Eremiel Cheat Sheet
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Wounds20
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Armour / ToughnessBody: 18 (10+8), Head/Arms/Legs: 16 (8+8)
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Movement
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Half Move½Move 1-7m (1-14m with Jump Pack). Adjacent enemies get free attack.
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Full MoveFMove 1-14m (1-28m with Jump Pack). Adjacent enemies get free attack.
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RunFMove 1-42m (1-84m with Jump Pack). Enemies get -20BS/+20WS. Adjacent enemies get free attack.
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DisengageSMove 1-7m (1-14m with Jump Pack). No free attacks. Normally a Full Action. Roll Acrobatics[62] to reduce to Half Action.
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OffenseOnly 1 attack action per turn, even if both are Half Actions.
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Exc. Power Axe (1-hand)+1 Damage, +5 Weapon Skill (already included)
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Standard Attack½Roll WS[63+5], deal 1d10+21 damage, Pen=7.
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Multiple AttacksF3x Roll WS[63+5-10], deal 1d10+21 damage, Pen=7, then Standard Attack with off-hand weapon (with -10 penalty to-hit).
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ChargeFMove 4-21m (4-42m with Jump Pack), roll WS[63+5]+10, deal 1d10+22 damage, Pen=7. Roll Intimidate[53] to give -10 to target's Reaction.
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All-Out AttackFRoll WS[63+5]+20, deal 1d10+21 damage, Pen=7. Cannot Dodge/Parry until start of next turn.
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Guarded AttackFRoll WS[63+5]-10, deal 1d10+21 damage, Pen=7. Gain +10 to Parry/Dodge until start of next turn.
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Exceptional Chainsword (1-handed) +1 Damage, +5 Weapon Skill (already included)
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[63+5], deal 1d10+16 damage, Pen=3.
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Multiple AttacksF3x Roll WS[63+5-10], deal 1d10+16 damage, Pen=3, then Standard Attack with off-hand weapon (with -10 penalty).
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ChargeFMove 4-21m (4-42m with Jump Pack), roll WS[63+5]+10, deal 1d10+17 damage, Pen=3. Roll Intimidate[53] to give -10 to target's Reaction.
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All-Out AttackFRoll WS[63+5]+20, deal 1d10+16 damage, Pen=3. Cannot Dodge/Parry until start of next turn.
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Guarded AttackFRoll WS[63+5]-10, deal 1d10+16 damage, Pen=3. Gain +10 to Parry/Dodge until start of next turn.
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Hand Flamer (1-handed)Flame = Targets roll Agi to move out of area, Agi to not catch fire (1d10+4 P∞ per turn), Agi-20 to end fire. Reload after 4 shots.
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Standard Attack½Auto-hit 4m cone, deal 1d10+7 damage, Pen=4. Against Horde, deal 1d5+3 Magnitude Damage.
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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[38], deal 1d10+9 damage, Pen=4.
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Semi-Auto BurstFRoll BS[38]+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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Reaction / Defense
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Parry w/ ChainswordRRoll WS[63+5]+10 to avoid damage from melee attack.
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DodgeRRoll Agi[62] to avoid damage from any attack.
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Misc.
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Assassin Strike0After attempting a melee attack (no matter if it hit), roll Acrobatics[62] to gain a Disengage Move as a Free Action.
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Double Team0When outnumbering enemies in melee combat, gain +20 WS ("Ganging Up" already included).
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Wings of Angels0Requires Solo Mode. Roll Pilot(Personal)[62] to add 20 metres to base movement and 1d5 damage to Charge Action.
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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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FrenzyFGain +10 WS, Strengh, Toughness and Willpower. -20 Ballistics Skill and Intelligence. Must attack closest enemy in melee. Immune to Fear, Pinning, Stunning and the effects of Fatigue. Cannot Parry, retreat or flee. Lasts until the end of combat.
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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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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 9/18/27/54) for Rank[2] rounds.
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Blood Frenzy0Once per combat. User may re-roll damage dice in melee. Righteous Fury occurs on 9 or 10. Lasts for Rank/2[1] 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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Feel No Pain03 Cohesion, Not Sustainable. Halve damage taken, rounding up, after reduction from AP/Toughness but can no longer Dodge/Parry.
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Fury of Sanguinius03 Cohesion. Not Sustainable. Add +10 to Weapon Skill, Strength and Toughness.
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insanity +5
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Combat Actions
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