{/rollGreater() psyroll testtarget}} {{#^rollGreater() psyroll testtarget}} {{#^rollGreater() psyroll 91}} Success ✅ {{/^rollGreater() psyroll 91}} {{#rollGreater() psyroll 91}} Failure ❌ (91+) {{/rollGreater() psyroll 91}} {{/^rollGreater() psyroll testtarget}}
{{/psyroll}} {{#psydamage}}
{{#^rollGreater() roll testtarget}} {{#rollGreater() psydamage 0}} Damage {{psydamage}}
{{#damagetype}}Type {{damagetype}}
{{/damagetype}} {{#rollGreater() damagepen 0}}Penetration {{damagepen}}{{/rollGreater() damagepen 0}} {{/rollGreater() psydamage 0}} {{/^rollGreater() roll testtarget}} {{#rollWasCrit() roll}}
Psychic Phenomena Manifesting!
{{/rollWasCrit() roll}}
{{/psydamage}} {{#dosdof}}
{{#rollGreater() dosdof 0}}{{dosdof}} Degrees of Success{{/rollGreater() dosdof 0}} {{#rollLess() dosdof 0}}{{dosdof}} Degrees of Failure{{/rollLess() dosdof 0}}
{{/dosdof}} {{#fury}}
{{#^rollGreater() roll testtarget}}
Dealing {{0}} Bonus Damage!
{{/^rollGreater() roll testtarget}}
{{/fury}} {{#fury2}}
Dealing {{0}} Bonus Damage!
{{/fury2}} {{#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() roll}}Survives this Round{{/rollWasCrit() roll}} {{#rollWasFumble() roll}}Bleeds to Death ☠{{/rollWasFumble() roll}}
{{/bloodloss}} {{#powerparry}}
{{#^rollGreater() roll testtarget}} {{#rollWasCrit() powerparry}} {{powerparry}} The Power Field destroys the opponent's weapon! 💥

Power, Force, Warp and Natural weapons are unaffected {{/rollWasCrit() powerparry}} {{/^rollGreater() roll testtarget}}
{{/powerparry}} {{#insanitytest}} {{#rollGreater() roll testtarget}}
Gains a new battle trauma. Roll for battle trauma.
{{/rollGreater() roll testtarget}} {{/insanitytest}} {{#batable}}
{{batable}} {{#rollBetween() batable 1 2}}Battle Rage{{/rollBetween() batable 1 2}} {{#rollBetween() batable 3 4}}Ear of the Emperor{{/rollBetween() batable 3 4}} {{#rollBetween() batable 5 6}}Ancestral Spirits{{/rollBetween() batable 5 6}} {{#rollBetween() batable 7 8}}Righteous Contempt{{/rollBetween() batable 7 8}} {{#rollBetween() batable 9 10}}Endless Redemption{{/rollBetween() batable 9 10}}
{{/batable}} {{#perilstable}}
{{perilstable}} {{#rollBetween() perilstable 01 05}}The Gibbering
The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining {{2}} Insanity Points and becoming Stunned for {{0}} rounds.{{/rollBetween() perilstable 01 05}} {{#rollBetween() perilstable 06 09}}Warp Burn
A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers {{0}} Wounds (not reduced by armour or Toughness) and is Stunned for {{1}} Rounds.{{/rollBetween() perilstable 06 09}} {{#rollBetween() perilstable 10 13}}Psychic Concussion
With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds. Everyone within {{6}} metres of the psyker must make 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 {{3}} metres into the air, falling to the ground, taking fall damage.{{/rollBetween() perilstable 14 18}} {{#rollBetween() perilstable 19 24}}Soul Sear
Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any powers for 1 hour and gains 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 and make a Difficult (–10) 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 {{3}} Rounds (or in 1 minute in narrative time). The psyker suffers {{0}} Insanity Points and {{1}} permanent Toughness damage.{{/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 {{4}} Energy Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.{{/rollBetween() perilstable 39 46}} {{#rollBetween() perilstable 47 55}}Warp Whispers
The voices of Daemons fill the air within {{7}} metres of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must make a Hard (–20) Willpower Test or gain {{3}} 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 or person. The psyker and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’ creature) swap consciousnesses for {{3}} Rounds. The affected being may be an ally or even an enemy combatant. Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain {{0}} Insanity Points from the experience. If there are no beings within range, the psyker must make a Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the Warp. He gains {{5}} Insanity Points from this journey.{{/rollBetween() perilstable 56 58}} {{#rollBetween() perilstable 59 67}}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 {{9}} metres of the psyker must test against Fear (3). This effect lasts for {{0}} rounds.{{/rollBetween() perilstable 59 67}} {{#rollBetween() perilstable 68 72}}Blood Rain
A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within {{8}} metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for {{0}} Rounds{{/rollBetween() perilstable 68 72}} {{#rollBetween() perilstable 73 78}}Cataclysmic Blast
The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within {{3}} metres of the psyker (including the psyker himself ) takes {{4}} Energy Damage. The psyker may use no further powers for {{0}} hours after this event.{{/rollBetween() perilstable 73 78}} {{#rollBetween() perilstable 79 82}}A Hole in the World
A Vortex of Doom with a PR of {{5}} (see page 195) springs into existence within {{3}} metres of the psyker. It then begins to move randomly (use the scatter roll), devouring all in its path. The Vortex lasts for {{0}} Rounds and then vanishes.{{/rollBetween() perilstable 79 82}} {{#rollBetween() perilstable 83 86}}Lost to the Warp
The psyker must make an immediate Very Hard (–30) Willpower Test. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet {{3}} weeks later with dim memories of the horrific acts he has performed while possessed. He gains {{7}} Corruption Points, and may experience complications caused by his actions while possessed. He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.{{/rollBetween() perilstable 83 86}} {{#rollBetween() perilstable 87 90}}Reality Quake
Reality buckles around the psyker, and an area within {{6}} metres of him is sundered. Solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{5}} Rending damage. Warded objects and Untouchables suffer half the damage rolled.{{/rollBetween() perilstable 87 90}} {{#rollBetween() perilstable 91 99}}Something is Coming...
With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into existence within {{6}} metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp.{{/rollBetween() perilstable 91 99}} {{#rollGreater() perilstable 99}}Destruction
The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psyker’s place.{{/rollGreater() perilstable 99}}
{{/perilstable}} {{#psytable}}
{{psytable}} {{#rollBetween() psytable 01 03}}Dark Foreboding
A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.{{/rollBetween() psytable 01 03}} {{#rollBetween() psytable 04 05}}Warp Echo
For a few seconds, all noises cause sinister echoes, regardless of the surroundings.{{/rollBetween() psytable 04 05}} {{#rollBetween() psytable 06 08}}Unholy Stench
The air around the psyker becomes permeated with a bizarre and foul smell.{{/rollBetween() psytable 06 08}} {{#rollBetween() psytable 09 11}}Mind Warp
The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.{{/rollBetween() psytable 09 11}} {{#rollBetween() psytable 12 14}}Hoarfrost
The temperature plummets for an instant and a thin coating of frost covers everything within {{3}} metres of the psyker.{{/rollBetween() psytable 12 14}} {{#rollBetween() psytable 15 17}}Aura of Taint
All animals within {{6}} metres of the psyker 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 drink go bad within {{5}} metres of the psyker.{{/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 {{3}} metres of him.{{/rollBetween() psytable 24 26}} {{#rollBetween() psytable 27 29}}Veil of Darkness
For a brief moment (effectively the remainder of the Round), an area within {{3}} metres of the psyker is plunged into immediate darkness.{{/rollBetween() psytable 27 29}} {{#rollBetween() psytable 30 32}}Distorted Reflections
Mirrors and other reflective surfaces within {{5}} metres of the psyker 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 a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.{{/rollBetween() psytable 36 38}} {{#rollBetween() psytable 39 41}}Unnatural Decay
All plant life within {{3}} metres of the psyker withers and dies.{{/rollBetween() psytable 39 41}} {{#rollBetween() psytable 42 44}}Spectral Gale
Howling winds erupt around the psyker. The psyker and anyone within {{4}} metres of him must make 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 {{3}} metres of the psyker. If there are any pictures or statues of people within 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 {{5}} metres of the psyker must make a Routine (+10) Agility Test or be knocked down.{{/rollBetween() psytable 48 50}} {{#rollBetween() psytable 51 53}}Psy Discharge
Static Electricity fills the air within {{5}} metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.{{/rollBetween() psytable 51 53}} {{#rollBetween() psytable 54 56}}Warp Ghosts
Ghostly apparitions fill the air within {{3}} metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).{{/rollBetween() psytable 54 56}} {{#rollBetween() psytable 57 59}}Falling Upwards
Everything within {{2}} metres of the psyker (including the psyker himself) rises {{1}} metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling 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 make a Challenging (+0) Toughness Test or be deafened for {{1}} 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 protects, but armour, unless warded does not). The psyker 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 {{6}} metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (–10) Willpower Test or gain {{0}} Insanity points.{{/rollBetween() psytable 66 68}} {{#rollBetween() psytable 69 71}}Tech Scorn
The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within {{5}} metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer {{0}} damage.{{/rollBetween() psytable 69 71}} {{#rollBetween() psytable 72 74}}Warp Madness
A violent ripple of tainted discord causes all creatures within {{2}} metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain {{0}} Corruption Points unless they can pass a Difficult (–10) Willpower Test.{{/rollBetween() psytable 72 74}} {{#rollGreater() psytable 74}}Perils of the Warp
The Warp opens in a maelstrom of energy. Immediately make a roll on Perils of the Warp.{{/rollGreater() psytable 74}}
{{/psytable}} {{#shocktable}}
{{shocktable}}
{{#rollBetween() shocktable 000 020}}The character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act normally.{{/rollBetween() shocktable 000 020}} {{#rollBetween() shocktable 021 040}}Fear grips the character and he begins to shake and tremble. He is at a –10 penalty on all tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).{{/rollBetween() shocktable 021 040}} {{#rollBetween() shocktable 041 060}}Reeling with shock, the character backs away from the thing that confronts him. 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.{{/rollBetween() shocktable 041 060}} {{#rollBetween() shocktable 061 080}}The character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character makes all tests with a –10 penalty for the rest of the encounter.{{/rollBetween() shocktable 061 080}} {{#rollBetween() shocktable 081 100}}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 may only take Half Actions and is at a –20 penalty to all tests. Once away from the danger, he must successfully Snap Out of It to regain control.{{/rollBetween() shocktable 081 100}} {{#rollBetween() shocktable 101 120}}Fainting dead away, the character keels over and remains unconscious for {{0}} Rounds. Once he regains consciousness, he is still shaken and takes all tests with a –10 penalty until the end of the encounter.{{/rollBetween() shocktable 101 120}} {{#rollBetween() shocktable 121 130}}Totally overcome, the character screams and vomits uncontrollably for {{0}} Rounds. During this time, he may do nothing and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest.{{/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.{{/rollBetween() shocktable 131 140}} {{#rollBetween() shocktable 141 160}}The creature crumples to the ground for {{1}} 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 suffers a –20 penalty on all tests until the end of the encounter.{{/rollBetween() shocktable 141 160}} {{#rollBetween() shocktable 161 170}}The character’s mind snaps and he become catatonic for {{0}} hours and may not be roused.{{/rollBetween() shocktable 161 170}} {{#rollGreater() shocktable 170}}The character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If successful, he falls catatonic for {{0}} hours as above.{{/rollGreater() shocktable 170}}
{{/shocktable}} {{#traumatable}}
{{traumatable}}
{{#rollBetween() traumatable 000 040}}The character becomes withdrawn and quiet. The character is at –10 to all Fellowship-based Tests. This lasts for {{2}} hours.{{/rollBetween() traumatable 000 040}} {{#rollBetween() traumatable 041 070}}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 {{2}} hours.{{/rollBetween() traumatable 041 070}} {{#rollBetween() traumatable 071 100}}The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception-based Tests and is at a –10 penalty to his Willpower for the next {{0}} days.{{/rollBetween() traumatable 071 100}} {{#rollBetween() traumatable 101 120}}The character suffers from a temporary severe phobia (see Disorders, page 296). 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 Willpower Test or suffer a –10 modifier to the Test. If the character gets into combat, all Tests during combat automatically suffer a –10 modifier. 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 {{1}} days, the character will be exhausted by lack of sleep and gains a level of fatigue. This effect lasts for {{0}} days.{{/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 {{1}} days.{{/rollBetween() traumatable 151 160}} {{#rollBetween() traumatable 161 170}}The character temporarily becomes hysterically blind or deaf. This effect lasts for {{1}} 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 {{1}} days.{{/rollGreater() traumatable 170}}
{{/traumatable}} {{#maligtable}}
{{maligtable}} {{#rollBetween() maligtable 01 10}}Palsy
The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}.{{/rollBetween() maligtable 01 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 d10. 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 (see page 297). 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 Test Toughness 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. See Horrific Nightmares, page 298 for details.{{/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 Test Willpower 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 (see Disorders, page 296), but is freakish enough to cause serious suspicion if found out.{{/rollBetween() maligtable 94 100}}
{{/maligtable}} {{#mutable}}
{{mutable}} {{#rollBetween() mutable 01 05}}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 ‘normals’, but gains a +10 bonus to Intimidate Tests.{{/rollBetween() mutable 01 05}} {{#rollBetween() mutable 06 10}}Tough Hide
The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.{{/rollBetween() mutable 06 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 {{3}}.{{/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.
{{mutint}} Intelligence {{#rollBetween() mutint 1 5}}reduced by {{0}}{{/rollBetween() mutint 1 5}} {{#rollBetween() mutint 6 7}}permanently halved{{/rollBetween() mutint 6 7}} {{#rollBetween() mutint 8 9}}is not affected{{/rollBetween() mutint 8 9}} {{#rollTotal() mutint 10}}reduced to 5{{/rollTotal() mutint 10}}
{{mutper}} Perception {{#rollBetween() mutper 1 5}}reduced by {{0}}{{/rollBetween() mutper 1 5}} {{#rollBetween() mutper 6 7}}permanently halved{{/rollBetween() mutper 6 7}} {{#rollBetween() mutper 8 9}}is not affected{{/rollBetween() mutper 8 9}} {{#rollTotal() mutper 10}}reduced to 5{{/rollTotal() mutper 10}}
{{mutwp}} Willpower {{#rollBetween() mutwp 1 5}}reduced by {{0}}{{/rollBetween() mutwp 1 5}} {{#rollBetween() mutwp 6 7}}permanently halved{{/rollBetween() mutwp 6 7}} {{#rollBetween() mutwp 8 9}}is not affected{{/rollBetween() mutwp 8 9}} {{#rollTotal() mutwp 10}}reduced to 5{{/rollTotal() mutwp 10}}
{{mutfel}} Fellowship {{#rollBetween() mutfel 1 5}}reduced by {{0}}{{/rollBetween() mutfel 1 5}} {{#rollBetween() mutfel 6 7}}permanently halved{{/rollBetween() mutfel 6 7}} {{#rollBetween() mutfel 8 9}}is not affected{{/rollBetween() mutfel 8 9}} {{#rollTotal() mutfel 10}}reduced to 5{{/rollTotal() mutfel 10}}
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 by {{1}} and Intelligence by {{2}}. 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 points of damage that ignores Armour and Toughness.{{/rollBetween() mutable 41 45}} {{#rollBetween() mutable 46 50}}Hulking
The mutant grows in stature and body-mass. 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 the discipline of his choice.{{/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 but 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 {{4}}, 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 by {{4}} and Fellowship {{5}}
{{#rollBetween() d10add 1 3}}Also, it gains the Frenzy talent{{/rollBetween() d10add 1 3}} {{#rollBetween() d10add 4 7}}Also, it gains the Fearless talent{{/rollBetween() d10add 4 7}} {{#rollBetween() d10add 8 10}}Also, it gains the From Beyond Trait{{/rollBetween() d10add 8 10}} {{/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. Such mutations, regardless of their nature, still show the obvious touch of Chaos.{{/rollBetween() mutable 68 71}} {{#rollBetween() mutable 71 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 I or R damage).{{/rollBetween() mutable 71 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 damage, it gains Fear 2 for that round.{{/rollBetween() mutable 79 81}} {{#rollBetween() mutable 82 85}}Venomous
The mutant’s natural attacks are toxic. It gains the Toxic Trait.{{/rollBetween() mutable 82 85}} {{#rollBetween() mutable 86 89}}Hideous Strength
The mutant gains the Unnatural Strength Trait.{{/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 extra 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 onequarter 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 AB×2.{{/rollTotal() mutable 96}} {{#rollTotal() mutable 97}}Corpulent
The mutant’s huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait. 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 instead of attacking normally in close combat. The mutant must 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 R (or E) Tearing Damage.{{/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}} 1st Hit Head {{/rollTotal() multihit 1}} {{#rollTotal() multihit 2}} 1st Hit Head
2nd Hit Head {{/rollTotal() multihit 2}} {{#rollTotal() multihit 3}} 1st Hit Head
2nd Hit Head
3rd Hit Left Arm {{/rollTotal() multihit 3}} {{#rollTotal() multihit 4}} 1st Hit Head
2nd Hit Head
3rd Hit Left Arm
4th Hit Body {{/rollTotal() multihit 4}} {{#rollTotal() multihit 5}} 1st Hit Head
2nd Hit Head
3rd Hit Left Arm
4th Hit Body
5th Hit Right Arm {{/rollTotal() multihit 5}} {{#rollBetween() multihit 6 10}} 1st Hit Head
2nd Hit Head
3rd Hit Left Arm
4th Hit Body
5th Hit Right Arm
6th+ additional Hits Body {{/rollBetween() multihit 6 10}} {{#rollTotal() multihit 12}} 1st Hit Arm {{/rollTotal() multihit 12}} {{#rollTotal() multihit 13}} 1st Hit Arm
2nd Hit Same Arm {{/rollTotal() multihit 13}} {{#rollTotal() multihit 14}} 1st Hit Arm
2nd Hit Same Arm
3rd Hit Body {{/rollTotal() multihit 14}} {{#rollTotal() multihit 15}} 1st Hit Arm
2nd Hit Same Arm
3rd Hit Body
4th Hit Head {{/rollTotal() multihit 15}} {{#rollTotal() multihit 16}} 1st Hit Arm
2nd Hit Same Arm
3rd Hit Body
4th Hit Head
5th Hit Body {{/rollTotal() multihit 16}} {{#rollBetween() multihit 17 21}} 1st Hit Arm
2nd Hit Same Arm
3rd Hit Body
4th Hit Head
5th Hit Body
6th+ additional Hits Left/Right Arm {{/rollBetween() multihit 17 21}} {{#rollTotal() multihit 23}} 1st Hit Body {{/rollTotal() multihit 23}} {{#rollTotal() multihit 24}} 1st Hit Body
2nd Hit Body {{/rollTotal() multihit 24}} {{#rollTotal() multihit 25}} 1st Hit Body
2nd Hit Body
3rd Hit Left Arm {{/rollTotal() multihit 25}} {{#rollTotal() multihit 26}} 1st Hit Body
2nd Hit Body
3rd Hit Left Arm
4th Hit Head {{/rollTotal() multihit 26}} {{#rollTotal() multihit 27}} 1st Hit Body
2nd Hit Body
3rd Hit Left Arm
4th Hit Head
5th Hit Right Arm {{/rollTotal() multihit 27}} {{#rollBetween() multihit 28 32}} 1st Hit Body
2nd Hit Body
3rd Hit Left Arm
4th Hit Head
5th Hit Right Arm
6th+ additional Hits Body {{/rollBetween() multihit 28 32}} {{#rollTotal() multihit 34}} 1st Hit Leg {{/rollTotal() multihit 34}} {{#rollTotal() multihit 35}} 1st Hit Leg
2nd Hit Same Leg {{/rollTotal() multihit 35}} {{#rollTotal() multihit 36}} 1st Hit Leg
2nd Hit Same Leg
3rd Hit Body {{/rollTotal() multihit 36}} {{#rollTotal() multihit 37}} 1st Hit Leg
2nd Hit Same Leg
3rd Hit Body
4th Hit Left Arm {{/rollTotal() multihit 37}} {{#rollTotal() multihit 38}} 1st Hit Leg
2nd Hit Same Leg
3rd Hit Body
4th Hit Left Arm
5th Hit Head {{/rollTotal() multihit 38}} {{#rollBetween() multihit 39 43}} 1st Hit Leg
2nd Hit Same Leg
3rd Hit Body
4th Hit Left Arm
5th Hit Head
6th+ additional Hits Body {{/rollBetween() multihit 39 43}}
{{/multihit}} {{#haywire}}
{{haywire}} {{#rollBetween() haywire 01 20}}Insignificant
There is no noticeable effect on nearby technology.{{/rollBetween() haywire 01 20}} {{#rollBetween() haywire 21 40}}Minor Disruption
All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –10 penalty. The Base Movement of anyone in power armour is reduced by 1.{{/rollBetween() haywire 21 40}} {{#rollBetween() haywire 41 60}}Major Disruption
All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a –20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.{{/rollBetween() haywire 41 60}} {{#rollBetween() haywire 61 80}}Dead Zone
Technology within the affected area completely ceases to function. Power armour becomes Unpowered. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type.{{/rollBetween() haywire 61 80}} {{#rollBetween() haywire 81 100}}Prolonged Dead Zone
Technology within the affected area completely ceases to function. Power armour becomes Unpowered. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type.{{/rollBetween() haywire 81 100}}
{{/haywire}} {{#crittable}}
{{/crittable}} {{#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 as aims are knocked askew and shots go wide.{{/rollBetween() vehcrit 1 2}} {{#rollTotal() vehcrit 3}}Staggered
A direct hit on the armour surrounding the driver’s compartment leaves the pilot stunned and reeling. He must pass a Challenging (+0) Toughness Test or become Stunned and unable to drive or pilot 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 his 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, twisted and melted beyond repair. The weapon no longer functions, and there is a 25% chance of the weapon’s ammo cooking off. If it does so, roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them, halving all damage rolled.{{/rollTotal() vehcrit 4}} {{#rollTotal() vehcrit 5}}Drive Damaged
The hit tears off a tread, penetrates an air intake, or tears into the grav generator housing, doing severe damage. Reduce the vehicle’s Tactical Speed by {{2}} (and the Cruising Speed by half). If this brings the Tactical Speed to 0, the vehicle is immobilised. Ground vehicles shudder to a halt, while skimmers and flyers crash into the ground, which could be a problem if they’re at a high enough altitude.{{/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 on this facing by half. If the attack was a ranged weapon, the shot rips through the interior of the vehicle as well. Each passenger and crew member has a 20% chance of being hit by the same shot and taking half of the rolled damage. In addition, the vehicle is now open to the outside, which could be a problem if the vehicle is in a poisonous atmosphere, underwater, or 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 make a Difficult (–10) Agility Test or catch on fire every Round they are inside the vehicle. In addition, each round there is a 20% chance that the vehicle will explode.{{/rollTotal() vehcrit 7}} {{#rollBetween() vehcrit 8 9}}Destroyed
The hit wrecks the vehicle, turning it into a shattered hulk. Anyone inside the vehicle takes {{2}} Explosive damage, and must make a Difficult (–10) Toughness Test or be Stunned for {{1}} Rounds. Skimmers or flyers crash to the ground or go into a terminal dive, depending on their altitude at the time. Hopefully there are enough grav-chutes to go around...{{/rollBetween() vehcrit 8 9}} {{#rollGreater() vehcrit 9}}Explodes
A direct hit to ammo stores, fuel tanks or another vital portion of the vehicle turns it into a raging fireball. Anyone inside takes {{5}} Explosive damage. Anyone within {{2}} metres of the vehicle suffers {{3}} Explosive damage from the explosion. If the vehicle has an open top, sides, or hatches, passengers or crew may make a Dodge Reaction to bail out at the last second. Anyone who succeeds at the Dodge Test only suffers the {{4}} damage from the vehicle’s explosion.\nNote: Depending on the contents of the vehicle, the GM may enhance the explosion’s radius and/or damage as he sees fit.{{/rollGreater() vehcrit 9}}
{{/vehcrit}} {{#desc}}
{{desc}}
{{/desc}} {{#desc2}}
{{desc2}}
{{/desc2}}