Richter Cheat Sheet
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Wounds22
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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 1-4m. Adjacent enemies get free attack.
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Full MoveFMove 1-8m. Adjacent enemies get free attack.
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RunFMove 1-24m. Enemies get -20BS/+20WS against you until start of your next turn. Adjacent enemies get free attack.
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DisengageFMove 1-4m. Adjacent enemies do not get free attacks.
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OffenseOnly 1 attack action per turn, even if both are Half Actions. Exception: Reactions used to attack do not count.
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Chaos' Bane (1-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[58+5], deal 1d10+14 damage, Pen=3.
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ChargeFMove 4-12m, roll WS[58+5]+10, deal 1d10+14 damage, Pen=3. Roll Intimidate[40] to give -10 to target's Reaction.
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All-Out AttackFRoll WS[58+5]+20, deal 1d10+14 damage, Pen=3. Cannot Dodge/Parry until start of next turn.
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Guarded AttackFRoll WS[58+5]-10, deal 1d10+14 damage, Pen=3. Gain +10 to Parry/Dodge until start of next turn.
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Bolt Pistol (1-handed)Tearing = when rolling damage, roll additional die and use highest. Reload after 14 shots. -20 BS if range > 20m. Jams on 96+.
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Standard Attack½Roll BS[48], deal 1d10+9 damage, Pen=4.
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Semi-Auto BurstFRoll BS[48]+10, deal 1+(DoS/2) hits (max 2) x 1d10+9 damage, Pen=4. Expends 2 ammo. Jams on 94+.
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OverwatchFSet up Kill Zone (45° cone). Make a Semi-Auto Burst against anyone who moves in zone. Targets make Willpower-20 test or are Pinned.
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Heavy Bolter (2-handed)Tearing = when rolling damage, roll additional die and use highest. Reload after 60 shots. Jams on 94+.
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Full-Auto BurstFRoll BS[48]+20, deal 1+DoS hits (max 6) x 1d10+12 damage, Pen=6. Expends 6 ammo.
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OverwatchFSet up Kill Zone (45° cone). Make a Full-Auto Burst against anyone who moves in zone. Targets make Willpower-20 test or are Pinned.
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Servo-Arm Against Horde, deal 1+(DoS/2) Magnitude Damage.
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Standard Attack½Roll WS[58], deal 2d10+14 damage, Pen=10.
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ChargeFMove 4-12m, roll WS[58]+10, deal 2d10+14 damage, Pen=10.
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All-Out AttackFRoll WS[58]+20, deal 2d10+14 damage, Pen=10. Cannot Dodge/Parry until start of next turn.
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Guarded AttackFRoll WS[58]-10, deal 2d10+14 damage, Pen=10. Gain +10 to Parry/Dodge until start of next turn.
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Reaction / Defense
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Parry w/ Servo-ArmRRoll WS[58] to avoid damage from melee attack.
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Parry w/ ChainswordRRoll WS[58]+10 to avoid damage from melee attack.
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DodgeRRoll Agi[39] to avoid damage from any attack.
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Attack w/ Servo ArmRRoll WS[58], deal 2d10+14 damage, Pen=10. Only possible if Servo-Arm was not already used to attack this turn.
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Misc
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Scourge of HereticsSWhen fighting Heretics, gain +10 WS (both for offense and parrying) and +2 melee damage. Always active.
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Technical Knock½Un-Jam any gun by touching it, no roll needed.
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Switch Weapon½Holster current weapon(s) and ready new ones.
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Aim (Half)½Gain +10 WS/BS to your next attack. If your next (re)action is not an attack, bonus is lost.
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Aim (Full)FGain +20 WS/BS to your next attack. If your next (re)action is not an attack, bonus is lost.
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ReloadFReloads a ranged weapon to full capacity.
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Defensive StanceFGain an additional Reaction for 1 round. Opponents suffer -20 WS.
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Improve CoverFAdd IntBonus[5] Armour Points to any cover.
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Solo AbilitiesCan only be used in Solo Mode.
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Righteous Zeal0Once per combat. Melee vs. Daemons ignore Toughness. Take -4 damage from Daemons and Psychic Powers. Lasts 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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Armour of Faith02 Chohesion, Sustainable. +10 to resist Psychic Powers and +4 to Toughness Bonus vs. damage from Daemons and Psychic Powers.
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Holy Vengeance½2 Cohesion, Not Sustainable. If melee attack hits, make an additional free attack with same weapon as Free Action, up to AgiBonus times.
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Combat Actions
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