A quick run down of rules

Everything is based on percentile.  Add relevant skill to relevant trait.
Roll under that on d100 to succeed.  In general, high is good.  Hence, if you oppose skill, 
the highest result which doesn't fail wins.  

The exception to the High is Good rule is that 01 - 05 is a critical.  Again, 05 is better than 01
Similarly, 96 - 00 are critical fumbles.

Armour works as per 40K armour rules - roll a d6.  If over the listed number, damage is ignored.

Actions lists how many things a character may do in a round.  ROF supercedes this. 
Dodging is an action

Spend a luck point to reroll a bad roll.

For initiative, roll d10 and add score.  Highest goes first.