Hauer Cheat Sheet
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Wounds20
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Armour / ToughnessBody: 18 (10+8), Head: 18 (8+10) , Arms/Legs: 16 (8+8)
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Movement
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Half Move½Move 1-5m. Adjacent enemies get free attack.
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Full MoveFMove 1-10m. Adjacent enemies get free attack.
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RunFMove 1-30m. Enemies get -20BS/+20WS against you until start of your next turn. Adjacent enemies get free attack.
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DisengageFMove 1-5m. Adjacent enemies do not get free attacks.
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OffenseOnly 1 attack action per turn, even if both are Half Actions.
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Honorblades (2-handed)Tearing = when rolling damage, roll one additional die and use highest. Against Horde, deal 1+(DoS/2) Magnitude Damage.
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Standard Attack½Roll WS[52], deal 1d10+17 damage, Pen=6.
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ChargeFMove 4-15m, roll WS[52]+10, deal 1d10+17 damage, Pen=6. Roll Intimidate[52] to give -10 to target's Reaction.
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All-Out AttackFRoll WS[52]+20, deal 1d10+17 damage, Pen=6. Cannot Dodge/Parry until start of next turn.
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Guarded AttackFRoll WS[52]-10, deal 1d10+17 damage, Pen=6. Gain +10 to Parry/Dodge until start of next turn.
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Missile Launcher (2-handed)
"Gerda"
Red Dot Sight = +10 BS (already included)
Krak Missile = hits in 3m radius (center + 1 tile). Against Horde, deal 3 Magnitude Damage. Contains 8 shots.
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Standard Attack½Roll BS[40]+10, deal 3d10+10 damage, Pen=8. If not Braced, take a -30 BS penalty.
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Reaction / Defense
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Parry w/ HonorbaldesRRoll WS[52]+30 = 82 to avoid damage from melee attack.
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DodgeRRoll Agi[40] to avoid damage from any attack.
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Wall of steelROne extra reaction per turn, can only be used to parry.
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Misc
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Terror be thy friendSFear [1] when in melee
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Favoured SonSMay re-roll Fellowship tests. Add +1 to Cohesion if user is the Squad Leader. Always active.
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Auger arraySMay re-roll awerness test. Alwats active
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Deadlock½Target loses 3d10 Strength for 3 rounds.
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Brace½Avoid penalties for firing Heavy weapons. Brace is lost upon moving.
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Switch Weapon½Holster current weapon(s) and ready new ones.
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Aim½Gain +10 WS/BS to your next attack. If your next (re)action is not an attack, bonus is lost.
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AimFGain +20 WS/BS to your next attack. If your next (re)action is not an attack, bonus is lost.
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Defensive StanceFGain an additional Reaction for 1 round. Opponents suffer -20 WS.
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Reload Bolt PistolFReloads Bolt Pistol to full capacity.
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First AidFRoll Medicae[59]+40 to heal 10 Wounds. This is also a Full Action for the patient.
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Drugs And Toxins
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Create ToxinsSCreate a Toxin for all team members, which they can apply to a weapon. Requires a tissue sample from the targeted species. Lasts for IntBonus[5] rounds once applied. Toxin means that, if the weapon does damage to the targeted species, it does an additional 1d10 damage.
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Drive Drug½Target rolls Carouse or takes 1d5 Wounds. Target then gains +15 Strength but halve their Agility. Lasts 3d10 rounds.
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Roofies½Target becomes more receptive of commands. All Fellowship tests taken against the target, by any source, gain a +20 bonus.
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Solo AbilitiesCan only be used in Solo Mode.
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Feat of Strength0Once per day. Increase Unnatural Strength multiplier by 1 for Rank[2] rounds.
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Burst of Speed0Once per game. Increase Agility Bonus by 2 (increases movement to 7/14/21/42) for Rank[2] rounds.
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Squad AbilitiesCan only be used in Squad Mode. Can affect all in Support Range[30m]. Can only be affected by 1 Squad ability at a time.
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Lead by Example02 Cohesion, Sustainable. Gain a bonus to all tests equal to user's FellowshipBonus[5]. Nominate 1 person per round who may re-roll any test.
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Rally Cry00 Cohesion, Not Sustainable. Only once per game. Instantly restore FellowshipBonus[5] Cohesion.
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