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Death Squads - Volume 1, Core Rules v0.6.4
Death Squads - Volume 1, Core Rules v0.6.4
Death Squads
Acknowledgments
We, the Death Squads Development Team, would
like to extend out most gracious thanks to the
following people, who with their time, energy and
creativity made this fan-based effort possible.
Initial Concept:
Edwin Mordheimer & Andy DaBank
As hard as it was to get organized on a particular
goal, you guys managed to steer Death Squads
from a simple desire to a concrete reality that
started to put everything in motion. Together,
you two spent countless hours working on the
initial spawning of Death Squads. You are crazy.
Development Team:
Edwin Mordheimer, Andy DaBank, Tim
DoZer, & Jamie jd3
Every one of you brought something unique to
the design, from new rules to rules revisions,
from documentation to research, from Squads
design to the stabilization of game mechanics.
Each of you put thousands of volunteer hours.
THANKS!
Contributors & Play-Testers:
Alan Lord GreyWolf, Andrew The Mad
Prophet Gelbman, Borvo, Chris, Dave
StyrofoamKing,
Dragonsrage,
Duce,
Henrik "Arachas" Becker, Earl, Ilja "Colonel
Prius"
Van
Doorn,
Lockthor,
Jacob
'Blackjack13 Curran, Magnus mudboy,
Malefactus, Mauricio Librarian, Peter
Gatlag
Stonetooth,
PFT,
Rob
The
Arbitrator General, Stuart Laney Lane,
Tian
All of you contributed in some way to enhance
the game experience that we know as Death
Squads. Your feedback, comments, questions,
battle reports, stories and overall assistance has
forged Death Squads to a fun game that fulfills
its roll of enhancing the overall Warhammer 40k
experience.
Thanks
for
your
comments,
suggestions, revisions and enthusiastic input!
Proof Reading:
Louis
AzureKnight
Angelli,
Sascha
Eliazar
Your time and dedication to read and help edit
this manual has been invaluable. With patience
you have helped us transform our manuscript
into something worth publishing. THANKS!
Roster-Aid Lead Programmer:
Chris
Thank you for creating a way to help Players
construct and maintain their Squad. The RosterAid quickly became an invaluable tool during
play-testing. Thanks!!!
Art Director:
Justine Dysturbed Ayers
Your invaluable vision, talent, time, skills and
perseverance have moved our Project forward in
ways we could only dream about. Thank you for
taking time to search and coordinate resources,
and for enthusiastically help us reach a new
standard of quality and professionalism. THANKS!
Contributing Artists:
BrotherOstavia,
DyingQuasar,
hughtheindestructibl, ironflea, Noldofinve,
Sebbythefreak, thevampiredio
We want to thank all of these incredible artists
for their art. You have a talent to express your
visions, fantasies and dreams thank you very
much for sharing them with the rest of the world.
Please visit www.DeviantArt.com and search for
them; admire their work and drop them a note!
Death Squads
TABLE OF
CONTENTS
ACKNOWLEDGMENTS ..........................................................2
TABLE OF CONTENTS ............................................................3
INTRODUCTION ....................................................................5
WHAT IS DEATH SQUADS? .......................................................5
WHAT IS A SMALL-SCALE SKIRMISH MINIATURE WAR-GAME? ............5
DEATH SQUADS GAME OVERVIEW ............................................5
WHY ARE WE DOING DEATH SQUADS? ........................................6
GAME MECHANICS ...............................................................7
NEW PLAYERS .........................................................................7
WARHAMMER 40K PLAYERS ......................................................7
WHAT YOU WILL NEED .............................................................7
TABLETOP CONFLICT .................................................................8
DECIDING WHAT SQUAD TO PLAY ...............................................8
HOW THE WINNER IS DECLARED .................................................9
ATTRIBUTES..........................................................................9
UNIT ATTRIBUTES.....................................................................9
ZERO LEVEL ATTRIBUTES..........................................................10
ATTRIBUTE PROFILES...............................................................10
ATTRIBUTE TESTS ...................................................................10
LEADERSHIP TESTS..................................................................10
STARTING THE GAME .........................................................11
GETTING STARTED PREPARING YOUR SQUAD ............................11
TABLE SETUP .........................................................................11
PRE-BATTLE SEQUENCE ...........................................................11
PLAYING THE GAME ................................................................12
PLAYER TURN PHASES .............................................................12
SHOOTING .......................................................................... 25
WHO CAN SHOOT.................................................................. 25
TARGET PRIORITY................................................................... 25
LINE OF SIGHT (LOS) .............................................................. 26
RANGE................................................................................. 26
WEAPON CHARACTERISTICS ..................................................... 26
HITTING THE TARGET (ROLLING TO-HIT)..................................... 27
WOUNDING THE TARGET (ROLLING TO-WOUND) ........................ 27
TEMPLATE WEAPONS ............................................................. 30
THROWING OBJECTS .............................................................. 33
GRENADES............................................................................ 33
MORTARS AND OTHER INDIRECT FIRE WEAPONS ......................... 35
ASSAULT AND HAND-TO-HAND COMBAT ........................... 36
WHO CAN FIGHT ................................................................... 36
HOW TO START THE FIGHT....................................................... 36
FAILED CHARGE ..................................................................... 37
WHO GOES FIRST .................................................................. 37
INTERCEPTION ....................................................................... 39
HITTING THE TARGET (ROLLING TO-HIT)..................................... 40
WOUNDING THE TARGET (ROLLING TO-WOUND) ........................ 40
ASSAULT BEHIND COVER ......................................................... 40
FIGHTING WITH BOTH HANDS IN CLOSE COMBAT ......................... 41
ASSAULTING AN ENEMY WHO IS DOWN ..................................... 41
UNARMED CLOSE COMBAT ATTACKS ......................................... 42
MOVING AWAY FROM CLOSE COMBAT ...................................... 42
AVOIDING DAMAGE ........................................................... 43
TAKING COVER ...................................................................... 43
LAYING LOW ......................................................................... 43
PARRY ................................................................................. 44
SAVES .................................................................................. 45
INJURIES ............................................................................. 46
MOVEMENT .......................................................................13
PSYCHOLOGY...................................................................... 52
ORDER OF EXECUTION.............................................................13
BASIC MOVEMENT .................................................................13
FLIGHT .................................................................................14
DEEPSTRIKE...........................................................................16
MOVING OFF THE FIELD OF BATTLE ...........................................17
TYPES OF TERRAIN ..................................................................17
AREA TERRAIN .......................................................................18
HUSTLE MOVEMENT...............................................................20
MOVING UP OR DOWN TERRAIN ..............................................21
MOVING OVER TERRAIN..........................................................24
Death Squads
PSYKERS .............................................................................57
PSYCHIC TEST ........................................................................58
PERILS OF THE WARP .............................................................59
MUTANTS ...........................................................................59
INTRODUCTION ......................................................................59
ACQUIRING MUTATIONS .........................................................59
MUTATIONS & RACIAL ATTRIBUTE MAXIMUMS ..........................60
FIGHTING IN CLOSE QUARTERS...........................................60
TAKING PRISONERS ............................................................61
CAPTURING THE ENEMY ..........................................................61
ARRESTING THE CRIMINAL .......................................................62
APPREHENDING FUGITIVES .......................................................63
ENDING THE GAME.............................................................65
TACTICAL RETREAT .................................................................65
SCENARIO OBJECTIVES ............................................................66
TURN LIMITS .........................................................................66
SCENARIOS .........................................................................67
SCENARIO 01: SKIRMISH .........................................................69
SCENARIO XX: ASSASSINATION ..................................................70
SCENARIO XX: ASSAULTING THE MISSILE SILO .............................72
SCENARIO XX: BREAKTHROUGH .................................................73
SCENARIO XX: CHANCE ENCOUNTER ..........................................74
SCENARIO XX: DEFEND THE FIND ...............................................75
SCENARIO XX: DROP ZONE ......................................................76
SCENARIO XX: EL CERDITO (THE PIGLET) ....................................78
SCENARIO XX: ESCAPE POD RECOVERY.......................................80
SCENARIO XX: HAYWIRE ..........................................................82
SCENARIO XX: HIDDEN ARCHEOTECH .........................................84
SCENARIO XX: MONSTER HUNT ................................................85
SCENARIO XX: NIGHT SABOTAGE ...............................................87
SCENARIO XX: OCCUPY ............................................................89
SCENARIO XX: PUMP STATION SABOTAGE ...................................90
SCENARIO XX: RESOURCE HUNT ................................................93
SCENARIO XX: STAKE-OUT & ELIMINATION .................................94
SCENARIO XX: THE SHOWDOWN ...............................................96
SCENARIO XX: SURPRISE ATTACK! ..............................................97
SCENARIO XX: VALKYRIE DOWN! ...............................................99
SCENARIO XX: THE ZOMBIE DEVICE .........................................100
MULTIPLAYER SCENARIO XX: AMBUSH! ...................................103
Death Squads
Introduction
Welcome to Death Squads, Survival of
the Strongest!
What is a small-scale
skirmish miniature wargame?
This is basically a miniature war-game for 2 or
more Players, in which each one controls a small
number of Fighters (less than 20) and face each
other in personalized combat. After each game is
over, Players in a Campaign can calculate
experience and unique happenings to their
Fighters. It makes for a very personalized
experience, full of rich and distinctive stories.
Death Squads
Kill-Team is, or rather was, a very simplistic
small-scale skirmish option that appeared in
Warhammer 40k 4th Edition rules. The goal was
to make a small, yet vivid and cinematic game in
which a bunch of experts (or desperados) would
take upon themselves to go against a bunch of
bad guys. Anyone with a 40k Army can play KillTeam. The Player with the Kill-Team got to
customize them (with Skills as well as Fighter
conversions) and the Player with the Brutes (bad
guys) gets to try and stop them.
The game itself was a lot of fun but always onesided. Players controlling the Brutes got the short
end of the stick, and Players usually ended
trading sides in an attempt to let everyone have
fun. While the members of the Kill-Team can
improve, many rules were kept intentionally
extremely simple to make the game run quicker.
Those of us who played Mordheim saw that this
simple design was a crucial mistake.
To be honest, nobody in the hobby knows why
Kill-Team was removed in the WH40k 5th Edition.
It went as quiet as it came, based on decisions
made by Games Workshop. While everyone
noticed, nobody cried about it. I can only
speculate that Games Workshop saw this as a
diversion from 40k and its natural expansion,
Apocalypse. May be they are planning to do
something similar to our Death Squads in the
future at least we hope so!
Death Squads is not a direct Mordheim
adaptation to the 40k Universe. We are not
creating another campaign Scenario (like Lustria)
which happens to be in the 40k Universe. If you
are looking for that, we suggest that you get
World in Arms (WiA), a Mordheim Campaign
Supplement for 40k by Garrett Everetts Team.
We are very impressed by their work, but we
want to take it even further. Our goal is to create
a game based on 40k, may be to create what
Kill-Team (back in 40ks 4th Edition) should have
been. Unlike WiA, we are including many of the
races they left out and we will tackle several of
the Mordheim rules that we feel can be improved.
www.DeathSquadsGame.com
Death Squads
Game
Mechanics
New Players
If youre new to miniature war-gaming, be
reassured that finding other Players is not a
problem. You will be surprised by how many
Players there are out there. There may even be a
Games Workshop or Rogue Trader Store near
you, where you can buy models, paints, and
gaming supplies! However, these stores are not
just shops to buy stuff from; they are also hobby
centers where their friendly staff will happily help
you to learn a game like Warhammer 40K,
Warhammer Fantasy, show you how to paint or
even give you some friendly advice on collecting
your own armies and Squads. Spending some
time at your local store will help find other
Players and you will get suggestions on collecting
and developing your Squads at the same time.
Death Squads
Six-Sided Dice: Rather than
arbitrarily
choosing
what
would happen when you have
one of your Fighters perform
an action, the result of the
event is determined randomly
by rolling dice. All dice rolls use a standard sixsided die, usually shortened to D6. Sometimes
you will be asked to modify the result of the dice
roll. This is noted as D6 plus or minus a number,
such as D6+1 or D6-2. Roll the dice and add or
subtract the number indicated to get the final
result. You may have to roll a number of dice in
one go. For example, 2D6 means roll two dice
and add the scores together. You may also come
across the term D3.
As there is no such thing as a three-sided dice,
use the following method for determining a score
between 1 and 3. Roll a D6 and halve the score,
rounding up: 1 or 2 equals 1, 3 or 4 equals 2 and
5 or 6 equals 3. If you are given the opportunity
to re-roll a die already rolled, regardless of how
many dice you are instructed to re-roll, you must
accept the second score, even if its worse than
the original.
Scatter Die: The Scatter Die is marked with four
arrows and two hit symbols. This die is used to
determine where grenades and shells land if they
miss their target, hence scatter. The die can be
used to establish any random direction from a
point. Note that the HIT symbol also has a small
target with a shaded point to indicate a
direction. If a Scatter Die is not available, you
could make your own using a D6.
Tape Measure: For measuring ranges you will
need a tape measure marked in inches, or a
couple of plastic range rulers. In general, the
maximum length that you will be required to
measure will be approximately 72 or 6 feet.
Counters: Counters can help you keep track of
things on the tabletop. You can always keep
notes about who is Laying Low, carrying treasure,
etc, but counters are a convenient memory
jogger and speed the game up. Some examples
of counters you can photocopy and stick onto
thin card if you wish can be found on Appendix C.
Tabletop Conflict
In Death Squads, the opposing factions (known
as Squads) which are composed and represented
by individual models (known as Fighters),
assembled and painted by Players. Each of your
games are played following certain guidelines
(known as Scenarios), and when linking several
games together you can create a Campaign
setting. Your tabletop becomes part of a
centralized theme (like guerrilla warfare behind
enemy lines or exploring ruins in a deep jungle)
as the scene of the action. Battles can take place
in small cities, overhangs, fields, forests,
outposts or anywhere else you can imagine.
The aim of the game is to outfight your
opponent. This will require a mixture of skill,
tactics and luck. You will soon learn how to arm
and equip your Squad to exploit the terrain to
your best advantage.
You will probably want to expand your basic
Squad as your Fighters gain experience. This is
easy as there are lots of Fighters available for the
Squad and new miniatures come out all the time.
With these you can expand your Squad, equip
your Fighters with different weapons and armor
or even hire mercenaries to join them.
Death Squads
By winning battles your Squad will gain riches
and Skills, discover arcane artifacts and may also
have the opportunity to recruit mercenaries. In a
campaign, every time your Squad goes to battle,
its Fighters increase in Skill and experience. Raw
Recruits quickly progress to become fully fledged
veterans and your Officers will learn new Skills
which will make them even better in combat.
Each Squad has its own objective and motivation
for fighting in a particular campaign: be it riches,
political or military influence or some personal
drive. Through countless battles and skirmishes
you can try to emerge victorious, fulfill your
ambitions and even influence events all around
the Warhammer 40k universe!
Attributes
In Death Squads, the Fighters each have
different abilities, some being better at certain
actions
(for
example,
fighting,
shooting,
climbing) than they are at others. The
uniqueness of each Fighter is represented in the
form of Attributes and Skills. Right now dont
worry about Skills these come later with
practice and battle experience. For now we just
need to consider a Fighters Attributes.
Unit Attributes
Each Attributes is assigned a value (usually)
between 1 and 10, the average being 3.
Attributes above 6 are extremely rare, but
possible. The higher the value your Fighter has
for any Attribute the better for example, a
Fighter with Strength of 4 is stronger than a
Fighter that has Strength of 2. Each Fighter is
defined by a set of Attributes, which are
Movement, Weapon Skill, Ballistic Skill, Strength,
Toughness, Wounds, Initiative, Attacks and
Leadership.
MOVEMENT (M)
A Fighters Movement rate shows how many
inches the Fighter can move in a turn, under
normal conditions. For example, a typical Human
has a Movement of 4, which means that the
Fighter can Walk 4 inches. A trained sprint runner
or a particular fleet-footed individual may have
Movement of 5.
STRENGTH (S)
Strength Attribute indicates how strong a Fighter
is! It is especially important for Hand-To-Hand
Combat, because the stronger you are the harder
you can hit. A Strength value of 3 is about
average.
TOUGHNESS (T)
Toughness is a measure of how easily an
individual can withstand a hit from a weapon.
The tougher you are, the harder you are to
wound or kill. An average Toughness value is 3,
though a grizzled veteran Fighter might have a
Toughness of 5!
Death Squads
WOUNDS (W)
A Fighters Wounds value shows how many times
the Fighter can be wounded before it collapses, is
incapacitated or killed. Most individuals have only
1 Wound but veteran Fighters or large creatures
such as Ogryns might have more.
INITIATIVE (I)
The Initiative value indicates how fast and nimble
the Fighter is. It determines the attacking order
in Hand-To-Hand Combat, and is particularly
important when the Fighter is climbing and
moving amidst the ruins of a city, a town, a
fortress or a cave system.
ATTACKS (A)
The Attacks value indicates how many blows the
Fighter can make in Hand-To-Hand Combat. Most
Fighters have an Attacks value of 1, but powerful
Fighters may have more. The more Attacks you
have, the greater the chance youve got of
beating your opponents into an unrecognizable
pulp! Attacks refer to Hand-To-Hand only and
have no bearing on shooting a weapon.
LEADERSHIP (Ld)
Leadership represents raw courage, self control
and charisma. The
higher the Fighters
Leadership value, the more likely he is to remain
steadfast in combat while others run off. For
example, a cowardly Grot may have a Leadership
of 5, while a cool, calm Cadian Captain may have
a Leadership of 8 or higher.
Attribute Profiles
A Fighters Attributes values are written in the
form of a chart called a Attributes Profile, or just
Profile.
Units Name
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
L
6
Attribute Tests
During the course of a game, a Fighter may be
required to take a Test against one of his
Attributes. In order to pass this Test, the Fighter
has to roll a D6 and obtain a result equal to or
lower than the value of the Attribute involved.
Note that if you roll a 6 you automatically fail the
Test, regardless of the Fighters Attribute value,
and a roll of 1 is considered an automatic
success.
Example:
An Imperial Guardsman is jumping down from a wall that is
3 high and has to take an Initiative Test. He has an Initiative
value of 3 on his ATTRIBUTE profile and therefore will be
successful if he rolls a 1, 2 or 3 on a D6. If he rolls a 4, 5 or 6
he will fail the test and fall down, suffering all the painful
consequences!
Leadership Tests
Tests against the Leadership Attribute are done
in a slightly different way. In the case of a
Leadership Test, you should roll two D6 and add
the two scores together. If the result is equal to
or less than the Fighters Leadership Attribute,
the Test has been passed.
For example: Dieters Leadership is 7, so to pass
a Leadership Test he must roll 7 or less on 2D6.
Note that a roll of 12 is an automatic failure,
regardless of the Fighters Leadership value and a
roll of 2 is considered an automatic success.
Death Squads
Starting
the Game
Death Squads has very simple mechanics that
allows two or more Players to have their Squads
face-off against each other. Regardless of
whether or not Players have decided on playing a
single game or a Scenario as part of a Campaign,
each game follows the same principles.
1.
2.
3.
4.
5.
Table Setup
As discussed earlier, Players must decide on a
suitable playing surface to play their battles on.
Any firm, level surface is best, such as a tabletop
or an area of floor most kitchen tables will do.
Its a good idea to use an old sheet or blanket to
protect the table from scratches. Some Players
make special gaming boards from chipboard or
other similar material (divided into two or more
pieces for ease of storage) which they can use on
top of a table to extend the playing area and
start customizing it to place terrain and other
features to make the game an overall better
gaming experience. Whatever you use, you will
find that a square area approximately 4 x 4 is
about right for most battles. Some specific
Scenarios (see Pre-Battle Sequence) may call for
different surface areas and sizes to play.
Once the playing surface has been decided,
Players move to the Pre-Battle Sequence.
Pre-Battle Sequence
Just before the game starts, Players must decide
what the goal of their game shall be; destroy the
opponent, look for hidden treasure, rescue a
prisoner, defend a fortress. On the same token,
Players must also decide what terrain to use;
desolated
desert,
lush
forest,
radioactive
wasteland, industrial complex, battle-ruined city.
Although you and your opponent can simply
decide on victory conditions, you can also use a
Scenario. Each Scenario has different pre-set
game conditions, which allow you to play a
variety of games for a unique experience.
Players can select a specific Scenario, although
most Players prefer to generate their Scenarios
randomly. It is customary that the Player with
the lowest Squad Rating (see Squad Rating
section) rolls to determine what Scenario will be
played. See the chapter on Scenarios for detailed
information.
The Scenarios will often have an Attacker and a
Defender and the Players need to choose which
role they want to play, sometimes the Scenario
will have rules to determine this. Once the
Scenario is selected, follow the instructions to
determine the gaming area, what terrain to use,
where each Player will place their Fighters, which
Player takes the first Turn, what the objectives
and rewards will be.
Death Squads
Recovery Phase
During the Recovery Phase, Fighters in your
Squad who have suffered a condition due to an
attack may recover from it. As discussed in the
Injuries section, a Fighter may suffer a Knocked
Down or Stunned condition, from which they can
recover and continue pursuing victory on the
battlefield. Fighters that have been Stunned
become Knocked Down instead and Fighters who
have been Knocked Down may stand up.
It is during the Recovery Phase that you may
attempt to rally any of your Fighters who have
lost their nerve during combat. For a detailed
explanation of the recovery of injuries and the
effects of psychology, please see the Injuries and
Psychology sections. During this phase, other
events such as declaring the use of Psychic
powers or attempting to call upon the power of
the Waagh! happen.
Declaring Charge
Intentions Phase
If you want the Fighter to engage the enemy in
Hand-To-Hand Combat then you must make a
special type of move, called a Charge. After the
Recovery Phase declare that your Fighter is
charging and indicate which enemy Fighter he is
going to attack. Players are not allowed to
measure distances or move any Fighters at this
time. Note than an attacker can enter Hand-ToHand Close Combat with more than one enemy if
the targets would be in base-to-base contact with
the attacker. The intention of attacking more
than one target must be declared at this stage.
See Assault (Hand-To-Hand Close Combat)
section for details.
Players are free to use tokens or markers to keep
track of who is going to attack who in Close
Combat if there would be many attackers during
that Turn. Attackers will get a chance to enter
Hand-To-Hand Combat during the Assault Phase.
The reasoning for this declaration is that Fighters
providing cover fire (either by firearms, flame
throwers, grenades, etc) can eliminate the
targets before the attacker reaches it, or scatter
weapons can divert and damage the attackers
instead! The risk of cover fire is high, but so are
the rewards!
Death Squads
Movement
During their movement phase, Fighters that have
not declared their Charge Intentions that round
and are not currently engaged in Hand-To-Hand
Combat can move up to their movement rate in
any direction. They may move up and down
ladders and stairs, and over low obstacles such
as barrels, boxes, etc. (less than 1 in height).
Each movement is classified depending on their
Order of Execution and Type of Movement.
Order of Execution
During the movement phase, Fighters are moved
in the following order:
1. Compulsory Moves: Sometimes a Fighter is
forced to move in a certain way. This is called
a Compulsory Move. For example, a Fighter
whose nerve breaks must run away from his
enemies and take cover. Make all of your
Fighters compulsory moves first.
2. Optional Moves: Once you have made any
Compulsory Moves, you may move the rest of
your Fighters as you see fit.
In normal circumstances Fighters dont have to
move their full distance, or at all if you do not
want them to. All exceptions are explained later
and invariably involve either charging or
compulsory moves.
Basic Movement
In Death Squads, all Fighters that have an
attribute of Movement greater than zero (0) are
capable of basic movement. Regardless of the
specific method (hopping on one leg or rolling in
a wheelchair), they are a way to represent ways
of dynamic movement for our static models. They
are composed of three parts; Walk, Run and
Charge.
Walk
The normal Movement value of Fighters
represents a Fighter moving carefully at a fairly
rapid rate, but allows time for him to aim and
shoot a weapon and generally observe what is
going on around him. This is commonly referred
as Walking. Fighters that Walk can fire certain
weapons (item specific allotment) at a penalty -1
BS. This is the default Type of Movement for any
Fighter. Pistols may only be fired once when the
Fighter has Walked.
Run
If you wish, a Fighter may move much quicker
than his normal movement rate he can Run! A
Running Fighter can move at double speed (for
example, a Fighter that Walks 4 can Run 8).
The Fighter exchanges the opportunity to
examine the battlefield and shoot at an enemy
for almost-reckless speed. He is concentrating on
running and is not prepared to fight, having
sheathed or shouldered his weapons. You should
declare that Fighters are Running as they move,
as this will remind both Players that the Fighter is
unable to shoot that turn. Running Fighters can
use psychic powers as normal.
Since a Fighter is sacrificing his ability to fight in
exchange for speed, there are times where it just
wouldnt be safe to Run. To represent this, a
Fighter cannot Run if an enemy Fighter presents
a Direct Threat.
For an enemy Fighter to be considered a Direct
Threat he must meet several qualifications;
The enemy Fighter must be within 8 of the
location where the Fighter started to Run.
The enemy Fighter must have Line of Sight
(also known as LoS, see Shooting section) of
the path that the Fighter will take.
The enemy Fighter must be on the same
elevation level (i.e. both are on a 3rd floor) as
the Running Fighter.
For example, if the Running Fighter is on the
second floor of a building, then only an enemy
Fighter with 8 of the runners staring position,
within LoS of the path and on the 2nd floor
qualifies as a Direct Threat, thus preventing the
Run.
Fleeing, Knocked Down, Stunned, Laying Low
Fighters within 8 do not count for this
restriction, as they pose no immediate danger.
Check the distance to the closest enemy Fighter
after all the Charges has been declared. If there
are any enemies within the described 8
restricted zone mentioned above at the start of
the turn, the Fighter will prepare to fight instead
and thus is unable to Run.
Note that Running is not the same as a Charge.
The only way that your Fighter can engage the
enemy in Hand-To-Hand Combat is by declaring
and executing a Charge.
Death Squads
Charge
If you want a Fighter to engage the enemy in
Hand-To-Hand Combat, you must declare a
special move called a Charge. Without measuring
the distance, declare that your Fighter is
Charging and indicate which enemy Fighter he is
going to attack. In a Charge a Fighter moves
quickly (at double the Movement rate) with the
single minded intention to engage the enemy in
Hand-To-Hand Combat. The Charge ends with
the attacker moving, by the most direct route,
into base-to-base contact with the enemy
Fighter. For details see the Assault (Hand-ToHand Combat) section.
You can declare your intentions to Assault more
than one opponent which at the end of the
Charge would be in base-to-base contact with the
attacker. This might be inadvisable as the Fighter
will then be fighting two enemies at once, but
sometimes desperate moments call for desperate
actions!
Flight
Walk
Intelligent
commanders
understand
the
importance of rapid deployment and approach to
the enemy. Eventually, with proper training and
equipment, certain individuals may be capable of
moving through the air, rather than the ground.
This type of movement is known as Flight and
those capable of performing it as Flyers. It is
important to understand that these are general
terms (nomenclature) to distinguish Fighters that
are capable of such movement, rather than a
description of how such movement is done
(mechanics).
Fly
Death Squads
A Fighter that can Fly can move double their
movement rate (for example, a Fighter that
Walks 4 can Fly 8) in straight line in any
direction. This means that the Flyer may move
over small barriers that would require other
Fighters to Jump (such as barricades or gaps) or
Climb Up or Climb Down without the necessity of
making any Tests, as long as they do land on
Open Ground (see below). The Flyer must always
land on viable Open Ground and may never
remain in the air or cling to a wall at the end of
his Movement Phase. Other than the facts
mentioned above, Fly works exactly as Run.
Flight Charge
A Fighter capable of Flight may be able to engage
the enemy in Close Combat using this particular
type of Movement by Declaring a Flight Charge.
In order to do so, the Fighter must be a Flyer
(capable of Flight detailed above) and have the
Flight Training, Combat Skill.
During the Declaring Charge Intentions Phase,
the Player controlling the Flyer must declare how
the Flyer is engaging in Close Combat; either
Charging or Flight Charging; never both on the
same Turn.
To Flight Charge is analogous to Charge; there
are some slight differences (thus different
names!) First the Flyer must have the Flight
Training, Combat Skill, as mentioned above.
Basically this skill has allowed the Flyer to train
on how to use Flight to approach an enemy to
maximize speed while still remaining safe for him
(not crashing!)
Flyers that do not have this skill cannot Declare a
Flight Charge regardless of any failed logic used
to attempt to explain the situation. Flyers may
never land on top of the enemy, always having
to place the model on a flat stable viable surface.
A Flyer can Flight Charge double their movement
rate (for example, a Fighter that Walks 4 can
Flight Charge 8) in straight line in any direction.
If the intended target is on the same level (i.e.
they are both on the ground, or are both on the
roof of a three story building) this means that the
Flyer may move over small barriers that would
require other Fighters to Jump (such as
barricades or gaps).
Death Squads
Deepstrike
Just like in real life, there are several kinds of
movement that Fighters in Death Squads can do.
They all represent methods of dynamic
movement for our static models.
Some specific units or Scenarios may have
special rules that call for some models to enter
the battlefield via tunneling, teleportation, flying,
Death Squads
DEEPSTRIKE MISHAP CHART
D6
Effect
Types of Terrain
The Universe in the 41st Millennium is a dark and
dangerous place. From frozen tundras, to
abandoned Space Hulks, to luscious jungles, to
ruined cities, all are part of the never-ending
struggle of humanity and the alien life forms they
have encountered. Battlefields have many things
that can be classified as a different kind of terrain
feature. In a skirmish situation, hiding behind a
barrel may save the day! Please discuss with
your gaming partner before you start the game
what will be Dangerous, and Impassable Ground.
Doing so will help reduce issues during the game.
Below the types of terrain features:
Death Squads
Open Ground: The tabletop surface, floors of
buildings, connecting overhangs, ladders, slopes,
bushes, angled roofs, ramps and ropes are all
considered to be Open Ground and will not affect
movement
even if the
Fighter
is
Charging. It
can also go
through
doors
and
hatches
without
slowing
down. It is
important to
note
that
Players may
decide that a
seemingly
Open Ground
will
be
considered a
Dangerous
Ground. For
example, Players may decide that a specific ramp
is mined, or a particular bush path contains
poisonous plants.
Dangerous Ground: This is any dangerous
terrain, such as narrow crawl holes through piles
of rubble. Fighters may move at half speeds over
Dangerous Ground, so if the Fighter moves 4
over Open Ground it can only move 2 over very
Dangerous Ground. A Fighter may Walk, Run or
even Charge as normal through Dangerous
Ground by passing the appropriate Hustle Test,
as
detailed
below.
The
inside
of
buildings and
ruins
are
always
considered
Dangerous
Ground
for
Flyers.
Area Terrain
Not all terrain features that can be used in Death
Squads are as clearly delimited as a wall or a
barrier. Generally, the table is assumed to be
Open Ground, unless there is a specific terrain
feature, such as a building, a wall, fountain,
barricade, etc. Sometimes, there is the need to
declare an area on the gaming table to be
covered by something that is not possible,
practical or economical to accurately create and
represent. This is known as Area Terrain.
Death Squads
For example, you may decide that you are
playing on a field of high grass, in which every
model on the table is harder to spot, and thus
they gain a 6+ Cover Save. In this case, it would
be impractical to fill up the table with clumps of
tall grass clumps for the game; models would be
tipping over constantly and distances may not be
accurately represented. It would be easier just to
declare the situation (after talking to your
opponent, of course!) so the game can start
without problems.
Sometimes, you do not need (or want) to declare
the whole table to be affected by a specific Area
Terrain. You may just need a patch of light
woods, poisonous bushes, mined area, denser
jungle, treacherous rubble, etc. While it is
possible to model such terrain, it is impractical to
put every tree, bush, mine, vine, etc. exactly
where they are supposed to be. It would be hard
to place models accurately on the Area Terrain,
especially is the features are glued to the bases.
Most likely, you will have a flat base with some
representative features attached to it.
Death Squads
It is the Player's strategies and tactics that would
harness the true power of the Area Terrain!
Example 1:
An Imperial Renegade Militiaman wearing Mesh Armor
(Armor Save 6+) is standing behind a barricade (Cover Save
5+), waiting for an Ork assault. An Ork Boy stands inside a
Thick Jungle AREA TERRAIN (Cover Save 6+), preparing to
Assault as soon as instructed by his Boss. The Militiaman
opens fire against the Ork. A direct line is drawn between the
Militiaman and the Ork Boy. It is determined that the Ork
Player had placed the Ork Boy too close to the Area Terrain's
edge, as it is less than 1 from the border, so the Ork Boy
does not gain benefits from the Thick Jungle feature. So much
for sneaking up to the humies!
Example 2:
The same Imperial Renegade Militiaman wearing Mesh Armor
(Armor Save 6+) is standing behind a barricade (Cover Save
5+), waiting for an Ork assault. A second Ork Boy stands
inside a Thick Jungle AREA TERRAIN (Cover Save 6+),
preparing to Assault as soon as instructed by his Boss. The
Militiaman opens fire against the Ork. A direct line is drawn
between the Militiaman and the Ork Boy. It is determined that
the Ork Player had placed the Ork Boy deep enough the Area
Terrain's edge, as it is 3 from the border, so the Ork Boy
does gain benefits from the Thick Jungle feature. The shot hits
and wounds the Ork Boy; the Player must roll a successful
Cover Save of 6+ to save his minion!
Area Terrain usually offers a Cover Save to those
affected by it, but never blocks LoS to any
models inside it. If a particular Fighter gains
could get a Cover Save from the enemy, he could
effectively Lay Low as normal (if such intention
was declared after the move, as the rules
require.) Fighters who gain a Cover Save from a
particular enemy while inside an Area Terrain
also confer the same Cover Save to their enemy,
unless the Fighter moves outside the Area
Terrain before shooting.
If the enemy Fighter is behind a feature that
normally would give him a Cover Save (such a
barricade), the Player may choose which of the
two Cover Saves (if any) he would take.
Example 3:
The Ork Boy inside the Thick Jungle AREA TERRAIN (Cover
Save 6+) survived the shot from the Imperial Renegade
Militiaman wearing Mesh Armor (Armor Save 6+) is standing
behind a barricade (Cover Save 5+), so angrily decides to fire
back to same. A direct line is drawn between the Ork and the
Militiaman. It is determined that the Ork Boy is so deep inside
the Thick Jungle that his vision is impaired by the vegetation
and there is no clear shot; The Militiaman gains the benefits
of the Thick Jungle AREA TERRAIN (Cover Save 6+). The
shot hits (must be loaded dice!) and wounds the Militiaman.
The Imperial Renegade Player must decide which ONE Save
he would use; the Fighter's Armor Save (6+), the Fighter's
Cover Save (5+) or the Area Terrain's Cover Save (6+). The
Player declares he is using the Fighter's best Save (his Cover
Save of 5+). Hopefully he will make it!
Fighters may not see any models 'behind' Area
Terrain, essentially blocking LoS. {PHOTO of
Fighter behind Area Terrain} It is important to
note that if the model is inside the Area Terrain,
regardless of its size, it can be seen and thus
targeted as normal. Only models in which an
Area Terrain stands directly between them and
the enemy are actually out of sight. The
exceptions to this rule are Fighters on elevated
positions, who can see enemies standing 'behind'
Area Terrain.
Hustle Movement
Soldiers of the 41st Millennium are trained to
move over dangerous terrain to reach tactical
advantages. Any Fighters moving over Dangerous
Ground may attempt to move at their normal
rate, despite the ground they are to cover,
risking severe injury or even death! This is known
as a Hustle move.
A Fighter must declare that they intend to Walk
normally (at full Movement rate) through
Dangerous Ground before he starts to move. The
Fighter then must roll a D6 to make an Initiative
Test. If the roll is equal or below the Fighters
Initiative, he may Walk as normal. If the test is
failed, the Fighter would take one Wound on a 5+
(Saves allowed as normal) and may only move at
half rate, regardless if the Fighter was injured by
the Hustle move.
Death Squads
A Fighter must declare that they intend to Run
normally (at full Movement rate) through
Dangerous Ground before he starts to move. The
Fighter then must roll a D6 to make an Initiative
Test at -1 penalty. If the roll is equal or below
the Fighters Initiative, he may Run as normal. If
the test is failed, the Fighter would take one
Wound on a 4+ (ignoring Armor Saves) and may
only move at half rate, regardless if the Fighter
was injured by the Hustle move.
The Fighter that has Declared a Charge may
attempt to engage an enemy, even if he must
pass through Dangerous Ground. The Fighter
then must roll a D6 to make an Initiative Test at
-1 penalty. If the roll is equal or below the
Fighters Initiative, he may Run as normal. If the
test is failed, the Fighter would take one Wound
on a 4+ (ignoring Armor Saves) and the move is
considered a Failed Charge; place the model at
full Charge distance -1 inch or within 1 inch of
the intended target, whatever is less.
The damage take from Dangerous Ground is not
as intense as any damage taken in combat. To
represent this, the Fighter gets a -1 to the Injury
Roll (minimum of 1).
Climbing Up or Down
Often the ruined buildings, industrial complexes,
jungles and other battlefields do not have stairs
or ladders, so your Fighters will have to climb to
reach the upper or lower positions and locations.
Death Squads
The Player is to place a marker on the intended
final destination, then move accordingly to the
base of the structure your Fighter needs to climb.
Now measure the distance, and if you can Climb,
then roll one Initiative Test, regardless the
distance travelled.
If the Test is passed, place the Fighter as close
as possible as you intended it to go if it is short
of its allowed movement distance. The total
distance travelled
(previous
reaching
the
structure, the Climb and post-climb move) must
be no greater than the Fighters Movement
Attribute (thus Walk). A Fighter must be placed
in a horizontal platform, and can NEVER be in
between levels regardless of the logic of an
argument.
If the Test is failed, the Fighter will remain at the
base of the structure and no further action (not
even Hiding) can be taken. This lack of
movement and further action represent the
Fighter being unable to find secure methods to
Climb (up or down) and never taking the
opportunity to start the move.
Example:
A Fighter intends to move down a small observation podium,
as to spot the enemy advances. The Fighter can WALK up to
4. The Player marks the destination and WALKS the Fighter
1to the base of the podium. The Fighter would be allowed to
CLIMB DOWN a total of 3. The Player measures the height
of the podium to be 2. The Fighter has Initiative 3, so the
Player needs to roll equal or less that value to pass the
required INITIATIVE TEST, passing it with ease. The
Fighter is placed at the edge of the podium. The Fighter may
now WALK his last movement of 1, and even fire his gun!
Careless Climbing
There are situations in which a Fighter may need
to Climb to or from an Elevated Position at great
speed or to attack an enemy, in disregard to
personal safety. This is known as Careless
Climbing. A Fighter that wishes to Run or Charge
must perform a Careless Climb; he must pass an
Initiative Test for every 2 (round up) of the
climbed distance. If the model passes all the
Initiative Tests then all went well and the action
is performed as normal.
It is to note that if the distance that is intended
to Climb Down is longer than the allowed
movement (double Movement distance already
traveled), this would be automatically considered
a Jump Down instead and a Fighter wishes to
Charge by Climbing Down must perform a Diving
Charge.
If the model fails any of the Initiative Tests, then
the model has Fallen from the intended
destination (top of the structure) of the Climb.
This possible damage and end of position at the
very bottom of the structure represents the
Fighter disregarding all safety precautions to
make the Climb, and losing his hold at the most
critical and dangerous moment. See Falling
section for details.
Example:
A Fighter intends to attack an enemy near a 2nd floor window
he is nearby. The Fighter can CHARGE up to 8 and the
Players declare a CHARGE as normal, placing a marker on
its intended destination. The Player moves the Fighter 2 to
be in base to base with the building, and then measures 4 as
the total distance the Fighter must CLIMB UP. The Fighter
has Initiative 3, so the Player needs to roll equal or less that
value to pass the required two INITIATIVE TESTS, passing
them with ease. The Fighter is placed at the edge at the
window. The Fighter now moves 2 to complete the CHARGE
(and be in base to base contact with the enemy). His heroic
move surprises his enemy, who now has to fight for his life!
Jumping Down
Jumping Down can be a dangerous maneuver, as
the height determines the difficulty and potential
damage to the jumper. Your Fighter may Jump
Down from high places (regardless how high the
initial location is to the ground) at any time
during his Movement Phase. The Fighter must
make and pass one Initiative Test (see above) for
every 2 (round up) traveled.
Death Squads
If all the tests are passed, place the Fighter as
normal on the intended location. Subtract the
distance (round up) traveled by Jumping Down of
any Movement the Fighter had left and continue
with the intended action. If any of the tests are
failed, the Fighter takes damage (see Falling)
determined by the point from where the jump
originated. If the Fighter survives the damage,
put the model at the base of the building and
they may not move any further or take any other
actions this turn.
Example 1:
A Fighter on a rooftop plans to RUN towards the building
edge, JUMP DOWN and continue to RUN towards cover in a
trench close to the building. The Fighter can RUN up to 8.
The Player marks the destination and moves the Fighter 3 to
the building ledge and JUMPS DOWN 6. The Fighter has
Initiative 3, so the Player needs to roll equal or less that
value to pass all the three required INITIATIVE TESTS,
passing all of them. The Fighter is placed at the base of the
building. The Fighter has used 6 of his allowed movement
(3 of the initial RUN + of the 6 he JUMPED DOWN) ,
he would be allowed to RUN a total of 2 more towards the
safely of the trench. What a heroic move!
Example 2:
Seeing such bravery, another Fighter on the same roof top
intends to JUMP DOWN, but instead of running for the
trenches, he plans to CHARGE an enemy Fighter. The Fighter
can CHARGE up to 8. The Player marks the destination and
moves the Fighter 3 to the building ledge and JUMPS
DOWN 6. The Fighter has Initiative 3, so the Player needs
to roll equal or less than that value to pass all three required
INITIATIVE TESTS. The first two tests are passed, but the
third is failed, so the Fighter loses his footing and falls. The
damage will be calculated from the top of the roof, a total of
6! Chances are, this was the Fighters last decision!
Diving Charge
A natural extension of Jumping Down is to do it
in order to attack an opponent! This move,
known as a Diving Charge, can make even the
weakest Fighter capable of taking down a Large
Target if he survives the drop!
Any Fighter may perform a Diving Charge against
any enemy Fighters that is at a lower location
(over 2), such as below a balcony, a roof, an
overhang, among others. The intended target
must be within 2 of the jumpers landing zone,
which is ALWAYS directly below of the base place
where your Fighter plans to land.
Example:
A third Fighter on the same roof top intends to JUMP DOWN,
but instead of running for the trenches, he plans to land on top
of an enemy Fighter directly below and allow gravity to help
take him down. The Fighter declared a DIVING CHARGE.
The Player marks the destination and moves the Fighter 3 to
the building ledge and JUMPS DOWN 6. The Fighter has
Initiative 3, so the Player needs to roll equal or less than that
value to pass all three required INITIATIVE TESTS, passing
all of them. The Fighter is placed base to base with the enemy
Fighter and Hand-To-Hand Combat starts, with the attacker
receiving a +3 to-Hit and to-Wound rolls in the first round.
Great risk great reward!
Failed Diving Charge
A Fighter that fails his Initiative Test to complete
the Diving Charge can be in a potential world of
hurt. Not only he may be injured by the Fall, but
the action is treated as a Failed Charge,
regardless if he received any Falling damage or
not. Place the model within 1 of the target (on
the same level, of course) and continue the game
as normal. This means that the Fighter is not
engaged in Close Combat and he could be
assaulted.
Death Squads
Falling
A Fighter that Falls will most likely take serious
injury. Anyone Falling will take D3 hits at a
Strength equal to the height in inches (round
down) that he fell (i.e. if the Fighter fell 4, it
would take D3 hits at Strength 4). Damage from
Falling ignores Armor and Cover Saves, but no
critical damage may occur (see the Injury section
for detail). A Fighter that Falls, regardless if he
takes damage or not, may not move any further,
Lay Low or attack during that Turn.
Example:
A Fighter A FALLS from a 3rd floor, a height of 4 while
Fighter B FALLS from a 6th Floor, a height of 8. Fighter A
will take D3 Hits, each at Strength 4. Fighter B will take D3
Hits, each at Strength 8. Lesson to be learned do not fall
down or you splat!
Stunned
Death Squads
If the Initiative Test is passed and the Fighter has
enough movement left to clear the gap, place the
Fighter as normal on the intended location.
Subtract the distance (round up) traveled by
Jumping Over a Gap of any Movement the Fighter
had left and continue with the intended action. A
Fighter may Jump Over a Gap may still fire a
weapon (at the same -1 BS penalty) if it is not
Running and the weapon allows it.
Example:
A Fighter is confronted with the decision to jump over a pool
of toxic waste nearby to attack the enemy, or go through a
hallway into what he is sure is a deadly ambush. The Player
declares that the Fighter intends to move forward, jump over
the toxic pool and open fire at the enemy. The Fighter has an
allowed WALK distance of 4. The Fighter WALKS 1 to the
edge of the pool and attempts to JUMP. His allowed distance
to JUMP OVER A GAP is 3 (initial 4 1 WALKED).
The pool size is measured to be 4 wide, so the distance is too
long to be jumped over! Our hero is now taking a bath with
the Toxic Avenger!
Shooting
Fighters are usually armed to the teeth!
Individual Fighters often have several different
weapons, such as knives, swords, pistols, rifles,
bolters, and even heavy/specialized weapons.
During your Squad's Shooting Phase, each of
your Fighters my fire one of their long Range
Weapons.
This means that each of your Fighters can fire a
pistol, shoot with a lasgun, or even hurl a
grenade. Work through the Fighters from your
squad one at a time. Pick which Fighter is going
to shoot, nominate his target, work out whether
he hits the enemy. If the Fighter does hit, then
roll to see if the shot actually penetrated the
target's defenses. Now the target might have a
chance to avoid the wound by making a Save roll
(it can be an Armor, Cover or Invulnerable Save,
at the Player's discretion). Once this is resolved,
continue with the next shooter. You may take
shots in any order you wish.
Target Priority
You must always shoot at the closest enemy as
this represents the most immediate threat and
therefore the most obvious target; this is known
as Target Priority. However, you can choose to
shoot at a more distant target if it is easier to hit
than a closer one. For example, a closer target
may be hard to eliminate because it is partly
obscured by cover, whilst a more distant target
might be in the open and therefore an easier
shot. Any large model (that has the Large Target
characteristic) such as an Ogryn or a Trash-Kan,
could be chosen as a target even if other Fighters
are closer.
Thought of the Day
Death Squads
This diagram illustrates Target Priority. The
Attacker should fire at the closet target, Fighter
D, but he is obscured by cover and so is difficult
to
wound.
Fighter C is also
obscured
by
cover, reducing
the choices to
Fighters B and
A. The Attacker
must
fire
at
Fighter A, who
is the closest
unobstructed
target.
You can shoot at Fighters that are Fleeing,
Knocked Down or Stunned, but you can choose
to ignore them, because they do not represent an
immediate threat. It is better to shoot the closest
standing enemy Fighter instead. Note that you
can shoot at Fighters that are engaged in HandTo-Hand Combat, sometimes the risk of hitting
your comrades is worth the final result.
Range
Only after you have decided to shoot, have
chosen and declared a target you may measure
the distance to see whether the shot is within
range. Each type of ranged weapon has a
maximum range, as described in the Weapons &
Armor section of the book. Assuming that your
target is within range, your Fighter can proceed
with the shot. If the target is out of range, the
shot automatically misses.
Weapon Characteristics
There are many types of weapons used in the
vast distant future. From Laspistols to Bolters,
from Plasma Pistols to Flame Throwers; if it can
injure the enemy, someone is using it. Variations
of the same type of weapon (from Laspistols
made out of wood to those made out of plastruct
ceramics) do exist, but for game purposes, these
are just esthetic differences and the weapons
work the same. Each weapon type may have a
characteristic, which will define how it is used.
See
all
the
different
weapon
types,
characteristics, costs and stats in the Weapons,
Armor & Wargear section.
Death Squads
1
6
2
5
3
4
4
3
5
2
6+
2
Wounding
the
(Rolling to-Wound)
To-Wound Chart
TOUGHNESS
7
4+
8
5+
9
6+
10
Miss
Example:
An Ork Boy with a permanent injury (-1 BS) moved and now is
shooting his pistol at a target. A normal Boys BS is 2, and our
Boy's injury makes him a BS 1, so he requires 6 to-Hit. The
shot is modified by movement with a -1 penalty. A score of 7+
is therefore needed. To achieve this, the Boy needs to roll a 6,
followed by a further roll of a 4 or more. Why in the name of
Gork or Mork would any Warboss send such an Ork to the
battlefield with a gun is anyones guess!
STRENGTH
Requiring 7+ To-Hit
Because of certain modifiers, it is quite possible
that you will end up needing a score of 7 or more
to hit the target. It is obviously impossible to roll
a 7 on a D6, but you can still hit if you are
lucky! Roll a D6 as normal, if you roll a 6 then
you might have been successful. Roll a further D6
the additional score required is shown on the
chart below.
Target
10
10
Example:
The Fighter has managed to successfully HIT his target with
one shot and now it is time to figure out if the target could be
WOUNDED. Since the Lasgun used is Strength 3 (range:
24; S3; AP - ) and the targets Toughness is 3, a roll of 4 or
more on a D6 will be required to be successful. The Player
rolls a 5 wounding the model. Now the target gets a chance to
avoid the injury.
Death Squads
Once you have determined that a wound has
been dealt, the target gets a chance to Avoid
Injury by rolling an Armor, Cover or Invulnerable
Save, at the Player's discretion, as described on
the next section. If a Save roll cannot be rolled or
if it is failed, a wound is sustained as explained in
the Injuries section.
Death Squads
Death Squads
STANDING MODEL SIZE & SHOOTING
INTO CLOSE COMBAT
Model Size
Counts As
Small Size
Target
Normal Size
1 Target
Large Size
2 Targets
Example 1:
An Imperial Guard Infantryman (NORMAL SIZE model) is
fighting an Ork Boy (NORMAL SIZE model) in Close
Combat. An Ork Boy decides to fire his weapon into the melee.
The Ork Player rolls a successful to-Hit and now must
determine which Fighter was hit. Since both models are
standing and are normal size, they both count as one possible
target out of a total of two. The Player declares that on a roll
of 1-3 the shot will hit the Guardsman and on a roll of 4-5 will
hit the Ork. He rolls a 4, so the shot hit the Ork. The Player
will now proceed to roll to-Wound against the Orks
Toughness as normal.
Example 2:
An Imperial Renegade Militiaman (NORMAL SIZE model) is
fighting two Gretchins (SMALL TARGET) in Close Combat.
A Renegade Player decides to fire into the melee. The Player
rolls a successful to-Hit and now must determine which
Fighter was hit. The standing Militiaman counts as one target,
while the Gretchins counts as half targets each. The Player
declares than on a roll of 1-4 the shot will hit the Militiaman,
5 Gretchin A and a 6 Gretchin B. He rolls a 2, so the shot hit
the Militiaman. The Player will now proceed to roll to-Wound
against the Guardsman Toughness as normal.
Example 3:
One Imperial Renegade Militiaman (NORMAL SIZE model)
is fighting an Ork Trash-Kan (LARGE SIZE model) in Close
Combat. An Imperial Renegade decides to fire his weapon into
the melee. The Player rolls a successful to-Hit and now must
determine which model was hit. The standing Militiaman
counts as one target, while the standing Trash-Kan counts as
two out of three targets. The Player declares than on a roll of
1-2 the shot will hit the Militiaman and 3-6 the Trash-Kan. He
rolls a 5, so the shot hit the Trash-Kan. The Player will now
proceed to roll to-Wound against the Trash-Kans Toughness
as normal.
IS SHOOTING INTO
CLOSE COMBAT FAIR?
We believe so. After much debate, we
figure that it is a strategic decision left
for a field commander to take in the
heat of battle. If ten savage Orks
assault the gate of a fort defended by a
lonely Guardsman, you would figure he
would die what if he manages to hold
this horde for some time? Now, the field
commander has to make a decision;
either watches helplessly until the Orks
kill the unfortunate man, or unleash a
storm of Lasgun fire and take down as
many Orks as they can.
Odds are in favor that the shots will hit
the Orks (as they are in superior
numbers) and everyone knows a good
Guardsman would rather die by a
Lasgun blast to the back of the head
than being cleaved in half by a rusty
Ork Choppa!
It is this kind of decisions that makes
Death Squads worth playing. May be
the Player takes a chance and kills all
the Orks or may be this Guard will
survive such mismatched combat to
later become a renowned Imperial
Commissar. This choice should be the
Players to make, not the rules to force
down everyones throat.
Discuss this within your gaming group,
and make the decision that best favors
everyone play-style. It is a game
HAVE FUN!
Template Weapons
Some weapons can do damage over a wide area.
These weapons use templates to determine what
areas are affected. As the illustration shows
(from left to right) there is the Flamer Template,
the Ordinance Template and the Blast Template.
You can get these templates from your local
hobby store, as Death Squads uses them for
certain weapons. As a general rule, if any part of
a Fighter base is under a template, it is affected
by the weapon.
Death Squads
Launching Objects
Ammunition (as well as other items) may be
mechanically launched (rather than thrown) at
longer distances. Please see each weapon
description for specifics.
Flamer Templates
Certain weapons can launch an area attack that
spreads out as it leave the point of origin; thus,
the farther away from the weapon, the greater
the area of coverage. The best example of this
weapon is the Flame Thrower, also known as the
Flamer. Other examples may include gas, mist or
breath weapons. Regardless of the particular
weapon, the game mechanic remains the same,
and in this section they will all be referred to as
Flamers.
Flamers utilize a special teardrop-shaped
template which represents the spread and
trajectory of the attack, such as a jet of flame.
This template is known as a Flamer Template.
Weapons that use
the
Flamer
Template come in
different varieties
and sizes. Some
of them are large
and bulky, having
enough fuel for
multiple
firing,
while others are
only small enough for a single use before their
fuel is exhausted. These attacks combine
scorching heat or toxic fumes, intense flames or
sticky goo that usually wrap around possible
obstructions that can protect anyone from the
direct hit of a bullet or a laser beam.
Instead of rolling to-Hit, simply place the small
end of the template on the base of the model
firing the weapon, regardless where the tip of the
weapon is located, and the rest of the template
covers as many Fighters as possible in the target
unit without touching any friendly models. Any
Fighters fully or partially under the template are
hit automatically. Every Fighter under the
template is affected by the weapon, no matter
how much or little of the template actually covers
the Fighter.
Blast
Template
Some
weapons fire
an exploding
shell
or
energy blast
which inflicts
damage over
a large area.
The spread of a shot or blast is represented by a
small circular template known as a Blast
Template.
Death Squads
When you shoot a weapon that uses a Blast
Template, nominate your target and roll to hit
exactly as you would with any other weapon. If
the target lies beyond the weapons range, the
shot dissipates harmlessly causing no damage.
Otherwise, take the Blast Template and proceed
as follows.
If you hit the target, place the Blast Template
with its centre directly over the target Fighter.
The target is hit, and any other Fighter that lies
wholly or partially inside the Blast Template is hit
too. When you hit the weapon causes Direct
Damage, so all the to-Wound rolls are calculated
at the weapons original Strength.
If you miss the original target, your shot has
flown wild, but may still land close enough to
cause Indirect Damage. All Indirect Damage is
calculated at the weapons Strength -1. To
determine where the shot has landed you must
make a Scatter roll. To do this you will require a
D6 and a Scatter Die, a special dice marked with
arrows and a hit symbol. Take both these dice
and roll them so that they land as close to the
target as possible.
If the Scatter
Die indicates
a
hit,
the
shot lands on
the intended
location, but
there was a
slight
delay
giving
opportunity
to the target
to brace for
impact
and
reducing the
weapons
effectiveness (Indirect Damage). If the Scatter
Die shows an arrow, this will be the direction the
shot has deviated.
The D6 will indicate the distance in inches which
the Blast Templates center hole will scatter. If
the Blast Template is over any part of a Fighters
base (either friend or foe), the Fighter will take
Indirect Damage. Note that a shot can scatter
beyond the original weapons range and Blast
Template weapons will affect Fighters engaged in
Close Combat.
Example:
A Fighter is the intended target of a grenade. The attacker
throws the grenade and misses the to-Hit roll. He misses and
must therefore roll the Scatter and D6 dice to determine where
the shot lands. He rolls a 4 on the D6, indicating that the blast
marker is moved 4 in the direction of the arrow on the
Scatter Die. As illustrated), the unit Friendly A is just 4 in
that direction, so it will take Indirect Damage.
Ordinance Template
There are weapons of immense power capable of
damaging huge areas. These weapons use the
Ordinance Template, a large circular template
representing the spread of a shot or blast,
following the same template general rule.
Normally these weapons are so massive that they
are reserved for armies, not individual Squads, to
use
as
anti-personnel
or
anti-regimental
weapons. In rare occasions a weapon may call for
the use of the Ordinance Template. Follow the
rules for the Blast Template above.
Death Squads
Example 2:
An
Imperial
Guardsman on a
2nd floor decides to
fire a Frag Grenade
with his Grenade
Launcher at some
Orks that had made
a base of some
ruins. The Player
decides to fire at the
Orks at ground
level, declares the
spot where the
grenade is to land
(rather
than
selecting a specific
Fighter) and shoots.
If successful, the explosion will affect only the Fighters at
ground level. He hits his mark, and places the Blast Template
over the spot he intended the grenade to explode... only to
discover that only two Orks are within the blast radius!
Throwing Objects
Fighters of the 41st Millennium are not limited to
high-tech weaponry or Close Combat. Anyone
can pick an object, be it a rock or a grenade, and
throw it anywhere. Instead of using a firearm or
launching an Assault, the Player declares that a
particular Fighter is throwing a specific item and
resolves the attack like firing any other weapon
(roll to-Hit and to-Wound as explained above).
Certain items, like a grenade, can be used just
once. These items fall under the Thrown Weapon
category. Usually, all objects and weapons that
can be throw can be sent a minimum distance
equal to the throwers Strength and a maximum
distance equal to double the throwers Strength.
This is most evident in the case of Grenades.
Grenades
A grenade is a small explosive bomb thrown
manually or fired mechanically from a weapon.
There are many different sorts of grenades
available to 41st Millennium Fighters. The most
common type of grenade is the anti-personnel
fragmentation device (a.k.a. Frag Grenades), but
there are many other types all with very specific
functions.
Death Squads
As mentioned in the Throwing Objects section, a
Fighter can carry a finite combination of five (5)
weapons he can throw. So a Fighter may carry up
to 5 grenades he can use in a single battle
(game), but those not used can be carried to the
next encounter. Grenades are stable enough to
withstand the rigors of battle without exploding,
unless specifically noted on their description.
A Fighter may throw a grenade rather than shoot
a weapon during their Shooting Phase.
Regardless of how the weapon is launched, either
manually or mechanically, grenades are usually
used against targets that are within Line of Sight
(LoS). The attacker declares the intended target,
the distance is measured and if it is within range
a to-Hit roll takes place as normal.
If successful, to-Wound rolls will take place for
any Fighters within the blast radius (as previously
described). If the distance is outside range or the
to-Hit roll is failed, it is considered a miss, a
scatter roll will be done and Indirect Damage
determined.
D6 Effect Description
1
Death Squads
Gas Grenades produce clouds that can last for
several turns, or slowly disperse or drift away
altogether. At the end of each Players Turn
(except the one when the grenade was thrown),
roll a D6 and consult the Gas Grenade Retention
Chart below to determine what happened to the
gas.
GAS GRENADE RETENTION CHART
D6
Effect Description
Death Squads
Assault and
Hand-To-Hand
Combat
Sometimes, the best way to defeat an enemy is
to get up close and personal. The weapons used
to accomplish these goals vary from a piece of
stick to a chain-sword, from an un-armored fist
to a Power Fist. While details like the number of
attacks and the type of injury depend on the
attackers Attributes and the weapon used, the
basic mechanics remain the same.
Death Squads
Failed Charge
Sometimes, a Charging Fighter may not reach
the enemy because you have miscalculated the
distance or allies have provided effective cover
fire, taking the target Out Of Action. At the
moment of performing a Charge, you may find
out that the intended Target is out of range
because the enemy model is beyond your Charge
distance (defined as double your Movement
Attribute) or the declared target is no longer
viable (it was removed OOA by another attack.)
If the Target is out of range, just move your
Fighter to his intended location (his full Charge
distance) and the Fighter may not do anything
else. This is called a Failed Charge.
As Charging and Hand-To-Hand Combat is the
last part of the Turn, Fighters that Failed to
Charge do not get to change direction, shoot or
use Psychic Powers as compensation. The Fighter
that Fails a Charge is not considered to be
engages in Close Combat, and it is usually left in
the open without the protection of Cover Saves.
Plan well and weight the consequences before
committing a Fighter to Assault!
Death Squads
Example:
Two Ork Boyz, Grotuz & Zodbad, are playing Punch-Drunk
Squig; basically trying to punch each other to death. They
both have an unmodified INITIATIVE value of 2. After a few
rounds of simultaneous punches, Grotuz falls to the floor
(KNOCKED DOWN). Next round he starts to wake up groggy
but willing to fight; his INITIATIVE for this round is lowered
to 0. Zodbad continues to have INITIATIVE 2, so he throws
the first punch taking his buddy Grotuz OOA before he can
respond. Zodbad is da best!
Death Squads
If the Fighter has Strike Last (for example, he is
using a cumbersome weapon) and also First
Strike (he is Charging) then both Initiative
modifying elements cancel each other. The
Fighter would go at its normal Initiative value,
plus any modifiers applicable.
Two or more Fighters may be affected by Strike
Last at the same time; for example two Fighters
fighting with Power Fists. Follow the guideline
and substitute their Initiative to 1, then add
modifiers. If this results in the same Initiative
value, then both attack simultaneously as
normal. Resolve all the attacks from these
Fighters normally (regardless which Player roll
first). Remember, Fighters standing up from
Knock Down have an Initiative value of 0 (zero)
and receive no modifiers what so ever for that
Turn; they will always attack at the end.
Interception
If an unengaged (i.e. not in Hand-To-Hand
Combat) enemy Fighter lies within 2 of the
Charge route that Fighter may choose to
Intercept the Charger, if he wishes. This
interception area is shown in the diagram below.
Only one enemy Fighter may attempt to intercept
each Charger.
If the intercepting Fighter would normally require
a Fear test to engage the Charger then he must
pass one in order to be allowed to intercept.
Failure means he will not move. If the
intercepting Fighter causes Fear then move the
Fighters into contact and then take a Fear Test
for the original Charger (assuming he would
normally do so) as if he was the one being
Charged. Regardless of the results of this test, it
is still the original Charger who counts as
charging in the subsequent round of combat, not
the intercepting Fighter.
Example:
An Ork, with Initiative 4, wielding a two-handed Axe is
fighting against two Imperial Guardsmen, Initiative 3, each
armed with Combat Knives. Guardsman B was KNOCKED
DOWN in a previous Turn, and now is just recovering making
his Initiative a 0. Since the two-handed weapon is affected by
STRIKE LAST the Ork will have an Initiative of 1.
Guardsman A will attack first, if the Ork survives and is able
he will attack second and Guardsman B will attack third, if
available.
Multiple Situations
It will not be uncommon that you find yourself in
a combat situation in which finding out who goes
first may seem confusing. Do Not Panic! Follow
the guidelines and you will be fine!
Example:
An Eldar Guardian (INITIATIVE 4) armed with a twohanded Sword DECLARES A CHARGE against an Ork Boy
(INITIATIVE 2) who just KNOCKED DOWN Imperial
Guardsman (INITIATIVE 3) armed with a Combat Knife the
previous round. What is the attack order?
Eldar Guardian: His base INITIATIVE is 4. FIRST
STRIKE (from the CHARGE) is nullified by STRIKE
LAST (from the weapon). Conclusion; his MODIFIED
INITIATIVE is 4.
Ork Boy: His base INITIATIVE is 2. Conclusion; his
MODIFIED INITIATIVE is 2.
Imperial Guardsman: His base INITIATIVE is 3. Stands
from KNOCK DOWN (reduce base INITIATIVE to 0).
Conclusion; his MODIFIED INITIATIVE is 0.
Death Squads
To determine whether hits are scored, roll a D6
for each Fighter fighting. If a Fighter has more
than 1 Attack, roll a D6 for each attack. The dice
roll needed to score a hit on your enemy depends
upon the Weapon Skills of the attacker and the
foe. Compare the Weapon Skill of the attacker
with that of his opponent and consult the To-Hit
Chart to find the minimum D6 score needed to
hit.
To-Hit Chart
WEAPON SKILL
WEAPON SKILL
1
10
10
Wounding
the
(Rolling to-Wound)
Target
To-Wound Chart
TOUGHNESS
STRENGTH
10
10
Death Squads
To-Hit
Knocked Down
Automatic
+1
-1
+1
Stunned
Automatic
+3
-3
+3
Death Squads
Unarmed
Attacks
Close
Combat
Death Squads
Avoiding Damage
Even the lowest of the Imperial Guardsmen know
that the best way to avoid certain death is to
avoid injury in the battle field all together! Not
being in the Line of Sight of the enemy, taking
advantage of the available landscape for
protection are just complimentary tactics that
increase a Fighters chance of survival.
If one still gets hit by the enemy, body armor
such as Flak Jackets, Carapace Armor, Steel
breastplates, leather tunics, shields could be used
as common forms of protection used by all
Fighters in the battlefields of the 41st Millennium.
A few talented, important or lucky individuals
may have force fields or psychic abilities that
may grant immunity to injury.
In this section, we will discuss the methods that
Fighters use to avoid damage all together; from
Hiding to Cover, from Armor to Invulnerable
Saves.
Taking Cover
If you got to be seen in the battlefield, you may
as well place yourself behind some additional
protection! Anyone can use the existing terrain to
gain a tactical advantage, which is known as
Taking Cover. As discussed earlier, this is a way
to represent Fighters crouching down or moving
behind barricades. The Fighter moves as close as
they can to blend in with an existing terrain
feature, be it a low wall, bunker, rubble, a trench
or even some tall grass! They are visible to the
enemy and can attack as normal, but they may
have some additional protection against most
ranged attacks. Cover offers no protection
against Close Combat attacks.
Taking Cover is a passive action, meaning that
the Players do not need to declare that a
particular Fighter behind Cover is Taking Cover to
gain a Cover Save. Instead, any terrain features
that partially blocks (50% or less) Line of Sight
(LoS), 1 tall for normal size models, gains a
Cover Save. Small Target Fighters usually needs
tall obstruction to gain a Cover Save, while a
Large Target Fighters usually require 1- to
gain this benefit.
Laying Low
The old saying You can kill what is not there
becomes
true
in
every
battle.
Fighters
understand that while they cant magically
vanish, they can make themselves harder to see
and hit by attempting to find a safe place on the
battle field by Laying Low. This is nothing to be
ashamed of especially if it gives you the
advantage against the enemy!
Laying Low represents Fighters efforts to
concealing themselves in a way that our
unmoving and dramatically posed models cannot.
A Fighter that is Laying Low keeps as still as
possible, barely peeking out of Cover trying to
become invisible or even throwing himself into
the ground! While Laying Low, a Fighter is harder
to see or to shoot at, and thus usually ignored as
a non-threatening opponent. On the other hand,
such Fighters may not shot and are more
vulnerable to any Charges against them while
Laying Low. Anyone can Lay Low and with due
training (i.e. Skills) and specialized Wargear, a
Fighter may learn to counter most of the
disadvantages that the untrained combatant may
suffer while hugging the ground.
A Player may declare during the Movement Phase
that a specific Fighter is Laying Low, regardless if
he has remained still or moved (Walked). A
Fighter can Lay Low regardless if his position is
out on Open Ground or behind Cover (details on
Cover were previously discussed).
Laying Low is an active action, meaning that the
Players must declare that a particular Fighter is
Laying Low to gain this tactical advantage. This is
not a passive situation, and as such the Player
must declare that the Fighter is Laying Low by
the end of the Fighters movement. If the Player
does not declares the intention to Lay Low, the
Fighter is not Laying Low regardless of any
previous action or failed attempt to explain he is.
You should place a Laying Low counter beside the
model to remind you of his current status. If the
Fighter has been Knocked Down or Stunned, it
can never be considered Laying Low, regardless
of the situation. See Injuries section for details.
Death Squads
Fighters who are Laying Low will receive a +2
bonus (reduction) to his Cover Save, even if in
Open Ground. See the SAVES section below for
details.
Example:
An Infantryman LAYS LOW behind a barricade (Cover Save
5+). He now has a Cover Save of 3+. Another Infantryman
LAYS LOW on Open Ground (no Cover Save), so he has a
5+ Cover Save.
This Cover Save bonus is cumulative with any
other Cover Save bonus currently in effect. For
example, a Fighter with the Small Target
characteristic has a +1 bonus to his Cover Save
which can be combined with Laying Low.
Example:
A
Gretchin,
who
has
the
SMALL
TARGET
CHARACTERISTIC, is cowering behind a barricade (Cover
Save 5+) thus he has a Cover Save of 4+. The Player declares
that the Gretchin will now LAY LOW, so he now has a Cover
Save of 2+.
Such cumulative bonuses may lower the Cover
Save down to a 1+ Cover Save, which would
mean that such individual would always pass his
Cover Save. On the same regard, weapons (such
as Flamers) or situations (such as Critical Hits)
that negate Cover Saves would negate any
advantages provided by Laying Low.
There may be times when an enemy Fighter
armed with a grenade or another Template
Weapon may inadvertently Wounds the Fighter
who is Laying Low. If such event occurs, the
Fighter who is Laying Low continues to enjoy the
Cover Save bonus, where this is not negated or
modified by the weapon used (i.e. Flamers
negate Cover Saves completely!), and any
damage is resolved as normal.
The Fighter that Lays Low may not shot, use an
item nor use any Psychic Power on that Turn, as
he is too busy attempting to blend in on his
surroundings! A Fighter may stay Laying Low
over several Turns, as long as the intention of
Laying Low is clearly declared every Turn.
Parry
A Fighter that is engaged in Close Combat may
try to avoid injury altogether by attempting to
deflect a blow. This is known as to Parry an
attack. Some individuals may learn the
Avoidance Skill and some weapons, like Swords,
have the Deflection Special Rule that may give a
chance to the Fighter to circumvent the attack.
After the opponent scores his hits, but before
rolls to-Wound, a Fighter able to Parry may try to
elude such blows. The defender declares which
to-Hit rolls (regardless which weapon cause the
hit) he may try to Parry and rolls a D6; if the
score is higher than the number your opponent
rolled to-Hit, the attack was Parried successfully
and the attack is discarded. If the roll is equal or
less, the attack is successful and the attacker
may roll to-Wound as normal. Parry may only be
performed once per hand wielding an item that
allows doing so per Close Combat Turn. Against
multiple opponents as well as against attacks
made with multiple weapons (or scoring multiple
hits with the same weapon), the defender is free
to select which to-Hit rolls he will attempt to
Parry, usually (but not required to be) the lowest
successful to-Hit roll! Only one Parry attempt per
to-Hit roll die may be attempted per Turn.
Death Squads
Example:
A Fighter with two Swords can Parry twice (once with each
Sword). The enemy is attacking three (3) times; two times with
a Sword and once with a Combat Knife. The enemy rolls two
successful to-Hit rolls with the Sword (a 4 and 5) and one
successful to-Hit roll with the Combat Knife (a 3). The Fighter
could attempt to Parry two attacks; he declares he will
attempt to Parry the Sword (rolled a 4) and the Combat Knife
(a 3). He rolls a 4 against the Sword and thus fails the attempt
to Parry the attack. The Fighter will attempt his second Parry
and rolls a 5; he successfully Parries the Combat Knife (which
is the dice roll he declared he was going to attempt to Parry.)
The enemy may roll to-Wound with both of the attacks made
with the Sword as normal.
Saves
Your Fighter positioned himself for an ambush
behind a junked vehicle. Unfortunately, he is
spotted by the enemy, attacked (a successful toHit roll) and wounded (a successful to-Wound
roll). There is a small chance for the Fighter to
survive injury; it can be done by passing a Save.
There are three kinds of Saves; an Armor Save, a
Cover Save and an Invulnerable Save. A Fighter
in a particular situation may have all three kinds
of Saves available or none at all! It is the Player
whose Fighter that was targeted who decides
which one Save he gets to roll to attempt to
avoid the injury. Of course, the Player will declare
which Save the Fighter is taking before the roll;
whichever is most beneficial.
Regardless of the type of Save that can be used,
the mechanics are the same. Every form of
protection has an Armor Value, from 2 to 6. To
avoid a wound, the Player must roll a D6 for
every wound taken (successful to-Wound rolls), if
the dice roll is the equal or above the current
Armor Value, the wounding hit has not hurt the
target at all. A roll of 1 is always a failed Save,
regardless of any logic behind an argument to
the contrary.
In some parts of this manual, specifically on
Scenarios, the Attributes of generic character
(i.e. Reinforcements, Beasts, etc.) may include a
Save Attribute. This refers to the dice roll result
that the generic character needs to have a
successful Save. An abbreviation of 5+ would
indicate that the generic character requires five
or more to pass his Armor Save of 5+, while a
Save Attribute of 5++ would indicate that the
generic character requires five or more to pass
his Invulnerable Save. Details on the different
types of Saves follow below.
Armor Saves
Armor Saves refers to any physical protection
that the Fighter is wearing to avoid an injury.
Anything from a Mesh Armor (AV 6) to
Terminator Armor (AV 2) is considered armor.
Fighters wearing no armor do not have an Armor
Save. Details on particular armor can be found in
the Weapons, Armor & Wargear section. If armor
is worn, it can be used to deflect long ranged
attacks, as well as Close Combat attacks. Certain
types of injury ignore Armor Saves, such as an
injury from Falling. It does not do any good to be
wearing a bullet-proof vest when you fall from a
3rd story building! Also, weapons with AP (Armor
Penetration) value determine if an Armor Save is
available.
Example 2:
An IG Captain armed with a PLASMA PISTOL (AP 3) fires
back at his would-be Assassin, who is wearing CARAPACE
ARMOR (AV 4) and is also out on the open grass field. The
Captain hits his adversary and rolls a successful to-Wound.
Since the Assassin is out in the open with no place to hide, he
doesnt get a COVER SAVE. Since the PLASMA PISTOLS
AP is lower than the CARAPACE ARMORS AV, the shot
goes through the armor like it was not there.
Death Squads
Cover Saves
Invulnerable Saves
TYPES OF COVER
Cover Save
Type of Cover
6+
5+
4+
Injuries
No matter how much a Fighter sneaks behind
cover or how much armor they are wearing,
something will eventually cause an injury.
Sometimes, these injuries can be brushed off,
but others can prove lethal. The Wounds
Attribute in each Fighters description indicates
how many Wounds a Fighter can receive. Once
the Wounds attribute goes to zero (0), then the
Fighter may not be able to continue to fight.
Most Fighters have a Wounds Attribute of one
(1), but some have a value of two (2) or more. If
a Fighter has more than one (1) Wound, then for
each successful to-Wound roll is scored (and
either there is no Save or the roll is failed) deduct
one (1) Wound from his remaining Wounds. The
best way to keep track of remaining Wounds is to
make a note on the roster sheet.
So long as the Fighter has at least one (1)
Wound remaining he may continue to fight as
normal. As soon as a Fighters Wounds are
reduced to zero (0), roll to determine the extent
of his injuries. The Player who inflicted the
Wound rolls a D6 for the Wound that reduced the
Fighter to zero (0) Wounds and for every Wound
the Fighter receives after that. If a Fighter suffers
several Wounds in one turn, roll once for each of
them and apply the highest result.
Death Squads
TYPE OF INJURY CHART
D6 Description
1-2 Knocked Down: The force of the blow knocks the Fighter
down. Place a counter to indicate the Fighter is currently
Knocked Down; alternatively you may lay the model faceup to indicate his current status.
3-4 Stunned: The target falls to the ground where he lies
wounded and barely conscious. Place a counter to indicate
the Fighter is currently Stunned; alternatively you may lay
the model face-down to indicate his current status.
5-6 Out Of Action: The target has been badly hurt and falls to
the ground unconscious. He takes no further part in the
game and the Fighter is immediately removed from the
battle. Record who took the Fighter OOA for Scenario
Experience Awards.
It is important to understand that Knocked Down
and Stunned are STATES or conditions of being
and NOT physical representations. Our models
have static poses and those states are usually
represented by laying the models down (see
section below for details).
Death Squads
Knocked Down
Stunned
Out Of Action
A Fighter who is Out Of Action (also known as
OOA) is out of the game. Remove the Fighter
from the tabletop. Its impossible to tell at this
point whether the Fighter is dead or alive, but for
game purposes it makes no difference at this
stage. After the battle, you can test to see
whether he survives and if he sustains any
serious lasting injuries as a result of his wounds.
Critical Hits
Some attacks, regardless how feeble the
weapons or how tough the armors are, have a
slight chance to find a weak spot and cause
severe damage. Other attacks are simply too
brutal and powerful to brush off. These are
known as Critical Hits. Regardless of whether it is
in Hand-To-Hand Combat or shooting, a toWound roll will always cause a Critical Hit on a
roll of 6. If the attacker normally needs less than
6 on the to-Wound roll to wound his target, the
Player may roll a D6 and consult the Critical Hit
Chart below to determine the damage caused by
the Critical Hit.
Death Squads
If the attacker normally needs 6's to-Wound his
target, he may not score a result higher than a 3
on the Critical Hit Chart (by rolling a D3 instead
of a D6) as his opponent is simply too tough to
suffer a wide variety of serious injuries at the
hands of such a puny creature! Roll a D6 and
treat rolls of 1 to 2 as a result of 1, 3 to 4 as a
result of 2 and 5 to 6 as a result of 3.
Critical Hits may affect the amount of Wounds
the target suffers, as well as give penalties in any
Saves the target may be entitled to roll. When a
Player rolls several times on the appropriate
Critical Hit Chart, instead of stacking the results,
only the worst of the results will be applied.
Previous to any Critical Hits, make sure you have
decided which chart you will use, the Basic
Critical Hit Chart or the Advance Critical Hit
Chart. When learning, we suggest you keep with
the Basic Chart, but after you embark in your
campaign, you might try the Advanced Critical Hit
Chart for a more cinematic feel.
BASIC CRITICAL HIT CHART
D6 Description
1-2 Hits a Vital Part: The Critical Hit causes two (2)
Wounds. Roll appropriate Armor, Cover or Invulnerable
Saves as normal for each Wound.
3-4 Hits an Exposed Spot: The Critical Hit causes two (2)
Wounds, ignoring Cover Saves. Roll appropriate Armor or
Invulnerable Saves as normal for each Wound. Add +1 to
any Injury Rolls.
5-6 Master Strike! The Critical Hit causes two (2) Wounds,
ignoring Armor and Cover Saves. Roll appropriate
Invulnerable Save as normal for each Wound. Add +2 to
any Injury Rolls.
Death Squads
ADVANCED CRITICAL HIT CHART
BLADE
D6
Description
Description
Disarm: With a skillful flick of the wrist, you strike away your
opponents weapon, straining his grip to the limit.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Your opponent must make a Strength Test to
keep his Primary Weapon; modify the roll by +1 if you are using a 2H
weapon and by -1 if the opponent is using a 2H weapon. If the Fighter
fails the Test, he loses the weapon, forcing him to fight Unarmed with
his primary hand for the rest of this melee. As soon as he is out of
Close Combat, he automatically retrieves his weapon.
Crunched: Your opponent attempts to block your strike, but the sheer
momentum carries your weapon into his shoulder. Even in the din of
combat, you hear the delicious crunching of bone.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 5+, your opponent has his Base
Attacks reduced by -1, until the end of the game, to a minimum of 1.
This modifier may not stack with any other reductions to Attacks from
other attacks. This condition will be removed automatically after the
game ends.
Dazed: Your blow glances off of your foe's skull, causing him to see
everything as a blur. As he regains his senses, the metallic taste of his
own blood seeps into his mouth.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 4+, your opponent has his Base
Weapon Skill reduced by -1, until the end of the game. This modifier
may not stack with any other reductions to WS from other attacks.
This condition will be removed automatically after the game ends.
Crushed: Your weapon hits the enemy dead center, where his armor
is thickest... none the less, you sense that several ribs underneath are
starting to crack.
Causes: 1 Wound, which is at -1 Armor Save. Any Injury rolls for
this attack gain a +1 bonus.
Additional Effects: None
Clubbed: Your weapon falls upon the opponent with such force that
your whole arm aches from the recoil. Thankfully, your foe felt it in
every joint of his body.
Causes: 2 Wounds, which are at -1 Armor Save. Any Injury rolls for
this attack gain a +1 bonus.
Additional Effects: None
Death Squads
ADVANCED CRITICAL HIT CHART
FIREARMS
D6
Description
Grazing Shot: The shot glances off of your opponent's face, breaking
the skin of his brow or temple Even if it fails to severely injure the foe,
he finds his body fighting off shock, as blood trickles into his eyes.
Causes: 1 Wound, which is at -1 Armor Save and -2 Cover Save.
Additional Effects: If the Grazing Shot does not cause the target to
go OOA, he must make a Panic Test (roll equal or under his
Leadership Test on 2D6; see the Psychology section for details). If he
fails the test, he must run 2D6 directly away from his enemies
towards the nearest table edge. If the target is KD or Stunned, he
instead runs 1D6, and is placed KD or Stunned in whatever new
location he runs to. No effect on Fighters Immune to Psychology.
Bullseye: As your opponent ducks and weaves from one hiding spot to
another, you spy the perfect chance to strike him down. You exhale,
squeeze the trigger, and deliver the shot into the enemy's torso.
Causes: 1 Wound, which is at -1 Armor Save and Cover Save is
ignored. Any Injury rolls for this attack gain a +1 bonus.
Additional Effects: None
Exit Wound: The angle of your attack is perfect... there is no chance
that it will miss or be deflected. The projectile rips into the enemy's
flesh and out the other end, and your foe's screams echo across the
battlefield.
Causes: 2 Wounds, which is at -1 Armor Save and Cover Saves are
ignored. Any Injury rolls for this attack gain a +1 bonus.
Additional Effects: None
Boom, Head Shot!: The dreaded foe is more tenacious than you care
to admit. You decide to end it quickly, with a risky shot to his skull.
Causes: 2 Wounds, which are at -3 Armor Save and Cover Saves are
ignored. Any Injury rolls for this attack gain a +1 bonus.
Additional Effects: Victim gains a 6+ Invulnerable Save against this
a Critical Hit if wearing a Helmet.
Master Shot!: If war is an art, you have created your greatest work
yet- the perfect shot, piercing the eye or throat of the dreaded foe. You
strike so swiftly, that he has no time to feel pain... a mercy he doesn't
deserve.
Causes: 2 Wounds, which are at -2 Armor Save and Cover Saves are
ignored. Any Injury rolls for this attack gain a +3 bonus.
Additional Effects: None
Description
Crushing Blow: You throw your entire weight into the attack,
pushing the opponent back several feet by the momentum of the blow.
Wearied and bloodied, your foe starts to stagger before you.
Causes: 2 Wounds, which are at -1 Armor Save. Any Injury rolls for
this attack gain a +1 bonus.
Additional Effects: None
Tender Bits: You strike a strike a vital spot on the foe, clasping it
tight in your hand or jaw. With a tight squeeze, the victim trembles in
pain, his eyes widening in terror and agony.
Causes: 2 Wounds, which are at -3 Armor Save.
Additional Effects: The Wounds ignore Stun protection (such as
Helmet) and roll on the following Injury Chart: 1- Knocked Down, 24 Stunned, 5-6 Out Of Action.
Death Squads
Serious Injuries
During a game some Fighters will be taken Out
Of Action and are removed from play. At that
time, it doesnt matter whether the Fighter is
dead, unconscious, injured or just playing dead
in game terms, he is no longer capable of fighting
in the battle, which is all that matters.
When you are playing a campaign, it matters a
great deal what happens to Fighters who are
taken Out Of Action! They might recover
completely and be ready to fight in the next
battle, or they might have sustained injuries.
Worst of all, they might die, or be so badly
injured that they have to retire.
When a Recruit receives a serious injury, this is
treated differently than a serious injury of an
Officer (this is to represent the greater effect that
losing an Officer would have on your Squad).
Bear in mind that only Officers and Recruits who
have been taken Out Of Action are obliged to roll
for Serious Injuries.
Death of a Fighter
When an Officer is killed some or all his weapons
and equipment maybe lost, depending on the
result of the Serious Injury roll. When a Recruit is
killed all his weapons and equipment are lost. It
is very important, so be clear about it from the
start. It is not possible to reallocate a Fighters
weapons or equipment once he is dead.
Psychology
What is Psychology?
No matter how much training Fighters have, at
one point the life-and-death situations they
constantly face will impact them somehow.
Fighters may disregard orders to stand their
ground, and run for their lives. Others may
become inundated with fear of a specific
opponent. The Psychology rules cover the more
extreme mental states which Fighters may be
subjected to; from the Animosity to Stupidity,
and more.
Death Squads
Animosity
Certain individuals and races enjoy nothing more
than a good scrap; unfortunately theyre not
always very discerning about who they scrap
with! To represent this, those individual (and
Races) would suffer
Animosity. Make
a
Leadership Test for each Fighter affected by
Animosity before the Charge Declaration Phase.
If you pass the test, by rolling their Leadership
value or less on 2D6, then all is well and the
Fighters behave as normal as they would.
A failed test means that they have taken offense
to something one of his mates has done or said.
Individuals who are engaged in Close Combat do
not have to test since they are taking their anger
issues already against someone! To find out just
how offended the Fighter is, roll another D6 and
consult the following chart to see what happens:
Fear
Fear is a natural reaction to huge or unnerving
creatures. A Fighter confronting an enemy who
causes Fear must take a Fear Test (test against
his Leadership). Creatures that themselves cause
Fear can ignore these tests. Fear Tests vary
depending on the following situations:
Getting Charged by an individual who
causes Fear
If a Fighter is charged by an enemy that causes
fear, he must take a test to overcome that Fear
or be ineffective in his own defense. Test after
the Charge has been determined to be within
range. If the test is passed, the Fighter may fight
as normal. If it is failed, the Fighter must roll 6s
to score hits in that round of combat.
ANIMOSITY CHART
D6 Description
1 I Heard That!: The Fighter decides that the nearest
friendly Recruit has insulted his lineage or personal
hygiene and must pay the price! If there is a friendly
Recruit or Hired Gun within Charge range (if there are
multiple targets within reach, choose the one nearest to the
mad Fighter), the offended Fighter will immediately
Charge and fight a round of Hand-To-Hand Combat
against the source of his ire. At the end of this round of
combat, the Fighters will immediately move 1 apart and
no longer count as being in Close Combat (unless one of
them fails another Animosity test and rolls this result
again). If there are no friendly Recruit or Hired Gun
within Charge reach, and the Fighter is armed with a
missile weapon, he immediately takes a shot at the nearest
friendly Recruit or Hired Gun. If none of the above
applies, or if the nearest friendly Fighter is a friendly
Officer, the Fighter behaves as if a 2-5 had been rolled on
this chart. In any case, the Fighter in question may take no
other action this turn, though he may defend himself if
attacked in Hand-To-Hand Combat
2-5 What You Said?: The Fighter is fairly certain he heard
an offensive sound from the nearest friendly Recruit, but
hes not quite sure. He spends the turn hurling insults at
his mate. He may do nothing else this turn, though he may
defend himself if attacked in Hand-To-Hand Combat.
6 Ill Show You!: The Fighter imagines that his mates are
laughing about him behind his back and calling him silly
names. To show them up, he decides that hell be the first
one to battle! This Fighter must move as quickly as
possible towards the nearest enemy Fighter, Charging into
combat if possible. If there are no enemy Fighters within
sight, or out of charge range then the Fighter will run as
far as possible towards the closet enemy Fighter. This
move is in addition to his regular move in the Movement
phase, so he may therefore move twice in a single turn if
you wish. If the extra move takes the Fighter within
Charge reach of an enemy Fighter, the Fighter must
Declare Charge during the appropriate Phase.
Death Squads
Frenzy
Panic
Hatred
Hatred is a very powerful emotion, and during
this era of strife and war, bitter rivalry is
commonplace. Fighters who fight enemies they
Hate in Hand-To-Hand Combat may re-roll any
failed to-Hit rolls when they attack in the first
round of combat. This bonus represents the
Fighter venting his pent-up hatred on his foe.
After the initial round of Hand-To-Hand Combat
he loses some impetus and subsequently fights
as normal for the rest of the combat.
Death Squads
Stupidity
Many large and powerful creatures, as well as
some of the more unhinged individuals in Death
Squads, are unfortunately rather dumb. Fighters
that are Stupid test at the start of their turn to
see if they overcome their Stupidity. Make a
Leadership Test for each Fighter affected by
Stupidity before the Charge Declaration Phase. If
you pass the test by rolling their Leadership
value or less on 2D6, all is well the creatures
behave reasonably intelligently and the Player
may move and fight with them as normal.
If the test is failed, not all is well. Until the start
of its next Turn (when it takes a new Stupidity
Test), the Fighter will not Move, Charge, shoot,
use any psychic powers or fight in Hand-To-Hand
Combat (although he would defend himself) on
his own volition. A Fighter who fails a Stupidity
test, which is not in Hand-To-Hand Combat, will
determine his action by rolling a 2D6 on the chart
below:
STUPIDITY CHART
2D6 Description
2-4
5-7
Recovering from
Serious Injuries
The known Universe presents a weird mixture of
advanced technology and primitive technical
improvisation. Conditions can be very rough in
different planets and battlefields and those who
live there are used to making compromises.
Sometimes, Officers can scramble resources to
either minimize or eliminate the permanent
effects of a Serious Injury.
To the resourceful and wealthy, bionic implants
and transplants of living tissue are readily
available solutions to disease and injury. The notso-lucky or just plain poor have to cope the best
they can, making do with simple prosthetics and
putting up with debilitating injuries. However,
there are a few skilled bio-surgeons able to
perform transplants for those who are able to pay
the price.
In the following section, we will present the two
main paths that can be taken to reverse the
effects of Serious Injuries; Surgery and Bionics.
Surgery is the repair of injury and damage
through conventional medical treatments, such
as operations for bone, muscle and nerve repair;
physical, chemical and genetic therapy, etc.
Bionics is the use of mechanical implants to
either improve perfectly working organs or
replace damaged ones. Regardless of the method
used to recover from injury or its conclusion, any
Fighter that requires Surgery or Bionics must
miss out the next game as they are recovering
from the experience.
11-12 The Fighter stands inactive and drools a bit during this turn.
He may do nothing else, as drooling is so demanding until
the start of the Fighters following Turn (when it takes a new
Stupidity Test).
Surgery
[Intro remove other injuries, like mental or
catastrophic events, NOT covered by Bionics]
[Rules Pending, to included in future editions
03/08/09]
Death Squads
Bionics
In Death Squads, there are two kinds of bionics
available; Bionic Replacements and Bionic
Enhancements. An Officer that receives an eye,
arm or leg Serious Injury, could try to find an
appropriate Bionic
Replacement
to
repair
damage. Anyone (be it an Officer or a Recruit)
could benefit from a Bionic Enhancement, which
is used to augment existing biological tissues.
The purpose of a Bionic Replacement is simple;
to detach a damaged or diseased limb or organ,
and replace its function with a foreign
mechanism, be it an enhanced biological graft
from a donor or an artificial mechanical
construct.
They
differ
from
a
Bionic
Enhancements in that the Bionic Replacement
creates the complete infrastructure for the organ,
while a Bionic Enhancement augments currently
functioning healthy systems. This is better
illustrated with this Bionic Eye example below.
Example 1:
A Fighter, due to negligence in the battlefield, loses an eye.
Not only the occipital bone in the cranium is crushed and
permanently disfigured, but the optic nerves were severed by
the damage. A BIONIC EYE REPLACEMENT would not
only hold micro-cameras to capture images, but nano-bots
would have to be wired to his brain so the collected
information is processed. Either internal or external systems
would have to intercept information from the uninjured eye to
process colors and depth perception. A good BIONIC EYE
REPLACEMENT would leave the patient seeing 20/20 at
best.
Example 2:
Another Fighter decides to submit himself to BIONIC EYE
ENHANCEMENT to increase his over-all vision. The
BIONIC EYE ENHANCEMENT apparatus diverts the optic
nerve from his brains thalamus to an artificial nanocomputer. The information is now processed to include
Infrared and UV Light spectrum, as well as enhanced
peripheral vision, to the cerebral cortex, where visual
perception occurs. The patient now sees 50/20 even in low
light and no light conditions.
Bionic Enhancements
[Rules Pending, to included in future editions
03/08/09]
Bionic Replacements
Bionic Replacements refer to any kind of bionic
substitution with the sole intention of replacing a
body part that has been lost to injury or
negligence. These techno-medical wonders are
capable of restoring functionality to a crippled
individual, and as such are more valuable than
Bionic Enhancements. All Bionic Replacements
are somewhat hard to find and expensive, as you
are replacing a defective or non-existing organ.
Bionic Replacements can only be used by Officers
to repair damaged organs, as Recruits that suffer
this kind of injury simply retire (i.e. are removed
from the Squad). The same organ may be
attempted to be replaced only two times. Any
other attempt will automatically fail.
To use a Bionic Replacement, the Player must
first acquire (either find or purchase) the specific
item. Then the injured Fighter must submit to the
Player must roll a D6; on a result of 3+ the
Bionic Replacement was successfully implanted,
wired and programmed. The Serious Injury
affecting the replaced limb is removed.
On a result of 1 or 2 the Bionic Replacement was
rejected by the patient. The implant is now in the
patient, but it does not work at all, thus the
Serious Injury remains as if the Bionic
Replacement was never put in place. Another try
to repair the damage may be attempted after a
new Bionic Replacement has been purchased.
The previous Bionic Replacement is discarded as
damaged goods, so it cannot be re-used on
another patient. The presence of someone with
the Medic! Skill will give +1 to the roll.
Thought of the Day
Death Squads
Psykers
A Psyker is a being who exhibits the ability to use
psychic powers. Most races have individuals that
have these powers, whereas some despise them
so far as to engineer Fighters that actively seek
out and destroy them. Some races are so
dependent on psychic powers that they based
their entire civilization around them. The powers
come mostly from the warp, but in the case of
the Orks, are drawn from their collective
Waaagh! power. Psychic powers are measured by
using a twenty-four point scale, known in the
Imperium as The Assignment scale.
These powers may manifest themselves in many
ways, from predicting enemy movements to
projecting bolts of devastating psychic energy.
Some can even aid troops towards more
devastating attacks.
Imperial Psykers
The psychic mutation among humanity is
becoming increasingly common, presaging the
emergence of a new, psychic race. 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.
The Imperial Guard's psychic unit is the rare
Sanctioned Psyker. They are trained at the
Adeptus Astra Telepathica's Scholastia Psykana
for service only on large battlefields. Rogue
Psykers might be hidden in different worlds and
are always brought to justice by the Inquisition.
Ork Psykers
Ork armies certainly make use of psychic powers;
Ork Psykers are unique in that they draw their
psychic power from the Orks collective emotions
instead of directly from the warp. A large mob of
Orks tends to generate what has become known
as a Waaagh! field, which is then absorbed by the
Ork Psykers known as Weirdboyz. They have
little control over this and too much of a build up
will likely explode the Ork's head and devastate
the surrounding area. A Weirdboy avoids combat,
like most other fragile Psykers, but can cast
green flame capable of melting armor and killing
the Fighter inside.
Eldar Psykers
The Eldar are a psychic race, and some of their
most powerful units have strong psychic powers.
Eldar who tread the Path of the Seer are
Warlocks. Farseers are the most powerful of all
Eldar Psykers. They are most often known for
using their vast psychic powers to see the
possibilities of the future to be able to manipulate
events to better ensure the survival of the Eldar.
Eldar psychic powers are usually subtle, ranging
from having visions of the future, detecting
enemy movements, to fighting mental battles.
However, a Farseer may be capable of using
telekinetic power to hurl a battle tank into the
air.
Chaos Psykers
Followers of Chaos deal with forces of the Warp;
and those who are psychic are favored by the
Dark Gods. The existence of Psykers allied with
the forces of Chaos, known as Sorcerers, remote
beyond the time of the Horus Heresy.
Most Sorcerers are granted gifts by their god,
which further enhances their psychic powers.
They are also often selfish madmen, believing
themselves superior to all others and on a mighty
quest for power and knowledge to increase their
mental fortitude and develop new ways of using
their powers. Often the visions given to Sorcerers
are unattainable, subsequently driving them to
extremes in their desire to achieve these goals.
Death Squads
Psychic Test
All Psykers must concentrate in order to use their
abilities. For some races or individuals this is
much easier than for others. In order to use a
Psychic Power, the Player must declare the
intention (but not the power nor the target) when
Declaring Charges (at the beginning of the Turn,
before Movement, before any Movement has
taken place).
Usually, Psykers release their powers during the
Shooting Phase, but some powers specifically
affect movement or even Terrain and thus must
be released as described on the power's
description. Any power that is attempted to be
released (whenever successful or not) takes
place instead of a normal action that could be
taken during that Phase. For example, a power
that shoots energy to an enemy during the
Shooting Phase takes place instead of firing a
weapon. A power released during the Movement
Phase that allows the manipulation of the
battlefield by changing the terrain may not allow
the Psyker to move, but he may fire his weapon
as normal.
In order to determine if the Psyker has effectively
summoned his powers, he must pass a Psychic
Test. The Psychic Test is like a Leadership Test
(using the Psykers Leadership value) modified by
the Psychic Power Difficulty, which is detailed
next to the psychic power on the units Psychic
Powers List. When attempting to use a psychic
power, the Psyker's Leadership Attribute can't be
modified by anything that it does a not
specifically state that modifies the Psyker's
Leadership Attribute when performing a Psychic
Test. Then you must roll 2D6 and a roll equal or
less of the modified Psychic Test value for the
power means that the release is successful and
the power may be used as normal. Anything
above the modified Psychic Test value for the
power means that its release has failed. If it has
failed with unmodified doubles (the same number
on the dice), then the Psyker now must face the
dreaded Perils Of The Warp, in hope his mind and
body will survive the terrible ordeal.
Example 1:
A Rogue Psyker with a Leadership attribute of 9 wants to use
the Wind of Chaos psychic power. This power has a Psychic
Power Difficulty modifier of -2. The Rogue Psyker must pass a
successful Psychic Test by rolling equal or less than 7 (9 -2
=7). The Player rolls 2D6, for a total of 7 success! The
power works as normal.
Example 2:
A Rogue Psyker with a Leadership attribute of 9 wants to use
the Wind of Chaos psychic power. This power has a Psychic
Power Difficulty modifier of -2. The Rogue Psyker must pass a
successful Psychic Test by rolling equal or less than 7 (9 -2
=7). The Player rolls 2D6, for a total of 9 failure. The
power does not work as normal.
Example 3:
A Rogue Psyker with a Leadership attribute of 9 wants to use
the Wind of Chaos psychic power. This power has a Psychic
Power Difficulty modifier of -2. The Rogue Psyker must pass a
successful Psychic Test by rolling equal or less than 7 (9 -2
=7). The Player rolls 2D6, for a total of 10 (5 on each dice)
catastrophic failure! Not only the power does not work as
normal, but the Psyker must now confront the Perils of the
Warp.
PSYCHIC TEST
A LEADERSHIP BASED SKILL
After some consideration, it was
decided to move away from the
traditional psychic power Difficulty Test
in exchange for a Leadership Test,
modified by each powers difficulty.
The obvious difficulty of powerful
psychic attacks deter but the most
desperate of Players to use them. Using
Leadership as the base for the test
would allow a Psyker an opportunity to
improve
over
time
(by
gaining
Leadership Advancements) just like
sharp shooters and brawlers do. This
will decrease the difficulty of those
powerful attacks, encouraging Players
to use them.
Overall, you will notice this
progression in your campaigns!
natural
Death Squads
All powers that are targeting a Fighter require an
unobstructed Line of Sight (LoS), just like
shooting a regular weapon, unless clearly
specified. Friendly or enemy Fighters whos base
interfere with LoS, actually block LoS just like it
does with firearms and other ranged attacks. If
the Psyker is engaged in Close Combat with an
enemy Fighter, he is restricted to use powers
only against Fighters he is currently engaged in
Close Combat with.
Mutants
Introduction
An individual can be born a mutant, or may
suffer more spontaneous mutation through the
influence of the Warp and Chaos, whether by
worshiping it or being exposed to its energies.
For those who embrace the lessons from the
Dark Gods, mutations are also known as Gifts of
Chaos. Many of these gifts present themselves
suddenly as immediate rewards. While most
mutations are simply inconvenient or hideous,
some make their bearers extremely dangerous in
combat.
The Imperium considers mutation a crime and a
physical sign of spiritual corruption. Mutation is
becoming more and more common, threatening
to turn humanity into a degenerated race of
tentacled and degenerated monstrosities. For the
Imperium, the only response is to root out and
destroy those manifesting mutations. For those
who follow the Dark Gods, the only response is to
embrace the wonders the mutations bring.
Acquiring Mutations
Mutations may be acquired by any Fighter with
the Mutant! special rule; either at recruitment or
later on instead of Skill Advancement. There are
advantages and disadvantages to the timing of
acquiring a mutation.
2D6 Description
2
A Warp entity takes over the mind of the Psyker and attempts to melt
it away. The Psyker is taken OOA, no Saves whatsoever are allowed.
3-4
The Warp discharges a burst of psychic energy that travels around the
Psyker. The Psyker takes D3 S4 hits (no Armor Saves allowed) while
every Fighter within range of a Blast Template take a S3 hit, no
Armor Save allowed.
5-6
The power fizzles into nothing. The failure has no further effect.
8-9
10-11
The Psyker manages to use his Psychic power correctly, but the target
is not who he intended. The opposite Player may choose any Fighter
instead of the intended target. After the decision is made, check for
range and resolve as normal.
12
Psychic energy blasts out of the Psyker with enormous power! The
Player may use the power twice upon the same target. Treat as two
independent actions against the same target. The Psyker now has a
penalty for his next Psychic Test (on the same game) of adding +2 to
the roll as he is now weakened by the release of excess energy.
Recruiting Mutants
At the moment of recruitment, the Player enjoys
great freedom and power on what mutations the
Fighter may have. This does not come cheap
Upon recruitment, the Player chooses the specific
mutations as specified by the Squads particular
list of available mutations and restrictions. After
selecting the mutations, the Player pays the
exact amount for each mutations cost on the
Squads Mutations Chart.
Death Squads
Example:
An Imperial Renegades Player decides to hire a Renegade
Sergeant (mutant) with three MUTATIONS. He selects
Unnatural Enhancement (80 Credits), Poisonous Spit (20
Credits) and Scorpion Tail (35 Credits). These MUTATIONS
would cost 135 Credits!
Earning Mutations
Any mutant could earn the favor of the Dark
Gods and earn new mutations. This is done when
rolling Experience Advances. Any Fighter with the
Rewarded by the Dark Gods! Special Rule,
instead of the result of NEW SKILL on the
Advancement
Chart
(see
the
Character
Advancement Section for details) may decide to
acquire a mutation.
Once the decision to get a mutation is finalized
with the opponent, there is no way back! This is
done by rolling randomly on the Squads Mutation
Chart. Waiting to see what the Dark Gods have in
for a mutant is not only fun, but economical. If
no mutation was acquired at the moment of
recruitment, the first mutation would incur in no
cost, unless stated on the description, and any
subsequent mutations acquired would be at the
indicated cost.
If the Player decides to acquire a Mutation,
instead of a Skill, he MUST pay the price of such
advancement. If the Squad does not have cash,
he must sell equipment until the capital has been
gained. If the capital cannot be gained, the
Fighter must roll on the Injury Table (as if taken
OOA) with no opportunity to re-roll the results
and may not take advantage of the Advancement
(it is lost!) This means plan well before you
decide to roll a mutation; the Dark Gods do not
take kindly those who reject their gifts!
Mutations &
Racial Attribute Maximums
The Gifts from the Dark Gods allow mutants to
develop way above their average counterparts.
Mutations would allow a Fighter to exceed the
maximum an attribute may achieved (indicated in
their Racial Attribute Maximum Table) by one
point, regardless how many mutations that
affect the same attribute the mutant has or the
order in which advancements in attributes are
gained.
Example:
An Imperial Renegade Sergeant currently has Strength 3 and
Toughness 4, both which have a Racial Maximum of 4. He
acquires the DEMONIC SPIRIT mutation, which gives him
+1 S and +1 T. He now has S4 and T5. He then acquires the
HUGE mutation, which gives him +1 S, +1 T and +1 W. Now
he has S5, T5 and W2! Notice that the +1 T of the HUGE
mutation is lost. Any rolls for Advancement on those
Attributes are treated as if the attribute had reached the
Racial Maximum which it not only has, but has exceeded by
one point! Now give this Renegade Sergeant an EXTRA
ARM and he will be one scary dude!
Fighting in
Close Quarters
[ENTER SECTION HERE 03/08/09]
Example:
An Imperial Renegade Sergeant has already the POISONOUS
SPIT mutation. He earns enough experience to roll on the
Advancement Chart, earning a Skill. The Player looks at his
treasury and gambles that he can afford a new mutation. He
rolls on the chart the HUGE mutation (80 Credits). The
Player could not come up with the required amount of Credits
immediately, so he rolls on the Injury Table resulting in
STUPIDITY. To make matters worse, he may NOT roll on the
Advancement Chart until his next schedule advancement. Bad
planning left him with a stupid-poisonous-drooling Fighter.
That will teach him to respect the Dark Gods!
Death Squads
Taking Prisoners
During the course of a Campaign, you may want
to take control of a Fighter from the opposing
Squad after the battle. While you may rationalize
that a Fighter that has become Out Of Action
(OOA) should be easy to detain and kill, rather
than allow their comrades to help him back to
health, this is usually not allowed in the game.
Although realistic, it takes away certain elements
of fairness and fun from the game that is Death
Squads. Instead, there are certain elements of
the game that allows you to do something similar
during the Post-Battle Sequence. These are
known collectively as Capturing, Arresting and
Apprehending Fugitives.
It is critical to note, that NONE OF THESE
ELEMENTS can be intentionally applied to ANY
game. For example, you can NOT arbitrarily
decide that you are attempting to Capture your
enemys Leader or Arrest your adversarys Medic.
There is a random element to Taking Prisoners,
to insure the fairness of the game. Remember if
one of the Players is not having fun, something is
at odds!
The following sections include explanations and
rules to set these concepts in motion, bringing
intrigue, paranoia and persecution to your
Campaign!
BE CREATIVE BE FAIR!
Death Squads
Death Squads
For any Fighter that the Player wishes to save
without further delays, he must Pay a Fine to the
authorities (be Imperial, local, etc the details
are left to the Player, but the mechanics remain
the same) calculated as follows:
(50% of the base unit cost) + (1 credit
per Experience PAST Starting Point) +
(50% of the equipment cost)
Once the Fine is paid, the Fighter is released
unharmed with all his equipment. The Squad
doing the Arresting will keep 50% of the Fine, to
use as they see fit. Failure to pay the Fine will
result in an immediate execution by Poena di
Mortis.
Officers, and ONLY Officers, have a third option;
Escaping Arrest. The Officer manages to wiggle
out of trouble completely unharmed... well
almost. With their biometrics taken, there are
now on the system and are now considered
Fugitives! Their pictures will soon be plastered all
over town and Astro-Projections will add them to
the list of dangerous and wanted criminals,
quickly raising into infamy and soon be hunted
for a bounty across the galaxy.
The Imperium searches for heretical lawbreakers, while others look for information or to
get rid of enemies. Your Officer may have
escaped the Arrest or someone may have framed
him for a horrendous crime. Regardless of the
specifics, the rules are the same.
Apprehending Fugitives
One of the worst fates that any man could face is
that of being on the constant run from anyone.
Regardless if the persecution is lawful or not,
ordered by the authorities or the underground, it
is an eternal struggle from which many only
find peace by finding death.
Who is a Fugitive
An Officer may become a Fugitive in one of two
ways; either by being the victim of an Order for
Bounty or by Escaping Arrest.
Death Squads
SENTENCING CHART
D6
Sentencing
Death Squads
Tactical Retreat
Sometimes, the battle does not go as plan. The
casualties increase to the point that they become
unacceptable for the man in charge, and he may
order a Tactical Retreat. Commanders would
recognize the situation before it happens, as they
know that undisciplined soldiers may lose their
nerve and disorderly retreat from a battlefield,
resulting in the victory of the enemy, as the
forces degenerate into a sense of every man for
himself as the surviving combatants attempt to
flee to safety.
Death Squads
WHAT HAPPENED TO ROUTING?
Routing was a concept, similar to Tactical Retreat,
used in Death Squads to help end a game. In
Routing, when you reach 25% losses you can (in
your Turn) either Voluntary Rout (you don't think you
can win and/or not having fun) and end the game,
OR you are forced to pass a Leadership Test to
keep in the battle (playing). Tactical Retreat is
defined as when your reach 25% losses you can (in
your Turn) end the game (same as Voluntarily
Routing). There is NO forced ending of the game.
While it could help to simulate when some Fighters
may lose their composure and flee for their lives, it
was inheritably flawed.
Imagine this... you are playing Chaos Cultists. You
need to reach this portal and cross it to the other
side of the planet where you will find the artifact you
are looking for to summon a Greater Daemon so you
can take this filthy planet to their knees in the name
of Khorne SKULLS FOR THE THRONE... BLOOD FOR
THE BLOOD GOD!!!! Your opponent is playing Imperial
Guard (Cadians) and their mission is to stop you, so
then the Inquisition can come and dispose of the
gate. You have 12 guys and so do I. Your are EVIL to
the core and you decide to send your Cultists
(disposable units) towards the enemy, forcing the
opponent to deal with the minor distraction, rather
than stopping the true Leaders of the Cultists. You
are 100% sure that they will die you are evil, and
smile at the thought of more blood spilled in the
name of Khorne! You move in, split your forces and
send the Cultists to intercept the Cadian. You
manage to move most of your Officers close, but
you are 3 away from reaching the objective. In your
next Turn, you could even Walk to victory!
The Cadians are very far away. (18) and the only
way they could reach your Officers is to Run full
throttle to your location. Not only they could not shot
at you, but they have to deal with the Cultists that
are on the way. Your plan is perfect! The Cultists will
die (more BLOOD FOR THE BLOOD GOD!!!) and you will
cross the Chaos Gate. There is no chance for your
opponent to stop you on time!
In your opponents Turn, he decides to take his
anger on the Cultists and kills three of them exactly
as you expected. Now, in your Turn you could crawl
your way into the Chaos Gate and victory, rejoicing
on your excellent strategic and tactical prowess.
Then you remember Ohhh Rout Test! You roll an
11 and fail. Your guys panic and leave? The game
rules just PUNISHED you for using your units as you
saw fit and having bad luck on the roll. This is war
and you decided to sacrifice (you evil, you!) the
weak to bring the powerful. That makes for a bad
game.
We want Death Squads to be a story-driven game
in which tactical decisions are conjured and
executed by Players based on what their Squads
would do and see the consequences of their
actions. Anyone could be a power gamer, just add
better weapons, armor, stats and skills not
everyone can claim victory by sticking through
good and bad times, regardless the odds.
Routing rewarded power-gamers;
thus removed.
Tactical Retreat protects the Players;
thus stays.
Scenario Objectives
A Scenario is a guideline that instructs Players
how to set up the game table as well as explains
the challenges (collectively known as Scenario
Objectives) and clarifies what Players earn for
victory (collectively known as Victory Conditions).
When any Player achieves the Scenario
Objectives or Victory Conditions detailed on the
Scenario they are playing, that Player is declared
the winner.
See the Scenarios section at the end of TLRB:
Volume 1 Core Rules for details.
Turn Limits
Each Scenario has a Turn Limit restriction
detailed. This limit insures that the game will
come to an end at some point, although is rare to
reach such limits, it could happen. Turn Limits
take the form of the following: Fixed Game
Length, Standard Random Game Length &
Custom Random Game Length.
A Scenario with a Fixed Game Length would
clearly indicate that the game will end after a
particular number of Turns. If no Squad has
achieved the Mission Objectives or force the
opponent to declare a Tactical Retreat (Victory
Conditions) then the Squad closer to achieve the
Mission Objectives is declared the winner.
Death Squads
In a Standard Random Game Length, Players will
conclude the 7th Turn. If no Squad has achieved
the Mission Objectives or force the opponent to
declare a Tactical Retreat (and thus no winner
could be determined), one Player will roll a D6.
On a roll of a 4+, Players can play the 8th Turn; if
less is rolled then the Squad closer to achieve the
Mission Objectives is declared the winner. After
the 8th Turn is played, see if a winner can be
declared. If not, roll a D6; on a 5+ you may
continue to the 9th Turn. If at the end of this Turn
a winner could be declared, roll a D6; on a 6+
you can play the 10th and final Turn. After the
conclusion of this Turn, a winner must be
declared.
A Custom Random Game Length, Players start
rolling to see if the game continues in other Turn
that is not the 7th Turn, applying the same rules
described above.
WHY IS TACTICAL
RETREAT FAIR?
It will happen; you have a great game in
which you and your opponent are engaged
in a very intricate battle. Your efforts are
matched by the counter-offences of your
opponent and vice-versa. Then your
opponent falls below 25% and declares a
Tactical Retreat. You would like him to stay
longer, so you can pound the enemy some
more! All your Fighters are engaged in HandTo-Hand combat and you argue that it
would be impossible for the enemy just to
call it quits and walk out without suffering a
certain death.
Now, remember that Death Squads IS a
game. The purpose is for EVERYONE to
have a great time. While you may have a
blast pounding on some enemy Officers (and
they would deserve it!), this would not prove
fun to your opponent. We have decided
that we rather sacrifice realism for plain oldfashion fun.
Of course, you can create any rule
regarding Tactical Retreat that your group
might ALL find fair. Here are few examples:
Scenarios
A Scenario is a guideline that instructs Players
how to set up the game table as well as explains
the challenges (collectively known as Scenario
Objectives) and clarifies what Players earn for
victory (collectively known as Victory Conditions).
When any Player achieves the Scenario
Objectives or Victory Conditions detailed on the
Scenario they are playing, that Player is declared
the winner. Remember that there are several
ways to end a game of Death Squads: Tactical
Retreat, Scenario Objectives and Turn & Time
Limits. See the Ending the Game section for
details.
Death Squads is a miniature based wargame. As
in any game, it ends with someone wining and
someone loosing. In particular, this game has no
clear divisions among who is the winner and who
is the loser; someone who achieves the Scenario
Objectives (win) may suffer more casualties and
injuries (lose). Regardless, one thing must
always be on the Players minds this is a game;
have fun!
The following section contains many Death
Squads Scenarios for you to play. They are
presented here in no particular order, so you can
use the provided table to roll a random Scenario
or pick one that fits your fancy. These Scenarios
were inspired from multiple sources, including
movies, countless 40k books and Forgeworlds
Taros campaign among others. Each Scenario can
be easily adapted to fit your groups playing
style. Feel free to use any of them as they are or
modify them to fit your Campaign or play style.
Above all, have fun!
Death Squads
To avoid this, and many other situations, we
suggest always declaring and defining the Target
Zone. The Target Zone is the only place in the
structure in which damage may be possible; the
rest of the structure is irrelevant. A Blast
Template (even an Ordinance Template) can be
used to determine this area. For game purposes,
measure distances to the edge of the Template,
rather than the structure. This will provide a clear
and fair target for everyone!
Multi-Player Scenarios
Sometime, more than two Players may want to
fight among each other. While this clearly will
make the game take longer, is perfectly possible.
You may use the table below, to select a Scenario
randomly.
MULTIPLAYER SCENARIO SELECTION CHART
D66 Scenario Description
11 Player Choice
12 MultiPlayer Scenario xx: Ambush!
Death Squads
None.
MISSION OBJECTIVES
Destroy the enemy Squad.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
SQUADS SETUP
Each Player rolls a D6. Whoever rolls highest
chooses who sets up first. The first Player then
chooses which table edge to set up on, placing all
his Fighters at ground level within 8 of that edge
(Deployment Zone). His opponent then sets up
the same way, within 8 of the opposite edge.
Infiltrators may be deployed as normal.
None.
Death Squads
Target
Equipment
M
3
WS BS S T W I A Ld Sv
3
3 3 3 1 3 1 8 5+
Laspistol, Combat Knife, Flak Armor
Death Squads
If an Officer that Controls a Target is Charged,
the Target will not join Close Combat, unless he
is attacked himself. Officers who have Control of
a Target can either attempt to attack him (in
which case the Target would defend himself as
normal) to take him Out Of Action (OOA) or get
him off the board (Removed). Removal only
occurs when both, the Officer and the Target,
Walk or Run by any one of the tables edges and
leave the board. Players must keep a clear record
of how many Targets they have either Removed
or taken OOA.
Reinforcements
Equipment
M WS BS S T W I
4
2
2 3 3 1 3
Autogun, Combat Knife
A Ld Sv
1 7 -
Death Squads
Scenario xx:
Assaulting the Missile Silo
One Squad has been sent to destroy the enemys
Missile Silo as it is the greatest threat for your
Squads main invasion fleet.
MISSION OBJECTIVES
Attacker: Destroy the Missile Silo.
Defender: Prevent the destruction of the Missile
Silo.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4 or larger, each Player
takes it in turn to place a piece of terrain, either
a ruined building, tower, vegetation Area Terrain,
or other similar item the whole board is covered
and all Players are satisfied with the gaming
surface.
The Missile Silo, represented by individual model
or proxy, should be placed in the center of the
board. The Target Zone for the Missile Silo should
be determined by a Blast Template centered in
the middle of the Missile Silo, regardless of the
size of the actual model representing it and must
be accessible from every angle to any Fighter.
Remember that for game purposes, the edge of
the Blast Template represents the area that is
attacked, even if there is no Missile Silo under it!
If the Missile Silo is taken down to zero (0)
Wounds, it is considered destroyed. It has the
following stat line:
Missile Silo
M WS BS S T W I A Ld Sv
- 4 5 - - - 3+
The Missile Silo can not suffer Critical Hits.
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Attackers: Attackers setup second by dividing his
Squad in two groups (anyway desired).
Determine randomly which group will arrive in
Turn 1 and which one will arrive in Turn 2.
Reinforcements
Equipment
M WS BS S T W I
4
2
2 3 3 1 3
Autogun, Combat Knife
A Ld Sv
1 7 -
Death Squads
ENDING THE GAME
The game will end when the Missile Silo is
destroyed, the missiles are launched, one Squad
declares a Tactical Retreat or the Standard
Random Game Length has reached its end.
VICTORY CONDITIONS
The Defenders win if the missiles are launched. If
the Missile Silo is destroyed, the Attackers win. A
Squad
that
declares
a
Tactical
Retreat
automatically forfeits and loses the game
(opponent is declared the winner.) In case of
reaching the end of Standard Random Game
Length, the Squad with the least number of
Fighters taken Out Of Action is declared the
winner.
SCENARIO BONUS REWARDS
Attacker: For destroying the Missile Silo the
attacking Squad will gain 4D6 Credits and one
extra basic Recruit at no extra costs, but comes
with no equipment.
Defender: For saving the Missile Silo they will
gain 4D6+15 Credits and will be able to pick the
next Scenario.
None.
Death Squads
VICTORY CONDITIONS
If the Defenders manage to take all the Attackers
Out Of Action or forced them to declare a Tactical
Retreat, the Defenders are declared the winners.
If the Attackers reach the Safe Zone, they are
declared the winners. If either Squad declares a
Tactical Retreat, they automatically forfeit and
lose the game. In the case of reaching the end of
Standard Random Game Length, the Defenders
are declared the winners.
None.
Scenario xx:
Chance Encounter
Both Squads have completed their assigned
patrols and are on their way back to their
encampment when they run into each other.
Neither side was expecting a conflict, but once
the lasbolts started flying neither squad would
back down from the fight.
MISSION OBJECTIVES
Destroy the enemy Squad.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
SQUADS SETUP
The table will be divided in 4 equal size sections
(quarters). Both Players roll a D6; whoever rolls
highest choose to deploy first or second. The first
Player to deploy sets up his entire Squad in one
quarter of the table. The second Player deploys
his entire Squad in one quarter of the table, but
no model may be set up within 14 of any enemy
model. Infiltrators may be deployed as normal.
GAME SPECIAL RULES
Each Squad is carrying D3 Exchangeable
Resources at the beginning of the battle. Mark
down the number each Squad has.
STARTING THE GAME
Each Player rolls a D6 and adds the normal
Initiative of their Leader. The Player with the
higher score goes first.
ENDING THE GAME
The game will end when one of the Squads is
taken completely Out Of Action, one Squad
declares a Tactical Retreat or the Standard
Random Game Length has reached its end.
Death Squads
VICTORY CONDITIONS
A Squad that declares a Tactical Retreat
automatically forfeits and loses the game
(opponent is declared the winner.). In case of
reaching the end of Standard Random Game
Length, the Squad with the least number of
Fighters taken Out Of Action is declared the
winner.
SCENARIO BONUS REWARDS
Both Squads gain all the Exchangeable Resources
they were carrying at the beginning of the battle,
minus the number of their own Officers that were
taken Out Of Action during the game, down to a
minimum of zero. In addition, they gain one
extra Exchangeable Resources for each enemy
Officer they take Out Of Action, up to the
maximum number of Exchangeable Resources
the opposing Squad was carrying at the
beginning of the battle.
Death Squads
ENDING THE GAME
The game will end when at the end of any of the
Defenders Turns where the Attacker has more
standing models within 6 of the objective than
the Defender, one Squad declares a Tactical
Retreat or the Standard Random Game Length
has reached its end.
VICTORY CONDITIONS
If the Defender has more standing Fighters within
6 of the objective than the Attacker, the
Defenders win. If the Attacker has more standing
Fighters within 6 of the objective than the
Defender, the Attackers win. A Squad that
declares a Tactical Retreat at any point
automatically forfeits and loses the game
(opponent is declared the winner). In case of
reaching the end of Standard Random Game
Length, the Squad with the most standing
Fighters within 6 of the objective is declared the
winner.
SCENARIO BONUS REWARDS
For every Officer of the victorious Squad that is
inside of the Target Zone of the Objective
building, the Player earns one additional
Exchangeable Resource, up to a maximum of four
(4) per Squad.
Scenario xx:
Drop Zone
By: Laney
Your Squad has intercepted and decoded a
communication from unknown origin detailing the
air drop delivery of combat supplies to a remote
location on the combat zone near you. Not
receiving any orders from your superior officers,
you suspect the supplies are to reinforce the
enemy and decide that is best to intercept them.
Can you take control of the Drop Zone, activate
the Beacon and capture the vital supplies or will
the enemy patrol achieve this goal?
MISSION OBJECTIVES
To activate the Beacon and be in control of the
Drop Zone when the Supplies arrives.
TURN LIMIT
This Scenario has a Fixed Game Length of 6
Turns. If the Beacon (see GAME SPECIAL RULES
below) is not triggered within this time the game
will end.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
The middle of the board should be an open area
(at least the size of an Ordinance Template),
known as the Drop Zone, with buildings and
alleyways on the outside of this area. In the
center of this area should be a model on a 25mm
base representing the Beacon (see GAME
SPECIAL RULES below).
SQUADS SETUP
Each player rolls a D6. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his fighters at ground level within 8 of that edge
(Deployment Zone). His opponent then sets up
the same way, within 8 of the opposite edge.
Infiltrators may be deployed as normal, but may
NOT be deployed within 12" of the Drop Zone.
Death Squads
GAME SPECIAL RULES
Drop Zone: The intercepted communication gave
exact coordinates of a small clearing, designated
as the Drop Zone, where the Supplies will be air
dropped. At an undetermined time previous to
designated time window for the drop, a Beacon
was placed in the Drop Zone. Someone must
activate the Beacon and defend the Drop Zone at
all costs.
The
Beacon:
The
Beacon
is
a
small
communication module already on the Drop
Zone, sent by strategists, waiting to be activated
to initiate the automated drop of the Supplies.
Any Fighter can activate the Beacon by moving
into base contact with it, provided they havent
carried out any actions other than moving (Walk
or Run.) Instead of shooting, the Fighter
activates the Beacon; roll D3+1, this is the
number of Turns (including the current Turn)
before the Supplies will be dropped by Grav
Chute. This number of Turns supersedes the
Fixed Game Length. The Squad that activates the
Beacon counts as having five (5) additional
Fighters inside the Drop Zone (see VICTORY
CONDITIONS for details.)
STARTING THE GAME
Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when the Beacon has been
activated for D3+1 Turns, one of the Squads is
taken completely Out Of Action, one Squad
declares a Tactical Retreat or if the Beacon has
not been activated by the end of the Fixed Game
Length.
VICTORY CONDITIONS
If the Beacon was activated, the Squad that has
the most Fighters within the Drop Zone by the
end of the game is declared the winner.
Remember that the Squad that activated the
Beacon counts as having five (5) additional
Fighters inside the Drop Zone. In case of a tie,
the Squad with the most Officers on the Drop
Zone is declared the winner. A Squad that
declares a Tactical Retreat automatically forfeits
and loses the game (opponent is declared the
winner), also awarding the Supplies to the
opponent. If the Beacon is not activated and the
end of Fixed Game Length is reached, the game
is considered a loss for both Squads and none of
the SCENARIO REWARDS (i.e. the Supplies) nor
any Experience related to activating the Beacon
or Victory may be claimed.
Death Squads
Scenario xx:
El Cerdito (The Piglet)
By: Chuchosky
A high priority encrypted message from the
enemy has been intercepted by your Military
Intelligence Division. Apparently a high ranking
officer has lost his pet Cerdito and no resource is
to be spared to bring this Piglet animal alive and
unharmed. Killing the animal would be punishable
by the immediate destruction of the planet
Cerdito was killed. You are sent to capture the
animal alive at all costs. Apparently, you and
your men are far less valuable than a baby pig.
Sometimes, soldiers dont understand why they
are on a war zone. Some feel they are sent to die
for stupid reasons from High Command rather
than for a great cause that would affect
generations to come. This may be true in most
cases, but in occasions the circumstances are so
obscure and bizarre that is better not to explain
them to anyone except the most critical
personnel. This is one of those occasions; has HQ
finally lost their collective minds or is there
something sinister behind this bizarre request.
MISSION OBJECTIVES
Find, capture and retrieve the unharmed Piglet,
El Cerdito, through your Squad's Deployment
Zone.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all players are satisfied with the
gaming surface.
Place at the center of the table (ground level) a
model on a 25mm base to represent the Piglet,
Cerdito (see GAME SPECIAL RULES below).
SQUADS SETUP
Each player rolls a die. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his Fighters at ground level within 4 of that edge
(Deployment Zone). His opponent then sets up
the same way, within 8 of the opposite edge.
Fighters may not Infiltrate, but may change their
deployment (i.e. as allowed by Tactician Skill).
GAME SPECIAL RULES
El Cerdito: El Cerdito is the name of a small
piglet of critical importance to the division of
Biological Warfare of your army. They accidently
developed a new virus strand capable of
weakening (but not killing) anyone that gets in
contact with it. The virus is very unstable and the
only way to effectively transporting it is on a live
host that could keep it on a dormant state. The
plan was to move it to a high security research
facility off-world for proper research in isolation.
Unfortunately, this was not explained to those
transporting the research animal and they
carelessly let him escape. Now, the Piglet is loose
in the battle torn world, risking the weakening of
millions of soldiers and inhabitants. The risk of
the virus escaping to other world and mutating
into an unnatural genocidal wild weapon is an
unacceptable risk. HQ wants the Piglet captured
alive, so they can harvest the potential weapon
to their advantage.
At a molecular level, El Cerdito has been altered
to serve as the virus host; his musculature and
nervous system has been increased exponentially
making him very fast and it is unusually resistant
to physical injury. The Piglet is to be represented
by a model (hopefully a pig!) in a 25mm base,
considered to be a Small Target and has the
following stats:
El Cerdito
Equipment
M WS BS S
3
2
0 2
Attempt to Escape
T
4
W
3
I
4
A Ld Sv
1 4 -
Death Squads
If the piggy reaches the edge of the table, it
simply changes direction (180 degrees) and
continues his movement as if nothing happened
and it may be intercepted. If the Scatter Die is a
HIT, then the Piglet will move towards the
closest Fighter.
Shooting the Pig: A Fighter may shot the Piglet
by frustration, error or plain malice. If El Cerdito
is successfully Wounded by any range weapon,
the poor animal would immediately move at
random. Very bad things will happen if you kill
the Piglet be careful!
Capturing El Cerdito: The little pig not only is
small, but it has been genetically altered to be
fast. It is fairly difficult to capture the tiny
creature, especially without injuring it.
There are two ways to capture the Piglet; you
either Intercepting the Pig or Jump on the Pig.
Death Squads
SCENARIO BONUS REWARDS
The victorious Squad will be handsomely
rewarded. They may purchase any one item of
Rarity 9 or less at 50% of, without the need of
rolling a Rarity Check. The Squad gets access to
a Healthcare Professional Hired Gun without the
need to pay the Hiring Fee, but if they decide to
keep the services for more than one game they
must pay his Upkeep as normal. Finally, the
Squad earns two additional (2) Exchangeable
Resources (ER) to whatever is determined in the
Exploration Phase.
If a Squad is vicious enough to kill the Piglet,
there will be hell to pay. High Command will
demand accountability for their actions against
their own kin. Since the act of villainy borders
treason, there is nothing to learn and few would
like to trade with the Squad. Regardless of how
the Piglet was killed and regardless of any
possible failed logic attempted to dispute this, the
Squad will be unable to gain any Experience
Rewards from this Scenario (as explained in the
VICTORY CONDITIONS section.) Furthermore,
the Squads must roll two (2) less dice during
their Exploration Phase.
Scenario xx:
Escape Pod Recovery
By: Chuchosky
An Escape Pod from an unknown faction crashlanded near you area, after being launched from
a particularly ferocious orbital battle. You have
been sent to investigate the site and take any
survivors to your base to be rescued or
interrogated.
MISSION OBJECTIVES
Find the Escape Pod, open it, rescue the wounded
Survivor and escort him to your Squad's
Deployment Zone.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
At the center of the table there should be enough
room to place a model to represent an Escape
Pod, with a Target Zone the size of an Ordinance
Template.
SQUADS SETUP
Give each edge of the table a number from 1
through 4. Each Player rolls a die, and whoever
rolls highest must roll another die to determine
his table edge (roll until one edge is determined
randomly), placing all his Fighters at ground level
within 2" of that edge (Deployment Zone). His
opponent then sets up the same way, within 2" of
the opposite edge. Fighters may not Infiltrate or
change their deployment (i.e. as allowed by
Tactician Skill).
GAME SPECIAL RULES
The Escape Pod was heavily damaged in the
crash and its only Survivor is trapped inside,
behind a locked escape hatch. The Survivor is an
individual character, represented by its own
model, with the following stat line:
Survivor
Equipment
M
3
WS BS S T W I A Ld Sv
3
- 3 1 3 - 7 6+
Combat Knife, Mesh Armor
Death Squads
To gain control of the Survivor, the door must be
opened first by making a successful Wound
against Toughness 4 on the Escape Pods Target
Zone. Any ranged attack is done at -2 BS, but
any Close Combat attack automatically hits. Once
the door is open, the Survivor can barely crawl
out the Escape Pod and the model is to be
placed, by the Player who opened the Escape
Pod, anywhere within the Target Zone. The
Survivor is capable of no further movement
without help (see below).
The Player with any Fighter in base-to-base with
the Survivor is able to control him. The Survivor
is able to Walk normally in any direction the
Player sees fit, as long as he starts his Movement
in base-to-base with an allied Fighter. Any
Fighter that starts the Turn in base-to-base
contact with the Survivor may move normally,
but any other action can be performed at a -2
penalty, as he is too busy attending the injured.
The Fighter assisting the Survivor may encourage
him to Run by passing a Leadership Test at -1
penalty. If the Survivor manages to Run, the
assisting Fighter may not perform any other
action. The Survivor may never Declare Charges
(but can defend himself) nor shoot. Any ranged
attacks directed to the Fighter in base-to-base
contact with the Survivor have a 50% chance of
hitting the Survivor instead, but any Charges are
always automatically intercepted by the Fighter.
Death Squads
Mensajerus
Equipment
WS
2
BS
4
S
3
T W I
4 3 2
Special
A Ld Sv
2 12 4++
2-3 Hellgun
4-5 Bolter
6
Heavy Stubber
Death Squads
Recovering the Archeotech: Recovering the
precious Archeotech from Mensajerus is simple.
Once the robot is destroyed, any Fighter in base
to base contact with the smoldering contraption
can claim to have it. You should use a small
token to represent the Archeotech.
The Fighter carrying the Archeotech is now
encumbered and his Movement Attribute is
halved (round down). He must make his way to
his own Deployment Zone in order to secure the
booty. He may not shoot or enter in Close
Combat; if he does (or is injured), he
automatically drops the Archeotech and anyone
can pick it up just moving into base contact with
it. Two or more Fighters may carry the
Archeotech without any penalty, but may not
shoot or enter Close Combat.
STARTING THE GAME
Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when a Fighter has removed
the Archeotech via his Squads Deployment Zone,
one of the Squads is taken completely Out Of
Action, one Squad declares a Tactical Retreat or
the Custom Random Game Length has reached
its end.
VICTORY CONDITIONS
The Squad that manages to move the Archeotech
off the table via their Deployment Zone is
declared the winner. A Squad that declares a
Tactical Retreat automatically forfeits and loses
the game (opponent is declared the winner), also
awarding the Archeotech to the opponent. In
case of reaching the end of Custom Random
Game Length, the Squad that is in possession of
the Archeotech is declared the winner. In case
that no Player has destroyed Mensajerus nor
retrieved the Archeotech from it, nobody can be
declared the winner and nobody can claim the
Scenario Bonus Rewards or gain Experience for
Victorious Commander, but all other Experience
is awarded as normal.
Death Squads
Scenario xx:
Hidden Archeotech
There is a rumor that one of the ruined buildings
has a concealed Safe that contains some
Archeotechnology. Two rival Squads have heard
about this and are now searching the area for
this hidden cache of ancient technology. Who
knows what they will find?
MISSION OBJECTIVES
To find the hidden Safe and retrieve
Archeotech within.
the
TURN LIMIT
This Scenario has a Custom Random Game
Length; rather that starting to roll at the end of
Turn 7, Players start rolling at the end of Turn 6.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
Players are to place at least nine (9) Locations
evenly across the table, at least 10" from the
table's edge where Fighters will attempt to
search the Safe. A Location maybe any terrain
piece (such as a building, junked cars, rubble, a
cave entrance, etc.) as long as all Players are in
agreement, with a Target Zone the size of an
Ordinance Template. Locations may not be
placed in any Deployment Zone, since they have
already been thoroughly ransacked.
SQUADS SETUP
Each Player rolls a D6. Whoever rolls highest
chooses who sets up first. The first Player then
chooses which table edge to set up on, placing all
his Fighters at ground level within 8 of that edge
(Deployment Zone). His opponent then sets up
the same way, within 8 of the opposite edge.
Infiltrators may be deployed as normal.
GAME SPECIAL RULES
The Safe: Military intelligence has determined
that a hidden strongbox, known as the Safe,
could be hidden in one of several Locations. How
you want the Safe to look, be a wooden treasure
chest or a metal crate, is irrelevant for the game
mechanics. All the members of your Squad know
roughly what the Safe they are looking for looks
like and would identify it with ease if spotted.
Death Squads
VICTORY CONDITIONS
The Squad that manages to move the Safe off
the table via their Deployment Zone is declared
the winner. A Squad that declares a Tactical
Retreat automatically forfeits and loses the game
(opponent is declared the winner), also awarding
the Safe to the opponent. In case of reaching the
end of Custom Random Game Length, the Squad
with the most standing Fighters within 6" of the
Safe is declared the winner. In case that no
Player can be declared the winner, nobody can
claim the Safe and thus none of the Scenario
Bonus Rewards or gain Experience for Victorious
Commander, but all other Experience is awarded
as normal.
SCENARIO BONUS REWARDS
Whoever recovers the Safe must determine what
it contains during the Post-Battle Sequence. You
automatically receive 3D6 credits, as the table
below indicates, in addition to any other items;
for every item on the table you must roll a D6, if
the result is equal or greater than the number
indicated, those items would also be found. For
example, to know if you found any Exchangeable
Resources, roll a D6. On a 5+, you found D3
Exchangeable Resources. Remember, by rolling
individually for every item on the list, you may
found none, few or all of them inside the Safe.
CHEST CONTENT
D6
Description
3+
D6 Frag Grenades
4+
Power Sword
5+
D3 Exchangeable Resources
6+
Scenario xx:
Monster Hunt
By: Lord GreyWolf
Leaders of the local population have sent open
communications that they are in dire need
someone to eradicate some Beasts that have
moved to the area, whom are threatening the
locals. Although military regulations may prohibit
involvement in civilian matters, you realize that
this could be a valuable opportunity to find
information out of the locals. The authorities
mentioned a 'vast reward' to anyone up to the
task, and seem to have no concern regarding
whom they are receiving help, as long as the
Beasts are destroyed. Little they know, this
maybe a decision they may come to regret later.
MISSION OBJECTIVES
To eliminate as many Juvenile Beasts and Mature
Beasts as possible.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
The center of the table should have a large hill or
building, representing the Beasts' Nest. An
Ordinance Template size Target Zone should be
clearly determined for the nest, as this should be
the point from which the Beasts will enter the
gaming board.
SQUADS SETUP
Each Player rolls a D6. Whoever rolls highest
chooses who sets up first. The first Player then
chooses which table edge to set up on, placing all
his fighters at ground level within 8 of that edge.
His opponent then sets up the same way, within
8 of the opposite edge. Infiltrators may be
deployed as normal.
Place D6+6 Juvenile Beasts and D3+2 Mature
Beasts within 3" of the nest's Target Zone.
Death Squads
GAME SPECIAL RULES
The Beasts: The creatures to be used on this
Scenario are not anything in particular. Generally
referred to as 'beasts', you are free to use any
model that fits your gaming style such as mutant
spiders, nurglins, wolves, rippers. Regardless
what models you use and the story you put
behind them, the rules for them should remain
constant; if you wish to modify the rules for the
Beasts, make sure to consult and agree with your
opponent regarding any change. The Beasts are
classified in Juvenile Beasts and Mature Beasts.
The Juvenile Beasts are to be on a 25mm bases
(the same as your fighters) and the Mature
Beasts on a 40mm base (same as any Large
Target.)
All Beasts move in a similar fashion when not
engaged in Close Combat; randomly before every
Player's Recovery Phase. For each Beast, roll a
Scatter Die to determine the direction. If a 'HIT'
is rolled, the Player who is not controlling the
Turn determines the direction. The distance will
be determined by rolling a D6" for Juvenile
Beasts and D6+2" for Mature Beasts. Any Beasts
that end at base-to-base contact with any model
(including other Beasts) will be considered to be
in Close Combat. The Beasts never Declare
Charges, and thus can't initiate combat (never
gaining First Strike). Treat such encounters as
Close Combat already in progress. The Beasts
never get 'their own Turn'.
Starting at Turn 3, before anything else is done
during the Recovery Phase of every Player, it
must be determined if any more Beasts will come
out from the nest. Roll a D6 for Juvenile Beasts;
on a 4+ D3+1 Juvenile Beasts will exit from the
nest. Roll a D6 for Mature Beasts; on a 6+ D2
Mature Beasts will exit from the nest.
Players are to keep tract of any enemies and
Beasts they take OOA. A Squad earns one (1) Kill
Token for every enemy Recruit they take OOA,
two (2) Kill Tokens for every enemy Officer they
take OOA, three (3) Kill Tokens for every Juvenile
Beast they take OOA and five (5) Kill Tokens for
every Mature Beast they take OOA.
Juvenile Beasts
Mature Beasts
Equipment
M
NA
NA
WS
3
4
BS
3
S T W
3 3 1
5 4 1
Special
I
3
5
A Ld Sv
1 5 6+
2 7 4+
Death Squads
from
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4 or larger, each Player
takes it in turn to place a piece of terrain, either
a ruined building, tower, vegetation Area Terrain,
or other similar item until all Players are satisfied
with the gaming surface. The middle of the board
should be an open area (roughly 12 x 12) so
the two (2) Vehicle could be placed. Any two
buildings must be nominated to be the Barracks
with two clear exit points each.
The two (2) Vehicle models count as individual
characters and should be represented by
individual models or proxies. They must set up in
the middle of the gaming board, in the clearing
mentioned above by the Defender. The Target
Zone for each of the Vehicle should be
determined by an Ordinance Template centered
in the middle of each Vehicle, regardless of the
size of the actual model representing them and
must be accessible from every angle to any
Fighter. Remember that for game purposes, the
edge of the Ordinance Template represents the
area that is attacked, even if there is no Vehicle
under it! If the Vehicle is taken down to zero (0)
Wounds, it is considered destroyed. They have
the following stat line:
Vehicle
M WS BS S T W I A Ld Sv
- 4 3 - - - 5+
The Vehicle can not suffer Critical Hits.
Death Squads
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Attacker: Attackers can be deployed no more
than 6 from any table edge (Deployment Zone).
Infiltrators may be deployed as normal.
Defender: The Defender can choose to set up no
more than 50% (Players choice) of his Squad on
the board; they will be referred as being On
Duty. The rest of the Squad must be placed on
any of the two designated Barracks, referred to
as being On Duty. Those Fighter On Duty are
placed by designating a spot on the board and
rolling 2D6 and a Scatter Die from the center of
the spot. If the result of the placement would
allow the model to be placed in higher elevation,
the Player is free to do so. Defenders may not
Infiltrate or change their deployment (i.e. as
allowed by Tactician Skill).
GAME SPECIAL RULES
Attacker: The Attacker will attempt to move
undetected and place explosives on the Vehicle to
destroy them. If the Attackers move within the
Defenders LoS, the first shot is fired or a Close
Combat attack does not ends with the Defenders
Knocked Down, Stunned or Out Of Action, the
alarm will sound. If the alarm is sound, then all
the Defenders will be running out of their
quarters on the Defenders Turn.
Attackers will get three (3) Demolition Charges.
The attacking Player must nominate three models
that will be carrying one (1) Demolition Charge.
To place a Demolition Charges within one of the
Vehicles Target Zone, the model must end their
Movement (Walk) at the designated zone and use
their Shooting Phase to activate the Demolition
Charge. The explosive will detonate during the
Attackers next Compulsory Phase.
The
Demolition Charges explode with D3 automatic
Hit attacks at S5. The explosives only work for
this Scenario and cannot be saved for other
Scenarios.
Defender: Since the attack takes place at night,
the Defender has limited Line of Sight. Initially,
each Defending model has LoS equal to at three
times their Initiative value. Once the alarm
sounds, visibility will return to normal as light,
flares, explosions and tracer fire will reveal
everyones positions.
Reinforcements
Equipment
M WS BS S T W I
4
2
2 3 3 1 3
Autogun, Combat Knife
A Ld Sv
1 7 -
Death Squads
VICTORY CONDITIONS
If at least one Vehicle remains functional (not
taken OOA), the Defenders win. If both Vehicle
are destroyed (taken OOA), the Attackers win. A
Squad that declares a Tactical Retreat at any
point automatically forfeits and loses the game
(opponent is declared the winner.) In case of
reaching the end of Standard Random Game
Length, the Squad with the most standing
Fighters within 6 of the Vehicle is declared the
winner.
SCENARIO BONUS REWARDS
Attackers: For each Vehicle destroyed (taken
OOA), the Attackers earn 4D6+10 Credits.
Defenders: For each Vehicle saved, the
Defenders can keep one of the surviving
Reinforcement Recruits. Remember to roll for
survival if any of them are taken OOA.
of
TURN LIMIT
This Scenario has a Fixed Game Length of 8
Turns.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
SQUADS SETUP
Give each edge of the table a number from 1
through 4. Each Player rolls a die, and whoever
rolls highest must roll another die to determine
his table edge (roll until one edge is determined
randomly), placing all his Fighters at ground level
within 8" of that edge (Deployment Zone). His
opponent then sets up the same way, within 8" of
the opposite edge. Infiltrators may be deployed
as normal.
GAME SPECIAL RULES
The objective is to capture D3+2 of the buildings
on
the
tabletop.
Mark
these
buildings,
establishing on each of them a clear Target Zone
(the size of an Ordinance Template), starting
with the one closest to the center of the table,
working your way outwards to the next nearest
building. A building is considered occupied if at
least one standing Fighter is inside and no enemy
Fighters are within 6 of the Fighter inside the
building.
Death Squads
STARTING THE GAME
Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when one of the Squads
controls all buildings for one whole Turn, a Squad
is taken completely Out Of Action, one Squad
declares a Tactical Retreat or the Fixed Game
Length has been reached.
VICTORY CONDITIONS
The Squad that controls the most buildings at the
end of Fixed Game Length, is considered the
winner. A Squad that declares a Tactical Retreat
at any point automatically forfeits and loses the
game (opponent is declared the winner). In case
of a tie, the Squad with the least number of
Fighters taken Out Of Action is declared the
winner; if no clear can be determined, the game
is considered a tie and none of the Players can
claim any rewards related to victory.
SCENARIO BONUS REWARDS
The winning Squad will earn +1 additional
Exchangeable Resource, as well as one re-roll to
be used on the games Post-Battle Sequence.
Scenario xx:
Pump Station Sabotage
One Squad has been sent to infiltrate the
enemys Promethium Pump Station to blow them
up. The Pump Station must be destroyed to slow
down your enemys progress. The enemy knows
the critical importance of such valuable strategic
point, and will sacrifice anything and anyone to
safe guard the objective! Stealth is your best
weapon.
MISSION OBJECTIVES
Attacker: To destroy the Pump Station,
undetectably if possible.
Defender: To protect the Pump Station at all
costs.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
A specific critical point within the Pump Station
complex must be destroyed, so a chain reaction
destroys the whole system at once. While the
gaming table may contain fuel tanks and pipes
(following the Scenario's theme), in the center of
the board there should be the main target,
represented by an individual terrain piece (i.e. a
Fuel Pump, a Computer Terminal, etc.) This
location is what is referred throughout the
Scenario as the Pump Station. The Pump
Station's Target Zone should be determined by a
Blast Template centered in the middle of the
terrain feature, regardless of the size of the
actual model representing it, and must be
accessible from every angle to any Fighter.
Remember that for game purposes, the edge of
the Blast Template represents the area that is
attacked, even if there is no Pump Station under
it! If the Pump Station is taken down to zero (0)
Wounds, it is considered destroyed. It has the
following stat line:
Pump Station
M WS BS S T W I A Ld Sv
- 4 5 - - - 5+
The Station can not suffer Critical Hits.
Death Squads
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Attackers: The Attackers deploy next all their
models, at ground level, up to 4 of any table
edge
(Deployment
Zone).
Attackers
may
Infiltrate as normal, but they may not change
their deployment (i.e. as allowed by Tactician
Skill).
Defender: The Defender setup first all their
models, at ground level, anywhere on the board
at a minimum distance of 8 of the Pump
Stations Target Zone. Defenders may not
Infiltrate or change their deployment (i.e. as
allowed by Tactician Skill).
GAME SPECIAL RULES
Attacker: The Attackers should attempt to move
in secrecy and attempt to destroy the Pump
Station. To do this, they should avoid the
Defenders sounding the General Alarm before
any Demo Charges explode. Doing so would yield
greater rewards.
Attackers will get three (3) Demolition Charges.
The attacking Player must nominate three models
that will be carrying one (1) Demolition Charge.
To place a Demolition Charges within the Pumps
Target Zone, the model must end their
Movement (Walk) at the designated zone and use
their Shooting Phase to activate the Demolition
Charge. The explosive will detonate during the
Attackers next Compulsory Phase.
The Demolition Charges explode with D3
automatic Hit attacks at S4. The explosives only
work for this Scenario and cannot be saved for
other Scenarios. Damaging Grenades (such as
Frag Grenades) are also effective weapons. If the
grenade hit or its Blast radius (when applicable)
connects with the Pump Station's Target Zone it
will cause D3 automatic hits at the normal
damage strength for the grenade. The Pump
Station is not affected by the Indirect Damage
rule of Blast Template weapons.
Defender: The Defender is routinely patrolling the
area, not expecting an immediate attack; the
models will move randomly until the General
Alarm is sound. Patrolling units move randomly
up to their normal maximum movement rate in a
random direction determined by a Scatter Die. If
the HIT symbol is rolled then the Defender may
chose the direction.
Death Squads
Reinforcements are only for this Scenario and
cannot be saved or used again. Reinforcement
Recruits while are of the same race as the
Defender, they do not have any of their races
special traits and have the following stats:
Reinforcements
Equipment
M WS BS S T W I
4
2
2 3 3 1 3
Autogun, Combat Knife
A Ld Sv
1 7 -
VICTORY CONDITIONS
If the Pump Station remains functional (not taken
OOA), the Defenders win. If the Pump Station is
destroyed (taken OOA), the Attackers win. A
Squad that declares a Tactical Retreat at any
point automatically forfeits and loses the game
(opponent is declared the winner). In case of
reaching the end of Standard Random Game
Length, the Squad with the most standing
Fighters within 6 of the Pump Station is declared
the winner.
Death Squads
Death Squads
VICTORY CONDITIONS
The Squad with the most Objective Markers
captured is declared the winner. A Squad that
declares a Tactical Retreat automatically forfeits
and loses the game (opponent is declared the
winner.) . In case of reaching the end of
Standard Random Game Length, the Squad with
the most Objective Markers is declared the
winner. In case of a tie, the Squad with the least
number of Fighters taken Out Of Action is
declared the winner.
SCENARIO BONUS REWARDS
The winning Squad will earn three (3)
Exchangeable Resources, plus one (1) for each
Objective Marker in their possession at the end of
the battle. The losing Squad will earn
Exchangeable Resources equal to half (round up)
of Objective Marker in their possession at the end
of the battle. Please note that control of the
Objective Markers, not its location (on or off the
gaming table) is what matters. If a Squad
declares a Tactical Retreat, they forfeit all the
Objective Markers, thus they earn no additional
Exchangeable Resources.
To err is human.
To forgive is not Commissariats policy.
Scenario xx:
Stake-Out & Elimination
For the last few days, your Commanders have
managed
to
intercept
several
enemy
transmissions regarding concerns about an
Officer who could shift the balance of power
within the region. An attempt to eliminate this
Officer is imminent, but details are minimal, as
the enemy seems to be aware of the
communication breach. Unknown to you, it is one
of your Squad Officers who will be target for
assassination.
The Squad to which the vital Officer is attached
seems to be spread thin across the sector they
are currently patrolling, as the enemy continues
their
stealthy
approach.
The
information
regarding the target is so critical, that their real
identity will only be revealed upon visual
confirmation of possible targets. As the enemy
approaches, it is evident that their only intention
is one of murder. Allowing their target to escape
is simply not an option...
MISSION OBJECTIVES
Attacker: To find and eliminate the enemy
Target.
Defender: To insure that the Target manages to
escape the assassination attempt alive.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
An area of 2" x 2" on each corner of the table will
be considered to be Safe Exit Points.
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Attackers: The Attackers deploy next all their
models, at any level, up to 4" of any table edge
(Deployment Zone). Attackers may Infiltrate as
normal, but they may not change their
deployment (i.e. as allowed by Tactician Skill).
Death Squads
Defender: The Defender setup first all their
models, except Officers, at ground level,
anywhere on the board at least 12 away from
any table edge (Deployment Zone). Officers'
models must be replaced by a token (known as
Officer Markers), but no identification of whom
they represent should be included.
The Officer Markers must be placed at any level,
at least 18" away from any table edge. Defenders
may not Infiltrate or change their deployment
(i.e. as allowed by Tactician Skill)
GAME SPECIAL RULES
The Defenders are taken completely by surprise.
At the start of the Defenders first Turn, each
Recruit must pass an Initiative Test or do nothing
for the first Turn. After that, Recruits may move
and act as normal.
The Defender's Officers are treated slightly
different; their identities are to remain secret and
represented by an Officer Marker. While an
Officer is represented by an Officer Marker, he
may only Walk (up to his Movement Attribute),
but never Run, Charge, Shoot or use any Psychic
Powers.
Once the Attacker gains Line of Sight (LoS) of the
Officer Marker, the Officer's identity will be
revealed; assign a number to any Officer not yet
revealed, and randomly determine whom the
Officer Marker represents. When the identity of
an Officer Marker is revealed, the Attacker must
determine is this Officer is the target of his
assassination attempt, known as the Target. To
discover if the revealed Officer is the Target, roll
a D6 and on a 5+ the Attacker has found his
mark. If the Target is revealed, then Players are
to determine the identity of the rest of the Officer
Markers and the Officers will be able to act as
normal. If no Target has yet been determined by
the time there is only one Officer Marker left, this
Officer is revealed and automatically becomes the
Target.
STARTING THE GAME
Defenders always go first.
ENDING THE GAME
The game will end when the Defenders Target is
taken Out Of Action, the Target leaves the
battlefield (game table) via any one of the four
(4) Safe Exit Points, when one of the Squads is
taken completely Out Of Action, one Squad
declares a Tactical Retreat or the Standard
Random Game Length has reached its end.
VICTORY CONDITIONS
If the Defenders Target manages to escape
through any of the Safe Exit Points or is not
taken Out Of Action by the time the Standard
Random Game Length, has been reached, the
Defenders win. If the Target is taken Out Of
Action, the Attackers win. A Squad that declares
a Tactical Retreat at any point automatically
forfeits and loses the game (opponent is declared
the winner.) In case of reaching the end of
Standard Random Game Length and the Target is
still alive; the Defender Squad (as they meet the
requirements above) is declared the winner.
SCENARIO BONUS REWARDS
The winning Squad will earn +1 additional
Exchangeable Resource.
Death Squads
Death Squads
Death Squads
Death Squads
Death Squads
Scenario xx:
The Zombie Device
By: Mordoten
Someone has managed to create a device
capable of harnessing the power of the Warp,
with the sole purpose of disturbing the war effort.
Unfortunately, the use of this device has the
unforeseen consequences of raising the dead. Or
maybe that was the intention all along?
Regardless, you must capture the Transmitter, so
you can use it for your own nefarious purposes
or have it destroyed!
MISSION OBJECTIVES
Take control or destroy the Transmitter, which is
causing anyone already dead exposed to its Warp
energies to become an unwilling mind-numbed
zombie puppet agent of Nurgle. They are starting
to gather near the Transmitter and eventually
could threaten to overrun the sector.
TURN LIMIT
This Scenario has a Standard Random Game
Length.
TERRAIN TABLE SETUP
On a table surface 4 x 4, each Player takes it in
turn to place a piece of terrain, either a ruined
building, tower, vegetation Area Terrain, or other
similar item until all Players are satisfied with the
gaming surface.
The center of the table must have a building with
enough room to place a Transmitter inside (out of
LoS), with a Target Zone the size of a Blast
Template.
SQUADS SETUP
Each Player rolls a D6. Whoever rolls highest
chooses who sets up first. The first Player then
chooses which table edge to set up on, placing all
his Fighters at ground level within 8 of that edge
(Deployment Zone). His opponent then sets up
the same way, within 8 of the opposite edge.
Infiltrators may be deployed as normal.
GAME SPECIAL RULES
An unknown party has placed a device which
continuously transmits energy from the Warp.
This Transmitter is animating the dead in the
vicinity as Zombies and they are starting to
gather.
Death Squads
Each Zombie is an individual character,
represented by its own model, with the following
stat line:
Zombie
Special Rules
M WS BS S T W I A Ld Sv
2
3 3 1 1 1 5 Cause Fear: Zombies are terrifying undead
creatures and therefore cause Fear.
Immune to Psychology: Zombies are not
affected by psychology and never leave
combat.
No Pain: Zombies are resistant to physical
injury. An injury result of Knocked Down
will be negated on a 3+. An injury result of
Stun would be reduced to Knocked Down on
a 5+.
Death Squads
VICTORY CONDITIONS
The Squad that manages to move the
Transmitter through their Deployment Zone or
that that destroys the Transmitter is declared the
winner. A Squad that declares a Tactical Retreat
automatically forfeits and loses the game
(opponent is declared the winner.) In case of
reaching the end of Random Game Length, the
Squad in possession of the Transmitter is
declared the winner. In the case no Squad has
the Transmitter, the Squad who has taken the
most Zombies Out Of Action (OOA) is declared
the winner. In case of a tie, the Squad with the
least number of Fighters taken OOA is declared
the winner.
SCENARIO BONUS REWARDS
The Transmitter seems to be of ancient origin
and can be considered an artifact of the Age of
Strife. Although extremely dangerous, it is very
valuable and its capture for further study has a
high priority; either to destroy its heretical
presence or control its Dark Powers. The
destruction of the Transmitter is seen as a
casualty of war, but a regrettable lost opportunity
none the less. For their efforts, the Squad that
destroys the Transmitter receives one (1)
additional Exchangeable Resources (ER).
The Squad which retrieved the Transmitter gains
the respect of their commanders, as they realize
the Squads potential. For their efforts, they
receive two (2) additional ER, as well as the
ability to gain the ability to call in D3
Reinforcements in their next game. They can
ONLY be used on the next game and if not used,
they are lost. Reinforcement Recruits while are of
the same race, they do not have any of their
races special traits and have the following stats:
M WS BS S T W I A Ld Sv
Reinforcements 4
2
2 3 3 1 3 1 7 Equipment
Autogun, Combat Knife
Under my command I
have the better of two
Segmentum
Battle
Fleets, a score of Rouge
Trader
Fleets,
two
Legions of Titans, four
Chapters of Astartes
and
more
than
seventeen
million
Guardsmen.
If there is any part of
this Galaxy I could not
conquer in the name of
The Holy Emperor of
Terra...
Show it to me, and
I will pay them a visit.
Death Squads
Death Squads
Campaign
Mechanics
Squads travel throughout the Universe to
complete objectives. They come from many races
and for many reasons, but ultimately they must
all face the dangers of a personalized warfare,
facing the enemy face to face rather than from
afar, thus changing the course of history.
Although it is great fun to fight individual battles,
part of the challenge of Death Squads is to build
your Squad into a force to be reckoned with. A
campaign gives your Squad the chance to gain
experience and new Skills, as well as the
opportunity to hire extra Fighters as its fame and
fortune increases.
Starting a Campaign
To start a campaign youll need at least two
Players, preferably three or more. Players may
have more than one Squad, but most people
prefer to run one at a time, as this allows them
to devote more of their attention to painting,
modeling and playing with their favorite Squad.
You can start a campaign as soon as two Players
have recruited their Squads. New Players can join
the campaign any time after that. Although the
new Squads will be less experienced they will
soon learn new Skills. Fighting other, more
powerful, Squads will allow them to develop more
quickly (see Underdogs below).
Post-Battle Sequence
After the battle is over, both Players work their
way through the following sequence. You do not
have to work through it all at once (try to do the
first three parts straight after the battle you
may wish to consider further purchases later) but
any dice rolls must be seen either by both Players
or a neutral third party.
1. Serious Injuries: Determine the extent of
injuries for each Fighter who is Out Of Action
at the end of the game.
2. Experience & Advancement: Officers
(Officers) and Recruits (Henchmen) groups
gain experience for surviving battles. See the
Experience and Scenarios Sections for details.
3. Exploration of the Battlefield: Squads
scavenge the Battlefield for resources. See
the Income Section for details.
4. Spoils of War: Special encounters can be
found after each battle. This can only be done
once per Post-Battle Sequence. See the
Exploration of the Battlefield section for
details.
5. Rare Acquisitions: Make rolls for any Rare
Items you intend to buy and pay for them.
These items go into the Squads stash.
6. Draft Personnel: Replenish lost Fighters
with new Recruits.
7. Hire Mercenaries: If you want to hire any.
8. Equipment Depot: New Recruits come
equipped with their free Combat Knife (if so
stated) and may be bought Common Items.
This is done in any order and may be done
several times. Note that newly hired Recruits
cannot buy Rare Items. They can, however,
be equipped with Rare Items if there are any
in the Squads stash. Swap equipment
between Fighters as desired (provided they
are eligible to use it).
9. Update Your Squads Rating: You are now
ready to fight again.
These sequences will be discussed in detail in the
following sections.
Death Squads
6. Draft Personnel
7. Hire Mercenaries
The galaxy is full of individuals who will gladly
render services for money. In this stage, if your
Squad has the resources available, you may hire
any mercenaries you wish.
4. Spoils of War
5. Rare Acquisitions
Some items are simply very hard to find. They
can be either ancient items, or their assignment
has been restricted, or their use is forbidden.
Officers can now try to use their connections to
appropriate some of this gear. Make rolls for any
Rare Items you intend to buy and pay for them.
These items go into the Squads stash.
Death Squads
Determining
Serious Injuries
During a game, some Fighters will be taken Out
Of Action and removed from play. At that time, it
doesnt matter whether the Fighter is dead,
unconscious, injured or just playing dead in
game terms he is no longer capable of fighting in
the battle, which is all that matters. But when
you are playing a campaign, it matters a great
deal what happens to anyone who falls in battle!
They might recover completely and be ready to
fight in the next battle, or they might have
sustained injuries. Worst of all, they might die, or
be so badly injured that they have to retire. It is
at this stage that you roll, along with your
opponent, to determine the fate of those taken
Out Of Action.
Death Squads
11-13 equipment he carried are lost. Remove him from the Squads roster.
14
DEAD - RECOVERED BODY: The Fighter has been killed in action, but his body has been discovered after some time. All the weapons and
equipment he carried could be salvaged on a result of 5+ for each piece of equipment, to be used as the Player sees fit. Remove the Fighter
from the Squads roster.
15
DEAD - GRAVE INJURIES: The Fighter is critically wounded, and his comrades pull him heroically to safety. Unfortunately his wounds are
too great for any medical help and he suffers a painful death among his brothers at arms. All the weapons and equipment he carried could be
salvaged on a result of 3+ for each piece of equipment, to be used as the Player sees fit. Remove the Fighter from the Squads roster.
MULTIPLE INJURIES: The Fighter is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-roll any Dead, Captured
23
CAPTURED: The Fighter regains consciousness and finds himself held captive by the other Squad. He may be ransomed at a price set by the
captor or exchanged for one of their Squad who was Captured, Arrested or Apprehended. Negotiate with your opponent for their release. As a
bonus, for reaching a fair agreement, the Leader of the Squad that Captured the Officer earns +1 Experience in addition to any accorded goods
of the trade. If no accord can be finalized, the captors will kill the Captured Officer and retain his gear to do with it as they see fit; to use,
retain or sale for profit. See the Taking Prisoners section for details.
24
LEG WOUND: The Fighters leg is broken. He suffers a permanent -1 to his Movement Attribute. A Bionic Replacement can cure this injury.
25
ARM WOUND: Roll again: 1 = Severe arm wound. The arm must be amputated. The Fighter may only use a single one handed weapon from
now on. The Fighter cannot shoot anything but single handed weapons, such as Pistols with the good arm. 2-6 = Light wound; the Fighter
must miss the next game. A Bionic Replacement can cure this injury.
26
SMASHED LEG: Roll again: 1 = The Fighter may not Run any more, but he may still Charge. 2-6 = Light wound; the Fighter must miss the
next game. A Bionic Replacement can cure this injury.
31
CHEST WOUND: The Fighter has been badly wounded in the chest. He recovers but is weakened by the injury so his Toughness is
permanently reduced by -1.
32
BLINDED IN ONE EYE: The Fighter survives but loses his vision in one eye; randomly determine which. A character that loses an eye has
his Ballistic Skill permanently reduced by -1. If the Fighter is subsequently blinded in his remaining good eye, he must retire from the Squad.
A Bionic Replacement can cure this injury.
33
OLD BATTLE SCAR: The Fighter survives, but his wound has scared internally in such a way that he has become weaker. Strength is
permanently reduced by -1.
34
NERVOUS CONDITION: The Fighters nervous system has been damaged. His Initiative is permanently reduced by -1.
35
HAND INJURY: The Fighters hand is badly injured, affecting his Combat abilities. His Weapon Skill is permanently reduced by -1. A Bionic
Replacement can cure this injury.
36
MADNESS: Roll a D6. On a 1-3 the Fighter suffers from Stupidity; on 4-6 the Fighter suffers from Frenzy from now on (see the Psychology
section for details).
BITTER ENMITY: The Fighter makes a full physical recovery, but is psychologically scarred by his experience. From now on the Fighter
41-42 Hates the following (roll a D6): (1-3) The individual who caused the injury. If it was a Recruit, he Hates the enemy Leader instead. (4) The
Leader of the Squad that caused the injury. (5) The entire Squad of the Fighter responsible for the injury. (6) All Squads of that type.
43-44 ROBBED: The Fighter manages to escape from the battlefield with his life, but all his weapons, armor and equipment are lost.
45-56 FULL RECOVERY: The Fighter has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
61-62 HARDENED: The Fighter survives and becomes inured to the horrors of the battle. From now on he is immune to Fear.
63-64 HORRIBLE SCARS: From now one, the Fighter causes Fear.
65-66 SURVIVES AGAINST THE ODDS: The Fighter survives and rejoins his Squad. He gains +2 Experience.
CAPTURE THE ENEMY
A result of Captured on the Serious Injury Chart can be place Players at odd ends. Some Players seem proper to dispose
of a captured enemy, while others feel it is not in the best interest of sportsmanship. Whatever your position is, for
whatever reason, is best if you let your position known in your gaming group beforehand. Players are encouraged to
negotiate a large ransom possible or playing rescue Scenarios if possible. In later Campaigns, in which monetary
resources are abundant, a ransom could be a huge amount of credits. In other situations, the captured Officer may be
returned without his gear. Whatever you do, remember
BE CREATIVE BE FAIR!
Death Squads
Experience
&
Advancement
As Fighters take part in battles, those who
survive become more experienced and improve
their battle Skills. In campaigns, this is
represented by Experience Points.
Fighters earn Experience Points when they take
part in a battle. Once a Fighter has enough
points, he gains an Advancement Roll. This takes
the form of an increased Attribute or a new Skill.
Fighters who survive long enough may progress
to become great Officers, with many Skills they
have picked up during their long and glorious
fighting career.
When Fighters are recruited, some of them
already have some experience. The Squad lists
detail how many Experience Points different
Fighters begin with. Record these on your
Squads roster sheet by ticking the right number
of boxes. No extra advances are gained for this
experience. It simply represents the experience
the Fighters have accumulated before the Squad
is formed.
TOTAL EXPERIENCE
GAINED
0 Points
2 Points
4 Points
6 Points
8 Points
10 Points
12 Points
15 Points
18 Points
21 Points
10
24 Points
11
28 Points
12
32 Points
13
36 Points
14
40 Points
15
45 Points
16
50 Points
17
55 Points
18
61 Points
Experience Advances
19
67 Points
20
74 Points
21
81 Points
22
89 Points
23
97 Points
24
106 Points
25
116 Points
Earning Experience
The Experience Points Fighters earn depend on
the Scenario. Different Scenarios have different
objectives and consequently Fighters can earn
experience in slightly different ways. Additional
Experience Points are always added to the
Fighters total after the game is over. Thus, it is a
good idea to keep a record of the opponents your
Fighters put Out Of Action during the battle, as
this often affects the experience they gain.
If you look through the Scenarios you will notice
that Fighters always earn +1 Experience point for
surviving a battle. They earn this even if they are
injured as long as they live to fight again! The
Scenarios Section includes details of how many
Experience Points are earned for each Scenario.
Death Squads
Advancement Rolls
Seeing your Fighters improve is one of the best
parts of the Death Squads. Rather than having
powerful units, you see each Officer and Recruit
Group earning their place in the Universe. You
see them rise from the mediocre average, to
become their own legend!
Remember; always make Advancement Rolls
straight after the battle, so both Players can
witness the result! It makes for great
sportsmanship! Roll 2D6 for each Officer and
Recruit Group that has earned a new
Advancement. Consult either the OFFICERS or
the RECRUITS ADVANCEMENT CHART, as
appropriate, below. As seen on the Officers
Advancement Chart, Officers may gain either a
New Skill or a Attribute Increase. Recruit Groups
may earn a Attribute Increase or (with some
luck) may even become Officers. Details on the
specific Advancements are explained below.
If the dice roll indicates a Attribute Increase that
cannot be taken (due to restrictions of the unit or
Racial Maximums), roll again until you get
something that can be used. Remember that no
single Attribute of any Fighter (be it either
Officers or Recruit Groups) can be greater than
the Racial Maximums. If you cannot gain
anything else may be is time to retire your
heroes!
OFFICERS ADVANCEMENT CHART
2D6 Description
2-5
Description
2-4
6-7
10-12
New Skill
There are several types of Skills available for
each Fighter to learn. Each Skill will give the
knowledge to perform that action and gain an
advantage in battle. Skills vary from learning the
techniques of avoiding enemy blows in Close
Combat (Step Aside) to learning the method of
caring and using a Long-las Rifle (Weapons
Training, Sniper), from how to become a better
bargain hunter and stretch your hard earn
Credits (Haggle) to how to quickly assess the
battlefield
to
gain
a
tactical
advantage
(Tactician).
As a general rule, a Player may not choose the
same Skill twice for the same Fighter. A specific
Squad may be restricted in which Skills they may
learn. There are Universal Skills as well as
Squads Skills. The Universal Skills are general
Skills that almost any Race can learn (specific
exceptions are detailed in each races entry),
regardless of how they use it. For example, and
Imperial Guard Combat Master can take several
opponents at the same by perfecting his martial
arts techniques; an Ork Combat Master learns
how to fight more than one opponent by feeling
the Waaagh! While the methods are the different
(martial art techniques vs. brute force), the
results are the same. Squads Skills are those
who are particular to each Race and cannot be
taken by any other.
An Officer may have restrictions on what kind of
Skills he may learn. These are determined by
what kind of unit and his role on the Squad. To
select a new Skill for an Officer, pick the type of
Skill you want from those available, then choose
which Skill has been learned. See Skills Section
for details.
Death Squads
Attribute Increase
In Death Squads, the Fighters each have
different abilities, some being better at certain
actions
(for
example,
fighting,
shooting,
climbing) than they are at others. The
uniqueness of each Fighter is represented in the
form of Attributes and Skills. As the Fighters
learn and train, they will improve over time,
making them more efficient fighting machines!
RACIAL ATTRIBUTE MAXIMUM TABLE
Profile
M WS BS
A Ld
Human,
3 10
4 10
M WS BS
A Ld
4 10
M WS BS
A Ld
3 10
M WS BS
A Ld
3 10
M WS BS
A Ld
3 10
M WS BS
5
6
3
S
5
T
5
W
3
I
5
A Ld
4 9
Chaos Cultists
Chaos
Space Marine
Profile
Eldar,
Craftworld
Profile
Human,
Imperial
Guard
Ogryn,
Imperial
Guard
Profile
Human,
Imperial
Renegades
Ogryn,
Imperial
Renegades
Profile
Kroot
Profile
Ork
Gretchin (Ork)
Example:
The Racial Maximum for a Human (Imperial Guard) Weapon
Skill (WS) is 6. An IG Captain, who starts with WS 4, may
earn Advancements to his WS until it reaches WS 6. An IG
Infantrymen Recruit Group starts with WS 3 and may they
Advancements to their WS reaches WS 5. The only way that
an IG Infantryman could reach WS 6 would be to become an
Officer.
Death Squads
Each Recruit Unit has a Path of Promotion that
explains what kind of promotion he could have.
In most cases, a Recruit becomes a Generic
Officer. This means that the new Officer does not
gain any particular Special Rules (unless
specifically stated on his Path of Promotions
description) or equipment, but retains all that it
previously has. For example, an IG Heavy
Weapon Specialist that is promoted to an Officer
would retain the Special Rules he already has
(i.e. Weapons Training, Heavy Weapons) as well
as any equipment (i.e. Mesh Armor and Grenade
Launcher.) The new Officer must choose two (2)
Skill Categories (in addition to the Squad Specific
Skill Category, if available) from which he may
learn New Skills. Finally, he must immediately
make one roll on the Officers Advancement Table
as his current Advancement.
In few cases, the Player has a choice of allowing
the Recruit to become either a Generic Officer or
becoming a different kind of Recruit Unit. For
example, an IG Infantryman could become a
Generic Officer or become an IG Heavy Weapon
Specialist (a kind of Recruit.) If the Recruit
becomes another kind of Recruit, he gains all the
Special Rules of the new Recruit Unit (in the
example above, those of a Heavy Weapon
Specialist), but not any Attributes or equipment.
This counts as the Fighters Advancement and
does not roll on the Recruits Advancement Table
until the next Advancement is reached. At that
time, the Recruit may be promoted to Officer as
normal.
It is possible to exceed the limit on the amount of
a specific Recruit Unit due a promotion, as the
noted limit of each unit refers to the number of
specific Units that can be recruited (a.k.a.
purchased). For example, you may only recruit
(purchase) up to two (2) IG Heavy Weapon
Specialists, but you may have a third due a
promotion. It is important to note that all other
restrictions still apply (i.e. you may carry only a
maximum of three (3) Heavy Weapons per
Squad. Under no circumstances the Maximum
Number of Officers a Squad may have can be
exceeded.
Exploration
of
the Battlefield
While the Imperium fits the basics necessities for
their armies at no costs, this process can take
time. Bases have limited resources which have to
be assigned to particular individuals based on
necessity and merit. No point in giving a ScribeServitor some Plasma ammunition, while they do
not even fight in self-defense! Squad Leaders
have to justify their requisitions either by letters
of recommendations, requisition forms (in
triplicate), cash, bribery, blackmail and good old
intimidation!
For sake of ease all items are listed as Credits.
Most people fully understand that Orks, Tyranids,
Eldar as well as other Races would not
necessarily use Credits to acquire items. Just
insert what your Squad will call it. For example
Orks would use Teef, while Tyranids would call it
biomass, Chaos worshippers may use god
favors and so on. Don't get hung up on Credits
when purchasing, equipping and exploring for
your Squad.
Regardless of the method used for this
requisitions, they are eventually changed to the
form of Credits. These Credits are used to
appropriate the personnel and equipment
necessary to complete the next mission.
Death Squads
As you can see from the Exchangeable Resources
Chart, a Squad that is just starting out has little
chance of finding the more obscure places in the
battlefields area. However, a Squad will make
more discoveries as it goes along thanks to its
better equipment and accumulated Skills.
Do not roll for Recruits. This does not mean that
they dont search the battlefield, but instead
represents the efforts of the Officers in
coordinating the search parties. In addition, some
Recruits (for obvious reasons) are not particularly
useful when it comes to looking for resources.
Some Weapons, Armor and Wargear may be
found a treasure during the Exploration Phase. If
the item is not on the Squads Depot, nobody
would be able to use them as the technology is to
alien for their effective use. The clear exceptions
of this rule are Grenades and other consumable
weapons. Such weapons work on the same basic
principle (pull the pin, throw the grenade and run
away!) and Officers will figure out how to use
them effectively, regardless if they are available
on their Squad's Depot. The availability of such
items on the Depot only suggests the
Squad/Race's ability to manufacture them.
Procedure
1. Roll 1D6 for each of your Officers who
survived the battle (as described on
Searching the Battlefield section) and one
extra D6 if you won, plus any extra D6
allowed by Skills or equipment. Note,
however, that you are only allowed to keep
up to six of the dice you rolled, regardless if
you rolled seven or more dice. The Player
gets to decide which dice they will keep.
2. Some things, such as Skills and equipment,
(like the Planetary Map) may allow you to reroll dice. Your Squad may include a Special
Character that could allow you to modify one
dice by +1 or -1.
3. If you rolled any doubles, triples, etc, you
have found an unusual location. Consult the
Exploration Chart on the next page to see
what you find. Refer to the appropriate entry
on the following pages and follow the
instructions given there.
4. Add the results together and consult the chart
on the next page to see how many
Exchangeable Resources you have found.
Mark down the amount of requisition orders
on your Squads roster sheet.
EXCHANGEABLE
RESOURCES FOUND
1-5
6-11
12-17
18-24
25-30
31-35
36+
Exchanging Resources
In Death Squads, it is assumed that anyone can
trade, buy or sell any possession with relative
ease. Squads use their ingenuity to gather
currency, information, favors and other form of
exchanges to get what they need, from whatever
channels available. Sometimes they go through
their own military paperwork (accelerated by a
sympathetic or paid bureaucracy), a town trading
post, a city supply warehouse or even the black
market. The details, while interesting, are
irrelevant to the game mechanics. Feel free to
make spend as much time with your group to
make up details, or not. The fact remains, that
every Player can trade regardless of their location
as long as they follow the rules.
Regardless of the method used for this
requisitions, they are eventually changed to the
form of Credits. These Credits are used to
appropriate the personnel and equipment
necessary to complete the next mission.
After every game, a Squad can collect income
from exploration, etc, and sell any resource and
treasures they have acquired. Cash can be spent
on recruiting new Fighters or on new equipment
for the Squad. The price of resources varies
according to current demand.
Exchangeable Resources can be transformed into
tremendously valuable resources; from favors, to
letters of recommendation, from information to
currency and are in constant demand by
anyone in the known universe. This means that
finding someone willing to exchange for your
Squads Exchangeable Resources (ER) for Credits
is not difficult.
Death Squads
You do not have to exchange or sell all your ERs
immediately after the battle you may want to
hoard them for a later time, as selling ERs in
smaller quantities will increase demand and raise
the price. Unfortunately, the demands of running
a Squad often mean that you will have to sell
most of your ERs as soon as you find it.
The Squad must spend a large portion of its
income on basic necessities such as food, drink,
repair weapons, replace ammunition and give
bribes as well as some celebrating! A Squad
leader is also expected to share any profits made
by selling ERs between his men who means that
the more money the Squad makes from such
sales, the bigger the share for the men.
The more models there are in the Squad, the
more it costs to maintain and the higher the level
of any profits made that must be shared between
the men. The number indicated on the following
chart is the profit in Credits earned after
deducting the Squads maintenance costs. The
profit is added to Squads treasury.
SELLING RESOURCES CHART
ER
Exchanged
Spoils of War
As well as finding Exchangeable Resources, the
Squad can come across unusual places or
encounter inhabitants of the area. Officers direct
Recruits to find points of interest, which may
yield a better return of their effort. In this
section, you will learn how to search the areas
adjacent to your previous battles.
1-3
4-6
16+
65
60
55
50
50
45
80
75
70
65
60
55
95
80
75
70
65
60
110
100
90
85
80
75
130
120
110
100
90
85
140
130
120
110
100
90
165
150
140
130
120
110
1 1 Sewer Entrance
1111
Gunsmith
8+
175
160
150
140
130
120
2 2 Shop
2222
Communication Center
3 3 Corpse
3333
Bionics Shop
4 4 Straggler
4444
Armorer
5 5 Wrecked Truck
5555
Graveyard
6 6 Ruined Hovels
6666
Catacombs
EXPLORATION CHART
DOUBLES
TRIPLES
1 1 1 Tavern
FOUR OF A KIND
FIVE OF A KIND
1 1 1 1 1 Ancient Dojo
3 3 3 3 3 Storage Crate
4 4 4 Cache of Weapons
5 5 5 Market Hall
5 5 5 5 5 Slaughtered Squad
6 6 6 Returning a Favor
6 6 6 6 6 Transportation Hangar
Death Squads
For example, you might roll two 3s or three 5s.
You consult the Exploration Chart and read that
you may have found either a Corpse or a Hall
Market. You then can decide which one of the
two rewards you want to try, and then determine
the specifics.
Example:
The Flaming Skulls, a specialized Imperial Guard Squad, have
just won a battle. Three of their five Officers survived and the
group discovered the ENTRANCE TO THE CATACOMBS
in an earlier battle. This means that the Squad may roll four
dice and re-roll one of them. The Player rolls 5, 5, 1 and 3.
The Player then picks dice that rolled 1 and re-rolls it, scoring
a 5. The Player has a grand total of 5, 5, 5 and 3. This means
that the Squad has found four EXCHANGEABLE
RESOURCES (5+5+5+3=18 which according to the table
above gives the Squad four EXCHANGEABLE RESOURCES).
The three 5s produce a MARKET HALL result on the
Exploration Chart (below).
Humans
Those Squads that are composed of mostly
human troops, such as Imperial Guard, Imperial
Renegades and Chaos Cultists, etc., are able to
use any Weapons, Armor and Wargear (following
any restrictions in the Imperial Guard Depot)
found in Scenarios and the Exploration Chart,
even if they can't usually get hold of them
through their Depot. If you wish to sell them, you
could do it at 50% of whatever Depot offers the
highest price.
Eldar
Eldars are an ancient race, who has far surpassed
the capacity of human Mon-keigh (laser)
technology, and prefer to use their own antigravity Shuriken Weaponry, their Superior Armor
and dedicated Wargear. Players who find any
item not on the Eldar Depot can sell them for
75% their value on the IG Depot. If the item is
on the Eldar Depot, then it can be used or sold as
normal.
Orks
In a practice known as Looting, it is evident that
Orks can convert anything for their use. If Orks
find any item that is not in their Depot, be a
reward from the Scenario, a trade or from the
Exploration Chart, they can loot it by taking it to
Da Meks workshop. There, after paying five (5)
credits and surrendering the item, the resident
Mekboy may attempt to transform the item for
use by Orkish hands.
Roll 2D6 on the Wot Da Meks Made From Da
Umie Scrap table below to find out what item (of
the same type) has created from the previously
unusable item. Thus a Sword (Close Combat
Weapon) could be turned into a Combat Knife or
a Big Choppa, but never into a Lucky Charm
(Wargear). Add +1 to the roll if the item has the
Leader Only Special Rule.
WOT DA MEKS MADE FROM DA UMIE SCRAP
Roll
2D6
Close Combat
Weapon
Ranged
Weapon
Wargear
Wrecked
Wrecked
Wrecked
Combat Knife
Grot Blasta
Filter Plugs
Chains
Grots
Pea Shoota
Infra-Red
Goggles
5-6
Club
Slugga
7-9
Choppa
Blasta
Dum-Dum
Bullets
10
Two Handed
Axe (Choppa)
Shoota
Red Dot
Sight
11
Chain Choppa
Kustom Blasta
Big Horns or
Iron Gob
12
Big Choppa
Big Shoota
Lucky Charm
Death Squads
Kroot
Kroot are extremely adaptable creatures. While
their potential to create new technology remains
primitive, under the correct guidance they can
adapt almost any technology and use it to their
own means. By using the Shaper's Understanding
Captured Tech and Passing Down the Knowledge
Special Rules, Kroot could use any Weapons,
Armor and Wargear found in Scenarios and the
Exploration Chart.
Doubles
(1 1) Sewer Entrance
The sewers manhole entrances, of which there
were several in this area, are now covered by
rubble and debris. You found one particular
entrance that is barely accessible; this probably
will lead to a site in perilous state and
undoubtedly polluted with chemicals. Regardless,
valuable information may be found over there.
Choose one of your Officers and roll a D6. If the
result is equal to or lower than his Toughness, he
finds two (2) Exchangeable Resources in the
area. If he fails, the Officer swallows tainted
water and must miss the next game through
sickness.
(2 2) Shop
This Administratum sanctioned shop has been
thoroughly ransacked. Even so, there are still
items scattered around the single, long room,
mingled in with the rubble. Some are useful, such
as pots and pans, rolls of cloth and cheap items
of tech. All manner of smaller objects are lying
about the sort of frippery which is no longer
has a use in a devastated city with few
inhabitants.
After a thorough search you find loot worth
2D6x2 Credits; if you roll Snake Eyes (double
1s) you will find two Lucky Charms (see the
Wargear section) instead.
(3 3) Corpse
You find a still-warm corpse. A chipped
Knife sticks out of his back. Surprisingly,
his possessions have not been looted.
what you find when you search the
besides a Combat Knife, roll a D6:
Combat
some of
To see
corpse,
TREASURE
D6 Description
1-2 2D6x2 Credits
3
1 Frag Grenade
1 Sword
1 Axe
1 Helmet
(4 4) Straggler
Your Squad encounters one of the survivors of
lost Squad, who has lost his sanity along with all
his worldly possessions.
Any Squad can interrogate the man and gain
insight into the battle zone, sell him to slavery,
sacrifice him, torture him or even eat him.
Regardless the decision, it is worth 2D6x2
Credits.
(5 5) Wrecked Truck
Stuck in a ditch is a wrecked transport truck
the type that would haul Planetary Defense
Forces to battles or from part of a re-supply
convoy. What caused this truck to overturn?
What happened that the PDF had to leave all
these supplies behind? Roll a D6 to see what you
find:
TREASURE
D6 Description
1-2 2 Exchangeable Resources
3-4 An ammunition crate worth 2D6x2 Credits
5-6 1 Lucky Charm
(6 6) Ruined Hovels
The street consists of ruined hovels, which are
leaning over at alarming angles. Not much worth
looting here. You find loot worth 2D6x2 Credits
amidst the ruins.
Death Squads
Triples
(1 1 1) Tavern
The ruin of a tavern is recognizable by its sign
still hanging on the wall. The upper part of the
building is ruined, but the cellars are cut into rock
and are still full of barrels. There are broken
flagons and tankards everywhere.
You could easily sell the barrels for a good price.
Unfortunately your men are also interested in the
contents! The Squads Leader must take a
Leadership Test. If he passes, the Squad gains
3D6x2 Credits worth of wines and ales, which can
be sold immediately.
If he fails, the men drink most of the alcohol
despite their Leaders threats and curses. You
have 2D6 Credits worth of alcohol left when the
Squad reaches their encampment.
(2 2 2) Convenience Store
The sign clearly indicates the items used to be
sold here. Most of the place has been ransacked
already; shelves emptied and locked cabinets
broken. Your group searches until they find a
secret compartment in which they find some
useful items. Roll a D6 to determine what you
find inside:
TREASURE
D6
Description
1 Climbing Harness
1 Mesh Armor
D3 Frag Grenades
D3 Filter Plugs
(3 3 3) Prisoners
A muffled sound comes from a secluded area.
Inside you find a group of people who have been
locked up. Perhaps they are prisoners of war,
ready to be executed, sacrificed or sold to
slavery. Roll a D3 to determine how many
prisoners you found. The Player must make and
declare one decision before attempting any rolls;
sacrifice, liberate or recruit the prisoners.
Squads can sacrifice the victims, undoubtedly
finishing the job of the captors; justification may
vary from them judged Heretics to the Imperium,
aiding the enemy, target practice, a gift to the
Dark Gods, etc.
M WS
4
2
None
BS
2
S
3
T
3
W
1
I
3
A
1
Ld Sv
5
-
Description
1-2
D3 Helmets
1 Bolt Pistol
D2 Mesh Armor
D3 Frag Grenades
(5 5 5) Market Hall
The market hall was raised up on pillars, with the
timbered corn exchange above the open market
place. The upper storey has been badly
damaged, but the covered market still offers a
good deal of shelter. The remains of the last
market day are still lying around on the cobbles.
Most of this is broken pottery and iron pots. You
find several items worth 3D6x2 Credits in total.
(6 6 6) Returning a Favor
As you are returning to your encampment, you
meet one of your old acquaintances. He has
come to repay an old favor or debt.
You gain the services of any one Hired Gun
(choose from those available to your Squad) for
the duration of the next battle, free of charge.
After the battle he will depart, or you may
continue to pay for his upkeep as normal. See
the Hired Guns section for details.
Death Squads
Four of a Kind
(1 1 1 1) Gunsmith
You find the workshop of a well known local
gunsmith. Its doors have been broken down and
the rooms raided, but some of the iron
strongboxes have survived intact. Roll a D6 to
see what you find:
(4 4 4 4) Armorer
A breastplate hanging from a pole drew your
attention to this place, obviously too high up to
be easily looted. The workshop is ruined and the
forge has been smashed. Rooting about in the
soot, you find various half-finished items of
armor.
TREASURE
TREASURE
D6
Description
D6
Description
D2 Shotguns
1-2
D2 Suppression Shields
1 Flame Pistol
D3 Helmets
1 Web Pistol
D3 Combat Shield
D3 Sluggers
1 Mesh Armor
D3 Dum-Dum Bullets
1 Refractor Field
D2 Red-Dot Sights
(2 2 2 2) Communications Center
Your Squad finds an old Communication Center
that was left in a hurry. Upon further research
you locate D2 Exchangeable Resources and
4D6x2 Credits.
(3 3 3 3) Bionics Shop
This three-story house was once part of a
medical block overlooking a narrow alleyway. The
street is now in ruins, but this house remains
largely intact. Exploring it you find that the garret
leans over so far that you can step out of the
window into the attic of the house opposite. Your
Squad finds a functional Bionic Replacement left
from a hasty evacuation.
TREASURE
D6 Description
1-2 1 Bionic Eye Replacement
3-4 1 Bionic Leg Replacement
5-6 1 Bionic Arm Replacement
(5 5 5 5) Graveyard
You find an old graveyard, crammed with
sepulchers that are overgrown with ivy. The
monuments to the dead are grotesque and
decorated with sculpted gargoyles. The ironwork
has been ripped from some of the tombs, and
stones have toppled off. It looks as if some of the
crypts have already been broken into by tomb
robbers. You must decide what to do; either loot
or seal the graves.
If you loot the graveyard, randomly determine an
opponent. The Officers of that Squad are
abhorred about the desecration of the graves of
their fallen comrades; for the next confrontation
against your Squad, their Officers will Hate all the
Fighters in your Squad. Make a note of this on
your Squad roster sheet. Robbing the crypts and
graves result on D2 Exchangeable Resources and
4D6x2 Credits worth of loot. If you decide to seal
the grave site, your Squad would be rewarded for
their piety by D3 Experience Points distributed
amongst the Officers of the Squad.
(6 6 6 6) Catacombs
You find an entrance to the catacombs and
tunnels below the area. You can use the new
tunnels you found in the next battle you play.
You may Infiltrate up to three Fighters anywhere
on the battlefield at ground level. This represents
the Fighters making their way through the
tunnels, sneaking enemy lines and emerging
suddenly from below ground.
Death Squads
Five of a Kind
(3 3 3 3 3) Storage Crate
In the depths of a secret cache depository in the
area you are located you come across a storage
crate bearing the coat-of-arms of one of the
noble families of the world. When you open the
chest you find some of the items listed below. To
know what was found, roll for every item on the
list separately (apart from the Credits). For
example, on a roll of a 4+ you find the resources.
(1 1 1 1 1) Ancient Dojo
During better times, the location you are
searching was famous for its duelists and pit
Fighters. You have found one of the areas used
to train these Fighters. The place is filled with
ancient training equipment and practice weapons.
Among the useless abandoned equipment you
find an original Neural Infuser loaded with a copy
of The Practical Guide for the Shodan. This is a
type of ancient helmet that was used to impart
immediate knowledge to recipients in a variety of
subjects. You could can either sell the Neural
Infuser for 5D6x2 Credits or allow one of your
Officers to use it. Roll 2D6 and consult the table
below:
TREASURE
2D6 Description
2
CHEST CONTENT
D6
Description
D3 Exchangeable Resources
5+
Power Sword
5+
Flamer
6+
Long-las Rifle
6+
Description
1 Flamer
4-5
6-7
8-9
10
11-12
D2 Hellguns
Death Squads
(5 5 5 5 5) Slaughtered Squad
You find the remains of an entire enemy Squad.
Broken bodies lay scattered among the ruins,
torn apart by some monstrous creature. You see
a huge shape, which looks like an immense
mutated creature, shambling away.
CHEST CONTENT
D6
Description
D2 Suppression Shields
2+
D3 Combat Shields
3+
D6 Helmets
4+
D6 Sluggers
5+
D6 Autoguns
5+
D2 Chainswords
5+
D2 Power Swords
6+
(6 6 6 6 6) Transportation Hangar
Among the area you find a location where
transportation vehicles were stored. Several
appear to be left there, in complete disrepair.
You may attempt to either repair a Shuttle (see
Wargear section for details) for your use OR
ransack the place for parts valued in D3 +1
Exchangeable Resources. If you decide to repair
the Shuttle, roll a D6 and on a 4+ your efforts
will be successful.
Death Squads
Rare
Acquisitions
Draft
Personnel
Fighters will be lost in battle. This is a regrettable
aspect of the danger that the Squad is involved
in. The Squad Leader must make a harsh
decision; either fill the ranks with rookies, spend
valuable resources finding veterans or go into
battle with diminished firepower. You may need
to replace dead or retired Officers and/or
Recruits.
Officers must always start with the experience
stated on the units description. New Recruits, or
rookies, are new Fighters that start out with the
basic experience detailed in their entry,
regardless of how experienced others in the
Squad are. All rookies must start in their own
Recruit Group, as veterans will not mix with raw
meat and risk their inexperience cost them their
lives.
Experienced Recruits, or vets, are Recruits that
have gained some battle experience previous to
joining the Squad. These must join an already
existing Recruit Group, matching their stats and
equipment, which the Squad must provide.
Thought of the Day
Death Squads
New Hires
New Fighters are recruited in the same way as
the original Squad with the notable exception of
equipment. After the start of a Campaign, a new
hireling can only buy Common Items from his
Squads Depot freely. He may only be given Rare
Items from his Squads Depot if the Squad can
obtain them via the normal trading rules. Any
Fighter given a Rare Item to use would need to
satisfy the items requirements for its use (such a
particular Skill) and follow the item's restrictions
(such as Leader only).
Squads may recruit whatever type of Fighters the
Player wishes, but the usual restrictions apply
regarding the number of Officers, Recruits, etc.
For example, no Squad may recruit a second
Leader, etc.
Hiring Replacements
You may add Experienced Recruits to existing
Recruit Groups. If the group is relatively
inexperienced, you will have no difficulty in
finding a barely raw recruit to add to their
numbers. But more experienced gnarled veterans
are not so keen on letting novice Fighters join
them and quite rightly so! Veteran Fighters that
join those ranks must join existing groups with
similar experiences. Regardless, these Recruits
must be equipped with exactly the same gear as
the groups they are joining.
Hire
Mercenaries
The galaxy is full of individuals who will gladly
render services for money. Players may hire
mercenaries known as Hired Guns or specialists,
known as Special Characters for the Squad if
they wish. See TLRB: Volume 3 Squads,
specifically the Hired Guns and the Special
Characters section for details.
Death Squads
Acquire
Equipment
from Depot
Update Your
Squads
Rating
Death Squads
Event Cards
[ENTER SECTION HERE 03/08/09]
Death Squads
Universal Skills
In the following section, we will be detailing the
Universal Skills (US) to be earned when sufficient
experience has been gain and the Advancement
rolled is New Skill.
Your Fighter is restricted to a specific Skill
Category, depending upon his Squad type and
what kind of Fighter he is. Each Squad entry
includes a list of Skills available to the Officers of
that particular Squad. All Squads have their own
strengths and weaknesses which relate to the
Skills available to them. For example, the Orks
tend to be very strong and excellent Fighters, but
they are not very accurate with firearms or
academically minded.
Academic Skills
Combat Skills
Death Squads
Shooting Skills
Death Squads
Speed Skills
Death Squads
Stealth Skills
Strength Skills
Death Squads
Techno Skills
Death Squads
Demolition
Specialist:
After
extreme
education (be on the classroom or on the
battlefield) the Fighter has become an adept
recognizing mines, booby-traps and other
explosives used in the field with relative ease.
A character that possesses this Skill will never
(activate) set-off enemy traps himself, but
may be subject to their effects if he is too
close to one when it goes off! He may
attempt to disarm any of such explosive
devices he comes across. The Fighter must be
able to Walk to the device and end his
Movement phase in base-to-base contact with
it. The expert must spend the rest of his Turn
studying how to safely disarm the device.
During the next Turn's Shooting Phase, he
may attempt to disarm the explosive by
rolling 2D6. On a roll of 7+, the trap has been
successfully disarmed. The Fighter may never
pick up and move the trap as this would be
too dangerous. If he fails, then he must make
an Initiative Test. A failed Initiative Test
means that he has inadvertently set off the
trap himself! Resolve damage as indicated by
the particular explosive device normal. The
Demolition Specialist may also re-activate any
explosive device that has been previously
deactivated. To do this, the Fighter must be
in base-to-base contact with the device he
intends to re-activate by the end of his
Movement Phase and spend his Shooting
Phase
performing
the
re-activation
(automatic). Once the explosive device is
activated, the Specialist has by the end of his
next Movement Phase to be outside the
device's activation radius, or suffer the
consequences. Failure to get out of the area,
either by negligence or accident (the Fighter
was Knocked Down or Stunned by the enemy)
will set-off the device.
Explosive Juggler: Do to an unnerving (and
unhealthy!) obsession with juggling with
grenades; the Officer has learned to remain
calmed under pressure when using such
deadly devices. When Fumbling the throwing
or launching of Grenades or firing a Mortar,
the Officer may re-roll the results of the Blast
Weapon
Catastrophic
Failure
Chart;
remember that you can never re-roll a re-roll!
Death Squads
Weapons, Armor
& Wargear
The following section describes the Weapons,
Armor and other Wargear used by Fighters
fighting of the 41st Millennium. The list is fairly
comprehensive, but there is no reason why you
cannot create items of your own design and use
them (with the other Players approval) in your
games and campaigns!
Squads Section
On the following pages, you will be able to see
detailed information about creating your own
Squads. More Squads are being developed, playtested and re-balanced for future publications.
Enjoy!
See our Squads supplement for details!
Death Squads
DEAD - LOST IN ACTION: The Fighter is dead and his body is abandoned on the battlefield, never to be found again. All the weapons and equipment he
carried are lost. Remove him from the Squads roster.
14
DEAD - RECOVERED BODY: The Fighter has been killed in action, but his body has been discovered after some time. All the weapons and equipment he
carried could be salvaged on a result of 5+ for each piece of equipment, to be used as the Player sees fit. Remove the Fighter from the Squads roster.
15
DEAD - GRAVE INJURIES: The Fighter is critically wounded, and his comrades pull him heroically to safety. Unfortunately his wounds are too great for any
medical help and he suffers a painful death among his brothers at arms. All the weapons and equipment he carried could be salvaged on a result of 3+ for each
piece of equipment, to be used as the Player sees fit. Remove the Fighter from the Squads roster.
16-22
MULTIPLE INJURIES: The Fighter is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-roll any Dead, Captured and further
Multiple Injuries results.
23
CAPTURED: The Fighter regains consciousness and finds himself held captive by the other Squad. He may be ransomed at a price set by the captor or
exchanged for one of their Squad who was Captured, Arrested or Apprehended. Negotiate with your opponent for their release. As a bonus, for reaching a fair
agreement, the Leader of the Squad that Captured the Officer earns +1 Experience in addition to any accorded goods of the trade. If no accord can be finalized,
the captors will kill the Captured Officer and retain his gear to do with it as they see fit; to use, retain or sale for profit. See the Taking Prisoners section for
details.
24
LEG WOUND: The Fighters leg is broken. He suffers a permanent -1 to his Movement Attribute. A Bionic Replacement can cure this injury.
25
ARM WOUND: Roll again: 1 = Severe arm wound. The arm must be amputated. The Fighter may only use a single one handed weapon from now on. The
Fighter cannot shoot anything but single handed weapons, such as Pistols with the good arm. 2-6 = Light wound; the Fighter must miss the next game. A Bionic
Replacement can cure this injury.
26
SMASHED LEG: Roll again: 1 = The Fighter may not Run any more, but he may still Charge. 2-6 = Light wound; the Fighter must miss the next game. A
Bionic Replacement can cure this injury.
31
CHEST WOUND: The Fighter has been badly wounded in the chest. He recovers but is weakened by the injury so his Toughness is permanently reduced by -1.
32
BLINDED IN ONE EYE: The Fighter survives but loses his vision in one eye; randomly determine which. A character that loses an eye has his Ballistic Skill
permanently reduced by -1. If the Fighter is subsequently blinded in his remaining good eye, he must retire from the Squad. A Bionic Replacement can cure this
injury.
33
OLD BATTLE SCAR: The Fighter survives, but his wound has scared internally in such a way that he has become weaker. Strength is permanently reduced by
-1.
34
NERVOUS CONDITION: The Fighters nervous system has been damaged. His Initiative is permanently reduced by -1.
35
HAND INJURY: The Fighters hand is badly injured, affecting his Combat abilities. His Weapon Skill is permanently reduced by -1. A Bionic Replacement can
cure this injury.
36
MADNESS: Roll a D6. On a 1-3 the Fighter suffers from Stupidity; on 4-6 the Fighter suffers from Frenzy from now on (see the Psychology section for details).
BITTER ENMITY: The Fighter makes a full physical recovery, but is psychologically scarred by his experience. From now on the Fighter Hates the following
41-42 (roll a D6): (1-3) The individual who caused the injury. If it was a Recruit, he Hates the enemy Leader instead. (4) The Leader of the Squad that caused the
injury. (5) The entire Squad of the Fighter responsible for the injury. (6) All Squads of that type.
43-44 ROBBED: The Fighter manages to escape from the battlefield with his life, but all his weapons, armor and equipment are lost.
45-56 FULL RECOVERY: The Fighter has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
61-62 HARDENED: The Fighter survives and becomes inured to the horrors of the battle. From now on he is immune to Fear.
63-64 HORRIBLE SCARS: From now one, the Fighter causes Fear.
65-66 SURVIVES AGAINST THE ODDS: The Fighter survives and rejoins his Squad. He gains +2 Experience.
Death Squads
Game Tables Summary
Edited: August 5, 2011
Death Squads
OFFICERS ADVANCEMENT CHART
EXPLORATION CHART
2D6 Description
DOUBLES
8
9
1 1 Sewer Entrance
1111
Gunsmith
2 2 Shop
2222
Communication Center
3 3 Corpse
3333
Bionics Shop
4 4 Straggler
4444
Armorer
5 5 Wrecked Truck
5555
Graveyard
6 6 Ruined Hovels
6666
Catacombs
TRIPLES
FIVE OF A KIND
1 1 1 Tavern
1 1 1 1 1 Ancient Dojo
3 3 3 3 3 Storage Crate
4 4 4 Cache of Weapons
5 5 5 Market Hall
5 5 5 5 5 Slaughtered Squad
6 6 6 Returning a Favor
6 6 6 6 6 Transportation Hangar
2D6 Description
2-4
6-7
FOUR OF A KIND
SUM OF DICE
ROLLED
EXCHANGEABLE
RESOURCES FOUND
1-5
6-11
12-17
18-24
25-30
31-35
36+
4-6
7-9
10-12 13-15
16+
65
60
55
50
50
45
80
75
70
65
60
55
Target
To-Hit
Knocked Down
Automatic
+1
-1
+1
95
80
75
70
65
60
Stunned
Automatic
+3
-3
+3
110
100
90
85
80
75
130
120
110
100
90
85
140
130
120
110
100
90
165
150
140
130
120
110
8+
175
160
150
140
130
120
Death Squads
Game Tables Summary
Edited: August 5, 2011
Death Squads
ADVANCED CRITICAL HIT CHART
BLADE
BLUDGEON
D6 Description
D6 Description
Crushed: 1 Wound, which is at -1 Armor Save. Any Injury rolls for this attack
gain a +1 bonus.
Additional Effects: None
High Slash: 1 Wound, which is at -3 Armor Save. Any Injury rolls for this
attack gain a +1 bonus.
Additional Effects: Roll 1D6: On a 4+, your opponent has suffered a
painful injury that reduced his Base Strength by -1, until the end of the
game, to a minimum of 1. This modifier may not stack with any other
reductions to Strength from other attacks. This condition will be removed
automatically after the game ends.
Clubbed: 2 Wounds, which are at -1 Armor Save. Any Injury rolls for this
attack gain a +1 bonus.
Additional Effects: None
Cut to the Bone: 2 Wounds, which are at -1 Armor Save. Any Injury rolls
for this attack gain a +2 bonus.
Additional Effects: None
Walloped: 2 Wounds, which which Saves as normal. Any Injury rolls for this
attack gain a +2 bonus.
Additional Effects: If the opponent successfully Saves both Wounds, Roll
1D6: On a 6+, the opponent is automatically Knocked Down.
Sliced!: 2 Wounds, which are at -4 Armor Save. Any Injury rolls for this
attack gain a +2 bonus.
Additional Effects: None
Bludgeoned!: 2 Wounds, which are at -2 Armor Save. Any Injury rolls for this
attack gain a +2 bonus.
Additional Effects: If the opponent successfully Saves both Wounds, Roll
1D6: On a 5+, the opponent is automatically Knocked Down.
FIREARMS
UNARMED
D6 Description
D6 Description
Bone Breaker: 1 Wound, which is at -3 Armor Save. Any Injury rolls for this
attack gain a +1 bonus.
Additional Effects: If the opponent successfully Saves the Wound, Roll 1D6:
On a 6+, the opponent is automatically Knocked Down.
Exit Wound: 2 Wounds, which is at -1 Armor Save and Cover Saves are
ignored. Any Injury rolls for this attack gain a +1 bonus.
Additional Effects: None
Crushing Blow: 2 Wounds, which are at -1 Armor Save. Any Injury rolls for
this attack gain a +1 bonus.
Additional Effects: None
Boom, Head Shot!: 2 Wounds, which are at -3 Armor Save and Cover
Saves are ignored. Any Injury rolls for this attack gain a +1 bonus.
Additional Effects: Victim gains a 6+ Invulnerable Save against this a
Critical Hit if wearing a Helmet.
Master Shot!: 2 Wounds, which are at -2 Armor Save and Cover Saves are
ignored. Any Injury rolls for this attack gain a +3 bonus.
Additional Effects: None
Mighty Blow: 2 Wounds, which are at -3 Armor Save. Any Injury rolls for
this attack gain a +2 bonus.
Additional Effects: None
Death Squads
Game Tables Summary
Edited: August 5, 2011
Copyright Information
GENERAL: Games Workshop
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl
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Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM and/or Copyright
Games Workshop Ltd 2000-2005, 2008 variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
GENERAL: Word in Arms
We used several elements that appear or were introduced on the fan-based system, World in Arms. Initial concept and design by
Ryan kidsyndrome Downs & Drew Babkirk. Revised Design and Playtesting Garrett LuckyG Everett & Jeff Honsberger. If
interested, check out their work at http://www.worldinarms.info.
GENERAL: Thunderhawk Down
We used several elements that appear or were introduced on the fan-based system, Thunderhawk Down. Initial concept and design
by Adam Laforet & Nate Stevens. If interested, check out their work at http://www.warmasterschallenge.com/40kSkirmish.
All individual members that have helped create the Death Squad Game accept the
ascendancy of Games Workshop Limited copyright, as presented above and
unequivocally intent no challenge to said copyright. However, contained herein are
concepts and approaches to the Games Workshop Limiteds Intellectual Property (GW
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The initial concepts for Death Squads and Squad adaptations are copyright of Edwin
Molina & Andy Tabor. The current concept of Death Squads, Death Squads Game, its
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are copyright by Edwin Molina & The Death Squads Game Development Team @
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is assumed to become property of the Death Squad Game.
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