mirror of
https://github.com/Nighthawk42/roll20-character-sheets.git
synced 2026-08-30 19:52:29 +00:00
Added requisition field to gear and tools Fixed Abilities description on chat Added minimum and maximum value to IP/CP Added translation title to Bionic checkboxes Fixed Arm/Leg capitalization Merged several macros into new Conditions selector Added field for fixed focus power bonus Added Special Quality selector to Weapons, for now it features Tearing Damage
1223 lines
155 KiB
JSON
1223 lines
155 KiB
JSON
{
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"abilitiesAction": "Action",
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"abilitiesAttackPatterns": "Attack Patterns",
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"abilitiesBolterAssaultName": "Bolter Assault",
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"abilitiesBolterAssaultTitle": "Free Action\nCost 3 Cohesion\nSustained: NO\n\nWhen the Battle-Brother calls a Bolter Assault, both he\nand those in Support Range may make an immediate Charge\nMove and a Standard Attack with a bolter, bolt pistol, or storm bolter.\nMay use their Standard Attack to throw a grenade instead.\n\nImprovement: At Rank 4\nCan make Semi Auto Bursts and Full Auto Bursts\ninstead of a Standard Attack.",
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"abilitiesBurstSpeedName": "Burst of Speed",
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"abilitiesBurstSpeedTitle": "Required Rank: 1\nOnce per game session\nFree Action at the start of his Turn.\n\nThis ability increases the character’s Agility Bonus by +2\nfor Combat Rounds equal to his Rank.\n\nImprovement: At Rank 3\n+10 to all Agility tests based on movement.\n\nImprovement: At Rank 5\nThe bonus to Agility Bonus increases to +4.\n\nImprovement: At Rank 7\nIgnore the need to make Agility Tests when\nrunning or charging in difficult terrain.",
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"abilitiesCodex": "Codex Abilities",
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"abilitiesCost": "Cost",
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"abilitiesDefensiveStances": "Defensive Stances",
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"abilitiesDigInName": "Dig In",
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"abilitiesDigInTitle": "Full Action\nCost 3 Cohesion\nSustained: YES\n\nWhile this ability is active, the Battle-Brother and those in\nSupport Range of him can double the Armour Points\ngiven by any cover they are currently using\nThis bonus to cover only applies to each individual\nBattle-Brother so long as they remain stationary.\n\nImprovement: At Rank 5\nThe double armour bonus applies to\nall cover use, even after moving to a different cover.",
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"abilitiesEmperorGraceName": "Emperor’s Grace",
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"abilitiesEmperorGraceTitle": "Required Rank: 7\nOnce per game session\nFree Action or a Reaction.\n\nWhenever the Battle-Brother spends a Fate Point, he rolls 1d10.\nIf he scores equal or less than his Rank,\nthe Fate Point is immediately recovered.\nfor Combat Rounds equal to his Rank.",
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"abilitiesExtremeEnduranceName": "Extreme Endurance",
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"abilitiesExtremeEnduranceTitle": "Required Rank: 5\nOnce per game session\nFree Action or a Reaction.\n\nGrants One re-roll on all Toughness Tests for\na number of hours equal to his Rank.\n\nImprovement: At Rank 7\n+20 to the result of the re-roll.",
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"abilitiesFeatStrengthName": "Feat of Strength",
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"abilitiesFeatStrengthTitle": "Required Rank: 1\nOnce per day of game time\nFree Action at the start of his Turn.\n\nThis ability increases his Unnatural Strength Trait by one level\n(Unnatural Strength x2 becomes Unnatural Strength x3)\nfor Combat Rounds equal to his Rank.\n\nImprovement: At Rank 3\n+10 to all Strength-based Skill Tests\n\nImprovement: At Rank 5\nLasts for Combat Rounds equal to twice the character’s Rank.\n\nImprovement: At Rank 7\nThis Ability increases the character’s\nUnnatural Strength Trait by two levels.",
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"abilitiesFireEffectName": "Fire for Effect",
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"abilitiesFireEffectTitle": "Half Action\nCost 2 Cohesion\nSustained: YES\n\nWhile this ability is active, the Kill-team may use their\nReactions to make a Standard Attack with a ranged weapon.\n\nImprovement: At Rank 4\nCan make Semi Auto Bursts and Full Auto Bursts\ninstead of a Standard Attack.",
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"abilitiesFireSupportName": "Fire Support",
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"abilitiesFireSupportTitle": "Half Action (Free Action at Rank 3+)\nCost 1 Cohesion\nSustained: YES\n\nWhile this ability is active, the Kill-team does not\nsuffer the normal –20 to hit when using the Suppressing Fire\nand Overwatch actions.\n\nImprovement: At Rank 3\nAbility can be activated as a Free Action.",
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"abilitiesFuriousChargeName": "Furious Charge",
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"abilitiesFuriousChargeTitle": "Free Action\nCost 3 Cohesion\nSustained: NO\n\nThe Battle-Brother and those in Support Range of him may\nmake an immediate Charge Attack with a melee weapon.\nBattle-Brothers involved may re-roll Damage for their attacks.\n\nImprovement: At Rank 5\nCan make use of multiple attacks with talents\nsuch as Swift Attack or Lightning Attack.",
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"abilitiesGoGroundName": "Go to Ground",
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"abilitiesGoGroundTitle": "Reaction\nCost 1 Cohesion\nSustained: NO\n\nThe Battle-Brother may issue a Go to Ground order when he or another member of his\nKill-team within his Support Range has been hit by a ranged attack.\n\nThey may make a free move up to their Agility Bonus in metres to find cover.\nNOTE: the Hit will take effect before the move, in case of Semi or Auto Bursts\nonly the first hit is worked out before the Battle-Brothers moves\n\nImprovement: At Rank 4\nThe free move to cover may be up to twice\nthe Battle-Brother’s Agility Bonus.",
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"abilitiesMentalFortressName": "Mental Fortress",
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"abilitiesMentalFortressTitle": "Required Rank: 5\nOnce per game session\nFree Action or a Reaction.\n\nGrants One re-roll on Willpower Tests to\nresist Psychic Powers or attempts to subvert his will.\n\nImprovement: At Rank 7\n+20 to the result of the re-roll.",
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"abilitiesRegroupName": "Regroup",
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"abilitiesRegroupTitle": "Full Action\nCost 2 Cohesion\nSustained: NO\n\nThe Battle-Brother may order a Regroup to allow himself and\nthose in Support Range of him to move up to twice their\nAgility Bonus in any direction, just as if they had made a Full\nMove Action. In addition, Regroup move does not trigger\nenemy Overwatch or Suppression Fire.\n\nImprovement: At Rank 4\nMay Reload any weapons they are currently carrying, provided doing so\nwould only be a Half Action or a Free Action.",
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"abilitiesRenewedVigourName": "Renewed Vigour",
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"abilitiesRenewedVigourTitle": "Required Rank: 3\nOnce per game session\nFree Action at the start of his Turn.\n\nCan ignore the effects of a single critical hit,\nsuch as Stunning, levels of Fatigue, or unconsciousness.\nfor Combat Rounds equal to his Rank.\n\nNOTE: this does not allow the use of useless limbs\nor critical hits that result in death.\nAny new critical hit effects suffered during the\nRenewed Vigour affect the Battle-Brother as normal.\n\nImprovement: At Rank 5\nRestores a number of Wounds equal to his Rank.\n\nImprovement: At Rank 7\nCan ignore all of the critical hit effects\nhe is currently suffering, for the duration of the ability.",
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"abilitiesSoakFireName": "Soak Fire",
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"abilitiesSoakFireTitle": "Reaction\nCost 2 Cohesion\nSustained: NO\n\nA Battle-Brother may use this ability whenever another\nmember of his squad within his Support Range is hit\nby a Semi or Full Auto Burst and would be eligible to make a Dodge Test\nto avoid the attack. These hits are then divided evenly between the\noriginal target, the Battle-Brother, and those supporting him.\nNOTE: Battle-Brothers soaking fire cannot Dodge attacks allocated to them.\n\nImprovement: At Rank 4\nMay soak single-attack ranged weapons\nsuch as a blast from a lascannon or a sniper’s bullet.",
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"abilitiesSpecialityAndChapter": "Speciality & Chapter Abilities",
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"abilitiesSquadAdvanceName": "Squad Advance",
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"abilitiesSquadAdvanceTitle": "Half Action (Free Action at Rank 3+)\nCost 1 Cohesion\nSustained: YES\n\nWhile this ability is active, the Kill-team may use\ntheir Reactions to make a Tactical Advance combat action.\n\nImprovement: At Rank 3\nAbility can be activated as a Free Action.",
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"abilitiesStrongpointName": "Strongpoint",
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"abilitiesStrongpointTitle": "Full Action\nCost 3 Cohesion\nSustained: YES\n\nA Battle-Brother can establish a Strongpoint, nominating either\nhimself or a member of his Kill-team within Support Range\nas the Centre of the Strongpoint. The Centre must remain\nstationary for the ability to remain in effect. The Centre may\nthen Call Targets either as a Free Action in his turn or as\na Reaction. Battle-Brothers in Support Range of the Centre\n(including the Centre himself ) then gain a +20 to Ballistic\nSkill and Weapon Skill Tests against a Called Target, may re-roll\nDamage against it, and may use their Reactions to make\nStandard Attacks against it. A target remains marked in this\nway until either the Centre moves (ending the Strongpoint)\nor the Centre marks a new target.",
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"abilitiesSustaining": "Sustaining?",
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"abilitiesTacticalSpacingName": "Tactical Spacing",
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"abilitiesTacticalSpacingTitle": "Full Action\nCost 1 Cohesion\nSustained: YES\n\nWhile this ability is active, the Battle-Brother and\nthose in Support Range of him can share their Reactions.\n\nOne Squad member could give his Reaction\n(losing it for himself for the turn) to another Squad member\nIf the Space Marine has extra reactions, these may also be shared.\n\nImprovement: At Rank 5\nAll Squad Members in support range gain an additional Reaction.",
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"abilitiesTankBusterName": "Tank Buster",
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"abilitiesTankBusterTitle": "Free Action\nCost 1 Cohesion\nSustained: NO\n\nThe Battle Brother may nominate a member of the Kill-team armed with\neither a heavy weapon or an explosive (this could be himself)\n\nFor every Kill-Team member in support range the nominated\nBattle-Brother may add either +5 to his Ballistic Skill to the attack\nor move 2 metres closer to his target (This is considered an Attack Action)\n\nImprovement: At Rank 4\nThe Bonus increases to +10 BS or 5 metres\nper Kill-team member in Support Range.",
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"ability": "Ability",
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"Acrobatics": "Acrobatics",
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"actionFree": "Free",
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"actionFull": "Full",
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"actionHalf": "Half",
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"actionOther": "Other",
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"actionReaction": "Reaction",
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"advancementName": "Advancement Name",
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"advancementsChapterDeathwatch": "Chapter/Deathwatch Advancements",
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"advancementsGeneral": "General Advancements",
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"advancementsSpeciality": "Speciality Advancements",
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"Agility": "Agility",
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"Agility-abbr": "Ag",
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"Agility-abbrP": "(Ag)",
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"agilityBonus": "Agility Bonus",
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"armourHeader": "Armour & Defense",
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"armourPoints": "Armour Points",
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"armourPointsAbbr": "AP",
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"armourSoakTitle": "Armor + Toughness Bonus",
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"Awareness": "Awareness",
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"BallisticSkill": "Ballistic Skill",
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"BallisticSkill-abbr": "BS",
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"BallisticSkill-abbrP": "(BS)",
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"Basic": "Basic",
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"bionictitle1": "Bionic Limb? (+2 TB)",
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"bionictitle2": "Bionic Heart? (+1 TB)",
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"bloodLossRoll": "Blood Loss",
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"burningRoll": "Burning",
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"Carouse": "Carouse",
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"carryCapacityLift": "Lift",
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"carryCapacityLiftModTitle": "Mod value is multiplied x2",
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"carryCapacityMax": "Carry Max",
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"carryCapacityPush": "Push",
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"carryCapacityPushModTitle": "Mod value is multiplied x4",
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"carryCapacityTitle": "Select your SB + TB value to set Carry, Lift & Push capacity",
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"Chapter": "Chapter",
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"ChapterDemeanour": "Chapter Demeanour",
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"chapterDescription": "Chapter Description",
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"characterDescription": "Physical Description, Personality, Backstory...",
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"characteristicAdvance": "Adv.",
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"characteristicAdvanceExpert": "Expert",
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"characteristicAdvanceIntermediate": "Intermediate",
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"characteristicAdvanceSimple": "Simple",
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"characteristicAdvanceTrained": "Trained",
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"characteristicBase": "Starting",
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"Characteristics": "Characteristics",
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"characteristicVaries": "Varies",
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"CharacterName": "Character Name",
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"Charm": "Charm",
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"ChemUse": "Chem-Use",
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"Ciphers": "Ciphers",
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"Climb": "Climb",
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"cohesionBase": "Base Cohesion",
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"cohesionBaseTitle": "Base Cohesion Points are calculated at the start of the mission\nBase value is equal to Squad Leader's Fellowship Bonus\nNOTE: Must check Squad Leader? checkbox to see value\n\nBonus points are added based on Squad Leader's Speciality Rank\nand Command Skill level:\n-Rank 4 or 5 (+1)\n-Rank 6+ (+2)\n-Command Skill (trained) (+1)\n-Command Skill +10 (+2)\n-Command Skill +20 (+3)\n\nRank and Command bonus points are both added, however\nOnly the highest bonus for Rank and Command apply\nE.g: Command Skill +10 only gives 2 points not 3",
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"cohesionCurrent": "Current",
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"cohesionCurrentTitle": "Current Cohesion Points are spent activating SQUAD MODE abilities\nCohesion points can be regained in various ways\nsuch as completing an objective, spending a Fate Point\nor performing a monumental task (at GMs discretion)\n\nCurrent Cohesion can excede the base value\nBonus Cohesion points from abilities and/or Oaths are added here.",
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"cohesionExtendRangeRollInfo": "On success, range extended by",
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"cohesionIsSquadLeader": "Squad Leader?",
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"cohesionRange120": "120m Vocal (Rank 7-8)",
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"cohesionRange30": "30m Visual (Rank 1-3)",
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"cohesionRange60": "60m Vocal (Rank 4-6)",
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"cohesionSpecialityRank": "Speciality Rank",
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"cohesionSupportRange": "Support Range",
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"Command": "Command",
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"Concealment": "Concealment",
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"Contortionist": "Contortionist",
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"conditionsRoll": "Conditions ⏵",
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"corruptionDamned": "Damned (100+ CP)",
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"corruptionDebased": "Debased (61-90 CP)",
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"corruptionDegree": "Degree of Corruption",
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"corruptionPointHeader": "Corruption Points (CP)",
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"corruptionPointsTotal": "Total Corruption Points",
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"corruptionProfaned": "Profaned (91-99 CP)",
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"corruptionPure": "Pure (0 CP)",
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"corruptionSoiled": "Soiled (31-60 CP)",
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"corruptionTainted": "Tainted (1-30 CP)",
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"criticalDamage": "Critical Damage Level",
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"criticalHitsHeader": "Critical Hits",
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"curseDegree": "Insanity Track",
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"curseInsane": "Insane (100+ IP)(-100)",
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"curseLevel1": "Level 1 Curse (31-60 IP)(-10)",
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"curseLevel2": "Level 2 Curse (61-90 IP)(-20)",
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"curseLevel3": "Level 3 Curse (91-99 IP)(-30)",
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"curseNoEffect": "No Effect (0-30 IP)(0)",
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"cyberneticsImplants": "Cybernetics & Implants",
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"damageType": "Damage Type",
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"damageTypeEnergy": "Energy",
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"damageTypeEnergyAbbr": "E",
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"damageTypeExplosive": "Explosive",
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"damageTypeExplosiveAbbr": "X",
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"damageTypeImpact": "Impact",
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"damageTypeImpactAbbr": "I",
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"damageTypeRending": "Rending",
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"damageTypeRendingAbbr": "R",
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"Deceive": "Deceive",
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"demeanourDescription": "Demeanour Description",
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"Demolition": "Demolition",
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"Description": "Description",
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"Dodge": "Dodge",
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"Drive": "Drive",
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"Evaluate": "Evaluate",
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"fallDamageRoll": "Fall Damage",
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"fatePointInfo": "---Spending Fate Points---\nAs a Free Action (or Reaction) the character can Spend FP in several effects:\n*Re-roll a failed test once. The results of the re-roll are final.\n*Gain a +10 bonus to a test. This must be chosen before dice are rolled.\n*Add 1 extra Degree of Success to a test (test must be successful for this effect to apply)\n*Count as having rolled a 10 for Initiative Roll.\n*Instantly removes 1d10 Damage (this does not remove Critical Damage).\n*Instantly recover from being Stunned.\n*Enter Squad Mode without Cohesion Test.\n*Gain +1 Bonus to Rank, for Solo Mode Abilities.\n*Remove 1 Level of Fatigue.\n\nTipically Spent FPs are restored by the end of the gaming season, at GMs discretion.\n\n--Burning Fate Points--\nThe character may choose to burn a FP and permanently reduce\nhis Fate Points pool by one. The result is that the character survives\nwhatever it was that would have killed him, but only barely.\n\nA Fate Point may be burnt even if it has already been spent for that gaming session.",
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"FatePoints": "Fate Points",
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"fatePointsPool": "Pool",
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"Fatigue": "Fatigue",
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"fatiguePointInfo": "Any level of Fatigue adds a -10 Penalty to all Tests.\n\nClick here to apply this Penalty\nThis will be seen in the Characteristic Scores above\nUncheck to remove Penalty.\n\nFatigue Limit equals Toughness Bonus.\nIf the Character excedes its Fatigue Limit\nit falls Unconcious for 10 min -TB.\n\nFull rules can be found in Pag. 251",
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"fatiguePointsLevel": "Level",
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"fatiguePointsLimit": "Limit",
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"Fellowship": "Fellowship",
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"Fellowship-abbr": "Fel",
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"Fellowship-abbrP": "(Fel)",
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"fellowshipBonus": "Fellowship Bonus",
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"forceFieldCraftsmanshipCommon": "Common (10%)",
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"forceFieldCraftsmanshipExceptional": "Exceptional (5%)",
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"forceFieldCraftsmanshipMaster": "Master (1%)",
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"forceFieldCraftsmanshipTerminator": "Terminator (0%)",
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"forceFieldDeflectionRoll": "Rolls Force Field deflection chance",
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"forceFieldOverloadChance": "Overload Chance (%)",
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"forceFieldRating": "Field Rating",
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"forceFieldsHeader": "Force Fields",
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"FPCurrent": "Current",
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"Gamble": "Gamble",
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"gearCarryAvailable": "Available",
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"gearCarryMax": "Carry Max",
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"gearCarryModTitle": "Mod value has No multiplier",
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"gearListHeader": "Gear & Tools List",
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"gearListHide": "Hide Gear List",
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"gearQuantityPlaceholder": "Qty.",
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"gearQuantityTitle": "Quantity",
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"gearWeightPlaceholder": "Wgt.",
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"gearWeightTitle": "Weight",
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"gearReqTitle": "Requisition Cost",
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"gearReqPlaceholder": "Req.",
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"generalCraftsmanship": "Craftsmanship",
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"generalMod": "Mod",
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"generalName": "Name",
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"generalRating": "Rating",
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"gmRoll": "GM Roll",
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"gmRollTitle": "Sets all macro rolls to be visible only to the GM.",
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"haywireFieldEffect": "Haywire Field Effect",
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"haywireRoll": "Haywire",
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"hideDescription": "Hide Description",
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"implant": "Implant",
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"infodamageIgnoreAP": "This Damage ignores AP only",
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"infodamageIgnoreAPTB": "This Damage ignores AP and TB",
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"infoPlusOneFatigue": "+1 Fatigue",
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"initiativeModTitle": "Initiative Modifier\nType here your (Ag) Bonus (default)\nPlus any Talent that increases (or changes) your Initiative.\ne.g.: Lightning Reflexes (Ag) Bonus x2.\ne.g.: Combat Sense uses (Per) Bonus instead.",
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"Inquiry": "Inquiry",
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"insanityPointsHeader": "Insanity Points (IP)",
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"insanityPointsTotal": "Total Insanity Points",
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"insanityToggleAstartes": "Show Astartes options",
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"insanityToggleOther": "Show other options",
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"Intelligence": "Intelligence",
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"Intelligence-abbr": "Int",
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"Intelligence-abbrP": "(Int)",
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"intelligenceBonus": "Intelligence Bonus",
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"Interrogation": "Interrogation",
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"Intimidate": "Intimidate",
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"Invocation": "Invocation",
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"Literacy": "Literacy",
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"Logic": "Logic",
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"LoreCommon": "Common Lore",
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"LoreForbidden": "Forbidden Lore",
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"LoreScholastic": "Scholastic Lore",
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"madnessDegree": "Degree of Madness",
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"madnessDeranged": "Deranged (80-99 IP)",
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"madnessDisturbed": "Disturbed (40-59 IP)",
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"madnessInsane": "Terminally Insane (100+ IP)",
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"madnessStable": "Stable (0-9 IP)",
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"madnessUnhinged": "Unhinged (60-79 IP)",
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"madnessUnsettled": "Unsettled (10-39 IP)",
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"Malignancies": "Malignancies",
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"malignancyModTitle": "This value is added to the Malignancy Test\nBased on Degree of Corruption",
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"malignancyTestDescription": "You must successfully test against two characteristics.\nCheck here those you have already tested against and can no longer use for this test",
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"malignanycMod": "Malignancy Mod:",
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"Medicae": "Medicae",
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"MeleeWeapons": "Melee Weapons",
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"MentalDisorders": "Mental Disorders",
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"mentalDisordersAcute": "Acute",
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"mentalDisorderSeverity": "Severity",
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"mentalDisordersMinor": "Minor",
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"mentalDisordersSevere": "Severe",
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"migratedData": "Migrated Data",
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"migratedDataHideTitle": "Hide Migrated data",
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"modeSwitchToSolo": "Switch to SOLO MODE",
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"modeSwitchToSquad": "Switch to SQUAD MODE",
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"movementCharge": "Charge",
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"movementChargeTitle": "Agility Bonus x3",
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"movementCustomMove": "Custom Move",
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"movementFlyerTrait": "Flyer Trait",
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"movementFull": "Full",
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"movementFullMove": "Full Move",
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"movementFullTitle": "Agility Bonus x2",
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"movementHalf": "Half",
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"movementHalfMove": "Half Move",
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"movementHalfTitle": "Agility Bonus (AB)",
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"movementHalved": "movement halved?",
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"movementHeader": "MOVEMENT SCORE",
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"movementJumpBase": "Base Jump",
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"movementJumpCustom": "C. Jump",
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"movementJumpTitle": "1/2m",
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"movementLeapBase": "Base Leap",
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"movementLeapCustom": "C. Leap",
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"movementLeapTitle": "SB x 1m",
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"movementNormalMove": "Normal Move",
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"movementRun": "Run",
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"movementRunTitle": "Agility Bonus x6",
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"modlabel": "Mod",
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"Mutations": "Mutations",
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"mutationTests": "Mutation Tests",
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"mutCaracHalved": "permanently halved",
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"mutCaracNotAffected": "is not affected",
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"mutCaracReduced": "reduced by {{0}}",
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"mutCaracReducedTo5": "reduced to 5",
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"Navigation": "Navigation",
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"no": "No",
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"npcConditions": "Conditions",
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"npcFaction": "NPC Faction",
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"npcHideDetails": "Hide NPC Details",
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"npcHordeDamageBonus": "Bonus Damage",
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"npcHordeDiceBonus1d": "+1d10 (mag. 10-19)",
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"npcHordeDiceBonus2d": "+2d10 (mag. 20+)",
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"npcHordeDiceBonus3d": "+3d10 (mag. 20+)",
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"npcHordeDiceMagnitude": "Current Magnitude",
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"npcHordeDiceNoBonus": "No Bonus (mag. 9 or under)",
|
||
"npcHordeDiceOverwhelming": "Overwhelming Horde",
|
||
"npcHordeRangedAttack": "Ranged Attacks",
|
||
"npcMagnitudeBase": "Base",
|
||
"npcMagnitudeCurrent": "Current",
|
||
"npcMagnitudeInfo1": "horde magnitude multipliers",
|
||
"npcMagnitudeInfo2": "(ignore for individual units)",
|
||
"npcMagnitudeTitle": "Magnitude",
|
||
"npcMagnitudeWillpowerInfo": "Magnitude Percentages calculated from BASE value\nHelps calculate when a Horde breaks\n\n75% = Willpower Test (+0)\n50% = Willpower Test (-10)\n25% = Horde flees unless its Fearless",
|
||
"npcMiscellaneous": "Miscellaneous, Gear & Notes",
|
||
"npcName": "NPC Name",
|
||
"npcSkillName": "Skill Name",
|
||
"npcTalentsAndTraits": "Talents & Traits",
|
||
"npcTier": "NPC Tier",
|
||
"npcTierElite": "Elites",
|
||
"npcTierMaster": "Masters",
|
||
"npcTierTroop": "Troops",
|
||
"npcTierUndefined": "Undefined",
|
||
"npcWoundsCritical": "Critical",
|
||
"PastEvent": "Past Event",
|
||
"pastEventDescription": "Past Event Description",
|
||
"Penetration": "Penetration",
|
||
"Perception": "Perception",
|
||
"Perception-abbr": "Per",
|
||
"Perception-abbrP": "(Per)",
|
||
"perceptionBonus": "Perception Bonus",
|
||
"Performer": "Performer",
|
||
"PersonalDemeanour": "Personal Demeanour",
|
||
"Pilot": "Pilot",
|
||
"PlayerName": "Player Name",
|
||
"Plus10": "+10%",
|
||
"Plus20": "+20%",
|
||
"powerArmourAbilitiesHeader": "POWER ARMOUR ABILITIES",
|
||
"powerArmourAutoSenses": "Auto-Senses",
|
||
"powerArmourAutoSensesInfo": "This provides the following benefits:\n*Grants the Dark Sight Trait: Can see even in total darkness\n\n*Grants Heightened Senses (Sight and Sound)\n+10 to relevant tests (Stacks with Implants for a +20 bonus)\n\n*Provides immunity to photon flash and stun grenades.\n\n*Makes the Called Shot Action into a Half Action.\n\nOnly applies while wearing the helmet",
|
||
"powerArmourBioMonitor": "Bio-monitor & Injectors",
|
||
"powerArmourBioMonitorInfo": "This provides the following benefits:\n*+10 to Tests resisting the Toxic Quality and similar poison effects.\n\n*Pain Suppressor: has 6 doses, used to ignore Critical Effects\nfor 1d10 rounds. The doses may be used in succession or staggered.\n\n*If the wearer is Stunned, it lasts a maximum of 1 Round.",
|
||
"powerArmourCeramitePlating": "Ceramite Plating",
|
||
"powerArmourCeramitePlatingInfo": "Provides AP 10 to the Body and AP 8 to all other Locations\n\nValues set by default on the armor section",
|
||
"powerArmourDisabledTitle": "Uncheck if the Power Armour is disabled",
|
||
"powerArmourEnhancedStrength": "Enhanced Strength",
|
||
"powerArmourEnhancedStrengthInfo": "Increase the Battle-Brother’s Strength by +20\nThe effect on SB is calculated AFTER\nthe Unnatural Strength multiplier.\n\nUnchecking the Checkbox to the right removes\nthe bonus to Strength Characteristic",
|
||
"PowerArmourHistory": "Power Armour History",
|
||
"powerArmourInjectorDoses": "Doses",
|
||
"powerArmourInjectorDosesInfo": "Remaining Doses\n\nCan be refilled with a Routine (+10) Tech-Use Test.",
|
||
"powerArmourInjectorRemainingDoses": " Remaining Doses",
|
||
"powerArmourMagnetizedBoot": "Magnetized Boot Soles",
|
||
"powerArmourMagnetizedBootInfo": "When activated, allows the wearer to adhere to metal surfaces.\nMay be activated/de-activated at the beginning of the wearer’s Turn.\nMagboots reduce Agility Bonus by half when used, but otherwise\nallow normal movement in low- or zero- gravity areas\nprovided there is a suitable surface to walk upon.\n\nTIP: use *movement halved?* selector when activating",
|
||
"powerArmourNutrientRecycling": "Nutrient Recycling",
|
||
"powerArmourNutrientRecyclingInfo": "This can sustain a Battle Brother for long periods of time, but not indefinitely.\nFor every 2 weeks that no other source of nutrition is ingested,\nmake a Toughness Test or suffer 1 level of Fatigue until nutrition is consumed.\nDifficulty increases one step for every 2 weeks without food or sustenance.",
|
||
"powerArmourOsmoticGill": "Osmotic Gill Life Sustainer",
|
||
"powerArmourOsmoticGillInfo": "With the helmet on, the armour is environmentally sealed and can\nmaintain an adequate oxygen supply as long as the unit is powered.",
|
||
"powerArmourPainSuppressorRoll": "Pain Suppressor",
|
||
"powerArmourPoorDexterity": "Poor Manual Dexterity",
|
||
"powerArmourPoorDexterityInfo": "Delicate tasks suffer a –10 penalty\nunless using equipment designed for Space Marines.",
|
||
"powerArmourRecoilSuppression": "Recoil Suppression",
|
||
"powerArmourRecoilSuppressionInfo": "Can fire Basic weapons one-handed.\nBasic weapons still may not be used in Close Combat.",
|
||
"powerArmourVoxLink": "Vox Link",
|
||
"powerArmourVoxLinkInfo": "Serves as a standard vox and a channel for any more sophisticated\ndata transmissions the suit or its wearer can access.\nThe bio-monitor feed also transmits through this link,\npermitting a squad to view each others’ vitals.",
|
||
"PrimarchsCurse": "Primarch's Curse",
|
||
"PsychicPowers": "Psychic Powers",
|
||
"Psyniscience": "Psyniscience",
|
||
"psymodtitle": "Fixed Modifiers for the Focus Power Test\n\nExample: Pyschic Hood (+5)",
|
||
"psyPowerActionFocusTime": "Action Time / Focus Power Time",
|
||
"psyPowerActionTime": "Action Time",
|
||
"psyPowerConduit": "Warp Conduit (PR +4)",
|
||
"psyPowerDamage1d10": "1d10 × PR",
|
||
"psyPowerDamage1d10Plus1": "1d10 + 1 × PR",
|
||
"psyPowerDamage1d10Plus2": "1d10 + 2 × PR",
|
||
"psyPowerDamage1d10Plus3": "1d10 + 3 × PR",
|
||
"psyPowerDamage1d5": "1d5 × PR",
|
||
"psyPowerDamage2d10": "2d10 × PR",
|
||
"psyPowerDamage2d10Plus1": "2d10 + 1 × PR",
|
||
"psyPowerDamage2d10Plus2": "2d10 + 2 × PR",
|
||
"psyPowerDamage2d10Plus3": "2d10 + 3 × PR",
|
||
"psyPowerDamage2d5": "2d5 × PR",
|
||
"psyPowerDamage3d10": "3d10 × PR",
|
||
"psyPowerDamage3d10Plus1": "3d10 + 1 × PR",
|
||
"psyPowerDamage3d10Plus2": "3d10 + 2 × PR",
|
||
"psyPowerDamage3d10Plus3": "3d10 + 3 × PR",
|
||
"psyPowerDamageFlatBonus": "Flat Bonus Dice",
|
||
"psyPowerDamageMultiplicative": "Multiplicative Dice",
|
||
"psyPowerFettered": "Fettered (PR/2)",
|
||
"psyPowerInformation": "Technique Information",
|
||
"psyPowerIsSustained": "Sustained",
|
||
"psyPowerLevel": "Power Level",
|
||
"psyPowerManifest": "Manifest",
|
||
"psyPowerNoDamage": "No Damage",
|
||
"psyPowerOpposed": "Opposed",
|
||
"psyPowerPenetrationNone": "No Penetration",
|
||
"psyPowerPenetrationTimes1": "1 × PR",
|
||
"psyPowerPenetrationTimes2": "2 × PR",
|
||
"psyPowerPenetrationTimes3": "3 × PR",
|
||
"psyPowerPush": "Push (PR +3)",
|
||
"psyPowersSustained": "Powers Sustained",
|
||
"psyPowersSustainedTitle": "+10 to all rolls on the Psychic Phenomena Table\n-1 Psy Rating per Sustained power",
|
||
"psyPowerSustainingTitle": "Check this if you are sustaining this Technique",
|
||
"psyPowerUnfettered": "Unfettered (Full PR)",
|
||
"PsyRating": "Psy Rating",
|
||
"psyRatingAbbreviated": "PR",
|
||
"psyTechniqueName": "Technique Name",
|
||
"purityDamned": "Damned (100+ CP)",
|
||
"purityPure": "Pure (0 CP)",
|
||
"purityTainted": "Tainted (1-99 CP)",
|
||
"purityThreshold": "Purity Threshold",
|
||
"queryFearRating": "Fear Rating",
|
||
"queryFearRating1": "Fear 1 Disturbing (-0)",
|
||
"queryFearRating2": "Fear 2 Frightening (-10)",
|
||
"queryFearRating3": "Fear 3 Horrifying (-20)",
|
||
"queryFearRating4": "Fear 4 Terrifying (-30)",
|
||
"queryHitLocation": "1st Hit Location",
|
||
"queryHitsNumber": "Number of Hits",
|
||
"queryMetresFallen": "Metres Fallen",
|
||
"queryModifier": "Modifier",
|
||
"queryThreshold": "Threshold",
|
||
"RangedWeapons": "Ranged Weapons",
|
||
"Rank": "Rank",
|
||
"renownDistinguished": "Distinguished (40-59)",
|
||
"renownFamed": "Famed (60-79)",
|
||
"renownHero": "Hero (80+)",
|
||
"renownInitiated": "Initiated (0-19)",
|
||
"renownRank": "Renown Rank",
|
||
"renownRating": "Renown Rating",
|
||
"renownRatingPlaceholder": "Rat.",
|
||
"renownRespected": "Respected (20-39)",
|
||
"righteousFuryRoll": "Righteous Fury",
|
||
"righteousFuryXenosRoll": "Vs Xenos",
|
||
"roll20WikiLink": "Roll20 Wiki Link",
|
||
"roll20WikiLinkTitle": "Click to select all > Right click > Open link in new tab\n\nRoll20 does not allow hyperlinks :(",
|
||
"rollBattleTrauma": "Battle trauma",
|
||
"rollBattleTrauma12": "Battle Rage",
|
||
"rollBattleTrauma34": "Ear of the Emperor",
|
||
"rollBattleTrauma56": "Ancestral Spirits",
|
||
"rollBattleTrauma78": "Righteous Contempt",
|
||
"rollBattleTrauma910": "Endless Redemption",
|
||
"rollBattleTraumaTitle": "Rolls a random battle trauma",
|
||
"rollBloodLossCritical": "Survives this Round",
|
||
"rollBloodLossFumble": "Bleeds to Death",
|
||
"rollCohesionChallenge": "Cohesion Challenge",
|
||
"rollCohesionChallengeTitle": "Rolls a 1d10 against Current Cohesion\n\nAs a Free Action (or Reaction) the character can attempt to enter SQUAD MODE\n\nIf successful the character enters SQUAD MODE instantly\nIf failed the character skips its current turn (or next turn if used as a Reaction)\nAnd enters SQUAD MODE at the begining of his next subsequent turn.",
|
||
"rollCohesionExtendRange": "Extend Range",
|
||
"rollCohesionExtendRangeTitle": "Challenging (+0) Command Test\n\nAs a Half Action the Squad Leader may extend his Kill-team’s Support Range\nby a number of metres equal to his Fellowship Bonus.\nSquad Leader must be either within visual or vocal range of his Kill-team.\nThis extension lasts until the start of the Battle-Brother’s next turn.",
|
||
"rollCriticalHitArm1": "Arm 1",
|
||
"rollCriticalHitArm10": "Arm 10",
|
||
"rollCriticalHitArm2": "Arm 2",
|
||
"rollCriticalHitArm3": "Arm 3",
|
||
"rollCriticalHitArm4": "Arm 4",
|
||
"rollCriticalHitArm5": "Arm 5",
|
||
"rollCriticalHitArm6": "Arm 6",
|
||
"rollCriticalHitArm7": "Arm 7",
|
||
"rollCriticalHitArm8": "Arm 8",
|
||
"rollCriticalHitArm9": "Arm 9",
|
||
"rollCriticalHitBody1": "Body 1",
|
||
"rollCriticalHitBody10": "Body 10",
|
||
"rollCriticalHitBody2": "Body 2",
|
||
"rollCriticalHitBody3": "Body 3",
|
||
"rollCriticalHitBody4": "Body 4",
|
||
"rollCriticalHitBody5": "Body 5",
|
||
"rollCriticalHitBody6": "Body 6",
|
||
"rollCriticalHitBody7": "Body 7",
|
||
"rollCriticalHitBody8": "Body 8",
|
||
"rollCriticalHitBody9": "Body 9",
|
||
"rollCriticalHitEnergyArm1": "A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at –30 for 1 Round.",
|
||
"rollCriticalHitEnergyArm10": "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.",
|
||
"rollCriticalHitEnergyArm2": "The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is useless for {{1}} Rounds and the character takes 1 level of Fatigue.",
|
||
"rollCriticalHitEnergyArm3": "The attack burns the target’s arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. The arm is useless for {{1}} Rounds.",
|
||
"rollCriticalHitEnergyArm4": "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 {{3}} Rounds.",
|
||
"rollCriticalHitEnergyArm5": "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 {{1}} levels of Fatigue.",
|
||
"rollCriticalHitEnergyArm6": "The attack wreathes the arm in flame, scorching clothing and armour, and temporarily fusing together the target’s fingers. The target halves WS and BS for {{3}} Rounds, takes {{1}} levels of Fatigue, and must successfully Test Toughness or lose the use of the hand permanently.",
|
||
"rollCriticalHitEnergyArm7": "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 repaired the target counts as only having one arm. The target is Stunned for 1 Round and also takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitEnergyArm8": "Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must take a Toughness Test or become Stunned for 1 Round. In addition the target takes {{3}} levels of Fatigue and is suffering from Blood Loss. The target now only has one arm.",
|
||
"rollCriticalHitEnergyArm9": "Fire consumes the target’s arm, burning the flesh to a crisp right down to the bone. The target must make an immediate Toughness Test or die from shock. If he survives, however, the target takes {{3}} levels of Fatigue and is Stunned for 1 Round. The target now only has one arm.",
|
||
"rollCriticalHitEnergyBody1": "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.",
|
||
"rollCriticalHitEnergyBody10": "The target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the ground a blackened corpse. In addition, if the target is carrying any ammunition, there is a 50% chance ({{10}}) it explodes. Unless they can make a successful Dodge Test, all creatures within {{1}} metres take {{7}} 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.",
|
||
"rollCriticalHitEnergyBody2": "The blast punches the air from the target’s body, inflicting 1 level of Fatigue upon him.",
|
||
"rollCriticalHitEnergyBody3": "The attack cooks the flesh on the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target Stunned for 1 Round.",
|
||
"rollCriticalHitEnergyBody4": "The energy ripples all over the character, scorching his body and inflicting {{3}} levels of Fatigue.",
|
||
"rollCriticalHitEnergyBody5": "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 make an Agility Test or catch fire (see Special Damage). The target takes {{1}} levels of Fatigue and must take the Stand Action to regain his feet.",
|
||
"rollCriticalHitEnergyBody6": "Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiralling out of the wound. The target is knocked to the ground, Stunned for {{3}} Rounds, and takes {{1}} levels of Fatigue. In addition, he must make an Agility Test or catch fire (see Special Damage on page 210).",
|
||
"rollCriticalHitEnergyBody7": "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 {{9}} Rounds and reduces his Toughness by half (round down).",
|
||
"rollCriticalHitEnergyBody8": "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 {{9}} Rounds and the attack halves his Strength, Toughness and Agility. The extensive scarring permanently halves the target’s Fellowship characteristic.",
|
||
"rollCriticalHitEnergyBody9": "The target is completely encased in fire, melting his skin and popping his eyes like superheated eggs. He falls to the ground a blackened corpse.",
|
||
"rollCriticalHitEnergyHead1": "A grazing blow to the head frazzles the target’s senses, imposing a –10 penalty to all Tests (except Toughness) for 1 Round.",
|
||
"rollCriticalHitEnergyHead10": "Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming chunks of meat flying at those nearby. The target’s entire body catches fire and runs off headless {{9}} metres in a random direction (use the scatter roll). Anything flammable it passes, including characters, must make an Agility Test or catch fire (see Special Damage, page 260).",
|
||
"rollCriticalHitEnergyHead2": "The blast of energy dazzles the target, leaving him blinded for 1 Round.",
|
||
"rollCriticalHitEnergyHead3": "The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue.",
|
||
"rollCriticalHitEnergyHead4": "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 {{1}} Rounds.",
|
||
"rollCriticalHitEnergyHead5": "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 {{3}} Rounds and takes 3 levels of Fatigue.",
|
||
"rollCriticalHitEnergyHead6": "The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for the next {{3}} hours and permanently reduces his Fellowship characteristic by {{4}} points. The target also takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitEnergyHead7": "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 {{3}} levels of Fatigue. Also, roll {{3}}. This is the target’s new Fellowship, unless their Fellowship is already 10 or less, in which case nobody really notices the difference.",
|
||
"rollCriticalHitEnergyHead8": "The target’s head is destroyed in a convocation of fiery death. He does not survive.",
|
||
"rollCriticalHitEnergyHead9": "Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending flaming chunks of meat flying at those nearby. The target is no more.",
|
||
"rollCriticalHitEnergyLeg1": "A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.",
|
||
"rollCriticalHitEnergyLeg10": "In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter of agonising seconds.",
|
||
"rollCriticalHitEnergyLeg2": "A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.",
|
||
"rollCriticalHitEnergyLeg3": "The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for {{1}} Rounds.",
|
||
"rollCriticalHitEnergyLeg4": "A solid blow to the leg sends electric currents of agony coursing through the target. The target takes {{1}} levels of Fatigue and halves all movement for {{2}} Rounds.",
|
||
"rollCriticalHitEnergyLeg5": "The target’s leg endures horrific burn Damage, fusing clothing and armour with flesh and bone. The target takes 1 level of Fatigue and moves at half speed for {{9}} Rounds.",
|
||
"rollCriticalHitEnergyLeg6": "The attack burns the target’s foot, charring the flesh and emitting a foul aroma. The target must successfully Test Toughness or lose the 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.",
|
||
"rollCriticalHitEnergyLeg7": "The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until repaired, the target counts as having lost the leg. The target must take a Toughness Test or become Stunned for 1 Round. In addition the target gains {{1}} levels of Fatigue. The target now only has one leg.",
|
||
"rollCriticalHitEnergyLeg8": "Energy sears through the bone, causing the leg to be severed. The target must take a Toughness Test or become Stunned for 1 Round. In addition the target gains {{3}} levels of Fatigue and is suffering from Blood Loss. The target now only has one leg.",
|
||
"rollCriticalHitEnergyLeg9": "The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target make a Challenging (+0) Toughness Test or die from shock. The leg is utterly lost.",
|
||
"rollCriticalHitExplosiveArm1": "The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue.",
|
||
"rollCriticalHitExplosiveArm10": "With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. In addition, 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 {{7}} Impact Damage to anyone within two metres. If the target is carrying any ammunition it explodes dealing {{8}} Impact Damage to anyone within {{3}} metres (this is in addition to Damage caused by exploding power weapons noted above). If the target is carrying any grenades or missiles, these too detonate on his person.",
|
||
"rollCriticalHitExplosiveArm2": "The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue.",
|
||
"rollCriticalHitExplosiveArm3": "The explosion takes {{1}} 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. Messy.",
|
||
"rollCriticalHitExplosiveArm4": "The blast causes the target to howl in agony. He takes {{1}} levels of Fatigue, is Stunned for 1 Round, and the limb is useless until medical attention is received.",
|
||
"rollCriticalHitExplosiveArm5": "Fragments from the explosion tear into the target’s hand, ripping away flesh and muscle alike. He must immediately Test Toughness or lose the hand. Even on a success, the hand is useless until medical attention is received. The target takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitExplosiveArm6": "The explosive attack shatters the bone and mangles the flesh turning the target’s arm into a red ruin, inflicting {{1}} levels of Fatigue. The target’s arm is broken and, until repaired, the target counts as having only one arm. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss.",
|
||
"rollCriticalHitExplosiveArm7": "In a violent hail of flesh, the arm is blown apart. The target must immediately make a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{3}} rounds, takes {{4}} levels of Fatigue, and suffers Blood Loss. He now only has one arm.",
|
||
"rollCriticalHitExplosiveArm8": "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.",
|
||
"rollCriticalHitExplosiveArm9": "With a mighty bang the arm is blasted from the target’s body, killing the target instantly in a rain of blood droplets. In addition, 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 {{7}} Impact Damage to anyone within two metres.",
|
||
"rollCriticalHitExplosiveBody1": "The target is blown backwards {{1}} metres and takes 1 level of Fatigue per metre travelled. He is Prone when he lands.",
|
||
"rollCriticalHitExplosiveBody10": "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 {{7}} Impact Damage to anyone within {{3}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person. Anyone within {{4}} metres of the target is drenched in gore and must make 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.",
|
||
"rollCriticalHitExplosiveBody2": "The target is blown backwards {{3}} metres, taking 1 level of Fatigue per metre travelled. If he strikes a solid object, he takes {{1}} additional levels of Fatigue.",
|
||
"rollCriticalHitExplosiveBody3": "The explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards {{3}} metres, taking 2 levels of Fatigue for every metre travelled.",
|
||
"rollCriticalHitExplosiveBody4": "The explosion sends the target sprawling to the ground. He takes {{1}} levels of Fatigue, is Stunned for 1 Round, and must spend a Full Action to regain his feet.",
|
||
"rollCriticalHitExplosiveBody5": "Concussion from the explosion knocks the target to the ground and tenderises his innards. The target falls down Stunned for 1 Round and takes {{3}} levels of Fatigue.",
|
||
"rollCriticalHitExplosiveBody6": "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 {{3}} levels of Fatigue and is now suffering Blood Loss.",
|
||
"rollCriticalHitExplosiveBody7": "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 {{3}} Rounds and takes {{4}} levels of Fatigue. In addition, he now suffers Blood Loss and can only take Half Actions for the next {{5}} hours as he tries to regain control of his body.",
|
||
"rollCriticalHitExplosiveBody8": "The target’s chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him instantly.",
|
||
"rollCriticalHitExplosiveBody9": "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 {{7}} Impact Damage to anyone within {{3}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person.",
|
||
"rollCriticalHitExplosiveHead1": "The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue.",
|
||
"rollCriticalHitExplosiveHead10": "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, except such is the unspeakably appalling manner in which the target was killed, that any of the target’s allies who are within two metres of where the target stood, must make an immediate Challenging (+0) Willpower Test or spend their next Turn fleeing from the attacker.",
|
||
"rollCriticalHitExplosiveHead2": "The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue.",
|
||
"rollCriticalHitExplosiveHead3": "The detonation leaves the target’s face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue.",
|
||
"rollCriticalHitExplosiveHead4": "The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue.",
|
||
"rollCriticalHitExplosiveHead5": "The explosion flays the flesh from the target’s face and bursts his eardrums with its force. The target is Stunned for {{3}} Rounds and is permanently deafened. The target takes {{1}} levels of Fatigue and can only take Half Actions for {{2}} hours. Finally, the target’s Fellowship drops by {{4}} due to hideous scarring.",
|
||
"rollCriticalHitExplosiveHead6": "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.",
|
||
"rollCriticalHitExplosiveHead7": "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 {{7}} Impact Damage to any creatures within {{1}} metres. If the target was carrying grenades or missiles, these too explode on the target’s person.",
|
||
"rollCriticalHitExplosiveHead8": "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 make a Challenging (+0) Agility Test or fall prone.",
|
||
"rollCriticalHitExplosiveHead9": "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.",
|
||
"rollCriticalHitExplosiveLeg1": "A glancing blast sends the character backwards one metre.",
|
||
"rollCriticalHitExplosiveLeg10": "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 {{6}} Impact Damage. In addition, if the target is carrying any ammunition, it explodes dealing {{7}} Impact Damage to anyone within {{3}} metres. If the target is carrying any grenades or missiles, these too detonate on the target’s person.",
|
||
"rollCriticalHitExplosiveLeg2": "The force of the explosion takes the target’s feet out from under him. He lands Prone and takes 1 level of Fatigue.",
|
||
"rollCriticalHitExplosiveLeg3": "The concussion cracks the target’s leg, leaving him Stunned for 1 Round and halving all movement for {{1}} Rounds. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitExplosiveLeg4": "The explosion sends the target spinning through the air. The target travels {{1}} metres away from the explosion and takes 1 level of Fatigue per metre travelled. It takes the target a Full Action to regain his feet and he halves all movement for {{3}} Rounds.",
|
||
"rollCriticalHitExplosiveLeg5": "Explosive force removes part of the target’s foot and scatters it over a wide area. The target must make an immediate Challenging (+0) Toughness Test or permanently lose the use of his foot, inflicting {{1}} levels of Fatigue. On a success, the target takes {{2}} levels of Fatigue and halves his movement until he receives medical attention.",
|
||
"rollCriticalHitExplosiveLeg6": "The concussive force of the blast shatters the target’s leg bones and splits apart his flesh, inflicting {{3}} levels of Fatigue. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss.",
|
||
"rollCriticalHitExplosiveLeg7": "The explosion reduces the target’s leg into a hunk of smoking meat. The target must immediately make a Challenging (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for {{3}} Rounds, takes {{4}} levels of Fatigue and suffers Blood Loss. He now has only one leg.",
|
||
"rollCriticalHitExplosiveLeg8": "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.",
|
||
"rollCriticalHitExplosiveLeg9": "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 {{6}} Impact Damage.",
|
||
"rollCriticalHitHead1": "Head 1",
|
||
"rollCriticalHitHead10": "Head 10",
|
||
"rollCriticalHitHead2": "Head 2",
|
||
"rollCriticalHitHead3": "Head 3",
|
||
"rollCriticalHitHead4": "Head 4",
|
||
"rollCriticalHitHead5": "Head 5",
|
||
"rollCriticalHitHead6": "Head 6",
|
||
"rollCriticalHitHead7": "Head 7",
|
||
"rollCriticalHitHead8": "Head 8",
|
||
"rollCriticalHitHead9": "Head 9",
|
||
"rollCriticalHitHeader": "Critical Hit",
|
||
"rollCriticalHitImpactArm1": "The attack numbs the target’s limb causing him to drop anything held in that hand.",
|
||
"rollCriticalHitImpactArm10": "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. The arm is smashed apart by the force of the attack, and bone, clothing and armour fragments fly about like shrapnel. Anyone within 2 metres of the target suffers {{0}} Impact Damage to a random location (see Table 9–8: Hit Locations).",
|
||
"rollCriticalHitImpactArm2": "The strike leaves a deep bruise. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitImpactArm3": "The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand.",
|
||
"rollCriticalHitImpactArm4": "The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for {{1}} Rounds and the target takes 1 level of Fatigue.",
|
||
"rollCriticalHitImpactArm5": "Muscle and bone take a pounding as the attack rips into the arm. The target’s Weapon Skill and Ballistic Skill are both halved (round down) for {{3}} Rounds. In addition, the target takes 1 level of Fatigue and must make an Agility Test or drop anything held in that hand.",
|
||
"rollCriticalHitImpactArm6": "The attack pulverises the target’s hand, crushing and breaking {{1}} fingers (for the purposes of this Critical, a thumb counts a finger). The target takes 1 level of Fatigue and must immediately make a Challenging (+0) Toughness Test or lose the use of his hand.",
|
||
"rollCriticalHitImpactArm7": "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 repaired, the target counts as having only one arm and takes 2 levels of Fatigue.",
|
||
"rollCriticalHitImpactArm8": "The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still Stunned for {{3}} rounds, takes {{1}} levels of Fatigue and is suffers from Blood Loss. He now only has one arm.",
|
||
"rollCriticalHitImpactArm9": "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.",
|
||
"rollCriticalHitImpactBody1": "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.",
|
||
"rollCriticalHitImpactBody10": "The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood while it is thrown {{3}} metres away from the attack. Anyone in the target’s path must make a Challenging (+0) Agility Test or be Knocked Down.",
|
||
"rollCriticalHitImpactBody2": "The impact punches the air from the target’s body, inflicting 1 level of Fatigue.",
|
||
"rollCriticalHitImpactBody3": "The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round.",
|
||
"rollCriticalHitImpactBody4": "The blow batters the target, shattering ribs. The target takes {{1}} levels of Fatigue and is Stunned for 1 Round.",
|
||
"rollCriticalHitImpactBody5": "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 {{1}} levels of Fatigue and is Stunned for 2 Rounds.",
|
||
"rollCriticalHitImpactBody6": "The attack knocks the target sprawling on the ground. The target flies {{1}} metres away from the attacker and falls prone (if the target strikes a wall or other solid object, he stops). The target takes {{2}} levels of Fatigue and is Stunned for 2 Rounds.",
|
||
"rollCriticalHitImpactBody7": "With an audible crack, {{1}} 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) 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 {{2}} levels of Fatigue.",
|
||
"rollCriticalHitImpactBody8": "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 {{3}} levels of Fatigue.",
|
||
"rollCriticalHitImpactBody9": "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.",
|
||
"rollCriticalHitImpactHead1": "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.",
|
||
"rollCriticalHitImpactHead10": "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 make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore gets in their eyes or on their visors. The attack is so powerfulthat 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.",
|
||
"rollCriticalHitImpactHead2": "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.",
|
||
"rollCriticalHitImpactHead3": "The target’s nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue.",
|
||
"rollCriticalHitImpactHead4": "The concussive strike staggers the target, dealing {{1}} levels of Fatigue.",
|
||
"rollCriticalHitImpactHead5": "The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round.",
|
||
"rollCriticalHitImpactHead6": "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 {{1}} Rounds and takes 2 levels of Fatigue.",
|
||
"rollCriticalHitImpactHead7": "The attack slams into the target’s head, fracturing his skull and opening a long tear in his scalp. The target is Stunned for {{3}} Rounds and halves all movement for {{4}} hours.",
|
||
"rollCriticalHitImpactHead8": "Blood pours from the target’s nose, mouth, ears and eyes as the attack pulverises his brain. He does not survive the experience.",
|
||
"rollCriticalHitImpactHead9": "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 make an Agility Test or suffer a –10 penalty to their WS and BS on their next Turn as gore gets in their eyes or on their visors.",
|
||
"rollCriticalHitImpactLeg1": "A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitImpactLeg10": "The hit 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 the ground and dies in a spreading pool of gore. Such is the agony of the target’s death that his piteous screams drowns out all conversation within {{9}} metres for the rest of the Round.",
|
||
"rollCriticalHitImpactLeg2": "A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of Fatigue.",
|
||
"rollCriticalHitImpactLeg3": "The blow breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for {{1}} Rounds. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitImpactLeg4": "A solid blow to the leg sends lightning agony coursing through the target. The target takes {{1}} levels of Fatigue and halves all movement for {{2}} Rounds.",
|
||
"rollCriticalHitImpactLeg5": "A powerful impact causes micro fractures in the target’s bones, inflicting considerable agony. The target’s Agility is reduced by –20 for {{3}} Rounds and he takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitImpactLeg6": "Several of the tiny bones in the target’s foot snap like twigs with cracking noises. The target must make an immediate 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.",
|
||
"rollCriticalHitImpactLeg7": "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 repaired, he counts as only having one leg. The target takes 2 levels of Fatigue.",
|
||
"rollCriticalHitImpactLeg8": "The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately make a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{3}} rounds, takes {{1}} levels of Fatigue and suffers Blood Loss. He now only has one leg.",
|
||
"rollCriticalHitImpactLeg9": "The hit 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 the ground and dies in a spreading pool of gore.",
|
||
"rollCriticalHitLeg1": "Leg 1",
|
||
"rollCriticalHitLeg10": "Leg 10",
|
||
"rollCriticalHitLeg2": "Leg 2",
|
||
"rollCriticalHitLeg3": "Leg 3",
|
||
"rollCriticalHitLeg4": "Leg 4",
|
||
"rollCriticalHitLeg5": "Leg 5",
|
||
"rollCriticalHitLeg6": "Leg 6",
|
||
"rollCriticalHitLeg7": "Leg 7",
|
||
"rollCriticalHitLeg8": "Leg 8",
|
||
"rollCriticalHitLeg9": "Leg 9",
|
||
"rollCriticalHitRendingArm1": "The slashing attack tears anything free that was held in this arm.",
|
||
"rollCriticalHitRendingArm10": "The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the target instantly. 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 ({{10}}) that a single randomly determined target within {{9}} metres will be hit by these shots, in which case resolve a single hit from the target’s weapon as normal",
|
||
"rollCriticalHitRendingArm2": "Deep cuts cause the target to drop whatever was held and inflicts 1 level of Fatigue.",
|
||
"rollCriticalHitRendingArm3": "The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in that hand.",
|
||
"rollCriticalHitRendingArm4": "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 {{3}} Rounds.",
|
||
"rollCriticalHitRendingArm5": "A bloody and very painful looking furrow is opened up in the target’s arm. The target takes {{1}} 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.",
|
||
"rollCriticalHitRendingArm6": "The blow mangles flesh and muscle as it hacks into the target’s hand, liberating {{1}} fingers in the process (a roll of a 5 means that the thumb has been sheared off ). The target takes 3 levels of Fatigue and must immediately make a Challenging (+0) Toughness Test or lose the use of his hand.",
|
||
"rollCriticalHitRendingArm7": "The attack rips apart skin, muscle, bone and sinew with ease, turning the target’s arm into a dangling ruin and inflicting {{1}} levels of Fatigue. The arm is broken and, until repaired, the target counts as having only one arm. In addition, numerous veins have been severed and the target is now suffering from Blood Loss.",
|
||
"rollCriticalHitRendingArm8": "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 make a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is Stunned for {{3}} Turns and suffers Blood Loss. He also takes {{4}} levels of Fatigue and now has only one arm.",
|
||
"rollCriticalHitRendingArm9": "The attack slices clean through the arm and into the torso, drenching the ground in blood and gore and killing the target instantly.",
|
||
"rollCriticalHitRendingBody1": "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!",
|
||
"rollCriticalHitRendingBody10": "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. The area and the target are awash with gore. For the rest of the fight, anyone moving within four metres of the target’s corpse must make make a Challenging (+0) Agility Test or fall prone.",
|
||
"rollCriticalHitRendingBody2": "The attack damages the target’s armour, reducing its Armour Points by 1. In addition, the target takes 1 level of Fatigue. If not armoured, the target is also Stunned for 1 Round.",
|
||
"rollCriticalHitRendingBody3": "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.",
|
||
"rollCriticalHitRendingBody4": "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 an Agility Test or fall Prone. The target takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitRendingBody5": "The blow opens up a long wound in the target’s torso, causing him to double over in terrible pain. The target takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitRendingBody6": "The mighty attack takes a sizeable 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 {{3}} levels of Fatigue.",
|
||
"rollCriticalHitRendingBody7": "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 {{9}} Damage. In either case, the target takes {{1}} levels of Fatigue and is now suffering Blood Loss.",
|
||
"rollCriticalHitRendingBody8": "With a vile tearing noise, the skin on the target’s chest comes away revealing a red ruin of muscle. The target must make a Challenging (+0) Toughness Test or die. If he passes, he permanently loses {{3}} from his Toughness, takes {{4}} levels of Fatigue, and now suffers Blood Loss.",
|
||
"rollCriticalHitRendingBody9": "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.",
|
||
"rollCriticalHitRendingHead1": "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.",
|
||
"rollCriticalHitRendingHead10": "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 {{9}} metres away with a soggy thud. The target is instantly slain. The target’s neck spews blood in a torrent, drenching all those nearby and forcing them to make a Challenging (+0) Agility Test. Anyone who fails the Test, suffers a –10 penalty to his Weapon Skill and Ballistic Skill Tests for 1 Round as gore fills his eyes or fouls his visor.",
|
||
"rollCriticalHitRendingHead2": "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 Weapon Skill and Ballistic Skill for the next {{3}} Turns. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitRendingHead3": "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.",
|
||
"rollCriticalHitRendingHead4": "The attack scoops out one of the target’s eyes, inflicting {{1}} levels of Fatigue and leaving the target Stunned for 1 Round.",
|
||
"rollCriticalHitRendingHead5": "The attack opens up the target’s face, leaving him Stunned for {{1}} Rounds and inflicting {{2}} levels of Fatigue. If the target is wearing a helmet, the helmet comes off.",
|
||
"rollCriticalHitRendingHead6": "As the blow rips violently across the target’s face, it takes with it an important feature. Roll {{3}} to see what the target has lost.\n1–3: Eye (see Permanent Effects on page 201)\n4–7: Nose (permanently halve Fellowship)\n8–10: Ear (permanently reduce Fellowship by {{3}}; the wound can always be hidden with hair.)\nIn addition, the target is now suffering Blood Loss and takes {{1}} levels of Fatigue.",
|
||
"rollCriticalHitRendingHead7": "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 {{3}}, and also now has trouble speaking without slurring his words. In addition, the target is suffering from Blood Loss and takes {{3}} levels of Fatigue.",
|
||
"rollCriticalHitRendingHead8": "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.",
|
||
"rollCriticalHitRendingHead9": "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 {{9}} metres away with a soggy thud. The target is instantly slain.",
|
||
"rollCriticalHitRendingLeg1": "The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue.",
|
||
"rollCriticalHitRendingLeg10": "With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later. 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 this Turn must make a Challenging (+0) Agility Test or fall over.",
|
||
"rollCriticalHitRendingLeg2": "The target’s kneecap splits open. He must make a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1 level of Fatigue.",
|
||
"rollCriticalHitRendingLeg3": "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.",
|
||
"rollCriticalHitRendingLeg4": "The attack rips the kneecap free from the target’s leg, causing it to collapse out from under him. The target moves at half speed until medical attention is received. In addition, he takes 2 levels of Fatigue.",
|
||
"rollCriticalHitRendingLeg5": "In a spray of blood, the target’s leg is opened up, exposing bone, sinew and muscle. The target takes {{1}} levels of Fatigue and halves his movement for {{3}} hours.",
|
||
"rollCriticalHitRendingLeg6": "The blow slices a couple of centimetres off the end of the target’s foot. The target must make 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 {{1}} levels of Fatigue.",
|
||
"rollCriticalHitRendingLeg7": "The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until repaired, the target counts as having only one leg. In addition, the level of maiming is such that the target is now suffering from Blood Loss. He also takes {{3}} levels of Fatigue.",
|
||
"rollCriticalHitRendingLeg8": "In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately make a Toughness Test or die from shock. On a success, the target is Stunned for {{3}} Rounds, takes {{4}} Fatigue and suffers Blood Loss. He now has only one leg.",
|
||
"rollCriticalHitRendingLeg9": "With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later.",
|
||
"rollDamageCalculator": "Damage Calculator",
|
||
"rollDamageCalculatorTitle": "Damage Calculator\nAllows to input Raw Damage, TB, AP and PEN numbers\nFinal result is Damage inflicted.",
|
||
"rollDegreesOfFailure": "Degrees of Failure",
|
||
"rollDegreesOfSuccess": "Degrees of Success",
|
||
"rollFailure": "Failure",
|
||
"rollFearTest": "Fear Test",
|
||
"rollFearTestTitle": "Rolls Willpower minus Fear Rating",
|
||
"rollFieldFumble": "but the field Overloads",
|
||
"rollFifthHit": "5th Hit",
|
||
"rollFourthHit": "4th Hit",
|
||
"rollHaywire0020Desc": "There is no noticeable effect on nearby technology.",
|
||
"rollHaywire0020Title": "Insignificant",
|
||
"rollHaywire2140Desc": "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.",
|
||
"rollHaywire2140Title": "Minor Disruption",
|
||
"rollHaywire4160Desc": "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.",
|
||
"rollHaywire4160Title": "Major Disruption",
|
||
"rollHaywire6180Desc": "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.",
|
||
"rollHaywire6180Title": "Dead Zone",
|
||
"rollHaywire81100Desc": "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.",
|
||
"rollHaywire81100Title": "Prolonged Dead Zone",
|
||
"rollInitiative": "Initiative",
|
||
"rollInitiativeFate": "FP Initiative",
|
||
"rollInitiativeFateTitle": "Select your token first!\nUse a Fate Point to get a 10\non the initiative roll\n+ Initiative Modifier",
|
||
"rollInitiativeTitle": "Select your token first!\nRolls 1d10 + Initiative Modifier\n\n-------->\nRemember to add your modifier\non the small field to the right",
|
||
"rollInsanityFail": "Gains a new battle trauma. Roll for battle trauma.",
|
||
"rollInsanityTest": "Insanity test",
|
||
"rollInsanityTestTitle": "For every 10 insanity points, roll an insanity test",
|
||
"rollLocationArm": "Arm",
|
||
"rollLocationBody": "Body",
|
||
"rollLocationHead": "Head",
|
||
"rollLocationLeftArm": "Left Arm",
|
||
"rollLocationLeftLeg": "Left Leg",
|
||
"rollLocationLeftRightArm": "Left/Right Arm",
|
||
"rollLocationLeg": "Leg",
|
||
"rollLocationRightArm": "Right Arm",
|
||
"rollLocationRightLeg": "Right Leg",
|
||
"rollLocationSameArm": "Same Arm",
|
||
"rollLocationSameLeg": "Same Leg",
|
||
"rollMalignancy": "Malignancy Test",
|
||
"rollMalignancyTable": "Malignancy Table",
|
||
"rollMalignancyTable0110Desc": "The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}.",
|
||
"rollMalignancyTable0110Title": "Palsy",
|
||
"rollMalignancyTable1115Desc": "The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by {{0}}.",
|
||
"rollMalignancyTable1115Title": "Dark-hearted",
|
||
"rollMalignancyTable1620Desc": "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.",
|
||
"rollMalignancyTable1620Title": "Ill-fortuned",
|
||
"rollMalignancyTable2122Desc": "The character is plagued by boils, scabs, weeping sores, and the like. He takes a –20 penalty to all Charm Tests.",
|
||
"rollMalignancyTable2122Title": "Skin Afflictions",
|
||
"rollMalignancyTable2325Desc": "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.",
|
||
"rollMalignancyTable2325Title": "Night Eyes",
|
||
"rollMalignancyTable2630Desc": "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}}.",
|
||
"rollMalignancyTable2630Title": "Morbid",
|
||
"rollMalignancyTable3133Desc": "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!",
|
||
"rollMalignancyTable3133Title": "Witch-mark",
|
||
"rollMalignancyTable3445Desc": "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.",
|
||
"rollMalignancyTable3445Title": "Fell Obsession",
|
||
"rollMalignancyTable4650Desc": "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.",
|
||
"rollMalignancyTable4650Title": "Hatred",
|
||
"rollMalignancyTable5155Desc": "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.",
|
||
"rollMalignancyTable5155Title": "Irrational Nausea",
|
||
"rollMalignancyTable5660Desc": "The character’s pallor becomes corpse-like and his muscles waste away. The character’s Strength is reduced by {{0}}.",
|
||
"rollMalignancyTable5660Title": "Wasted Frame",
|
||
"rollMalignancyTable6163Desc": "The character is plagued by daemonic visions in his sleep. See Horrific Nightmares, page 298 for details.",
|
||
"rollMalignancyTable6163Title": "Night Terrors",
|
||
"rollMalignancyTable6470Desc": "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}}.",
|
||
"rollMalignancyTable6470Title": "Poor Health",
|
||
"rollMalignancyTable7175Desc": "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.",
|
||
"rollMalignancyTable7175Title": "Distrustful",
|
||
"rollMalignancyTable7680Desc": "The world seems to darken, tarnish, and rot if the character looks too long at anything. The character’s Perception is reduced by {{0}}.",
|
||
"rollMalignancyTable7680Title": "Malign Sight",
|
||
"rollMalignancyTable8183Desc": "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.",
|
||
"rollMalignancyTable8183Title": "Ashen Taste",
|
||
"rollMalignancyTable8490Desc": "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.",
|
||
"rollMalignancyTable8490Title": "Bloodlust",
|
||
"rollMalignancyTable9193Desc": "The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM.",
|
||
"rollMalignancyTable9193Title": "Blackouts",
|
||
"rollMalignancyTable9400Desc": "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.",
|
||
"rollMalignancyTable9400Title": "Strange Addiction",
|
||
"rollMalignancyTitle": "Rolls Willpower minus Malignancy Modifier",
|
||
"rollMultiHits": "Multi-Hits",
|
||
"rollMultiHitsTitle": "Allows you to determine\nmultiple hit locations from ranged weapons",
|
||
"rollMutationTable": "Mutation Table",
|
||
"rollMutationTable0105Desc": "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.",
|
||
"rollMutationTable0105Title": "Grotesque",
|
||
"rollMutationTable0610Desc": "The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.",
|
||
"rollMutationTable0610Title": "Tough Hide",
|
||
"rollMutationTable100Desc": "Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits.",
|
||
"rollMutationTable100Title": "Hellspawn",
|
||
"rollMutationTable1115Desc": "The mutant’s spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by {{3}}.",
|
||
"rollMutationTable1115Title": "Misshapen",
|
||
"rollMutationTable1620Desc": "The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent.",
|
||
"rollMutationTable1620Title": "Feels No Pain",
|
||
"rollMutationTable2125Desc": "The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.",
|
||
"rollMutationTable2125Title": "Brute",
|
||
"rollMutationTable2630Desc": "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.",
|
||
"rollMutationTable2630Title": "Nightsider",
|
||
"rollMutationTable3135Desc": "The mutant has regressed mentally",
|
||
"rollMutationTable3135DescEnd": "The mutant also gains {{0}} Insanity Points.",
|
||
"rollMutationTable3135Title": "Mental Regressive",
|
||
"rollMutationTable3640Desc": "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.",
|
||
"rollMutationTable3640Title": "Malformed Hands",
|
||
"rollMutationTable4145Desc": "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.",
|
||
"rollMutationTable4145Title": "Tox Blood",
|
||
"rollMutationTable4650Desc": "The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds.",
|
||
"rollMutationTable4650Title": "Hulking",
|
||
"rollMutationTable5155Desc": "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.",
|
||
"rollMutationTable5155Title": "Wyrdling",
|
||
"rollMutationTable5659Desc": "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.",
|
||
"rollMutationTable5659Title": "Vile Deformity",
|
||
"rollMutationTable6063Desc": "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.",
|
||
"rollMutationTable6063Title": "Aberration",
|
||
"rollMutationTable6467Desc": "The mutant’s mind is Warped and inhuman. Reduce its Intelligence by {{4}} and Fellowship {{5}}",
|
||
"rollMutationTable6467DescFearless": "Also, it gains the Fearless talent",
|
||
"rollMutationTable6467DescFrenzy": "Also, it gains the Frenzy talent",
|
||
"rollMutationTable6467DescFromBeyond": "Also, it gains the From Beyond Trait",
|
||
"rollMutationTable6467Title": "Degenerate Mind",
|
||
"rollMutationTable6871Desc": "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.",
|
||
"rollMutationTable6871Title": "Ravaged Body",
|
||
"rollMutationTable7174Desc": "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).",
|
||
"rollMutationTable7174Title": "Clawed/Fanged",
|
||
"rollMutationTable7578Desc": "The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.",
|
||
"rollMutationTable7578Title": "Necrophage",
|
||
"rollMutationTable7981Desc": "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.",
|
||
"rollMutationTable7981Title": "Corrupted Flesh",
|
||
"rollMutationTable8285Desc": "The mutant’s natural attacks are toxic. It gains the Toxic Trait.",
|
||
"rollMutationTable8285Title": "Venomous",
|
||
"rollMutationTable8689Desc": "The mutant gains the Unnatural Strength Trait.",
|
||
"rollMutationTable8689Title": "Hideous Strength",
|
||
"rollMutationTable9091Desc": "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.",
|
||
"rollMutationTable9091Title": "Multiple Appendages",
|
||
"rollMutationTable9293Desc": "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.",
|
||
"rollMutationTable9293Title": "Worm",
|
||
"rollMutationTable94Desc": "So warped and horrific is the mutant’s appearance it can cause enemies to flee in fear. It gains the Fear 3 Trait.",
|
||
"rollMutationTable94Title": "Nightmarish",
|
||
"rollMutationTable95Desc": "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.",
|
||
"rollMutationTable95Title": "Malleable",
|
||
"rollMutationTable96Desc": "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.",
|
||
"rollMutationTable96Title": "Winged",
|
||
"rollMutationTable97Desc": "The mutant’s huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait. It may no longer take the Run action.",
|
||
"rollMutationTable97Title": "Corpulent",
|
||
"rollMutationTable98Desc": "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.",
|
||
"rollMutationTable98Title": "Shadow Kin",
|
||
"rollMutationTable99Desc": "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.",
|
||
"rollMutationTable99Title": "Corrosive Bile",
|
||
"rollParryFieldCritical": "The Power Field destroys the opponent's weapon!",
|
||
"rollParryFieldCriticalInfo": "Power, Force, Warp and Natural weapons are unaffected",
|
||
"rollPerilsWarp": "Roll Perils of the Warp",
|
||
"rollPerilsWarp0105Desc": "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.",
|
||
"rollPerilsWarp0105Title": "The Gibbering",
|
||
"rollPerilsWarp0609Desc": "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.",
|
||
"rollPerilsWarp0609Title": "Warp Burn",
|
||
"rollPerilsWarp100Desc": "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.",
|
||
"rollPerilsWarp100Title": "Destruction",
|
||
"rollPerilsWarp1013Desc": "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.",
|
||
"rollPerilsWarp1013Title": "Psychic Concussion",
|
||
"rollPerilsWarp1418Desc": "There is an explosion of power and the psyker is thrown {{3}} metres into the air, falling to the ground, taking fall damage.",
|
||
"rollPerilsWarp1418Title": "Psy-Blast",
|
||
"rollPerilsWarp1924Desc": "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.",
|
||
"rollPerilsWarp1924Title": "Soul Sear",
|
||
"rollPerilsWarp2530Desc": "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.",
|
||
"rollPerilsWarp2530Title": "Locked In",
|
||
"rollPerilsWarp3138Desc": "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.",
|
||
"rollPerilsWarp3138Title": "Chronological Incontinence",
|
||
"rollPerilsWarp3946Desc": "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.",
|
||
"rollPerilsWarp3946Title": "Psychic Mirror",
|
||
"rollPerilsWarp4755Desc": "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.",
|
||
"rollPerilsWarp4755Title": "Warp Whispers",
|
||
"rollPerilsWarp5658Desc": "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.",
|
||
"rollPerilsWarp5658Title": "Vice Versa",
|
||
"rollPerilsWarp5967Desc": "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.",
|
||
"rollPerilsWarp5967Title": "Rending the Veil",
|
||
"rollPerilsWarp6872Desc": "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",
|
||
"rollPerilsWarp6872Title": "Blood Rain",
|
||
"rollPerilsWarp7378Desc": "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.",
|
||
"rollPerilsWarp7378Title": "Cataclysmic Blast",
|
||
"rollPerilsWarp7982Desc": "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.",
|
||
"rollPerilsWarp7982Title": "A Hole in the World",
|
||
"rollPerilsWarp8386Desc": "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.",
|
||
"rollPerilsWarp8386Title": "Lost to the Warp",
|
||
"rollPerilsWarp8790Desc": "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.",
|
||
"rollPerilsWarp8790Title": "Reality Quake",
|
||
"rollPerilsWarp9199Desc": "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.",
|
||
"rollPerilsWarp9199Title": "Something is Coming...",
|
||
"rollPerilsWarpTitle": "Rolls on the Perils of the Warp Table\n1d100 + modifier (only known mod comes from Result 83-86)",
|
||
"rollPsychicPhenomena": "Roll Psychic Phenomena",
|
||
"rollPsychicPhenomena0103Desc": "A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.",
|
||
"rollPsychicPhenomena0103Title": "Dark Foreboding",
|
||
"rollPsychicPhenomena0405Desc": "For a few seconds, all noises cause sinister echoes, regardless of the surroundings.",
|
||
"rollPsychicPhenomena0405Title": "Warp Echo",
|
||
"rollPsychicPhenomena0608Desc": "The air around the psyker becomes permeated with a bizarre and foul smell.",
|
||
"rollPsychicPhenomena0608Title": "Unholy Stench",
|
||
"rollPsychicPhenomena0911Desc": "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.",
|
||
"rollPsychicPhenomena0911Title": "Mind Warp",
|
||
"rollPsychicPhenomena1214Desc": "The temperature plummets for an instant and a thin coating of frost covers everything within {{3}} metres of the psyker.",
|
||
"rollPsychicPhenomena1214Title": "Hoarfrost",
|
||
"rollPsychicPhenomena1517Desc": "All animals within {{6}} metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.",
|
||
"rollPsychicPhenomena1517Title": "Aura of Taint",
|
||
"rollPsychicPhenomena1820Desc": "All people within line of sight of the psyker forget something trivial.",
|
||
"rollPsychicPhenomena1820Title": "Memory Worm",
|
||
"rollPsychicPhenomena2123Desc": "Food and drink go bad within {{5}} metres of the psyker.",
|
||
"rollPsychicPhenomena2123Title": "Spoilage",
|
||
"rollPsychicPhenomena2426Desc": "Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within {{3}} metres of him.",
|
||
"rollPsychicPhenomena2426Title": "Haunting Breeze",
|
||
"rollPsychicPhenomena2729Desc": "For a brief moment (effectively the remainder of the Round), an area within {{3}} metres of the psyker is plunged into immediate darkness.",
|
||
"rollPsychicPhenomena2729Title": "Veil of Darkness",
|
||
"rollPsychicPhenomena3032Desc": "Mirrors and other reflective surfaces within {{5}} metres of the psyker distort or shatter.",
|
||
"rollPsychicPhenomena3032Title": "Distorted Reflections",
|
||
"rollPsychicPhenomena3335Desc": "Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.",
|
||
"rollPsychicPhenomena3335Title": "Breath Leech",
|
||
"rollPsychicPhenomena3638Desc": "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.",
|
||
"rollPsychicPhenomena3638Title": "Daemonic Mask",
|
||
"rollPsychicPhenomena3941Desc": "All plant life within {{3}} metres of the psyker withers and dies.",
|
||
"rollPsychicPhenomena3941Title": "Unnatural Decay",
|
||
"rollPsychicPhenomena4244Desc": "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.",
|
||
"rollPsychicPhenomena4244Title": "Spectral Gale",
|
||
"rollPsychicPhenomena4547Desc": "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.",
|
||
"rollPsychicPhenomena4547Title": "Bloody Tears",
|
||
"rollPsychicPhenomena4850Desc": "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.",
|
||
"rollPsychicPhenomena4850Title": "The Earth Protests",
|
||
"rollPsychicPhenomena5153Desc": "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.",
|
||
"rollPsychicPhenomena5153Title": "Psy Discharge",
|
||
"rollPsychicPhenomena5456Desc": "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).",
|
||
"rollPsychicPhenomena5456Title": "Warp Ghosts",
|
||
"rollPsychicPhenomena5759Desc": "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).",
|
||
"rollPsychicPhenomena5759Title": "Falling Upwards",
|
||
"rollPsychicPhenomena6062Desc": "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.",
|
||
"rollPsychicPhenomena6062Title": "Banshee Howl",
|
||
"rollPsychicPhenomena6365Desc": "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).",
|
||
"rollPsychicPhenomena6365Title": "The Furies",
|
||
"rollPsychicPhenomena6668Desc": "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.",
|
||
"rollPsychicPhenomena6668Title": "Shadow of the Warp",
|
||
"rollPsychicPhenomena6971Desc": "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.",
|
||
"rollPsychicPhenomena6971Title": "Tech Scorn",
|
||
"rollPsychicPhenomena7274Desc": "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.",
|
||
"rollPsychicPhenomena7274Title": "Warp Madness",
|
||
"rollPsychicPhenomena75100Title": "Perils of the Warp",
|
||
"rollPsychicPhenomena75100Desc": "The Warp opens in a maelstrom of energy. Immediately make a roll on Perils of the Warp.",
|
||
"rollPsychicPhenomenaTitle": "Rolls on the Psychic Phenomena Table\n1d100 +10 per Power Sustained + 15 if Pushing",
|
||
"rollPsyPowerCritical": "Psychic Phenomena Manifesting!",
|
||
"rollRighteousAdditionalDamage": "Dealing {{0}} Bonus Damage!",
|
||
"rollRoll": "Roll",
|
||
"rollFirstHit": "1st Hit",
|
||
"rollSecondHit": "2nd Hit",
|
||
"rollShockTable": "Shock Table",
|
||
"rollShockTable001020": "The character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act normally.",
|
||
"rollShockTable021040": "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).",
|
||
"rollShockTable041060": "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.",
|
||
"rollShockTable061080": "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.",
|
||
"rollShockTable081100": "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.",
|
||
"rollShockTable101120": "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.",
|
||
"rollShockTable121130": "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.",
|
||
"rollShockTable131140": "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.",
|
||
"rollShockTable141160": "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.",
|
||
"rollShockTable161170": "The character’s mind snaps and he become catatonic for {{0}} hours and may not be roused.",
|
||
"rollShockTable171Plus": "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.",
|
||
"rollShockTableTitle": "Rolls the Shock Table",
|
||
"rollSixthMoreHits": "6th+ additional Hits",
|
||
"rollStunDamage": "Stun Damage vs HEAD",
|
||
"rollStunDamageInfo": "(1d10 + AP + TB)",
|
||
"rollSuccess": "Success",
|
||
"rollThirdHit": "3rd Hit",
|
||
"rollThreshold": "Threshold",
|
||
"rollTraumaTable": "Trauma Table",
|
||
"rollTraumaTable001040": "The character becomes withdrawn and quiet. The character is at –10 to all Fellowship-based Tests. This lasts for {{2}} hours.",
|
||
"rollTraumaTable041070": "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.",
|
||
"rollTraumaTable071100": "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.",
|
||
"rollTraumaTable101120": "The character suffers from a temporary severe phobia (see Disorders, page 296). This effect lasts for {{0}} days.",
|
||
"rollTraumaTable121130": "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.",
|
||
"rollTraumaTable131140": "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.",
|
||
"rollTraumaTable141150": "The character is struck dumb and is unable to speak. This lasts for {{0}} days.",
|
||
"rollTraumaTable151160": "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.",
|
||
"rollTraumaTable161170": "The character temporarily becomes hysterically blind or deaf. This effect lasts for {{1}} days.",
|
||
"rollTraumaTable171Plus": "The character becomes completely traumatised and virtually unresponsive. He can’t initiate actions but may be gently led. This effect lasts for {{1}} days.",
|
||
"rollTraumaTableTitle": "Rolls the Trauma Table",
|
||
"rollTraumaTest": "Trauma Test",
|
||
"rollTraumaTestTitle": "Rolls Willpower +/- Trauma Modifier",
|
||
"rollVehicleCrit10Desc": "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.\n\nNote: Depending on the contents of the vehicle, the GM may enhance the explosion’s radius and/or damage as he sees fit.",
|
||
"rollVehicleCrit10Title": "Explodes",
|
||
"rollVehicleCrit12Desc": "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.",
|
||
"rollVehicleCrit12Title": "Jarring Blow",
|
||
"rollVehicleCrit3Desc": "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.",
|
||
"rollVehicleCrit3Title": "Staggered",
|
||
"rollVehicleCrit4Desc": "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.",
|
||
"rollVehicleCrit4Title": "Weapon Destroyed",
|
||
"rollVehicleCrit5Desc": "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.",
|
||
"rollVehicleCrit5Title": "Drive Damaged",
|
||
"rollVehicleCrit6Desc": "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.",
|
||
"rollVehicleCrit6Title": "Penetrating Hit",
|
||
"rollVehicleCrit7Desc": "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.",
|
||
"rollVehicleCrit7Title": "Fire",
|
||
"rollVehicleCrit89Desc": "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...",
|
||
"rollVehicleCrit89Title": "Destroyed",
|
||
"rollVehicleManoeuvre": "Drive/Pilot Test",
|
||
"rollVehicleManoeuvreTitle": "Rolls Drive/Pilot + Manoeuvrability\n\nUses the score in the field to the right -->",
|
||
"rollWeaponDamageTitle": "Rolls Weapon Damage",
|
||
"rollWeaponFumble": "The weapon malfunctions!",
|
||
"rollWeaponMeleeAttack": "Attack!",
|
||
"rollWeaponMeleeAttackTitle": "Rolls Weapon Skill + Modifiers",
|
||
"rollWeaponMeleeStun": "Stun",
|
||
"rollWeaponMeleeStunTitle": "Rolls Weapon Skill -20 (Stun) + Modifiers",
|
||
"rollWeaponParry": "Parry",
|
||
"rollWeaponParryPower": "Power Parry",
|
||
"rollWeaponParryPowerTitle": "Rolls Weapon Skill +/- Parry Modifiers\n\nUsed by Weapons with the Power Field quality",
|
||
"rollWeaponParryTitle": "Rolls Weapon Skill +/- Parry Modifiers",
|
||
"rollWeaponRangedAttack": "Fire!",
|
||
"rollWeaponRangedAttackTitle": "Rolls Ballistic Skill + Modifiers",
|
||
"scatterDiagram": "Scatter Diagram",
|
||
"scatterRoll": "Scatter",
|
||
"Scrutiny": "Scrutiny",
|
||
"Search": "Search",
|
||
"sectionAbilitiesName": "Abilities",
|
||
"sectionAbilitiesTitle": "Special Abilities, Talents, Traits and more",
|
||
"sectionCombatName": "Combat",
|
||
"sectionCombatTitle": "Armour, Weapons, Initiative and more",
|
||
"sectionExtras": "Extras",
|
||
"sectionJournalName": "Journal",
|
||
"sectionJournalTitle": "Background, Chapter, and other details",
|
||
"sectionNPCName": "NPCs",
|
||
"sectionNPCTitle": "NPCs and Companions mini sheet",
|
||
"sectionPsykanaName": "Psykana",
|
||
"sectionPsykanaTitle": "Psychic Techniques",
|
||
"sectionSkillsName": "Skills",
|
||
"sectionSkillsTitle": "Basic, Advanced and Custom Skills",
|
||
"sectionVehiclesName": "Vehicles",
|
||
"sectionVehiclesTitle": "Vehicle Statistics and Macros",
|
||
"sectionXPName": "XP",
|
||
"sectionXPTitle": "Experience and Advancements",
|
||
"Security": "Security",
|
||
"sendToChat": "Send to Chat",
|
||
"Shadowing": "Shadowing",
|
||
"SilentMove": "Silent Move",
|
||
"sizeAverage": "Average (+0) to Hit (+0) Movement",
|
||
"sizeBlackCarapace": "Black Carapace (+0) to Hit (+1) Movement",
|
||
"sizeEnormous": "Enormous (+20) to Hit (+2) Movement",
|
||
"sizeHeader": "Size Modifier",
|
||
"sizeHulking": "Hulking (+10) to Hit (+1) Movement",
|
||
"sizeImmense": "Immense (+40) to Hit (+4) Movement",
|
||
"sizeImmenseHorde": "Immense (+40) to Hit (+4) Movement (Horde mag. 60)",
|
||
"sizeMassive": "Massive (+30) to Hit (+3) Movement",
|
||
"sizeMassiveHorde": "Massive (+30) to Hit (+3) Movement (Horde mag. 30)",
|
||
"sizeMiniscule": "Minuscule (-30) to Hit (-3) Movement",
|
||
"sizeMonumental": "Monumental (+50) to Hit (+5) Movement",
|
||
"sizeMonumentalHorde": "Monumental (+50) to Hit (+5) Movement (Horde mag. 90)",
|
||
"sizePuny": "Puny (-20) to Hit (-2) Movement",
|
||
"sizeScrawny": "Scrawny (-10) to Hit (-1) Movement",
|
||
"sizeTitanic": "Titanic (+60) to Hit (+6) Movement",
|
||
"sizeTitanicHorde": "Titanic (+60) to Hit (+6) Movement (Horde mag. 120)",
|
||
"skillAcrobaticsInfo": "Acrobatics training supplements the character’s natural agility\nto perform feats the less athletic would not even consider.\n\n-Skill Use: Full Action unless otherwise noted.\n\n-Special Use: When taking the Disengage Action in combat,\nthe character may make an Acrobatics Test to reduce it to a Half Action.\n\n-Special Use: An Acrobatics Test may substitute for an Agility Test when\njumping or a Strength Test when leaping.\n\n-Category: Movement.",
|
||
"skillAdvancedHeader": "Advanced Skills",
|
||
"skillAdvancedList": "Acrobatics,ChemUse,Demolition,Interrogation,Invocation,Literacy,Medicae,Psyniscience,Security,Shadowing,SleightOfHand,Survival,TechUse,Tracking,Wrangling",
|
||
"skillAwarenessInfo": "Awareness encompasses the characters’s subconscious ability to\nreact to things his conscious mind may not perceive. He can use this Skill\nto notice threats, such as ambushes, traps, or cleverly\nhidden objects—or slight changes in the environment.\n\nWhen using Awareness against an opponent, the test is always Opposed.\nThis use includes noticing ambushes, spotting traps,\nand other things involving another’s actions.\n\n-Skill Use: Free Action made in reaction to something.\n-Category: Exploration.",
|
||
"skillBasicHeader": "Basic Skills",
|
||
"skillBasicList": "Awareness,Carouse,Charm,Climb,Command,Concealment,Contortionist,Deceive,Dodge,Evaluate,Gamble,Inquiry,Intimidate,Logic,Scrutiny,Search,SilentMove,Swim",
|
||
"skillCarouseInfo": "The Carouse Skill is used to resist the effects of alcohol and narcotics.\nThe character makes a Skill Test whenever he suffers the effects\nof alcohol or similar intoxicants.\n\nEach time he would otherwise suffer from the effects of an\nintoxicant, make a Carouse Test. Failure indicates he has gained\na level of Fatigue or suffers the side effects of the substance.\nShould he lose conscious, the character will remain passed out for\na number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour).\n\n-Skill Use: Free Action taken whenever the character imbibes.",
|
||
"skillCharmInfo": "The character can use the Charm Skill to improve the disposition\nof others towards him, making a Charm Test whenever he\nwishes to change the minds of an individual or small group.\nHe need not make a Charm Test each time he speaks with others\nin a pleasant manner, but only when he wishes to change their\nopinion, disposition, or convince them to do something.\n\nAll Charm Tests are Opposed by Willpower and can affect\na number of targets equal to the character’s Fellowship Bonus.\nHis targets must be able to see and hear clearly,\nand share a common language.\n\n-Skill Use: 1 minute.\n\n-Special Use: Inspire\nThose in positions of authority can use Charm to inspire a group.\nSuccess provides a +10 bonus to the next Skill Test of the motivated group.\nBattle-Brother might inspire lesser Imperial troopers to fight harder.\n\n-Category: Interaction.",
|
||
"skillChemUseInfo": "The Chem-Use skill allows the character to safely identify, handle\nand prepare a variety of chemicals, toxins, poisons, and drugs.\nSuccess in a Chem-Use Test indicates it has been applied correctly\nfor the desired results.\n\nFailure indicates the dose was wasted without effect.\nWhen using a medicae injector or narthecium the Skill Test to\nadminister a drug or antidote is reduced to a Half Action.\n\nEmploying Chem-Use to apply particularly complex combinations\nof substances or toxins uses an Extended Test.\n\n-Skill Use: Full Action.\n-Category: Crafting, Investigation.",
|
||
"skillCiphersInfo": "Many groups and organizations employ ciphers as a secret,\nshorthand code to communicate basic ideas, warnings, or information\nrapidly. The character can use and understand the hand signals,\nphysical markings, or other subtle signs employed\nto express these concepts. Skill Tests are not required to either\nleave or read basic messages but are necessary to communicate or\ndecipher complicated meanings or signs obscured by the passage of time.\n\nSkill Groups:\n-Xenos Markings\n-Deathwatch\n-Chapter Runes\n-Imperial Codes\n-Inquisition\n-Mercenary Cant\n-Underworld\n\n-Skill Use: Full Action.",
|
||
"skillClimbInfo": "With the Climb skill the character can ascend or descend ropes,\npipes, and both natural and man-made walls.\nThe condition of the surface or item and the environmental\nconditions can impose additional bonuses or penalties.\nA successful Test allows the character to ascend or descend\nat one-half his half move rate.\n\n-Skill Use: Half Action.\n-Category: Movement.",
|
||
"skillCommandInfo": "The character utilizes the Command skill to both direct those under\nhis authority and establish actions for groups to execute on command.\nThis skill is only effective upon those under the character’s authority.\n\nA successful Command Test indicates that those whom he directs\nfollow his instructions in a timely manner. Failure on the Skill\nTest when used on an individual, means that he ignores the orders.\nAdditional Degrees of Failure indicate that the individual reject\nor intentionally contradicts the given commands.\n\nFor directing groups, Degrees of Success or Failure will increase\nor decrease the time necessary to execute the orders, with 3 or more\nDegrees of Failure subjecting them to confused inaction.\n\nA Command Test can affect a number of targets equal to the\ncharacter’s Fellowship Bonus. They must be able to see and hear him,\nthough this could be done remotely, and use speak a common language.\n\n-Skill Use: Half Action for simple commands, Full Action for more involved direction.\n\n-Category: Interaction.",
|
||
"skillConcealmentInfo": "The Concealment Skill is used to hide things, from small\nobjects to vehicles to starships, or objects on the character’s person.\nUse of the Skill requires an appropriate environment\nto mask the item in question: buildings and trees for a small\nshuttle or an asteroid field and space anomaly for a starship.\n\nConcealment is always an Opposed Test, pitting the character’s\nConcealment against his opponent’s Awareness or Scrutiny.\nIf the character or the object being hidden remains\nperfectly still, he gains a +10 bonus to the Skill Test.\n\n-Skill Use: Half Action.",
|
||
"skillContortionistInfo": "Characters with Contortionist Skill can use their innate flexibility to allow them to:\n\n-Escape Bonds:\nThe character can Test to slip free of bonds. This is an Opposed Test,\nagainst his opponent’s Intelligence Characteristic. The quality of the bonds and time\nto employ them will affect the difficulty of the Test. This requires 1 min.\nwith each Degree of Success reducing this time by 10 sec.\n\n-Escape Grapple:\nThe character may escape a grapple by making an Opposed Test against\nthe grappler’s Strength Characteristic.\nSuccess frees the character. Failure means he remains grappled.\n\n-Squeeze Through:\nThe character can Test to squeeze through a tight space or to cram himself into\na space too small to fit a human body. 4 or more Degrees of Failure mean\nhe has become stuck until he succeeds in another Contortionist Test or\nsomeone else pulls him free. This takes one minute, with each\nDegree of Success reducing this time by 10 sec.\n\n-Skill Use: Full Action unless otherwise noted.\n-Category: Movement, Combat.",
|
||
"skillCustom": "Custom Skills",
|
||
"skillCustomInfo": "Custom Skill Field:\nYou can add here Customs Skills not present in the Rules.\n\nRemember to select the appropriate Characteristic to be used for these Skills\n\n-Skill Use: Variable.\n-Category: Custom.",
|
||
"skillDeceiveInfo": "The Deceive skill enables the character to mislead others as\nto his true intent. Any time he tells a lie, reveal only part\nof the truth or spin information to his advantage with the\nintent to mislead someone, the character must make a Deceive Test.\nHe need not make a Deceive Test for every lie, but only\nwhen that deception would change someone’s mind, opinion,\nor actions. Deceive is always an Opposed Test, using your\nDeceive Skill against the opponent’s Scrutiny.\n\nA Deceive Test affects a number of targets equal to the\ncharacter’s Fellowship Bonus.\nThey must also speak a common language.\n\n-Skill Use: 1 minute, or more for complex deceptions.\n\n-Category: Interaction.",
|
||
"skillDemolitionInfo": "The character can use the Demolition Skill for several effects:\n-Manufacture Explosives (Extended Test unless otherwise noted):\nThe Demolition Skill allows the character to make explosive materials from basic components.\n\n-Place Explosives (Full Action unless otherwise noted):\nSuccess indicates the character has successfully planted the explosive charge.\nFailure indicates that the explosives will fail to go off when triggered,\nthough the character will not know this till the time of activation.\nFour or more Degrees of Failure indicates the character has detonated the device on himself!.\n\n-Defuse Explosives (Full Action unless otherwise noted):\nMake an Opposed Test against the Demolition Skill Test of the individual who set the explosives.\nWinning the Test indicates that the bomb has been defused.\nSimple failure means that the charge has not been disarmed.\nFour or more Degrees of Failure indicates the character has set off the device!\n\n-Category: Crafting.",
|
||
"skillDodgeInfo": "Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack.\n\nAfter a character is hit, but before Damage is rolled,\nthe character can make a Dodge Test. A character must be aware of the attack in order\nto make the test. If succeessful, the character dogges at the last moment and\nthe attack is considered to have missed (No Damage).\nIf he fails, the attack connects and deals Damage normally.\nDodge can be used to avoid both melee and ranged attacks.\n\nWhen Dodging an area effect weapon (such as flamers), a successful Dodge\nmoves the character to the edge of the area of effect,\nas long as it is no further away than the character’s Agility Bonus in metres.\nIf the character would need to move further than this to avoid the attack then\nthe Dodge Test automatically fails.\n\nWhen Dodging Fully-Auto or Semi-Auto Bursts, each degree of success on the\nDodge Test negates one additional hit.\n\n-Skill Use: Reaction.\n-Category: Combat, Movement, Reaction.",
|
||
"skillDriveInfo": "The Drive Skill allows the character to control land-based vehicles.\nNormal driving does not require a Skill Test, but one is required\nfor hazardous conditions, excessive speed, or dangerous manoeuvres.\n\nSkill Groups:\n-Ground Vehicle\n-Skimmer/Hover\n-Walker\n\n-Skill Use: Half Action.\n-Category: Operator.",
|
||
"skillEvaluateInfo": "Use Evaluate to determine the approximate value, strength or manufacture\nof items or objects. Success reveals information such as its value, craftsmanship, integrity or model.\nDegrees of Success give additional information about the objects.\nFailure gives false information about the object, increasing with each Degree of Failure\n\nThe Test should be adjusted based on access to it, and any Lore or Trade Skills related.\nUsing Evaluate on large or numerous items requires an Extended Test,\nthough the character can appraise single items in about a minute.\n\n-Skill Use: 1 minute or more.\n\n-Special Use: Weakpoints\nWhen making an attack against a heavily armoured stationary target such as a bunker or\npillbox, a Success adds an additional +4 Pen\nfor his next attack against the target. Each Degree of Success adds +4 Pen each. This is a Full Action.\n-Special Use: Solid Cover\nWhen in cover, Success adds +4 AP to the cover\nwith each Degree of Success adding +4 AP each. This is Half Action.\n\n-Category: Investigation.",
|
||
"skillGambleInfo": "The character uses Gamble when participating in games of chance.\nEach participant wagers an amount, though these are\ntypically the same, and makes an Opposed Test with the\nGamble Skill. The player with the most Degrees of Success\nor fewest Degrees of Failure wins the pot. The character may\nchoose to lose against any player with a worse result as part\nof a Deceive attempt.\n\nThose with both Skills may use Sleight of Hand instead\nof Gamble to hide cards or alter dice rolls. Success gives the\ncharacter a +20 bonus to his tests, but four or more Degrees\nof Failure indicates he has been caught in the act.\n\n-Skill Use: Full Action for an entire day of gaming.",
|
||
"skillGroupHeader": "Skill Groups",
|
||
"skillInfoHeader": "Info",
|
||
"skillInquiryInfo": "The character can use Inquiry to gain information by asking\nquestions, through conversation or simple eavesdropping.\nInquiry allows him to pick up general information about an\narea: its news, recent events, and more. Additional Degrees of\nSuccess reveal more detailed or more secretive tidings.\n\nInquiry can also be used as an Investigation Skill, allowing\nthe character to hunt after a particular item of information\nfrom either individuals or resources, such as the chapter’s\nlibrarium. This use is virtually always an Extended Test, with\nDifficulty and Duration set by the GM.\n\n-Skill Use: 1 hour or more.\n\n-Category: Interaction, Investigation",
|
||
"skillInterrogationInfo": "Interrogation allows the character to extract information from an unwilling subject.\nMake an Opposed Test, pitting the character’s Interrogation Skill against an opponent’s Willpower.\n\nIf he wins, the character gets one answer, plus one answer for each Degree of Success.\nIf the opponent wins, the character gets nothing of worth.\nTwo or more Degrees of Failure inflict 1d10 plus the character’s Willpower Bonus in Damage\nto the target, and prevents any further interrogation for 1d5 days.\n\nIf the character suffers four or more Degrees of Failure, he deals 1d10 Damage and his\nsubject gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the character\nor his allies. Each Interrogation Test inflicts one level of Fatigue on the target.\n\n-Skill Use: 1d5 hours.\n-Category: Investigation.",
|
||
"skillIntimidateInfo": "The character uses Intimidate to pressure an individual to give\nin to his demands. The character does not make a Test\nevery time he makes a threat, but only when it involves coercion.\nThough Intimidate lists Strength as its associated\ncharacteristic, the character may substitute either Intelligence\nor Fellowship if the threat involves more subtle methods than\nbrute force, such as blackmail or humiliation.\n\nAn Intimidate Test affects a number of targets equal to\nthe character’s Strength, Intelligence, or Fellowship Bonus.\nThe target must be able to see/hear him clearly, either in\nperson or via pict-rec./vox-caster, and speak a common language.\n\n-Skill Use: Full Action.\n\n-Special Use: War Cry\nAs part of a Charge Action the character makes an Intimidate Test\nbased on Strength, opposed by the target’s Willpower.\nIf successful, the target suffers –10 to all Parry and Dodge tests\nagainst the charging character. Creatures immune to Fear and other\nmind effecting psychology are unaffected.\n\n-Category: Interaction.",
|
||
"skillInvocationInfo": "For the duration of the round, the character clears his mind of external influence\nand focuses his will more intently. A successful test indicates that his mind is ready\nto channel the warp more intensely.\n\nOn the next round, the character adds +1 to the final Psy Rating\nof any Fettered Power Test.\n\nFailure indicates that the character’s attempts to focus have backfired,\nand he suffers a –1 penalty to the final Psy Rating of a Fettered Power Test.\nIf this reduces the Psy Rating to zero, the power fails to activate.\n\n-Skill Use: Full Action.",
|
||
"skillLiteracyInfo": "Literacy allows the character to read and write any language he speaks.\nEveryday activities do not require Literacy Tests, but\nsituations involving regional variations, damaged manuscripts,\narchaic usage, or colloquial phrases necessitate a Test.\n\n-Skill Use: 1 minute for 1 page of text, roughly 750 words.",
|
||
"skillLogicInfo": "The character uses Logic to solve problems, decipher puzzles,\nand deal with other situations involving demonstration and\ninference. A Logic Test might infer the missing symbol in\na series or to solve a particularly troublesome mathematical\nequation. He can also use the Skill to prepare a reasoned\nargument for debate or philosophical exchange.\nThe preparations of complex reasoning or complicated\nproblems are Extended Tests.\n\n-Skill Use: 1 minute, or longer for particularly complex problems.\n-Category: Investigation.",
|
||
"skillLoreCommonInfo": "The Common Lore Skill allows the character to recall general\ninformation, procedures, divisions, traditions, famed individuals,\nand superstitions of a particular world, group, organisation, or\nrace. This Skill differs from Scholastic Lore, which represents\nscholarly learning, and Forbidden Lore, which involves hidden\nor proscribed knowledge, in that it deals with basic information\nlearned from prolonged exposure to a culture or area.\nThe GM will determine what extra information to provide\nfor additional Degrees of Success.\n\nSkill Group:\n-Adeptus Arbites\n-Adeptus Astartes\n-Adeptus Mechanicus\n-Administratum\n-Deathwatch\n-Ecclesiarchy\n-Imperial Creed\n-Imperial Guard\n-Imperial Navy\n-Imperium\n-Jericho Reach\n-Tech\n-War\n\n-Skill Use: Free Action.\n-Category: Investigation.",
|
||
"skillLoreForbiddenInfo": "Forbidden Lore represent knowledge usually hidden, veiled,\nor proscribed by an organisation or society.\nMere possession of this knowledge may cause difficulties for\nthose not associated with the group in question.\nA successful Forbidden Lore Test indicates the character can recall\nbasic information about the subject. The GM will reveal additional\ninformation as appropriate to the Degree of Success on the roll.\n\nSkill Groups:\n-Adeptus Astartes\n-Adeptus Mechanicus\n-Archeotech\n-The Black Library\n-Daemonology\n-Heresy\n-The Inquisition\n-Mutants\n-Psykers\n-Traitor Legions\n-The Warp\n-Xenos\n\n-Skill Use: Free Action... although the consequences of\nknowing such things can last a lifetime.\n-Category: Investigation.",
|
||
"skillLoreScholasticInfo": "Scholastic Lore grants the character knowledge of particularly complex or esoteric subject.\nA successful Skill Test allows him to recall necessary information or research \na particular subject should appropriate reference material be\nreadily available. Scholastic Lore grants a depth of knowledge\nfar beyond that of Common Lore, requiring both experience and study to obtain.\n\nSuccess Results:\nSuccess = Reveals basic information known to scholars on the topic.\n1 DoS = Reveals uncommon information, known to few dedicated academics.\n2 DoS = Reveals obscure information, known to only serious scholars.\n3+ DoS = Reveals extremely rare information, known only to true experts in the field.\n\nSkill Groups:\n-Archaic\n-Astromancy\n-Beasts\n-Bureaucracy\n-Chymistry\n-Codex Astartes\n-Cryptology\n-Heraldry\n-Imperial Creed\n-Judgement\n-Legend\n-Numerology\n-Occult\n-Philosophy\n-Tactica Imperialis\n\n-Skill Use: Free Action.\n\n-Category: Investigation.",
|
||
"skillMedicaeInfo": "The Medicae Skill helps diagnose and treat injuries by suturing wounds,\napplying counterseptic, and use of medical devices such as the Narthecium.\n\nOn individual patients Medicae provides First Aid and Extended Care\nfor short or long term treatment.\n\nThis macro contains all available options.\n\nAdditional rules can be found on page 102 DWCR.",
|
||
"skillNavigationInfo": "The character uses the Navigation Skill to plot a course between two points.\nA successful Test also provides an estimated travel time based on geography,\ncosmography, prevailing conditions, weather, warp tides and the like.\n\nSurface Navigation is used to navigate across a planet’s surface, using\nlogi-compasses,map readouts, and geographical knowledge.\n\nStellar Navigation is used to navigate in space between planets,\nusing star-charts, and carto-mantic rituals.\n\nSkill Group:\n-Surface\n-Stellar\n\n-Skill Use: 1 minute for simple location; 1d5 hours for\nplotting courses or routes.\n-Category: Exploration.",
|
||
"skillPerformerInfo": "The character uses the Performer Skill to entertain and enthrall groups of spectators.\nPerformer Tests take an amount of time dependent on the art form involved.\n\nSkill Groups:\n-Dancer\n-Musician\n-Singer\n-Storyteller\n\n-Skill Use: Variable.\n\n-Special Use: Charming Performance\nThe character may make a Difficult (–10) Performer (Storyteller) or (Singer)\nTest instead of Charm, to win round the audience, causing their disposition\nto improve by one level.\n\n-Special Use: Enthralling Performance\nThe character may make a Difficult (–10) Performer (Musician) or (Singer)\nTest to utterly enthrall and distract the audience for a moment.\n\n-Special Use: Rousing Tale\nA character may make a Challenging (+0) Performer\n(Storyteller) or Performer (Singer) Test instead of a Command\ntest to raise the moral of troops under his command or get them\nto undertake a difficult duty, such as making a last stand.",
|
||
"skillPilotInfo": "Characters use the Pilot Skill to fly anything from personal\njump packs to small atmospheric craft—such as landers or\ngun-cutters—to void-faring fighter , bombers, and capital\nvessels. Under normal conditions, piloting does not require\na Test, but unusual or difficult conditions such as storms,\nobstacles, or dangerous manoeuvres do require a Skill Test.\nWhen chasing another vehicle or ship or contesting for\nposition, the character make an Opposed Pilot Test against\nhis opponent.\n\nSkill Groups:\n-Personal\n-Flyers\n-Space Craft\n\n-Skill Use: Half Action.\n-Category: Operator.",
|
||
"skillPsyniscienceInfo": "The character can use the Skill to detect the presence or absence of daemons\nand the use of psychic powers. The Skill also allows detection of psychic phenomena,\ndisturbances, voids or other areas where the flow of the immaterium\nhas been unsettled or disrupted.\n\n*Success: Awareness of immaterium disruption or number of entities present.\n*1 DoS: Approximate direction of the phenomena or creatures.\n*2 DoS: Rough location of the warp creatures or beings affecting the immaterium.\n*3+ DoS: Exact position of the creatures or psykers present.\n\n-Skill Use: Full Action.\n\n-Special Use: Extend Senses\nOn a success, you extend your senses out to a number\nof metres equal to your Perception Bonus plus 1d10. \nEach degree of success adds another\n1d10 to your Perception Bonus.",
|
||
"skillScrutinyInfo": "The Scrutiny Skill helps assess the people or objects the character\nencounters. The character uses it to determine an individual’s\ntruthfulness, his motives and generally appraise his personality\nand temperament. It can also be used to examine an object in\ndetail, noticing small details and characteristics that might pass\nunseen in a casual inspection. For starship auspex returns, it\nallows determination of a vessel’s mass, velocity, and more.\n\nScrutiny is an Opposed Test against the target’s Deceive Skill\nwhen trying to perceive falsehoods or deceptions. However,\nScrutiny does not reveal hidden secrets or a target’s carefully\nconcealed intent, and should never replace good roleplaying\nin an interactive situation. This Skill counters the Opposed\nTests of many manipulative Interaction skills, such as Charm,\nDeceive, and Intimidate.\n\n-Skill Use: Full Action, though special uses may require more time.",
|
||
"skillSearchInfo": "The character uses the Search Skill to discover things that are\nphysically hidden, from a hidden holdout pistol to a shuttle\ncode. Search involves active investigation, whereas Awareness\ndeals with passive or subconscious detection. Each Search Test\ncovers a small room or area. When an object or individual has\nbeen deliberately hidden, the Search Test is an Opposed Test\nagainst the target’s Concealment.\n\n-Skill Use: 1 minute.\n\n-Special Use: Inspection\nThe Search skill can also be used to find hidden stores,\ncontraband, stowaways, and even evidence of sabotage on\nvehicles and starships. Depending on the size of the vehicle,\nthe GM may designate this as an Extended Test with an\nappropriate Duration.\n\n-Category: Exploration.",
|
||
"skillSecurityInfo": "Security is used to bypass mechanical locks and other physical security systems.\nThis differs from many systems that employ codes or cogitators\nthat are more suited to the Tech-Use Skill.\n\nUsing this Skill without proper tools or equipment is extremely challenging,\nand any attempt to bypass a lock or other security system without\nusing a multikey or other set of appropriate tools suffers from a –20 penalty.\n\n-Skill Use: 1 minute, reduced by 10 seconds for each Degree of Success.\n\n-Special Use: Strategic Entry\nA Security test can find weak points in the defensive system involved.\nTests made in this manner should test against\nAwareness rather than Agility, and requires 1d5 hours.\n\n-Category: Exploration",
|
||
"skillShadowingInfo": "Shadowing allows the character to follow others on foot\nor using vehicles or starships.\n\nIt contrasts with Concealment because it involves movement\nand blending into one’s surroundings.\n\nShadowing Tests are always Opposed Tests against the opponent’s\nAwareness or Scrutiny Skill.\n\nA single Test is sufficient to follow an opponent unseen for 1 minute.\n\n-Skill Use: 1 minute.",
|
||
"skillSilentMoveInfo": "Use the Silent Move Skill anytime silence and secrecy is\nessential in the character’s activities. The GM sets the Difficulty\nof the Test depending on the environment, where the echoing\nsteel halls of a cargo bay yields a greater Difficulty than the\nwood-panelled, carpeted environs of the officers’ quarters.\nSilent Move Tests are always Opposed Tests against the\nopponent’s Awareness or Scrutiny Skill.\n\n-Skill Use: Free Action as part of Movement.\n-Category: Movement.",
|
||
"skillSleightOfHandInfo": "Characters use Sleight of Hand for any task requiring\na combination of deception and dexterity.\n\nExamples include: palming small objects,\npicking pockets, or performing tricks.\nThe GM sets the Difficulty for the Test according\nto the size of the object and the intensity of observation.\n\nSleight of Hand is always an Opposed Test against\nthe opponent’s Awareness or Scrutiny.\nThe character can use Sleight of Hand instead of Gamble to\nemploy deception and alter the odds in games of chance.\n\nThough Sleight of Hand usually requires a Half Action,\nthe character may make a Test as a Free Action with a –10 penalty.\n\n-Skill Use: Half Action.",
|
||
"skillSpeakLanguageInfo": "Speak Language is used to communicate with others using the same language.\nHowever, communication with those using obscure dialects or cryptic,\ncomplex concepts will require a Test at an appropriate Difficulty\n\nSkill Groups:\n-Eldar\n-High Gothic\n-Kroot\n-Low Gothic\n-Ork\n-Techna-Lingua\n-Tau.\n\n-Skill Use: Free Action.",
|
||
"skillSurvivalInfo": "Survival allows the character to endure for prolonged\nperiods in unusual or alien environments.\n\nThe Difficulty of these Tests depends on the location:\nbarren deserts provide much greater challenge\nthan verdant tropical forests.\n\nThis Skill can also apply to man-made environments,\nsuch as artificial worlds, the depths of the Underhive,\nor the belly of massive starships.\n\n-Skill Use: Varies.\n-Category: Exploration",
|
||
"skillSwimInfo": "Swim allows the character to swim through various liquid\nmediums. Under normal conditions swimming does not\nrequire a Test. More difficult waters, unusual circumstances,\nor long distances call for a Skill Test.\n\n-Skill Use: Full Action.\n-Category: Movement.",
|
||
"skillTacticsInfo": "Tactics is the practical application of military knowledge in the field of battle.\nIt differs from the Lore Skills in that it relates directly to on-the-ground combat manoeuvres/actions.\n\nIt also differs from the Command Skill in that Command allows the direction of troops\nbut does not grant any special knowledge in how best to use them.\nA character can use Tactics at any time when he wants to determine the\nbest military course of action in a combat.\n\nFailing a Tactics (Assault) Test, for example, might mean facing a concentration of\na defending force or hitting a stronger line of fortifications.\n\nSkill Groups:\n-Air Combat\n-Armoured Tactics\n-Assault Doctrine\n-Defensive Doctrine\n-Orbital Drop Procedures\n-Recon and Stealth\n-Void Combat\n\n*Special Use: Ambush\nA character in the role of Kill-team leader may use Tactics (Recon and Stealth)\nin the place of an opposed Concealment for himself or any squad member within Support Range\n\n-Skill Use: Varies.",
|
||
"skillTalentHeader": "Talent",
|
||
"skillTechUseInfo": "Tech-Use allows the character to use or repair complex mechanical items\nor fathom the workings of unknown technical artefacts.\nThe character can also use Tech-Use to repair damaged\nor defective items, using an Extended Test.\nTech-Use can be used to direct the actions of Servitors.\n\n-Skill Use: 1 minute, or more for more complex systems.\n\n-Special Use: Security Systems\nSecurity covers mechanical security systems, but many systems\nmay have both physical and electronic components, and certain\nexamples may be entirely controlled by cogitators and machine spirits.\n\n-Category: Exploration.",
|
||
"skillTestHeader": "Roll Test",
|
||
"skillTotalHeader": "Total",
|
||
"skillTrackingInfo": "The character can follow the signs left by his quarry.\nThe Difficulty depends on the condition of the traces\nand the tracker’s surroundings.\n\nWhen following any tracks where the Difficulty\nof the Test is more than Challenging (+0)\nthe tracker’s Movement rate drops to half.\n\nIn the case where an opponent has attempted to Conceal\nor erase their tracks, make an Opposed Test\nmade against the prey’s Concealment.\n\n-Skill Use: Free Action made as part of Movement.\n-Category: Exploration.",
|
||
"skillTradeInfo": "Trade Skills allow the character to create things, from contracts\nto starships. At the GM’s discretion, characters with this Skill\ncan earn money or reputation plying a trade.\nThey can identify the work of particularly famous or infamous\ncraftsmen, or recall information concerning items of their trade.\nTrade Tests can represent the work of hours, weeks, or months\ndepending on the complexity of the task at hand. However,\nTests that involve the examination of an item to recall\ninformation require a Full Action.\n\nSkill Groups:\n-Archaeologist (Int)\n-Armourer (Ag)\n-Astrographer (Ag)\n-Chymist (Int)\n-Cryptographer (Int)\n-Explorator (Int)\n-Linguist (Int)\n-Remembrancer (Ag or Int)\n-Shipwright (Int)\n-Soothsayer (Fel)\n-Technomat (Int)\n-Trader (Fel)\n\n-Skill Use: Variable depending on task and complexity.\n-Category: Crafting, Exploration.",
|
||
"skillWranglingInfo": "The character can tame, train, and potentially ride animals\nencountered in his travels, from spine-hounds to the noble\nwarhorse breeds. Both taming and training beasts are\nExtended Tests, the Duration of which is determined by the\nnature and temper of the creature involved.\n\nOnce an animal has been broken to its master’s will or\nat least formed a partnership for particularly strong-willed\nbeasts—directing it or issuing commands is a Half Action.\n\nWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every\n2 Degrees of Success, up to a maximum of three levels by\na Full Action use of this Skill.\n\nWrangling is of no use against cyber-animals, psy-bonded\nanimals, or against any creature with true sentience.\n\n-Skill Use: Variable depending on task and complexity.",
|
||
"skillnotesandmods": "SKILL NOTES AND MODIFIERS",
|
||
"skillnotesholder": "Skill Name and related Mods\n\nThese notes do NOT affect the Tests",
|
||
"smflamerRoll": "Astartes Flamer",
|
||
"SleightOfHand": "Sleight of Hand",
|
||
"SpeakLanguage": "Speak Language",
|
||
"Speciality": "Speciality",
|
||
"Strength": "Strength",
|
||
"Strength-abbr": "S",
|
||
"Strength-abbrP": "(S)",
|
||
"strengthBonus": "Strength Bonus",
|
||
"StrengthBonus-abbr": "SB",
|
||
"strengthBonusPlusToughnessBonus": "SB + TB",
|
||
"Survival": "Survival",
|
||
"Swim": "Swim",
|
||
"Tactics": "Tactics",
|
||
"talentAmbidextrousName": "Ambidextrous",
|
||
"talentAmbidextrousTitle": "The Astartes does not suffer the –20 penalty for actions using his off hand.\nSpecial: When combined with a Two-Weapon Wielder Talent, the penalty for\nmaking attacks with both weapons in the same turn drops to –10",
|
||
"talentAstartesWeaponTrainingName": "Astartes Weapon Training",
|
||
"talentAstartesWeaponTrainingTitle": "Proficient in ALL weapon Groups\nExcept for Exotic Weapons.",
|
||
"talentBetcherGlandName": "Betcher's Gland",
|
||
"talentBetcherGlandTitle": "May spit acid at foes. (Ranged weapon) Range: 3m; Damage: 1d5; Pen: 4; Toxic.\nIf the Space Marine gains 3+ Degrees of Success on his Ballistic Skill Test,\nmay also blind the opponent for 1d5 Rounds.\n\nAt the GM’s discretion, the Space Marine may also slowly chew\nhis way through nearly any nonliving substance\n(example: chewing through iron bars — at a rate of 4 kg per minute).\n\nSome Chapters gene-seed do not include this organ (eg: Imperial Fists)",
|
||
"talentBulgingBicepsName": "Bulging Biceps",
|
||
"talentBulgingBicepsTitle": "The Astartes can fire heavy weapons using Semi-Auto Burst\nor Full Auto Burst without bracing.",
|
||
"talentCatalepseanNodeName": "Catalepsean Node",
|
||
"talentCatalepseanNodeTitle": "No penalties to Perception-based Tests (such as Awareness)\nwhen awake for long periods of time.",
|
||
"talentDeathwatchTrainingName": "Deathwatch Training",
|
||
"talentDeathwatchTrainingTitle": "Deathwatch Astartes automatically pass Righteous Fury\ntests when attacking Xenos\n\nTIP: Use -Vs Xenos- macro next to the RF macro. (under characteristics)",
|
||
"talentHeightenedSensesName": "Heightened Senses",
|
||
"talentHeightenedSensesTitle": "+10 bonus to Tests involving Sight or Sound\nStacks with Auto-Senses Power Armour Ability",
|
||
"talentKillingStrikeName": "Killing Strike",
|
||
"talentKillingStrikeTitle": "When taking the All-Out Attack action, a Space Marine may\nspend a Fate Point (before rolling dice) to make his Melee Attacks\nimpossible to parry or dodge for that round",
|
||
"talentLarramanOrganName": "Larraman's Organ",
|
||
"talentLarramanOrganTitle": "Prevents Blood Loss critical effect\nExcept for attacks with the Warp Weapon Quality.",
|
||
"talentMucranoidName": "Mucranoid",
|
||
"talentMucranoidTitle": "May re-roll any failed Toughness Tests caused by temperature extremes\nsuch as desert heat or the cold of outer space.",
|
||
"talentMultiLungName": "Multi-Lung",
|
||
"talentMultiLungTitle": "May re-roll any failed Toughness Tests for drowning or asphyxiation.\nAlso gains +30 bonus to Toughness Tests made to resist the effects of gases\nand may re-roll failed results.\nThe Space Marine may also breathe water through his multi-lung.\n(provided the water is oxigenated)",
|
||
"talentNervesSteelName": "Nerves of Steel",
|
||
"talentNervesSteelTitle": "The character may re roll failed Willpower Tests\nto avoid or recover from Pinning (suppressive fire effect)",
|
||
"talentNeuroglottisName": "Neuroglottis",
|
||
"talentNeuroglottisTitle": "May detect any poison or toxins by taste with\na successful Challenging (+0) Awareness Test.\nMay also detect poisons or toxins by smell with\na successful Hard (–20) Awareness Test.\n\n+10 bonus to any Tracking Tests against\nan opponent he has tasted.",
|
||
"talentOmophageaName": "Omophagea",
|
||
"talentOmophageaTitle": "By devouring a portion of an enemy, a Space Marine can gain\naccess to certain information at the GM’s discretion.\n\nIn addition, a Space Marine can temporarily gain access\nto a Skill or Skill Group at GM’s discretion.\nThis Skill is gained as untrained Basic Skill for a\nnumber of hours equal to his Intelligence Bonus.\n\nAfter this time, the information fades and the Skill is lost.",
|
||
"talentOoliticKidneyName": "Oolitic Kidney",
|
||
"talentOoliticKidneyTitle": "May re-roll any failed Toughness Test to resist poisons and toxins\nincluding attacks with the Toxic Quality.",
|
||
"talentOtherImplantsName": "Other Implants",
|
||
"talentOtherImplantTitle": "These implants do not have an in-game effect\nexcept for providing some traits or talents (above)\nAs such they are only listed here:\n-Black Carapace\n-Melanchromic Organ\n-Secondary Heart\n-Ossmodula\n-Biscopea\n-Haemastamen\n-Occulobe\n-Lyman's Ear",
|
||
"talentPreomnorName": "Preomnor",
|
||
"talentPreomnorTitle": "+20 bonus to any Toughness Test against ingested poisons.",
|
||
"talentProgenoidName": "Progenoid (gene-seed)",
|
||
"talentProgenoidTitle": "Contains the Space Marine’s gene-seed.\nRemoving the Progenoids requires a Difficult (–10) Medicae Test,\nthis takes 1 Round, adding 1 Round for every Degree of Failure\non the Medicae Test.\n\nThis Test becomes Arduous (–40) if performed without the narthecium,\nand adds 2 Rounds to the time required.\n\nSpace Marines go to great lengths to recover a fallen Battle-Brother’s gene-seed,\nand the GM may require a Willpower Test to leave the progenoids behind.",
|
||
"talentQuickDrawName": "Quick Draw",
|
||
"talentQuickDrawTitle": "Astartes can Ready as a Free Action when armed with\na pistol or basic ranged weapon, or a melee weapon\nthat can be wielded in one hand.",
|
||
"talentResistancePsychicName": "Resistance (Psychic Powers)",
|
||
"talentResistancePsychicTitle": "+10 bonus when making tests to resist Psychic Powers or Techniques",
|
||
"Talents": "Talents",
|
||
"talentSoundConstitution": "Sound Constitution",
|
||
"talentsTraitsImplantsHeader": "ASTARTES TALENTS, TRAITS & IMPLANTS",
|
||
"talentSusAnMembraneName": "Sus-An Membrane",
|
||
"talentSusAnMembraneTitle": "May voluntarily enter a form of suspended animation.\nTo do so, the Space Marine must meditate for 1d5 Rounds.\n\nThis organ also automatically activates if the Space Marine\nis knocked unconscious by Critical Damage.\nWhile in suspended animation, the Space Marine’s\nwounds will not deteriorate or heal.\n\nIt requires chemical therapy, auto-suggestion techniques,\nand a successful Hard (–20) Medicae Test to revive\na Space Marine in suspended animation.",
|
||
"talentTrueGritName": "True Grit",
|
||
"talentTrueGritTitle": "When taking Critical Damage, halve the result (rounding up)",
|
||
"talentUnarmedMasterName": "Unarmed Master",
|
||
"talentUnarmedMasterTitle": "Astartes unarmed attacks do 1d10 + Strength Bonus (Impact Damage)\nThese attacks no longer have the Primitive quality\n\nTIP: Use Unarmed Master situational weapon (Combat Tab)",
|
||
"talentUnnaturalCharacName": "Unnatural S & T (x2)",
|
||
"talentUnnaturalCharacTitle": "Strength & Toughness Characteristic Bonus\n\nUnnatural Characteristics multiply the base value of the\nCharacteristic Bonus by the number on the trait (eg: x2)\nDuring Opposed Tests the multiplier can be added to the Degrees of Success\nWhen taking a Characteristic Test, the multiplier reduces the Tests\ndifficulty by one step per multiplier value.\n\nHouse rule: Unnatural Chars. are Additive\nThe number on the trait is added instead of multiplied",
|
||
"TechUse": "Tech-Use",
|
||
"toggleDetailsShow": "Show/Hide Details",
|
||
"TotalXPSpent": "Total XP Spent",
|
||
"totalXpSpentTitle": "Total XP Spent determines your character's Rank\n\nRank 1: 13,000 - 16,999\nRank 2: 17,000 - 20,999\nRank 3: 21,000 – 24,999\nRank 4: 25,000 – 29,999\nRank 5: 30,000 – 34,999\nRank 6: 35,000 – 39,999\nRank 7: 40,000 – 44,999\nRank 8: 45,000 - 49,999+",
|
||
"Toughness": "Toughness",
|
||
"Toughness-abbr": "T",
|
||
"Toughness-abbrP": "(T)",
|
||
"Toxic": "Toxic",
|
||
"toughnessBonus": "Toughness Bonus",
|
||
"Tracking": "Tracking",
|
||
"Trade": "Trade",
|
||
"Trained": "Trained",
|
||
"Traits": "Traits",
|
||
"traumaMod": "Trauma Mod:",
|
||
"traumaModTitle": "This value is added to the Trauma Test\nBased on Degree of Madness",
|
||
"vacuumRoll": "Vacuum",
|
||
"vacuumRollGradual": "Gradually Worsening:",
|
||
"vacuumRollMoreInfo": "See Details on page 261-262",
|
||
"vacuumRollSudden": "Sudden Exposition:",
|
||
"vehicleBallisticSkillPlaceholder": "BS",
|
||
"vehicleBallisticSkillTitle": "Type here Driver/Pilot Ballistic Skill value",
|
||
"vehicleCapacity": "Carrying Capacity",
|
||
"vehicleCombatHeader": "Manoeuvre Actions & Combat Skills",
|
||
"vehicleCrew": "Crew",
|
||
"vehicleCruisingSpeed": "Cruising",
|
||
"vehicleDefenseHeader": "Defenses & Movement",
|
||
"vehicleIntegrity": "Integrity",
|
||
"vehicleIntegrityCurrent": "Current",
|
||
"vehicleIntegrityTotal": "Total",
|
||
"vehicleManoeuvrability": "Manoeuvrability",
|
||
"vehiclePilotSkillPlaceholder": "Drive/Pilot Skill",
|
||
"vehiclePilotSkillTitle": "Type here Driver/Pilot Skill value",
|
||
"vehicleSideFront": "Front",
|
||
"vehicleSideRear": "Rear",
|
||
"vehicleSideSide": "Sides",
|
||
"vehicleSizeEnormous": "Enormous (+20 to Hit)",
|
||
"vehicleSizeHulking": "Hulking (+10 to Hit)",
|
||
"vehicleSizeMassive": "Massive (+30 to Hit)",
|
||
"vehicleSizeImmense": "Immense (+40 to Hit)",
|
||
"vehicleSizeMonumental": "Monumental (+50 to Hit)",
|
||
"vehicleSizeTitanic": "Titanic (+60 to Hit)",
|
||
"vehicleSpecial": "Special Rules",
|
||
"vehicleTacticalSpeed": "Tactical",
|
||
"vehicleType": "Type",
|
||
"vehicleTypeFlyer": "Flyer",
|
||
"vehicleTypeGround": "Ground",
|
||
"vehicleTypeSkimmer": "Skimmer",
|
||
"vehicleTypeSpacecraft": "Spacecraft",
|
||
"vehicleTypeWalker": "Walker",
|
||
"vehicleWeaponClassPlaceholder": "Class",
|
||
"vehicleWeaponClassTitle": "Weapon Class",
|
||
"vehicleWeaponFacingPlaceholder": "Facing",
|
||
"vehicleWeaponFacingTitle": "Weapon Facing",
|
||
"vehicleWeaponSelectTitle": "Check here, if this is a Melee weapon",
|
||
"vehicleWeaponSkillPlaceholder": "WS",
|
||
"vehicleWeaponSkillTitle": "Type here Driver/Pilot Weapon Skill value",
|
||
"WClip": "Clip",
|
||
"WDamage": "Damage",
|
||
"weaponActionAllOut": "All Out A. (+20)",
|
||
"weaponActionCalledShot": "Called Shot (-20)",
|
||
"weaponActionCharge": "Charge! (+10)",
|
||
"weaponActionFullAuto": "Full Auto (+20)",
|
||
"weaponActionGuardedAttack": "Guarded A. (-10)",
|
||
"weaponActionMod": "Combat Action Mod",
|
||
"weaponActionSemiAuto": "Semi Auto (+10)",
|
||
"weaponActionSingleShot": "Single Shot (0)",
|
||
"weaponActionStandardAttack": "Standard A. (0)",
|
||
"weaponActionSuppressing": "Suppressing (-20)",
|
||
"weaponAimBonus": "Aim Bonus",
|
||
"weaponAimBonusFullAim": "Full Aim (+20)",
|
||
"weaponAimBonusFullAimAccurate": "Accurate Full (+30)",
|
||
"weaponAimBonusHalfAim": "Half Aim (+10)",
|
||
"weaponAimBonusHalfAimAccurate": "Accurate Half (+20)",
|
||
"weaponAimBonusNoAim": "No Aim (+0)",
|
||
"weaponAttack": "Attack",
|
||
"weaponAttackOtherModifiers": "Other Test modifiers",
|
||
"weaponClipCurrent": "Current",
|
||
"weaponClipMaximum": "Maximum",
|
||
"weaponDamageDice": "Damage Dice",
|
||
"weaponDamageType": "Damage Type",
|
||
"weaponGrapple": "Grapple",
|
||
"weaponImprovisedBonusInfoTitle": "Strength Bonus already added to Improv. Damage macro\n\nDamage Type: Impact",
|
||
"weaponImprovisedInfoTitle": "Improv. Melee weapons are considered Primitive and Unbalanced\n\nAll Armour Points are doubled against hits from Primitive weapons,\nunless the armour also has the Primitive quality.\n\nUnbalanced(quality): -10 penalty to Parry",
|
||
"weaponImprovisedMelee": "Improv. (melee)",
|
||
"weaponImprovisedParryTitle": "Rolls Weapon Skill -10 (Unbalanced) + Modifiers",
|
||
"weaponImprovisedRangeInfo": "Range = SB",
|
||
"weaponImprovisedThrown": "Improv. (thrown)",
|
||
"weaponImprovisedThrownInfoTitle": "Range equals Strength Bonus\n\nFor each degree of success,\nthis distance increases by a factor of one,\nso one degree means that the character throws\nthe object a number of metres equal to twice his SB,\n\ntwo degrees means that the object is thrown\na number of metres equal to three times his SB,\nand so forth.\n\nOn a failed test, the object flies a number of metres\nequal to half his Strength Bonus (round down)\na result of 0 means it fell at his feet.",
|
||
"weaponMeleeRangeTitle": "Melee Extended Range\n\nMostly used by Whips",
|
||
"weaponMeleeStrengthBonusTitle": "Strength Bonus is already added to this weapon's Damage Roll",
|
||
"weaponqualitytitle": "Special Quality",
|
||
"weaponqualitynospecial": "No Special",
|
||
"weaponqualitytearing": "Tearing",
|
||
"weaponqualityproven": "Proven - See WIKI",
|
||
"weaponParryModifier": "Parry Mod",
|
||
"weaponPrimitive": "Primitive",
|
||
"weaponRangeExtreme": "Extreme (-30)",
|
||
"weaponRangeLong": "Long (-10)",
|
||
"weaponRangeMod": "Range Mod",
|
||
"weaponRangeNormal": "Normal (0)",
|
||
"weaponRangePointBlank": "P.Blank (+30)",
|
||
"weaponRangeShort": "Short (+10)",
|
||
"weaponReliability": "Reliability",
|
||
"weaponReliabilityBestCraft": "Best Craft (No Jam)",
|
||
"weaponReliabilityOverheats": "Overheats (91+)",
|
||
"weaponReliabilityReliable": "Reliable rolls 1d10 on jam",
|
||
"weaponReliabilitySemiFullAuto": "Semi/Full Auto (94+)",
|
||
"weaponReliabilitySingleShot": "Single Shot (96+)",
|
||
"weaponReliabilityUnreliable": "Unreliable (91+)",
|
||
"weaponSituationalHeader": "SITUATIONAL WEAPONS",
|
||
"weaponSituationalHideTitle": "Hide these weapons",
|
||
"weaponSituationalInfo": "Unarmed attacks are Melee only, they are considered Primitive\n\nAll Armour Points are doubled against hits from Primitive weapons,\nunless the armour also has the Primitive quality.",
|
||
"WeaponSkill": "Weapon Skill",
|
||
"WeaponSkill-abbr": "WS",
|
||
"WeaponSkill-abbrP": "(WS)",
|
||
"weaponUnarmed": "Unarmed",
|
||
"weaponUnarmedInfo": "+SB (I)",
|
||
"weaponUnarmedInfoTitle": "Strength Bonus already added to Unarmed Damage roll\n\nDamage Type: Impact",
|
||
"weaponUnarmedMaster": "Unarmed Master",
|
||
"weaponUnarmedMasterInfoTitle": "Unarmed Master attacks are Melee only\nThese are no longer considered Primitive",
|
||
"Willpower": "Willpower",
|
||
"Willpower-abbr": "WP",
|
||
"Willpower-abbrP": "(WP)",
|
||
"willpowerBonus": "Willpower Bonus",
|
||
"woundsBase": "Starting",
|
||
"woundsCurrent": "Current",
|
||
"woundsHeader": "Wounds",
|
||
"woundsTotal": "Total",
|
||
"WPen": "Pen",
|
||
"WRange": "Range",
|
||
"Wrangling": "Wrangling",
|
||
"WRateOfFire": "RoF",
|
||
"WRateOfFireTitle": "Rate of Fire",
|
||
"WReload": "Reload",
|
||
"WSpecial": "Special",
|
||
"WType": "Type",
|
||
"xpCost": "XP Cost",
|
||
"xpEarned": "Earned XP",
|
||
"xpEarnedTitle": "XP Earned during play\n\nCharacters start with 12k XP spent on\ncharacter creation +1000 XP for customizing\n\nA Rank 1 Space Marine is roughly equivalent to\na Rogue Trader character or a Dark Heresy\ncharacter using Ascension with 14k XP",
|
||
"XPtoSpend": "XP to Spend",
|
||
"xpToSpendTitle": "Remaining XP to spend based on Earned XP",
|
||
"yes": "Yes"
|
||
} |