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1 2 3 4 5 6 7 8 9 10 11 12 X X X X All-Out Attack Full +20 to WS, loose reaction

Defensive Stand Full Enemies -20 WS, you cannot attack


BS 36 29 WS Opposed WS Test, next attack
Feint Half
Head: Body: cannot be dodged or parried
Flak Light Guarded Attack Full -10 WS, +10 parry and dodge
Helmet(4) Carapace(5) Disengage Full Move away from combat up to speed
Right Arm: Left Arm: Manouvre Full Opposed WS, looser moves 1m per DoS
Light Light Move speed x3 into melee(min
Charge Full
Carapace(5) Carapace(5) 4), +10 WS on first attack
Right Leg: Left Leg: Aim Half +10 BS per half action
Light Light Called Shot Full -20 BS, targets specific location
Carapace(5) Carapace(5) Move Half Move your speed
Fate points:
Run Full Move speed x4, -10 to hit,loose reaction
S 31 1 30 T Tactical Advance Full Move up to speed without loosing cover

Autogun Autopistol
S 45 (+10) M 90 (+0) L 180 (+0) X 270 (+0) S 15 (+10) M 30 (+0) L 60 (+0) X 90 (+0)
Class: Basic Critical: Impact Class: Pistol Critical: Impact
ROF: S/3/10 Damage: 1d10+3 ROF: S/-/6 Damage: 1d10+2
Pen: 0 Clip: 30 Reload: 2Full Pen: 0 Clip: 18 Reload: Full
Semi-Auto Burst(half): +10 BS, additional hit for every 2 Full Auto Burst(full): +20 to BS, additional hit for every
degrees of success. Jam on 94-100 degree of success. Jam on 94-00.
Full Auto Burst(full): +20 to BS, additional hit for every Supressive Fire(full): as Full Auto Burst with -20 BS and
degree of success. Jam on 94-00. enemy must pass -20 WP test or is pinned
Supressive Fire(full): as Full Auto Burst with -20 BS and
enemy must pass -20 WP test or is pinned Pistol: Can be used one-handed and in Close Combat.
No targeting or range bonus/penalty in Close Combat
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Frag Grenades Staff


S 5 (+10) M 9 (+0) L 18 (-10) X 27 (-30)
Class: Thrown Critical: Explosive Class: Melee Critical: Impact
ROF: Damage: 2d10 ROF: Damage: 1d10 +S
Pen: 0 Clip: 30 Reload: Pen: 0 Reload:
Balanced: grants a +10 to WS when used to parry
Blast(5): Splash Radius 5 meter, requires Ag 5 to dodge. Primitive: all amrour points are doubled unless the
armour also has the primitive quality

Stunning Strike(full): make a -20 WS test, if damage is


more than T + head armour, enemy is stunned

OOO
Step aside: may dodge twice per turn
Marksman: ignores penalties for long and extreme range