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Chaos in the Imperium

Introduction

Chaos in the Imperium is designed to recreate the battles between inquisitorial henchmen and the heretics they have been sent to investigate.

Rules and scenarios are presented so that players can act out the heroic deeds of their investigators as a team or as vying faction within the Imperium of man, competing against each other for the chance to rise within the hierarchy of the Inquisition.

Skirmish games will allow the players to battle using a handful of miniatures and tell a particular story, while campaign games will allow the players to keep a record of their progress (and injuries), have their characters progress with experience and hunt a greater heretic or relic.

All that is needed is a handful of D6, a few miniatures, a good sized table and pen and paper.

Model Count

As a skirmish level game Chaos in the Imperium needs only a dozen or so miniatures. Ones for your character or group, and a few for suspects and heretics. Any one with a 40k collection or a range of sci-fi models should have more than enough. Markers for crowds are also used and players may wish to use civilian models based on these for effect. About half a dozen or so is fine.

Game mechanics

Chaos in the Imperium uses the Goal System game engine and so anyone who has played one of these games may be familiar with the game mechanics

The goal roll

The basis for all levels of success or failure within Chaos in the Imperium is the goal roll.

Players roll a certain amount of dice depending on the action being performed, and look for any rolls of 4 or higher. These are known as goals and are what determine if an attack hits, or a psychic power is manifested for example.

Dice rolling less that a 4 are discarded.

For example: Acolyte Trask is attempting to fire his lasgun at the mutant bearing down on him. He has 5D for his attack roll. He rolls a 1,4,4,2, and a 5. he has scored three goals.

Critical hits

any roll of a 6 is a lucky hit or a critical strike. The model has hit a vulnerable spot or has got inside the opponents guard during close combat.

These goals count double when counting successful goals.

For example: Mutant Grag is attempting to smash an Acolyte Trask with his club.

He has 4D for the attack. He rolls 1,4,3 and a 6. Scoring three goals, one regular and two from the critical hit of a 6.

Re-rolls

Some special traits and equipment allow players to re-roll failed dice for their models. For an easy reminder, the number of re-rolls allowed on a throw

can be noted in parentheses next to the relevant attribute or dice pool. For example, a player running a character with 5D in Strength and heavy armour would get 2 re-rolls on Damage Resistance and note them in the following manner: DR 5D(2). Re-rolls may be used on each throw of the relevant dice pool. A single die may never be re-rolled more than one time on any given throw.

Unopposed Goal rolls

In an unopposed goal roll, the player rolls a number of dice equal to her model's relevant attribute, and counts up the number of goals. At least 1 goal is needed to succeed at the minimum level.

For example: Acolyte Trask attempts to leap a 1 chasm to avoid the Mutant chasing him.

He has 4D in Agility and no other benefits. He roll four die and get 1,3,1,and 4, scoring one goal. He makes the gap, but only by the skin of his teeth, teetering on the edge as he lands.

Target numbers and Damage numbers

target number represent fixed values that must be matched or exceeded with an unopposed goal roll.

This most often represent non-combat tasks such as searching a room, or prying open a locked door.

Target numbers are designated as TN#. Target numbers are usually set by a certain scenario but may be created by a neutral game master.

Here are examples of some TN's and their relative difficulty levels

TN1 Routine

TN2 Challenging

TN3 Arduous

TN4 Heroic

TN5 Epic

For example the mutant Grag is hurriedly trying to lock down access from the cult base, stopping an acolyte escaping. He must activate the terminal which would normally be a routine check(TN1) but has a crippling mutation that adds one to any TN which requires operating equipment. He has 2D in his mind stat and rolls 2 die getting a 2, and a 3. No goals are scored. The doors are not closed this turn and the acolyte escapes!

Damage Numbers

Damage numbers or DN, represent a special type of target number. When a character suffers a hit from either combat or some other factor as falling or poisonous gas, he must roll his damage resistance or DR versus a DN set by the attack.

Here is a few examples of DNs from common weapons:

DN2 unarmed strike

DN3 Lasgun

DN4 chainsword

DN5 Plasma Pistol

DN7 Auto cannon

DN10 Demolisher Cannon

Opposed goal rolls

Some of the most important goal rolls in Chaos in the Imperium are Opposed Goal Rolls. When one model attacks another, the attackers relevant attribute is pitted against the defenders relevant attribute in an opposed contest. The model that gains more goals (dice rolling 4+) wins the contest, and in the case of combat, might successfully strike or dodge. In some cases, a models net goals are added to the effects of its action. For example, in combat, a model that successfully strikes a foe and beats his total by 3+ goals adds +1 to the attacks DN. In all opposed goal rolls, ties go to the defender.

For example: Death cultist Breo is Battling the vampire Bul'kar. Breo slashes at the warp spawned beast with her Ag of 4, and so gets 4D. She rolls 3,3,4, and 6 for three goals one of which is a critical hit. Bul'kar has an Ag of 5 so rolls 5D, getting 2,2,1,3, and a 5 and only gets one goal. Breo has struck the vampire but only beat her opponent by two goals, so not enough to add to the DN of the attack.

Threshold Rolls

Some actions require a certain amount of finesse to succeed. Threshold rolls (also called threshold checks) represent tasks where a certain amount of restraint is required for a character to achieve their goal.

Threshold checks are like unopposed goal rolls in that they have a TN, but the TN has a

number in brackets behind it, called the threshold (Example: TN 3[5]).

As normal the TN number is the minimum goals required to succeed. The

threshold in brackets is the maximum goals that can be scored for the action to succeed.

If a player rolls more goals than the threshold, the action fails and may have additional consequences as described in the test. Players may choose to roll less than their maximum dice pool in order to prevent rolling over the threshold.

For example: Acolyte Trask is interrogating a suspect on the street. He needs to put pressure on the suspect to get the information he wants, but not too much or the suspect will clam up.

The interrogation test is TN2[4]. Trask has a dice pool of five and decides to roll it all.

Trask rolls his pool and unluckily rolls 5 goals! He was too persistent in his line of questioning and the suspect refused to answer any questions.

Rounding

Any time a situation calls for a halving of a stat or dice pool then players round up.

The exception to this is movement, simply move the fraction required such as half an inch or a quarter of an inch.

Character Make up

The Four Attributes

Chaos in the Imperium characters are made up of four basic attributes, rated in numbers of dice. They are as as follows:

Strength: Physical power and toughness

Agility: Nimbleness, skill in close combat and accuracy with weapons

Mind: Perception, and mental acuity

Will power: Resistance to pain, luck, and connection to the warp

The Derived Attributes

Characters in Chaos in the Imperium have a further three additional skills that define them.

These are combinations of other attributes and are noted for speed during play.

Reaction (Agility +Mind): Ability to react to sudden events

Deduction (Mind + Will power): Logic and skill at linking evidence together.

Resolve (Strength +Will power): Resisting taxing situations.

Other Values

Beyond these attributes several other values play a part in Chaos in the Imperium.

Some of these may not be noted in terms of dice.

Move

A models move represent how far it can move in inches, the base move for humans is 3.

Certain factors may increase or decrease this number and certain characters may have a differing base value (notably those smaller such as ratlings or those larger such as ogryns).

Models may charge during their turn to gain an extra 2 of move, and certain terrain may reduce a models move.

Vitality

Vitality is a measure of a models health or how much damage a character can take before submitting to its wounds.

Most models will have a base Vitality of six. Again other factors may alter this value, such as special traits or the characters race.

Grunts handle vitality loss slightly differently and are covered in their section.

Damage Resistance

A characters Damage resistance or DR is equal to its strength +1.

When a model is hit by an attack this is his dice pool to resist the damage.

Fate

Characters in Chaos in the Imperium posses a tenacity and resistance that sets them apart from the average person, making them the heroes or villains they truly are.

Fate dice are used in a variety of ways such as augmenting attacks or defences, and are also used to fuel psychic powers.

A models fate usually equals characters Will Power attribute, and represents a number of free dice a model may add during the course of a game round.

A player must announce how many fate dice it is using before any dice are rolled, if both players wish to use fate then the attacker announces the number of fate dice they wish to use first.

No more than 3D may be used on any single roll. A models fate dice replenish at the beginning of each game turn during the fate refresh phase.

For example: The Vampire Bul'kar has a Will Power of 3 and so has a fate of 3D(or three die each turn). He could use two die to add to his attack against the assassin Breo, saving one in case the death cultist survives to strike him back. This would be used to add one to his defence dice should he be attacked.

To efficiently track the usage of fate player are encouraged to use differently coloured dice, beads, tokens or some other means to visually have a means of showing fate use.

Chapter two

Actions and combat

The combat round

Like most miniatures games, Chaos in the Imperium features a specific sequence of events that helps to organise the action during a turn. This is known as the combat round, or round for short. This breaks down into four phases:

Fate refresh

NPC Actions

Initiative

Take turns

These phases transform the chaos of cinematic action into a playable game turn.

A round consists of a number of turns equal to the number of characters or grunt groups involved. Each model gets a turn to activate.

Phase 1 fate Refresh

During this phase all models that possess a fate pool refresh that pool back to its starting value. Players should move relevant dice or beads back to sheets or cards that they use to indicate fate dice.

Phase 2 NPC Moves

NPCs will always act before the players according to their current routines. The NPC closest to any player models will act first, followed by the next closest and so on. In the case of NPCs being equal distances then in a co-operative game the players may choose which NPC acts first, and in a competitive game if the players wish different NPCs to act then randomise the model that activates first.

Although it is not important which player rolls for the routine and moves the NPCs, it is recommended that players share the rolls, to keep players active when it is not their turn.

Phase 3 Initiative

Players determine who acts first by rolling their Reaction dice pool.

In co-operative games the player with the most goals acts first, then the player with the next highest ect.

In competitive games players must choose a leader to lead their group. This model then rolls its reaction and adds 2D to the pool. The player with the most goals decides to either go first or second. In the case of ties then compare dice pools with the highest getting the edge, if this still results in a tie then the player who lost the initiative last round goes first.

The player who goes first selects a character or grunt group to activate, takes its turn, then play reverts to the other player, who does the same. Players may not skip an activation, they must declare a character or group to activate, even if they do nothing.

Play then continues in this way until all characters and groups have took turns.

If one player has taken all of his or her turns and the other player still has models to activate then that player activates the characters or groups individually until they have all finished their turns.

Death of leaders

When a players leader is removed from play then they must choose another character model to act as a stand in. The player then uses this models reaction to determine initiative, however the bonus 2D are lost as the team struggle with losing their leader.

Fate and initiative

Fate dice may be used on the initiative roll, using their leaders fate pool if a competitive game is being played. Players may not use fate during the first round however.

The player who scored the least for initiative in the previous round chooses to use fate first, followed by the player with the second highest and so on.

Phase 4 Take Turns

In this phase play swaps between players stating with the highest initiative goals from the previous phase and alternating play in descending order.

There are five different types of action in Chaos in the Imperium: Move, Investigation, Free, Combat, and Special. Models may perform one move action and either one Combat, Special, or Investigation action per activation. Models may perform a number of free action up to their Mind attribute.

A model or group may split their movement during the course of their turn, interspersing this movement with other actions.

For example: Tech Magos Prodos is attempting to hack a terminal 2 inches away. He activates and moves towards the console (a move action), after reaching it he takes a notice check on the hidden scrap cultist behind the console (a free action) and fails to see the hiding assailant. He jacks into the console and steals the pass code he needs from the data banks (a special action) and since he has a mind attribute of 4, has 3 free actions left.

He takes a further two free actions to spot the cultist and succeeds on the third try.

He now moves another inch from the console (movement again, but Prodos has a move of 3, and has only used 2). He then uses his last free action to draw a chainsword ready to defend himself next turn!

Measuring & Base contact

Players measure all movement in inches, and measurements are taken from the edge of the models base to the edge of the target models bases.

Base contact occurs when two models base are physically touching, this is normally the only way close combat can be fought.

Pre- Measuring

the fast action of Chaos in the Imperium does not allow for pre-measured distances. When making raged attacks or determining distances, it is up to a player's judgement whether or not he has the range or movement to meet his needs. He must first declare the intention to move, attack, or perform whatever action he will perform then measure the range. If the target is outside this range the the action automatically fails, or in the case of movement the models stops as close to the target as possible (possibly leaving themselves open to attack in the case of a failed attempt to reach close combat).

Facing

Models are assumed to have a 180 degree field of vision towards the front.

Anything not in their field of vision is assumed to not be in the models line of sight.

The exception to this is within 2 all model are assumed to be aware of their surroundings and can draw line of sight.

Certain models may have rules that grant them a greater or lesser field of vision, and these will be noted in the models special rules.

A model may change its facing for free at any time during its movement, including facing backwards or multiple directions during its movement. One its movement action is finished however then the model may not be turned.

A group of grunts work slightly different in that the controlling player must nominate one model to take point at the beginning of the groups activation. This model is used for all line of sight purposes for the entire group, until the grunts activate once more and a new model is chosen to take point.

Charging/Running

A Charge is a type of Move action. Models who charge add +2 to their Move value for movement for that turn. A model charges to either cover extra ground, or meet a foe in close combat. Charging models run all out, and may do nothing else that turn. However, charging models that make it into base contact with another model can make one attack on the model at +2D.

A model charging a foe must move at least the last 1 in a straight line in order to receive the +2D bonus. A model that charges and attacks a foe at the end of its charge is essentially combining its Move and Combat actions for its turn, and can do no other combat or special actions that round. Certain free actions like searching for hidden models may still be attempted prior to charging. Models that charge to cover extra ground can do nothing else but move and perform free actions during their turn.

Charging is the most common method of entering Close Combat. A model must declare that it is attempting to charge an enemy model before measuring the distance between them. A model may charge an enemy that it cannot see because of terrain or other factors, but it must first make a TN2 Mind roll to succeed. This Mind roll is a free action and any bonuses the model may have to spot hidden models such as sharp senses may be added.

Models in active hiding cannot be charged unless the would-be charger wins an opposed Notice vs Reaction contest. This Notice roll is a free action. A model that fails to detect an intended target cannot charge it, and may instead choose to charge another foe, or do something else.

Unlike normal movement, charge moves may not be split up around other actions. For example, a model with a total charge of 5 could not charge 3 into an enemy, take him out on the subsequent attack and then spend the remaining 2 of its Move distance to seek cover. A charge represents a total commitment of action and cannot be split up in the normal fashion.

Charging models may instead of striking a model at the end of the move, engage the target with an Investigation action. Models that initiate an Investigation action by charging suffer a -2D penalty to the roll, as their haste prevents them from taking the time to be properly charming or intimidating.

Difficult Ground

Muddy fields, shallow water, and uneven terrain can slow a model down. Models moving through areas designated as difficult ground halve whatever portion of their movement that occurs in the difficult area. Models may charge through difficult ground.

Example: Kal Drak (3 Move) starts his turn in a swampy morass labelled as difficult ground. He can move normally for 1.5, or charge 3.5.

Example: Witchhunter Loki wants to charge a foe who stands in a field of loose stones (difficult ground). Loki (5 of total movement available) begins his turn in clear terrain and moves the first 2 through it into the difficult ground. While he has 3 of movement remaining, the difficult ground will cut this to 1.5, and Loki has to hope thats enough to get him there!

Knocked down and standing up

Models in Chaos in the Imperium will sometimes find themselves knocked down for one reason or another. Models that are knocked down must spend 2 of their Move action to stand up. A model that has been knocked down may not charge the turn it gets up.

Models attacking a knocked down model enjoy +1D to close combat attacks. Knocked down or crawling models enjoy +1D to their defence goal rolls against ranged attacks.

Other types of movement

Several other types of movement might allow characters to interact with unique terrain features or take up enhanced positions on the battlefield. These count toward the characters allotted move allowance during its Move action.

Climbing

Buildings and walls outfitted with stairs and ladders are treated normally for purposes of calculating distance moved. Climbing a surface without stairs or ladders is a special kind of Movement that halves the models Move value. A model may not Charge up a vertical surface, and must stop at its base and wait until next turn to begin its ascent.

Crawling

Crawling is a type of movement that may occur after a model drops prone or gets knocked down. A model crawls half its Move score, or if it drops prone in the course of normal movement, half its remaining Move score.

Jumping

A model that wishes to jump a chasm or vault an obstacle makes a Strength goal roll. A model can jump 1 horizontally and .5 vertically for each goal rolled. For normal human models this distance cannot exceed the models total move value, and vertical jumps may never exceed 1.

Jumps totalling less than the models Move value cost the model that much of its movement for its turn. For example, a model with 3 Move jumps a 1 chasm, and could then move a total of 2 more that turn. Horizontal jumps may be combined with the Charge action, but may not exceed the models total move + charge allowance for its turn.

If a model combines its charge with a vertical jump downwards then it has truly got the jump on its opponent! The unfortunate victim of the charge is knocked down.

Through the course of its charge a model may attempt to make vertical leaps over any number of intervening obstacles. This requires the normal jumping goal roll outlined above, but if the model fails a jump its movement for that round ends.

Players may not pre-measure the distance needed to jump a chasm or vault an obstacle. Instead the intention to jump is announced, then the distance is measured and the Strength goal roll is made. Models that do not score enough goals to make the jump over a chasm have a chance of falling! They must make a second TN3 Agility check. If they succeed, they hang from the edge and must spend 1 of movement at the beginning of their next turn to pull themselves up, counting as prone until they do.

Any weapons the model was carrying in his hands are dropped. Roll one dice if the result is a three or lower than the equipment is dropped directly bellow the model, if the result is a four or more then they are on the ledge the model is holding (no more than half an inch away from the edge).

If they fail, they fall. See Falling under Environmental Hazards later in this section. Grunt groups never hang from ledges if they fail to make a jump and instead always fall.

Investigation Actions

Investigation actions allow characters to interact with either suspects or evidence on the tabletop.

Intimidate

Some investigators try to get the information they want by means of physical threats and bullying.

Characters may attempt to intimidate a suspect into giving up evidence by rolling their Strength plus any dice in their Intimidate skill. Characters that exceed the threshold on an Intimidate test receive one more Internal Affairs Point (See Section: The Investigation Campaign) than if they had used the Question action.

Question

The act of interrogating suspects and witnesses by more charismatic means. Characters roll their Willpower plus any dice in their Question skill. This is opposed by the targets Mind. Success means that the target gives up one piece of evidence. This action is also used to determine the humanity of an unknown suspect.

Negotiate

Characters use this skill to attempt to convince a hostile target (see Section: NPCs) to surrender peacefully. If the investigators outnumber the hostile targets on the board, a character may attempt to negotiate the surrender of a suspect.

Characters roll their Mind, plus any dice they have in the Negotiate skill. This is resisted by the targets Resolve. Success means that the target surrenders and is considered captured.

Process Evidence

Characters can try to derive Evidence Points from an inanimate object (a murder scene, computer terminal, etc. ). Characters roll their Mind, plus any dice in their Process Evidence skill. Success means that the character derives an Evidence Point from the object.

Free Actions

Free actions require little time to complete and usually involve the model trying to quickly sense its surroundings.

There are three major types of Free actions anyone can do, but certain special traits might require a Free action, and those will be discussed in Section: Character Creation.

Notice

Most Notice checks using the Deduction + Notice skill attribute are Free actions. A model may perform a number of Free actions equal to its Deduction attribute. A Notice check most often occurs when a model is trying to spot a hidden or out of sight model.

Dropping Prone

At any time during its turn a model may drop prone as a Free action. Dropping prone immediately ends any Charge action, but normal Move actions may continue at a crawling pace (see Crawling above). Prone models count as knocked down.

Draw Weapon/Holster weapon/Swap hands

A model in most cases only has one pair of hands, and often various different weaponry. Most models will start the game carrying weapons but may have to keep them holstered for the scenario being played, to operate machinery, or to climb a wall or ladder.

The following is an example lists of tasks that take one hand to achieve:

Climb a ladder or purpose built equivalent

Operate a computer console

Close and bar a door

In some circumstances arrest an NPC (at least one hand to apply restraints)

Pick up an object or place an object

While the following acts take both hands:

Climb a surface with no ladder or purpose built equivalent

Grapple an opponent

Hold a ledge after failing a jump action

Operate a vehicle

Although not an extensive list this gives an idea of what kind of actions need a free hand, players are encouraged to agree before play begins what, if not in this list would constitute single and double handed use.

If a player is somehow forced into an action that requires free hands and either has no free actions left or it is not his activation then the held items are dropped, a model may also opt to voluntarily drop items for free, not even requiring a free action.

Dropped items scatter 1D in a random direction from the model dropping it. If only one item is required to be dropped then the controlling play may choose which item is lost. Dropped weapons and personal equipment are automaticly recovered at the end of a game.

Normally a model can only wield one weapon at a time, being either left or right handed. And although the model may have multiple weapons players should note which one it is using, a model may swap equipment from hand to hand as a free action.

Special Actions

These are actions that cover a wide array of options on the tabletop.

Opening/Forcing Doors

Models may use a special action to attempt to force open a locked or stuck door. Depending on the scenario or situation, a locked or stuck door will have a TN assigned to it that reflects the difficulty in breaking it down. Models wishing to force such a door open must make a Strength goal roll and match or exceed the doors TN. If they exceed the TN by 2+ goals the door is shattered. Certain special traits allow models to burst through doors without making this roll. See the Special Traits section in Chapter 5 for more details.

If the scenario dictates that it is permissible, it requires a special action for a model to bar or block a door, and this must be done while within base contact of the door.

A standard, low-tech wooden door might have TN2, while a reinforced door might have TN3 or even TN4. High-tech bulkhead doors could easily count as TN5 or higher.

A model may also open a sealed high-tech locked door by making a TN4 Mind check. Or a TN3 Hack check.

Hiding

A model that ends its turn in some sort of cover may choose to hide as a Special action. A hiding model cannot be charged or targeted by ranged attacks unless the potential attacker wins an opposed Notice vs. Reaction contest with the hiding model. Once a model chooses to hide, its turn has ended.

Attempting to spot a hidden model counts as a Free action.

Models hiding in hard cover receive +2D to this contest, and models hiding in soft cover receive +1D (See Cover below).

Hiding models may move normally. Performing a Combat action reveals the hiding model. NPCs do not count hiding officers when calculating outnumbering for the purpose of determining what routines they act under (see Section: NPCs)

Use Item/Pickup Object

This is a catch all action category that allows models to interact with terrain objectives and objects in the field of play. Some scenarios may call for the use/activation of a particular item(terminal, medical kit, etc.), which could involve

a Mind or Agility check.

Picking up an item always counts as a Special action unless a scenario dictates otherwise. Using an item can either be a Free action, Special action, or even Combat action usually as the scenario dictates. Some of these actions require goal rolls, and some require only the expenditure of a Special action. The requirements of specific actions in this category will be covered in the relevant scenario descriptions.

Disperse Crowd

Players may attempt to use their authority to disperse a crowd marker using this Special action. Players must

make aTN3 Negotiate check. If this test is passed, the crowd tests to see if its disperses per the rules in Section: Missions.

HQ Actions

Some skills only apply to goal rolls made between missions at the HQ. These actions are covered Section:The

Investigation Campaign.

Use Power/Ability

Certain Psychic powers and other abilities require the expenditure of a Special Action. We explain the specifics of how these powers and abilities work later.

Combat

There are two types of combat in Chaos in the Imperium ,close combat and ranged combat. Both involve opposed goal rolls. A model may expend its Combat action to do one of the two, but not both. An attack goal roll can represent both a

single, well-aimed blow, or a flurry of shots or swings.

Choosing Targets

When choosing whom to attack, a model may target any legal enemy model. An unengaged model may target any model it can see with a ranged attack, and a model engaged in close combat may target any legal foe it can reach with a close combat attack.

Close Combat

Close Combat requires combatants to be in base contact. Models may move normally into close combat and expend their Combat action to attack, or combine their move with a combat action into a charge. Models that charge into close combat attack at +2D to their Agility.

The attacking model in close combat rolls its Agility attribute (plus Special Traits or situational modifiers) vs. the defenders Agility attribute (plus Special Traits or situational modifiers), if the attacker gets more goals than the defender, he has hit, and additional goals can add to the effectiveness of his attack in the next phase of combat resolution.

If the defender ties or gets more goals than the attacker, she has fought him off. An attacker who moved normally (i.e., did not charge) into close combat can use its attack action as normal, but does not gain the benefits of charging.

Example: Kal Drak battles a Necron warrior amidst the ruins of a tomb world. Its Draks turn and he has just charged into close combat with the Necron. Draks player rolls his Agility 3 plus two extra dice for the charge, for a total of five dice. He gets 2, 4, 4, 5, and 6 for five goals. The Necron warrior rolls 2, 3, and 5 for one goal. Drak wins the contest 5 goals to 1, and the players now move on to the damage phase of the combat resolution.

Damage in Close Combat

Figuring damage inflicted in close combat matches the weapon or attacks damage number (DN) against the targets damage resistance (referred to hereafter as DR) roll. The attackers damage number may be enhanced by a particularly effective attack. Every 3 goals the attackers result exceeds the defenders by adds +1 to DN of the attack.

Additionally, if the attacker possesses Strength of 4 or greater it adds an additional +1 to the attacks DN.

The equipment section presented in Chapter 5 lists DNs for various weapons and attacks. A model attacking a foe barehanded has DN2 (+1 if it possesses Strength 4+).

The target models DR consists of 1 + its Strength, plus any dice gained from Combat Skills and Special Traits. Equipment like armour generally adds re-rolls to the DR check. The defender rolls his DR against the attacks damage number, and if he meets or exceeds this number he takes no damage. If the defender fails this roll the number he fails by equals the amount of Vitality inflicted by that attack.

Example: Drak strikes the Unfortunate Necron with a slash from his Power sword--its time to resolve the damage! The damage number for Draks Sword attack is a base of 5, plus one for the four goals he beat his foe by in the previous example, making the total DN equal to 6. The Necron possesses Strength 4, so his DR is 5D (1 + 4). He rolls his resistance and gets 3, 3, 4, 5, and 6 for four goals. The Necron fails to match the attacks damage number, losing by 1 goal, and thus loses one Vitality point.

Breaking from Close Combat

A model can move or charge away from close combat, but his opponent can launch an immediate, free attack on the escaping model. This attack is still opposed, as it is assumed that the model breaking from combat is making a fighting withdrawal from combat. If hes fighting multiple opponents, each one gets a free attack. Even if the model breaking from combat takes Vitality loss, it can still get away as long as it does not lose its last Vitality point.

If a model attacks and damages a foe, then breaks from close combat that same round, the foe damaged by its attack does not get the normal free attack on the model breaking from combat.

Once a model leaves a close combat during its activation it may not re-enter that same combat later in its turn. It may enter another combat or perform some other action as the rules allow.

Multiple Foes in Close Combat

Models ganging-up on a single defender gain a number of bonus attack and defence dice equal to their numerical advantage. If two models were attacking one model, each of the attacking models would gain +1D to their Agility attribute for the attack. If on a later turn, a third model rushed in, all three allied models would gain +2D to their attacks for the three-to-one advantage. Character models with a numerical advantage in close combat may break away without suffering the normal penalty for breaking from close combat. Character models may not enjoy more than a +3D bonus from friends in close combat.

Each Grunt group aiding character models in close combat provide the equivalent of +1D worth of friends.

Aid in Close Combat

When a friendly model rushes in to help a team mate assailed by multiple foes, it engages one of the enemy models, and a separate close combat ensues. Keeping them in base contact, move the two models .5 away from the original close combat.

Example: Assassin Breo battles the bounty hunter Leto Redhand and his servitor. Not liking those odds, Breo's comrade, Kal Drak, charges Leto. Drak and Leto break off into their own, separate close combat .5 away, while Breo and the servitor continue to battle.

Knocked-Down Models

Models that are knocked down are more vulnerable to attack, and models in close combat against them receive a +1D bonus on the attack goal roll.

Ranged Combat

Ranged combat in Chaos in the Imperium occurs when a model attacks another model from a distance. Models use their Agility attribute as the basis for the ranged attack, adding in dice from any special traits they might possess. Defending models oppose attackers with their Agility attribute, also adding in dice from any special traits they might possess.

If the attacker rolls more goals than the defender, the shot results in a hit. The defender must then make a damage resistance goal roll versus the attacks DN# (just as described in close combat above). Just as in close combat, the attacker adds +1 to the DN of the attack for every 3 goals by which he exceeds his targets defence goal total.

Example 1: An Imperial Guardsman fires his lasgun at a fleeing smuggler. He rolls his attack and scores 5 goals on the throw, and the smuggler rolls her Agility and gets 1 goal for defence. The Star Guard has hit, and moves on to damage, adding +1 to his lasguns DN.

Just as in close combat, models struck in range combat roll their DR versus the attacks DN. If they match or exceed the DN, they take no damage, but if they fail, they suffer the difference in Vitality loss.

Damage from ranged attacks against grunts are resolved slightly differently than with character models.

Firing Into a Close Combat

A model may fire into a close combat, but the target model gains +1D to defence goal rolls due to the swirling melee. If the shot misses roll to hit one other randomly chosen member of the combat also with a +1D defence bonus, if this also misses then the shot goes wild.

Ranged Attacks While In Close Combat?

Ranged Attacks may not be made in close combat. Models in base contact with enemy models must leave combat in order to make ranged attacks. See Breaking From Close Combat above for more information on this.

Seeing Targets

A model must be able to see at least some part of its target to hit it with a ranged attack. The acting player should get down to the models eye level. If the attacking model cannot draw a straight, uninterrupted line to some part of its target, it may not fire. Friendly models do not block line of site, but enemy models do.

Attack Ranges

All ranged attacks, whether bolter fire, primitive weapons, or the focused blasts of a psychic power, utilize the same range chart for determining any modifiers to the attack roll.

Rather than list individual ranges for each weapon, B&B employs range bands, with each band below medium granting bonuses to the attacker, and each band past medium granting bonuses to the defender. The bands and the associated bonuses are:

up to 2 Point Blank (+2D Attack)

up to 5 Short Range (+1D Attack)

up to 10 Medium Range (no modifier)

up to 15 Long Range (+1D Defence)

up to 20 Extreme Range (+2D Defence)

over 20 Out of Range...

Certain types of weapons may count as being in a closer range band due to special abilities or circumstances, while others might treat range bands beyond a certain point as Out of Range. For example, most pistols treat ranges beyond Medium as one band higher.

Example 1: Space pirate Il-Rahn fires his Blaster Pistol at a foe 8 away. His blaster pistol falls into the Medium range band, so Il-Rahns player will fire with no dice modifiers.

Example 2: Il-Rahn fires again, this time at foe 13 away (in the Long range band). Pistol weapons treat ranges beyond Medium as one band higher, so Long range becomes Extreme range, and Il-Rahns target will gain +2D to its defence goal roll as a result of this.

Example 3: Hive scum grunts target a recidivist standing exactly 15 away. The target is at Long range, and with no special modifiers, the target gains the normal +1D to defence.

Cover

Chaos in the Imperium counts two types of cover, hard and soft. Hard cover is any substance with stopping power like a starships bulkhead, cave wall, or cantina table. Soft cover is a less durable form of cover that still might spoil an attackers aim or deflect a shot. Examples of soft cover include foliage, bystanders, or drapery.

Models in hard cover gain +2D to their defence rolls.

Models in soft cover gain +1D to their defence rolls.

As models are thought to be in constant motion, a model need only be partially obscured by the cover to receive its full benefits. If even just a leg or arm is obscured, the model is in cover. The exception to this is over extended appendages such as wings, weapons, or any part of the model that extends past the size of its base.

Stacking Modifiers

Modifiers for ranged combat stack. For instance, if a Guardsman fires on a target standing in soft cover 14 away, his target would have a +2D bonus to its defence roll for the shot (+1D from the soft cover and +1D for the Long range band).

Radius Attacks

Certain ranged attacks (primitive slug-throwers like shotgun blasts, grenades, thermionic destructors, poison gas, etc.) cover a wider area than normal. A radius attack affects a certain area in inches from the centre of the original target, possibly affecting adjacent models. If even a portion of an adjacent models base is touched by the radius attack, that model must also make an opposed defence roll against the same attack roll as the original target.

Example: A desert nomad fires his primitive Shotgun (1 Radius) at a trio of Rad Mutants moving toward him down a narrow desert defile. The first mutant in line becomes the primary target, and the second mutant .5 behind him is also caught in the blast, while the third model standing just over 1 behind the second does not have to make a defence roll.

Radius Attacks Against Grunts

Grunts are particularly vulnerable to Radius attacks Radius weapons gain +1 DN against them. See Henchmen for more on how these groups work in play.

Thrown weapons

Thrown weapons such as knives or grenades represent a special kind of ranged attack that employs a modified range chart.

Up to 2 Point Blank (+1D Attack)

Up to 4 Short Range (+1D Defence)

Up to 8 Long Range (+2 Defence)

Over 8 Out of Range....

Note grenades fired from an actual launcher use the standard range band chart instead of the modified one presented here.

More On Damage

Every model has a Vitality rating tracked using circles along the bottom of its Stat Profile. A model always begins every one-off battle at its peak Vitality (usually 6 for Characters). Models involved in a Campaign can sustain injuries that carry over from battle to battle. A model loses Vitality to injuries from battle or its environment--most often whenever it takes a hit in combat and then fails to match the attacks DN.

Certain attacks are so powerful that they can do greater damage no matter where they hit. These attacks (usually specific types of weapons) add +1 to their base DN for every 2 goals they beat the opponents defence goal roll by instead of the normal +1 DN/3 goals.

Vitality is marked off moving from left to right on the track, and can never go negative. Once a character model hits zero vitality, his or her player need not record further damage. Excessive damage cannot take a characters Vitality below zero.

Optional Rule: Knockback

Players desiring even more dynamic combats can employ this rule. Any character model suffering the loss of 4+ Vitality from a single attack must make a TN4 Agility check or be knocked back 1. Knocked back also count as being knocked down. Grunt groups do not suffer from this effect. Additionally, the attacker can always choose not to knock his foe back if he would rather the model stay where it is.

Environmental And Other Hazards

Characters also take damage from environmental hazards like heat, drowning, and falling, as well as weird effects from chemicals that could temporarily inhibit movement or actions.

Burning

Characters struck by torches, trapped in flaming explosions, or otherwise surrounded by flame or superheated steam suffer a chance of catching fire. Characters who come in direct contact with fire must make a TN3 Agility check or catch fire themselves. Once aflame, a model suffers a DN3 hit each round when it takes its turn. This damage is resisted at the beginning of the models turn, before any other actions are resolved. A model may use a special action to put itself out. This requires only the expenditure of the special action and succeeds automatically, but only if the model removes itself from the environment which caused it to catch flame in the first place.

Drowning

When a character fails a Strength check while in deep or hazardous water, he or she must immediately roll DR versus a DN4. Bonuses of armour do not apply to this check.

Falling

Falling often results in injury. The DN of a fall is equal to one plus one for every full 1 the model falls. Ignore falls of less than 1. Models who survive a fall begin their next turn knocked down, and must spend 1 of their Move value to stand up.

Poison & Disease

Certain scenarios might feature dangers from either poison or disease. Chaos in the Imperium treats both of these hazards using the same basic rules. Every poison or disease possesses a DN that must be resisted by the characters Strength attribute alone--no re-rolls from armour are allowed and no additional dice from combat skills will add to this total. Individual scenarios will detail how characters contact a poison or contract a disease. It will usually involve proximity to some spot on the battlefield, or perhaps to another infected model in the case of disease. When the affected model satisfies the poison or diseases condition for contact, the player makes a roll to resist the effects. Poison and disease are rated by their DNs:

Mild = DN2

Serious = DN3

Severe = DN4

Once a character fails the check, he takes damage as with a normal DN attack. The poison or disease may also have additional effects as laid out in the scenario. Here is an example poison

Nerve Gas (DN3)

Effects: Affects any model within 2 radius of the contact point. Disperses after the first round it is contacted. Affected characters suffer damage as normal, and also must make a TN3 Resolve check at the beginning of each turn after exposure. Failure means the character loses the rest of his turn due to crippling pain.

Stunned

Characters become stunned when they fail to resist the effects of certain grenades or special powers. A stunned character may either take a Move action or a Special/Combat action, but not both. Any character attacked by a stunned character gains +1D to defence goal rolls. A stunned character must take a free action at the beginning of its turn and make a TN3 Resolve check. If the check succeeds the stunned condition ends, but if it fails, the character remains stunned. The effects of multiple stunned conditions do not stack.

Example: Myra Naz suffered a hit from a stun gas grenade previous to the start of her turn. She failed the grenades TN 4 check and became stunned. When her turn begins her player makes a TN3 Resolve check for her and got only two goals--shes still stunned! She can either move on this turn or perform a special or attack action, but not both. On her next turn shell check again.

KO Checks

hen a character marks off its last box in the Vitality track this forces a KO check. KO is short for Knockout, and when a model has its last Vitality box marked off, it must make a TN4 Resolve check to remain standing. If the model fails this check place it face down on the table where it last stood. Unless a comrade can apply a Med Kit or use a Psychic power to heal the fallen character, the model is effectively out of the battle.

If the model makes its KO check, it can remain standing and fight as normal. However, if it sustains any further Vitality loss, it is KOed with no further Resolve checks. The model is placed face down to await its fate.

Characters who end the game KOed must roll on the post-battle injury table. See Scenarios and Campaigns for more details.

Invisibility

Certain powers and tech items may grant a player the ability to become invisible.

Enemy models must win an opposed Mind vs Agility contest to charge or move into base contact with an invisible model. The same roll must also be made to target the invisible model with ranged attacks or powers. The invisible model receives +2D to this roll. An invisible model benefits from a surprise advantage when it moves into close combat. While in close combat the invisible model gains +2D to its attack and defence goal rolls.

Multiple opposing models in close combat with invisible models do not get the friends in combat bonus. If an invisible model is embroiled in close combat, it can be charged by other models with no detection goal required, but the invisible model still gets the +2D bonus in combat.

Invisible models suffer an increased chance of detection when making ranged attacks or using powers. Models trying to detect an invisible model that has made a ranged attack or used a power other than one that makes it invisible gain +1D to their chance of detecting the invisible model.

If a player model becomes visible while in direct line of sight to a suspect and they are not hidden then the suspect will automatically use the fleeing routine in fear.

Coup de Grace

KOed models are at the mercy of their enemies. An enemy model in base contact with a KOed foe can elect to spend its combat action and deliver a Coup de Grace blow that removes the model from the table. No roll is necessary as the KOed model is utterly defenceless. Models removed from play due to this manoeuvre suffer a further -1 on their post-battle checks, for a total of 1D6 - 2. See Chapter 7: Scenarios and Campaigns for more details.

A model that is in base contact with both a KOed and a fully functioning enemy model cannot deliver a Coup de Grace as it must fully concentrate on battling the more dangerous foe.

Models may perform a ranged Coup de Grace by spending their combat action and making a TN3 Ranged Attack goal roll.

Weapons

Models will often use ranged or close combat weapons. If a model has a weapon on its profile, it is assumed to be able to produce and use that weapon as a free action. For example, if General Zardac possesses both a las pistol and a sword, he can use either during the course of his turn by switching from one to another as a free action.

Players should keep in mind which weapon their model is currently wielding, as the number of free actions a model possesses is limited by its Mind, and switching back and forth will quickly exhaust them.

Combat Manoeuvres

Heroic combat is all about cinematic, action-packed fight scenes involving dynamic leaps, whirlwind attacks, and improbable manoeuvres. The following manoeuvres allow character models on the tabletop to simulate that kind of fast-paced, dynamic action. Each manoeuvre counts as a Combat action. We present each manoeuvre with its name and rule description. Unless otherwise noted, grunt groups may not perform these manoeuvres.

Aimed Shot

Models attempting ranged attacks can sacrifice some of their movement to make an Aimed Shot. A model that moves 1 or less may declare that it is making an Aimed Shot. Aimed Shots add +1D to the character models Agility for the attack.

All-Out Attack

The attacker gives up defence to gain additional offensive capability. He adds +2D to his attacks, but anyone attacking him until the beginning of his next turn gains +2D to hit him.

Disarm

If an attacker declares a disarm attempt before rolling the dice, he makes a close combat attack as normal, but if he hits he causes no damage. Instead the attacker and defender make opposed Strength goal rolls.

If the attacker wins, he has successfully knocked one of his foes weapons (attackers choice) from his person. The weapon lands in a random direction .5 away from the model, and may be retrieved as a Special Action. Disarms may be attempted at the end of a Charge. Disarms may not be attempted against Henchmen groups.

Disarms may also be used to relieve models of certain scenario objectives they are carrying around with them. Unless the target model has used a special action to secure the encounter objective in a pouch or backpack, the object makes a suitable target for this manoeuvre.

Lost weapons are always recovered at the end of the game.

Drive-Back

An attacking character or creature using this manoeuvre spends its Attack action and makes an attack or Strength check versus the Agility or Strength check of the target model. Henchmen groups defending against drive-backs gain their numbers bonus to resist the attempt. If the attacker wins he drives his foe back .5 for each goal he beats his foe by. The models remain in base contact and move the distance in a direction designated by the attacker. Any of the attackers allies in base contact gain free strikes on the driven back model if it breaks base contact with them. The attacker and his target remain in base contact after the drive-back is resolved. Drive-backs can result in targets being driven off of precipices or other high objects. A model driven back in such a manner gets to make a TN4 Agility check to save itself, and if this check succeeds is left hanging from the edge as per the falling rules. Drive-backs do no damage to the target. A smaller model trying to drive-back a larger foe subtracts .5 from his final total.

Full Defence

A character may spend his Combat action to go on Full Defence A character who does this may still move if he chooses, but makes no attack. Instead he gains +1D to his defence rolls until the beginning of his next turn.

Grapple

Characters in close combat may attempt to grapple and restrain their opponent. Instead of attacking, a character an attack roll plus Grapple vs. his opponents defence +1D plus Grapple. If the attacker succeeds, the defender is subdued and restrained they

may not move or take any actions except make one escape attempt per turn.

Grappling requires a combat action against a resisting model, or a special action to pick up an unresisting object, knocked out model, or friendly/willing model. If a resisting model is grabbed, a damage goal roll may be made as normal (if the grabbing model decides it wants to squeeze its captured foe). Dice from weapons are not added to this roll--only the grabbing models Strength comes into play.

Once grabbed, models may simply apply their Strength damage to the model or object automatically as a normal combat action (no attack roll needed while squeezing grabbed models, base DN3 +1 for Strength of 4+, normal damage resistance rolls apply), but after every such attempt resisting targets receive a free escape attempt.

Escape attempts require Strength or Agility checks. The captor sets the TN# by his or her Strength or Agility and the victim must beat this score, in both cases models choose their best option. Larger models receive +1D for each difference in size category. If the escaping model *beats* its captors goal total, it escapes and may be placed up .5 away for every goal it won the check by.

Grabbed models that are significantly larger than their attacker (2+ size categories larger) do not have to try to escape on their action as they arent restricted in their ability to act. A grabbed model of this size may act as normal, despite its unwanted passenger, including moving, charging, attacking and performing other actions. The smaller model still gets to apply damage as per the rules presented above until the larger model successfully swats it off (either with free attempts or as a special action).

Hacking

Certain characters may be able to attune themselves to the machine spirit or in the case of less ignorant/religious characters hack into the machine code. A character spends a special action to hack. This allows for characters to affect their environment or vulnerable foes without taking a direct combat action. All hacking checks use the Mind attribute as their base, and certain special traits (Hacker) will add dice to this total. Hacking checks can occur either in base contact or at range. Normal range bands apply, as jamming technologies and magnetic and electrical interference from other devices can make wireless penetration of a piece of terrain or enemy target dicey.

Techno Terrain

Interacting with techno terrain allows the character to command it to perform whatever tasks it was created to complete. This will depend on the scenario, and can include some of the following:

Activate (to turn a device on)

Open or Close (for doors and portals of any kind)

Attack (for emplaced or vehicle weapons)

Characters make hacking checks against Techno Terrain versus a base TN3. This can increase to TN4 for shielded or heavily defended targets. At the extreme range band this TN increases by +1.

Active Targets

Hacking attempts against resisting targets pit the attackers Mind + Hacking against the defenders Mind + modifiers for range or other factors (the Shielding special trait adds dice to this). If the hacker succeeds by 2+ goals, he has penetrated the targets defence and can immediately take control of him and have him do one of the following:

Attack (make a single close or ranged attack against a legal target)

Move (if the target has not moved this round, the hacker can make him move and charge, including making a charging attack against a legal target; this expends the targets movement for that round, and when it activates, it may perform other actions, but may not move unless it spends Fate to do so)

Perform Special Action (perform some legal special action like forcing a door or picking up an objective).

Due to redundant and smart defence systems, hacking the same, active target on consecutive rounds grants the target +2D to resist on subsequent attempts. This bonus is not cumulative. For example, the first round a hacker targets an enemy robot, they roll their respective dice pools normally, but any follow up attempts on consecutive rounds mean the robot gains +2D to its defence dice.

Surprise Strike

A character using this manoeuvre must begin its turn in Hiding, and may use it to strike from hiding. The intended target gets one last chance at detection before the strike is made. If the attacker beats the targets detection attempt, he may add +2D to the attack goal roll.

Throw

Models may choose to throw something using a special or combat action. A model may only throw an item that it has already grabbed (see Grab above). A model may throw an object of his size or smaller. The GM and player should decide on an objects size before the player commits his character to this manoeuvre Models can only throw objects whose size equals their own short distances. This distance equals a .5 per goal scored, with a maximum possible distance of 2. Smaller objects use the Grenades range band table to determine any targeting modifiers.

When targeting a foe with a thrown object, the throwing model makes an attack goal roll, while the target attempts to evade in the normal fashion. Its easier to strike and damage a foe with a larger object. The attackers bonus to attack and the base DN are based on the size of the object.

Small = +1D, DN3 (ex: ratling, grot)

Medium = +2D, DN4 (ex: Human)

Large = +3D, DN5 (ex: Ogryn, terminator armour, ork Nob)

Large +1 = +4D, DN6 (ex: small vehicle, robot maniple )

A model may throw other models using this manoeuvre Friendly models must be adjacent to the throwing model and it must first spend a Special action to grab them. Thrown models will suffer a DN3 hit at the end of the throw if they do not make a successful TN4 Agility check. Friendly models thrown into enemies count as Charging, and if the thrown model has not yet acted he may make an immediate attack at +2D (this expends his turn for the round).

Enemy models may be thrown using this manoeuvre, but they must first be successfully grabbed by their opponent.

Thrown objects that miss their mark go careening off 1D in a random direction.

Players should set ground rules on the nature of thrown objects. If playing on a board with a lot of well-modeled terrain features, its easy to determine whether a hideously strong creature has the ammunition at hand to throw at his foes. In a situation where appropriate terrain features are not available, clearly marked paper or card counters will do the trick. The players should place these before the battle begins.

Trick Shot

Like a close combat Disarm, a Trick Shot knocks a weapon or item of the attackers choice from his opponents grasp. If successful, the weapon or item lands .5 away (random direction) from the model, and may be retrieved as a Special Action. A successful Trick Shot requires a normal opposed attack and defence goal roll, but the attack must succeed by 4+ goals. Whether the Trick Shot succeeds or not, the attack causes the target no damage. A Trick Shot may be combined with the Aimed Shot manoeuvre to give the attacker an extra chance for success.

Trip

A Trip manoeuvre is an attack that does no damage, but if it succeeds, knocks the opponent down (see the rules for Knocked Down models above). Certain weapons add bonuses to models attempting a Trip manoeuvre (see the Equipment section). Models that are tripped within .5 of the edge of a sheer drop could fall, and must make a TN3 Agility goal roll to avoid falling. This manoeuvre may only be used for close combat attacks.

Grunts

Chaos in the Imperium features exciting battles between unique personalities, but even the mightiest heroes and villains need backup from time to time. Thats where the hordes of nameless warriors come in.

Grunt groups in Chaos in the Imperium work a little differently than normal characters. Although a grunt group can contain anywhere between 5 - 20 models, it functions as a single model on the tabletop, fighting, moving, and attacking as one. These rules allow players to complement their character models with cool-looking groups of soldiers and helpers, but still maintain the speed and ease of play so critical in a good skirmish game.

Grouping

Grunts must remain close to each other during the course of a battle. Each model in the group must be within .5 of another member of the group. They may move in a line, or as a looser formation, but this .5 limit must be maintained. Since Vitality loss against Grunt groups results in the removal of members of the group, casualties should be removed in such a way as to preserve group integrity whenever possible.

Close Combat

No matter their number, Grunt Groups make only one attack goal roll in close combat, but do enjoy the benefits of having multiple friends.

Unlike character models, all grunts in a group do not have to be in base contact for the group to enjoy the friends in close combat bonus. If a character or grunt group charges and makes contact with at least one model in a grunt group, the entire group is considered to be in the combat. For purposes of clarity, once a charge is completed against a grunt group, move as many of the grunts as practical into base contact with the charging model or models.

In close combat Grunts gain +1D to their attack rolls and +1 to their DN for every two members, up to a maximum of +5D and +2 to DN. No matter the groups size, it can never gain a bonus higher than +5D and +2 to DN from multiple friends in close combat; this includes any dice from friendly character models.

Example: Five cultists have charged Kal Drak and make one attack goal roll at +2D for their superior numbers. They would also receive +2D for the normal charge bonus, for a total of +4D on the attack. Should they hit, theyll also gain +2 to their DN.

Breaking Away

A lone grunt group always suffers a free attack when breaking from close combat.

Grunts Against Multiple Foes

When a friend rushes in to help in close combat against a Grunt Group, simply split the Grunt groups members evenly across the enemy models, and add up bonuses accordingly. In the case of odd numbered Grunt groups, the controlling player decides which foe gets the extra model.

These split Grunt groups fight as if they were separate groups, each with full actions, equipment, and special traits.

If a split group that is more than .5 from the rest of its comrades KOs a foe in close combat, they must use their next available move action to rejoin the rest of their fellows. Any movement they expend to do this counts against the total movement of the group for that turn.

Example: Assassin Breo rushes into close combat to aid her comrade, Kal Drak, who has been besieged by five cultists. Both Drak and Breo get two cultists apiece, and the Grunt Groups player assigns the third one to Breo.

In the ensuing combat, the three cultists and Breo wind up 1.5 away from Draks tussle with the other part of the Grunt group. The crazed cultists manage to KO Breo, while Drak fights on with his group. Since the group battling Breo finds itself 1.5 away from its fellows, they must use at least .5 of movement to regain their normal cohesion.

The group then finishes off Drak and wants to move. They would get 2.5 of Move value instead of the normal 3 because of the .5 spent to reform.

Grunts And Multiple Foes II

When a Grunt group and a character model outnumber a single foe and an enemy model rushes in to help by attacking the grunts, the entire group is pulled away into a separate combat, leaving the two character models to battle each other.

Example: A Stalk tank and a cadre of Servitors are locked in combat with a lone Crusader Warrior. In the next round, Kal Drak charges the cadre of servitors. Kal and the entire cadre are moved .5 away into their own separate combat. The lone Stalk tank and the Crusader Warrior are left to fight on against each other.

Grunts in Ranged Combat

Grunts in ranged combat make only one attack goal roll. Grunt groups purchase ranged weapons just as character models, but they need pay the cost for the weapon only once. Due to their numbers, Grunts have access to a special manoeuvre called Concentrated Fire. This allows henchmen groups with four or more members that move 1 or less to make a ranged attack at +2D to Agility and +1 to their DN.

Grunts Taking Damage

A Grunt Groups Vitality rating is based on their numbers. A group of seven alien bandits can take seven hits or points of Vitality loss in close combat. In cases where the removal of a particular grunt model might be important, the player who controls the henchmen group decides which model is removed.

As ranged attacks can represent more than just a single shot, this also applies to Grunts damaged by ranged attacks from single character models.

Example 1: Assassin Breo shoots some Desert Scavs with her blaster pistol and hits! They fail the DR check by 2, and two Scav models are removed.

Example 2: A Crusader charges a 5-man group of Desert Scavs, swing his Power Sword in a wide, killing arc. The henchmen fail their DR check by 3, and lose 3 members as a result!

Grunts and Environmental Hazards

If one member of a grunt groups suffers the effects of an environmental hazard, the whole group does. This keeps things fast and simple.

Grunts Damaging Heroes

A large grunt group can be very dangerous in both close and ranged combat, but narrative games should be about the heroes, so when a grunt group damages a character model, the character model never sustains more than two lost Vitality points, no matter how badly he might fail his DR check! This applies to both close and ranged combat DR checks.

Example: Kal Drak gets blasted by a 10-man mob of Desert Scavs. The final DN on the attack is 6. Kal rolls his DR and scores only 1 goal, but since these are mere henchmen, he only loses 2 Vitality instead of the normal 5 he would have lost had he been struck by another character model.

This rule does not apply when henchmen target other henchmen groups, and certain special traits might also allow a henchmen group to ignore this rule.

Building Grunt Groups

Most of the rules for building a normal character also apply to Grunt groups. These rules are covered in Character and Force Creation. When a player makes the decision to build a grunt group, he begins with five (5) models. This marks the default size for a basic group.

NPCs

NPCs are a critical part of Chaos in the Imperium , interaction with NPCs forms the core gameplay of investigation campaigns.

Short of the prime suspect, most NPCs will either be major or minor suspects.

NPC Actions

NPCs are not the dynamic jacks of all trades that players characters are. As a consequence, they may only

perform actions in which they have appropriate skill points. For example, a minor suspect may strike a foe

in melee, since they have 1 die in that skill, but they may not attempt to negotiate, since they do not have

any dice in the skill.

Minor Suspects

These suspects are people who are tangential to the investigation, but nevertheless either have information

that might be useful or have gotten in the way somehow. An example being a drug dealers bodyguards or

rioters that attack the characters. Minor suspects have the following profile and are armed in a fashion as described by the scenario.

Minor suspects can be scanned to see if they are human using a remote or a verbal test. If they are

found to be mutant or mechanically enhanced, they possess +1D Agility, Strength, and Melee Attack.

Insert minor NPC stats

Minor suspects that are apprehended may be interrogated at the HQ with aTN2[4]Question or Intimidate check. They may only ever give People or Place Evidence Points.

Major Suspects

Major suspects are persons that have a direct connection to the investigation or have evidence that will provide a significant boost to the investigators. Major suspects can be scanned to see if they are human using a remote or a verbal test. If they are found to be mutant or mechanically enhanced, they possess +1D Strength, Agility, And Melee Attack.

Major suspects that are apprehended may be interrogated at HQ with a TN3[5] Question or Intimidate check.

They can give any evidence that the scenario dictates.

Insert Major NPC stats

Using Lethal Force

While Inquisition regulations stipulate that members are permitted to use lethal force if they feel it appropriate, the reality is that investigator groups are reluctant to use lethal force unless they are directly attacked first. They often rely on going as unseen and unnoticed as possible, trying to cover their true intentions for as long as possible. For often if a target suspects that the inquisition is on their tail then they will make every effort to flee off world through any means possible. Such is the fear of retribution that the inquisition strikes into the heart of heretics. Even if the target is known to be one who would rather fight than flee, discretion is still of utmost import. For giving such men and women as this time to prepare for the inquisitions holy wrath is considered not only foolhardy, but to some an act of heresy itself.

Quite often the cells of an inquisitor are planted to pose as local law enforcement as this is seen by many to be the perfect cover for unusual people poking around and asking questions. The arbitrator are not always told about the cells true intentions in an effort to maximise security. Inquisitors with good relations with the Arbites may fully include the heads of these organisations in activities, although these are the canny inquisitors who have realised that showing respect to the judges and arbites can get things done quicker than merely using them as a tool and are few in number. Though some would argue that involving such individuals in the work of the inquisition is dangerous and lazy.

Radical members of the inquisition have their more obvious desire to stay unnoticed, though they frequently employ the same methods, the organisations they use seldom know the depths to which the men they are helping have sunk to.

Even those cells who go under the guise of vigilantes, gangs, or urban myths run the risk of attracting to much attention to themselves.

Some inquisitors have become adept at covering up the actions of their cells, but every slip risks possible centuries of work towards a greater plan. News of a certain group attacking citizens at whim would soon spread, causing either riots, retribution, or questions being asked.

Characters may only use lethal force on an NPC if that NPC has attacked them first. Any investigator that attacks

a suspect before they are attacked will receive an Internal Affairs Point (IAP) for each attack. The only exception to this is if the officers have the Kill on Sight warrant on a major suspect (note this may not be an actual warrant, it could be spreading rumours that a certain ganger has angered a high level mobster, convincing local law enforcement that a target is a wanted person or mutant, or whatever would suit the background of your group).

NPCs that are KOed with lethal force are considered to be dead for the purposes of interrogation at HQ. They are either actually dead or so injured that by the time they could be interrogated, their evidence

will be out of date or useless to the investigation. Servitors, robotic, or other cyberneticaly enhanced suspects can have their memory cores scanned as outlined below.

NonLethal Force

Investigators have a bit more leeway when using non-lethal force. Investigators may use non-lethal force on any

suspect that is using the Hostile or Fleeing routines (see routines below). Any suspect that is KOed by

non-lethal force and is down at the end of the scenario is considered to be apprehended (see below).

When an NPC is KOed or apprehended with non-lethal force (including a successful Grapple), lay the figure

face down. These characters are considered immobilized. Immobilized characters make a TN5 Mind check to see if they come to/break their bonds. Characters that succeed at this roll act as normal that turn, using the Hostile subroutine. Non-lethal force includes:

Grapple attacks

Unarmed attacks at basic DN2

Flashbangs/Photon grenades

Power Mauls

Webbers

Any attack that does not cause a post game injury roll or grants an automatic fully recovered result

Apprehended vs. KOed

Characters that are KOed by lethal force are considered to be dead for the purposes of interrogation

back at the HQ. Characters KOed by non-lethal force are considered to be apprehended and may be interrogated

back at the HQ (see The Investigation Campaign).

Mutants and servitors

Mutants and servitors have different rights and can be treated differently by investigators in the field. For the purpose of the law the Imperium classes all slaves with mechanical enhancements (such as necromundan pit fighters or guild slave miners) as servitors, even those poor slaves who look human but have had lobo surgery to ensure their loyalty. Generally, dealing with mutants is much easier than dealing with humans, as there is really no such thing as unlawful arrest or police brutality for mutants and servitors are considered mere property and can be paid for.

Mutants and servitors have the following differences in their treatment by players:

Players may use non-lethal force on a Mutant suspect without provocation.

Players may use lethal force on a mutant or servitor suspect that is using the Fleeing subroutine.

The threshold for Interrogation checks on mutant or servitor suspects is increased by 1.

Determining Humanity

Players equipped with a bio scanner may scan a suspect by performing a TN4 Process Evidence

check. Failure on this check means that the scanner cannot determine the humanity of the suspect. The test may not be repeated and the players must perform a verbal check on the suspect. Players may initiate a verbal test on an unknown suspect by performing a TN2 Question check while in base-to-base contact with the suspect. The suspect must be on the Normal routine. The verbal test may be repeated as many times as the players

wish and the suspect is using the Normal routine. When and if this test is passed, roll a D6 suspects

are human on a 4+.

Suspects that are KOed and brought into the HQ have their humanity determined while they are

being questioned. The HQs equipment being considered to be substantial enough to scan suspects . Roll 1D6 the suspect is human on a 4+.

Determining Heresy

Some suspects may not be exactly human but not mutant or robotic. Possession by daemons, those marked by chaos, and rogue psykers all pose threats to humanity. Though these suspects are difficult to apprehend without lethal force, they are equally difficult to prove to authorities and the public the danger they present.

Psychic characters or those with a psi-scanner may scan a suspect by performing a TN4 Process Evidence check, psykers may add psi points to this roll as they would fate, as well as fate. This test may not be repeated as the suspect realises what has happened, making further scans inconclusive.

Players may initiate a verbal test on an unknown suspect by performing a a TN4 Question check while in base to base contact with the suspect. The suspect must be using the Normal routine. When and if this test is passed then roll a D6; the suspect is a Heretic on a 3 or less.

NPC characters of this nature will only ever be present if the scenarios dictate it, and tend to be more powerful and present more of a challenge than regular NPCs.

Routines

NPCs will react in a particular way to their surroundings, based on three distinct subroutines. The routine

that the NPC is currently using is the routine that they are considered to be on. The scenario will determine what routine an NPC uses at the beginning of the scenario. If the scenario does not specifically state what routine the NPC uses at the beginning of the scenario, they should start on the Normal routine.

At the beginning of the NPCs activation, assess the situation and roll on the appropriate chart to determine the action of the NPC. Note that the number of investigators that an NPC is aware of is determined by the investigators in line of sight. Hidden player characters do not count towards determining outnumbering.

Visible Investigators

Unless otherwise stated, players begin a mission hidden. This represents the fact that suspects dont necessarily

know what the investigators look like, nor are they aware that the players are after them. Visible investigators are defined as non-hidden player characters or grunts that are within an NPCs arc of sight or detection.

Players can be hidden and still within line of sight. For the purpose of routines, a model is within line of sight if the NPC can draw a straight unobstructed line from any part of their model to any part of the players model.

Assessing the Situation

When determining on what table to roll, it is important to note that it is assessed from the figures perspective

and not the general situation. For example, there may be more investigators than suspects on the table, but if the

suspect can see more suspects than players (including himself), then that suspect would roll on the table there are fewer visible investigators than suspects.

The same applies to the other suspects. NPCs are only aware of other characters (friend or foe) that they can

see.

Grunt groups count every single model, large groups of organised men or women being much more threatening and

Going Hostile

Suspects of any type will immediately switch to the Hostile routine if they are attacked by players.

Choosing Targets

Suspects will always attack the closest visible investigator.

Normal Routine

Suspects are either unaware of the players or dont perceive them as a threat. Just go about your business.

If every investigator in the NPCs line of sight is hidden

1-3 Scan for the fuzz:Roll a Notice check on any player model in line of sight.

4-5Quick look around:The figure stays in place but randomize their facing.

6Move:MoveD3 a random direction.

If there are player models in line of sight that are not hidden, but

there are fewer visible investigators than suspects

1-2 See if there are more:Roll a Notice check for all hidden player models at+1D.

3-5Try to slip away:The figure moves to the nearest cover and hides. It will only hide if it makes it into cover or a crowd marker.

6Awsnap, the fuzz:The NPC rolls immediately on the appropriate Fleeing subroutine, applying the result.

If there are more visible player models than suspects

1-3Try to slip away:The figure moves to the nearest cover and hides. It will only hide if it makes it into cover or a crowd marker.

4-6Awsnap, the fuzz:The NPC rolls immediately on the appropriate Fleeing subroutine, applying the result.

If there is a player model in base contact

1Bolt:The suspect immediately charges directly away from the investigator in base contact. The player model may attempt to stop this by immediately making aTN3Grapple check. Success means the suspect is held in place. Failure means they complete their movement.

2 - 5Nothing to hide:The suspect does nothing and submits to whatever the player requires.

6 Youll never take me alive: The character immediately makes a Melee Attack on the player model with whatever weapon he has. The NPC is now hostile.

Fleeing Routine

The suspect feels that discretion is the better part of valour and has decided to leg it from the players. Suspects

using this subroutine want nothing more than to get away from the players.

Notes on Getting Lost

It may occur that an NPC will at times trap themselves in an alley or some other dead end. While the

NPC will go around small obstacles (cars, dumpsters, etc.), they should be allowed to flee into alleys with dead ends or cul-de-sacs. While NPCs are residents of the terrain in question, their knowledge of the terrain is not perfect. Fans of modern police reality shows will note that this sort of thing happens all the time and leads to many suspects being apprehended.

If every investigator in the NPCs line of sight is hidden...

1-2 Keep running: The NPC charges directly towards the nearest table edge.

3-5 Look over your shoulder: The NPC makes a Notice roll for all of the player models in line of sight.

6 I think I lost them: The NPC is now using the Normal routine. Roll immediately on the appropriate chart.

If there are more suspects than visible player models

1-3 Leg it: The suspect moves directly away from any visible investigators. The suspect will not seek cover,

but will run as fast as they can (including charging) away from the players.

4-5 Run and hide: The suspect will move towards the nearest cover or crowd marker and hide.

6Maybe we can take them: The NPC makes a TN2 Mind roll. Success means the suspect switches their routine to Hostile and makes an immediate roll on the appropriate table. Failure means that this roll should be treated as a

4-5 on this table.

If there are more visible player models than suspects

1-4 Leg it: The suspect moves directly away from any visible investigators. The suspect will not seek cover,

but will run as fast as they can (including charging) away from the players.

5 Run and hide: The suspect will move towards the nearest cover or crowd marker and hide.

6 Surrender: The suspect does not want to run any more and gives himself up. The suspect is immediately

counted as apprehended.

Hostile Routine

The suspect is raring for a fight and thinks he might have a chance taking the investigators on.

If every player model in the NPCs line of sight is hidden...

1-2 Where did they go?: The NPC faces the last visible player model and makes a Notice check on every

hidden investigator within line of sight.

3-5 Root them out: The suspect moves towards the location of last visible player model and makes a Notice

check on the closest hidden investigator.

6 They must have run off: The suspect is now using the Normal routine and rolls immediately on the appropriate table

If there are more visible suspects than visible player models

1 Kill the pig: The suspect moves towards the nearest visible players (even if it means going out of cover) and

makes a Ranged Attack at the officers or attempts to charge towards the players, if they do not have a ranged weapon.

2-5 Shoot em: The suspect takes one Move action towards cover and the second to fire at the nearest visible player model. If the suspect is already in cover, then they will make an Aimed Shot Ranged Attack at the player. Suspects without ranged attacks will attempt to Charge the closest player model.

6 Say hello to my little friend: The suspect performs two Ranged Attack actions at the nearest visible investigator. The second is an additional action that exceeds their normal allotment of two actions. Suspects

without ranged weapons will also use two Move actions in an attempt to Charge the officers.

This extra Move action uses the models base Move then the model makes a Charge action.

If there are more visible player models than suspects

1-4 Shoot em: The suspect will take one Move action towards cover and the second to make a Ranged

Attack at nearest visible player model. If the suspect is already in cover, it will remain stationary and use an Aimed Shot Ranged Attack to attack the player. Suspects without ranged attacks will attempt to Charge the

closest investigator.

5-6 This might not be winable: The suspect immediately makes a TN2 Resolve check. If they pass, treat this result as a 1-4. If they fail, they are now using the Fleeing subroutine. Immediately make a roll on the appropriate table.

Fate and Psychic Powers

Human Psykers

The psyker mutation is becoming increasingly common among humanity, presaging the emergence of a new, psychic race. First appearing in large numbers by the end of M22, Psykers represent humanity's future: the ideal creature into which mankind will evolve, a more powerful, intelligent and capable life form. This new race is still weak, its members lacking the mental strength needed to resist the dangers of the Warp. They are both a threat and a boon to the Imperium

Left unchecked, psykers present a potential danger to entire worlds, and much of the Inquisition's role is focused on hunting them down. The Imperium ensures psykers are suppressed, tracked down and controlled; those strong enough will be recruited into Imperial service, fulfilling vital roles in the Imperium as Astropaths and Sanctioned Psykers. The weakest are doomed to serve humanity through service in the Adeptus Astronomica, or as nourishment for the Emperor of Mankind The Imperium classifies its own Psykers based upon their level of psychic ability. Known as The Assingment, the levels given indicate the power of the Psyker. An Omnicron level Psyker may only have mild subconsciously activated psionic abilitieswhile an Alpha-Plus level Psyker is capable of snapping a Titan in two.

The Warp

The Immaterium (also referred to as the Empyrean, the Aether, the Sea of Souls, the Realm of Chaos, Warpspace or most co