You’ll likely make a lot of attacks, and to do so you’ll usually make a Skill Test against your target’s Defence. For more information on attacks, see the WaG CRB p.182 in Chapter 9:
Melee Attacks p.183
Ranged Attacks p.184
Interaction Attacks p.190
You can use a Skill or Attribute to help someone else succeed on a Test. Say what you are doing to Help and what Attribute or Skill you are using. If the GM agrees that would be helpful, grab a number of dice equal to the Attribute or Skill Rating you are using to Help.
Your ally can use those dice as bonus dice on their Test.
To resist Corruption, roll a dice pool equal to your Conviction Trait (p.37). The DN of the Test is determined by the source of Corruption (see p.285 for more information).
When confronted by one of the many horrifying phenomena or terrifying creatures of Warhammer 40,000, you may have to resist Fear. To do so, roll a dice pool equal to your Resolve Trait.
See p.199-200 more information on the Fear and Terror Conditions.
Sometimes two characters try to perform actions that directly oppose each other — an Opposed Test. Both characters roll their respective Tests; the one who scores the greatest number of Icons is victorious.
Anything that would raise the difficulty for one character is resolved as bonus dice for the opponent. If there is a tie, the victory goes to the side that initiated the Opposed Test.
To make an Influence Test:
Tell the GM what orders you’re giving.
Figure out which individual or organisation you want to carry out the task, and
exactly what you want them to do.
The GM uses this information to establish the DN of the Influence Test, based on the Influence someone would need to wield to give that order.
You must share at least one Keyword with the individual or organisation you’re influencing.
For every additional Keyword you share beyond the first, you gain +1 bonus die to the Influence Test.
Once you’ve established the DN and any bonuses, roll your Influence against the DN.
Complication and Shifts apply as normal.
A particularly bad failure with a complication may result in you permanently losing a point of Influence, at the GM’s discretion.
NOTE: Influence can also be used to requisition items and Wargear (p.205).
Your dice pool is normally equal to your relevant Attribute Rating plus Skill Rating. However, sometimes Abilities, Talents, or other circumstances add bonus dice to that pool.
Outside factors or specific character traits may impose penalties on certain Tests. If you’re unfortunate enough to suffer a penalty, it usually increases the DN. Penalties are abbreviated as +XDN, where X is the number added to the DN.
When you encounter something that causes Fear, you roll your Resolve against a DN dictated by the source of Fear:
Success allows you to act normally.
If you fail, you suffer +2 DN to all Tests.
The penalty lasts until the end of the scene or until an ally passes a Leadership (Wil) Test of DN 2 + the source’s Fear value.
A being that causes Fear is immune to Fear and Intimidation Interaction Attacks.
Make a Resolve Test against the DN of the source of Terror:
If you pass, you may act normally on your Turn.
If you fail, you suffer all of the effects of Fear, and you must use every action available on each of your Turns to move as far away as possible until you no longer have line of sight to the source of Terror.
Terror lasts until the end of the scene or until an ally passes a Leadership (Wil) Test of DN 2 + the Terror value.
Any effect that grants a bonus to Fear Tests also applies to Terror Tests.
Any effect that grants immunity to Fear grants one extra Icon on your Resolve Test against Terror.
A being that causes Terror is immune to Fear, Terror, and Intimidation Interaction Attacks.