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A fan-based small-scale skirmish game designed to enhance the gaming experience of the

never-ending wars of the futuristic 41st Millennium

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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!

To all of you, and those not mentioned


WE THANK YOU!

Death Squads Development Team

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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

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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

DECLARING CHARGE INTENTIONS PHASE ...........................12

KNOCKED DOWN ................................................................... 48


STUNNED ............................................................................. 48
OUT OF ACTION .................................................................... 48
CRITICAL HITS ....................................................................... 48
SERIOUS INJURIES .................................................................. 52
DEATH OF A FIGHTER .............................................................. 52

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

WHAT IS PSYCHOLOGY? .......................................................... 52


TYPES OF PSYCHOLOGICAL EFFECTS ........................................... 53
ANIMOSITY ........................................................................... 53
FEAR ................................................................................... 53
FRENZY ................................................................................ 54
HATRED ............................................................................... 54
PANIC .................................................................................. 54
STUPIDITY ............................................................................ 55

RECOVERY PHASE ...............................................................12

RECOVERING FROM SERIOUS INJURIES .............................. 55


SURGERY .............................................................................. 55
BIONICS ............................................................................... 56

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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

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DETERMINING SERIOUS INJURIES ..................................... 106


RECRUITS AND SERIOUS INJURIES ............................................ 106
OFFICERS AND SERIOUS INJURIES ............................................ 106
OFFICERS SERIOUS INJURY CHART .......................................... 107
EXPERIENCE & ADVANCEMENT ........................................ 108
EARNING EXPERIENCE ........................................................... 108
EXPERIENCE ADVANCES ......................................................... 108
ADVANCEMENT ROLLS .......................................................... 109
EXPLORATION OF THE BATTLEFIELD ................................. 111
SEARCHING THE BATTLEFIELD ................................................. 111
EXCHANGING RESOURCES ...................................................... 112
SPOILS OF WAR ................................................................ 113
FINDING THE SPOILS OF WAR ................................................. 113
FINDING UNUSABLE ITEMS .................................................... 114
DEATH SQUADS CARDS ......................................................... 119
RARE ACQUISITIONS ......................................................... 120
DRAFT PERSONNEL ........................................................... 120
HIRE MERCENARIES .......................................................... 121
ACQUIRE EQUIPMENT FROM DEPOT ................................ 122
UPDATE YOUR SQUADS RATING ...................................... 122
DEATH SQUADS EVENT CARDS ........................................ 122
UNIVERSAL SKILLS ............................................................ 123
ACADEMIC SKILLS................................................................. 123
COMBAT SKILLS ................................................................... 123
SHOOTING SKILLS................................................................. 124
SPEED SKILLS....................................................................... 125
STEALTH SKILLS ................................................................... 126
STRENGTH SKILLS ................................................................. 126
TECHNO SKILLS .................................................................... 127
WEAPONS, ARMOR & WARGEAR ..................................... 129
SQUADS SECTION ............................................................ 129
APPENDIX A: GAME TABLES SUMMARY ........................... 130
COPYRIGHT INFORMATION .............................................. 133

CAMPAIGN MECHANICS ................................................... 104


POST-BATTLE SEQUENCE .......................................................104
1. DETERMINING SERIOUS INJURIES .........................................105
2. EXPERIENCE & ADVANCEMENT ...........................................105
3. EXPLORATION OF THE BATTLEFIELD ......................................105
4. SPOILS OF WAR ...............................................................105
5. RARE ACQUISITIONS..........................................................105
6. DRAFT PERSONNEL ...........................................................105
7. HIRE MERCENARIES ..........................................................105
8. ACQUIRE EQUIPMENT FROM DEPOT .....................................105
9. UPDATE YOUR SQUADS RATING .........................................105
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Death Squads

Introduction
Welcome to Death Squads, Survival of
the Strongest!

Death Squads is a small-scale skirmish miniature


war-game that takes place during the neverending wars of the 41st Millennium, in which
small Squads fight bitter skirmishes that change
the course of major events. This book contains all
of the information you will need in order to play
Death
Squads,
as
well
as
background
information, advice on starting a Squad, running
a campaign, as well as collecting and painting
your own Squad.

What is Death Squads?


Death Squads is a skirmish miniature war game
that pays homage to those that have gone out to
war and sacrificed, with little or no recognition, in
the futuristic Warhammer 40,000 universe. There
have been many historic wars in the universe,
but during many smaller battles, fighters have
helped to decide how some of these historic
events have unfolded.
This is your opportunity to pick your favorite race
and play out smaller events in the 40K Universe.
Who knows, maybe you like the Imperial Guard
and you want to create the background story on
how a Squad attempts to stop an Ork Boss who
is just beginning to set-up a base in the area.
May be you love the idea behind the Space
Marines Deathwatch, and would like to infiltrate
a Tau factory plant to commit sabotage. The
Tyranids may be initial vanguard forces, which
eventually lead to the planets infestation. May be
you control the Tau, who are building a new
planetary cannon from which they intend to shoot
Imperial Navy war cruisers in high orbit. The
ideas are limitless!
Sounds like Kill-Team? Far from it because now
the Brutes are Officers on their own rights!

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The objective of Death Squads is to personalize


the story-based campaign. Each Fighter in your
small group will have a name, story, ambitions,
hope, dreams and gear. Each Fighter will grow in
experience and the longer you play, the more
unique he becomes. Our goal is to enhance the
40k settings and battles. May be you like to play
Battle Fleet Gothic, to fight out ship-to-ship
battles in space but when it comes to boarding
an enemy ship, you can use the Death Squads
rules! Based on what happens, you may slowly
build the unique story behind your Imperial
Guard Company Commander!
All in all, this is about you having fun, playing
a great game and hopefully watching your
Squads of Fighters grow with experience through
their battles.

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 Game


Overview
Death Squads takes elements from previous
Specialist Games (SG) projects, and combines
them into one unifying platform. Many SG fans
would agree that each game has built upon its
predecessor and made for a better game. We
believe that Mordheim is one of the most
complete and fun skirmish games around. Whilst
no longer in active development, the rules are
fairly well designed (even after more than 9
years without any major revisions they still stand
strong) and have had many campaign settings
developed. It is based on Warhammer Fantasy;
this means that the closest thing to a skirmish in
40k is either Kill-Team or Necromunda.

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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.

We want to add all the rules that will make the


game possible (in one supplemental rulebook,
instead of many). We plan to add lots of
background information for each group of
Fighters races (Squads), including reference
material ready available on the Web in case you
really want to immerse into your races
background. We plan to add simple and effective
rules for fighting in enclosed spaces (like inside
ships, caverns, etc) by re-introducing the use of
tiles, like the ones used on Warhammer Quest
and Space Hulk. We will introduce concepts of
tracking objects (with the 40k Auspex, like in the
movie Aliens). Last, but not least, we are taking
a leap of faith and undertake the addition of the
Space Marines, Necrons and many other races
missing from many of the skirmishes fans have
tried to create but failed to balance.
Our objective is to enhance Warhammer 40k, by
allowing anyone to collect a small number of
models and initiate their own story. From there,
they can start their journey to bigger armies
(40k) and may be venture out in colossal battles
(Apocalypse).

Why are we doing


Death Squads?
We intend neither profit (ever) nor infringe on
Games Workshop Limiteds intellectual property.
We are fans, creating this game for fans! We love
40k and its rich fictional background. Support
Games Workshop and your local vendors and
have fun!
Join our community at:

www.DeathSquadsGame.com

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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.

Warhammer 40K Players


If you already play Warhammer 40K, the basic
rules of Death Squads will be familiar to you.
Remember though, Warhammer 40K is designed
for fighting battles between entire armies, whilst
Death Squads represents individual action
between a dozen or so Fighters. As a result,
some of the rules developed for mass combat in
Warhammer 40K do not apply to Death Squads.
Mathhammer,
the
massive
probability
calculation to determine Warhammer 40ks every
units efficiency, is not part of the concept in
Death Squads.
For example, when your opponent shoots at your
Squad of 10 Space Marines, you get to choose
which Fighters you remove once damage is
resolved. In Death Squads, combat is personal
(mano a mano), so specific Fighters are targeted
by the enemy in an attempt to weaken your
forces.
On the other hand, there are new rules for
wounded Fighters, climbing on buildings, jumping
from rooftops, parrying a melee attack with your
sword and other aspects of individual combat.

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What You Will Need


As well as this book, you will need the following
items to play Death Squads.
Models: You will need enough miniatures of the
appropriate race and/or type to represent the
Fighters in your Squad. While you do not need to
have Citadel models, they are the preferred
models to have. It is a good idea to work out
your Squad on paper first and then purchase the
miniatures that you require. Almost all possible
weapon variations can be added using the
various equipment sprues. As you will see in the
Squads section, each group fights in a particular
way some are expert sharp shooters while
others are better in Hand-To-Hand Combat.
When choosing which Squad you want to lead,
you can choose one that reflects your preferred
playing style, or you can read the background
section and choose one that really captures your
imagination. A good way of picking a Squad is
simply to pick the one with the models you like
the best. Although most models are considered to
be normal human size, there are few models
that may be considered tiny or gigantic. These
are knows as Small Target and Large Targets
models respectively.
Playing Surface: You will need something to
play your battles on! Any firm, level surface is
best, such as a tabletop or an area of floor
most kitchen tables will do. Some Players make
special gaming boards for playing. Whatever you
use, you will find that a square area
approximately 4 x 4 is about right for most
battles.
Terrain: The bitter struggle of battles in Death
Squads can take place in labyrinthine Space
Hulks, ruined buildings, as well as in maintained
structures and on derelict walkways. Anything
from empty bottles to a shoe box, from pre-cut
cardboard to ready-made plastic scenery can be
used as terrain. A great variety of terrain is
available from many commercial retailers and
hobby shops, but many gamers enjoy making
their own. Generally, a table packed with scenery
will lead to more exciting games. Games
Workshop makes some excellent terrain, for both
their Fantasy and 40K ranges, which can be
purchased via their website.

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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.

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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.

Deciding What Squad to Play


Each Squad, while balanced for fair play, has
specific characteristics that allow for variations in
game play, strategy, tactics and story lines. If
you play Warhammer 40k, you can already guess
most of them and decide. If not, reading their
background (see the Races section for more
details) may help you. At first you will probably
want to play individual games rather than a
Campaign. This will allow you to learn the rules,
and give you the opportunity to decide which
type of Squad is most suited to your particular
style of play.
Usually, each model represents one particular
character. Each has his/her own Skills and
abilities. If you are playing in a campaign, you
will have the chance to expand and improve your
Squad after each game.

Other Equipment: You will also need pens and


paper to record details of your Fighters weapons
and other details. You can use roster sheets for
this, and blank ones are included at the back of
this book.
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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!

How the Winner is Declared


The winner of a Scenario or campaign will depend
upon what the specific victory conditions are for
that Scenario or Campaign. Scenarios specifically
list victory conditions and how to win, although
Players may perform a Tactical Retreat to end a
particular game. Some groups will utilize a game
master or arbitrator and they will set the victory
conditions. No matter what, the victory
conditions will always be known before the start
of the game.

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.

Thought of the Day

There are no bystanders;


anyone who will not fight by
the side of The Holy Emperor
is an enemy you must crush.

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.

WEAPON SKILL (WS)


Weapon Skill is a measure of Close Combat
ability (i.e., how good the Fighter is at Hand-ToHand fighting). For example, a deadly swordsman
or a crazed berserker would have a high value
compared to a lowly acolyte. The higher the WS,
the more likely your Fighter is to hit his
opponent.

BALLISTIC SKILL (BS)


When you fire a gun, throw a grenade or shoot a
bow the chance of hitting a target depends upon
your Fighters Ballistic Skill. A normal human has
a BS of 3, though an experienced marksman
might have a BS of 4, 5 or even higher.

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!

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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.

Zero Level Attributes


Some creatures in Death Squads have been
given a 0 for certain Attributes which means
that they have no ability in that field whatsoever.
This usually applies to creatures unable to use
missile weapons (who would have a BS of 0) but
it might equally apply to other Attributes as well.
If a Fighter has a WS of 0 then it cannot defend
itself in Hand-To-Hand Combat, and any blows
struck against it will automatically hit. A
Toughness of 0 would be certain death.
Thought of the Day

Foolish are those who fear nothing,


yet claim to know everything.

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

The example above is a Profile for a typical


Imperial Guard Infantryman. As you fight in more
battles against other Players, your Fighters will
get better and their Attributes may increase. All
these details are recorded using the Squad roster
sheets provided at the back of this book. This is
explained in greater depth later on. For now it is
enough to know what each Attribute is for and
how their values vary.

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.

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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.

Getting Started Preparing your Squad


Table Setup
Pre-Battle Sequence
Playing the Game
Post-Battle Sequence (See Campaign
Mechanics section)

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.

Getting Started Preparing


your Squad
To play the game, each Player has to decide what
race they would like to play. They may take the
role of Imperial Guardsmen or warmongering
Orks. Each member of a particular race forms a
military unit, referenced as Squads. Each race
has unique guidelines that will indicate to the
Players what the stats and rules are for each
particular Squad.
After the Players have decided what team
(Squad) they will control, they receive some
points (credits) to purchase each of the Squads
members and equipment. The Squads should
start with at least one Officer, but you would
benefit in a Campaign from taking as many as
you can. Normally, the race description would
cover more than what the initial Credits can
afford, but as the campaign advances, Players
would earn more Credits to either replaced fallen
comrades or acquire improved equipment and
gear. Once you select your Squads members,
place the information on the rosters and get
ready to play! See the chapter on Squads for
detailed information.
Thought of the Day

Life is the Emperor's currency;


always remember to ask
for exact change.

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.

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Death Squads

Playing the Game


Once the terrain is ready, the Scenario and
mission are known, and the Fighters are
deployed it is time to play. The first Player will
move his Fighters and complete any combat that
can be done. This is called the Player's Turn, or
simply Turn. Each Turn contains five (5) separate
Turn Phases that will be described below. After a
Player completes his Turn, the next Player takes
his Turn. When all Players have taken their Turns
a complete Game Turn occurs. Certain game
effects can last the duration of a single Turn
Phase, a single Players Turn, an entire Game
Turn or even longer. This small difference in
terminology is critically important in some cases.
Once the Game Turn ends (all Players have taken
a Players Turn), the cycle starts again until the
Scenarios objectives are met and a winner is
determined. A Players Turn is taken following the
sequence of Player Turn Phases described in the
next section.

Player Turn Phases


As mentioned earlier, a Player Turn is composed
of five (5) phases. Each of them described below.
1. Recovery Phase: During the recovery phase
you may attempt to rally Fighters who have
lost their nerve and recover Fighters that are
Knocked Down or Stunned.
2. Declaring Charge Intentions Phase:
Players must tell their opponents which
Fighters will Charge an enemy Fighter during
the Assault Phase. No measuring or
movement of Fighters is done at this time.
3. Movement Phase: During the movement
phase you may move the Fighters of your
Squad according to the rules detailed in the
Movement section.
4. Shooting Phase: In the shooting phase you
may shoot with any appropriate weapons as
described in the rules for shooting.
5. Assault (Hand-To-Hand Close Combat)
Phase: Move Fighters that had declared an
intention to Charge to their destinations (if
possible) and commence Hand-To-Hand
Combat. Any Fighters already engaged in
Hand-To-Hand Combat will continue to fight.
Note that both sides fight in the Hand-ToHand Combat phase, regardless of whose turn
it is.

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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!

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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.

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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

In Death Squads, Flight could be defined for a


particular method as a long swoop, gliding,
rocket propulsion, anti-gravity levitation,
beating of wings among many others methods.
Regardless of the details, it works (in game
mechanics) exactly the same; he Flyer is on any
steady ground (like any other model) then he
flies to his intended location where he lands.
There is no concept of remaining in the air
above the battleground; the Flyer always lands;
regardless of any failed logic used to attempt to
explain the situation. If it helps, Flying is another
way to get from point A to point B.
Skills and wargear that affects the Movement
attribute or conditions (like Hip Shooting or Lead
Up) obviously affect Basic Movement and NOT
Flight, unless specifically stated in their
description, regardless of any failed logic used to
attempt to explain the situation. Flyers cannot
carry or use any Template or Heavy Weapons,
unless specifically stated on the Fighters or
weapon's description.

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).

This is exactly the same as the Basic Movements


Walk (thus name the same!) It represent the
Fighter using his normal extremities (legs,
tentacles, etc) and moving their normal
Movement value carefully at a fairly rapid rate.
Walking allows the Fighter aim and shoot a
weapon and generally observe what is going on
around him. This is commonly referred as
Walking. The same penalties for moving and
shooting discussed above apply.

Basically Flight is subdivided in three parts; Walk,


Fly and Flight Charge. They are analogous to the
Basic Movement subdivisions discussed above
and are performed during the Players Movement
Phase, along with other Fighters. For any Fighter
to be capable of Flight, they must at least posses
the Flight Training, Movement Skill and a specific
wargear that allows Flight.

A Flyer is capable of moving normally at great


speed by Running or Flying, obviously not both at
the same time! To Fly is analogous to Run; there
are some slight differences (thus different
names!) First the Fighter must have the Flight
Training, Movement Skill, as well as having a
specific piece of wargear that allows Flight on
their inventory. If the Fighter does not have the
Skill, or is unable to purchase the wargear (i.e. it
is not available for that Squad) then the Fighter
cannot Fly regardless of any failed logic used to
attempt to explain the situation.

Thought of the Day

Kill one man, you are a murderer.


Kill ten men, you are a heretic.
Kill a thousand men, you are a traitor.
Kill a billion men, you are a Saint.

Fly

It is important to note that Players must declare


how the Flyer is moving; either Fly or Run; never
both on the same Turn.

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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).

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If the Fighters are on different levels (regardless


if it is a Climb Up or Climb Down) the Flyer must
make one Initiative Test regardless of the
distance traveled. If successful, the Flyer gains a
+1 bonus to the to-Hit and the to-Wound rolls
during the first round of Hand-To-Hand Combat
(when the Flight Charge was declared and
performed).
If the Initiative Test is failed, roll a Scatter Die
and a D6. Place the Flyer the amount of inches
indicated by the D6 roll away from the intended
target in the direction shown by the arrow. A
HIT on the Scatter Die allows the opponent (not
the Flyer!) to place the model in any direction,
still the distance indicated by the D6. The Flyer
will have to resolve damage as normal for a Fall
(see below) as this is treated as a Failed Diving
Charge, calculated from the original distance
traveled by the Flyer. This is known as Crashing.
Example 1:
A Kroot Vulture (Flyer) at a balcony 5 above the ground
DECLARES A FIGHT CHARGE against an unsuspecting
Imperial Guard Infantryman that is 3 away from the
buildings base. On the Assault Phase, the Player measures
the direct distance from the Vulture to the Infantryman to be
7. He rolls a D6 and the roll was lower than his Initiative
means the DIVING CHARGE is successful. The Vulture is
placed in base to base contact. The Vulture gains +1 to-Hit
and +1 to-Wound during the first Turn of combat.
Example 2:
A Kroot Vulture (Flyer) at a balcony 4 above the ground
DECLARES A FIGHT CHARGE against an unsuspecting
Imperial Guard Infantryman. On the Assault Phase, the Player
measures the direct distance from the Vulture to the
Infantryman to be 6. He rolls a D6 and the roll was higher
than his Initiative means the DIVING CHARGE is
unsuccessful. The Kroot Player rolls a Scatter Die, resulting
in an arrow. The Player moves the Vulture 2 on the
arrows direction. The Vulture is not engaged in Close
Combat and the move is considered a FAILED DIVING
CHARGE.
Example 3:
Another Kroot Vulture (Flyer) at a roof 4 above the roof of
an adjacent building (8 above the ground) Declares a Fight
Charge against another unsuspecting Imperial Guard
Infantryman. On the Assault Phase, the Player measures the
direct distance from the Vulture to the Infantryman to be 6.
He rolls a D6 and the roll was higher than his Initiative means
the Diving Charge is unsuccessful. The Kroot Player rolls a
Scatter Die, resulting in a HIT. The Imperial Guard Player
moves the Vulture 2 on the direction of his choice which
happens to put the Vulture off the roof. The Vulture Falls down
8 to the ground IF he survives the Fall, the Fighter will not
be engaged in Close Combat and the move is considered a
failed Diving Charge.

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Death Squads

Flyers may only Flight Charge into targets that


are on Open Ground (see below) unless
specifically indicated by their wargear that allows
Flight. 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.
Flyers performing a Flight Charge may only be
Intercepted by other Flyers capable of Flight
Charge. This is treated exactly as Interception
(see Assault and Hand-To-Hand Combat for
details). Other than the facts mentioned above,
Flight Charge works exactly as Charge.

Flying, Landing and Types of Terrain


As you will learn on the next section, there are
different Types of Terrain. Flyers must land at the
end of their movement, so they are more
affected by the Types of Terrain than other
Fighters.
As stated before, Flyers can move over a
particular Type of Terrain or obstacle with no
difficulty at all; what matters is where they end
their movement (where they land). They may
land on Open Ground with no difficulty at all.
All attempts to land on Dangerous Ground
require two (2) Initiative Tests, each at -1
penalty. If any of the tests are failed, the Flyer
has Crashed. As stated above, a Crash is treated
as a Failed Diving Charge, calculated from the
original distance travelled.
Flyers may never land on Impassible Ground and
may never perform a Flight Charge into any
terrain other than Open Ground, unless their
wargear specifically allow to.

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,

or some other extraordinary means. This type of


movement is known as Deepstrike.
The Fighters that will enter play via Deepstrike
(referred as Deepstrikers) are held outside the
game until the special rules indicate that they are
to be placed on the table. Roll for arrival of each
Deepstrikers separately, as specified in the rules.
Once they are allowed in the game, the
Deepstrike process starts. First, designate the
location where you would want the Deepstriker to
arrive to the battlefield by either placing a
counter or the model itself. This spot (referred as
Target Zone) must be in Open Ground.
Consult with your opponent beforehand if
Deepstriking could be done inside building, but
such arrival should be treated similarly to Terrible
Landing! on the Deepstrike Mishap Chart (see
below).
There is a chance that the Fighter will not appear
in the desired Target Zone, and may scatter a
short distance. Roll a Scatter Die; a roll of HIT
indicates the Deepstrikers appears where
intended right on the Target Zone. If an ARROW
is showed, the Deepstriker lands on the indicated
direction an amount of 2D6 minus the Initiative
Attribute of the Deepstriker away from the
intended Target Zone. If more than one
Deepstriker is attempting to enter the battlefield
at the same time, you must treat each on them
as a separate action; place all the tokens to
determine each of their Target Zones and then
determine individually if they land on target or if
anyone has deviated.
Landing on the designated location is only part of
the danger! Fighters arriving via Deepstrike on
Dangerous Ground, Impassible Ground or in
base-to-base contact with an enemy Fighter,
regardless if they scattered or not, suffer a
Mishap. Roll a D6 and consult the Deepstrike
Mishap Chart for details. A Deepstriker who lands
in base-to-base with a friendly Fighter is safe
from Mishap, as there are safety measures that
prevent any tragic accidents.

Thought of the Day

To question the Emperor's Will is


to embrace heresy.

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DEEPSTRIKE MISHAP CHART
D6

Effect

1-4 Terrible Location!: An unexpected miscalculation or


mechanical malfunction has cause for the Deepstriker to
land on the wrong place, either on top of the enemy or
inside a wall! Regardless, he is in big trouble!
If the Deepstrikers base touches an enemy Fighter's base
(Defender), each Player must roll a D6 and add either
their Toughness or Initiative Attribute (whichever is
higher.) If the Defender rolls lower, the Deepstriker is
OK; place the model 1" from the location (so he is not
considered to be in Close Combat) and may act
normally, as per Deepstrike rules. If the Defender rolls
equal or higher, he moves slightly out of the way and
inflicts a Wound on the Deepstriker (Armor Saves
allowed). If the Deepstriker survives, he is considered to
be engaged on an ongoing Close Combat and would get
to fight on that Turn normally (in order of Initiative.) If
the Deepstriker touches multiple Fighters, roll
individually for each Defender.
If the Deepstrike occurs on Dangerous Ground, the
Fighter would be Wounded on a 5+, which allows Armor
Saves. If landing on Impassible Ground, the Fighter
would be Wounded on a 2+, will not be allowed any
Armor Saves and receive a +1 to any Injury Rolls
necessary. Surviving Fighters are to be placed in base to
base outside the terrain, as close as possible to the
determined position. If the Fighter is taken Out Of Action
(OOA), but nobody can claim any Experience for this
action (i.e. landing on Dangerous Ground), then the
Fighter does not roll for Serious Injuries during the PostBattle Sequence.
5-6 Delayed: At the very last second, the operator of the
deploying system realizes that there has been a
mechanical failure or enemy sabotage and the Fighter
would land on the wrong place if deployed. Against all
odds, the emergency panic button is pressed and the
Deepstrike is halted. The Fighter may try to re-enter the
game on the Players next Turn as per the units or
Scenarios normal rules. If the game concludes before
the unit re-enters the game, the unit counts as taken Out
Of Action (OOA), but nobody can claim any Experience
for this action and the Fighter does not roll for Serious
Injuries during the Post-Battle Sequence.

Moving Off the Field of Battle


You cannot voluntarily move your any of your
Fighters off the gaming table, unless the Scenario
specifically allows for anyone doing so. In such
cases, clear instructions on how to handle such
actions are given. Any attempt to move a Fighter
illegally (by intention or mistake) would result on
the Fighter simply following the intended
direction and distance and terminating his
Movement at the tables edge.
In some rare occasions, Fighters are forced to
involuntarily leave the battlefield, when he is
instructed to move a certain distance and
direction which would take him off the gaming
table (i.e. Panic, Shotguns Shuffle, Orks Living
Shield, etc.) The Fighter is considered OOA for
game purposes, but is not required to roll on the
Serious Injury Chart on the Post-Game
Sequence. The Fighter may earn any Experience
as normal.

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:

IDENTIFYING TERRAIN TYPE


Just like in ANY game, make sure to talk
with your opponent about terrain. Decide
before starting to play on what piece of
terrain will count as what type of terrain,
as well as any Cover Saves it provides.
It makes for a fair, friendly and fun game!

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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.

Impassable Ground: There is terrain that is


simply impossible to move over or through, such
as deep or corrosive pools, enveloping layers of
soft hive dust, and, of course, solid walls,
collapsed tunnels, and the like. In rare occasions
a Fighter may be forced into Impassible Ground
(i.e. pushed from a rooftop down to a toxic moat
which was declared Impassible Ground before the
game
started). In
such cases,
the
Fighter
must remain
in place for
the rest of
the
game;
the
Fighter
may
shoot,
but may not move at all.
Walls & Barriers: Walls, hedges, barricades,
barrels and other low obstacles form barriers that
can grant a
Cover Save.
Your Fighter
can either go
around them
or
Jump
over.
Obstacles
less than 1
high can be leap over without any roll and would
not affect movement in any way.

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.

Thought of the Day

Redeem with Bolter.


Cleanse with Flamer.
Purify from Orbit.

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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.

{PHOTO of jungle terrain with features}

When setting the table, you and your opponent


agree that this base would be a specific Area
Terrain (i.e. jungle, treacherous rubble, etc.) In
this case, models inside the base of the Area
Terrain count to be affected by agreed terrain
benefits and/or penalties, rather than from being
behind a specific feature of the Area Terrain,
such a particular tree or bush.

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{PHOTO of jungle terrain without features}

In other words, if you would to remove all the


features of the Area Terrain (trees, bushes, etc)
and the the model is inside the base area, then
the Fighter is considered to be inside the Area
Terrain.
When confronted by a specific enemy, a Fighter
inside the Area Terrain may be affected by the
Area Terrain, depending on the location of the
enemy and your Fighter. To determine if your
Fighter is affected, draw an imaginary line
directly from the enemy model in question to
your Fighter. If your Fighter is at least 1 deep
inside the Area Terrain's base, your Fighter is
considered to be affected Area Terrain. It is
perfectly possible that your Fighter may be
affected by the Area Terrain from attacks from
one enemy, but not from another.

{ PHOTO of one Fighter 3 deep inside terrain


vs enemy 1, while less than 1 vs enemy 2}

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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.

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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.

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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).

Moving Up or Down Terrain


Unlike in larger miniature war-games, Fighters in
skirmish games can do things that are normally
overlooked, such as Climbing and Jumping. These
apparently simple moves do change the strategy
of the game dramatically. Now Fighters can climb
a tower to get a tactical advantage or move
across roof-tops by jumping over narrow gaps.
These moves come with their own dangers; a
Fighter may lose its hand-hold while climbing, or
be pushed and fall flat to the ground. Unlike
games with larger armies, a small-skirmish game
becomes truly three-dimensional. This section is
sub-divided in Climbing, Jumping and Falling.
An Elevated Position or Elevated Terrain refers to
any terrain that is more than 2 above the table
surface, such as an upper floor of a building or
the top of a cargo trailer.

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.

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Any Fighter can move up or down fences, walls,


etc. This type of movement, regardless direction,
is known as Climbing. This represents the
individual carefully climbing (using footholds for
example) to move at a fairly fast rate. Please
note that the term Climbing refers to both
movements up or down in direction.
Any Fighter that moves through ramps, stairs,
ladders or similar structures are considered to be
moving in Open Ground and would not require
any tests to verify that the climbing has been
successful (because there is no climbing!)
Anything else may require an Initiative Test; the
Player is to roll a D6 and if the result is equal or
less than the Fighters Initiative, the test is
passed successfully (a roll of 6 is always a
failure).
Safe Climbing
Sometimes, Fighters can afford the luxury of
taking their time to insure that they can reach
their destination safely. When the movement
involves
changing
elevations
is
always
dangerous, but when the soldier can take time
and care, this can be done safely. This type of
climbing is known as Safe Climbing.
A Fighter that is already in base to base contact
with a structure he wishes to Climb, does not
need to roll an Initiative Test if the distance is no
greater than half of his Movement attribute and
he will take no further action, including Hiding.
This can be used to take a Fighter out of Line of
Sight (LoS) of the enemy!
Example:
A Fighter intends to move up from the ground level of a ruined
building to its 2nd floor by climbing a 2 wall, rather than
searching for some stairs. The Fighters Movement Attribute
is 4 and he is standing directly below an opening on the 2nd
floor. The Player will move the Fighter directly to the floor
above and do no further action, not even fire his gun.
Climbing
A Fighter may need to Climb to an Elevated
Position, be it up or down, and he is not close to
the structure he wishes to Climb or the Fighter
wants to perform further actions, he must
perform a Climbing Test. This is done by the
Fighter Walking towards the base of the structure
(if he is not in base to base contact already), by
successfully pass an Initiative Test and then
continue his actions as normal; may continue to
move if there is movement left, shoot, use
psychic powers (but not Assault), use an item,
etc.

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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!

ANIMALS & CLIMBING


For sake of simplicity, animals are not allowed
to climb any structure. Once could argue that
dogs and other beast can be trained to climb
ladders, it is easier to make the assumption
that they cannot do it effectively in a combat
environment.
Of course, you can discuss this matter with
your gaming group and create your own
house rule the subject!

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.

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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.

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To complete the Diving Charge, the Player


declares a Diving Charge and place a counter
where the Fighter intends to be base to base with
an opponent without pre-measuring the distance.
Follow the steps described in the Jumping Down
section.

If all the Initiative Tests are successful, the


attacker gains a +1 bonus to the to-Hit and the
to-Wound rolls for every 2 the attacker has
traveled (round up) for the first round of HandTo-Hand Combat phase. If any of the Initiative
Tests are failed, place the Fighter at the base of
the building and resolve damage as normal for a
Fall.

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.

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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!

Fighters in an Elevated Position


that become Knocked Down or

Stunned

If a Fighter is Knocked Down or Stunned (see the


Injuries section for details) within 1 of any other
Elevated Position (such as edge of a roof) have a
chance of Falling to the ground below. If there
was no structure that provided a Cover Save
(such as a small wall, barricade or a window), the
Fighter must pass an Initiative Test to avoid
Falling. If there was a structure that provided a
Cover Save, then the Fighter has a +1 bonus to
his Initiative attribute for this Test, thus making
it easier to succeed.
If the Test is passed, then the Fighter remains at
the same spot either Knocked Down or Stunned
as they were.
Example 1:
A Fighter (Initiative 3) is on top of a cargo container (3 from
the ground) at 1 from the edge. An enemy shoots at the
standing Fighter and manages to KNOCK DOWN him. The
Fighter must now pass an INITIATIVE TEST (a result of 3 or
less) to avoid FALLING down to the ground. The Player rolls
a 2, so the Fighter remains KNOCK DOWN on top of the
cargo container.
Thought of the Day

It is not the horrors of War


that troubles me,
but the unseen travesties of Peace.

If the Test is failed, the Fighter Falls over the


edge to the ground and takes damage as
described on the Falling section; D3 hits at
Strength equal to the height (round down) in
inches that he fell. Remember to take the worst
of all injuries rolled.
Example 2:
A Fighter (Initiative 3) is on a 2nd floor (4 above ground
level) behind a window, shooting at the enemy below. The
enemy shoots back, and after claiming a COVER SAVE from
the windows wall and frame, he gets STUNNED. The Fighter
must now pass an INITIATIVE TEST with a +1 bonus (a
result of 4 or less) to avoid FALLING down to the ground.
The Player rolls a 5, so the Fighter FALLS to the ground. The
Player takes D3 hits at Strength 4. After rolling, the Fighter
suffers two more Wounds. The injury rolls are a 2 (KNOCK
DOWN) and a 6 (OUT OF ACTION). The Player must take
the worst of the injuries, thus the Fighter is now considered
OOA and is removed from the game.

Moving Over Terrain


A Fighter may attempt to jump from a strategic
place to another rather than moving, running, or
climbing down. A Fighter can jump across a gap
or even down from a higher location into HandTo-Hand Combat with the enemy. The risk is
high, but so is the reward!

Jumping Over Gaps


Fighters may Jump over gaps, up to a maximum
of 3, (i.e. from the roof of a building to another)
with relative ease at any time during his
Movement Phase. Move (Walk, Run or Charge)
the Fighter to the closest edge (where he intends
to Jump Over a Gap) and subtract the distance
traveled from his allowed movement distance.
The remainder will be the maximum distance (up
to 3) the Fighter will be allowed to Jump.
Without measuring the size of the gap, place a
marker on the intended final destination.
The Fighter must make one Initiative Test
regardless the distance travelled. If the length of
the hole is greater than the distance the Fighter
would be allowed to Jump Over a Gap, then the
Fighter automatically fails the Initiative Test.
Thought of the Day

There are no answers. Only Death.

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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.

Be sure to note down which Fighters have


already shot. If the Fighter has the opportunity to
fire more than one shot, they may chose to
divide their shots as long as all normal rules for
LoS are applied. See Shooting at Multiple Targets
sections for details.

If the Initiative Test is failed, the Fighter goes


down the gap and takes damage determined by
the point from where the jump originated (see
Falling). If the Fighter survives the damage, put
the model down the gap closest to the original
point of the Jump and may not move any further
or take any other actions this turn.

Each Fighter can shoot once in the shooting


phase, as long as he can see a target and
assuming he has a suitable weapon. He may not
fire in the following circumstances:

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.

Who Can Shoot

If the Fighter is has Declared Charge, so he


intends in entering Close Combat.
If the Fighter is currently engaged in HandTo-Hand Combat. You can use Pistols in Close
Combat as a melee weapon.
If the Fighter has performed a Run in the
Movement Phase.
If the Fighter has performed a Run in the
Failed a Charge during the Assault Phase.
If the Fighter has rallied this Turn or is
Knocked Down or Stunned.

To shoot at a target, a Fighter must be able to


see it, and the only way to check this is to stoop
over the tabletop for a Fighters eye view.
Fighters can see all around themselves (i.e.
360), and they may be turned freely to face in
any direction before firing, although is not
necessary. Note that turning on the spot does not
count as moving.

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

To withdraw in disgust is not cowardice.

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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.

Line of Sight (LoS)


In order to shoot anything, a Fighter must be
able to see the target! These long ranged attacks
will travel the shortest (most direct) path from
the
Fighters
weapon
to
the
intended
target.
This concept is
known as Line of
Sight,
also
referred as LoS.
LoS is determined by looking from behind the
head of the attacking Fighter and checking if the
intended Target can be seen. As a rule of thumb,
if you can see most of the Target (i.e. the torso
of the target Fighter) you have LoS. A direct LoS
implies that the attack could reach the Target
unobstructed (i.e. the attacker and Target have
nothing between them and the Target is
completely visible.) If the LoS is obstructed or
blocked (i.e. the attacker and Target have a solid
wall between them and the Target is not visible
at all) the attack can NOT be made. In case of a
partial LoS (i.e. the attacker and Target have a
short barricade between them and the Target is
partially visible), the Target could still be shot,
but they will get a Cover Save. This will be
explained on the Avoiding Injuries section later
on.

If you see only the head, a leg or an arm the


Target is generally considered to be out of LoS;
our models are static and cannot accurately
represent that they are behind a wall when their
action pose have them with both arms sticking
out to the sides or the model is carrying a
banner.
Each Fighter can shoot once in the Shooting
Phase, as long as he can see a target and
assuming he has a suitable weapon and isnt
fighting in Hand-To-Hand Combat, as described
above. The Fighter is always assumed to face in
the direction faced by the model itself, and is
able to see within a 360 degree arc around. Both
friendly and enemy Fighters (measured by using
the models base and not the models figure), as
well as Terrain, can block Line of Sight.

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.

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Hitting the Target (Rolling to-Hit)


To determine whether a shot hits its target, roll a
D6. The die score needed will depend upon how
good a shot the shooter is (as indicated by his
Ballistic Skill). The chart below shows the
minimum D6 roll needed to score a hit.
BS of Shooter
D6 roll needed

1
6

2
5

3
4

4
3

5
2

NOTE: A roll of 1 is always considered a miss!

6+
2

There may be modifiers to this roll, such as


movement or injury. Fighters that Walk can fire
certain weapons (item specific allotment) at a
penalty -1 BS. Other modifiers are discussed in
each appropriate section (such as the Weapons,
Armor & Wargear and Injuries sections).
Example:
A Fighter (Ballistic Skill 3) equipped with a lasgun, who has
not moved this turn, intends to eliminate a target close by. The
weapon has a maximum range of 24. The Player declares the
intention and measures the distance between the Fighters'
bases. As the distance is 18, the weapon is shot once at the
target. Looking at the chart above a Fighter with a BS of 3
needs 4 or more on a roll of 1D6, getting a 5. Success! Now
lets see if there is a chance to wound.

Wounding
the
(Rolling to-Wound)

Once you have hit a Target, it is time to


determine if the weapon has done any damage
and a wound is inflicted. A shot may fail to cause
a wound because it hits part of the targets
equipment, just scratches the skin or causes
some very minor injury which the Fighter bravely
(or stupidly) ignores. If you fail to cause a
wound, the target is unharmed.
To determine whether your shot has caused a
wound, compare the Strength of the weapon with
the Toughness of the target. You will find a
complete description of the various weapons
together with their Strength values and special
rules in the Weapons, Armor & Wargear section.
The chart below shows the D6 score required to
turn a hit into a wound. Note that a dash ()
means that there is no chance of wounding the
target.

To-Wound Chart
TOUGHNESS

Score Required to Hit


Additional D6 Needed

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.

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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.

Shooting at Multiple Targets


If the weapon allows multiple shots, a Fighter
that has not moved may fire more the shots at
more than one target. Select the first target
(based on Target Priority) and if within range and
LoS, resolve the attack as normal. Place an
Ordinance Template over the center of the first
enemy model shot; other possible targets must
be within the template, weapons range and LoS.

Shooting from an Elevated Position


A Fighter standing within 1 of the edge of an
Elevated Position (i.e. anything that is more than
2 above the table surface, such as an upper
floor of a building) is in an advantageous position
from which he can shoot any target at lower
elevations that is within his Line of Sight and
weapons range, disregarding Target Priority. The
exception to this rule is that if there are enemies
in the same building and within LoS of the
shooter, he must shoot at them as they present a
more immediate threat.

Shooting to an Elevated Position


Everyone understands that a sharp shooter in an
Elevated Position poses a greater imminent
danger and risk than any ground-bound enemy.
If the elevated Fighter is within 1 of the
structure edge (within LoS) the elevated Fighter
can be picked as a Target Priority.
If the elevated model becomes Knocked Down or
Stunned, there is a risk of it Falling over the edge
to the ground. See the Falling section, specifically
Fighters in an Elevated Position that become
Knocked Down or Stunned for details. It is a good
idea to invest in proper wargear (such a Climbing
Harness) for your sharp-shooters!

Shooting an Enemy Who is Down


As stated before, a Fighter will always attack the
closest threat, as determined by Target Priority.
An enemy who is Knocked Down or Stunned
(referred as a Down Model) is not considered a
threat, so a Fighter does not have to shoot him,
even if it is the closest target.
Generally speaking, it is rare for Players to shoot
at enemy Fighters who are Down unless they are
stranded in the open and there are no other
targets
available. However,
it sometimes
happens that blast weapons scatter from their
point of aim and accidentally hit men who are
already Down. However, you can shoot at a
Fighter who is Down if you want to. You can... if
youre really that mean! You are? Well, read on!
The Player designates who is shooting and rolls
to-Hit and to-Wound normally. A Down Model
gains a +2 to Cover Saves; for example a Fighter
behind a barricade that got a Cover Save of 5+,
now has a 3+ Cover Save. A Fighter in the open
(who would normally not have any Cover Saves)
would get a 5+ Cover Save. The Player still must
choose which Armor, Cover or Invulnerable Save
benefits the Fighters survival the best (as
normal) and roll as usual.
Down Models may take their modified Armor,
Cover or Invulnerable Save as normal, but may
not Parry or use any device (such as Lucky
Charms) or Skills (such as Evade or Dodge) that
allows any kind of defense.
If a Fighter who is already Down takes a further
wound or wounds, roll again on the Injury table
and apply the result as normal. Change the
current status to the new results if it is worse
than what currently is. If not, ignore the result.
For example, if the Fighter is Stunned, a result of
Knocked Down or Stunned is ignored, but not one
for Out Of Action!

Thought of the Day

Cast out the heretic, the mutant and


the traitor - for every enemy without
there are a hundred within.

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Attacking Targets of Different Sizes


Fighters on any battlefield are sometimes
confronted with the need to shoot a target of a
different size. Smaller Targets may include
probes, Gretchins, cameras, Servo Skulls, among
others. Larger Targets may include buildings,
vehicles, large soldiers like Imperial Ogryns or
mechanical monstrosities like the Ork Trash-Kan!
A Small Target model is any model that is half
the size of a human size Fighter (usually they
have the Small Target special rule on their
description) or a specific terrain piece (like a spot
in the ground or a computer console). Gretchins
are good examples of Small Targets. Large
Targets are models larger than human size
(usually at least 2 tall) in a wide 40mm base
(usually they have the Large Target special rule
on their description) or a specific terrain piece
(like tanks, a bulkhead door, or industrial
equipment). Ogryns are good examples of Large
Targets.
It is important to note that the base size is not
what determines the size of the model. A normal
size model on a large 40mm base does not count
as a Large Target, nor a big model (like a
Wraithguard) in a normal 25mm base count as a
normal size target.
Small Targets tend to gain better protection
from their surroundings, mainly due to their
smaller size. For this reason, Small Targets gain
+1 to any Cover Saves, even in the open (where
they have a 6+ Cover Save.)
Large Targets are easier to see and are
considered to be an incredible threat. For this
reason, Large Targets can always be fire upon,
even if there is a closer Fighter (attackers can
ignore Target Priority).

Shooting Into Close Combat


Normally it would be considered very harsh
indeed to shoot at Fighters who are grappling
with each other at close quarters it would be
very easy to hit the wrong man! Although the
models themselves are immobile, the Fighters
are actually ducking, diving and rolling about in a
whirlwind of action. Unscrupulous Leaders may
order their followers to shoot an enemy engaged
in Close Combat!

MODEL SIZES; FAIR DISCUSSION


Lets face it. We love to convert models.
We are never happy with any old
standard pose. We all prefer to have
every model to be as unique as our
imaginations dictate they should be
and we go into extreme measures to do
so. Sometimes (believe it or not) we go
overboard.
Our models are static figures that
represent action-driven Fighters. We
may model a dual-wielding Laspistol
Imperial Commissar in a crouching
position, or an Ork Warlord in top of a pile
of skulls. While such models would be
great eye-candy, they may affect the
game at critical moments.
BE FAIR.
Your crouching Commissar should not
be considered out of LoS just because
he is behind a barricade that would just
provide a Cover Save to another
Fighter that is in a standing pose (read,
the model would be within LoS), nor
should your deny a Cover Save to your
Warlord where any other Fighter should
get one. The same goes from the
models perspective. Do not fight to gain
or deny LoS just because the model is
in an action pose. This would be
punishing creative modelers for a
cheap win.
Whatever your decision to handle the
issue, make sure that your talk about
this with your opponent and gaming
group BEFORE playing.

If a Fighter has LoS to any Fighter engaged in a


particular Close Combat, everyone in that
particular Close Combat may be hit by a lucky (or
unlucky) shot! Should you wish to shoot at a
Fighter engaged in Hand-To-Hand Combat, roll
to-Hit as normal.
If you are successful, then it must randomly be
determined whether you have hit the intended
target or any other Fighter engaged in combat
with the target. If all the Fighters are of the same
size, there is an equal chance of hitting the target
as there is of hitting each Fighter he is fighting. If
the Fighters are of different sizes, use the chart
above to determine the odds.

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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.

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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.

The small end of the template is placed on the


base of the shooter because different Fighters
may be posed differently and many may gain
advantages if the template is placed on the tip of
the weapon. All models under the template are
affected to compensate for static poses of the
models.
All Fighters affected are automatically hit
(engulfed by the weapons attack) and to-Wound
rolls are made as normal (depending on the
weapons strength). Because template weapons
bathe the area in burning fuel, Cover Saves are
ignored when resolving wounds, even by Fighters
inside Area Terrain!
Some cases may prove slightly more difficult to
determine what can be affected. As a rule of
thumb, if the Target is in the same horizontal
level as the attacker (i.e. both are at ground
level, or both are on the 2nd level of a building),
within LoS and any part of its base is under the
Template, the attack automatically hits and
negates all possible Cover Saves.
This means that if a Fighter is behind a wall, and
thus out of LoS, then he will be safe from harm.
If the Fighter is standing behind cover (i.e. a
barricade) that would normally get a Cover Save,
would have it negated by a Flamer.
Fighters who are Down (Knocked Down or
Stunned) behind cover, still receive normal
bonuses to Cover Save (see Shooting an Enemy
Who is Down above), but the Template weapon
still negate Cover Saves. Flamers are the best
weapons to attack enemies that are Down!

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.

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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.

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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.

Targeting Enemies at Other Levels


When targeting enemies that are at multiple
levels, a Template weapon (such as a Flamer)
may only affect Fighters under the template on a
single level. This can be on the same level as the
shooter, or one level above or below. Weapons
using a Blast Template (such as a Grenade) may
be fired at any level that has range and LoS from
the shooter to the target. Which level is being
targeted must be declared before placing the
template.
Example 1:
The Space Marine
on the ground
floor is firing his
Flamer at some
Orks. He may
choose Orks on
the ground level
or the Orks on the
1st level. Those on
the 2nd floor are
too far away to be
reached.
The
Player declares
his intention of
firing at those on
the 1st level, and
places
the
template over the Fighters. Only the two Orks on the 1st level
are hit by the Flamer; the others are getting ready to make an
example of the lonely Marine!

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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!

Scattering and Multiple Levels


When firing a weapon that may scatter, declare
the intended level and target as normal. If the
shot is missed and the Template is scattered, it
will always do so on the same level it was
originally intended to affect, regardless of any
Fighters at other levels.
Example:
An Imperial Guard Player declares that he is targeting the
Orks on the ground level. The shot misses and scatters.
Although there are still Fighters under the Template, none are
on the level declared as the target, thus no Orks are affected.

While most Fighters would rather use a grenade


to provide cover fire or flush an enemy from a
hide-out, few risky individuals would try to push
the limits of their luck and close the gap between
them and the target before throwing this
explosive device. While this may guarantee that
the target is close enough for the grenade to
reach, it also puts the thrower in potential
danger. Under no circumstances is a Fighter able
to engage an enemy in Close Combat and pull
the pin, since Im gonna die anyway. No Fighter
in their right mind would commit such an act of
suicide, and those who would have already done
so!
Roll to-Hit using the Fighters BS with no
modifiers for moving, as these weapons are
made to be thrown on the move. A Fighter may
have no more than five (5) weapons of the
Thrown Weapon category in their equipment (i.e.
a max of 5 grenades per Fighter). Once thrown,
that weapon is used and removed from the
Fighters inventory and equipment. Unused
grenades may be used in a later game, but
please make sure you get with your opponent to
track accurately.
There may be times when an enemy Fighter
armed with a grenade, missile launcher or a
flamer that may be just outside striking distance
of a enemy Fighter who is Laying Low or one that
is just out of LoS. Fighters are not allowed to
attack the terrain where the Laying Low enemy
is located intentionally, regardless of logic
applied. If the Fighter shoots at a visible enemy,
but the Template scatters or covers a Fighter
who is Laying Low, then damage to the Laying
Low Fighter is resolved as normal.

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.

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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.

BLAST WEAPON CATASTROPHIC FAILURE CHART

D6 Effect Description
1

Premature Explosion: The projectile goes off in the


throwers hand or the shell explodes in the breach. Place
the template directly over the attacker and work out
damage normally.

Delayed Explosion: The projectile travels to the


destination, but fails to explode and scatters. It may
explode at a later time. Resolve Scatter as normal and
mark the location of the final scatter. On each Players
Turn the projectile will explode on a 4+, causing Indirect
Damage to anyone in the Blast Template area.

Earth Shaker: The projectile tumbles at the Point Of


Failure down a deep crack or spins upwards and strikes
a terrain feature. There is a muffled explosion and the
ground shakes ominously. Place the Ordinance Template
under the attacker and permanently treat the area it
covers as Dangerous Ground. If no Point of Failure is
specified by the weapon, determine it randomly by
rolling a D6: 1-3 for the attacker, 4-6 the target.

4-6 Dud: The projectile drops to the floor at the Point Of


Failure and fizzes ominously. The grenade (or
ammunition) is wasted.

Fumbling a Throw or Launch


Unlike most pistols and rifles, all thrown or
launched weapons ammunition must be loaded
before firing. In the heat of battle, there is an
increased
chance
of
something
going
catastrophically wrong. A thrower may fumble
the attack or the weapon may fail to explode on
impact. Note that Fumbling a Throw applies to all
types of thrown and mechanically launched
weapons, such as Grenades, Grenade Launchers,
Mortars, etc.
The Point Of Failure is determined by where the
critical failure occurred; either the attacker rolls a
1 on the to-Hit or a particular weapon fails to
detonate on impact. Whichever the case, roll a
D6 and consult the Blast Weapon Catastrophic
Failure Chart below.

Effects of Gas Grenades


Some special grenades are designed to produce
clouds of smoke or gas which can be used to
provide cover. When you throw a Gas Grenade,
for example, you dont want to actually throw it
at an enemy Fighter but at a specific point on the
ground. You can do this by simply nominating the
point you wish to aim the grenade at. The point
counts as a Small Target, and therefore suffers
the -1 to-Hit penalty for shooting at small
targets, but NOT the +1 to the to-Wound rolls.
If the grenade explodes, place a Gas Cloud
Marker (like a patch of cotton wool) the size of a
Blast Template to represent the gas. Fighters
within the cloud (including partially inside the
template) are hit automatically. Any Fighter hit
by gas then makes a Toughness Test. Those who
pass (rolling equal or less than their attribute)
are unaffected by the gas. A roll of 6 indicates
failure, regardless of the victims Toughness. A
Fighter that is not already affected by the gas
must make this roll if it finds itself within the gas
cloud at the start of its Turn.

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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

1-2 Dissipates: The gas effects get diluted, causing no


further harm.
3-5 Nothing: The gas remains where it is.
6

Drift: The gas gets carried by the wind and scatters


D6 in a random direction. Any Fighters enveloped by
the gas are hit.

Mortars and Other Indirect


Fire Weapons
Most organized military groups in the 41st
Millennium have plenty of technological resources
to accurately deploy missiles, bombs and other
destructive elements directly on target with the
assistance of radar and satellite guided devices.
Those fighting groups with much less resources
have to rely on the power of Indirect Fire
Weapons, such as the mortar.
Indirect Fire Weapons sacrifice accuracy for raw
power. Military commanders rely on this
inaccuracy to force the enemy to move towards
particular battlefields or face deadly danger.
Indirect Fire Weapons cannot be fired directly to
the enemy, like bullets are. Instead, the shells
are fired into the air, in hopes that they arch
down on top of the intended target.
This gives the advantage that it can go over
obstacles and obstructions, no more than 15 in
height. This is measured from the obstacles base
to its top.
Without measuring distances first, the Player will
place a marker on the designated area of the
attack. If within range, instead of rolling to-Hit as
normal, the Player is to roll a Scatter Die and a
D6. If the Scatter Die lands on HIT, it means that
the shell landed where intended. Place the
appropriate Template (if applicable) and roll toWound as normal.

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A roll of the Scatter Die of an ARROW and a 2+


on the D6, means that the shell landed close to
the intended target, but it deviated. Place the
appropriate Template (if applicable) and roll toWound as normal. Remember that any scatter
will allow for those affected to brace for impact
and reduce the weapons effectiveness thereby
causing Indirect Damage (Strength -1).
A roll of the Scatter Die of an ARROW and a 1 on
the D6, means that something has gone terribly
wrong after all, Indirect Fire Weapons are
terribly dangerous! Consult the Blast Weapon
Catastrophic Failure Chart to determine what
exactly happened.
It is to note that Indirect Fire weapons can be
used to attack enemies that are out of LoS and
even Fighters who are Laying Low!

Indirect Fire Weapons and Multiple


Levels
Indirect Fire weapons, such as the Mortar, work
by lobbing munitions high into the air, bringing
death to the enemy from above. The advantage
of these Indirect Fire weapons is that they can
engage targets who are out of LoS. The
disadvantage is that the shell will explode the
moment they strike the structure, allowing the
enemy a chance to shelter deep within the
structure.
Indirect Fire weapons always strike the highest
level the Template center hole touches. Only
Fighters on this level are actually hit. Enemy
Fighters a level below, if not completely blocked
by terrain (i.e. the floor where the fire was shot
is intact) are also hit, but they gain the benefit of
a Cover Save. Fighters below that level are
unaffected.
Example:
Some Eldar Guardians are shot by Mortar shell. The shot
scatters slightly, but still hits his mark! While the Player
would much rather hit the Fighters at ground level, the
Guardians on the uppermost level are hit as this is where the
Template center hole hit first. The Guardians on the 1st level
are hit also, but they have access to a Cover Save. The
Guardians at ground level are unharmed.

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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.

Who Can Fight


Any Fighter not busy Walking, Running, shooting,
fleeing, using most psychic powers or an item
could fight in Close Combat. Fighters cannot be
moved into Hand-To-Hand Combat except by
Charging (which can only be done by Declaring a
Charge) or Interception; any move that brings a
Fighter into Hand-To-Hand Combat is a Charge
by definition. Of course, a Fighter that is Charged
can defend himself, and thus enters in Hand-ToHand Combat.
All Hand-To-Hand fighting is worked out in the
Assault combat phase. Regardless of whose Turn
it is, all Fighters in Hand-To-Hand Combat will
fight. A Fighter can fight against enemies to his
side, front, or rear. In reality the Fighters are
constantly moving, dodging, and weaving as they
struggle to kill their adversaries.

How to Start the Fight


If you want a Fighter to engage the enemy in
Hand-To-Hand Combat, you must Declare a
Charge intention during the Declare Charge
Intention Phase of your Turn and make a special
type of move in the beginning of the Assault
Phase called a Charge. A Charge is like a Running
move, in which a Fighter moves quickly (at
double the Movement rate) with the single
minded intention to engage the enemy in HandTo-Hand Combat. Fighters engaged in Hand-ToHand Combat do not shoot in the Shooting
Phase. They are far too busy fighting for their
lives. Any very close range shots they are able to
make using Pistols are treated like Close Combat
Weapon attacks (see the Weapons, Armor &
Wargear section for details).

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Without measuring the distance, declare that


your Fighter is Charging and indicate which
enemy Fighter (Target) he is going to attack. You
can Charge any opposing Fighter if you have an
unobstructed Line of Sight (LoS) from your
Fighter to the target. If your Fighter wants to
Charge an enemy Fighter within his Initiative
attribute that he cant see (i.e. because it is
behind a corner) he must pass an Initiative Test
to detect the enemy. If he fails the roll, your
Fighter may not Charge this Turn (to any Target),
but may move (i.e. Walk or Run) his normal
distance, shoot and use psychic powers as
appropriate.
Basically this simulates the Fighter who Walks or
even Runs does it with caution examining the
battlefield moving through cover. While the
movement for the models may be a straight line,
in 'reality' is a loose zigzag. Fighters could make
changes on their intended destination with
relative ease. A Fighter that wants to Charge the
enemy has a clear intent (getting close and
fighting) usually having Line of Sight. If the
enemy is not visible (i.e. Hiding behind a
barricade) and is not detected, the Fighter
basically stops in his tracks, now unsure that the
enemy is really where he thought it would be...
suspecting an ambush, he stops short of his
intended location (Failed Charge). It is all about
tactical risks the Player must measure before
Declaring Charges.
On the Assault Phase, measure the distance and
move the Fighter to the enemy by the most
direct route. The Charge ends with the attacker
moving into base-to-base contact with the
declared enemy Fighter(s). Once their bases are
touching, they are engaged in Hand-To-Hand
Combat. Fighters are also considered to be in
Hand-To-Hand Combat when it is impossible for
the bases to touch because there is an obstacle
(less than 1) in the way, such as a low wall. Our
models might be static, but the Fighters are not!
Even Fighters attacked from the side or rear can
fight. If a Fighter is touching more than one
enemy, he can choose which to attack. If he has
more than one (1) Attack, he can divide them in
any way the Player wishes, as long as he makes
this clear before rolling to hit.

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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!

Who Goes First


The old saying Whoever hits first wins the fight!
summarizes the importance of determining which
Fighter goes first in Close Combat. Fortunately,
the rules to determine who goes first in Hand-ToHand Combat are very simple; the order will be
determined by each of the participants Modified
Initiative Value. The higher the Modified Initiative
Value, the faster is their combat response.
Normally, Fighters fight in order of descending
Modified Initiative Value with the highest
attacking first.
Modified Initiative Value is affected by certain
circumstances; the Fighters status (i.e. if they
are waking up from being Knocked Down) may
decrease his ability to respond quickly, a Fighter
that initiates combat (i.e. he Charged) will have
the First Strike special rule in the first round of
the ensuing combat.
Thought of the Day

Salvation lies at the hands of the


creatively maladjusted.

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Also the type of weapon used (a Fighter wielding


a heavy two-handed axe would go after one
attacking with a light weight knife), mutations,
skills among others. Who can attack first can be
the difference between life and death! If the
combatants Modified Initiative Values are equal,
they go simultaneously. Resolve all the attacks
from these Fighters normally (regardless which
Player roll first).
Example:
Two enemy Imperial Guardsmen just finished a round of Close
Combat and neither was able to take the other Fighter Out Of
Action (OOA). Both Fighters are INITIATIVE 3 and do not
have any special Skills or weapons that would allow them to
attack first or have weapons that change their initiative (i.e.
Power Fist). Regardless which Player rolls first and what
happens, the other Fighter will get their respective attacks. If
both Players hit and cause a wound (and any saves are
failed), effectively both Fighters can take each other OOA at
the same time!

Modified Initiative Value Guidelines


1. Fighters standing from Knocked Down count
as having Initiative 0, regardless of any
enhancements, wargear, mutations etc.
2. First Strike either negates Strike Last, if
present for that Fighter, or enhances the
Fighters base Initiative to a base value of 10
for the duration of First Strike.
3. Strike Last either negates First Strike, if
present for that Fighter, or decreases the
Fighters base Initiative to a base value of 1
for the duration of Strike Last.
4. After the base Initiative has been found,
apply any modifiers by enhancements,
wargear, mutations, etc. if there are any.

Standing from Knocked Down


Regardless of the Fighters natural speed and
sturdiness, waking up from unconsciousness will
delay response time. Fighters are putting their
environment in perspective, focusing their vision,
regaining balance and containing emotions of not
being dead (yet). Those few seconds may seem
like an eternity to the Fighter, but chances are
that they may receive (another) unsuspected
Close Combat attack before they can react.
Fighters standing from Knocked Down count as
having
Initiative
0,
regardless
of
any
enhancements, wargear, mutations etc.

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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!

First Strike Close Combat Rules


In certain situations, Skill or equipment would
increase the Fighters opportunity to attack first.
The most common of these situations is when a
Fighter starts Close Combat (i.e. Declares a
Charge and reaches the opponent!) As stated on
the Modified Initiative Value Guidelines section
(above), a Fighter who is affected by First Strike
has his base Initiative increased to a total value
of 10, then adding or subtracting any modifiers
that affect him. Under normal circumstances, this
would make the Charger go first.
Example:
An Ork, (INITIATIVE 2) armed with a Choppa DECLARES
A CHARGE to an Imperial Guardsman, (INITIATIVE 3). On
the Assault Phase, the Ork reaches the Guardsman and the
combat begins. Since the Ork is CHARGING, he is affected by
FIRST STRIKE for this round. The Orks INITIATIVE value
becomes INITIATIVE 10. Since the Ork has the highest
INITIATIVE value this round, he will attack first.
If the Fighter has First Strike (i.e. he is Charging)
and also Strike Last (i.e. using a Power Fist) then
both Initiative modifying elements cancel each
other. The Fighter would go at its normal
Initiative value, plus any modifiers applicable.
Example:
An Ork, (INITIATIVE 2) armed with a Big Choppa
DECLARES A CHARGE to an Imperial Guardsman,
(INITIATIVE 3). On the Assault Phase, the Ork reaches the
Guardsman and the combat begins. Since the Ork is
CHARGING, he is affected by FIRST STRIKE for this round,
but the Big Choppa is a bulky weapon which has the STRIKE
LAST characteristic. FIRST STRIKE and STRIKE LAST
cancel each other, so the Orks INITIATIVE value continues
to be 2. Since the Imperial Guardsman has the highest
INITIATIVE value this round, he will attack first.

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Two or more Fighters may be affected by First


Strike at the same time; for example two
Fighters Charging the same target. Follow the
guideline and substitute their Initiative to 10,
then add modifiers. If this results in the same
Initiative value, then both attack simultaneously
as normal.
Example:
Two Eldar Guardians (INITIATIVE 4) armed with a Combat
Knives DECLARE A CHARGE to an Imperial Guardsman,
(INITIATIVE 3). On the Assault Phase, the Guardians reach
the Guardsman and the combat begins. Since the Guardians
are CHARGING, they are both affected by FIRST STRIKE for
this round. Both of the Guardians INITIATIVE value
becomes INITIATIVE 10. Since the Guardians have the same
INITIATIVE value this round, they will attack at the same
time. Since the Guardians have the highest INITIATIVE value
this round, they will attack first.

Strike Last Close Combat Rules


On the opposite end of the spectrum, certain
situations, Skill or equipment would reduce the
reaction time in which a Fighter would attack in a
Close Combat situation. The affected combatants
would attack fairly close to the end of the round.
The most common of these situations is when a
Fighter uses a Two-Handed weapon, which tends
to be cumbersome to use, especially when
compared
with
smaller
weapons.
This
modification is known as Strike Last.
As stated on the Modified Initiative Value
Guidelines section (above), a Fighter who is
affected by Strike Last has his base Initiative
decreased to a total value of 1, then adding or
subtracting any modifiers that affect him. Under
normal circumstances, this would make those
affected to go last.
Example:
An Eldar Guardian (INITIATIVE 4) armed with a twohanded Sword is fighting against an Imperial Guardsman
(INITIATIVE 3) armed with a Combat Knife. The two-handed
Sword is a bulky weapon which has the STRIKE LAST
characteristic. After the initial Close Combat round, both
Fighters remain standing. During the rest of the Close
Combat, the Eldar Guardian will be affected by the STRIKE
LAST characteristic. The Eldar Guardians INITIATIVE
value becomes INITIATIVE 1. Since the Imperial Guardsman
has the highest INITIATIVE value this round, he will attack
first.

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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.

Thought of the Day

The Emperor will not judge you by


your diplomas or medals,
but the scars you earned on His name.

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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

Once your Fighter has hit a target, you must test


to see whether a wound is inflicted. Sometimes,
a strike may fail to wound simply because it
causes an insignificant injury or glances off the
enemys equipment.

To-Wound Chart
TOUGHNESS

STRENGTH

Hitting the Target (Rolling to-Hit)

10

10

Note that a dash () means that there is no chance of


wounding the target.

Once you have determined that a wound has


been inflicted, the target gets a chance to Avoid
Injury by rolling an Armor, Cover or Invulnerable
Save, as described below. If a Save roll cannot
be rolled, or if it is failed, a wound is sustained as
explained on the Injuries section (below).

Assault Behind Cover


Fighters often get behind obstacles to avoid
enemy fire, as well as to make reaching them in
Hand-To-Hand Combat more difficult. If two or
more Fighters are engaged in Hand-To-Hand
Combat and are separated by an obstruction then
this will give the defender a +1 WS Modifier, only
during the first round of combat. Talk it over with
your fellow gamers to agree what an obstruction
is. There is no way to cover that in detail as
everyones terrain is different.

Unlike hits from shooting, the Strength of the


attacker is used to determine wounds, rather
than that of the weapon itself. However, some
weapons confer a bonus on the attackers
Strength (see the Weapons, Armor & Wargear
section for full details). To determine whether the
blow has caused a wound, compare the Strength
of the weapon with the Toughness of the target.
You will find a complete description of the various
weapons together with their Strength values and
special rules in the Weapons & Armor section.
Follow the same procedure for wounding and
causing Critical Hits as in the Shooting section.
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Fighting with Both Hands in


Close Combat
Most people who have two hands can fight in
Close Combat with both of them, but only those
who are trained can do it effectively, regardless if
they use weapons or bare hands. Usually,
Fighters have a primary hand (the one they tend
to use more often and more effectively) and a
secondary hand. Fighters have the same
number of attacks on their primary hand as
their Attack Attribute, while only one additional
attack with their secondary hand. Note that this
extra free attack is added to the total of the
Fighters attacks after other modifiers, such as
Frenzy, have been applied.
If he is armed with two different weapons (Sword
and Combat Knife, for example), the Fighter will
declare which weapon is the Primary Weapon and
which one is the Secondary Weapon before any
dice are rolled. The Player will precede executing
with the Primary Weapon as many attacks
allowed by his Attack Attribute, and one (and
only one) attack with his Secondary Weapon. Roll
to-Hit and to-Wound as normal for each weapon
separately.
Example:
An Imperial Guard Captain (Officer) charges into Close
Combat. The Captains attack profile is 2, and he is equipped
with a Laspistol and Sword. The Sword is declared to be the
Primary Weapon and the Laspistol the Secondary Weapon. On
his Turn, the Officer will roll two (2) dice for his attacks with
the Sword (Primary Weapon) and one (1) dice for his attack
with the Laspistol (Secondary Weapon).
Officers, who are trained in how to carry several
weapons and switch among them with efficiency,
can carry up to two Range Weapons (i.e. an
Autogun or a Laspistol) and two Close Combat
Weapons (i.e. a Sword or a Power Fist).
Untrained Recruits can carry one Range Weapon
and one Close Combat Weapon or two Close
Combat Weapons into battle. Here lies the
difference between Officers and Recruits; the
availability of weapons available to Officers would
allow them to change weapons and declare which
one is Primary and Secondary Weapon. Pistols
are considered to be Range Weapons and Combat
Knives do not count towards these limitations.
Note that multiple attacks from one weapon do
not necessarily mean multiple shots or multiple
punches; instead this represents a mathematical
and statistical chance increase to make massive
amounts of damage.

A Fighter with multiple attacks may take an


enemy to Knocked Down or Stunned status with
one attack, and then attack the same enemy
following the Assaulting an Enemy Who is Down
rules described below ONLY if the Fighter is not
engaged in Close Combat with another enemy
model. It is more important to fight the enemy
that is standing, threatening to terminate you,
than finishing one that is down!

Assaulting an Enemy Who is


Down
A Fighter will always attack the closest threat, as
determined by Target Priority. An enemy who is
Knocked Down or Stunned (referred as a Down
Model) is not considered a threat, so a Fighter
will always ignore a Down Model if is engaged in
Close Combat with multiple enemies. If the
enemy is all alone, the situation is different.
Sometimes the temptation of finishing the
enemy is too hard to resist!
The Player declares the intention of either
continuing to attack in Close Combat the Down
Model, or declares a Charge with a model that is
capable of doing so. The attacker is not required
to roll to-Hit as he automatically hits his target. If
the victim is Knocked Down, the attacker requires
a to-Wound roll with a +1 bonus to the roll and
the victim suffers Armor Save -1 penalty as well
as +1 to the Injury Roll.
If the victim is Stunned, the attacker requires a
to-Wound roll with a +3 bonus to the roll and the
victim suffers an Armor Save -3 penalty as well
as +3 to the Injury Roll. Regardless of status,
any Critical Hits gain a +1 bonus to the dice roll.
ASSAULTING AN ENEMY WHO IS DOWN
Target

To-Hit

Knocked Down

To-Wound Armor Save Injury

Automatic

+1

-1

+1

Stunned

Automatic

+3

-3

+3

Change the current status to the new results if it


is worse than what currently is. If not ignore the
result. For example, if the model is Stunned, a
result of Knocked Down or Stunned is ignored,
but not one for Out Of Action! Down Models may
take their modified Armor or Invulnerable Save
as normal, but may not Parry or use any device
(such as Lucky Charms) or Skills (such as Evade
or Dodge) that allows any of defense.

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Unarmed
Attacks

Close

Combat

Any Fighter may resolve his battles old school


without weapons! Close Combat attacks without
weapons (i.e. with fists) are considered Unarmed
Attacks. Because the modern soldier uses at least
some kind of protection against powerful
weapons, fighting bare-knuckled may not be the
best alternative but it is better than nothing!
Fighters which fight Unarmed (with no Close
Combat Weapons) suffer a -1 Strength penalty to
their to-Wound rolls.
The notable exceptions are units with the Large
characteristic. Even when fighting without Close
Combat Weapons they are never considered
Unarmed.

Moving Away From Close


Combat
Once Fighters are engaged in Close Combat they
cannot move away during their Movement Phase.
They must fight until someone is taken Down! Of
course, a particular situation may cause a model
to Panic (see Psychology section for details), but
those are rare occurrences.
A Fighter who takes his enemy Down (either
Knocked Down, Stunned or Out Of Action) may
move away from the combat if you wish, and
even Charge other enemies within range.

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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.

Fighters at different elevations gain Cover from


structures that are within 1 of them. The game
mechanics regarding benefits of Cover Saves are
discussed in the Saves section below.

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.

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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.

Fighters that are Laying Low can be ignored by


the enemy (i.e. do not count as a Priority
Target), decide to shot as normal or even Assault
them. A Fighter that is Assaulted while Laying
Low may defend themselves, but receive a -1
penalty to their WS during that first Turn. On
subsequent Turns, the Fighter may attack as
normal. A Fighter in Close Combat may not
declare that he is Laying Low on that Turn, for
obvious reasons.
A Fighter who was Laying Low on the previous
Turn may move (Walk, Charge or Flight Charge
but not Run or Fly) as normal on the current
Turn, but receives a penalty of -1 BS to any
shooting he attempts during that Turn. This
penalty is cumulative with any other penalty in
effect.
Example:
An Infantryman armed with an Autogun (Rapid Fire weapon)
that was LAYING LOW on the previous Turn Walks a short
distance and fires his weapon at a cumulative -2 BS (-1 for
Moving & Shooting, -1 for previously Laying Low.)

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.

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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.

Armor Penetration (AP) Value


Some weapons are better at penetrating armor
than others. A rock shot from a sling can be
deflected relatively easily, but a shot from a
Plasma Pistol penetrates armor much more
effectively. Each weapon description has as an
Armor
Penetration
(AP)
value
in
their
characteristics. If the weapons AP is the same or
below the Armor Value of the armor the Fighter is
wearing, the weapon is too powerful and ignores
the armor, thus the Player does not have an
Armor Save available for that particular weapon.
Example 1:
An IG Captain wearing CARAPACE ARMOR (AV 4) is out
on an open grass field, facing an incoming Assassin armed
with a HELL PISTOL (AP 5). The Assassin hits the Captain
and rolls a successful to-Wound roll; since the Captain is out
in the open with no place to hide, he doesnt get a COVER
SAVE. The Assassins weapon has an AP of 5 and the
Captains armor has an ARMOR VALUE of 4, so he is
entitled to his normal ARMOR SAVE. The Captain rolls a D6
and gets a 4. The Captains armor absorbs the gunfire and he
remains unwounded.

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.

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Cover Saves

Invulnerable Saves

A Cover Save refers to protection that Taking


Cover may have given to a Fighter versus long
ranged attacks. Cover never helps versus Close
Combat attacks; regardless of any logic behind
an argument to the contrary. The specific benefit
from Cover depends on the kind of terrain
feature:

Only a few of the most important individuals are


blessed, rich or lucky enough to acquire very
special items that would make them impervious
to even the most grievous injuries. Some
weapons are so powerful that they would grant
immediate death to anyone without this powerful
protection.

TYPES OF COVER
Cover Save

Type of Cover

6+

Light Cover: Grass, wooden barricades, barrels &


other minor stuff.

5+

Medium Cover: Rubble, damaged vehicles, heavy


debris, trenches, damaged bunkers, etc.

4+

Hard Cover: Functional bunkers

Down Fighter (either Knocked Down or Stunned


as discussed later on the Injuries section) who
are attacked by ranged weapons gain a +2 bonus
to their Cover Saves. A Fighter behind a
barricade (5+ Cover Save) that is shot and
becomes Stunned will then have a 3+ Cover
Save.
Certain types of attacks ignore Cover Saves, such
as the attack of a Flamer. This weapon engulfs an
area with a highly combustible viscous liquid that
will burn anything it touches. It is useless to hide
behind a tipped desk you ARE going to get
burned! As a rule of thumb, if there is LoS to the
model, the Cover Save would be ignored by such
weapons.
Terrain features that offer a Cover Save to a
particular size Fighter will block LoS to those
Fighters of smaller sizes. For example, a
barricade that offers a Cover Save to a normal
size mode, most likely will block LoS to a Small
Target Fighter.
We say most likely, because the results depend
on the type of barricade. If it is a hole-punched
wooden fence, Players may decide you can see a
Small Target behind it. If the barricade was solid
concrete, they may decide they cant see the
Small Target. Following good sportsmanship, talk
with your opponent what terrain features
constitute what kind of cover. This way the game
is fair for everyone involved!

Known as an Invulnerable Save, this protection


could be a personal force field, a Gift from the
Warp, a Holy Icon of the Imperium or even a
psychic power. The point is that they are an
extremely rare commodity that any Player should
value. Attacks with the Rending characteristic
could bypass Armor Saves in Close Combat, but
Invulnerable Saves grant the victim a fighting
chance. Very few types of injury can ignore
Invulnerable Saves.

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.

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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).

DOWN FIGHTERS AND TRUE LOS


At the beginning, we decided to use a true
LoS method for Fighters that became Down;
most Fighters that became Knocked Down or
Stunned behind a barricade suddenly
became out of LoS; thus essentially autohiding the injured Fighter.
Extensive play-testing determined that autohiding caused lots of conflict. Discussion
arose on how the model was laid down in the
table; an inch may be the difference between
having clear LoS, partial LoS or not at all!
Some Players preferred to put a counter on
their Down models (to avoid scratching their
paint), thus did not benefit from true LoS.
Arguments became a rolling fest to determine
direction where a Fighter may have fallen, as
there could be a chance that the Fighter fell in
front of the barricade he was using as Cover.
Matters became really complicated when we
attempted to consider the direction of the
attack.
This is not to say that you cant decide to
create your own House Rule on the subject.
Far the contrary; we invite you to make your
own method. May be you find something that
works fairly for you and your group you can
always go back to the rules mentioned here.
Giving a bonus to the Fighters Cover Save is
the easiest, simplest and fairest thing to do.
Trying to account for real physics becomes
somewhat complicated. The models are static,
and we have to live with that fact.

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A more accurate (although less dramatic) method


to inform every Player of a particular Fighters
condition is to use markers, tokens or counters to
represent the Fighters current status while
keeping the models standing. This is a very
important fact, because laying a model down,
may cause issues for the opponent.
The best way to illustrate how this situation can
cause problems is to think of a Fighter using a
tipped over wooden rectangular table as cover.
Obviously, a simple wood table cant stop a
bullet, a laser shot or a bolter round, but our
Fighter is using this barricade to minimize the
accuracy of the shooters either by standing still
or moving around behind the table (the fluff
reasoning is irrelevant to the game mechanics!)
This is represented by his 6+ Cover Save. Now,
one of his attackers managed to injure the
defender (successful to-Hit and to-Wound) and is
now Stunned. The model is placed face down to
signal that the model status is now Stun.
Another Fighter, near the same position as the
first one, shots at the defender. The Stunned
Fighter may be still behind the table, fallen over
with half of his body exposed or even tipped
over the table. Again, the fluff reasoning is
irrelevant to game mechanics. The cover does
NOT make the model Lay Low, now that it fell to
enemy fire. Laying Low is not a passive situation.
The fact that the defender is struggling for his life
(Knocked Down or Stunned) laying as low as
possible, offers him a Cover Save bonus. The
table now will grant him a 4+ Cover Save; the
table is still unable to stop the bullets or make
the enemy forget or ignore the Down Fighter if
there is no other available Priority Target, the
enemy will attempt to finish the job!
Regardless the method used to announce the
Fighters condition (either a counter or placing
the model down), the Fighter remains in the
same position and LoS as he did before it became
Knocked Down or Stunned (referred as Being
Down). As discussed earlier, Fighters who are
Down gain a bonus to their Cover Save.
The next section presents in detail what each of
the Injury States represents and how they affect
the Fighters.

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Knocked Down

Stunned

A Fighter who has been Knocked Down falls to


the ground either because of a jarring blow he
has sustained, because he has slipped, or
because he has thrown himself to the ground to
avoid injury. Place a counter to indicate the
Fighter is currently Knocked Down; alternatively
you may lay the model face-up to indicate his
current status. This is usually simply referred to
as being face-up regardless of the method used
to indicate the Fighters condition. Remember
that Knocked Down Fighters are unable to use
any Wargear (such as Lucky Charms) or Skills
(like Dodge or Evade).

When a Fighter is Stunned, he is either badly


injured or temporarily knocked out. Place a
counter to indicate the Fighter is currently
Stunned; alternatively you may lay the model
face-down to indicate his current status. This is
usually simply referred to as being face-down
regardless of the method used to indicate the
Fighters condition. Stunned Fighters can NOT do
anything at all!

On the Turn that a Fighter has just become


Knocked Down (or was Stunned on previous Turn
and was turned faced-up on the Recovery Phase)
he may crawl 2 during the movement phase, but
may not fight in Hand-To-Hand Combat, shoot or
use psychic powers. If it is in base-to-base
contact with an enemy, a Knocked Down Fighter
can crawl 2 away only if the enemy is engaged
in Hand-To-Hand Combat with another opponent,
otherwise it has to stay where it is.
As stated on the Shooting an Enemy Who is
Down (Shooting section) remember that a Fighter
that is Knocked Down gains a bonus to his Cover
Save, useful only against long ranged attacks.
In Close Combat, a Knocked Down Fighter cannot
strike back and the enemy will have a good
chance of putting him Out Of Action, as discussed
on Assaulting an Enemy Who is Down (Assault
section).
A Fighter who has been Knocked Down may
stand up at the beginning of the Recovery Phase
(usually on his next Turn). In that Turn, he may
move at half rate and shoot once, at an
additional -1 to-Hit penalty, but he cannot
Charge or Run. If the Knocked Down Fighter who
is just standing is engaged in Hand-To-Hand
Combat, he may not move away and will
automatically attack last (suffers Strike Last),
regardless
of
situation,
enhancements,
equipment, Skills or Initiative; they are too
groggy to react quickly!
After the Turn the Fighter recovered, he moves
and fights normally, even though he has zero
Wounds left. If the Fighter takes any further
Wounds, then roll for injury once more, exactly
as if the Fighter had just lost its last Wound.

As stated on the Shooting an Enemy Who is


Down (Shooting section) remember that a Fighter
that is Stunned gains a bonus to his Cover Save,
useful only against long ranged attacks.
In Close Combat, a Stunned Fighter cannot strike
back and the enemy will have an excellent
chance of putting him Out Of Action, as discussed
on Assaulting an Enemy Who is Down (Assault
section). A Fighter who has been Stunned will be
able to become Knocked Down (face-up) at the
beginning of the Recovery Phase (usually on his
next Turn). In that Turn, he is considered to have
become Knocked Down, with all the effects of his
new status.

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.

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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.

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Advanced Critical Hit Chart Additional Effects


Some Advanced Critical Hit results have a chance
of causing other situations; these are known as
Additional Effects. A lucky shot may bounce and
hit a nearby Fighter or the victim of such brutal
attack may run in panic! Regardless of whether
the Wound was avoided by a successful Save of
any kind, the defending Fighter may still be
affected by the Additional Effects, as they are
applied.
Any negative modifiers are applied immediately
to the specific attack, before the affected Fighter
is able to attack. None of the other attacks from
the same Fighter which didnt cause a Critical Hit
on their own benefit from the Additional Effects
cause by the attack that did caused the Critical
Hit, unless specified on the Advanced Critical Hit
Chart. Please see Appendix F: Game Tables
Summary, for a simplified single table.
Example:
An IG Sergeant Charges an Ork with his two Close Combat attacks.
He rolls his first attack and deals the Critical Hit Dazed, which
has a 5+ chance of reducing the defender's Weapon Skill by -1. The
Wound is Saved by a successful Armor Save roll, but the Player rolls
a 6 when determining if his Fighters is Dazed. The second attack
against the Ork is done against the Orks unmodified Weapon Skill;
any other Fighters that attack after the IG Sergeant would resolve
their combat against the Orks WS -1 attribute. The negative
modifier doesn't take hold until after the current attacker finishes all
of his attacks.

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.

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ADVANCED CRITICAL HIT CHART
BLADE
D6

Description

ADVANCED CRITICAL HIT CHART


BLUDGEON
D6

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.

Low Slash: As a show of your initiative (or your deviousness), you


feint to the side, only to strike your opponent's exposed leg. If it cuts
deep enough, it can cripple him for days.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 4+, your opponent has his Base
Movement reduced by -1, until the end of the game. This modifier
may stack with itself should it be rolled again, to a maximum total
reduction to M 1. This condition will be removed automatically after
the game ends. (And yes, this applies to opponents without legs...
Nice try.)

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

Walloped: You attempt a risky move with such a heavy weapon- an


uppercut, delivered right under your opponent's jaw. If it connects
strongly enough, he will have little chance of staying on his feet.
Causes: 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.

Bludgeoned!: Your weapon travels in a full arch before making


contact with your opponent's head. His brains are rattled within his
own skull, and his knees buckle from the pain.
Causes: 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.

More Than a Flesh Wound: With a burst of adrenaline, you dodge


behind your opponent, slashing at his unprotected back. You hold
back a smile as your foe's spine arches in pain.
Causes: 1 Wound, which is at -1 Armor Save. Any Injury rolls for this
attack gain a +1 bonus.
Additional Effects: None
High Slash: As your opponent thrusts, you are able to bind his arm
for a brief moment, leaving him open to a debilitating counterstrike
across his bicep.
Causes: 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.
Cut to the Bone: Flashing in front of your eyes for the briefest of
moments is an opening... a chink in the opponent's armor. You plunge
your blade into the narrow crevice, and feel the tip hitting the bone
beneath.
Causes: 2 Wounds, which are at -1 Armor Save. Any Injury rolls for
this attack gain a +2 bonus.
Additional Effects: None
Sliced!: Like a gift from the merciless god you serve, the opponent's
very neck is exposed in front of you. Your razor point flicks across his
throat, with blood cascading into the air.
Causes: 2 Wounds, which are at -4 Armor Save. Any Injury rolls for
this attack gain a +2 bonus.
Additional Effects: None

Thought of the Day

Praise the Space Marine, for his


shoulder pads are mighty and aweinspiring. Pity the Guardsman, for his
shoulder pads are weak and feeble.
Mock the common citizen, for he lacks
shoulder pads altogether.

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ADVANCED CRITICAL HIT CHART
FIREARMS
D6

Description

Ricochet: The projectile splinters upon contact with armor or bone,


turning a single shot into a rain of shrapnel and blood.
Causes: 1 Wound, which Saves as normal.
Additional Effects: If there are any Fighters (friend or enemy) within
4, the closest one is also Hit. Roll to-Wound, with Saves as normal.
If the attack ricochets into a Close Combat, roll to determine who is
hit as normal. The potential ricocheted Fighter MUST be within LoS
of the intended target. Also, the Fighter that fired the shot CANNOT
be hit by his or her own ricochet; if he is the closest Fighter to target,
the ricochet hits the next closest Fighter to the target.

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

ADVANCED CRITICAL HIT CHART


UNARMED
D6

Description

Knocked Stupid: Your attacks rein down upon your opponent's


skull, till he is concussed and disoriented. His senses are blurred, and
his focus is distracted by the chiming of imaginary bells.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 6+, your opponent now suffers
from the Stupidity rule for the rest of the game. See Psychology
section for details. Has no effect on Large Targets, targets that are
Immune to Psychology, or that already suffer Stupidity. This condition
will be removed automatically after the game ends.

Not In the Face!: In an effort to block a blow directed at its face,


your opponent has lowered his guard. You instinctively see an
opening to exploit, and thrash at it wildly.
Causes: 1 Wound, which is at -1 Armor Save.
Additional Effects: You automatically gain an additional unarmed
attack against this opponent. Roll to-Hit and to-Wound as normal.
This additional attack may cause a Critical Hit if you roll one.

Bone Breaker: Your opponent is watching your appendages, waiting


for another barrage. He is caught off guard as you lower your head
and barrel into his chest, crushing bone against the rigidity of your
skull.
Causes: 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.

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.

Mighty Blow: Your opponent ducks when he should have weaved,


and twists directly into the path of your savage swipe. At double the
speed, the blow does double the damage, scraping skin from flesh and
exposing nerves to the harsh atmosphere.
Causes: 2 Wounds, which are at -3 Armor Save. Any Injury rolls for
this attack gain a +2 bonus.
Additional Effects: None

Thought of the Day

The noblest fate that a man can endure


is to place his own mortal body between
his loved home and the heretical, the
mutant and the xeno.

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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.

Recruits with Serious Injuries


Recruits who are Out Of Action at the end of the
battle are removed permanently from the roster
sheet on a D6 roll of 1-2. They have suffered
severe injuries, died of their wounds, or decided
to quit the Squad. On a roll of 3-6 they can fight
in the next battle as normal.

Officers with Serious Injuries


During a battle, some of your Officers may be
taken Out Of Action. You will need to determine
the extent of their injuries before the next game.
Use the Officers Serious Injuries Chart. Roll two
D6; the first dice roll represents tens and the
second units, so that a roll of 1 and 5 is 15, a
roll of 3 and 6 is 36, etc. This type of dice roll is
referred to as a D66 roll. This table can be found
on the Campaign Mechanics section.

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.

Replacing a Squad Leader


If the Leader of the Squad is slain, the Officer
with the next highest Leadership value takes
command. If there is more than one Officer
eligible to assume command, the Fighter with the
most Experience points becomes the Leader. In
the case of a tie roll a D6 to decide the new
Leader. The new Leader gains the Squad Leader
ability (although he must continue to use his
original Skill list) and can use the Equipment list
available to the Leader.
Some Squads have specific rules dealing with this
situation; some have to fight for the Squads
Leadership! Under no circumstances you are
allowed to hire a new Fighter who has the Squad
Leader Special Rule on his description (i.e. IG
Captain, Eldar Exarch, Chaos Cultist Chaos Space
Marine, Ork Nob, etc.) for your Squad, unless
noted specifically in your Squad's description.

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.

Leadership Tests and Leaders


A Fighter within 6 of his Leader may use his
Leaders
Leadership
value
when
taking
Leadership Tests. This represents the Leaders
ability to encourage his Fighters and push them
beyond normal limits. A Leader cannot confer this
bonus if he is Knocked Down, Stunned or Fleeing
himself. The sight of your Commanding Officer
running for cover is obviously far from
encouraging!
Thought of the Day

Tolerance is a sign of weakness.

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Death Squads

Types of Psychological Effects


There are many kinds of Psychological effects.
Each one of them would affect how a Fighter
would react in battle. These effects are
cumulative, unless noted on the description.

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.

Charging an individual who causes Fear


If a Fighter wishes to charge an enemy that he
Fears, he must take a test to overcome it or he
may not attack at all. 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 may not Charge and must
remain stationary for the turn. For any other
purpose, treat this as a Failed Charge.
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Death Squads

Frenzy

Panic

Some Fighters can work themselves into a


berserk state of fury, a whirlwind of destruction,
in which all concern for their own personal safety
is ignored in favor of mindless violence. These
Fighters are described as being in a state of
Frenzy.

All, but the most powerful Fighters suffer


trepidation before battle. They worry that these
may be their last moments alive. While its a
natural instinct, combat training is design to
minimize this trait. There are moments of
extreme circumstances; this primal instinct may
over-ride years of training and cause the Fighter
to flee in panic.

Frenzied Fighters must always Declare Charge


the closest enemy Fighter within Line of Sight,
regardless range and odds are against him. The
Player has no choice in this matter! If the enemy
is within range, the Assault will be resolve as
described below. If the enemy is beyond range,
treat this as a Failed Charge.
Frenzied Fighters gain +2 Attacks to their Attacks
Attribute. Fighters with 1 Attack therefore have 3
Attacks, Fighters with 2 Attacks have 4, etc. If a
Fighter is carrying a weapon in each hand, he
receives no onuses to their Secondary Weapon.
Once they are within Charge range, Frenzied
Fighters are Immune to Psychology effects, such
as Fear, caused by the enemy; as such they dont
have to take these tests as long as they remain
Frenzied. If a Frenzied Fighter is Knocked Down
or Stunned, he is no longer Frenzied. He
continues to fight as normal for the rest of the
battle (game).

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.

In Death Squads, these situations are rare and


only specific events may call for a Panic Test.
This test is always taken at the end of the
Players Assault Phase and requires a roll of 2D6
against the Fighters Leadership. If the Fighter
scores equal to or under his Leadership his nerve
holds and he keeps acting normally (although he
may be visibly shaken). If the score is greater
than his Leadership, the Fighter breaks from
combat and runs.
Each one of his opponents may make one
automatic hit against him with their Primary
Weapon as he turns to run. If the Fighter
survives, he Runs 2D6 directly away from his
enemies towards the nearest table edge, avoiding
any enemy Fighters. At the start of each of the
Players Turn, the Panicked Fighter must take
another Leadership Test. If he passes, he gains
his composure and stops. The Fighter cannot do
anything else for that Turn. If he gets Charged,
he suffers from the Strike Last Close Combat
Condition.
If the Fighter fails the test, he must Run 2D6
towards the nearest table edge, avoiding any
enemy Fighters. If he reaches the table edge
before he has managed to recover his nerves, he
is removed from the game as if he has been
taken Out Of Action no need to roll for Injury
Rolls as he is found in fetal position sucking his
thumb in a dark corner!

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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

The Fighter will Run at maximum range in a random


direction, determined by rolling a Scatter Die, in pursue of
something that has picked his curiosity. He will not Charge
an enemy (stop his movement 1 away from any enemy he
would have come into contact with) and will move through
any terrain feature in a careless fashion. He can Fall down
from the edge of a sheer drop or hit an obstacle. The Fighter
will not shoot this Turn. Regardless of whether the Test is
passed or failed, the result applies until the start of the
Fighters following Turn (when it takes a new Stupidity
Test).

5-7

The Fighter will Walk at maximum range in a random


direction, determined by rolling a Scatter Die, in a
wandering state. Follow the same guide-lines as above.

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.

8-10 The Fighter will Walk at half speed in a random direction,


determined by rolling a Scatter Die, in a shambling manner.
Follow the guide-lines above.

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]

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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

Any Fighter that has any kind of Bionics must


clearly note it on their roster (i.e. bionic left eye).
If a Serious Injury occurs to that limb, the bionic
is destroyed on the process. Bionic Replacements
and Bionic Enhancements on the same limb are
mutually exclusive and as such a Fighter cannot
have one of each on the same limb.

Two legs are good;


two Bionic Legs are better.

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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.

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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.

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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

A Psyker may move (Walk, Climb, Run, etc) and


even Charge while still unleashing a Psychic
Power. Because of this inherit difficulty, the
Psykers basic movement rate is decreased by
half (round-up) and all the Powers Psychic Test
is further penalized by -1 if the Psyker intends to
do anything else than use his power, unless
specifically stated in the power otherwise.
Psykers who just stood up (i.e. recovered from
Knocked Down) receive a -1 to all their Psychic
Tests, which is cumulative with any other
modifier.

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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.

Psychic Powers & Damage


Some Psyker Powers cause direct damage, and
are resolved the same way as damage from
shooting or blows in Hand-To-Hand Combat.
Psyker Powers do not cause Critical Hits, unless
specifically stated they do so. Fighters always
have an Armor Save as well as a Cover Save
against wounds caused by Psyker Powers unless
noted otherwise.

Perils Of The Warp


Falling to control the access to the Immaterium
has great consequences; most of them terrible.
As the untamed energy goes wild, the Psyker
must engage in a mental battle that lasts a few
seconds, but to him seems to last a lifetime.
Failing a Psychic Test by rolling doubles will force
the Psyker to roll on the following table, and face
the consequences of his inability to handle the
Warp. Roll 2D6 and check the table below:
PERILS OF THE WARP

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.

Maximum Number of Mutations

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.

An individual may acquire, by any means, a


maximum of four (4) mutations in his lifetime.
His corporeal body simply cannot handle any
more Gifts from the Dark Gods.

The Psyker is hit by a minor psychic discharge. He takes D6 S2 hit,


no Armor Saves allowed.

8-9

The Psyker is hit by a psychic discharge. He takes a S3 hit, no Armor


Saves allowed.

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.

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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!

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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!

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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!

Capturing the Enemy


After a bitter conflict, Officers who are seriously
injured run a risk of being Captured by the
enemy. While you cannot set to intentionally
Capture an enemy Fighter, regardless of any
failed logic to attempt to explain this, there is a
random chance that this may occur.
The ONLY way to Capture a enemy Fighter is
when an Officer rolls a result of CAPTURED on the
Serious Injury Chart during the post game. At
this
point,
the
injured
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.

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Negotiate with your opponent what you want in


order to release the Captured prisoner; this may
be money, part or all of his gear or something
else. Once BOTH Players manage to reach a fair
agreement that the deal is sealed. The Captured
prisoner is released and the goods are
exchanged.
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.
The specific resolution of what to do with a
Captured Officer is not set in stone and it is up to
both Players to come to a fair accord. Please note
that this situation can 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 the Campaign, sportsmanship or
even a friendship! Whatever your position is, for
whatever reason, is best if you let your position
known in your gaming group beforehand. Let
everyone know what you would like to do if you
Capture a Fighter (i.e. You will be able to get
him back without his Armor for 25 credits!)
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.

WHEN DECIDING WHAT TO DO WITH THE


CAPTURED ENEMY
WHATEVER YOU DO, REMEMBER

BE CREATIVE BE FAIR!

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Death Squads

Arresting the Criminal


As the Campaign settles in, certain opportunities
may arise to bring those who break the Law (be
Imperial, Xeno, corrupt or heretical) to justice. In
order to complete an Arrest, the Fighters must
take their targets with minimal injury, by using
Close Combat Weapons with the Non-Lethal
Damage characteristic
.
Regardless of any failed logic to attempt to
explain, no Squad may ever intentionally Arrest
anyone. You may ONLY attempt to see if the
target was Arrested during the Post-Battle
Sequence if your Squad Leader is in possession
of a Warrant, a specific piece of Wargear, against
the specific Squad you are fighting.
All Fighters taken OOA by a non-Critical Hit with
a weapon that has the Non-Lethal Damage
characteristic (see Non-Lethal Combat section for
details) by a Squad with Warrant against such
Squad must be noted or set aside; it makes the
Post-Battle Sequence much easier.
During the Post-Battle Sequence, roll for Serious
Injury as normal for all the Fighters taken OOA;
all of the Fighters taken OOA by Non-Lethal
Damage that roll DEAD, MULTIPLE WOUNDS or
CAPTURED on the Serious Injury Table could be
Arrested; those Fighters are known to be Seized.
After all the Fighters that are Seized are
determined, the opposing Player (the one doing
the Arresting) must decide which of those
Fighters he wants to Arrest, up to a maximum
number equal their Squads unmodified Tactical
Retreat number. The Fighters not selected are
treated as if they have rolled a result of FULL
RECOVERY on the Serious Injury Table. The
selected Fighters chosen Fighters are Arrested.
The Player with the Arrested Fighter must choose
the destiny of each Fighter. They have a simple
choice; Death (Poena di Mortis or Pain of Death),
Pay a Fine or Escaping Arrest.
Those that must suffer Poena di Mortis are
executed (killed) immediately and all their
possessions confiscated (removed from the
game). For each execution by Poena di Mortis,
the Squad doing the Arresting gains the
equivalent of 25% of the value of the gear that
the criminal had at the moment of execution, to
use as they see fit.

ARRESTING THE CRIMINAL


The Short Version

Squad requires Warrant against specific


Squad.
Fighters taken OOA by Non-Lethal Weapons
are noted for the Post-Game.
On Post-Game, EVERYONE rolls for Serious
Injury as normal.
Fighters taken OOA by Non-Lethal that roll
DEAD, MULTIPLE WOUNDS or CAPTURED
are Seized.
The arresting Player decides how many of
the Seized Fighters will be Arrested, up to
his Tactical Retreat number.
Fighters not selected are treated as if they
rolled FULL RECOVERY.
The Player with the Arrested Fighters have
a CHOICE; Death, Pay a Fine or Escape.
o Death: Fighter is killed immediately; all
equipment is lost. Arresting Squad
earns 25% of equipment value.
o Pay a Fine: Pay the calculated amount,
be
released
unharmed
with
all
equipment. Arresting Squad earns 25%
of Fines value.
o Escaping Arrest: OFFICER ONLY. The
Fighter manages to wiggle out of
trouble, no damage or fine... but
becomes a Fugitive.
Fugitives: 10 credits upkeep after every
game or become Apprehended and -2 to
Rarity Rolls.
ANY Squad can Apprehend A Fugitive. And
collect the Reward.
Apprehended the Fugitive Dead: The
Fugitive is take OOA by normal damage and
rolls DEAD. The Fugitive's equipment is the
hunter's Reward.
Apprehended the Fugitive Alive: The
Fugitive is take OOA by Non-Lethal Damage
and rolls DEAD, MULTIPLE WOUNDS or
CAPTURED. Fugitive has a choice; Death or
Sentencing (must decide before rolling!)
o Death: Fugitive is killed immediately;
the Fugitive's equipment is the hunter's
Reward.
o Sentencing: Roll on Sentencing Chart,
must abide by roll! The fate of the
Fugitive and the Reward are both
determined by roll.

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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.

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An Order for Bounty is a specialized Leader Only


wargear in which a Leader may attempt to have
a specific Officer (from a Squad that he has
fought before) to become a Fugitive. The Leader
who is to use the Order of Bounty and the victim
rolls a D6 and add their respective Leadership
attribute. If the Leader is greater than the
intended target, the victim becomes a Fugitive.
See the TLRB: Volume 2 - Armory for details. The
reasons are left to the Players to settle;
regardless if the victim is accused of war-crimes
or framed for robbery, the game mechanics
remain the same. Escaping Arrest is discussed on
the Arresting the Criminal subsection, above.
Being a Fugitive has several consequences. First,
the Fugitive is in a constant paranoid state
always concerned about whom, when and how
the authorities will catch up with him. The
Fugitive spends time and resources trying to
cover his tracks, from bribing officials to planting
false leads, to insure that his pursuers are not
going to bring him to justice.
As long as the Officer remains a Fugitive, the
Player must pay 10 credits by the end of the
Post-Game sequence of every game. Failure to
do so will automatically result in Apprehension
(see below) of the Fugitive by the enemy Squad
that was just faced in battle.
Second, the Fugitive always finds harder to find
and negotiate the acquisition of goods as they
have to do more palm-greasing than normal to
find anything while still avoiding those that
pursue him. A Fugitive suffers a -2 penalty to all
his Rarity rolls, when searching for Rare Items.
Other Squad Officers roll as normal. On the other
hand, certain specific items could be easier to
acquire if you are a man with little to lose! Such
items specifically indicate any cumulative
bonuses to the Rarity roll.

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.

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Death Squads

Bringing Fugitives to Justice


Dead or Alive!
Across the galaxy, recovering Fugitives for profit
is a form of living. This may take the form of
official government agents (such as the Adeptus
Arbites) or man-hunters (such as a Bounty
Hunter). Apprehending Fugitives require nothing
more than being in the right place and the right
time and taking a Fugitive OOA! Once this is
done, the Squad may collect their bounty, or
Reward. Again, the specific reasons for you to
become a man-hunter are left up to you to
explain; the game mechanics and requirements
are the same regardless of the Squad you play!
At the Post-Battle Sequence, roll for Serious
Injury as normal; if the Fugitive was taken OOA
by normal damage and rolled DEAD, then the
Fugitive is considered to have been Apprehended
the Fugitive Dead. Note that is impossible for a
Fugitive to receive any kind of medical attention;
this roll cannot be re-rolled by any medical or
health related Special Rule or Skill! The Fugitives
former possessions are confiscated by the Squad
doing the Apprehending as their Reward; Players
may decide which particular items they wish to
keep and which ones to sell.

If the Fugitive was taken OOA by Non-Lethal


Damage, roll for Serious Injury as normal; if then
roll and rolled DEAD, MULTIPLE WOUNDS or
CAPTURED are considered to be an Apprehended
the Fugitive Alive. The Player of the Fugitive has
a simple choice; Death (Poena di Mortis or Pain of
Death) or face the Sentencing (Veredicto). The
Player must choose the course of action before
going any further.
Those that must suffer Poena di Mortis are
executed (killed) immediately and all their
possessions confiscated by the Squad doing the
Apprehending as their Reward; Players may
decide which particular items they wish to keep
and which ones to sell.
Criminals may decide to seek justice by facing
the Veredicto; facing a judge who will determine
his fate based on presented evidence (be true or
false) and making a decision on the case. Those
that decide to seek redemption by facing the
Veredicto must agree to abide by the results of
the Sentencing Chart below; no exceptions. The
Player will roll a D6 on the Chart and take the
decision; note that the roll-may be re-rolled
(once) if the Player has the means to do it.
Once the results are finalized, there is no way
back! If the result includes a cash payment and
the Player does not have such amount, he must
sell items until the monetary value is gained. If
not enough money can be raised (ONLY if the
Squad have no more items), then the Player
must sell Fighters at the initial recruitment
value. This means decide what to do before you
roll; once you roll you could be wishing for death
instead!

SENTENCING CHART
D6

Sentencing

The Long Walk: [fluff]


Poena di Mortis

Cell Block Blues: [fluff]


Multa Imperialis x2 + lose 2 Random items

Money Talks...: [fluff]


Multa Imperialis + lose 1 Random item

On The Run: [fluff]


Framed - escapes (retains Fugitive tag) + lose D3 Random
items + 1 random Officer on Squad gains Fugitive tag.

Told You I Was Innocent: [fluff]


Exonerated - remove Fugitive tag, no further penalty

The Truth Shall Make You Free: [fluff]


Vindicated - remove Fugitive tag, gains 3D6 Credits and +2 XP

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Death Squads

Ending the Game


Death Squads is a miniature based war-game. 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!
In this section you will find information on how to
end a game of Death Squads: Tactical Retreat,
Scenario Objectives and Turn Limits.

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.

WHY IS THERE A NEED FOR


TACTICAL RETREAT?
Lets face it: Death Squads is just a game.
The point of playing a game is to challenge
your tactical and strategic mind, as well as
your friends and opponents and to have a
good time.
If your opponent (or worse yourself!)
happens to feel like he is in a situation where
he can never win, then it is OK to take the
game loss and prepare for your next game.
How long you think your opponent will
WANT to play against you if he always
loses?

Tactical Retreat is a game mechanics


pressure valve to insure everyone is having
a good time, not a soldiers behavioral
simulator.

Try to stick it as long as you can test what


you are made of., and rest assure that if
anyone decides to leave, their decision will
be respected. Even losses make for GREAT
stories of revenge!

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Tactical Retreat is ordered when the Commander


feels the battle is lost, and retreating would give
him a chance for later victory.
A Player can decide to order a Tactical Retreat at
the start of his Turn if at least quarter (25%,
round to the nearest number) of his Squad is Out
Of Action. At this moment, the Player accepts his
losses and surrenders the game. He voluntarily
takes a loss on the game and awards his
opponent total and undisputed victory. When a
Player feels he is being pummeled and is no
longer having fun, there is no point on continuing
playing the game. At this point, all the Fighters in
the battlefield are counted as Surviving
(regardless of their condition) and you may
proceed with the Post-Battle Sequence.
This rule is unbreakable; no matter what
Scenario is being played or what is the
background a Squad has any Player that
has reached 25% losses may voluntarily
terminate the game, by using Tactical
Retreat, for any reason, no questions asked.
A Tactical Retreat would be a common way for
Players to earn victory from their opponents.
Whatever your plan, just like in real life,
pounding the enemy to the ground is a great way
to force him out of your turf! Some Players will
never surrender. No matter what happens, they
will never call a Tactical Retreat even if it means
losing 100% of their Squad and starting over.
May be these Players do not care for their
Squads, or may be they are trying to create a
true story about the futility of war, or may be
they cant see the long terms benefit of leaving
now, winning later. Regardless, the Player who
has to see it to the bitter end will always be
happy with the results; it was his decision to
stay, so he will be OK to live with the
consequences.
Example:
You are playing Orks and you find this group of IGs guarding
this base. You think you can take them... then you see in the
base TWO Baneblades, all in pieces. You KNOW you can
make mighty war tanks... you MUST have the place. You fight
your way in, taking some losses, but the IG are dropping too!
You lose 2 guys, so do the IG... you lost 4 guys, so do the IG.
The battle is even... there is a chance for victory. It is up to
YOU to decide... do you keep on fight'n or do you retreat and
regroup? Your friend is playing the IGs... the last thing he
wants is for some filthy Orks to take a hold of those
Baneblades. He rather fight to his last breath... the Capital
City of Murganna is counting on his victory... The Emperor is
counting on his Guardsmen... the Commissar is pointing his
lasgun at the Captains head!

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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 promote fair


and exciting games;
thus reinforced.

In the example above, you have both reach the


point in which you can decide if we leave
(coward!) by using a Tactical Retreat. If anyone
'lost' the Scenario because they left, then
whoever took the decision would have to leave
with it. You both knew it was a close call; may be
someone rather give a little to re-group, increase
their forces and counter-attack. May be it is OK
for the IGs to give ground, because they know it
would take some time for the Orks to loot the
tanks. May be it is OK for the Orks to give
ground, after all, you are just toying with the
humies and extending the WAAAGH! That makes
for GREAT games... those games that are edged
in your brain for an eternity.
Whatever the reasons, we must always respect
others. If you find that your opponent ALWAYS
leaves when he hits 25% casualties and you do
not like that, try a revolutionary idea something
very rare. TALK TO THEM! Communicate what
you feel, what you dont like and discover their
point of view. If you cant agree, may be you are
not meant to play against each other.

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.

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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:

A Player may only call a Tactical Retreat


the 2nd Turn after their Squad falls below
the required unit percentage.
A Player may not call a Tactical Retreat
if there are more than two Officers in
Close Combat.

Also, remember that you can withhold your


attacks, until you are certain that you would
take many Officers OOA on the same Turn.
This would certainly increase the level of
difficulty of the game!

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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!

Managing Area Terrain and Target Zones


Sometime Scenarios will require retaining,
occupying, defending or attacking a specific piece
of terrain such a building, an Vehicle, a fuel tank
or a portal. The same scenic representation of
any of these items could be completely different.
For example, a Fuel Tank could be build from a
1 x 1 foam square, or from 4 empty soda cans.
The exact composition of the terrain feature
could give either Player great advantages, thus
resulting in an unbalance and unfair game.

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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!

SCENARIO SELECTION CHART


D66 Scenario Description
11 Player Choice
12 Scenario 01: Skirmish
13 Scenario xx: Assaulting the Missile Silo
14 Scenario xx: Breakthrough
15 Scenario xx: Chance Encounter
16 Scenario xx: Defend the Find

Two Player Scenarios


Death Squads is designed to be a two Player
game. A great number of Scenarios can be
played, challenging Players every single time.
Most of the Scenarios can be changed slightly to
fit your Campaign narratives. You may use the
table below, to select a Scenario randomly.
As an alternative to a random Scenario, you may
try Scheming and Plotting. If both Players agree,
both Players roll 2D6 and add their respective
Leaders Leadership value. The Player who has
the highest number (ties are re-rolled) would
indicate that they have learned some piece of
Intelligence that may allow them to plan an
attack on the enemy.
The Leader must roll a Leadership Test. If failed,
the Scenario must be picked at random and
nothing is gained or lost. If the Test is passed,
the Squad has found a way to maximize their
information and prepare for the offensive. The
Player may choose the Scenario, but they must
play as the Attacker (in case there is Attacker
and Defender.)
ABOUT THESE SCENARIOS
Designed to provide Players with a number of
interesting and varied battles, these Scenarios are
meant to challenge everyone, while remaining fun
and entertaining. They demonstrate the many
possibilities of Death Squads, but are not the limits
of the game. As such, Players are encouraged to
create their own Scenarios and cover even more
possibilities and different situations.
Although all the Scenarios have been rigorously
tested, it is possible that there are still a few
unbeatable conditions that may favor certain
Squads. Hopefully, Players will get sufficient
enjoyment from the Scenarios themselves, with
winning and losing only secondary to the thrill of
the battle. If you prefer to exploit every loophole to
its maximum, go ahead and enjoy yourself, but
don't expect your opponents to carry on smiling!

21 Scenario xx: Assassination


22 Scenario xx: Hidden Archeotech
Scenario xx: Escape Pod Recovery
23 Scenario xx: Night Sabotage
24 Scenario xx: Occupy
25 Scenario xx: Pump Station
26 Scenario xx: Resource Hunt
31 Scenario xx: Stake-Out & Elimination
32 Scenario xx: The Showdown
33 Scenario xx: Surprise Attack
34 Scenario xx: Valkyrie Down!
We will be working on adding more Two Player
Scenarios soon!

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!

We will be working on adding more Multi-Player


Scenarios soon!

Anyway, enough serious stuff, have fun! Oh, and


not all the scenarios are supposed to be perfectly
balanced and fair...

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Scenario 01: Skirmish


In the vastness of the planet there is always the
risk of running into a rival Squad. While two
groups sometimes pass each other without a
fight, more often than not there is a vicious
battle amongst the ruins. If a Squad can drive
their rivals away, they will have a larger area in
which to search for resources.

None.

MISSION OBJECTIVES
Destroy the enemy Squad.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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.

GAME SPECIAL RULES

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 is
taken completely Out Of Action, one Squad
declares a Tactical Retreat or the Standard
Random Game Length has reached its end.
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.

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Scenario xx: Assassination


Enemies, both abroad and within, always plot to
control power of key resources including
important people. Worlds of the Imperium are
never safe from turning traitor or being assailed
by other races that want to take over strategic
assets. Either true or fabricated, even the
Inquisition may receive information regarding a
Planetary Governor has been tainted or your
Intelligence have pointed out a key person that
promotes the growth of the enemy's war effort.
Whatever the reason, this Very Important Person
(V.I.P.) must be neutralized immediately!
MISSION OBJECTIVES
Attacker: To eliminate the V.I.P. and his staff by
any means necessary.
Defender: To protect the V.I.P. and his staff from
assassination.
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, referred as The Plaza) with
buildings and alleyways on the outside of this
area.
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Attacker: The attacking Squad must be deployed
up to 4 away from a single tables edge (Players
choice.) Infiltrators may be deployed as normal.
Defender: The Defender is to set up five (5)
identical models (or tokens), to represent the
Targets (the V.I.P. and four (4) Decoys, see
GAME SPECIAL RULES below) in the area
designated as The Plaza. Place each individual
Target on the center of The Plaza, which should
be the center of the table. Roll 2D6 and a Scatter
Die to find out where each individual Target will
be placed. Accommodate Targets so they are not
in base-to-base with any other model or
Impassible Terrain. The Defenders Squad is then
deployed at the edge of The Plaza.

The defending force may not start the game


within 1 base to base contact with a Target. This
is to help project the feeling of coming under a
surprise attack. Infiltrators may be deployed as
normal.
GAME SPECIAL RULES
The V.I.P. always travels with some look-alikes,
known as Decoys, which attempt to guarantee
his safety. Both the V.I.P. and the Decoys are
collectively referred as the Targets.
This retinue is composed of five (5) individuals,
the V.I.P. and four (4) Decoys, represented on
the game board as 5 similar looking models or 5
non-descriptive tokens. At this point, nobody
knows which model represents the real V.I.P. or
which ones are the look-alikes. The Targets are
individual characters with the following stat line:

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

At the start of the Defenders Turn, before any


other action is taken, all of the five Targets must
be moved randomly; roll D6 and a Scatter Die.
If the distance and direction takes the Target in
base to base contact any Fighter, the Target
would immediately stop 1 before making
contact. Targets are cowards at heart and will not
initiate Close Combat, but will defend themselves
if attacked. If the Scatter Die is a HIT, then the
Defender may move the Target on any direction
by the distance indicated by the die.
Unless the Target is in Close Combat, they may
shoot any Attacker following normal rules.
To gain control of a Target, an Officer must be in
base-to-base contact with him and gain Control.
Only then, the Player who has Control of the
Target may stop their random movement and
could start shooting at desired Fighters. To gain
Control of a Target, the Officer must Declare
Intention of Control (rather than Declare Charge)
and Charge as normal. Instead of attacking, the
Officer must pass a Leadership Test. If the Test is
failed, the Target would move 1 away from the
Officer and no Close Combat is possible. If the
test is passed, the Fighter has convinced the
Target that is on his best interest to keep with
the Officer and attack anyone attacking his
Squad; the Target would be under the Players
control until is separated from the Officer, in
which case the Target would return to random
movement and behavior.

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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.

Defenders: If the Defenders were able to protect


the V.I.P. from being taken OOA, then they will
gain an additional 4D6+20 Credits.

STARTING THE GAME


Attacker always goes first.

ENDING THE GAME


The game will end when all the Targets are either
taken OOA or Removed from the game table, one
Squad declares a Tactical Retreat or the Standard
Random Game Length has reached its end.
VICTORY CONDITIONS
Once the game concludes, Players must find out
which of the Targets was the real V.I.P.; roll 2D6
for each of the Targets; the model with the
highest score is the V.I.P. Any Targets on the
table are not to be considered or rolled for. The
Player that took OOA or Removed the Target that
scored the highest had the V.I.P. and is declared
the winner. In case of a tie, re-roll all the dice
until the real V.I.P. is found. 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, roll to find out the real V.I.P. and
whoever controlled him is declared the winner.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.
Saving The Man: Any defending Officer that
stops the Removal of any Target (regardless
of method) or Removes any Target to safety
(off the board) before the games ends earns
+1 Experience.
Killing The Traitor: Any attacking Officer that
takes a Target OOA gains +1 Experience.
Worth More Alive: Any attacking Officer that
Removes a Target earns +2 Experience.

SCENARIO BONUS REWARDS


Attackers: If the attacking Squad finds out they
Removed the V.I.P. (rather than taking him OOA)
(Decoys dont count) they will 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:

Reinforcements
Equipment

M WS BS S T W I
4
2
2 3 3 1 3
Autogun, Combat Knife

A Ld Sv
1 7 -

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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.

The individuals of the first group arrive by


Deepstrike (at ground level) at least 12 away
from Missile Silo. The individuals of the second
group Deepstrike (at ground level) on Turn 2, at
least 6 away from Missile Silo. Attackers may
not Infiltrate or change their deployment (i.e. as
allowed by Tactician Skill).
Defenders: Defenders setup first, deploying
anywhere on the table, at least 12 away from
the Missile Silo, including higher elevations (i.e.
rooftops). Infiltrators may be deployed as
normal.
GAME SPECIAL RULES
Attackers: 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 Missile Silos 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 in two Turns, during the Attackers
Recovery Phase. The Demolition Charges explode
with D3 automatic Hit attacks at S5, AP3. The
explosives only work for this Scenario and cannot
be saved for other Scenarios.
Defenders: The Defender will also gain 3 extra
Reinforcement
Recruits
models.
These
reinforcements can be activated on the 3rd Turn
and will come from a random table edge and they
must all come together on the same table edge.
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 -

STARTING THE GAME


Attacker always goes first. It is assumed that the
attacking Squads used transport shuttles, Drop
Pods, underground tunnels, etc. to arrive near
the Missile Silo. Using the Deepstrike rules to find
out where each of the Attackers groups will
arrive.

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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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Final Blow: Any Officer or Recruit Group that
delivers the final blow that takes Missile Silo
Out Of Action earns +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Scenario xx: Breakthrough


In war, the ebb and flow of battle can often result
in battle-lines shifting like the waves on a beach.
While on a scouting mission your Squad has
found itself stuck deep behind enemy lines. It is
essential for you to break through and return to
the safety of your base with the intelligence your
Squad has gathered.
MISSION OBJECTIVES
Attacker: To cross the battlefield, breaking
through the enemies defenses and reach their
Safe Zone.
Defender: Prevent the enemy from reaching their
Safe 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.
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides which table edge the Attackers will set
up. The other Player decides if they are the
Attackers or Defenders.
Attackers: The Attacker sets up first, within 8 of
his assigned table edge. Infiltrators may be
placed within 24 of their assigned table edge,
following Infiltrations rules.
Defenders: The Defender sets up anywhere on
the table as long as all his Fighters are at least
14 away from any Attacker. Infiltrators may be
deployed as normal.

Thought of the Day

It is not tolerable, it is not possible,


that from so much death,
so much heroism,
so much sacrifice and ruin,
a greater and better humanity
shall not emerge.

None.

GAME SPECIAL RULES

STARTING THE GAME


Attacker always goes first.
ENDING THE GAME
The game will finish at the end of any Turn in
which the Attacker manages to move two or
more standing fighters to within 2" of the
Defenders table edge (the Safe Zone), one
Squad declares a Tactical Retreat or the Standard
Random Game Length has reached its end.

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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 BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Break Through: Any Officer or member of a
Recruit Group that reaches the Safe Zone
earns +1 Experience. If the Fighter is a
Recruit, then his whole Recruit Group gains
+1 Experience, regardless of how many
individual Recruits of the same group actually
broke through. If Defender is forced to a
Tactical Retreat, the remainder Attackers will
not earn any XP for Breaking Through.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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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.

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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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Scenario xx: Defend the Find


Often a Squad finds a building with a hoard of
artifacts or other resources inside; only to be
challenged by an enemy Squad. This usually
leads to conflict as it is unlikely that either side
will be willing to give up anything so valuable
without a fight.
MISSION OBJECTIVES
Attacker: To occupy the enemy building with
valuable resources.
Defender: To safeguard the building in which
they have found valuable resources.
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 first building should be
placed in the center of the table, and the
objective of the Scenario is to take control of this
building using the rules to determine a Target
Zone.
SQUADS SETUP
The Squad with the lowest number of Fighters in
it is automatically the Defender. If both sides are
equal, the Squad with the lowest Rating is the
Defender. In case of another tie, roll a D6 to
decide who will be the Defender. The other Player
will be the Attacker.
Attacker: The attacking Squad can be deployed
anywhere in the table, within 6 of any table
edge (Deployment Zone). Infiltrators may be
deployed as normal.
Defender: The Defender deploys first, either
inside or within 6 of the objective building at any
elevation. Infiltrators may be deployed as
normal.
None.

GAME SPECIAL RULES

STARTING THE GAME


Attacker always goes first.

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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 EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Thought of the Day

An unprotected soul can no more cross


the storms of the Warp than a heretic
can bear the gaze of the Inquisition.

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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.

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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.

SCENARIO BONUS REWARDS


Whoever is declared the winner has successfully
recovered the Supplies and may roll on the
Supplys Contents Table below and keep the
contents as their reward to use as they see fit.
SUPPLY CANISTERS CONTENTS TABLE
D6 Contents

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.

Ration Packs: The Squad earns +2 Exchangeable


Resources (ER).

Ammunition: The Squad earns D3 Dum-Dum Bullets


and D3 Frag Grenades.

Infantry Armor: The Squad earns D3 Helmets and D3


Mesh Armors.

Specialist Wargear: The Squad earns +2 to any Rarity


Rolls in the Post-Battle Game Sequence.

Medical Supplies: The Squad earns +1 re-roll on the


Serious Injury Table during the Post-Battle Game
Sequence.

Currier: Instead of supplies, the Supply Canister is a


small personal transport that has a currier with sensitive
information about the region. The Squad may roll an
additional D6 during the Exploration Phase and gain +1
Exchangeable Resource (ER).

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Activating the Beacon: If the Beacon was
activated by an Officer, he gains +1
Experience.
In the (Drop) Zone: If the Beacon was
activated, every Officer (except those on the
Squad that declares a Tactical Retreat) in the
Drop Zone at the end of the game gains +1
Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Thought of the Day

The alien fails because


no Xeno ever embraced the Emperor.

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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 -

El Cerdito is in total panic and will behave


erratically. Because of its unusual speed, the
Piglet counts as if Running at all times and will
move randomly. At the end of every Players
Recovery Phase, after all Fighters stand up but
before the Declaration of Charges Phase, roll a
D6 and a Scatter Die to determine the distance
and direction the Piglet will Run.

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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.

Intercepting the Pig: If the Piglet moves


within Intercept Range of any standing
Fighter (the movement path is within 1 of
the Fighter), he may attempt to Intercept the
Pig. Roll a D6 for both the Fighter and the
Piglet, adding their respective Initiative
Attributes to each roll. If the Fighters result is
greater than the Piglets, then the Fighter has
Captured El Cerdito. If the result is equal or
less, the Piglet escapes unharmed (continuing
his movement as normal) and the Fighter is
to be considered to be Laying Low.
Jump on the Pig: A Fighter could try to
intentionally move toward the pig and capture
it. An Unarmed Fighter (or with Non-Lethal
Weapons, but not with Daemon Talons) may
attempt to enter Close Combat with El
Cerdito. On a successful Wound on the Piglet,
the Fighter has managed to Capture El
Cerdito. If the Fighter misses, nothing else
happens. Instead of attacking, the Piglet will
Attempt to Escape Close Combat. Use the
rules detailed on Intercepting the Pig; note
that the Fighter may win and thus Capture El
Cerdito.

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Carrying the Piglet: Once a Fighter has captured


the little pig, he must move towards his
Deployment Zone for safe retrieval of the
precious animal. The Fighter may move (Walk,
Run or Fly) as normal, but may not Climb, shoot,
use Psychic Powers or enter Close Combat
without dropping the Piglet. If the Fighter is
wounded (Fighter is taken Knocked Down,
Stunned or OOA), he would immediately drop the
Piglet. Furthermore, El Cerdito will try to escape
regardless the situation. After the Fighter has
completed his movement, use the rules detailed
on Intercepting the Pig, using the Fighters and El
Cerditos Strength instead of their Initiative, to
see if the animal has escaped; note that the
Fighter may lose and automatically be considered
to be Laying Low.
Instead of moving, a Fighter may pass the Piglet
to another Fighter with a successful Initiative
Test at -1 penalty.
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 Piglet reaches a
Deployment Zone, the Piglet is taken Out of
Action (OOA), one of the Squads is taken
completely Out Of Action, one Squad declares a
Tactical Retreat or the Standard Random Game
Length reached its end.
VICTORY CONDITIONS
The Squad that manages to move the Piglet
through their Deployment Zone is declared the
winner. If a Squad takes the Piglet Out of Action
(OOA), the game is considered a draw; the
Squad that shot the Piglet may not claim any
Experience Rewards, while the other Squad may
claim only Experience Rewards for Surviving the
Battle and Eliminating the Enemy. 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 currently
carrying El Cerdito is declared the winner. If
nobody is carrying the Piglet, the game is
considered a draw and none of the players can
claim any Experience Rewards related to victory.

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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 EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Capturing El Cerdito: The first Officer or
Recruit Group that captures the Piglet
receives =1 Experience.
Saving El Cerdito: Any Officer or Recruit
Group that has moved the Piglet to his
Squad's
Deployment
Zone
earns
+2
Experience, as long as he has moved the
Piglet at least 10".
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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

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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.

SCENARIO BONUS REWARDS


The victorious Squad earns 4D6 Credits and may
purchase any item of Rarity 9 or less at 50% of
its costs without the need of rolling a Rarity
Check. The losing Squad may only trade three
(3) Exchangeable Resources (ER) for credits
during the Post-Battle Sequence, regardless of
how many ERs he has earned or have on his
inventory, as well as making all Rarity Checks at
-2 penalty as the Officers have a lot of
explaining to do to their Commanders and will
find themselves busy cleaning field latrines with
their toothbrushes.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Opening the Escape Pod: Any Officer and
Recruit Group that manages to open the
Escape Pod gains +1 Experience.
Saving the Survivor: Any Officer that has
moved
the
Survivor
to
his
Squad's
Deployment Zone earns +1 Experience, as
long as he has moved the Survivor at least
10".
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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 Survivor reaches a
Deployment Zone, the Survivor is taken Out of
Action (OOA), 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
The Squad that manages to move the Survivor
through their Deployment Zone is declared the
winner. The Squad that takes the Survivor Out of
Action (OOA) loses the game (opponent 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 least number
of Fighters taken Out Of Action is declared the
winner.
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Scenario xx: Haywire


By: Dysturbed
Prominent members of the Collegia Titanica, the
section of the Adeptus Mechanicus that rebuilds,
maintains and operate the Imperial Titans, have
tasked the semi-autonomous robotic armored
loader Mensajerus with moving a sensitive piece
of Archeotech across the wasteland to a holding
facility. Unfortunately, the Transmechanics have
lost all communication with the robot and it has
gone haywire! Limited remote diagnostics
indicate that Mensajerus has lost all input and is
moving around randomly, destroying everything
on its path. Furthermore, the automaton has
been broadcasting emergency signals in open
frequencies alerting everyone of its sensitive
mission. Your Squad has been dispatched hastily
to take the loader down and recover the
Archeotech.
MISSION OBJECTIVES
To
destroy
the
robotic
armored
loader
Mensajerus and retrieve the Archeotech from the
machine, so it can be taken safely via your
Deployment Zone.
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 9.
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 place a model to
represent the semi-autonomous robotic armored
loader Mensajerus. It could be a Walker, like an
Imperial Sentinel, a converted Dreadnaught or
any other model of your own design. It should fit
on a 40mm base, as it is to be considered a
Large Target (see GAME SPECIAL RULES for
details), if not, make sure you establish 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


Mensajerus: This robotic contraption is a relic of
days past sent on an automated mission. As
such, no Player has control of the mechanical
contraption. You can either find a third Player
(great opportunity to introduce a friend to the
game) or take turns controlling the robot.
Mensajerus has the following stats:
M
-

Mensajerus
Equipment

WS
2

BS
4

S
3

T W I
4 3 2
Special

A Ld Sv
2 12 4++

Mensajerus behaves in a very particular manner.


At the end of every Players Turn (after Close
Combat has been resolved) roll a 2D6 to
determine its movements distance (in inches)
and a Scatter Die to determine its direction. If
Mensajerus reaches the edge of the table, it
simply stops and waits for its next chance to
move randomly again. If Mensajerus moves over
any Fighter on the table, he must make an
Initiative Test in order to get out of the way or
receive D3 S5 hits as they are crushed by the
robots legs.
If the Scatter Die is a HIT, then Mensajerus will
shoot its weapons to the Closest Target. The
machine has multiple weapons to choose from,
but its damaged system selects a weapon at
random. Roll a D6 on the Mensajerus Weapons
Table below to determine which weapon will use,
but whoever is controlling the robot decides who
to use it most effectively.
MENSAJERUS WEAPONS TABLE
D6 Description
1

Grenade Launcher, Incendiary Grenade

2-3 Hellgun
4-5 Bolter
6

Heavy Stubber

If no Priority Target is available, the robot would


remain immobile until the next Turn, analyzing
its current hostile situation. After all Close
Combat are resolved, the robot is considered not
to be in Close Combat and may move or shoot as
normal. If the direction Mensajerus moves passes
over the Fighter who was engaged with it in
Close Combat, he may be crushed by its legs.

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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.

SCENARIO BONUS REWARDS


Whoever destroys Mensajerus will also recover
something from the destroyed robot. The Squad
will receive one (1) additional Exchangeable
Resource to use as the Player sees fit. In
addition, roll a D6 on the Mensajerus Weapons
Table and keep the weapon rolled.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Destroying Mensajerus: Any Officer or Recruit
Group earns +1 Experience for taking
Mensajerus Out Of Action.
Capturing the Archeotech: Any Officer or
Recruit Group that has moved the Archeotech
to his Squad's Deployment Zone earns +1
Experience, as long as they he has moved the
Archeotech at least 10".
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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.

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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.

Searching for the Safe: Each Squad may search


for the Safe once per Location, even if the
opposing Squad has already searched the same
Location. To do so, a Fighter from a Squad must
be in the Location's Target Zone at the start of
the Shooting Phase. Instead of shooting, the
Fighter spends his time searching for the elusive
Safe; roll 2D6 +1 per every Location that your
Squad has previously searched (not counting the
one being searched.) On a score of 10 or more,
the Fighter has found the Safe. Each Location
may only be searched once per Squad. This
means that one Squad may look for the Safe in
five Locations and not find it, while another
Squad may find the Safe on the first Location...
and one that the opposite Squad already
searched! The more Locations you search, the
better the chances to find the Safe you have.
Recovering the Safe: Recovering the Safe from
the combat zone is simple. Once the Safe is
found, place a token (or small model to represent
it) in base-to-base contact with the Fighter that
made the find to indicate that he is currently
carrying it.
The Fighter carrying the Safe 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
Safe and anyone can pick it up just moving into
base contact with it. Two or more Fighters may
carry the Safe 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 Safe 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.

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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

Auto 3D6 Credits

3+

D6 Frag Grenades

4+

Power Sword

5+

D3 Exchangeable Resources

6+

Local Political Information (allows the re-roll of one


dice during the next Exploration Phase)
SCENARIO EXPERIENCE REWARDS
Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Finding the Safe: Any Officer that finds the
Safe earns +1 Experience.
Retrieving the Safe: Any Officer or Recruit
Group that has moved the Safe to his Squad's
Deployment Zone earns +2 Experience, as
long as they he has moved the Safe at least
10".
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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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.

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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: Immature individuals, who


attack anyone near unless a Mature Beast is
close by to direct their instincts to the correct
prey. If any Juvenile Beast comes in base-tobase with another Juvenile Beast, measure to see
if a Mature Beast is within 8". If no Mature Beast
is within range, both Juvenile Beasts will engage
in Close Combat until there is only one survivor.
Mature Beasts: Beasts who have lived enough to
let their bodies mature to powerful, lean eating
machines and are capable of controlling other
individuals
within
their
colonies.
Before
determining the direction and distance a Mature
Beast should move, roll a D6. On a 5+, the
Mature Beast may use his Projectile Webbing on
the closest enemy target (no pre-measuring
allowed.) This is to be treated as a as a Web
Pistol, with the exception that it may be used
more than once per battle and all Beasts are
immune to their effects.
STARTING THE GAME
Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when there are no Beasts
present on the battle field, one of the Squads is
taken completely Out Of Action, one Squad
declares a Tactical Retreat or the Standard
Random Game Length reached its end.
VICTORY CONDITIONS
The Squad with the most Kill Tokens is declared
the winner. A Squad that declares a Tactical
Retreat at any point automatically forfeits and
looses the game and forfeits the Monster Hunting
Reward to his opponent. In case of a Kill Token
tie, the Squad that has killed the most Mature
Beasts is declared the winner.
SCENARIO BONUS REWARDS
The winner of this Scenario earns 3 additional
Exchangeable Resources as well as D6+3 Credits
per Juvenile Beasts taken OOA and 2D6+3
Credits per Mature Beasts taken OOA.

The Beasts have the following Attributes:

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+

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SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Eliminating Juvenile Beasts: Any Officer and
Recruit Group earns +1 Experience for each
Juvenile Beast they put Out Of Action.
Eliminating Mature Beasts: Any Officer and
Recruit Group earns +2 Experience for each
Mature Beast they put Out Of Action.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Scenario xx: Night Sabotage


Sometimes just a few soldiers can change the
direction of a war. One Squad has been sent to
infiltrate the enemys defenses using the cloak of
darkness, to try and swing the war in their favor.
The Squads mission is to launch a night time raid
on their enemys forward base. With the element
of surprise on their side, the Attackers may be
able to knock out the enemy vehicles that have
caused so many problems with their raids.
Without the threat of attack from this quarter,
their troops can advance and perhaps gain
control of the whole planet.
MISSION OBJECTIVES
Attacker: To destroy the enemy Vehicle.
Defender:
To
protect
the
Vehicle
destruction.

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.

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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.

The Defenders Fighters will always move a D6


and a Scatter Die in a random direction (always
stopping 1" of the table's edge) until the alarm is
sound. If the HIT symbol is rolled then the
Defender may chose the direction. If the model is
at higher elevation and reaches a ledge (i.e. an
open space, a window, a low wall, etc) roll a D6;
on a result of 1-4 move the Fighter the best you
can following the ledge in the general direction.
On a roll of 5+, move to the ledge and make a
Falling Test for the Fighter.
If the alarm sounds, the Defenders in the
Barracks immediately wake up and come out.
They may only Walk out of the Barracks, and
must pass an Leadership Test to shoot. After the
1st turn they are fully awake and are engaged in
battle. The Defender also gains 5 extra
Reinforcement Recruits models that can be
activated on the 5th Turn if the alarm has
sounded. They will come from a random table
edge and they must all come together on the
same table edge.
Reinforcements are only for this Scenario and
cannot be saved or used again. Reinforcement
Recruits are of the same race as the Defender,
however, 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 -

Vehicle: The Vehicle cannot attack, be flown or


be manned. They are parked for the night and
are vulnerable from ground attack.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when both Vehicle are
destroyed, one Squad declares a Tactical Retreat
or the Standard Random Game Length has
reached its end.

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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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Destruction of Property: Any Officer or Recruit
that delivers the final blow that takes the
Vehicle Out Of Action gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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Scenario xx: Occupy


This Scenario takes place in a part of planet
where the battle zone is bursting with raw
materials, documents and other wealth from
inhabitants that have fled from the area.
Intelligence reports suggest that several buildings
within the battle-zone are particularly rich in
valuable resources. Taking and holding these
buildings means that your Squad will have access
to these rich pickings; something that could turn
the course of the conflict in this area in your
favor. Unfortunately, your opponent has the
same idea.
MISSION OBJECTIVES
Squads must capture and retain control
specific buildings in the area.

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.

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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 EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Forced Occupation: The first Officer who
controls of any one of the buildings, even if
control is taken away or the Officer is taken
OOA, gain +1 Experience. If the Player who
has the Officer that took control of the first
building declares a Tactical Retreat, no
Experience is gained. If no Player had ever
controlled any buildings, obviously no Officer
would get any Experience for Forced
Occupation.
Hostile Takeover: The first Officer who takes
control of any one of the Objective buildings
from the enemy Squad, even if control is
taken away or the Officer is taken OOA, gain
+1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience. If both
sides occupy the same number of buildings,
then the battle is considered to be a draw and
neither Leader gains this bonus.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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.

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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.

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Defending units can spot an enemy that is not


Hiding when the enemy unit is within double that
models Initiative, in which case the General
Alarm will be sound. If any shot is fired or Demo
Charges are detonated, then the General Alarm
will sound. Note that the General Alarm will
sound at the end of the Attackers Turn. In case
of Close Combat (without firearms), the General
Alarm will not be triggered if the Attacker Knocks
Down, Stuns or takes Out Of Action the
Defenders model on the first Turn of combat.
Once the General Alarm sounds, all Defending
models can behave (Walk, Run, Charge, shoot,
etc) normally on their next Turn.
The Defender's mission is to safeguard the Pump
Station at all costs. Officers understand the
critical value of the strategic point for their
cause, and they would not hesitate to order their
men (or even themselves) to sacrifice their lives
in the defense of the asset. Any defending model
within 2 of the Pump Station's Target Zone may
declare that they will attempt to 'Actively Defend'
the target during a specific enemy shooting.
A Defending model may only attempt to Actively
Defend the target once per Turn, and only
against a single long range Attacker.
After an Attacker declares a long-range attack
(but before any dice are rolled), the Defender
announces which model is attempting to Actively
Defend; then the Attacker the rolls to-Hit as
normal. If the shots are missed, the Defender
still performed the defensive move, but since the
shots were missed it does not count as being
successful Active Defense.
If the shots hit their mark, the Defender rolls a
D6; on a 5+ the Defender has managed to cross
path between the shooter and the target. Roll
any to-Wound rolls against the Defending model
and resolve as normal. Regardless of the toWounds results, this counts as a successful Active
Defense.
The Defender had sent three (3) extra
Reinforcement Recruits models on long range
patrol. These Reinforcements may return to the
area after Turn 3. To determine when they can
exactly arrive, roll a D6 on the Defenders
Compulsory Phase. On the 3rd Turn. They can be
deployed on a 5+; on the 4th Turn on a 4+; 5th
Turn on a 2+; 6th Turn automatically.
Reinforcements must be deployed, upon arrival,
as one group from a random table edge. Each
model must be on the tables edge and at least
2 from each other.

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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 -

STARTING THE GAME


Attackers always goes first.
ENDING THE GAME
The game will end when the Pump Station is
destroyed, one Squad declares a Tactical Retreat
or the Standard Random Game Length has
reached its end.

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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Active Defense: Any defending Officer who
risks his life by Actively Defending the Pump
Station gains +1 Experience per successful
attempt.
Stealth Attack: If the Attacker manages to
detonate a Demo Charge without sounding
the General Alarm, every Officer or a Recruit
Group that has placed a Demo Charge gains
+1 Experience.
Destruction of Property: Any Officer or Recruit
that delivers the final blow that takes the
Pump Station Out Of Action gains +1
Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

SCENARIO BONUS REWARDS


Defenders: For saving the Pump Station, the
Defenders earn access to difficult to find
Equipment. The Squad earns +1 Exchangeable
Resource and a +2 on the Leaders next Rarity
Roll.
Attackers: For destroying the Pump Station
(taken OOA), the Attackers earn 4D6+10 Credits.
If this was done in complete secrecy (the General
Alarm was sound only after the Demolition
Charges exploded), all of the Attacking Officers
earn +1 to their next Rarity roll.

Thought of the Day

The Holy Blessed Crusade is not


for Humanity to Die For the Emperor,
but to make the Xenos and the Heretic
Die for the Emperor!

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Death Squads

Scenario xx: Resource Hunt


Scattered in the ruined Manofactoriums are
innumerable tiny pieces of priceless equipment.
It often happens that two Squads come upon the
same area and only a battle can determine who
will pick the spoils. Squads encounter each other
while scavenging in the same ruined warehouse,
vault, temple or other such potentially rich
building.
MISSION OBJECTIVES
Squads must capture specific valuable objects
scattered in the battlefield.
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.
GAME SPECIAL RULES
The objective is to capture specific objects
scattered in the battlefield, represented by either
tokens or small Objective Markers (such as small
ammo crates, computer parts, etc) that fit on a
small 25mm base. Once you have placed the
terrain, but before anything else, you must
determine how many Objective Markers must be
placed on the table by rolling a D3+2. Each
Player must roll a D6; the Player with the highest
roll will place the first Objective Marker on the
table and Players will then take turns putting the
rest, until no other Objective Marker is left to be
placed.
The Objective Markers must be placed more than
10" from the edge of the table and at least 6"
away from each other. Note that Objective
Markers are placed before deciding which edge
the Squads will play from, so it is a good idea to
put Objective Markers towards the middle of the
table.

Fighters can pick up the counters simply by


moving into contact with them at any moment
during the Movement Phase. It is possible for a
Fighter to Run towards an Objective Marker, pick
it up and continue to Run towards a safe place
behind Cover or out of LoS. A Fighter can carry
any number of Objective Markers without any
penalty, but during the Turn that an Objective
Marker is picked up, the Fighter may not Shoot,
as he is too involved in securing the new found
valuables. The Fighter carrying the Objective
Marker may act as normal after the Turn he picks
them up. Fighters may transfer any or all the
Objective Markers in their possession to any
Fighter in base to base contact with them, but
none of the Fighters involved in the transfer may
not Shoot during that Turn. If the Fighter who is
carrying any Objective Markers is Wounded
(Knocked Down, Stunned or Out Of Action), place
the Objective Markers on the table where he fell,
in which case it may be picked by any available
Fighter during the next Movement Phase as
normal.
Multi-wound Fighters can resist the urge of
dropping the Objective Marker if Wounded. If the
Wound does not change their status (not taken
Knocked Down, Stunned or Out Of Action) they
must take a Toughness Test. If passed, the
Fighter retains his valuable resource and may act
as normal. If failed, the Fighter drops the
Objective Marker, which may be picked up by any
available Fighter during the next Movement
Phase.
A Fighter carrying an Objective Marker that
leaves the battlefield (gaming table) secures it
for their Squad.
STARTING THE GAME
Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when there are no more
Objective Markers remaining on the table, 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.
Thought of the Day

Hatred is the Emperor's


greatest gift to Humanity.

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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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Controlling the Objectives: Any Officer or
Recruit Group earns +1 Experience per every
Objective Marker they are carrying at the end
of the battle.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Thought of the Day

To err is human.
To forgive is not Commissariats policy.

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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).

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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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Live to Fight Another Day: If the Defenders
Targeted Officer escapes, he earns +1
Experience.
Die Leader DIE!: Every Officer or Recruit
Group that takes the Defenders Target Out
Of Action earns +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Thought of the Day

Within the Emperor's Grace,


one man can make a
difference.
Outside of His Wisdom,
that man is just an
insignificant heretic.

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Death Squads

Scenario xx: The Showdown


Often two Squads will come face to face with
each other, be it in the narrow streets of a town
ravage by war or the impenetrable maze of the
thick jungles. Sometimes they pass each other
without incident... but more often the meeting
ends in a bloody Showdown.
MISSION OBJECTIVES
Each Squad must reach the other side of the
battlefield.
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 9.
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 table should have a single meandering
Corridor, be it a street or clearing, surrounded by
buildings or any appropriate terrain should be
packed in, so no gaps can be visible between
them. Behind this terrain lies Impassible Ground,
be composed of are impassable ruins, lava, toxic
wastes, etc. although the terrain besides the
Corridor is still accessible. The only way out is
along the Corridor.
The Corridor may be as winding as you like and
should not be too narrow to fight in, but can have
narrow bottlenecks at some points. You could
recreate the same Scenario in dense jungle, toxic
wasteland, deep canyons or any other type of
terrain that suits your group.
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 6 of that edge
of the Corridor (Deployment Zone). His opponent
then sets up the same way, within 6 of the
opposite end of the street. Infiltrators may be
deployed as normal.

STARTING THE GAME


Both Players roll a D6. The higher scoring Player
takes the first Turn.
ENDING THE GAME
The game will end when all capable members
(not taken Out Of Action) of a Squad have left
the table by their designated Corridor Edge, one
of the Squads is taken completely Out Of Action,
one Squad declares a Tactical Retreat or the
Custom Random Game Length reaches its end.
VICTORY CONDITIONS
The Squad that manages to have all of their
capable members (not taken Out Of Action) leave
the table by their designated Corridor Edge is
declared 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 reaching the end of
Custom Random Game Length, the Squad that
has managed to have more Fighters escape by
their designated Corridor Edge 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.
None.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
To Get To The Other Side: The first Officer
from either side (not both!) who exits via the
opposing table edge gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

Thought of the Day

Victory does not always rest


with the big guns;
but if we rest in behind of them,
then we shall be lost.

GAME SPECIAL RULES


Neither Squad can backtrack down the street to
leave the battlefield via their designated table
edge (designated Corridor Edge).
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Scenario xx: Surprise Attack!


One Squad is out searching for supplies when it is
attacked by an enemy Squad. The Defenders are
spread thinly and must muster a defense quickly
to drive off their Attackers, and survive until
reinforcements arrive!
MISSION OBJECTIVES
Attacker: To destroy the enemy Squad before
reinforcements arrive.
Defender: To muster a defense and survive the
enemy attack and survive until reinforcements
arrive.
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.
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 one
randomly determined table edge.
Defender's Starting Forces: The Defender may
not have all his Fighters available at deployment.
The Player rolls a Leadership Test, with +3 to the
roll, for each Officer and Recruit Group in his
Squad in any order he chooses. Those who fail
their Leadership Test are elsewhere and turn up
later to the battlefield as reinforcements. Those
who pass their Leadership Test are deployed from
a random table edge. Note that at least one
Officer or Recruit Group will be present at the
start; if fail all of your Leadership Tests, the last
Officer or Recruit Group you tested will
automatically be deployed on the game table.
The Defender setups first all the allowed Fighters,
at ground level, anywhere on the board, but no
model may be closer than 8 from the table edge
and must be at least 4 from each other.
Defenders may not Infiltrate or change their
deployment (i.e. as allowed by Tactician Skill).

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Defender's Reinforcements: After the combat


start, orders to return to their rendezvous point
immediately is sent to everyone, but some of the
Squad members may be too far away to make it
on time. At the start of every Turn after the first
one, the Defender must find out if the remaining
Officers and Recruits Groups not yet on the table
will join the battle. Each Officer and Recruit
Group not yet on the table must roll a Leadership
Test, -1 to the roll per Turn after the first one
(i.e. on Turn 2, Ld Test -1 to roll; on Turn 3, Ld
Test -2 to roll; etc...). Those who fail their
Leadership Test are on route to the location of
the battle but have not made it yet. Those who
pass their Leadership Test will arrive to the
battlefield using the Random Table Edge
Deployment rules described below.
GAME SPECIAL RULES
Random Table Edge Deployment: All of the
Defender's Fighters entering the battle, does so
by a random table edge. Each Turn that Fighters
must enter the battle, determine a random table
edge. All Fighters will enter from that table edge
on that Players Turn
To determine the table edge for deployment,
nominate one edge as 1 and going clockwise for
edges 2, 3 & 4. Roll a D6 to find where the
models will be deployed (for the Turn in
question) and results from 1 to 4 indicate the
table edge. On a roll of a 5, the Defender may
freely choose which edge the models will deploy
from, regardless who is deploying the models. On
a roll 6, the Attacker may choose which edge is
to be used for the deployment.
STARTING THE GAME
Attackers always goes first.
ENDING THE GAME
The game will end when one of the Squads is
taken completely Out Of Action (all Officers and
Recruit Groups currently in play are taken OOA),
one Squad declares a Tactical Retreat or the
Custom Random Game Length reaches its end.
VICTORY CONDITIONS
If the Defenders Squad is not completely taken
Out Of Action, the Defenders win. If the
Defenders Squad 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 Custom
Random Game Length and the Defenders Squad

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is still alive, the Defender Squad (as they meet


the requirements above) is declared the winner.
SCENARIO BONUS REWARDS
Attacker: If the Attackers win, they get to replace
D2+1 Recruits as described above.
Defender: The Defenders, regardless if they are
victorious or not, get to replace up to D2
Recruits, without equipment, that have been
killed (not just taken OOA) at no cost. If the
Defenders win, they can replace D3+1 Recruits
instead plus an additional 2D6 +10 Credits.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Remember the Alamo: If the Defender is
victorious, every Fighter that was not taken
OOA gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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Scenario xx: Valkyrie Down!


A Troop Transport has crashed in the battlefield
with allied troops on board! Taking and holding
the buildings that surround the crash site would
allow the secure retrieval of the vehicle and
survivors... the difference between life and
death!
MISSION OBJECTIVES
To capture selected buildings close to the crash
site.
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.
The center of the table should have room to place
a crashed Troop Transport (such a Valkyrie, a
Rhino, a Chimera or other type of vehicle) and at
least three (3) buildings that are close in
proximity. Take turns to determine the three
closest buildings to the crash site and clearly
determine the Target Zones of each.
SQUADS SETUP
Both Players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Defender: The Defender must divide his Squad in
two equal sized groups (as even as possible) and
then randomly determine which group will be
starting to get out of the wrecked Troop
Transport, by placing them within 2" off the
vehicle, and which group will be the Troop
Transport's survivors that have already staggered
out of the crash site. To place the second group,
select a spot on Open Ground at least D6 + 6
away from the Troop Transport. Select any one
Fighter on that group and place on the selected
spot, then place all other Fighters of that group
within 6" of the first Fighter, regardless of
elevation.

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Fighters who scatter into another Fighter are to


be safely placed as close as possible to the other
Fighter, while those scattering into Difficult
Ground or Impassible Ground are to be placed
safely on the table, without rolling for Mishap and
possible injuries. Fighters scattering out of an
elevated position ('into thin air") should be placed
unharmed at Ground Level and Fighters who
scatter off the table are placed safely on the
table's edge. Defenders may not Infiltrate or
change their deployment (i.e. as allowed by
Tactician Skill).
Attackers: The Attackers deploy next all their
models, at ground level, up to 2 of one
randomly determined table edge.
GAME SPECIAL RULES
The objective is to capture the three closest
buildings to the crash site. Mark these buildings,
starting with the one closest to the center of the
table (where the Troop Transport should be),
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 that Fighter inside the
building.
STARTING THE GAME
Attacker always goes first.
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 Custom
Random Game Length reaches its end.
VICTORY CONDITIONS
The Squad that controls all the buildings, or
controls the most amounts of buildings if the end
of Custom Random 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.
SCENARIO BONUS REWARDS
The winning Squad will earn 4D6 +20 additional
Credits for each building they control.

Following Deepstrike rules (see the Other Types


of Movement section on TLRB - Vol. 1, Core Rules
for details) determine the exact location of all
Fighters of that group.
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SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Securing the Area: Any Officer of Recruit
Group earns +1 Experience for each building
it controls. If one Squad declares a Tactical
Retreat, not only they can't claim any
Experience for controlling a building, but
neither the winners could claim it.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience. If both
sides occupy the same number of buildings,
then the battle is considered to be a draw and
neither Leader gains this bonus.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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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.

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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+.

Before any Infiltrators have been placed, set as


evenly as possible D3+3 Zombies within the
building the Transmitter is located. The Zombies'
Turn will be always before the one of the Player
who starts the game (the beginning of a Game
Turn).
At the beginning of the Zombies' Turn, the living
dead will have a chance to move, assault and
spawn. First, before any other action is taken, all
Zombies must be moved. While Zombies are
mindless, they are very aggressive and will try to
get in Close Combat as quickly as they detect any
living being close by. Any Zombies further away
than 12" from any Fighter will move randomly;
roll D6 and a Scatter Die. If the Scatter Die is a
HIT, then randomly determine which Player may
move the Zombie on any direction by the
distance indicated by the die. If within 12 of any
Fighter, a Zombie will move towards the closest
enemy, still a random D6" distance. If more than
one Fighter is at the same distance, but different
direction, determine randomly which Fighter the
Zombie will move towards. If the distance takes
the Zombie in base to base contact any Fighter,
the move would be considered a Charge.
After all Zombies have moved and Close Combat
situations involving them have been resolved,
new ones would appear in the near the
Transmitter. Spawn D3+1 more Zombies within
an Ordinance Template of where the Transmitter
is located, but never in base-to-base contact with
any Fighter. The Zombies are to be placed by
rolling a D6 and Scatter Die from the
Transmitter. If the Scatter Die is a HIT,
randomly determine which Player will decide the
direction from which the Zombie will spawn,
unless someone is in possession of the

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Transmitter. In that case, the Player controlling


the Transmitter decides.
Zombies will not move or attack during this Turn,
but will defend themselves if attacked. The
Zombies will continue to spawn until the
Transmitter is removed from the battlefield
(game table) by the Player's Deployment Zone
and the game ends.
Fighters can pick up the Transmitter simply by
moving into contact with it at any moment during
the Movement Phase. It is possible for a Fighter
to Run towards the Transmitter, pick it up and
continue to Run towards a safe place behind
Cover or out of LoS. A Fighter can carry the
Transmitter without any penalty, but during the
Turn that it is picked up, the Fighter may not
Shoot, as he is too involved in securing the new
found valuable. The Fighter carrying the
Transmitter may act as normal after the Turn he
picks it up. Fighters may transfer the Transmitter
in their possession to any Fighter in base to base
contact with them, but none of the Fighters
involved in the transfer may Shoot during that
Turn. If the Fighter who is carrying the
Transmitter is Wounded (Knocked Down,
Stunned or Out Of Action), place the Transmitter
on the table where he fell, in which case it may
be picked by any available Fighter during the
next Movement Phase as normal.
The Transmitter maybe destroyed by physical
damage, by causing two (2) Wounds on
Toughness 4, only if it is not currently being
carried by someone. If the Transmitter is
removed or destroyed, the Zombies are will
revert to an inert state (ending the game).
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 Transmitter leaves
the table by any Deployment Zone, the
Transmitter is destroyed, 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.

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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

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Lord Militant Golgenna Angevin,


before leaving on the Angevin Crusade 322, M39.

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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Capturing the Transmitter: Any Officer or
Recruit Group that has moved the Transmitter
to his Squad's Deployment Zone earns +2
Experience, as long as they he has moved the
Transmitter at least 10".
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.

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Death Squads

MultiPlayer Scenario xx:


Ambush!
The defending Squad has recently discovered
plans for weapons and ammunition design that
would give the advantage to their side of the
conflict. Unfortunately, word has leaked out
about their find and enemy Squads are hunting
them, determined to take the treasure for
themselves.
MISSION OBJECTIVES
To take the captured Exchangeable Resources to
safety.
TURN LIMIT
This Scenario has a Fixed Game Length of 10
Turns.
TERRAIN TABLE SETUP
On a table surface 4 x 6, 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
All Players roll a D6; whoever rolls highest
decides who the Defender is.
Defender: The Defender deploys first, within 6 of
the center of the board. Infiltrators may be
deployed as normal.
Attackers: The attacking Squads can be deployed
anywhere in the table, within 6 of any table
edge. Infiltrators may be deployed as normal.
The Attackers are NOT allies and may attack
anyone they see fit.
GAME SPECIAL RULES
Each of the defending Squads Officers carries
D3+3 pieces of Exchangeable Resources. If an
Officer carrying resource is taken Out Of Action,
place a number of counters, equal to the amount
of Exchangeable Resources he was carrying, on
the ground where he fell. Any Officer moving into
contact with them may pick them up. Once the
carrying Officer leaves the table (from any edge)
those resources are considered saved and
secured.

STARTING THE GAME


Both Players roll a D6. The higher scoring Player
takes the first Turn, and order of play proceeds
clockwise around the table (based on where
Players placed their Squads) from there.
ENDING THE GAME
The game will end when all the Exchangeable
Resources have been taken off the table, one of
the Squads is taken completely Out Of Action,
one Squad declares a Tactical Retreat or the
Fixed Game Length reached its end.
VICTORY CONDITIONS
If the Defenders Squad takes all Exchangeable
Resources out of the table and is not completely
taken Out Of Action, the Defender win. If the
Defenders Squad 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 Fixed
Game Length, and the Defenders Squad is still
alive, the Defender Squad (as they meet the
requirements above) is declared the winner.
SCENARIO BONUS REWARDS
All Squads gain all the Exchangeable Resources
they were carrying at the end of the game.
Remember that if a Squad declares a Tactical
Retreat, any controlled Exchangeable Resources
are placed on the table where the Officer stood
and if not picked by any Officer, the winner will
claim their control.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle (even if
taken OOA) gains +1 Experience.
Victorious Commander: The Leader of the
winning Squad gains +1 Experience.
Eliminating the Enemy: Any Officer earns +1
Experience for each enemy he puts Out Of
Action.
Securing the Resources: Every Officer
carrying Exchangeable Resources to safety
(off the table) he receives +1 Experience.

If a Squad declares a Tactical Retreat, any


controlled Exchangeable Resources are placed on
the table where the Officer stood.

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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).

Playing a Campaign Game


To start the campaign, the two Players select one
of the Scenarios to fight (see the Scenarios
Section). At the end of each game the Players
work out how much experience their Fighters
have earned and how much resources the Squad
has
collected
before
returning
to
its
encampment.
Experience is expressed as Experience Points
which Officers and Henchmen groups receive for
surviving each game. This is covered later in the
Experience section. When a Hero or a group of
Henchmen has sufficient Experience Points, they
receive an advance.

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An advance might improve a Fighters Attributes


profile, adding to his WS, BS, S etc, or he might
gain a special Skill such as Mighty Blow or
Acrobat. After each game, the Fighters collect
resources. These are recorded on the Squads
roster sheet, and can later be sold for Credits,
used for trading, etc. You can recruit more
Fighters or buy new weapons from traders. All
this is explained in the Income and Trading
sections, later.

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.

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Death Squads

1. Determining Serious Injuries

6. Draft Personnel

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!
It is at this stage that you roll, along with your
opponent, to determine the fate of those taken
Out Of Action by rolling on the Officers Serious
Injury Chart.

Fighters will be lost in battle. 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. If the Player wishes to hire anyone to
fill up the Squad, he may do so now.

2. Experience & Advancement


As Fighters take part in battles, those who
survive become more experienced, and improve
their battle skills. This is represented in
campaigns by Experience Points.

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.

8. Acquire Equipment from Depot

At the end of each battle, a Squad will search the


battlefield for anything and everything they can
muster and use as Exchangeable Resources. The
ERs can be anything; from equipment parts to
intelligence information, from favors to blackmail,
from dealing with local merchants to bribery,
from cash to good old intimidation! Regardless
what the ERs are, they are then transformed into
currency (Credits) for later use. This is also
known as the Exploration Phase and can only be
done once per Post-Battle Sequence.

Regardless where the Squad is, it can acquire


new (common) equipment. Fighters may purchase
new equipment and armaments using the
Squads treasury. Fighters can also swap
equipment between themselves. Alternatively,
old equipment can be hoarded and re-used at a
later time. Most new Recruits come equipped
with their uniform and in some cases a free
Combat Knife. The Player may purchase all
common (but never Rare Items) Weapons, Armor
and Wargear the rookie needs. This is all placed
in the Squads stash, along with any common and
Rare Items already there. The Player may then fit
any Fighter with any of the available equipment,
provided they are eligible to use it. Record any
changes to the Fighters equipment on the roster
sheet.

4. Spoils of War

9. Update Your Squads Rating

During the Exploration of the Battlefield, Fighters


may find special places or people that could
influence the outcome of the Squads future. This
can only be done once per Post-Battle Sequence.

After all Post-Battle activities are completed;


each Player must calculate his Squads Rating in
preparation for the next battle!

3. Exploration of the Battlefield

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.

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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.

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Since Officers are more valuable than mere


Recruits, the range of events that could happen
is wider (more detailed.) They may survive
injuries without any ill effect, loose an eye
(affecting their BS Attribute), be traumatized by
the horrors of war or even become stronger.
To determine the extent of each Officers injuries,
you will need to use the Officers Serious Injuries
Chart. Roll two D6; the first dice roll represents
tens and the second units, so that a roll of 1
and 5 is 15, a roll of 3 and 6 is 36, etc. This type
of dice roll is referred to as a D66 roll. Find this
roll on the Officers Serious Injuries Chart to find
out what happened. Keep a clear record of the
injury (if any) on your Roster.

Recruits and Serious Injuries


Recruits who are Out Of Action during the battle
are removed from the game table. Keep track of
which Recruit was taken OOA. During this PostBattle Sequence you find out if they survive
(even with negligible damage) or if they suffered
so many injuries that they are abandoned in the
battlefield as casualties of war or simply died.
Roll D6 for each Recruit taken OOA and on a
result of 1 or 2, they are considered dead and
permanently removed from the Roster. If they
die, all their weapon and equipment is lost. On a
roll of 3-6 they can fight in the next battle as
normal.

Officers and Serious Injuries


During a battle, some of your Officers may be
taken Out Of Action, besides your best efforts.
Such is war. Like with Recruits, keep track of
which Officers were taken OOA. During this stage
of the Post-Battle Sequence you will find out
which kind of injuries they have sustained in
battle, if any.

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Officers Serious Injury Chart


D66 Description
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

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

16-22 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

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!

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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.

For example, an Officer that starts a game with


12 points (level 6) he would need to earn 3
experience points (totaling 15 points) until he
earns his next advancement. You must keep
track of the units current Total Experience
Gained, so you know when you can roll for an
Advancement; you can either write it down or
just keep track of it using the boxes on the
provided Roster Sheet (the thick boxes shows the
next Advancement Level).
The
Advancement
Rolls
must
be
taken
immediately after the game in which the advance
was earned, while both Players are present to
witness the result. Note that Recruits gain
experience as a group, and consequently all the
Fighters in one group gain the same advance.
EXPERIENCE REQUIRED
FOR ADVANCEMENT CHART
FOR OFFICERS AND RECRUIT GROUPS
ADVANCEMENT
LEVEL

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

As Fighters earn more Experience Points, they


are entitled to make a roll for Advancement. As
each Officer and Recruit Group reaches the
amount of Total Experience Gained, on the table
below, they would achieve a new Advancement
Level.

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.

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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

NEW SKILL: Select one of the Skill tables available


to the Hero and pick a Skill.

ATTRIBUTE INCREASE: Roll again: 1-3 = +1


Strength; 4-6 = +1 Attack.

ATTRIBUTE INCREASE: Choose either +1 WS or


+1 BS.

ATTRIBUTE INCREASE: Roll again: 1-3 = +1


Initiative; 4-6 = +1 Leadership.

ATTRIBUTE INCREASE: Roll again: 1-3 = +1


Wound; 4-6 = +1 Toughness.

10-12 NEW SKILL: Select one of the Skill tables available


to the Hero and pick a Skill.

Thought of the Day

The alien that embraces the Emperor


is a dead Xeno.

RECRUITS ADVANCEMENT CHART


2D6

Description

2-4

ATTRIBUTE INCREASE: +1 Initiative.

ATTRIBUTE INCREASE: +1 Strength

6-7

ATTRIBUTE INCREASE: Choose either +1 BS


or +1WS.

ATTRIBUTE INCREASE: +1 Attack.

ATTRIBUTE INCREASE: +1 Leadership

10-12

THE LADS GOT TALENT: The Recruit is


promoted to an Officer! If you already have the
maximum number of Officers, roll again.

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.

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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)

Attributes for all Fighters may not be increased


beyond the Racial Maximum limits shown in the
following profiles, unless they possess an item or
Skill that specifically allows it. Officers may gain
as many Advancements as they earn on a
particular Attribute, until reaching this Racial
Maximum. Recruit Groups may gain as many
Advancements as necessary to reach their Racial
Maximum -1.

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.

If a Attribute is at its allowed maximum, take the


other option from the table, or roll again if the
table indicates that you can only increase one
Attribute. If all the Attributes are at their allowed
maximums, then the Officer or Recruit Group will
gain a +1 to their Movement, allowing it to be at
their Racial Maximum. Note that this is the only
way to gain the maximum Movement for some
races.
The Racial Maximum restriction applies only to
those attributes gained by Attribute Increases to
the original base profile. Certain Skills and/or
Equipment may allow a Fighter to go over its
Racial Maximum, as they tend to mimic attributes
rather than directly augmenting them.

The Lads Got Talent (TLGT)


Over time, with experience and some luck, some
Recruits could break free from that mundane
position they have among their fellows. These
not-so-raw Recruits are acknowledged as having
some talent, and thus allowed field promotions
that allow for all the benefits of being an Officer.
Upon rolling The Lads Got Talent (TLGT) during
an Advancement, a individual Fighter from the
Recruit Group is singled out to become an
Officer. He is removed from the Recruit Group
and based on the description of the Unit, he must
follow the Path of Promotion. The Player must roll
an Advancement for the rest of the Recruit
Group. He may continue to promote Recruits to
Officers as long as there are spaces available on
the Squad and the Units description allows for
such Unit to become an Officer. If the Maximum
of Officers has been reached, the Player could
retire (remove from Roster) any current Officer
to make an available slot and then promote the
Recruit to an Officer as normal. If the Player has
no other alternative (see below) then the Player
must re-roll again on the Advancement table,
ignoring any results of TLGT.

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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.

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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.

Searching the Battlefield


At the end of each battle, a Squad may roll to
determine how many Exchangeable Resources
(ER) are found. This is done as soon as a game is
over so that Players can witness each others dice
rolls. Roll a D6 for each Officer in your Squad
who survives the battle (even if taken OOA as
detailed below. This represents the Officers
efforts to direct Recruits in searching for
Exchangeable Resources. If you are victorious on
your last game, you may roll one extra die. Add
the results of the dice together and consult the
Exchangeable Resources Chart to see how many
resources your Squad has found.
You can roll a D6 for any Officer who went Out Of
Action during the battle as long as they do not
die, receive Multiple Injuries, are Captured or
receive any injury in which they must miss any
future games. So, for example, if your Squad
includes four Officers who all survived the last
battle, you can roll four dice.

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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 CHART


SUM OF DICE
ROLLED

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.

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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

Number of Models in the Squad

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.

Finding the Spoils of War


Regardless of the battlefield, once the smoke
settles and the tranquility that follows war settles
in, Squads usually search the battlefield and
adjacent areas for information, items and
resources that they could use to further their
cause. Officers organize small search parties who
then work under their supervision to gather
whatever they can find. Time is limited, but
anything found helps!
After you roll to determine how many
Exchangeable Resources you may have found,
note the number rolled on each individual dice. If
you rolled two or more of the same numbers, you
may have found additional resources; it could be
an unusual building or maybe encountered
something out of ordinary! Consult the
appropriate
Exploration
Chart
(below)
to
determine the one encounter what you found.

1-3

4-6

7-9 10-12 13-15

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

Thought of the Day

Yesterday our troubles seemed


so far away;
advance endlessly until
they are in range.

EXPLORATION CHART
DOUBLES

TRIPLES
1 1 1 Tavern

FOUR OF A KIND

FIVE OF A KIND
1 1 1 1 1 Ancient Dojo

2 2 2 Convenience Store 2 2 2 2 2 Alchemists Laboratory


3 3 3 Prisoners

3 3 3 3 3 Storage Crate

4 4 4 Cache of Weapons

4 4 4 4 4 Specialty Gun & Armor Shop

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

SIX OF A KIND = Death Squads Event Cards

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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).

Finding Unusable Items


It is impossible to create an Exploration Chart
that can cover all possible items that could be
used in Death Squads. The Spoils of War have
been designed with Imperial items in mind, and
as such, many of the Xeno races (like Orks or
Eldar) could be left out of some potentially
Campaign changing rewards.

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

Rope & Hook

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

Any Armor found that is not on the Ork Depot


(such as Mesh Armor) can be easily converted to
the Ork equivalent of Armor Save -1. For
example a Carapace Armor (Save 4+) becomes
Save 5+ (or a Looted Carapace) and a Flak
Jacket (Save 5+) becomes 6+ (Mesh Armor).
Thought of the Day

Contemplation is the womb of treachery.

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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.

Thought of the Day

The Holy Blessed Crusade is not


for Humanity to Die For the Emperor,
but to make the Xenos and the Heretic
Die for the Emperor!

(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.

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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 Rope & Hook

D3 Filter Plugs

3D6x2 Credits worth of metal

(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.

They would get 1 Experience per prisoner


sacrificed. One point must go to the Squads
Leader and any others can be distributed among
Officers. As an alternative, Squads can escort the
prisoners to safety or sell them as slaves; for
their trouble, they are rewarded with 3D6x2
Credits per prisoner. Instead of sacrificing or
liberating the prisoners, the Squad Leader may
attempt to persuade them to join the Squad as
new Recruits, by passing a Leadership Test. They
would have the following initial stats:
Reinforcements
Equipment

M WS
4
2
None

BS
2

S
3

T
3

W
1

I
3

A
1

Ld Sv
5
-

The Squad would not earn any reward Credits for


prisoners that joined the Squad. Prisoners who
join the Squad will probably not fit any specific
Recruit category they are not trained soldiers,
so they shouldnt. Be creative when it comes to
your prisoners; You Orks may have found
weaker Boyz or stronger Gretchins!
(4 4 4) Cache of Weapons
This hovel was once the secret storage site for an
enemy Squad. Roll a D6 to see what you find:
TREASURE
D6

Description

1-2

D3 Helmets

1 Bolt Pistol

D2 Mesh Armor

D3 Frag Grenades

D2 Hallucinogen Gas 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.

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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.

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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

Auto 4D6x5 Credits


4+

D3 Exchangeable Resources

5+

Power Sword

5+

Flamer

6+

Long-las Rifle

6+

Local Political Information (allows the re-roll of one


dice during the next Exploration Phase)

Neural Infuser fries the user's brain. The user now


suffers from Stupidity.

The Neural Infuser works fine and the user gains +1 WS


3-7 (cant go above Racial Maximums), but the artifact gets
damage beyond repair.
The Neural Infuser works fine and the user gains a
8-11 Combat Skill (Player's choice), but the artifact gets
damage beyond repair.
The Neural Infuser works better than expected! The user
gains +1 WS (cant go above Racial Maximums) and
12 gains a Combat Skill (Player's choice). The Neural
Infuser may be used again by another Officer, but the
Player receives a cumulative -1 penalty to the roll.
(2 2 2 2 2) Alchemists Laboratory
A narrow stairway leads down into a crypt-like
dwelling which was once an alchemists
workshop. The sign still hangs from one hinge
above the entrance. It looks as if this was a very
old building which has remained in use for
centuries although it is now not in any apparent
use. The stone floor has strange symbols on it
and there are charts and astrological symbols
painted onto the walls.

(4 4 4 4 4) Specialty Gun & Armor Shop


You find a solidly built Gun & Armor Shop, which
specializes in rare and hard to find weapons. The
entrance to this abandoned reinforced concrete
building is open, but the corpse of the
unfortunate robber lies ahead... full of flies,
obviously killed by the now disabled security
system. Roll a D6 to see what you find:
TREASURE
D6

Description

1 Flamer

1 Ogryn Ripper Gun, 1 Combat Shield

4-5

1 Normal Size Armor Equivalent to 5+ Save

6-7

1 Red Dot Sight, 1 Mesh Armor

8-9

1 Telescopic Sight, 1 Refractor Field

10

1 Normal Size Armor Equivalent to 4+ Save

11-12

D2 Hellguns

The Squad finds other minor loot worth 5D6x2


Credits. Roll a D6 and on a 3+ you also find one
dose of the mystical Elixir of Health, which allows
anyone to recover from injuries without any
permanents effects. Before rolling on the Serious
Injury Table (Post-Game) any Officer taken OOA
may be given the Elixir of Health for Full
Recovery.

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(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

Auto 4D6x5 Credits


Auto D3 Swords
2+

D2 Suppression Shields

2+

D3 Combat Shields

3+

D6 Helmets

4+

D6 Sluggers

5+

D6 Autoguns

5+

D2 Chainswords

5+

D2 Power Swords

6+

D3 Normal Size Armor Equivalent to 4+ Save

(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.

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GOOD AND EVIL ON


THE 41ST MILLENNIUM
The future is dark indeed! In the 40k
Universe, lines between good and evil
are very blurred. Humanitys concept of
fairness has been twisted to a selfish
xenophobic self preservation dictatorial
mandate, with little quarrel about
destroying billions of lives on a
planetary Exterminatus.
The Dark Gods work incessantly to
corrupt everyone, especially lawful
individuals by weaving confusing
scenarios in which their victims live and
die thinking they are doing good deeds,
but instead they are pawns of Chaos.
It is left up to the Players, and not the
rules, to decide the path of Good or Evil
that their Squads are to follow.
Remember: It is a game; have Fun!

Death Squads Cards


When the Explorations Table result indicate
Death Squad Cards, please shuffle your cards
deck and allow the Player to pick up one random
card. The Player is to keep this card until used.
At this point, it must be returned to the deck.
See Death Squads Event Cards section for
details.

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Rare
Acquisitions

Officers taken Out Of Action during the last


battle, but have not died, received Multiple
Injuries, are Captured or receive any injury in
which they must miss any future games as a
result from the Serious Injury in the Post-Battle
Sequence, may search for Rare Items.

A Fighter without equipment has very little use


within the Squad. As soon as a new Fighter is
hired, some gear should be bought from the
Squads Depot. (see TLRB: Volume 3 Squads
for details.) Remember that your Fighters lack
the Skill to use any weapons other than the ones
listed in the Squads description.

Players should preferably search and purchase


Rare Items after the battle is over, making the
appropriate dice rolls whilst both Players are
present. However, some Players may prefer to
wait until the heat of battle has cooled and they
are able to consider purchases more carefully.

At this point, Officers will attempt to acquire Rare


Items, which are harder to find. More likely these
items are in high demand or hard to
manufacture. When creating your Squad, usually
to play a single game or start a Campaign,
Players are allowed to buy items for their Officers
and Recruits with a Rarity Value of 5 or less as if
they were Common Items (without requiring roll
to find such item.) This represents the time &
effort invested in forming and equipping your
Squad. After the Campaign starts, you may only
acquire such exceptional items by locating them
on the field by rolling on the Post-Battle
Sequence as normal. Specific Units may be
restricted in regard to which types of weapons
they can use.
Rare Items with a value of 6 or more must be
found during the Campaign as normal. Rare
Items and weapons are not always available and
vary in price. You may still want to buy Rare
Items offered to you, as your Fighters may be
able to use them as they gain in experience.
Whenever an Officer wants to acquire a Rare
Item, declare which item the Officer is looking
for, roll 2D6 and compare the result to the
number stated. If the roll is equal or greater, the
item is available and may be purchased for the
price listed on the Squad's Depot. For example,
you need to roll 9 or more to acquire an item
marked Rare 9. You may also only make one roll
for each Officer looking for Rare Items during a
specific Post-Battle Sequence and you can only
buy one Rare Item for each successful roll, with
the exception of Grenades (once you find them,
you may buy as many as you can afford!)

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

Invest time to educate men without


Faith and you just make clever devils.

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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.

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For example, an IG Infantryman that starts with


0 XP (as stated on his description) costs 25
credits, an IG Infantryman that starts with 1 XP
costs 33 credits (25 + 8 credits) and an IG
Infantryman that starts with 2 XP costs 41 credits
(25 + 8 + 8 credits).

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.

Between each battle, roll 2D6: this represents


the experience of the Fighters currently available
for hire. You can hire as many Fighters as you
wish, as long as their combined Experience does
not exceed your dice roll. For example, if you
rolled 7, you could add a single Fighter to a
Recruit Group with 7 Experience points, or two
Fighters to a Recruit Group with 3 Experience
points, or any combination thereof. Disregard any
excess Experience points not used; you must roll
again after every battle.
As with other new Recruits, you must pay for all
their weapons, armor and wargear, which must
match exactly the ones used on the Recruit
Group they are joining. In addition to the cost of
the Recruit Unit (as specified on the Squad
description) you must add 8 credits to their cost
for each extra Experience point past the initial
amount indicated on their description they add to
the Squads total.

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Acquire
Equipment
from Depot

Update Your
Squads
Rating

Common Items can be bought quite readily in


any of the numerous trading posts and
settlements
around
the
known
universe,
regardless where the Squad is. Fighters may
purchase new equipment and armaments using
the Squads treasury as well as swap equipment
between
themselves.
Alternatively,
old
equipment can be hoarded and re-used at a later
time. Most new Recruits come equipped with
their uniform, a free Combat Knife. Players may
purchase as many of these items as they want.
The price of Common Items is fixed, so Players
always pay the same rate for them.

After all Post-Battle Sequence activities are


completed; each Player must calculate his
Squads Rating in preparation for the next battle!
See TLRB: Volume 3 Squads for details.

Death Squads
Event Cards
[ENTER SECTION HERE 03/08/09]

A Player may trade in weapons and equipment at


the same time he buys new ones. After all, as
Squads become more powerful they often
abandon their earlier armament in favor of
something better.
However, the second-hand value of equipment is
not high due to the considerable wear and tear
inflicted on it by your Fighters. Fighters can
automatically sell equipment for half (round up)
its listed price on the Squads Depot.
Alternatively, weapons, armor and equipment
may be hoarded for future use (make a note on
the Squad roster) or swapped around the Squad
from one Fighter to another (though not between
Squads). As a weapons value is low compared to
the cost of equipping any new Recruits you may
get, a Squad can usually find a use for its cast-off
armaments.

Thought of the Day

Do not wonder; Why kill the Xenos?


Wonder instead; How to kill the Xenos?

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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.

Some Squads also have access to unique Racial


Skill list, which is clearly indicated in their
Squads entry. In the following, each Skill
Category is detailed.

Academic Skills

Haggle: The Fighter knows all the tricks of


bargaining and haggling. He may deduct 2D6
Credits from the price of any single item once
per post-battle sequence, to a minimum cost
of 1 credit.
Hunch: The Fighter has the uncanny knack of
placing his men in the right place at the right
time. In any Scenario, the Player may
Infiltrate up to two Fighters into enemy
territory. The Infiltrated Fighters must be
capable or earning experience and cannot be
considered Large Targets. All other Infiltration
rules (no Heavy Weapons, range limitations,
etc.) apply as normal. This Skill may only be
taken by the Leader. This Skill may not be
combined with Tactician Skill.
Iron Discipline: The model's Leadership
range increases by 6. This stacks with the
Short Barked Commands. This Skill may only
be taken by the Leader.
Resource Hunter: The Fighter has an
uncanny ability to find hidden resources. If an
Officer with this Skill is searching the ruins
during the Exploration phase, you may re-roll
any one dice when rolling on the Exploration
Chart. No other re-roll may be done to
substitute the outcome as this is final and
must be must accepted.

Short Barked Commands: The Squad


Leader has devised a method in which he can
issue complicated orders by using short
abbreviations. This Skill increases the range
of his Leader Ability by 6. This Skill may only
be taken by the Leader.
Streetwise: A Fighter with this Skill has good
contacts and knows where to acquire Rare
Items. He may add +2 to the roll that
determines his chances of finding such items.
Tactician: The Leader has a great tactical
mind and can often find the best positions for
his Fighters to meet the oncoming attack. In
any Scenario (unless specifically indicated)
the Squad Leader may re-deploy his Fighters
after his opponent(s) has set-up. Before the
games 1st Turn (before it starts), the Player
may either re-deploy all his models (following
the same Scenario conditions) or may have
his entire Squad move normally (Walk only!)
at any direction of his choosing within the
board. This movement is done before it is
determined which Player moves first. This
Skill cannot be combined with Hunch Skill and
may only be taken by the Squads Leader.

Combat Skills

Avoidance: The Fighter knocks aside blows


using an item, like the shaft of his weapon. A
Fighter with the Avoidance Skill may Parry in
Close Combat even if it does not have a
Sword or another weapon with the Deflection
Special Rule (except Combat Knife) which
makes it suitable for Parrying. If the Fighter
has a weapon that may the Deflection Special
Rule, he gains 1 additional Parry attempt per
weapon in the Close Combat phase each Turn
up to a total of 2 Parry attempts per weapon.
Backstabber: The Fighter specializes in
attacking his targets when their back is
turned. The would-be assailant may Charge a
potential victim already in Close Combat and
take advantage of the confusion to deal a
precise, but unsuspected, blow. The attacker
may re-roll all failed To-Hit rolls on the first
Turn. All To-Wound rolls are determined as
normal.
Combat Master: The Fighter is able to take
on several opponents at once. If he fights
against more than one enemy at a time, he
gains a single extra Attack with the Close
Combat Primary Weapon only, as long as he
is fighting two or more enemy models. This
Skill may not be combined with Frenzy or any
other attack increasing Skill, Psychology or
wargear.

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Expert Swordsman: This Fighter has been


expertly taught in the art of swordsmanship.
He may re-roll all missed attacks if he is using
a sword in Hand-To-Hand Combat turn that
he Charges. This only applies when he is
armed with any kind of swords, but not axes,
Power Fists or any other Close Combat
Weapons.
Flight Training, Combat: The fact that
someone has learned to Fly, does not means
he knows for to fly and fight! Entering in
Close Combat is extremely difficult and
dangerous for the Flyer, but the benefits
outweigh the risks sometimes. Allows
Fighter to gain Flight Charge as a movement
option.
Requires
the
Flight
Training,
Movement Skill as well as the proper
equipment from the Squad's Depot that
allows the Fighter to Fly.
Step Aside: The Fighter has a natural ability
to avoid injury in combat. He can avoid any
hits from Close Combat Weapons on a D6 roll
of 5+. Note that this roll is taken against
Close Combat attacks as soon as a hit is
scored to see whether the Fighter dodges it or
not, before rolling to wound, and before any
effects from other Skills or equipment (such
as Lucky Charms).
Strike to Injure: The Fighter can land his
blows with uncanny accuracy. Add +1 to all
injury rolls caused by the Fighter in Hand-ToHand Combat.
Unstoppable Charge: The Fighter has
learned techniques on how to maximize the
use of his full body weight in the initial attack.
When he Charges, the Fighter is almost
impossible to halt. He adds +1 to his WS
when Charging (applies to initial attack Turn
only). In subsequent turns, he fights with his
normal WS.
Web of Steel: Few can match the ability of
this Fighter. He fights with great Skill with
any Close Combat Weapon, weaving a web of
steel around him. The Fighter gains +1 to all
his rolls on Critical Hit tables in Hand-To-Hand
Combat.

Shooting Skills

Thought of the Day

Better one million Innocents burn,


than one Heretic go free.

Combat Crawl: The Fighter has been trained


on how to drop down to the safety of cover,
move slowly if needed while shooting at the
enemy, even if he is not as accurate. A
Fighter with this Skill could move (i.e. Walk)
then Lay Low and shot his weapon at -1 BS in
the same Turn. This penalty is cumulative
with any others (i.e. -1 BS for Walking &
Shooting, -1 BS for Combat Crawl, etc.)
Eagle
Eyes:
The
Fighters
sight
is
exceptionally keen, allowing him to aim better
at vital areas. A Fighter with this Skill can reroll the Injury dice when rolling injuries he
has inflicted by shooting. No further re-roll
may be done to substitute the outcome as
this is final and must be accepted. This Skill
may not be used with Heavy Weapons or
Special Weapons.
GunFighter: The Fighter can aim and fire an
additional Pistol from another hand. This
enables him to fire two Pistols, even at
different targets. The 1st Pistol fires normally
while the 2nd Pistol fires at -1 to-Hit. These
modifiers are stackable with any others (such
as Movement penalty, etc). In Close Combat,
the GunFighter may attack only once with
each Pistol, regardless of his number of
Attacks, the 2nd Pistol still receiving the same
-1 to-Hit penalty. A GunFighter may use a
maximum of two Pistols, regardless of the
numbers of hands available. This Skill may
not be combined with Hip Shooting nor does
it increase number of attacks in Close
Combat.
Hip Shooting: The Fighter has learned how
to move and shoot with greater accuracy. If
the Fighter moved normally (i.e. Walked), he
can shoot any Pistol or a Rapid Fire weapon
without the -1 to-Hit movement penalty. He is
allowed to fire even if he Ran, at a -1 to-Hit
penalty. This Skill may not be used with
Assault, Heavy, Template or Special weapons
and may not be combined with Gun Fighter
nor used in combination with any bonuses
from Sights and similar equipment.
Marksman: The Fighter understands the
physics and mechanics of how to maximize
the range of Rapid Fire weapons, almost by
intuition. This Skill adds 6 to the weapons
range. This Skill can only be used with any
Rapid Fire weapon, unless specifically stated
in the weapon entry. This Skill may not be
used with Pistols, Assault, Heavy, Template or
Special weapons and will not stack with any
other range bonuses from other Skills or
Wargear.

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Steady Shot: A Fighter with the Steady Shot


Skill may ignore the normal restriction which
obliges Fighters to shoot at the nearest
target. Instead, he can shoot at any target he
has Line of Sight.
Trick Shooter: The Fighter can shoot
through the tiniest gap without it affecting his
aim. When shooting firearms, the attack
reduces any Cover Saves by -1. This skill
cannot be used with Heavy Weapons or
Special Weapons.
Weapon Training, Flamer: The Fighter has
received and completed the training on the
maintenance and use of any weapon with the
Flamer characteristic.
Weapon Training, Heavy Weapon: The
Fighter has received and completed the
training on the maintenance and use of any
weapon
with
the
Heavy
Weapon
characteristic.
Weapon Training, Plasma: The Fighter has
received and completed the training on the
maintenance and use of any weapon with the
Plasma characteristic.
Weapon Training, Sniper: The Fighter has
received and completed the training on the
maintenance and use of any weapon with the
Sniper characteristic.

Speed Skills

Acrobat: The Fighter is incredibly supple and


agile. He may Fall or Jump from any height
without taking any damage by passing a
single Jump Test. He can also re-roll failed
Diving Charge rolls.
Catfall: A Fighter with this Skill halves the
distance Fallen when calculating the strength
of any hits which result from Falling, rounding
fractions down. This is a good complement to
the Acrobat Skill.
Dodge: A Fighter with this Skill is nimble and
as fast as quicksilver. He can avoid any hits
from a Ranged Weapon on a D6 roll of 5+.
Note that this roll is taken against Ranged
Weapon attacks as soon as a hit is scored to
see whether the Fighter dodges it or not,
before rolling to-Wound, and before any
effects from other Skills or equipment (such
as lucky charms). This cannot be used against
Template Weapons.

Flight Training, Movement: Flapping Wings


or strapping a Jet Pack may allow simple liftoff but does not prepare anyone to rapidly
move through a battlefield. Proper training
not only teaches the user how to maintain his
gear, but also how to keep alive when he
moves through the combat zone. Allows
Fighter to gain Fly as a movement option.
Requires the proper equipment from the
Squad's Depot that allows the Fighter to Fly.
Jump Up: The Fighter can regain his footing
in an instant, springing to his feet incredibly
fast. The Fighter may ignore a Knocked Down
result when rolling for injuries on a 5+, unless
he is Knocked Down because of a successful
save from wearing a Helmet.
Leap: As part of rigorous training, or nasty
field experiences, some Fighters learn how to
move their bodies more efficiently, as well as
where to put strategic foot and hand holds, in
order to maximize jumping over obstacles in
the battlefield. Few of them are capable of
moving over gaps that defy the laws of
physics! A Fighter with the Leap Skill
increases the maximum distance that he
could Jump Over a Gap from 3 to 3 + D3,
still following the normal Jump rules (see
Moving Over Terrain for details). Any Jumps
of 3 or less automatically passes the
required
Initiative
Test
required
to
successfully Jump Over a Gap.
Scale Sheer Surfaces: A Fighter with this
Skill can scale even the highest wall or fence
with ease. He can Climb up or down without
the need to make Initiative tests. This Skill
does not apply to Careless Climbing, Diving
Charge or Jumping situations.
Sprint: The Fighter is a fast runner indeed!
The Fighter adds +1 to his base Movement
rate when he Runs or Charges. This means
that a Fighter with M4 and this Skill may Run
or Charge 10 rather than 8. This Skill may
not be combined with any other Movement
increasing Skill, Psychology or wargear.

Thought of the Day

The path of least resistance is failure.

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Stealth Skills

Concealment: Over time some elite Fighters


have learned how to freeze in place and
remain
undetected,
even
from
highly
sensitive electronics. A Fighter with this Skill
may re-roll one failed Cover Save while
Laying Low per Turn. This Skill will not work
against weapons (i.e. Flamer), Critical Hit
(i.e. negates Cover Saves) or specific
circumstance does not allow a Cover Save.
Dive for Cover: Normally a Fighter who Runs
cannot Lay Low in the same turn, but a
Fighter with this Skill has been trained in how
to do so! A Fighter with the Dive for Cover
Skill can Run and Lay Low in the same turn.
Escape Artist: This Fighter may never be
captured after a battle. If you roll a Captured
result on the Serious Injuries table, the
Fighter escapes unharmed together with all
his equipment.
Evade: Elite Fighters are agile and athletic;
some are well adept at avoiding an enemy
assault all together. During the Assault Phase,
the Fighter with this Skill may choose to
attempt to avoid one enemy that has
Declared a Charge against him. Before any
measurements for distance are taken, the
defending Player declares that he intends to
Evade the attack. If the attacker is not within
range, the Evasion attempt is wasted, and
may not be used on that Turn against another
attacker. If the attacker is within range of his
Charge, the defending Player that passes an
Initiative Test -1, has successfully avoided the
attack. The defending Player may position the
attacker 1 in any direction from his intended
target and the event is treated as a Failed
Charge. Only one Fighter may be Evaded per
Assault Phase, regardless of how many are
actually Charging the Fighter, and this Skill
may not be used if the Fighter is engaged in
Close Combat.

Infiltration: A Fighter with this Skill is


always placed on the battlefield after the
opposing Squad and can be placed anywhere
on the table that any Fighter could reach by
normal means during the game. The
Infiltrator may be placed at least 12 away
from an enemy model if there is no direct
Line of Sight (LoS) to any of them, or at least
18 away if any one enemy is within LoS.
Infiltrators may be placed behind Cover, but
they are NOT considered to be Laying Low, as
this is an action that can only be actively
declared during the Movement Phase (not
during Deployment.) If both Players have
Fighters that can Infiltrate, roll a D6 each,
lowest roll sets up all his Fighters first.
Fighters who Infiltrate cannot carry any kind
of Heavy or Template Weapons.
Unexpected
Assailant:
The
Fighter
specializes in attacking victims who believe
they are relatively safe out of sight or close to
the ground, but those situations leaves them
in vulnerable positions if attacked when they
least expect it. The would-be assailant gains
an additional +1 to-Hit with all attacks, as
well as a +1 any rolls on the Injury Chart
during the first round of combat only, when
attacking enemies whom are Laying Low or
are not visible (i.e. behind an object that
block LoS), as long as the target is within his
Charge reach.

Strength Skills

Bulging Biceps: The Fighter's physique has


greatly improved due constant workouts on
the field of battle. Although not stronger, he
is capable of great feats of strength such as
accelerating the attacks of bulkier Close
Combat Weapons. The Fighter may now
ignore the Strike Last penalty of any Close
Combat Weapons and follow normal Initiative
rules. Bulging Biceps does not affect penalties
imposed by weapons with the Multiple
Secondary Attacks special rule (i.e. Power
Fist, Power Klaw, Scorpion's Claw, etc.) and
may not be combined with Mighty Blow Skill.
Fearsome: The physique and reputation of
this Fighter has become legendary. The
Fighter now causes Fear as described in the
Psychology section.

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Head Butt: The Fighter has learned how to


really use his noggin! The Fighter gains an
extra bonus attack with his head, at -1 WS
and -1 S. This attack always goes at Initiative
0, regardless of any combat conditions or
modifiers and it may never cause a result of
OOA (treat Injury Rolls of 5-6 as Stunned)
even if the victim is already Stunned.
Hurl Opponent: A Fighter has been trained
in the techniques of personal combat that
allows him to take advantage of the
opponents weight and throw him a short
distance to the ground. Instead of his normal
attacks, the Fighter makes a single attempt to
throw an opponent. Make a single Close
Combat to-Hit. If successful, the opponent is
thrown D6 in a direction of the attackers
choice. The thrown Fighter takes a single hit
equal to half the distance (round up) rolled,
ignoring any Armor or Cover Saves. For
example, the opponent is thrown 5 the
Fighter takes a single S3 hit. If it hits a solid
object (such as a wall) before it reaches the
full distance thrown it will stop there. If it hits
another Fighter, then both Fighters take a hit
equal to half the distance rolled. Note that the
best way to use this Skill is to throw opposing
Fighters off tall buildings! May only be used
against Fighters of the same size or smaller.
Iron Jaw: The Fighter has a really high
tolerance for pain. The Fighter reduces all
successful
Hand-To-Hand
Combat
hits
received by -1 Strength. This is not stackable
with any other reductions to Strength.
Mighty Blow: The Fighter knows how to use
his strength to maximum effect and has a +1
Strength bonus in Close Combat (excluding
Pistols). When using this Skill, the unit is
affected by the Strike Last Close Combat
condition. Mighty Blow may not be used with
any weapon that confers the Strike Last Close
Combat condition. Mighty Blow may not be
combined with Bulging Biceps Skill.

Techno Skills

Bionics Expert: The Officer has received


(and retained!) advanced training in the field
of biological cybernetic implants allowing him
to assist with their acquisitions and
installation of new Bionics. This Officer gains
a +1 to the Rarity roll to find Bionic Devices
and may give a +1 bonus to the roll of to
determine if a patient rejects the Bionic
Devices (a roll of 1 always indicates failure).
Multiple Officers with this Skill may not
combine their bonuses for the installation of
the Bionic Devices.
Coolant King: The Officer spends countless
hours attempting to improve on the cooling
systems of volatile weapons, attempting to
make them safer for use. On a roll of 3+, any
weapon that suffers from Gets Hot or Gets
Super Hot may be permanently modified so if
the over-heating event happens, the user will
only be hit with a blast of his own weapon on
a roll of 5+ instead of a roll of 3+. A roll of 12 during the modification destroys the
weapon. This Skill may be applied to 'limited
use' items, such as Dum-Dum Bullets and Hot
Packs, under the same restrictions, each time
the item is purchased.

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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!

Field Medical Assistant: While not a


substitute for a formally trained doctor, many
soldiers learn the hard way how to help ally
who had been injured in battle, in many cases
saving their lives. A Fighter with this Skill
allows re-rolling of any one single dice on a
Serious Injury roll, at the end of the game on
any Fighter (only on an Officer). This Skill can
only be used if the Fighter with this Skill has
not been taken Out Of Action himself and
cannot be combined with any other Skill or
items that would allow a re-roll on the Serious
Injury table; remember that you can never
re-roll a re-roll!
Trap Disposal: Field experience can teach
certain individuals how to recognize enemy
traps on the field. They can spot the traps'
basic characteristic and make educated
guesses on their disarmament and disposal.
Usually they render the trap unusable after
deactivation, but make the place safe for
comrades to pass by. A character that
possesses this Skill will never (activate) setoff 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 Officer 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 5+, 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.

TLRB - Volume 1, Core Rules v0.6.4.docx


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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!

Jump to Table of Contents

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!

See our Armory supplement for details!

and still, he cant hit an


Emperor Titan that is just
10 meters away!!!
TLRB - Volume 1, Core Rules v0.6.4.docx
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Death Squads

Appendix A: Game Tables Summary

OFFICERS SERIOUS INJURY CHART


D66 Description
11-13

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
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Death Squads
OFFICERS ADVANCEMENT CHART

EXPLORATION CHART

2D6 Description

DOUBLES

2-5 NEW SKILL: Select one of the Skill tables available


to the Hero and pick a Skill.
6

ATTRIBUTE INCREASE: Roll again: 1-3 = +1


Strength; 4-6 = +1 Attack.

ATTRIBUTE INCREASE: Choose either +1 WS or


+1 BS.

8
9

ATTRIBUTE INCREASE: Roll again: 1-3 = +1


Initiative; 4-6 = +1 Leadership.
ATTRIBUTE INCREASE: Roll again: 1-3 = +1
Wound; 4-6 = +1 Toughness.

10-12 NEW SKILL: Select one of the Skill tables available


to the Hero and pick a Skill.

RECRUITS ADVANCEMENT CHART

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

2 2 2 Convenience Store 2 2 2 2 2 Alchemists Laboratory


3 3 3 Prisoners

3 3 3 3 3 Storage Crate

4 4 4 Cache of Weapons

4 4 4 4 4 Specialty Gun & Armor Shop

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

SIX OF A KIND = Death Squads Event Cards

2D6 Description
2-4

ATTRIBUTE INCREASE: +1 Initiative.

ATTRIBUTE INCREASE: +1 Strength

6-7

FOUR OF A KIND

EXCHANGEABLE RESOURCES CHART

ATTRIBUTE INCREASE: Choose either +1 BS or


+1WS.

SUM OF DICE
ROLLED

EXCHANGEABLE
RESOURCES FOUND

ATTRIBUTE INCREASE: +1 Attack.

1-5

ATTRIBUTE INCREASE: +1 Leadership

6-11

12-17

18-24

25-30

31-35

36+

10-12 THE LADS GOT TALENT: The Recruit is


promoted to an Officer! If you already have the
maximum number of Officers, roll again. The new
Officer would follow the allowed Path of Promotion in
the Recruits description and starts with the same
number of experience points the Recruit had, with all
his Attribute increases intact. You may choose two Skill
lists available to Officers in your Squad. These are the
Skill types your new Officer can choose from when he
gains new Skills. He can immediately make one roll on
the Officers Advance table.

ASSAULTING AN ENEMY WHO IS DOWN


To-Wound Armor Save Injury

SELLING RESOURCES CHART


ER
Exchanged

Number of Models in the Squad


1-3

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
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Death Squads
ADVANCED CRITICAL HIT CHART
BLADE

BLUDGEON

D6 Description

D6 Description

Disarm: 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 fails the Test, he loses the
weapon, forcing the Fighter 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:: 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.

Low Slash: 1 Wound, which Saves as normal.


Additional Effects: Roll 1D6: On a 4+, your opponent has his Base
Movement reduced by -1, until the end of the game. This modifier may
stack with itself should it be rolled again, to a maximum total reduction to
M 1. This condition will be removed automatically after the game ends.

Dazed: 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.

More Than a Flesh Wound: 1 Wound, which is at -1 Armor Save. Any


Injury rolls for this attack gain a +1 bonus.
Additional Effects: None

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

Ricochet: 1 Wound, which Saves as normal.


Additional Effects: If there are any Fighters (friend or enemy) within 4,
the closest one is also Hit. Roll to-Wound, with Saves as normal. If the
attack ricochets into a Close Combat, roll to determine who is hit as normal.
The potential ricocheted Fighter MUST be within LoS of the intended
target. Also, the Fighter that fired the shot CANNOT be hit by his or her
own ricochet; if he is the closest Fighter to target, the ricochet hits the next
closest Fighter to the target.

Knocked Stupid: 1 Wound, which Saves as normal.


Additional Effects: Roll 1D6: On a 6+, your opponent now suffers from the
Stupidity rule for the rest of the game. See Psychology section for details. Has
no effect on Large Targets, targets that are Immune to Psychology, or that
already suffer Stupidity. This condition will be removed automatically after the
game ends.

Grazing Shot: 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.

Not In the Face!: 1 Wound, which is at -1 Armor Save.


Additional Effects: You automatically gain an additional unarmed attack
against this opponent. Roll to-Hit and to-Wound as normal. This additional
attack may cause a Critical Hit if you roll one.

Bullseye: 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

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.

Tender Bits: 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, 2-4 Stunned, 5-6 Out Of
Action.

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
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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
Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark
Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire
Fighter, the Fire Fighter logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Games Workshop, GWI, the GWI logo,
the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne logo,
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Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau
caste designations, Tomb Kings, Trio of Fighters, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer Historical, Warhammer
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.

GENERAL: Death Squads

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
IP) that is unique to Death Squads and, as such, we reserve the right to publish or
material and ask anyone who uses this material to correctly cite its sources as Death
Squad Game. That is, all rights that do not contradict the GW IP or extended
copyright are reserved to the Death Squad Project.
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
logo, its forum, The Living Rulebook (TLRB) in all its Volumes and Squad adaptations
are copyright by Edwin Molina & The Death Squads Game Development Team @
2008, 2009, 2010, 2011 under the appropriate General Public License Agreements. All
Rights Reserved. Credit and acknowledgment will be given to all those who want
mentioned for their work. All work submitted for the inclusion of Death Squads Game
is assumed to become property of the Death Squad Game.
It is intended as a fan-based system, not intended for sale, re-package and/or
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of this body of work can be sold on its own or as part of any other product.
If you paid for this guide, you have been hoodwinked.
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