Dark Heresy - Index Terribilis.pdf

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iDea & GraphiC DesiGn
Bo Hasle Buur
prooF reaDers
Stuart McKay and Andreas Blicher
speCial thanks
Fantasy Flight Games, Games Workshop, Stuart McKay, Oliver Wolff, Andreas Blicher,
Rasmus Bartholdy Jensen, Cristel Vivi Hansen and Anne Hasle Buur
DisClaimer
This document is unoficial and for personal use only.
Copyright © Games Workshop Limited 2008. All Rights Reserved.
© Fantasy Flight Games. Warhammer 40,000 is a trademark of Games Workshop, Ltd.
All Rights Reserved.
40k, Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, Chaos, the Chaos device,
the Chaos logo, Citadel, Citadel Device, Cityight, Codex, Daemonhunters, Dark Angels, Dark
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logo, Kroot, Lord of Change, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices, Sisters
of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters,
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© Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other
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All Rights Reserved to their respective owners.
notes
I had the idea for the Index Terribilis after playing Edge of Darkness while using the Dark Heresy
rulebook. I thought it was a bit dificult inding the tables I needed and the book is very nice but a bit
unhandy. I didn’t start right away, thinking that the Game Master’s kit would have a booklet with the
most used tables. Well, it didn’t. The GM screen is fantastic, but I just missed the easy access to the most
needed tables. I just had to make the Index Terribilis myself.
It might interest you to know that I took a picture of my Dark Heresy Collectors Edition no. 149 and
used that for the black leather when I created the cover for Index Terribilis in Photoshop. Oh by the way,
Index Terribilis is Latin and means Frightful Tables.
I hope this booklet will improve your enjoyment of the Dark Heresy game.
DHRB = DaRk HeResy RuleBook
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TABLE 8-3: FEAR TEST DIFFICULTIES
Severity of Fear
Test Mod
Example Adversaries
Fear (1) Disturbing
(0)
Nightwing, Revenant Synoian Bore Worm
Fear (2) Frightening
(-10)
Carnosaur, Dusk Stalker, Murder Gholam
Fear (3) Horrifying
(-20)
Incarnate Daemon, Astral Spectre, Psychneuein
Fear (4) Terrifying
(-30)
The King in Rags and Tatters
FAILING THE FEAR TEST
If in a combat situation a character fails a Fear Test, he must immediately roll on Table 8-4: The Shock Table , adding +10 to
the result for each degree of failure. The effects listed are applied immediately to the character.
If in a non-combat situation the character fails a Fear Test, the character becomes unnerved and suffers a -10 penalty to any
Skill or Test that requires concentration on his part. This penalty lasts while the character remains in the vicinity of the object of
his Fear (simply leaving and coming back again doesn‘t stop this!). In addition, if a non-combat Fear Test is failed by 30 or more,
the character also gains 1d5 Insanity Points.
SHock ANd SNAppING ouT oF IT
Characters may be able to shake off some of the effects of Fear after the initial shock has worn off. Where speciied on
Table 8-4: The Shock Table that a character may “snap out of if”, a character can make a Willpower Test when it is his next
Turn. If this succeeds then he regains his senses, shrugs off the effects and may act normally from then on. If he fails this Test,
the effect continues and he may try again when it is his next Turn.
TABLE 8-4: THE SHOCK TABLE
Roll a 1d100 and add 10 for every degree of failure.
01-20 The character is badly startled. He may only take a single Half Action when in his next Turn, but afterwards
he may act normally.
21-40 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, dHRB page 232 ).
41-60 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. The character gains 1 Insanity Point.
61-80 The character is frozen by terror. The character may make no Actions until he snaps out of it. After snapping
out of it, the character will make all Tests with a -10 penalty for the rest of the encounter. The character gains
1d5 Insanity Points.
81-100 Panic grips the character. He must lee the source of his fear, if able, as fast as he can, and if prevented from
doing so he may only take Half Actions and is at a -20 penalty to all Tests. The character gains 1d5 Insanity
Points. Once away from the danger he must successfully snap out of it to regain control.
101-120 Fainting dead away, the character keels over and remains unconscious for 1d5 Rounds. Once he regain
consciousness he is still shaken and takes all Tests with a -10 penalty until the end of the encounter. The
character gains 1d5 Insanity Points.
121-130 Totally overcome, the character screams and vomits uncontrollably for 1d5 Rounds. During this time he is helpless,
may do nothing and drops anything he is holding. Afterwards, until the end of the encounter, the character
may only take a single Half Action each Turn until he can rest. The character gains 1d5 Insanity Points.
131-140 The character laughs hysterically and randomly attacks anything near him in a manic frenzy, iring wildly or
using whatever weapon he has to hand. This effect lasts until the character snaps out of it, or until he is knocked
unconscious. The character gains 1d5 Insanity Points.
141-160 The character crumples to the ground for 1d5+1 Rounds sobbing, babbling and tearing at his own lesh, and
may do nothing. Even after he returns to his senses, he is a complete mess and at a -20 penalty on all Tests until
the end of the encounter. The character gains 1d5+1 Insanity Points.
161-170 The character’s mind snaps and he becomes catatonic for 1d5 hours and may not be roused. The character
gains 1d10 Insanity Points.
171+
The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters.
The character suffers the effects of “acute hallucinations” (see disorders, dHRB page 234 ) for 2d10 Rounds.
After the hallucinations fade, the character will make all Tests with a -20 penalty while the encounter lasts. The
character gains 2d10 Insanity Points and takes 1d10 points of permanent Willpower damage.
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TABLE 7-11: ENERGY CRITICAL EFFECTS - HEAD
Critical Damage Effect
1
A grazing blow to the head frazzles the target’s senses, imposing a -10 penalty to all Tests (except
Toughness) for 1 Round.
2
The blast of energy dazzles the target, leaving him blinded for 1 Round.
3
The attack cooks off the target’s ear, leaving him Stunned for 1 Round and inlicting 1 level of Fatigue.
4
The energy attack burns away all of the hairs on the target’s head as well as leaving him reeling from the
injury. The attack deals 2 levels of Fatigue and the target is blinded for 1d5 Rounds.
5
A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a
stuck Grox. In addition to losing his hair, he is blinded for 1d10 Rounds and takes 3 levels of Fatigue.
6
The attack cooks the target’s face, melting his features and damaging his eyes. The target is blinded for
the next 1d10 hours and permanently reduces his Fellowship characteristic by 1d10 points. The target
also takes 1d5 levels of Fatigue.
7
In a gruesome display, the lesh is burned from the target’s head, exposing charred bone and muscle
underneath. The target is blinded permanently and takes 1d10 levels of Fatigue. Also, roll 1d10. This
is the target’s new Fellowship, unless his Fellowship is already 10 or less, in which case nobody really
notices the difference.
8
The target’s head is destroyed in a convocation of iery death. He does not survive.
9
Superheated by the attack, the target’s brain explodes, tearing apart his skull and sending laming chunks
of meat lying at those nearby. The target is no more.
10+
As above, except the target’s entire body catches ire and runs off headless 2d10 metres in a random
direction (use the Scatter Diagram on DHRB page 196 ). Anything lammable it passes, including
characters, must make an Agility Test or catch ire (see Special Damage on DHRB page 210 ).
TABLE 7-12: ENERGY CRITICAL EFFECTS - ARM
Critical Damage Effect
1
A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at -30 for 1 Round.
2
The attack smashes the arm, sending currents of energy crackling down to the ingers and up to the
shoulder. The arm is useless for 1d5 Rounds and the character takes 1 level of Fatigue.
3
The attack burns the target’s arm leaving him Stunned for 1 Round and inlicts 2 levels of Fatigue. The
arm is useless for 1d5 Rounds.
4
The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue.
The arm is useless for 1d10 Rounds.
5
The arm suffers supericial burns inlicting 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 1d5 levels of Fatigue.
6
The attack wreathes the arm in lame, scorching clothing and armour, and temporarily fusing together
the target’s ingers. The target halves WS and BS for 1d10 Rounds, takes 1d5 levels of Fatigue, and must
successfully Test Toughness or lose the use of the hand permanently.
7
With a terrible snapping sound, the heat of the attack boils the marrow in the target’s arm, causing it to
shatter. The target’s arm is broken and until it is repaired the target counts as only having one arm. The
target is Stunned for 1 Round and also takes 1d5 levels of Fatigue.
8
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 1d10 levels of
Fatigue and is suffering from Blood Loss. The target now only has one arm.
9
Fire consumes the target’s arm, burning the lesh 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 1d10 levels of
Fatigue and is Stunned for 1 Round. The target now only has one arm.
10+
The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where they
immediately die from shock, clutching their smoking stump.
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TABLE 7-13: ENERGY CRITICAL EFFECTS - BODY
Critical Damage Effect
1
A blow to the target’s body steals the breath from his lungs. The target can take only a Half Action
on his next Turn.
2
The blast punches the air from the target’s body, inlicting 1 level of Fatigue upon him.
3
The attack cooks the lesh on the chest and abdomen, inlicting 2 levels of Fatigue and leaving the target
Stunned for 1 Round.
4
The energy ripples all over the character, scorching his body and inlicting 1d10 levels of Fatigue.
5
The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The
target is knocked to the ground and must make an Agility Test or catch ire (see Special Damage on DHRB
page 210 ). The target takes 1d5 levels of Fatigue and must take the Stand Action to regain his feet.
6
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 1d10 Rounds, and takes 1d5 levels of Fatigue.
In addition, he must make an Agility Test or catch ire (see Special Damage on DHRB page 210 ).
7
The intense power of the energy attack cooks the target’s organs, burning his lungs and heart with
intense heat. The target is Stunned for 2d10 Rounds and reduces his Toughness by half (round down).
8
As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his
clothing and armour. The target is Stunned for 2d10 Rounds and the attack halves his Strength, Toughness
and Agility. The extensive scarring permanently halves the target’s Fellowship characteristic.
9
The target is completely encased in ire, melting his skin and popping his eyes like superheated eggs. He
falls to the ground a blackened corpse.
10+
As above, except in addition, if the target is carrying any ammunition, there is a 50% chance it explodes.
Unless they can make a successful Dodge Test, all creatures within 1d5 metres take 1d10+5 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.
TABLE 7-14: ENERGY CRITICAL EFFECTS - LEG
Critical Damage Effect
1
A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue.
2
A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round.
3
The blast breaks the target’s leg leaving him Stunned for 1 Round and halving all movement for
1d5 Rounds.
4
A solid blow to the leg sends electric currents of agony coursing through the target. The target takes 1d5
levels of Fatigue and halves all movement for 1d5 Rounds.
5
The target’s leg endures horriic burn damage, fusing clothing and armour with lesh and bone.
The target takes 1 level of Fatigue and moves at half speed for 2d10 Rounds.
6
The attack burns the target’s foot, charing the lesh 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.
7
The energy attack fries the leg, leaving it a mess of blackened lesh. 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 1d5 levels of Fatigue. The target now only has one leg.
8
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 1d10 levels of Fatigue and is suffering from
Blood Loss. The target now only has one leg.
9
The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target must Test
Toughness or die from shock. The leg is utterly lost.
10+
In a terrifying display of power, the leg immolates and ire consumes the target completely. The target
dies in a matter of agonising seconds
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