DH Cheatsheet
DH Cheatsheet
MOVE ACTIONS
Disengage FULL Break off from melee and make Half move.
Jump/Leap FULL Leap or Jump (see page 214)
Maneuver HALF Opposed WS Test, if you win move enemy 1 metre.
Move H/F Move up to your movement as a Half Action; 2x your Movement as a Full Action.
Run FULL Triple Movement, enemies -20 BS and +20 WS.
Stand/Mount HALF Stand up or mount a riding animal.
Tactical Advance FULL Move from cover to cover, gaining Benefi t of cover throughout.
MISCELLANEOUS ACTIONS
Aim H/F +10 bonus to hit as a Half Action or +20 to hit as a Full Action on your next attack.
Delay HALF Before your next turn take any Half Action.
Dodge Reaction Test Dodge to negate a hit.
Focus Power Varies Use a Psychic Power.
Parry Reaction Test WS to negate a hit.
Ready HALF Ready a weapon or item.
Reload Varies Reload a ranged weapon.
Use Skill Varies You may use a Skill.
READING DICE
00-1 (001) is always a success; 10-10 (100) is always a failure
For every 10% you roll under the needed attribute or skill, that is 1 degree of success.
For every 10% you roll over the needed attribute or skill, that is 1 degree of failure.
TEST DIFFICULTY ASSISTANCE p 185
Difficulty Test Modifier
Easy +30 Characters can assist each other in most tasks but there are limits.
- To assist, both characters must have the Skill being Tested.
Routine +20
- The assisting character must be adjacent to the character making the Test.
Ordinary +10 - You cannot assist on Reactions or Free Actions.
Challenging +0 - You may not assist on Tests made to resist disease, poison, fear, hazards or
anything else the GM deems inappropriate.
Difficult -10 - No more than two characters may attempt to assist each other.
Hard -20 - The character with the best chance to succeed rolls the dice.
- The character assisting reduces the Difficulty by one step.
Very Hard -30 If the Test passes, the character who rolled the dice gains +1 degree of success.
USING FATE POINTS - Spending a Fate Point is always treated as a free action.
• Re-roll any test, including the GM’s, whether or not the test failed or succeeded. This is done after dice are
rolled. The results of the second roll are final—an additional Fate Point cannot be spent to re-roll again.
• After inflicting Damage on a target, re-roll all dice used to determine that amount of damage. The results of
the second roll are final—an additional Fate Point cannot be spent to re-roll again.
• Gain a +10 bonus to a test. This must be chosen before dice are rolled.
• Count as rolling a 10 for Initiative. The Fate Point can be spent after Initiative has been rolled normally.
• Add two degrees of success to a test. The Fate Point must be spent immediately after rolling the test.
• Instantly remove an amount of Damage equal to the Throne Agent’s Toughness Bonus. This cannot affect
Critical Damage. The Fate Point must be spent at the beginning of the Throne Agent’s Turn.
• Immediately recover from being Stunned and remove all levels of Fatigue. The Fate Point must be spent at
the beginning of the Throne Agent’s Turn.
• Character survives whatever it was that would have killed them – but only just.
• Avoid losing a limb, getting Corruption Points, a mutation, Insanity Points, or an insanity. These are popular
but unofficial options, so ask the GM.
INVESTIGATION BENCHMARKS
Complexity Difficulty Modifier Examples Time
Simple Easy +30 Discovering marketplace gossip 1 hour
Basic Routine +20 Finding a general’s major victories 6 hours
Drudging Ordinary +10 Finding a general’s service record 24 hours
Taxing Challenging +0 Identifying an obscure poison 72 hours
Arduous Difficult -10 Tracing the origin of a machine spirit 14 days
Involved Hard -20 Translating an entire book 1 month
Labyrinthine Very Hard -30 Cataloguing a datacrypt 1d5 years
HIT LOCATIONS
01 -10 Head 31-70 Body
11-20 Right Arm 71-85 Right Leg
21-30 Left Arm 86-00 Left Leg