.... Babys können sooooo süß sein.....
Gibt's im netz nen Dollmetscher für texte?
Hab nen Englischen Text doch ich bin noch nicht so der Englisch pro!
.... Babys können sooooo süß sein.....
RESPECT IS EVERYTHING
Zwei Dinge sind unendlich, der Weltall und die Dummheit des Menschen. Aber bei dem ersten bin ich mir nicht so sicher.
Das ganze Leben stehen wie vor dem Gericht und verurteilt werden wir zum tode. -von mir
Okay. und wenn ich richtig lange Dokumente darein machen will?
WARHAMMER 40,000 RULES
CHAPTER 1- ACTIONS
When trying to simulate a highly abstract event, such as a shootout, the first thing the GM needs to do is devise a method for dividing the action into manageable sections. To this end, time is divided up into the Game Turn and the Combat Round. The Combat Round is then subdivided into Actions, explained below.
The round and turn based system of WFRP applies - with 1 round being 10 seconds and a turn being 1 minute or 6 rounds. However in Warhammer 40k roleplay a character can perform 4 actions in a round. This is necessary because it doesn't take 10 seconds, a full round, to load most weapons or perform similar tasks. Hand-to-hand combat is dealt with normally in the usual round based system. The Actions system is primarily used for tasks that take less time to perform than a round.
Here is a list of some of the actions that will be necessary to use in a WH40k scenario concerning principally shooting. Note distances are measured in metres.
It takes 1 ACTION to accomplish any one of the following:
· Walking your Movement rate in metres over open ground
· Running up to four times your Movement rate in metres over open ground
· Crawl up to 1m over open ground
· Resting a weapon
· Aiming a weapon
· Switching a chamber selector
· Switching an energy field defence on or off.
· Firing two shots - semi-automatic
· Firing four shots - automatic
· Firing one shot - single shot
· Throwing a grenade
· Operating any hand-held item such as a scanner
· Drawing or putting away a weapon other than a heavy weapon
· Taking out a grenade, new magazine, power pack, ammo canister or other hand-held item
· Ejecting spent magazine, power pack, or ammo canister
· Picking up a hand-held item from the ground, a table etc.
· Speaking up to 5 words of command or instruction
It takes 4 ACTIONS to accomplish any one of the following:
· Reloading or fitting a new magazine, power pack or fuel cell to a weapon or piece of equipment.
· Taking a hand-held item from a dead, wounded or knocked out character.
Remember the action system generally applies to shooting or performing actions whilst under fire.
ACTIONS, ROUNDS AND TURNS
In some situations a GM may have to contend with shooting (which uses actions) and combat (which uses rounds). This can simply be dealt with by using the following table to track the various proceedings that can occur in a shoot out.
Turn 1Round 1Action 1234Round 2Action 1234Round 3Action 1234Round 4Action 1234Round 5Action 1234Round 6Action 1234Note that fighting in combat takes a whole round, even if an opponent is killed in the first attack.
Don't worry too much about timing as it is more important to have an enjoyable, fluid game, than one restricted by timekeeping issues. As usual it is up to the GM to apply the rules and the above should only be taken as a guideline.
"It is not necessary, or desirable, for the GM to rigidly impose game turns on the players. It is not a good idea, for instance, to say 'It is now game turn one... it is now game turn two...it is now game turn three...' and so on. The proper procedure is simply to say 'It takes you roughly five minutes to reach the house', or 'You wait on the corner of the street for about a quarter of an hour before your friends turn up'."
CHAPTER 2- SHOOTING
This Section gets down to the real business of shooting. The rules allow a character to take a heavy stubber from off the shelf and spray a building with bullets from left to right - he can even write his name if he wants! There are rules for single shot, semi-automatic and automatic fire (that's more like it!).
Roll to hit as normal, rolling under a character's BS, taking into account the weapon's range and to hit modifiers (see below). Reverse the D100 roll to see where on the target you have hit (just like in normal WFRP). Once you have established the area that has been affected you must roll for shot penetration <penetration.shtml>. This is important as the target might be wearing armour. If the location is protected by some form of cover, such as a wall, undergrowth of part of a vehicle then the shot has hit the cover and this must be penetrated before the target can be hit.
Example: A Pirate shoots at a Space Marine (not a wise thing to do) using a Boltgun. The Pirate rolls a D100 to hit and gets a 34 and hits. Reversing the roll to 43 it is established that the Space Marine's right arm has been hit. Now the pirate must roll to see if his shot has penetrated.
The normal procedure for firing is as follows:
1. Targeting - determine whether the character can fire at his intended target.
2. Shooting - determine whether the shot hits its target.
3. Hit Location - determine whereabouts on the target the shot strikes.
4. Armour Penetration - determine if armour is penetrated by the shot.
5. Damage - determine if the target is wounded or killed by the shot.
In order to shoot a target has to be visible! Can your character really see a head sticking out from behind the rocks 100m away, or is it just a strange shaped boulder? Generally, a character can see what a real person could see under the circumstances and the following guidelines should help in determining what is feasible.
You obviously cannot fire at a target unless you can see it and trace a clear line of sight to it. The GM will adjudicate. Whether a target is visible will depend to some extent on its size and how far away it is from the shooter.
A character who is behind cover cannot be seen at ranges greater than those given in the Cover Table below, unless they use specialist equipment. This is covered in the Equipment Section. A character who is completely hidden behind cover cannot be seen at all.
However, a character who fires a weapon reveals his position. Similarly, shouting, using a flashlight or comparable activities gives away a character. In these circumstances, the character can be targeted as normal and can even be seen at greater ranges.
ActivityPart exposedMaximum distance character can be seenObserving round cornerHead only40mObserving over cornerHead only30mAiming/preparing to fire from cornerHead, arms, body80mAiming/preparing to fire standing from coverHead, arms, body60mAiming/preparing to fire kneeling from coverHead, arms50mAiming/preparing to fire standing from windowHead, 1 arm, body40mAiming/preparing to fire kneeling from windowHead, 1 arm30mThe table is used as a guide so that characters who are partially hidden cannot be targeted at ridiculously long ranges, unless they give away their position by making themselves known.
Small targets (an object less than about 1m x 1m) cannot be normally aimed at at distances over 50m without the use of some form of targeting equipment.
Normal targets (1m x 1m to 30m x 30m) can be seen and targeted up to 300m. You may specifically target parts of the normal target which then count as small targets with modifiers noted below. Remember to take into account ranges for targeting small targets.
Large targets are those which a greater than 30m x 30m. Shots fired at a large target automatically hit at ranges up to 100m (but remember to check for weapon malfunction, as noted below). A large target may be subdivided into normal and small targets, which may be fired at separately.
Twilight: All target location distances are halved.
Night: When there is little or no light nothing can be seen at distances greater than 3 metres without some form of illumination or infrared device.
Illumination: A standard head-lamp cluster can illuminate an area up to 10m across at a distance of up to 150m. Any illuminated area may be fired into as though it were normal daylight, if it is in range.
A searchlight will light up an area 10m across from a distance of up to 250m.
A hand-held flashlight, torch, glowglobe or electrocandle has a range of 15m and can light up an area 2m across.
The firing very much depends on what weapon a character is using and if it is capable of semi-automatic or fully automatic fire. These are explained below:
S: Single shot
Firing a single shot incurs no penalty to hit, although range modifiers must be taken into account as normal.
This means that a character can shoot twice per action. Many weapons are semi-automatic. The first shot is fired at -5 to hit and the second at a further -5 to hit (-5 to hit for the 1st and -10 for the 2nd).
Fully automatic weapons require a lot of ammo to use and a steady hand to fire. Firing on automatic results in the character suffering jerk-backs as the recoil of the gun unsteadies his hands. A controlled burst of 4 shots may be fired per action. The first shot is fired at -10 to hit, the second -20, the third -30 and the fourth -40 to hit.
Heavy weapons that can fire on automatic have a higher rate of fire. This means that on automatic a character can fire up 6 shots per action. However the jerk-back has less of a kick because a heavy weapon is designed to take the pressure. This results in the first 2 shots at a standard BS roll, on the third shot it's at -10, the fourth at -20, the fifth at -30 and the sixth at -40.
Firing on automatic means there is more of a risk that the weapon will jam. To represent this any double result, such as 11/22/33/44/55/66/77/88/99/00, will result in the weapon jamming.
On a roll of 98-00, the gun that is being fired has suddenly jammed. If it's a plasma weapon then something more serious has happened: the plasma weapon overloads and explodes causing a point-blank hit, check for armour penetration and damage as normal. Any other weapon will be fully repaired in 4 rounds and ready to fire if the character successfully rolls under his Tek.
Firing on automatic means there is more of a risk that the weapon will jam. To represent this any double, such as 11/22/33/44/55/66/77/88/99/00, will result in the weapon jamming.
MODIFIERS & OTHER FORMS OF FIRING
This section takes into account aiming, ranges, spreading fire and so on. In other words this makes weapons more realistic in the gaming environment.
It is harder to shoot and hit a target at long range and conversely it is relatively easy to hit a target at point-blank range. Therefore, a -10% modifier is applied to hit a target at over half of the maximum range of the weapon. At point-blank range, up to 5 metres away, the chance to hit is increased by 20%. In between these ranges there is no penalty.
RangeModifierPoint Blank: 0-5m+20%Short Range: greater than 5m to less than or equal to half the maximum range of the weapon0Long Range: greater than half the maximum range of the weapon-10%Aiming
A character can spend up to 2 actions aiming if he wishes to. Each action spent aiming increases the chance to hit by +5%. This all depends on the target not moving, in which case the aiming action will have to start all over again. It is possible to aim with an automatic weapon although it only applies with the first shot, after which the weapon jolts the character back.
A rested weapon is one which is supported on a suitable position, like a wall, a ledge or any similar convenient surface about 1 metre high. If the firer is lying prone his weapon may be rested on the ground. It takes 1 complete action to rest a weapon. The advantage of resting a weapon is lost as soon as the firer moves. A rested weapon grants a bonus of +5 to hit which may be combined with aiming.
Spreading Fire with Automatic Weapons
A character using a weapon in semi or fully automatic modes does not have to use the full 2 or 4 shots permitted to hit (or 6 for a heavy weapon). Instead he may cease firing after any roll to hit has been made.
Following Fire with Automatic Weapons
If firing a semi or fully automatic weapon, it is possible to swing the weapon across to a new target while still firing. The new target must be within 8 metres of the previous one and must be visible to the firer. The decision to switch targets may be made after any roll to hit. Note that the decision is made after any hit roll. Damage is not worked out until all of the hits have been allocated.
Area Effect Fire
Area effect weapons are those which have a spread of fire, such as weapons which fire shells which burst over an area. When firing an area effect weapon, nominate the target as normal.
Should the shot hit then the burst area of the weapon will be centred on the target.
If the shot misses then it will land and explode elsewhere. To determine where the shot hits the GM should roll a D12 and workout the direction of deviation based on a clock-face principle. The shot travels D10 metres in the nominated direction away from the target. This deviation should not cause the shot to land on the firer unless the Gm rules otherwise.
Shooting to hit modifiers
Shooting ActionBS modifierTarget is partially hidden-201st and each successive shot of semi-auto-51st and each successive shot of auto-10Firing at a moving target-10 per 100m per Round that the target is moving at.Firing and moving in same action-10Firing and running in same action-20Firer has light wound-10Firer has serious wound-40Shooting from wrong hand-20Firing at long range-10Firing at point-blank range+20Aiming per action+5Resting Weapon+5Shooting at a small target-10Shooting at a large target+10Shooting Basic weapon one-handed-20Shooting Heavy weapon one-handed-60Shooting two weapons simultaneously-20MINIMUM AND MAXIMUM TO HIT
Some of the modifiers will give you a negative value 'to hit'. As it's very hard to roll a negative number on a D100, there is still a 1% chance that a shot will hit. Conversely, if the chance of hitting is 100% or above, the shot hasn't automatically hit as the dice should still be thrown to see if the weapon jammed.
CHAPTER 3- ASSULT
Even though modern firepower is very efficient at removing enemies from a distance, some psychopaths enjoy screaming a blood-chilling battlecry before tearing their opponents limbs off in close combat. The primeval urge to pummel someone into the ground is strong as ever even in the far future. In fact, technology has advanced to make some highly recommended additions to the trusty sword with the likes of power gloves and chainswords at the top of the list.
The WFRP rules should be used for combat except where noted below.
Hand-to-hand combat is dealt with using a new system to that found in WFRP, in that the Strength characteristic is used indirectly for damage. The Damage Charts <damage.shtml> dictate how much damage and wounds are caused. Humans and human-sized creatures basically roll on Chart 1 and any larger creatures roll for damage on the higher charts. It is true to say that the higher a chart a creature rolls on the stronger it is. This makes hand-to-hand combat a little fairer for those giant creatures, so it's better to shoot 'em before they get too close!
When fighting in close combat, characters can strike with swords and the like and they are also able to use pistols and basic weapons. However, in a fight it is very difficult to successfully draw a bead on a target so the use of firearms may prove to be a disadvantage, especially with large basic weapons.
After combat is initiated, roll to hit as normal using the character's WS. BS is not used even for a firearm in combat. The following modifiers may be applied to the combat:
ActionModifierCharging+10Advantage of higher ground+10Winning combat in previous round+10Opponent behind obstacle-10Each engaged opponent above 1-10Using a weapon wrong-handed-10Unarmed-20Using a basic weapon (unless fitted with bayonet)-20Using a weapon in each hand -10Wearing Terminator/Power Armour+10Once the blow has landed, the character must determine whether any armour worn by the target has been penetrated. Penetration values depend on what armour is being worn and on what weapon a character is using. Improvised weapons, including fists, may not be able to penetrate and it's best to carry traditional hand-to-hand weapons, such as knives and swords. Roll for <penetration.shtml> exactly as if the character was using a ranged weapon.
If the armour is penetrated, work out <damage.shtml> using the charts given later in the rules section. Remember to apply any modifications due to S and T.
Parrying is changed. From now on a successful parry (rolling under WS as normal) reduces the chance of penetrating armour by the targets WS. A target without armour counts as having primitive armour with a penetration value of WS%.
SEQUENCING MULTIPLE ATTACKS
Combats which involve creatures with varying numbers of multiple attacks can be tricky for the GM to handle. Should a creature with I 40 and 2 Attacks strike with both before a creature with I 35 and 5 Attacks? This seems implausible, therefore a modified system of effective initiative is used.
The formula is easy. Divide the creature's Initiative at the start of the round by the number of Attacks which it can make. Its blows will then fall at regular intervals throughout the round (round fractions up). This is easier to explain by using an example.
Example: An Eldar Harlequin with I 72, is facing a hive world gang leader with I 30. The Harlequin has 3 Attacks, the gang leader has 2. The Harlequin's three Attacks take place at I 72, 48, and 24; and two replies from the gang leader are at I 30 and 15. Thus, the sequence of attacks is: Eldar (72), Eldar (48), Human (30), Eldar (24), Human (15). Thus the Eldar gets 2 strikes before the Human can have a go. This is fairer than the old system where the Eldar would get all 3 of his attacks before the Human could strike back.
CHAPTER 4-ARMOUR PENETRATION
Look to your battle gear and it will protect you We guard it with our lives Your armour is your Soul, and your Soul's dedication its armour The soul of a warrior is the shield of humanity Honour the craft of death Only the Emperor is higher in our devotion Honour the battle gear of the Dead We ask only to serve Part of the Warrior's Catechism of Worship
ARMOUR PENETRATIONArmour is very important in the far future. If no armour is worn then it is vital to get behind cover as anyone foolish enough to stand in the open in the middle of a firefight is likely to be gunned down.
This section describes the rules for penetration and how a shot may be stopped if a character wears armour. Different weapons and ammo may be more likely to penetrate depending on the velocity, shape or design of the projectile or weapon. The rules take this into account by applying modifiers to the penetration result.
Once a target is hit, the shot/blow has to penetrate any armour worn before damage can be caused. If a character is protected by a wall, vehicle or so on then this must be penetrated first before going on to penetrate armour and damage the target.
The basic chance of penetrating armour is given in the armour section <armour.shtml>.
ARMOUR PENETRATION MODIFIERS
Some sorts of weapons are better at penetrating armour than others. To represent this, there are a number of modifiers to apply depending on the weapon used. Each weapon has a profile that determines how good it is at penetrating armour. The armour types are divided up into primitive, physical and energy and the fourth category, cover, is used to determine a weapon's ability to cut through cover such as walls and vehicles.
Some weapons are more capable than others of penetrating armour at short range rather than at long range. For example, a shotgun is fearsome at close quarters but the blast dies out at longer ranges. The range modifiers are presented in the weapon tables.
These modifiers should be added to the basic armour saves listed in the armour summary tables. Roll a D100 if the result is equal or less than the penetration value, the armour has been penetrated and damage may be caused.
Remember, Force fields are not affected by the penetration values of weapons. The value shown is the protection offered to all types of weapon, unless stated otherwise in the weapon's description.
If a character is behind cover and wearing armour or is wearing an energy field and armour he is very luck indeed as the shot has to penetrate two or more types of armour before damage is caused. If cover is penetrated then work out the second armour penetration as normal except add +10 to the damage roll to reflect the loss of velocity or power of the shot.
If the armour penetration value is 100% or above then the armour has automatically been penetrated. If the penetration value is 0% or less, then the armour is penetrated on the roll of 01.
Getting hit by a bullet is a nasty shock even if a character is wearing the best armour. If a shot fails to penetrate a character's armour or cover, no damage is caused. However, a character saved by his armour or cover may be forced to duck-back - the sudden shock of a bullet flying off his armour makes the character flinch away.
If a character is hit but the shot fails to penetrate his armour then the duck-back rule applies. If the character suffers damage then the duck-back rule does not apply, even where some shots penetrate and others don't.
The duck-back test is as follows. A standard Cool test must be passed but with penalties as follows:
Weapon TypeCover Other Armour/FieldsPower ArmourTerminator ArmourPistol weapon-10-10-50Basic weapon-10-15-10-5Heavy weapon-20-25-15-10The penalties given are for each shot. So if someone is wearing Power Armour and gets hit twice by a Boltgun then the character must pass a Cl test at -20.
Characters behind cover who duck-back will immediately lie down or kneel, so that as little of him can be seen as possible. The character may do nothing during his following round if he fails a duck-back test.
Damage is dealt with using a different system than that given in WFRP. A character either sustains a 'light wound' a 'serious wound' or a 'fatal wound', some results might mean that a character is 'blind' or 'disabled'.
Once a shot has penetrated a target, damage is then resolved. The higher the chart the more chance there is that the target will die or take serious damage.
Example: The Pirate now finds what chart his Boltgun is on, a very respectable Chart 3, and rolls the D100. As the Pirate has hit one of the Space Marine's arms it is the Limb column that he is interested in. The result comes up as a 77. Consulting the table he sees that only a 'Light Wound' has been inflicted.
There are five terms used: Light, Serious, Fatal, Blind and Disabled. These are explained below:
A light wound may be merely a scratch, or a wound which interferes with a character's ability to perform. This type of wound will usually heal given time although the heavier wounds might leave a scar. Anyone taking a light wound will suffer D3+3 - T wounds. A particularly tough character may not be damaged by the hit, he will shrug it off as a minor graze.
Any character receiving a light wound i.e. any character who loses wounds, may perform only 1 action in the next round and, if in combat, may only fight defensively in the next round i.e. they may only parry or dodge blows. This only applies for the next round after which the character may perform actions and fight as normal. In addition the character loses -5% to WS, BS and I. If any of these characteristics are reduced to 0 the target counts as concussed.
If the character is hit in the:
Arm. The character will drop anything carried by that arm if a modified T test is failed (Tx2x100%). A piece of equipment carried with two hands, such as a basic weapon will be dropped if the character fails a basic T test. A heavy item or heavy weapon will be dropped if the character fails to roll under his T/2x100%.
Leg. A character will drop to the ground if a modified T test is failed (Tx2x100%). If the character is wounded in one leg his M is reduced by 1/4. If both of a character's legs are wounded then movement is reduced to 1/2 M.
A serious wound will initially have a drastic effect on a character. He or she will most probably be disabled or even killed as a result. Serious wounds have a long term affect unless the target is an Eldar or Space Marine or is wearing suitable protection. A wounded character may or may not recover completely and may need a bionic replacement should a limb be blown off. In short a seriously wounded will need urgent medical attention. Serious wounds cause D6+6 - T wounds.
A human-sized characters that survive a serious wound must pass a Cl test otherwise they will seek the nearest available cover or else they will lie in a defensive posture on the ground. If in combat, the character may not fight back and can only defend blows and will parry for a round may perform only 1 action in the next round. In addition the character loses -10% to WS, BS and I. If any of these characteristics are reduced to 0 the target counts as concussed.
If the character is hit in the:
Legs and arms. The limb bearing the serious wound is useless until medical attention can be received. A character with a serious leg injury may hobble at up to 1/2 M. If both legs are seriously damaged, the character must drag himself along at 1/4 M.
Body. The character is unable to pick up or carry heavy equipment.
Head. The character doubles the time to perform actions.
A fatal result will basically kill someone unless they are especially tough. Good armour might, however, save a character's life (see below). Fatal results cause D10+10 - T wounds. If a 10 is rolled then roll a D100 a second time. If the number is equal to or less than the character's BS (if shooting) or WS (if in combat) additional damage is caused. Roll a D10 and add the result to the first die roll. If the second die roll is a 10, roll another D10 and add it to the first roll. Keep on rolling dice until the score is less than 10. This represents that lucky shot that severs a vital blood vessel or the equivalent and more than likely kills the target.
If a character rolls a 'fatal' result on a chart then in most cases the target will die, but if the target is very tough or has a large number of wounds then they may survive. If this is the case, the target will be considered as seriously wounded. If the character is human-sized, he will also be considered disabled and will gain D6 insanity points.
A blind result means that the character can only move at half rate in a random direction. The character can still fire weapons but only in a random direction. In hand-to-hand combat the blinded character can only fight defensively, i.e. parrying and dodging, but at a -30 penalty to both WS and I. This initial blindness lasts for 2D6 rounds. After this duration an individual will either recover completely or will have partial blindness. See Medical Attention <medical_attention.shtml>.
A disabled result means that the character has taken a hit that puts him out of action for a while. To represent this the individual will stay still, if in a position of relative safety, or will crawl at half rate to safety. He will only fire to defend himself but his BS is halved for this to be achieved.
If concussed, a character may do nothing for D4 hours or until medical attention is received.
A target can absorb damage up to its wounds total, and damage that exceeds this value is referred to as a critical hit. Critical hits incapacitate and often kill a target.
I don't think I really need to go into details about when critical hits occur (consult WFRP), but briefly as soon as anyone takes damage that reduces their wounds total to below zero, the extra wounds combine to produce something more serious. For example, a character might simply take a graze from a shot in his arm causing him to drop anything held in that arm, whilst, more seriously, a character might take a serious shot in the arm blowing it clean off! If anything like that happens then very quick medical attention will be needed, plus a bionic replacement!
The only time a character is killed is if their wounds total drops below 0 and a critical hit is rolled that states that the target dies. The Sudden Death Critical Chart given in WFRP can be used to speed up the process.
If a character survives a skirmish he may be in a bad way and in need of urgent medical attention. For more information on patching up the wounded, see the Medical Attention Section <medical_attention.shtml>.
What is the terror of Death That we die our work incomplete What is the joy of life To die knowing our task is doneDAMAGE CHARTS
D100HeadBodyLimbCover***01-10FatalFatalFatalCatastrophic11-20FatalFatalFatalCatastrophic21-30FatalFatalSeriousCatastrophic31-40FatalSerious**SeriousCatastrophic41-50FatalSerious**SeriousCatastrophic51-60Serious*SeriousSeriousSerious61-70SeriousSeriousLightSerious71-80SeriousLightLightSerious81-90SeriousLightLightSerious91-00LightLightLightLight* causes Blindness.
** makes the individual Disabled.
*** see the Buildings Section <buildings.shtml>.
High S and T
Characters with a high strength or toughness will get bonuses to the above Damage tables, as noted below. This represents the fact that their superior strength can pummel a weaker target into the ground, and/or their high toughness may mean that they can take a shot that would kill an inferior creature.
Strength1,2,34,56,78,910Use Chart:12345Characters with a high strength are more likely to inflict damaging and lethal blows. Always use the highest chart possible for a character in close combat. For example, if a person with S4 (Chart 2) has a fight using a sword (Chart 1) he will use Chart 2 damage results.
Toughness1,2,34,56,78,910Bonus0%10%20%30%40%Apply the above bonuses to the damage roll using the target's toughness. This may mean that a serious wound now becomes a light wound and that a character escapes death. If the damage roll is greater than 100, treat it as a light wound.
It might be the case that a character taking wounds won't suffer any damage at all due to the type of armour worn. Highly advanced armour monitors a characters pulse, blood pressure and other vital signs. If the person is wounded, the suit takes action by injecting some form of drugs, from adrenaline to catalysts that speed up scar tissue formation. In some alien armour the method by which this is achieved is not known, but it may be due to mind impulse or psychic transmissions.
ArmourDamage reduced byPower ArmourD3-1Terminator ArmourD6-1Eldar Aspect ArmourD3-1Warlock Rune ArmourD3-1LARGE CREATURES
The rules above apply generally to human-sized creatures, such as men, Eldar, Orks and so on. For larger creatures, over approx. 2m tall, use the following guidelines:
· Treat Fatal Wounds as Serious Wounds and Serious Wounds as Light Wounds in terms of effects caused, but they still do D10+10 - T wounds and D6+6 - T wounds for Fatal and Serious Wounds, respectively.
· The creature will only take damage from a Light Wound if a high enough die result is rolled and will not suffer ill effects.
· Remember to apply bonuses from the creatures high Toughness and use the relevant charts due to the creatures high Strength.
CHAPTER 6-CRITICAL HITS
A target can absorb damage up to its wounds total, and damage that exceeds this value is referred to as a critical hit. Critical hits incapacitate and often kill a target.
For normal hand-to-hand critical hits use the system given in WFRP. But for the technological ranged guns there needs to be new charts! A character can sustain a slight knock or have his stomach completely blown away! For grenades use the Sudden Death Critical Chart in the WFRP rulebook.
I don't think I really need to go into details about when critical hits occur (consult WFRP), but I can just briefly say that as soon as anyone takes damage that reduces his, or her, wounds total to below zero, the extra wounds combine to produce something more serious. For example, a character might simply take a graze from a shot in his arm causing him to drop anything held in that arm, whilst, more seriously, a character might take a serious shot in the arm blowing it clean off! If anything like that happens then very quick medical attention will be needed, plus a bionic replacement!
Establishing a Critical Hit
For each wound caused that reduces a character's total to below 0 add to a D10 roll. For example, if you hit a target that is on 3 wounds and cause 5 wounds you would add 2 to the D10 result. Consult the tables below for the result of the critical hit. This is a different system to the hand-to-hand combat one given in WFRP.
Result1The shot grazes the hand causing a minor cut, it's enough to make the target drop anything held in it.2The shot hits the hand causing a superficial flesh wound. Anything held in the hand is dropped and the hand is incapacitated for D3 rounds.3The shot cuts the hand severely. Anything held in the hand is dropped and the hand is incapacitated for D6 rounds.4The shot cuts a deep enough wound in the arm causing it to become incapacitated indefinitely until medical attention can be administered.5The shot imbeds itself in the wrist making it extremely painful to perform even the slightest of actions with the hand making it useless until medical attention can be obtained. Anything held in the hand is dropped.6The shot smashes the target's forearm. The arm is completely incapacitated until medical attention can be obtained.7The shot lodges itself in the shoulder causing immense pain and continued blood loss in the process. The target loses D3 wounds per round and must pass a T test in order to perform any action other than speaking. This will continue until medical attention can be administered. Characteristics are temporarily reduced by -30/-2.8The shot blows off the hand at the wrist leaving nothing but a bloody, mangled, stump. The individual slumps to the floor unconscious, losing D4 wounds per round until medical attention can be received. Future CRITICALS should be rolled on the Sudden Death Critical Chart given in WFRP.9The shot blasts into the shoulder rupturing major blood vessels. The arm hangs off the shoulder, blood spurts everywhere showering everyone within a 2 metre radius. Death is instantaneous unless medical attention can be administered immediately as normal.10+The shot blows the arm clean off! Blood spurts from the shoulder socket as the target slumps to the floor dying instantly - unless medical attention can be administered immediately.
Result1The target attempts to evade the shot, avoiding serious damage but loses part of an ear as a result. The target cannot make any attacks, hand-to-hand or shooting, until the next round.2The shot blasts passed the target's neck, opening a gash on the side of it. The target is stunned and may do nothing next round except parry in hand-to-hand combat.3The shot strikes the top of the head and glances off the skull. The target may do nothing at all until the next round.4The shot glances off the target's temple causing he or she to become dazed for D4 rounds, unable to do anything at all.5The shot strikes the eye, destroying it completely. The target may do nothing next round and attacks at -10 to hit until medical attention is received. Any sight-related skills are lost (including Night Vision), and BS is reduced by 20, to a minimum of 5. There is a 20% chance that the shot will pierce the brain exactly as 7, below.6The shot smashes through the target's front teeth at an angle and slices through the jawbone beneath the ear. The target falls to the ground unconscious unable to do anything for D4 hours or until medical attention can be administered.7The shot stays imbedded in the target's head, fracturing the bone as it drives inwards towards the brain. The target falls unconscious and may do nothing for D10 hours or until medical attention can be received. Additionally, the target must pass a Toughness test or lose 10 points from all percentile characteristics as a result of brain damage.8The target's neck is ripped open as the shot ruptures the throat. Blood and gore is showered everywhere. Death is instantaneous.9Great shot! The shot strikes the forehead leaving a clean entry. The brain is pierced as the shot travels through the head. Death is instantaneous as blood spurts through the back of the head.10+The target's head is completely blown off! Death is quite instant as brains and other organs are splattered over a wide area.
Result1The shot scrapes the target's chest. The target may do nothing for the whole of the next round.2The shot penetrates the right side of the chest, grazing the bone. The target falls to the ground unable to do anything except parry, in hand-to-hand combat, for the next D4 rounds3The shot smashes through the chest just below the shoulder, sending the target sprawling to the ground. The target is stunned for D4 rounds and may do nothing except parry while clambering upright.4The shot cracks a rib and sinks into the stomach causing much discomfort as the target loses 20 to WS, BS and I until medical attention is received.5The shot lodges itself between the bones of the target's hip joint. All characteristics are reduced by 1 or 10 as appropriate and movement allowance is reduced by half until medical attention is received.6The shot embeds itself in the target's abdomen, making him collapse to the ground unconscious. The target loses 1 wound per round from internal bleeding until medical attention can be received.7The shot strikes the target's spine, severely damaging the vertebrae to the spinal cord. The target falls to the floor and may do nothing until medical attention is received. Additionally the target must pass a Toughness test or be paralysed permanently from the waist down.8The shot rips its way through to the abdomen, severely damaging several internal organs. The target collapses in agony and will lose D4 wounds per round until medical attention is administered.9The target's stomach is blown apart showering the place in innards, blood and intestines. Needless to say death is instantaneous as the target is blown backwards splattering against the wall (if there is one).10+The target is blown apart, literally, in two pieces! The upper half of the body lies twitching in a mass of blood and gore. Horrifying.
Result1The shot slices across the back of the calf, making the target stumble and drop any hand-held object unless a test against Dex is passed.2The shot lands in the thigh, causing the target to lose balance and fall to the ground. Any hand-held objects are dropped unless a Dex test is passed, and the target may only parry for the next D4 rounds while clambering back upright.3The shot bites into the leg with some force. The target's Movement and Initiative scores are halved for D4 rounds while hopping around in agony.4The shot shatters the target's kneecap. Movement and Initiative are halved until medical attention is received. The target must test against Initiative or fall down.5The shot buries deep into the leg, tearing through the muscle and grazing the bone to pass through the other side. The target collapses to the ground and loses 1 wound per round until medical attention is received. Roll any further criticals on the Sudden Death Critical Chart in the WFRP rulebook.6The shot smashes the target's kneecap wrecking the knee. The target falls to the ground and may do nothing until medical attention is administered, until then D3 wounds are lost per round.7The shot passes through the thigh destroying large parts of muscle tissue. The target collapses to the ground and may do nothing until medical attention can be obtained, until then D4 wounds are lost per round. All further criticals are rolled on the Sudden Death Critical Chart in the WFRP rulebook.8The shot blasts through the target's hip joint. The target collapses and may do nothing until medical attention is received, and D6 wounds are lost per round. Roll all further criticals on the Sudden Death Critical Chart in the WFRP rulebook.9The target is blown through the air, at the force of the shot, as the leg is blown off. Death is instantaneous.10+The shot rips the leg from the pelvis causing the leg to fly off in a shower of blood. Death comes swiftly from shock and blood loss.If a character receives a critical hit that results in him or her taking additional Wounds per round then the GM should determine the number of wounds received and then refer to the Sudden Death Critical Hit Table given on page 122 of the WFRP rulebook. This table results in either instant death or no effect. A character receiving a no effect result is still suffering from the original critical hit, and the GM must check the character's fate each round, until medical assistance is received. Note: Wounds received in this way are not cumulative - the character's Wounds total stays at zero, and all subsequent damage is simply an indication of the column to be checked on the Sudden Death Table, for that round.
CHAPTER 7-MEDICAL ATTENTION
After combat it is very likely that the characters will have sustained wounds. Some wounds maybe fairly light and will not have any adverse effects on the character other than the odd scar. However, some wounds will be fairly serious and will require immediate medical attention before the character can get back into action. Some serious wounds will have long term effects and in some cases bionics, if available, should be fitted before the character is able to perform normal functions.
Lightly wounded characters will recover naturally given enough rest time and the attention of his comrades.
Losses to WS, BS and I are regained at the rate of +5% per hour of complete rest, up to the original value. After a complete day's rest, one limb will be restored to normal i.e. the character can walk on an injured leg without penalty although it will still ache.
Serious wounds often have a long term effect. To determine the long term effects, roll a D6 for each part of the body that was wounded, regardless of how many times each body part was wounded and consult the Wound Recovery Chart. If more than one part of the body has been injured, the effects are cumulative.
WOUND RECOVERY CHART
LegEffect1Leg is useless, 1/2 M, -20 I, cannot run.2-20 I3-15 I4-10 I5-5 I6+Full recovery
ArmEffect1Arm is useless, -15 WS, -15 BS, S-1, -15 Dex.2-15 WS, -15 BS, 15 Dex3-10 WS, -10 BS, -10 Dex4-5 WS, -5 BS, -5 Dex5-5 WS6+Full recovery
HeadEffect1Wound is too serious, character lapses into coma and dies.2-15 I, gains a disorder, loses any psychic powers.3-15 I, gains a disorder.4-10 I5-5 I6+Full recovery
BodyEffect1Wound is too serious, character succumbs to wounds and dies.2-10 WS -1 S, -1 T, -1 W3-10 WS, -1 W4-10 WS5-5 WS6+Full recovery
BlindedEffect1Character is blinded permanently.2-10 WS, -10 BS, -10 I3-5 WS, -5 BS, -5 I4-5 BS, -5 I5-5 I6+Full recoveryIf a seriously wounded character receives medical attention quickly then this can greatly reduce the effects of the wound. If a healer reaches the character within D6 turns (roll when the wound is suffered), then the following may be added to the roll on the Wound Recovery Charts: +1 for Heal Wounds and Medic skills, +2 for Surgery skill and +2 for the use of a Medi-Pack. The bonuses are cumulative. If the character is reached after this time then the bonuses are halved, rounding up to the nearest point.
The effects of a disabled limb can be regained to an extent with the help of bionics. This is covered in the Equipment section.
If the character has 2 or more remaining Wounds then 1 Wound point is restored per day of complete rest. If a character is attended by a character with First Aid, Surgery or Medic skill then the rules from WFRP p130 should be followed, using Med instead of Int.
If a character is treated by someone unskilled with a Medi-Pack then D3 wounds are recovered per day of complete rest if a Med roll is successful. If a character is fortunate to be treated by a character with the First Aid, Surgery or Medic skills then he may recover a number of Wound points up to twice his Toughness if the healer passes a Med test and treats the patient for at least half an hour each day. If the healer fails the Med roll then the number of Wounds recovered is equal to the character's Toughness.
If a character has less than 2 Wounds then he will not start to recover naturally unless treated by a character with the Surgery skill. See WFRP p130 for more details.
A character will be scarred if he recovers on his own from his wounds and fails a Toughness test. If the character is treated by someone with the Heal Wounds, Surgery or Medic skill or a medi-pack then he will be scarred if the character fails to roll under the sum of his Tx100 and the healer's Med. This is increased by +20 if the healer has the First Aid, Surgery or Medic skill and uses a medi-pack. Scarring can affect interactions with people. The character's Fel and/or Ld should be modified according to the amount of scarring and the planet or people that he is talking to. The GM is free to improvise. If the character takes a Serious Wound, apply a -20% modifier to the above rolls.
The 41st millennium is home to billions of terrible and contagious diseases. War is seemingly never-ending; massive populations live crammed together on over-populated and often polluted planets, and such conditions are perfect for new diseases to flourish.
Man has explored thousands of light years into deep-space, charting new planets. Although this has brought many benefits to mankind, it has also brought new diseases to challenge the immune systems of man. Even strict quarantine procedures have not halted the increase in the new diseases found. The Imperium uses chemical and biological weapons frequently and sometimes the horror of these weapons come back to haunt them in the form of a unique strain of disease. Some diseases are so contagious that it is not unknown for a single afflicted man to infect populations of millions.
USING DISEASE IN THE 41ST MILLENNIUM
Disease offer many more sources for scenarios. Most diseases are unknown by the authorities of the Imperium and finding a cure for an unknown disease could mean planet-hopping all over the galaxy.
Diseases are numerous in the 41st millennium and some strains have quite a similar affect on the victim. To represent this there are eight different types of disease. Each one will almost certainly have countless millions of subtle differences but they will fall under the same title, for instance there might be a million different strains of biological mutation (see below).
Some diseases might only be caught by touching an infected person or a disease might be airborne or carried in water and some diseases are more contagious than others. To represent this there are four sub-headings for any type of disease: Contagion, Source, Range, and Effects.
Every disease has an infection range from its source; this is detailed in the particular disease's profile, below; anyone within this range has a chance of being infected. To resist an infection a basic T test must be passed. However, some diseases are more contagious than others. When creating your own diseases you can roll for a random contagion value on the following chart:
D10Contagion Value1-2+203-4+105-6+07-8-109-0-20Add or subtract the contagion value of the disease to the victim's Toughness as a percentage, i.e. T 6 grants a basic 60% resistance then add/subtract the determined value. Diseases can be extremely contagious with a possible -30% or -40% to resistance, and even more!
The source of a disease will usually be someone or something who is already infected, though some disease can be acrid in the air, water, or just sit around waiting to be picked up. Roll a D100 and consult the below chart:
Roll D10Source01-40Infected person41-52Airborne disease53-65Water carried infection66-77Carried by infected animal78-92Carried by infected insect93-00Infected surface or substanceRange
The range of an infection can vary from 0, requiring skin contact with the source, to 5 metres. Roll a D6-1 for the range, or choose it yourself. Air-borne diseases may well be blown along by the wind. To simulate this, roll D12 and use the clock-face principle, and move the central source 1 metre in this direction every turn. Water carried diseases will either be in drinking water, or may require complete immersion to infect the victim.
Most diseases can be helped by someone with the Medic skill. Although the text point to a 'medic' this term is used for anyone with the Medic skill.
You may rule that only a human can infect a human, or a human can infect an Eldar who will then only be a carrier of the disease rather than being overtly affected.
Thankfully this is a rare disease. It transforms the victim into something else, usually something repulsive, and violent. What's more, the victim in this stage will not remember anything, totally irresponsible for his actions.
The progress of this disease is quite slow to begin with. Once infected, the victim will feel rather light-headed and jittery. After a day of this, the victim will go to bed, and wake up in the morning as a monster. Sometimes the transformation can be permanent, or sometimes the transformation only happens at night or during the day.
Once transformed into this hideous creature, the victim retains all of his characteristics but will only ever fight in hand-to-hand combat. As a hideous creature, the victim has sharp teeth/claws, and all attacks are at a +0 armour penetration. The victim cannot use any technological weapons. Advanced mutations will grant special powers, but these are almost unheard of. In all cases, the Inquisition will always attempt to capture and quarantine anyone afflicted with this disease.
The victim of this disease begins to feel painfully itchy and irritated. This disease lasts for 2D6 days, after which it generally clears up. During this time, the victim temporarily loses D3x10 points from WS, BS, and I. The irritation is so much that the victim may lose an Attack in hand-to-hand combat if he fails a T test. The test should made at the start of each combat round. This may result in the victim not being able to attack at all as he tries to find a place to deal with his irritation. In the action based system (used when under fire) the victim loses D4 actions.
A course of anti-biotics helps to soothe this infection. An injection once every 12 hours from a medi-kit will return all lost characteristics to normal, though he will still be infected and could carry the infection on to other people around him.
Anyone succumbing to a fever will get very hot (though they may feel very cold inside) and start to lose coherency in anything they try to do; this will start to happen after 2D12 hours. After this period the victim will fall unconscious and suffer from fever for 2D10 days unable to do anything and keep any food down. This obviously has a wearing effect on the victim who, during this time, must test against every characteristic (except Movement, Wounds, and Attacks), losing 1 point of 10% for every failed test. If Strength and Toughness reach zero, the character dies. After 2D10 days the character will regain 1 point or 10% on each characteristic per two days of complete bed rest.
A skilled medic, with a medi-kit, can halve the disease period if he passes a Med test by injecting penicillin and similar drugs. Additionally, if the medic passes another Med test, a character will gain a +10 bonus to all tests during this time as above. Lost characteristics are recovered every day rather than every two days. If the Med test is failed the character's system reacts badly to the drugs and receives a penalty of -10 instead.
This disease can take one or more of a number of forms, including a heavy head-cold, a violent coughing, aching limbs, fatigue, headaches, boils, fainting and so on. These will manifest themselves after 2D6 hours, and continue for 4D4 days, unless medical attention is obtained. The victim of this disease loses 10 to all percentage characteristics during this period.
A medic, with a medi-kit, can reduce the period of the disease from 4D4 to 2D4 if he administers the drugs - no Med roll is necessary.
This disease will literally eat away at its victim, eventually turning them into living fungi! The disease will manifest itself after 2D4 hours with a sudden wracking pain that stops the victim from doing anything but clutching their sides and rolling on the floor. They will then sustain 1 wound every hour. Once the victim dies, the body will usually release spores into the air, to infect others.
This disease is very, very rare, and the genetors of the Adeptus Mechanicus have failed to truly understand it. They have developed some drugs that can temporarily halt the disease but not completely annihilate it.
A character that is infected by a disease that causes a mental disorder will be afflicted by any one of the disorders on page 83 of the WFRP rulebook.
After 2D4 hours, the sense affected will gradually 'fade out' - sight will blur, fingers will go numb, or sound will become muffled - and after an hour the sense will be unusable. A 3-day course of injections from a medi-kit will restore the lost sense. There are five senses including hearing, sight, smell, taste, and touch.
This disease has longer-term effect on its victims than most diseases. It will start making its presence felt after D6 days, in the form of a growing headache and loss of appetite. The infected person will grow hot and feverish, and suffer from blackouts. Everyday not spent in hospital the victim will lose D10 points to each percentage characteristic. Every three days the victim will lose 1 point from Strength and Toughness. Should either Strength of Toughness reach 0 the victim dies. The disease lasts for 2D6+2 days.
If the victim goes to hospital then only half the number of characteristic points are lost each day. Strength and Toughness are only lost after 6 days.
Here are just some known diseases in the 41st millennium.
Resistance Modifier: -30%
Range from Source: Within 6 metres
Source: Carried by infected insect
The Bubonic Plague is an incredibly contagious disease characterised by inflamed swellings (buboes) in the groin or armpit. It has been known to wipe out entire hives on the over-populated hive worlds. What makes the plague even more deadly is that it has several sources of contagion but the most common is by infected insects. Huge cargo carries carry billions of tons of food from agricultural worlds everyday and it only takes a single insect to 'fly through the net' and spread the disease, once the carriers have reached their destinations.
Bubonic Plague is treated exactly as the fever disease type except there is a -10 penalty to all characteristic tests when resisting the disease.
Resistance Modifier: +0%
Range from Source: Skin contact
Source: Wound from infected creature
Effect: Wasting Disease
As befits the name, Catachan Disease originally came from the death world of Catachan. Some of the planet's animal species passed on the disease through contact of the few human inhabitants that live there and then onto the crew members of relief ships.
It is believed to be caused by a deadly bacteria that slowly eats away the flesh of the infected person. What makes the bacteria even more deadly is that it is resistant to a wide variety of antibiotics.
Resistance Modifier: -20%
Range from Source: Bite from infected creature
Source: Wound from infected creature
Effect: Biological Mutation
So far there is no cure for Lycanthropy. The only help administered is usually from an Inquisitor's boltgun. Not even the genetors of the Adeptus Mechanicus know how Lycanthropy came to be; how it evolved remains a mystery.
What is known about this hideous disease is that it transforms its victim into a werewolf. Once transformed, the werewolf attacks and kills anything in its way becoming totally unpredictable in its use of violence. As with any biological mutation, when the victim transforms often depends on the time of day, week or month, if the victim is wounded, or in some cases it is permanent and the only hope for the victim is a quick death. Once a werewolf, the victim adds +10 to WS and I and gains +1 Strength and Attacks. BS and Fel is reduced to zero, all other characteristics remain the same.
Buildings and other constructions are an important part of the game for several reasons. Not least of these is that they provide cover for characters.
Buildings/constructions need not be simply houses, or even industrial complexes such as oil refineries and mines. Constructions might be bunkers, built for defence or ancient tombs, the remnants of a dead civilisation.
All buildings should be mapped including details such as doors, stairs, windows and important internal fittings.
As characters enter the building, the GM describes where they are inside, what they can see and other details he thinks relevant. The GM then plots the position of the characters as they move through the building. The players do not see the map at any time, but can make rough plans from the GM’s description.
If close combat or shooting occurs within the building, then models can be used to represent the combatants. The interior of the building can be improvised or imagined, while the relative positions of the antagonists are indicated by the models themselves.
Each building should be divided into one or more sections. A section corresponds to a single level, approximately 8m x 8m in area. Most small buildings can be considered to be 1 section per level.
AREA WEAPONS WITHIN BUILDINGS
Any area weapon fired into a building section automatically causes a hit on all characters, equipment, etc. within the section. This is due to the effects of an explosion in a confined space. When firing or throwing from outside through a small opening, such as a door or window, the firer should roll to hit, to determine whether the shot/throw actually goes through the gap. If successful 1 automatic hit is scored on every occupant of the section. If a character is throwing a grenade through a window, but is so close that it obviously wouldn’t miss, then there is no need to roll to hit – success is assumed. This applies to characters within buildings throwing grenades from one section to an adjoining one.
BUILDINGS AND DAMAGE
Buildings take on many different forms, but the types described below are common throughout the universe. All buildings have a penetration, a toughness and a damage rating. The damage rating is similar to the wounds characteristic of creatures, it represents how many points of damage a single section of that building can take before it collapses.
Construct% Chance of PenetrationToughnessDamage per SectionMud/straw huts, light wooded and tin shack60%710Plexi-shelter30%815Timber building20%825Stone/concrete building10%830Stone/concrete tower or emplacement0%1050Wooden or improvised barricade60%610Free-standing brick/stone/concrete wall30%615In order to damage a building, it must be penetrated first. Once penetrated, roll on the damage charts appropriate to the weapon, on the Cover column. The damage that can be caused to a building is 'Light', 'Serious' and 'Catastrophic'.
This is minor damage that chips away at a building infrastructure. It causes scratches to paintwork and gouges plaster, but mostly this is superficial and can be repaired easily.
This type of hit causes structural damage and shakes the framework of the building causing further cracks. A building cannot take many serious hits and remain standing unless it is reinforced or specifically built for warfare. For each Serious hit add -10 to the damage roll.
Damage of this magnitude can raze smaller buildings to the ground and cause major structural damage to larger buildings. Anyone inside the building will see large chunks of stonework or splinters of wood fall from the walls and ceiling and 5% of the time will take a Chart 1 hit to the body (I test allowed to jump out of the way of falling masonry). A building suffering from Catastrophic Damage deducts 1 point of T and further hits add -20 to the damage roll. A building reduced to zero T will collapse.
COLLAPSE OF BUILDINGS
A building/section which loses all of its damage points will collapse. Characters inside take D6 Chart 1 automatic hits (with a penetration value of 50% for all armour types including force fields). Characters may also suffer damage from falling from an upper floor.
HACKING THROUGH WALLS
If characters are appropriately equipped they can force their way through interior walls, spacecraft bulkheads, roofs, floors, etc. Hits are automatic. Work penetration and damage as normal except any damage caused is doubled. To make a hole big enough for a human-sized character (including Squats) to squeeze through, a total of 10 Damage points must be caused to a single area of the construction. A Ratling or character with the contortionist skill can squeeze through a hole of 5 Damage points. This does not count as damage to the building itself.
Toughness of walls is as follows:
Surace type% Chance of PenetrationToughnessSolid concrete wall10%8Solid timber wall20%7Plexi-glass30%7Sheet steel20%7Corrugated iron30%7Most flooring40%7Light wooden50%6Light flooring70%6Wattle and daub80%5Thatch90%5DOORS
If a door is reached, characters will listen for movement or sounds on the other side. Then they will undoubtedly batter it down.
Door% Chance of PenetrationToughnessDamageLock RatingPlastic60%2D6D4x10%Toughened glass50%32D6(D4+1)x10%Light wooden door60%43D6(D4+1)x10%Light steel50%54D6(D4+3)x10%Heavy steel20%86D6(D4+4)x10%Toughened steel0%107D6(D4+6)x10%Locks can take the form of primitive mechanisms requiring keys (use the WFRP rules for Picking Locks) to advanced locks using number combinations, swipe cards or even retina scanning (to open these locks the character will need a skill such as code breaking and the GM may rule that a door cannot be unlocked and will need to be broken down).
FIRING FROM BUILDINGS
Characters firing from buildings count as being behind cover. Characters firing from rooftops are behind cover to troops on the ground, but not to flying troops or characters on a higher building level.
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bei mir ist da ein fehler auf der seite.