IM Cheat-Sheet
IM Cheat-Sheet
Actions
Type Only once during… Shove(Action): Athletics Vs Athletics or Reflexes. If
Action Your turn you succeed, the target is shoved a number of m away
Reaction Other’s turn equal to the difference in SL, and you are no longer
engaged with them. If you succeed by 3 or more SL, you
Movement Before or after an Action
can choose to Shove the target into an adjacent Zone.
Free Your turn(more than once)
Defend(Action):
o choose an Ally within immediate range, you
Dodge(Action): Allows you to Dodge(Reaction) unlimited Oppose the Melee tests targeting your ally
times and with advantage and suffer the damage. Successful range
Dodge(Reaction): Allows you to avoid incoming damage attacks target you instead.
from melee and ranged weapons by rolling Reflexes etc. o Defend a zone: Entering the defended zone
Walk(Free): move in your zone requires an (Action) and an Athletics VS
Run(Action): move an extra zone Athletics check, if you succeed the enemy
Move(Move): Depending on Speed cannot enter the zone, if the enemy wins
Fall Prone(Free) you are moved aside
Overwatch(Action): use your (Action) only when a
Speed Move trigger happens. If the trigger does not happen you
Normal 1 adjacent Zone act last ONLY for this round.
Fast
Slow
2 Zones away
In your zone Fight
Initiative: Agility Bonus + Perception Bonus
Climbing, Crawling, Sneaking, Squeezing, Starting Ammo: 2 Magazine of standard ammunition
Swimming(Move): As per Speed but one step slower When Reloading:
Open Door(Free) • Weapons with the Burst or Rapid Fire trait only
Stand Up (Movement) consume ammunition when using said traits
Seize Initiative(Action): Pass this turn to be the 1 st • Weapons without the said traits can shoot only Mag
to act next turn, until someone else does the same. number of times before reloaded with a
Reload(Action)
Melee (Action): Ranged (Action):
o Contested with another Melee or Dodge o Contested if the target is aware of the
check (Free) unless unaware. Attacker and is taking a Dodge(Reaction)or
o If the defender doesn’t have a shield or a has taken Dodge(Action)
melee weapon opposing the attack with o Use unit score to determine hit location,
Melee is done with disadvantage then subtract (only) the armour on that
o If uncontested Attacker rolls with location. As per melee.
advantage o Check the range of your weapon
o If the attacker wins deals damage + SL
o Defender cannot deal damage unless a Ranges
critical is scored
Short In your zone
o Use unit score to determine hit location,
then subtract (only) the armour on that Medium One zone away
location Long Two zones away
o A ranged weapon counts as an improvised
weapon when used for a melee attack o Attacking a target beyond your weapon’s range
imposes disadvantage
Hit Locations o Attack against a target within Immediate
Unit Location range, imposes disadvantage
o A ranged weapon counts as an improvised
1 Head
weapon when used for a melee attack
2 L. Arm • Take Cover (Action): If you need to Move
3 R. Arm (Movement)to reach a Cover
4 L. Leg • Take Cover (Movement): If you already are next to
5 R. Leg Cover
6-0 Body
Cover Armour bonus
• Charge (Action): Must move adjacent next zone, make Light +2 all Locations
Melee-attack(Free) with advantage. Until the end of Medium +4 all Locations
the turn, you have disadvantage on Melee & Reflexes Heavy +6 all Locations
Tests to defend yourself.
• Draw Weapon (Free) • Aim(Action): Extend weapon range by 1, choose Hit
Location. Benefit lost if firing or (Move).
Weapon Properties
BLAST DEFENSIVE
• Single Ordnance/Thrown test to afflict the • Advantage when defending in Melee
entire zone
• All targets can take a Dodge(Reaction) FLAMER
• Damage + SL difference • Attacks have Spread and ignore Cover
• OR inflict 5 damage to all targets who enter the
BURST target zone or start their turn there, until the
• +1 SL to your Ranged Test end of your next turn
• reduce the ammunition by 1.
*Rapid Fire Weapons always have Burst but cannot use
both for the same attack HEAVY (X)
• X Strength bonus required to do not suffer:
RAPID FIRE (X) o Armour: Disadvantage on Agility Tests.
• Gain Spread Trait OR Advantage o Melee weapons: Disadvantage on Weapon
• Damage + X Skill Tests.
• Reduce the ammunition by X o Ranged weapons: Disadvantage on Ballistic
• If not having X ammunition Loaded you cannot use Skill Tests.
RAPID FIRE • Brace(Move): On a Cover to ignore HEAVY
SPREAD INEFFECTIVE
• All targets within Immediate range from the • Target armour is doubled
original target MUST take a Dodge(Reaction) and
take ½ damage on fail
• If also using Rapid Fire target within immediate INFLICT(CONDITION)
range from the original target suffer full • If weapon deals damage apply CONDITION
Damage • If damage is not specified Condition is applied
also if attack just hits
CLOSE LOUD
• No Disadvantage when attacking within Immediate • Weapon: Alert everyone within Long Range
range • Armour: Disadvantage on Stealth
PENETRATING (X)
Wounds
MAX WOUNDS = Strength B + Will B + (Toughness B. x 2)
• Ignore X amount of armour
If you suffer more damage than MAX WOUNDS you:
REACH • Until you heal 1 Wounds: Cannot take Action and
Move together.
• Can attack without Engage
• Take a +0 Fortitude(Pain) test, if failed you
• Disadvantage on Melee to defend if Engaged
become Unconscious, repeat every time you suffer
damage.
SHIELD (X)
o Remain Unconscious until you heal a Wound
• Gain X armour from Ranged Attacks
• See page 142 DYING
• If your untreated CRITICAL WOUNDS exceed your
SUBTLE
Toughness bonus you Die
• Disadvantage on Awareness test to detect
• While unconscious attacks within Immediate range
equipment
instantly kill, unless weapon has INEFFECTIVE
• If Armour: Can be ALSO worn under non-SUBTLE HEAL
armour to stack protection
• 6/8 hours sleep: Heal Toughness B.
• Entire day: Heal Toughness B. x 2
SUPERCHARGE (X)
• If an ally has one advance in Medicae roll with
• Damage + X
+20 (+0 mid-fight) and Heal SL + Intelligence B.
• Double Ammo spended
o Once per day or after a Critical Wound
UNSTABLE
• If Fumble on a result of 5+ on the Fumble Table Critical Wounds
(page 355) the weapon self-destructs instead Gain a critical wound when:
• If Fumble ALSO deals full Damage to Arm or if 2- • Damage exceeds MAX WOUNDS
handed a random Arm o Roll 1d10 + the excess Damage over your MAX
*Plasma weapon: If the weapon jams while using WOUNDS, consult the relative critical wound
SUPERCHARGE, it automatically fails its UNSTABLE Test table (page 358)
and detonates. • A critical hit is scored
o If the attacker was hidden the hit is always
RELIABLE a critical hit
• If Fumble: roll 1d10. On 4+ ignore the Fumble. o Compare the Damage on the relative critical
wound table (page 358)
Conditions Blinded
Every inflicted condition is a (Minor) unless stated o Succeed on Tests that rely on sight, by
otherwise or already affected by such condition rolling a 01–05.
o Disadvantage on Melee and Reflexes(Dodge)
Ablaze (Minor): You suffer 1d5 Damage at the Tests.
start of your turn, which ignores armour. o Unless specified Blinded Condition ends in
Ablaze (Major): You suffer 1d10 Damage at the 1d10 rounds.
start of your turn, which ignores armour.
o Automatically fail all Stealth Tests. Deafened
o Removed by dropping Prone + Action to make a o Succeed on Tests that rely on hearing by
successful Challenging (+0) Athletics Test. rolling a 01–05.
Prone o Unless specified a Deafened Condition ends in
o A Prone creature can only move by crawling 1d10 minutes.
unless they use their Move to stand up. o Condition cannot be ended before time unless
o Suffer Disadvantage on Melee Tests. augmetic ears are power cycled
o Incoming Attacks from immediate range have
advantage Fatigued
o Incoming Attacks out of immediate range have o Fatigued (Minor): You have disadvantage on
disadvantage all Tests.
o Fatigued (Major): All Tests you make are Very
Bleeding (Minor): 1 Damage at the end Hard (−30)
of your turn, ignores Armour. o While Fatigued (Major)if fatigued is
inflicted again you have Toughness Bonus
Bleeding (Major): 3 Damage at the end times minutes before being unconscious
of your turn, which ignores Armour. o The condition is removed after 6 hours of
rest
• If you exceed your Wound Maximum you suffer a
Critical Wound Unconscious
• No more damage from Bleeding, but can't recover o Drop anything you are holding, fall prone,
Wounds until the Bleeding has been treated. and become incapacitated.
• Bleeding conditions not gained from a Critical o Anyone within Immediate Range with a weapon
Wound can be treated with a Challenging (+0) that does not have the Ineffective Trait can
Medicae Test, or using a Chirurgeon's Kit (page kill you without needing to make a Test.
145).
Stunned(Minor): Move or Act, not both.
Encumbrance
Stunned(Major): As minor, disadvantage on ALL test • Max Encumbrance = Strength + Toughness Bonus
*A backpack/Sling add 4 to your maximum Encumbrance
Poisoned(Minor):
o Disadvantage on Strength and Toughness checks • 10 items of Encumbrance 0 = Encumbrance 1
o Maximum SL for any test = Toughness Bonus • Worn items reduce their Encumbrance by 1
Poisoned(Major): You become Prone and Incapacitated • Carried or wielded items such as weapons do not
gain this benefit.
Incapacitated • Exceeding Max Encumbrance gives Overburdened
o Can’t Move or take Actions condition
o Can’t defend yourself. • Twice exceeding Max Encumbrance gives Restrained
o Melee attacks against you automatically score condition
a Critical Hit
Fate
Overburdened SPEND FATE
o Disadvantage on all Agility tests • Recover Spent fate at the start of the session
o Speed is reduced by one step • Reroll fail
• Gain Advantage
Restrained (Minor): Unable to move normally. • Choose when to act ignoring initiative order
o No Move(Move) • Ignore extra effects of Critical Wound until
o Disadvantage on ANY test implying movement next turn
• Remove 1 Condition
Restrained (Major): You become Incapacitated. o If prone condition is removed gain 1 Wound
BURN FATE
Frightened (Minor): target has Advantage on Awareness • Recover only after a great feat of faith
and Intuition Tests. However, has Disadvantage on all • You are removed from combat ALIVE but KNOCKED
Tests relating to confronting the source of fear. OUT, keep suffered Critical Wounds
Frightened (Major): The target run from the source of • Ignore one Attack
your fear in the most direct route possible
• Ignore mutation but keep corruption
• Choose result of a test (even if already
failed). On attacks choose also Hit Location
• Gain 1 superiority,2 if superiority was 0
MANIFESTING PSYCHIC POWERS
1. Choose a Power DENY THE WITCH
2. Make a Psychic Mastery check • Free Action for whenever a Psyker is trying to
a. Appling the difficulty specified by the use a Power within Short Range
power • Make a Psychic Mastery test and subtract the SL
3. If successful gain X amount of warp charges = to the one of the enemy Psyker
the warp rating specified by the power • Trying to deny the same Power multiple times
a. Minimum 1 warp charge carries a -1 SL for each time you are trying to
b. If critical success: reduce warp charges deny it
gained by your Will modifier WARP THRESHOLD
i. Criticals do not inflict critical • WARP THRESHOLD = Will Power Bonus
wounds • Overstepping the threshold triggers PERILS OF
c. If Fumble: Double warp charges gained THE WARP
4. Warp powers cannot be Dodged unless stated
• Passing a +20 intuition test Reveals that the
otherwise.
warp is taking over you
5. Successful use of Psychic power does not go
• Threshold can be increased with the Talent
unnoticed
Sanctioned Psyker*
SUSTAIN POWERS
*WARP THRESHOLD = Will Power Bonus times 2
• You can sustain as many powers as you like as a
PERILS OF THE WARP
(Free) action after the end of the power
• Roll on page 165,add + 10 for each warp charge
• But cannot have fewer warp charges than the sum
over your WARP THRESHOLD
of all the sustained powers
• warp charges are reset to 0
• If Peril of the Warp is triggered all sustained
• All sustained powers end
powers will cease.
PURGATION
PUSH
• Make a + 0 Discipline(Psychic)test
• Make Psychic Mastery with advantage
• Remove SL+ Will Bonus warp charges
• Immediately gain 1d10 warp charges
• Roll on page 164,add + 10 for each disposed warp
• Immediately trigger PERILS OF THE WARP on a
charge
Fumble
OVERT • Effect lasts in the Zone for 10 minutes
• Powers tagged as OVERT are obvious and reveal • If Zone is already affected apply Lingering
who is wielding them and their psychic nature effect permanently.
TERRAIN TRAITS
Hazards Poorly Lit
You suffer the following damage when you enter the • Can Hide
Hazard or start your turn there: • Awareness (Sight) Tests to see in the Zone are made
at Disadvantage.
Type Damage • Ranged Tests to target anyone in the Zone are made
Minor 5 at Disadvantage.
Major 10
Deadly 15
Warp Touched
• Psychic Power Tests are made with
Dark Advantage.
• You can Hide and have advantage on Hide tests • Psychic Powers generate additional Warp
• Awareness (Sight) Tests only succeed on a 01–05. Charge equal to the SL, regardless of if they
• Ranged Tests to target anyone in the Zone succeed or fail.
only succeed on a 01–05. • This Zone is a source of Minor Exposure.
• You have Disadvantage on Dexterity, Melee, When you end your turn in the Zone, you
Reflexes, and Tech Tests, or any Tests that must make an Routine (+20) Fortitude Test
would be affected by the absence of light. (at the GM’s discretion) or gain 1 Corruption.
• Could be affected by a psychic phenomena (page 164)
Lightly/ Heavily Obscured
LIGHTLY Barrier
• You can Hide and have advantage on Hide tests Locked Doors or other obstructions:
• You disadvantage on Awareness and Ranged Checks • Must use an Action and make a Test to pass-through
• Same applies when trying to target someone in a • If you succeed on the Test, you get past the
Lightly Obscured Zone Barrier and make it to the Zone you were trying to
reach.
HEAVILY • Your turn immediately ends
• People outside the zone cannot see anything or
target anyone inside said zone.
• Anyone Inside the zone is BLINDED