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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

Acknowledgements
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:
DaBank & Edwin The Mordheimer
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 spent countless hours working on the initial
spawning of Death Squads. You are crazy.
Development Team:
Edwin The Mordheimer, DaBank, 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:


Andrew "The Mad Prophet" Gelbman, Bob
"Rogal
Dorn",
Borvo,
Chris,
Dave
"StyrofoamKing", Dragonsrage, Duce, Earl,
Lockthor,
Jacob
'Blackjack13'
Curran,
Magnus "mudboy", Malefactus, Mauricio
"Librarian", Peter "Gatlag Stonetooth", PFT,
Rob "The Arbitrator General", 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!

To all of you, and those not mentioned


WE THANK YOU!

Death Squads Development Team

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!!!

Edited: April 27, 2010


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Death Squads

TABLE OF
CONTENTS
ACKNOWLEDGEMENTS .........................................................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
CHARACTERISTICS ................................................................9
ATTRIBUTES & CHARACTERISTICS ................................................9
ZERO LEVEL CHARACTERISTICS ..................................................10
CHARACTERISTIC PROFILES .......................................................10
CHARACTERISTIC TESTS............................................................10
LEADERSHIP TESTS..................................................................10
STARTING THE GAME .........................................................10
GETTING STARTED PREPARING YOUR SQUAD ............................11
TABLE SETUP .........................................................................11
PRE-BATTLE SEQUENCE ...........................................................11
PLAYING THE GAME ................................................................11
PLAYER TURN PHASES .............................................................12

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SHOOTING .......................................................................... 23
WHO CAN SHOOT.................................................................. 23
TARGET PRIORITY................................................................... 23
LINE OF SIGHT (LOS) .............................................................. 23
RANGE................................................................................. 24
WEAPON CHARACTERISTICS ..................................................... 24
HITTING THE TARGET (ROLLING TO-HIT) ..................................... 24
WOUNDING THE TARGET (ROLLING TO-WOUND) ........................ 25
TEMPLATE WEAPONS ............................................................. 28
THROWING OBJECTS .............................................................. 30
GRENADES............................................................................ 31
MORTARS AND OTHER INDIRECT FIRE WEAPONS ......................... 32
ASSAULT AND HAND-TO-HAND COMBAT ........................... 33
WHO CAN FIGHT ................................................................... 33
HOW TO START THE FIGHT....................................................... 33
WHO GOES FIRST .................................................................. 34
INTERCEPTION ....................................................................... 36
HITTING THE TARGET (ROLLING TO-HIT) ..................................... 37
WOUNDING THE TARGET (ROLLING TO-WOUND) ........................ 37
ASSAULT BEHIND COVER ......................................................... 38
FIGHTING WITH TWO WEAPONS ............................................... 38
AVOIDING DAMAGE ........................................................... 39
TAKING COVER ...................................................................... 39
HIDING ................................................................................ 40
PARRY ................................................................................. 40
SAVES .................................................................................. 41
INJURIES ............................................................................. 42
KNOCKED DOWN ................................................................... 43
STUNNED ............................................................................. 44
OUT OF ACTION .................................................................... 44
CRITICAL HITS ....................................................................... 44
SERIOUS INJURIES .................................................................. 47
DEATH OF A FIGHTER .............................................................. 47
PSYCHOLOGY...................................................................... 48

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

INTRO - WHAT IS PSYCHOLOGY? ............................................... 48


WHAT IS A ROUT TEST? .......................................................... 48
TYPES OF PSYCHOLOGICAL EFFECTS ........................................... 49

MOVEMENT .......................................................................12

RECOVERING FROM SERIOUS INJURIES .............................. 51

ORDER OF EXECUTION.............................................................13
BASIC MOVEMENT .................................................................13
OTHER TYPES OF MOVEMENT ..................................................14
FLIGHT .................................................................................15
TYPES OF TERRAIN ..................................................................17
HUSTLE MOVEMENT...............................................................18
MOVING UP OR DOWN TERRAIN ..............................................19
MOVING OVER TERRAIN..........................................................20

SURGERY .............................................................................. 51
BIONICS ............................................................................... 52

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

PSYKERS ............................................................................. 53
PSYCHIC TEST ........................................................................ 54
PERILS OF THE WARP ............................................................. 55
MUTANTS ........................................................................... 55
INTRODUCTION...................................................................... 55
ACQUIRING MUTATIONS ......................................................... 56
MUTATIONS & RACIAL ATTRIBUTE MAXIMUMS .......................... 56
FIGHTING IN CLOSE QUARTERS .......................................... 57

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Death Squads

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SQUADS..............................................................................58

HIRED GUNS ..................................................................... 102

OFFICERS AND RECRUITS .........................................................58


WEAPONS AND ARMOR ..........................................................59
SQUAD ROSTER .....................................................................59
UNDERDOGS .........................................................................60
DISBANDING SQUADS .............................................................60

ASSASSIN ........................................................................... 103


CATACHAN DEVIL MASTER DRILL SERGEANT............................. 103
DEATH KORPS QUARTERMASTER............................................ 104
DEMOLITION EXPERT ............................................................ 105
HEALTHCARE PROFESSIONAL .................................................. 106
IMPERIAL COMMISSAR .......................................................... 107
JENKALA URBAN SHARPSHOOTER ............................................ 108
MACCABEE PRIEST ............................................................... 109
MORDIAN FIELD COORDINATOR ............................................. 110
ROGUE PSYKER.................................................................... 111

SCENARIOS .........................................................................60
SCENARIO 01: SKIRMISH .........................................................62
SCENARIO XX: ASSAULTING THE MISSILE SILO .............................62
SCENARIO XX: BREAKTHROUGH .................................................64
SCENARIO XX: CHANCE ENCOUNTER ..........................................65
SCENARIO XX: DEFEND THE FIND ...............................................66
SCENARIO XX: GOVERNOR ASSASSINATION..................................67
SCENARIO XX: HIDDEN ARTIFACTS .............................................68
SCENARIO XX: NIGHT SABOTAGE ...............................................69
SCENARIO XX: OCCUPY ............................................................71
SCENARIO XX: PUMP STATION SABOTAGE ...................................72
SCENARIO XX: RESOURCE HUNT ................................................74
SCENARIO XX: STAKE-OUT .......................................................75
SCENARIO XX: STREET FIGHT ....................................................76
SCENARIO XX: SURPRISE ATTACK! ..............................................77
SCENARIO XX: VALKYRIE DOWN ................................................78
MULTIPLAYER SCENARIO XX: AMBUSH! .....................................79

SPECIAL CHARACTERS ....................................................... 112


LEON "THE GROOM" MCCLANE (CDMDS).............................. 113
MATTHIAS SILENT DEATH RIEL ............................................ 116
WEAPONS, ARMOR & WARGEAR ..................................... 117
WEAPONS CHARACTERISTICS.................................................. 117
WEAPONS .......................................................................... 119
ARMOR .............................................................................. 138
WARGEAR .......................................................................... 142
SQUADS SECTION ............................................................ 150
CHAOS CULTISTS .............................................................. 151

CAMPAIGN MECHANICS .....................................................80

CRAFTWORLD ELDAR........................................................ 153

STARTING A CAMPAIGN ...........................................................80


PLAYING A CAMPAIGN GAME ...................................................80
POST-BATTLE SEQUENCE .........................................................80

OFFICERS ........................................................................... 158


RECRUITS ........................................................................... 161
CRAFTWORLD ELDAR DEPOT .................................................. 163

CHARACTER ADVANCEMENT ..............................................83

IMPERIAL GUARD ............................................................. 165

EARNING EXPERIENCE .............................................................83


EXPERIENCE ADVANCES ...........................................................83
ADVANCEMENT ROLLS ............................................................84

IMPERIAL GUARD REGIONAL PLATOONS ................................... 167


OFFICERS ........................................................................... 177
RECRUITS ........................................................................... 178
IMPERIAL GUARD DEPOT ....................................................... 180

UNIVERSAL SKILLS ..............................................................86


ACADEMIC SKILLS ...................................................................86
COMBAT SKILLS .....................................................................86
SHOOTING SKILLS ...................................................................87
SPEED SKILLS .........................................................................88
STEALTH SKILLS ......................................................................88
STRENGTH SKILLS ...................................................................89
TECHNO SKILLS ......................................................................90
INCOME ..............................................................................91

IMPERIAL RENEGADES ...................................................... 182


OFFICERS ........................................................................... 185
RECRUITS ........................................................................... 188
SPECIAL SKILLS .................................................................... 190
IMPERIAL RENEGADES DEPOT ................................................. 191
KROOT MERCENARIES ...................................................... 193
ORK MOB ......................................................................... 194
OFFICERS ........................................................................... 197
RECRUITS ........................................................................... 201
SPECIAL SKILLS .................................................................... 206
ORK DEPOT ........................................................................ 208

SEARCHING THE BATTLEFIELD ...................................................91


EXCHANGING RESOURCES ........................................................92
ROLLING MULTIPLES ...............................................................93
DEATH SQUADS CARDS ...........................................................98
SPENDING INCOME .................................................................98

SPACE MARINE SCOUT SQUAD ......................................... 210

DEATH SQUADS EVENT CARDS ..........................................99

SUMMARY OF TABLES ...................................................... 220

TRADING .......................................................................... 100

COPYRIGHT INFORMATION................................... 223

HIRING PERSONNEL ..............................................................100


BUYING NEW EQUIPMENT .....................................................101
TRADING ............................................................................101
SELLING..............................................................................101
Edited: April 27, 2010
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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 intense periods
in the never ending wars of the 41st Millennium,
in which small scores of Squads fought bitter
skirmishes that resulted in 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, 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 Warhammer 40,000 futuristic 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 may be you like the Imperial Guard
and you are in charge of a platoon on a boring
recon mission when you stumble upon a group of
Orks just beginning to set up their base in that
area. May be you love the idea behind the Space
Marines Deathwatch, and would like to infiltrate
a Tau factory plant for 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
canon 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 take upon 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 Warriors 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 opponent (or ally)
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
Scenario can calculate experience and unique
happenings to their fighters. It makes for a very
personalized experience, full of rich and unique
stories.

Death Squads Game


Overview
Death Squads takes from previous Specialist
Games (SG) projects, and compiles them into
one unifying platform. Many of the 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. While
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 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 extremely simple
(on purpose) to make the game run quicker.
Those of us who played Mordheim saw the critical
mistake that this simple design was.
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 (from 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 WiA.
Our objective is to enhance Warhammer 40k, by
allowing anyone to collect a small amount of
fighters 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 infringement
on Games Workshop Limiteds intellectual
property. We are fans, creating this for fans! We
love 40k and its rich fictional background.
Support Games Workshop and your local
vendors. Support your local store and have fun!
Join our community at:

www.DeathSquadsGame.com

"If you steal from one author, it is plagiarism;


if you steal from many, it is research"
-Wilson Mizner

Edited: April 27, 2010


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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 at how many
players there are out there. There may even be a
Games Workshop or Rogue Trader Store near
you. You can buy models, paints, and gaming
supplies at these stores. However, these stores
are not just shops to buy stuff at; 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/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.
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.
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.

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Death Squads
Terrain: The bitter struggle of a Death Squads
battle can take place in labyrinthine Space Hulks,
ruined buildings, complete buildings and on
derelict walkways. Anything from empty bottles
to a shoe box, from pre-cut cardboard to readymade 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. As a rule, 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.
Six-Sided Dice: All dice rolls use a standard sixsided dice (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 dice roll, you must accept the second
score, even if its worse than the original.
Scatter Dice: The Scatter Dice is marked with
four arrows and two hit symbols. This dice is
used to determine where grenades and shells
land if they miss their target, hence scatter. The
dice 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.
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 hidden, 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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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.

Tabletop Conflict
In Death Squads, the opposing factions (known
as Squads) are represented by models assembled
and painted by each player. Each model
represents a single fighter. 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. Places like small cities, overhangs,
fields, forests, outposts, and almost any place is
where the battles will take place.
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 ruins and
other 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 or armor or
even hire mercenaries to join them.

Deciding What Squad to Play


Each Squad, while balanced for fair play, has
specific differences 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.

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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 gain 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.

MOVEMENT (M)

Each Squad has its own objective and motivation


for fighting in a particular campaign: be it riches,
political or military influence. Through countless
battles and skirmishes you can try to achieve
your ambition and emerge victorious and
influence events all around your universe!

WEAPON SKILL (WS)

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. 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.

Characteristics
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 Characteristics 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
Characteristics.

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 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 Characteristic indicates how strong a
fighter is! It is especially important for Hand-ToHand 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!

WOUNDS (W)

Attributes & Characteristics


Each Characteristic is assigned a value (usually)
between 1 and 10, the average being 3.
Characteristics above 6 are extremely rare, but
possible. The higher the value your fighter has
for any Characteristic 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 Characteristics, which are
Movement, Weapon Skill, Ballistic Skill, Strength,
Toughness, Wounds, Initiative, Attacks and
Leadership.

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.

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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 do
not add anything to 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 can have a
Leadership of 8 or higher.

Some creatures in Death Squads have been


given a 0 for certain characteristics 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
characteristics 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.

Characteristic Profiles
A fighters Characteristic values are written in the
form of a chart called a Characteristics Profile, or
just Profile.
M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Often in the game a fighter will be required to


take a Test against one of his Characteristics. 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 characteristic involved. Note that if
you roll a 6, you automatically fail the Test
regardless of the fighters Characteristic 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 characteristic 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

Zero Level Characteristics

Units Name

Characteristic Tests

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 characteristics may increase.
All these details are recorded using the Squad
roster sheets provided at the back of this book.
This is explained properly later on. For now it is
enough to know what each characteristic is for
and how their values vary.

Tests against the Leadership Characteristic 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
characteristic, 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.

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 if players
have decided on playing a single game or are
playing 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)

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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 race they
will control, they receive 700 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.

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.

Thought of the Day

Foolish are those who fear nothing,


yet claim to know everything.

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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.

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.

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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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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!

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.

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.

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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, Hidden 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.

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 HandTo-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-To-Hand Combat)
section.
Thought of the Day

Life is the Emperor's currency;


always remember to ask for exact change.

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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!

Other Types of Movement


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.
Flight
With specialized training and equipment, some
individuals are capable of controlled Flight. Flying
may give the fighter certain advantages that may
prove the difference between a successful
operation and certain death. Flight is discussed in
detail later on.
Taking Cover
Anyone can use the existing terrain to gain a
tactical advantage. This comes in the form of
Taking Cover. This is a way to represent fighters
crouching down or moving behind a barricade in
a way that our unmoving and dramatically posed
models cannot. The fighter moves as close as
they can to blend in with an existing terrain
feature; this may be a low wall, tall grass, rubble,
a trench or even a bunker! They are visible to the
enemy on the other side of the barricade and can
attack as normal, but they have some additional
protection.
This is a passive situation, thus the player does
not need to declare that the fighter is Taking
Cover, but it is probably a good idea. See the
Avoiding Damage section for benefits of Taking
Cover.
Hiding
Just like using Cover, Hiding represents warriors
concealing themselves in a way that our
unmoving and dramatically posed models cannot.
The main difference is that a Hiding fighter keeps
as still as possible, barely peeking out of Cover
trying to become invisible! A fighter that is
behind a structure that can provide a Cover Save
can declare himself Hidden, if he did not Run or
Fly to the position. This Hidden fighter cannot be
seen, shot at or Charged; for all intentions the
model is invisible. The model cannot shoot or
attack without giving away its position.

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This is an active situation, thus the players does


need to declare that the fighter is Hiding. See the
Avoiding Damage section for benefits of Hiding.
Deepstrike
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
are held outside the game until the special rules
indicate that they are to be placed on the table.
Roll for arrival of these fighters as specified in the
rules and if they are allowed in, designate the
location where you want the model to be placed
by either placing a counter or the model itself.
There is a chance that the fighter will not appear
in that specific location, and may scatter a short
distance. Roll a Scatter dice; a roll of HIT
indicates the model is to be placed in the target
location. If an ARROW is shown this determines
the direction the model is scattered in. If a
scatter occurs, roll 2D6 to see how many inches
the model moves away from the intended
location.
If there is more than one fighter that enters as
one group, the remaining fighters are arranged
around the first one. Models must be placed in
base contact with the original model in a circle
around it. When the first circle is complete, a
further circle should be placed with each model
touching the circle inside it. Each circle should
include as many models as it can. Models arriving
via Deepstrike on Dangerous Ground must roll a
D6, on a roll of 1 the fighter suffers one Wound,
no Saves of any kind allowed.
In the Movement Phase when they arrive, these
units may only Walk (not Run or Charge),
representing that they are disembarking from
their transport vehicle. Units Deepstriking into
ruined buildings must be placed at ground level
only. They may not Deepstrike purposefully
directly on a transport vehicle or a building, as
this would count as Impassable Ground.
In that Turn's Shooting Phase, these units can
fire their weapons, always counting as if the
model has moved on their Movement Phase,
regardless if they have moved or not. In that
Turn's Assault phase, however, these units may
not launch an Assault, unless it is clearly stated
that the unit may do so (either on the units or
the Scenarios description) as they are too
disrupted by their Deepstrike move.

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Deepstrike Mishaps
Teleporting or dropping onto a crowded
battlefield may prove extremely dangerous, as
one may arrive miles away from the intended
objective or even inside solid rock! If any of the
fighters in a Deepstriking unit cannot be deployed
because they would land off the table, in
Impassable Ground, on top of a friendly model,
or on top or within 1 of an enemy model,
something has gone wrong. The controlling
player must roll on the Deepstrike Mishap Chart
below and apply the results.
DEEPSTRIKE MISHAP CHART
D6

Effect

1-2 Terrible accident! Teleporting troops are lost in the


Warp, deep striking jump infantry are shot down with
their transport, or some other suitably dramatic event
occurs. The Deepstriking fighters in the group are
seriously injured! Roll to determine Injury for every
fighter (regardless of how many Wounds they have) at a
+2 to the roll.

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.

3-4 Misplaced. Were the coordinate slightly inaccurate, or


has the enemy jammed your instruments? Your opponent
may deploy the unit anywhere on the table, excluding
Impassable Ground, in a valid Deepstrike formation, but
without rolling for scatter.
5-6 Delayed. Because of mechanical failure or enemy
sabotage the reinforcements are delayed. The unit 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 models do
not roll for Serious Injuries.

Flight
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).
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.

Walk
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.

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.

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Fly
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.
It is important to note that players must declare
how the Flyer is moving; either Fly or Run; never
both on the same Turn.
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.

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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). 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 travelled. If
successful, the Flyer gains a +1 bonus to the tohit 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 dice
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 dice 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:
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 dice, resulting in an arrow. The Kroot 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.

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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 dice, 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.
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.

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 Impossible Ground.
Doing so will help reduce issues during the game.
Below the types of terrain features:
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.

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.

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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.
Thought of the Day

Carry your Faith as your torch;


with it destroy the shadows.

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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.
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).
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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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
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 positions and locations. Any
fighter can move up fences, walls, etc. This type
of movement is known as Climbing. This
represents the individual carefully climbing (using
footholds for example) to move at a fairly fast
rate.
Any fighter can Climb Up; ramps, stairs and
ladders are considered open terrain and would
not require any tests to verify that the climbing
has been successful. 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).
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, it requires even
more attention to safety. 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 Up, 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!

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Example:
A fighter intends to move up from the ground level of a ruined
building to its 2nd floor by climbing a 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.
If the fighters base is not touching the structure
he wishes to Climb Up or the fighter wants to
perform further actions, must pass an Initiative
Test. The fighter may Walk towards the base of
the structure, pass the Initiative Test, Climb Up
to his total Movement in a single movement
phase, and act normally; may continue to move
if there is movement left, shoot, use psychic
powers (but not Assault), use an item, etc.
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
Up, then roll one Initiative Test.
If you fail, the fighter will remain at the base of
the structure and no further action (not even
Hiding) can be taken. 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. A fighter must be placed in a horizontal
platform, and can NEVER be in between levels
regardless of the logic of an argument.
Example:
A fighter intends to move up 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 UP 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!
A fighter may need to Climb to 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. 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. See Falling section for
details.

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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!

Climbing Down
Sometimes, a fighter may need to move down
from an Elevated Position. While he could Jump
Down (discussed later), the safest method would
be to Climb Down. Just like when moving up,
there are several methods to Climb Down; they
all represent the fighter carefully climbing (using
footholds for example) to move at a fairly fast
rate.
Any fighter can Climb Down; ramps, stairs and
ladders are considered open terrain and would
not require any tests to verify that the climbing
has been successful. Anything else may require
an Initiative Test.
Fighters moving down can also perform a Safe
Climb, following the exact same guidelines as
mentioned before. A fighter that is already in
base to base contact with a structure he wishes
to Climb Down, 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!
If the fighters base is not touching the structure
he wishes to Climb Down or the fighter wants to
perform further actions (but not Assault), must
pass an Initiative Test for every 2 (round up) of
the climbed distance.
The player is to place a marker on the intended
final destination as normal. Now measure the
distance to the base of the structure the fighter
intends to Climb Down. Subtract this distance
from the allowed movement (usually 4 for
Walking or 8 if Running); the result would be the
remaining allowed movement. Now, measure the
distance that is intended to be Climbed Down,
and if it is less than the remaining allowed
movement roll any Initiative Tests necessary.

If the fighter passes all the Initiative Tests then


all went well and the action is performed as
normal; may continue to move if there is
movement left, shoot, use psychic powers (but
not Assault), use an item, etc. 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 remaining allowed movement is smaller
than the intended distance to Climb Down or
fighter fails any of the Initiative Tests, then the
fighter has Fallen from the initial point of
departure where he intended to start Climbing
Down. See Falling section for details.
A fighter that wishes to attack a model on lower
levels (i.e. Charge) must Jump Down to the
action! See Jump Down section for details.

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 on a combat
environment.
Of course, you can discuss this matter
with your gaming group and create your
own house rule the subject!

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.

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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.
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.
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.
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!

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. If all the tests are
passed, place the fighter as normal on the
intended location. Substract 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!

Thought of the Day

It is not the horrors of War that troubles


me, but the unseen travesties of Peace.

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Diving Charge

Falling

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!

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,
Hide or attack during that Turn.

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. 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!
Thought of the Day

To question the Emperor's Will is


to embrace heresy.

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 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. If the test is
passed, then the fighter remains at the same
spot either Knocked Down or Stunned as they
were. If the test is failed, resolve the Falling as
normal. Remember to take the worst of all
injuries rolled.
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.
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.

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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;
whatever is best). Once this is resolved, continue
with the next shooter. You may take shots in any
order you wish. 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.

Who Can Shoot


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:

If the fighter is currently engaged in Hand-ToHand Combat. You can use Pistols in Close
Combat as a melee weapon.
If the fighter has Run or failed a Charge in the
movement 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.
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.

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LoS is determined by looking from behind the
head of the attacking fighter and checking if the
intended target fighter can be seen. As a rule of
thumb, if you can see torso of the target fighter,
you have LoS; it may be partially obstructed by
anything 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, 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.

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!

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.

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.
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!
Thought of the Day

Redeem with Bolter.


Cleanse with Flamer.
Purify from Orbit.

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6+
2

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Wounding
the
(Rolling to-wound)

Target

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 warrior 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

STRENGTH

TOUGHNESS
1

10

10

Example:
The warrior 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.

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, 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 warrior
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 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.
The shooter will be able to spot any Hidden
models within LoS at lower elevations (see
Avoiding Damage section for details). Those
targets still get a Cover Save, but could be shot
as normal.

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 Clip
Harness) for your sharp-shooters!

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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.

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!

Attacking Targets of Different Sizes


Fighters on any battlefield are sometimes
confronted with the need to shoot or hit 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!
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.
Small Targets are harder to hit, but more
vulnerable to damage. For this reason, the
attacker has a -1 penalty to the to-hit rolls and a
+1 bonus to the to-wound rolls. Small Targets
gain +1 to any Cover Saves.
Large Targets are easier to hit, but more
impervious to damage. For this reason, they can
always be fire upon, even if there is a closer
fighter (count as being a Target Priority), and
their size confers a +1 bonus to the to-hit rolls
and a -1 penalty to the to-wound rolls.

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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.
STANDING MODEL SIZE & SHOOTING
INTO CLOSE COMBAT

Model Size

Counts As

Small Size

Target

Normal Size

1 Target

Large Size

2 Targets

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!
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.

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!

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.

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 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 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.

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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.

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 teardropshaped template which represents the spread
and trajectory of the attack, such as a jet of
flame. This template is known as a Flamer
Template.

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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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.

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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.
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 towound 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 Dice, 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 Dice 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 Dice shows an
arrow, this will be the direction the shot has
deviated.

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The D6 will
indicate
the
distance
in
inches which
the
Blast
Templates
center
hole
will scatter. If
the
Blast
Template
is
over any part
of a fighters
base (either
friend or foe),
the fighter will take Indirect Damage. Note that a
shot can scatter beyond the original weapons
range and Blast Template weapons will affect
fighters engaged in Close Combat.

Example:
A Fighter is the intended target of a grenade. The attacker
throws the grenade and misses the to-hit roll. He misses and
must therefore roll the Scatter and D6 dice to determine where
the shot lands. He rolls a 4 on the D6, indicating that the blast
marker is moved 4 in the direction of the arrow on the
Scatter Dice. As illustrated (in the image above), 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.

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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!

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.

Jump to Table of Contents

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.
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 within striking distance of a
Hidden enemy fighter just out of Initiative Range
(so technically he has not seen the enemy
fighter) or one that is just out of LoS. Fighters
are not allowed to attack the terrain where the
Hidden enemy is located intentionally, regardless
of logic applied. The Hidden fighter must be
ignored. If the fighter shoots at a visible model,
but the Template scatters or covers a Hidden
fighter, the damage to the Hidden fighter is
resolved as normal.

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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.
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.
Thought of the Day

To withdraw in disgust is not cowardice.

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.
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.

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 Dice and a
D6. If the Scatter Dice 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 Dice 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 Dice 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 Hidden fighters!

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.

Thought of the Day

There are no answers. Only Death.

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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 characteristics 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-To-Hand 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).

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, but has not been declared as
Hidden) 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-ToHand 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.
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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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. If the fighter
cannot reach the target move the model as close
as possible to the charged Target. If the Target
is eliminated move your fighter as planned, and
place him on the intended destination where the
enemy Target had been. 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.

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.
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!

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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.
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.

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Strike Last Close Combat Rules


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.
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.

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.

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.

DONT BE A RULES LAWYER!


Although the rules are clear and we
attempt to cover every possible situation
you may find in a game, this is not always
possible. No one could provide enough
photos to show every case we can think
of, and we are sure you will come up with
new situations on your own!
We are gamers like yourself, attempting to
make a balance set of guidelines so
everyone has fun. You must look at the
situation and see if it really is possible.
Rather than arguing regarding the word
of the rules, discuss the situation with
your opponent and come to an amicable
solution. If something is not spelled out in
the book, look for what is fair and
balanced this is intended to be a fun
game after all!

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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.

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.

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.

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

Salvation lies at the hands of the


creatively maladjusted.

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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.
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.

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).

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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.

Fighting with Two Weapons


Officers are not only able to carry one Close
Combat weapon in each hand, but they can use
them efficiently landing a flurry of blows on their
enemies. The numbers of Attacks recorded on
the fighters attributes refer to the primary
weapon. An Officer armed with two one-handed
Close Combat weapons (i.e. A Sword and a
Pistol) may make 1 extra Attack with the
secondary weapon.
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), he will make a
single attack with whichever weapon he chooses
to be the secondary weapon, and all remaining
attacks with the primary 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 1, and he is equipped
with a Laspistol and Sword. Since the Laspitol can be used in
Close Combat is considered his secondary Close Combat
weapon and he is an Officer, he is allowed two attacks; one
with the Sword and one with the Laspistol. Once the Captain
gains experience and his number of Attacks increase to 2, he
will be allowed 3 attacks; 2 with the Sword (primary weapon)
and 1 with the Laspistol (secondary weapon).
Please not that multiple attacks from one weapon
(such as the Big Shoota or a Power Fist) do not
necessarily mean multiple shots or multiple
punches; instead this represents a mathematical
and statistical chance increase to make massive
amounts of damage. Recruits do not have the
necessary training or experience to fight with two
one-handed weapons. They may carry two onehanded weapons, but they can only fight with
one of them. If, through Advancement they earn
2 or more attacks, then one of the attacks must
be made with the secondary weapon.

Example:
An Imperial Guard Infantryman (Recruit) has two Close
Combat weapons, but only 1 number of Attacks in his profile.
Regardless how many Close Combat weapons he carries he
can only use one weapon and will only have 1 attack. If the
Infantryman has 2 Close Combat weapons and 2 Attacks on
his profile, then the Infantryman will have 2 attacks; one with
the primary weapon and one with the secondary weapon.
Recruits are not like Officers and can only have as many
attacks as listed in their profile.
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

To-Wound Armor Save Injury

Knocked Down

Automatic

+1

-1

+1

Stunned

Automatic

+3

-3

+3

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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.

Unarmed Combat
Any fighter may resolve his battles old school
without weapons! 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.

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.

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.

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Hiding
The old saying You can kill what is not there
becomes true in every battle. Fighters are well
aware that Hiding is nothing to be ashamed of
especially if it gives you the advantage against
the enemy!
Hiding represents warriors concealing themselves
in a way that our unmoving and dramatically
posed models cannot. A Hidden fighter keeps as
still as possible, barely peeking out of Cover
trying to become invisible! When Hidden, a
fighter cannot be seen, shot at or Charged; for all
intentions the model is invisible. The fighter
cannot shoot or attack without giving away its
position.
A model can Hide if he ends his Walk move
behind a low wall, a column or in a similar
position where he could reasonably conceal
himself to gain Cover (details on Cover are
discussed later). Fighters on the opposite side of
the barricade (beyond their spotting range) must
ignore the Hidden model; they cant see him!
Hiding is a active action, meaning that the
players must declare that a particular fighter
behind Cover is Hiding to gain this tactical
advantage. This is not a passive situation, and as
such the player must declare that the warrior is
Hiding by the end of the models movement.
You should place a Hidden 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 Hidden, regardless of
the situation. See Injuries section for details.
A fighter may stay Hidden over several Turns, as
long as he stays immobile during that time,
behind a wall or similar feature. A Hidden fighter
may Walk to another location (becoming
revealed). If all the criteria for Hiding are met,
the player may declare the fighter Hidden once
again.
If the fighter attacks, Walks without a declaring
again his intend to Hide, or Runs then the fighter
is considered revealed, unless there is a specific
item or Skill that allows such situation. This
means that the Hidden counter is removed from
the revealed fighter and no longer counts as
being Hidden. All enemy models that have LoS on
the model may attack as normal. Note that
attacks from the opposite side of a barricade still
get a Cover Save as normal.

Enemy warriors will always see, hear or


otherwise detect Hidden foes within their
Initiative value in inches. So a fighter whose
Initiative value is 3 will automatically spot any
Hidden enemies within 3"; this means that the
spotter enemy fighter, and only the spotter,
knows the location of the unseen adversary. If
within range, the enemy may proceed to attack
as normal although the Hidden counter is not
removed.
A fighter may not Hide if he is too close to an
enemy model he will be seen or heard no
matter how well concealed. If an enemy model
movement changes their LoS to the Hidden
model in a fashion that would allow the attacker
to detect the Hidden warrior, the enemy model
has spotted the Hidden model.

Example:
A warrior is HIDDEN decides a wall and behind a barricade
at ground level. The enemy has a warrior on the second floor
of a nearby building, but the wall blocks his LoS. The model at
the second floor moves to the side, where the wall no longer
blocks LoS. The enemy on the Elevated Position (and only this
model) SPOTS the sneaky warrior! He is able to shot him
from his position. Remember the HIDDEN warrior gets a
COVER SAVE from the barricade!
There may be times when an enemy fighter
armed with a grenade, missile launcher or a
flamer that may be within striking distance of a
Hidden enemy fighter just out of Initiative Range
(so technically he has not seen the enemy
fighter). Fighters are not allowed to attack the
terrain where the Hidden enemy is located
intentionally, regardless of logic applied. The
Hidden fighter must be ignored. If the fighter
shoots at a visible model, but the Template
scatters or covers a Hidden fighter, the damage
to the Hidden fighter is resolved as normal.

Parry
A fighter that is engaged in Close Combat may
try to avoid injury all together by attempting to
deflect a blow. Swords and other weapons (that
have the Parry Special Rule) may give a chance
to the fighter to do just that. When an opponent
scores a hit, but before rolls to-wound, a fighter
able to Parry may try to deflect such blow.
The defender rolls a D6; if the score is higher
than the number your opponent rolled to-hit, the
attack was Parried successfully. Note that it is
impossible to Parry any to-hit roll of a 6,
including a Critical Hit.

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Parry may only be performed once per hand
wielding a weapon that allows doing so per Close
Combat Turn. If the attacker scored several hits,
the defender may only attempt to Parry the
attack with the lowest to-hit roll.
Against multiple opponents, the defender may
only Parry attacks from one attacker, defending
players choice.

Saves
Your fighter tried to Hide and move through
Cover; eventually he was seen, attacked (a
successful to-hit 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 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.

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 model is
wearing, the weapon is to powerful and ignores
the armor, thus the player does not have an
Armor Save available for that particular weapon.

Example:
A heavily armored Captain, wearing CARAPACE ARMOR
(AV 4) is facing an incoming Assassin also wearing
CARAPACE ARMOR (AV 4) out on an open grass field. The
soldier fires his HELL PISTOL (AP 5) hitting the Captain and
rolling a successful to-wound roll; since they are in the open
with no place to hide, neither of them gets a COVER SAVE.
The soldiers weapon has an AP of 5 and the Captains armor
has an ARMOR VALUE of 4. He is entitled to his normal
ARMOR SAVE. He rolls a D6 and gets a 4. The Captains
armor absorbs the gunfire and he remains unwounded. The
Captain, armed with a PLASMA PISTOL (AP 2), fires his
weapon at the Assassin. He is hit and wounded. Since the
PLASMA PISTOLS AP is lower than the CARAPACE
ARMOR AV, the shot goes through the armor like it was not
there.

Cover 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 any logic behind an
argument to the contrary. The specific benefit
from Cover depends on the kind of terrain
feature:
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 Model (either Knocked Down or Stunned as


discussed later on the Injuries section) who is
attacked by ranged weapons gain a +2 bonus to
their Cover Saves. A model behind a barricade
(5+ Cover Save) that is shot and becomes
Stunned will then have a 3+ Cover Save.

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Certain types of attacks ignore Cover Saves, such
as the attack of a Flame Thrower. 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, contrary if the barricade
is a solid concrete wall. Following good
sportsmanship, talk with your opponent what
terrain features constitute what kind of cover.
This way the game is fair for everyone involved!

Invulnerable Saves
Only 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.
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.

Thought of the Day

If your eye causes you to see impurity,


pluck it out. If your hand causes to
commit sinful acts, cut it off. If your
brain spawns heretical thoughts,
volunteer to become a Servitor.

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
characteristic 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 characteristic 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.
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 models is immediately removed from the
battle.
It is important to understand that Knocked Down
and Stunned are STATES or conditions of being
and NOT physical representations. Our models
have static posses and those states are usually
represented by laying the models down (see
section below for details).

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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 Stun. 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, fell 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 Hidden, now that it fell to enemy fire.
Hiding 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 use to announce the
fighters condition (either a counter of laying the
model down), the fighter remains in the same
position and LoS as he did before it became
Knocked Down or Stunned (referred as 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.

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 auto-hiding 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.

Knocked Down
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 equipment
(such as Lucky Charms) or Skills (like Dodge or
Evade).
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)
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.

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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,
strike back and
chance of putting
on Assaulting an
section).

a Knocked Down fighter cannot


the enemy will have a good
him Out of Action, as discussed
Enemy Who is Down (Assault

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 a -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,
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.

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, any Hand-ToHand Combat and shooting, to-wound roll will
always cause a Critical Hit on a roll of 6. If the
attacker normally needs less than 6 on the towound 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.
BASIC CRITICAL HIT CHART

Stunned

D6 Description

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!

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.

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.

3-4 Hits an Exposed Spot: The Critical Hit causes two (2)
Wounds, ignoring Cover Saves. Roll appropriate Armor or
Invulnerable Saves as normal for each Wound. Add +1 to
any Injury Rolls.
5-6 Master Strike! The Critical Hit causes two (2) Wounds,
ignoring Armor and Cover Saves. Roll appropriate
Invulnerable Save as normal for each Wound. Add +2 to
any Injury Rolls.
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.

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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.

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 if the Wound
was avoided by a successful any kind of Save,
the defending fighter may still be affected by the
Additional Effects, as they are applied. Any
negative modifiers are applied immediately after
the current attacker finishes all of his attacks, but
before the fighter is able to attack. None of the
attacker who caused the Critical Hit benefit from
an Additional Effect on the Turn that they are
caused, 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.

ADVANCED CRITICAL HIT CHART


BLADE
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 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.

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.)

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
BLUDGEON
D6

Description

Crunched: Your opponent attempts to block your strike, but the sheer
momentum carries your weapon into his shoulder. Even in the din of
combat, you hear the delicious crunching of bone.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 5+, your opponent has his Base
Attacks reduced by -1, until the end of the game, to a minimum of 1.
This modifier may not stack with any other reductions to Attacks
from other attacks. This condition will be removed automatically after
the game ends.

Dazed: Your blow glances off of your foe's skull, causing him to see
everything as a blur. As he regains his senses, the metallic taste of his
own blood seeps into his mouth.
Causes: 1 Wound, which Saves as normal.
Additional Effects: Roll 1D6: On a 4+, your opponent has his Base
Weapon Skill reduced by -1, until the end of the game. This modifier
may not stack with any other reductions to WS from other attacks.
This condition will be removed automatically after the game ends.

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.

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

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 a fighter that is Immune to
Psychology.

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

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

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.

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

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.

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 -4 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

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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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

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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 a fighter is killed (Officer or Recruit) all his
weapons and equipment are lost. This 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 Dead Squad Leader

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.

If the Leader of the Squad is slain, the Officer


with the next highest Leadership value takes
command. He then gains the Leader ability
(although he must continue to use his original
Skill list) and can use the Equipment list available
to the Leader. 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.
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 Leader for your Squad,
unless noted in your Squad section.

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Psychology
Intro - 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 Rout Tests to Frenzy, and
more.

What is a Rout Test?


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. Stubborn commanders
may face the fact that his forces 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. A Rout Test is the way that players
get to determine how their Squads morale is
doing, especially after heavy casualties.
A player must make a Rout Test at the start of
his Turn if at least quarter (25%, round to the
nearest number) of his Squad is Out Of Action.
To take a Rout Test roll 2D6 and compare it to
the Leadership value of the Squad Leader. For
every fighter lost after that 25% mark, the
Leadership value (for Routing Test purposes) is
reduced by 1 point. If the score is equal to or less
than the Squad Leaders Leadership, the player
has passed the test. If the Rout Test is failed, the
Squad automatically loses battle; the surviving
fighters retreat from the area and the game ends
immediately. A failed Rout Test is the most
common way a game ends. Even Squads who are
normally immune to certain Psychology effects
(such as Fear) must make Rout Tests.
If the Squads Leader is Stunned or Out Of
Action, then the player may not use his
Leadership to take the Test. Instead, use the
highest Leadership characteristic amongst the
remaining Officers who are not Stunned or Out Of
Action. If no Officers are available, he may
choose the highest Leadership characteristics
among available Recruits.

Example 1:
An Imperial Guard Squad is composed of eleven models, thus
they Rout Number is Three (3) [11 4 = 2.75, round to the
nearest number = 3]. After losing the 3rd fighter (becoming
OOA) he must pass a Rout Test at the beginning of his every
Turn from now on, until the end of the game. The IG Captain
(Leader) has a Leadership attribute of 10, so if the player rolls
11 or 12 on 2D6, the Squad will lose their nerve and flee for
their lives!
Example 2:
If the Squad mentioned above looses another two fighters, the
next Rout Test would be failed if the result is a 9, 10, 11 or 12.
The more fighters you lose, the harder is to justify the rest of
them to stay and fight.
A player who passes the Rout Test may choose to
Voluntarily
Rout,
basically
performing
a
controlled tactical retreat, and awarding victory
to his opponent. Certain Squads may route at a
different percentage than other Squads, but
those are clearly noted on the Squads
description.
WHY TAKE A VOLUNTARY ROUT?
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
Voluntary Rout. 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 Routing that your group might
ALL find fair. Here are few examples:

A Player may only Voluntary Rout the


2nd Turn after their Squad falls below the
required unit percentage.
A Player may not Voluntary Rout 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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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 CHART
D6
1

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!

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.
At the start of the players turn, during the
Charge Declaration Phase, roll a D6 for each
Officer or Recruit group who suffers this
psychological state of mind. A roll of 1 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:

Thought of the Day

Description
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.

Victory does not always rest with the


big guns; but if we rest in front of them,
we shall be lost.

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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.
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.

Frenzy
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.
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 fight with double their Attacks
characteristic Hand-To-Hand Combat. Fighters
with 1 Attack therefore have 2 Attacks, fighters
with 2 Attacks have 4, etc. If a fighter is carrying
a weapon in each hand, he receives +1 Attack as
usual. This extra Attack is not doubled. Only the
number attacks under the units profile
(Attack Characteristic) are doubled.

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.

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.

Panic
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.
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.

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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!

Stupidity
Many large and powerful creatures, as well as
some of the more unhinged individuals in Death
Squads, are unfortunately rather stupid. Fighters
that are Stupid test at the start of their turn to
see if they overcome their Stupidity. Make a test
for each fighter affected by Stupidity before the
Charge Declaration Phase. If you pass the test by
rolling their Leadership value or less on 2D6, all
is well the creatures behave reasonably
intelligently and the player may move and fight
with them as normal.
If the test is failed, not all is well. Until the start
of its next Turn (when it takes a new Stupidity
Test), the fighter will not Move, Charge, shoot,
use any psychic powers or fight in Hand-To-Hand
Combat (although he would defend himself) on
his own volition. A fighter who fails a Stupidity
test, which is not in Hand-To-Hand Combat, will
determine his action by rolling a 2D6 on the chart
below:
STUPIDITY CHART
2D6 Description
2-4

5-7

The fighter will Run at maximum range in a random


direction, determined by rolling a scatter dice, 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).
The fighter will Walk at maximum range in a random
direction, determined by rolling a scatter dice, 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.

Surgery
[Intro remove other injuries, like mental or
catastrophic events, NOT covered by Bionics]
[Rules Pending, to included in future editions
03/08/09]

8-10 The fighter will Walk at half speed in a random


direction, determined by rolling a scatter dice, 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).

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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, looses 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.
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.

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

Two legs are good;


two Bionic Legs are better.

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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).
In order to determine if the Psyker has effectively
summoned his powers, he must pass a Psychic
Test. The Psychic Test is 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. Then you must roll 2D6 and a roll equal or
less of the modified Psychic Test value for the
power means that the release is successful and
the power may be used as normal. Anything
above the modified Psychic Test value for the
power means that its release has failed. If it has
failed with unmodified doubles (the same number
on the dice), then the Psyker now must face the
dreaded Perils Of The Warp, in hope his mind and
body will survive the terrible ordeal.

Example 1:
A Rogue Psyker with a Leadership attribute of 9 wants to use
the Wind of Chaos psychic power. This power has a Psychic
Power Difficulty modifier of -2. The Rogue Psyker must pass a
successful Psychic Test by rolling equal or less than 7(9 -2
=7). The player rolls 2D6, for a total of 7 success! The
power works as normal.

Example 2:
A Rogue Psyker with a Leadership attribute of 9 wants to use
the Wind of Chaos psychic power. This power has a Psychic
Power Difficulty modifier of -2. The Rogue Psyker must pass a
successful Psychic Test by rolling equal or less than 7(9 -2
=7). The player rolls 2D6, for a total of 9 failure. The
power does not work as normal.

Example 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 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.

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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.
All powers that are targeting a model 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.

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

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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


2D6 Description
2

A Warp entity takes over the mind of the Psyker and


attempts to melt it away. The Psyker is taken OOA, no
Saves whatsoever are allowed.

3-4

The Warp discharges a burst of psychic energy that


travels around the Psyker. The Psyker takes D3 S4 hits
(no Armor Saves allowed) while every fighter within
range of a Blast Template take a S3 hit, no Armor Save
allowed.

5-6

The power fizzles into nothing. The failure has no


further effect.

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 +2 penalty for
his next Psychic Test (on the same game) as he is now
weakened by the release of excess energy.

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.

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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.

Maximum Number of Mutations


A 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.

Recruiting Mutants
At the moment of recruitment, the player enjoys
great freedom and power on what a 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.

Example:
An Imperial Renegades player decides to hire a Renegade
Sergeant (mutant) with three MUTATIONS. He selects Huge
(80 Credits), Poisonous Spit (20 Credits), and Extra Arm (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.

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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!

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!

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
characteristics 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!

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Death Squads

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Fighting in
Close Quarters
[ENTER SECTION HERE 03/08/09]

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Death Squads

Squads
Before you begin to play you must draft a Squad
to take part in the battle. Each individual in the
Squad must be represented by a 28mm model,
as discussed on the Game Mechanics section. You
may select from the following Squads, each
detailed on its own section, that explains what
exactly a Squad is, as well as present in detail
the background, rules and regulations for each of
the available Squads.
AVAILABLE SQUADS
CHAOS CULTISTS

Coming soon!

CRAFTWORLD ELDAR Fighting to protect their Craftworlds, the Farseers


of this dying race form speedy elite forces to
accomplish their intricate plots.

Others players prefer Count As models, in which


a general idea of the model is represented (i.e. a
Plasma Pistol on the model could represents any
Pistol, as long as the model has a Pistol, the
model can have any such weapon to represent
it). Whatever you decide to do, remember to let
other players know!

Skill Tables and Starting Experience


The Squad lists also include information about
the starting experience of each of the fighters,
their Skills as well as any Special Rules they
poses. The Squad description also includes a list
of Skill Categories from which each Officer could
learn as they Advance through your Campaign.
Some Squads also include separate skill lists
unique to the Squad. The rules about experience
and skills will be fully explained in the Campaign
section.

IMPERIAL GUARD

Their strength is on their numbers; billions of able


fighters. Behind those vast numbers are individual
heroes, waiting to tell their stories.

IMPERIAL
RENEGADES

Frustrated with some Imperial law, citizens unite


for changes are forced to take arms. Unknown to
them, the seed of corruption has been planted by
the Dark Gods among their ranks.

KROOT
MERCENARIES

Coming soon!

For game purposes the fighters in your Squad are


classified as Officers and Recruits.

ORK MOB

One vicious Ork and his Boyz, forming a semicohesive force recipe for WAAAGH!

Officers

SPACE MARINE
SCOUT SQUAD

Coming soon!

These are exceptional individuals who have the


potential to become legends. Officers can be
armed and equipped individually and may carry
any special equipment they might pick up during
the campaign. Among Officers, the most critical
one is the Leader. He represents the highest
authority figure, usually the most powerful
member of the Squad. The Leader usually
possesses critical Special Rules that benefit the
Squad as a whole.

You have 700 credits to spend when recruiting a


new Squad. Each unit and their equipment (if you
choose to buy any) cost a set amount of credits,
as determined on the Squads Unit description
and their equipment Depot. As you make your
choices, subtract the money you have spent
from your total until you have bought all you can.
Any unspent credits are put into the Squads
treasury and can be used later or hoarded to buy
something more expensive.
To start with you must recruit at least three
fighters including a Leader. The weapons, armor
and wargear, as well as mutations and other
special characteristics, you choose for your
fighters should be represented on the model you
use. Some players prefer to use WYSIWYG (What
You See Is What You Get) models, having every
single detail represented (i.e. a Plasma Pistol on
the model represents only a Plasma Pistol, so the
fighter must have a Plasma Pistol to have one on
his model).
Thought of the Day

Officers and Recruits

Apart from its Leader, your Squad may include


some other Officers, as limited by the Squads
description. They form the core of your Squad. A
Squad may never include more Officers of any
specific type than the number given in the Squad
list, under the subsection of Choice of Units. This
section limits the amount of Officers that can be
acquired during initial recruitment (usually 6),
before you start your Campaign. The Squads
restrictions may give a maximum number of
Officers below the maximum number allowed for
that particular Squad. The only way you could
reach the maximum number of Officers would be
when a Recruit rolls The Lads Got Talent as a
level Advancement.

Tolerance is a sign of weakness.

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Example:
You decide to start an Imperial Renegade Squad for your
incoming Campaign. As per the Squads description (under
the Choice of Unit section) for your initial recruitment, you
must hire one (1) Commander. Also you must hire at least one
(1) out of possible two (2) Enforcers; you decide to hire two
(2) Enforcers. You are also given the choice of hiring up to
two (2) Sergeants; you decide to have two (2) of them. Your
initial Squad has a total five (5) Officers. The maximum
amount of allowed Officers for the Squad is six (6). After
several games, one of your Recruit Groups manages to get
enough experience to roll for an Advancement. You manage
to roll The Lads Got Talent (you lucky dog!), so one of your
fighters is promoted to an Officer. You just got that hard to get
6th Officer!
If one of your Officers that has a description on
your Squads Officer section dies, you may recruit
a new one during the post game if you can afford
him. On a final note, if you happen to lose your
Squad Leader, you may never replace him he is
critical for your Squad so you better take care of
him at all costs!

RECRUITING NEW OFFICERS; A


DESIGNERS POINT OF VIEW
We have found that there must be a
limit on Officers, for sake of game
balance. Not only Officers grow on
power and gain Skills, but they are
critical elements on the post-game
such as the Exploration Phase. This
phase controls the economy of the
game, and its balance (in game
mechanics) is critical for an enjoyable
long lasting Campaign.
The game mechanics have been
designed to secretly guide players to
take some time to maximize their
allowed Officers, allowing all players on
a Campaign advance at similar pace.
Play-testing has demonstrated over
and over that even the unluckiest of
folks do get to maximize their amount of
allowed Officers!

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.

Recruits
Recruits form the bulk of your Squad. Recruits
can include potentially powerful fighters, but
Officers always have an edge over them with
their potential to gain extra experience. All
Recruits, of the same Unit Type, may belong to a
single Recruits Group. Usually each Recruit Group
consists of between one and five individuals; all
its members are equipped with the same gear,
gain experience collectively and gain advances
together. This means that if your Recruit Group
has four fighters, and you want to buy them
lasguns, you must buy four lasguns. If they gain
Advancements,
they
all
get
the
same
Advancement.

Weapons and Armor


Each fighter you recruit can be armed with up to
two close combat weapons (in addition to his free
Combat Knife), up to two different long range
weapons and any armor chosen from their Depot.
Specific Units may be restricted in regard to
which types of weapons they can use.
Note that you may only buy Rare Items that have
a Rarity Value of 5 or less starting a Squad. After
the Campaign starts, you may only acquire such
exceptional items by locating them on the field
(see the Trading section for details).

Squad Roster
Youll need a Squad Roster Sheet to record the
details of your Squad. Blank roster sheet for
Officers and one for Recruits Groups can be found
on the Appendix A and B respectively on the back
of the book. We suggest that you print as many
sheets as you need, so that you can keep a neat
and accurate record of your Squad as it changes
from game to game. When you choose a Squad,
take a Squad roster sheet and write down the
details of each Officer and Recruit Groups in the
appropriate places. Youll notice that Officers and
Recruits have slightly different spaces provided to
reflect the different ways in which they gain
experience and use weapons, armor and
equipment.
The Squad roster is a record of your brave group
of warriors and is useful to keep beside you as
you play. During a battle you may wish to make
notes on the sheet itself, to record details such
as extra experience, equipment used, etc. You
will need to name your Squad, Officers and
Recruit Groups.

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Calculate the Squad Rating


Each Squad has a Squad Rating the higher the
rating, the better the Squad. The Squad Rating is
simply the number of its fighters multiplied by 5,
plus their accumulated Experience Points.
Fighters with the Large Target characteristic (i.e.
Ogryns, Trash-Kans, etc). are worth 20 points
plus the number of Experience Points (round up)
they have accumulated. Large Creatures, Hired
Guns and Special Characters already have the 5
points calculated in them.
The Squad Rating changes after each game
because surviving fighters will gain extra
experience, fighters may have been killed, new
ones added, etc. Hopefully your Squad Rating will
go up, signifying your increase in power!

Ready for Battle!


Select a Scenario with your opponent and start
the fight!

Scenarios
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. The Scenario can be
modified to be any Races (Ork, Tau, Imperial
Guard, Chaos, Eldar, etc) forward air base. You
can use proxy models or print up pictures of said
aircraft to represent them on the gaming table.
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

Underdogs
When a Squad fights against an enemy Squad
with a higher rating, its fighters earn extra
Experience Points at the end of the game as
shown on the table below. The higher the
opposing Squad Rating the more points the
underdog earns.
UNDERDOGS CHART
Difference in Squad Rating

Experience Bonus

0-50

None

51-75

+1

76-100

+2

101-150

+3

151-300

+4

301+

+5

Sometime Scenarios will require retaining,


occupying, defending or attacking a specific piece
of terrain such a building, an aircraft, 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.
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!

Disbanding Squads

Two Player Scenarios

You may disband your old Squad at the end of


any game and start again with a new one. All the
fighters in the original Squad and any equipment
and other benefits they acquired are lost. You
can also dismiss any fighter in your Squad at any
time.

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. We
will be working on adding more Two Player
Scenarios soon!

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SCENARIO SELECTION CHART
D66 Scenario Description
11 Player Choice
12 Scenario 01: Skirmish
13 Scenario xx: Assaulting the Missile Silo
14 Scenario xx: Breakthrough

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. We will be working on adding more
Multi-Player Scenarios soon!

15 Scenario xx: Chance Encounter


16 Scenario xx: Defend the Find
21 Scenario xx: Governor Assassination
22 Scenario xx: Hidden Treasure
23 Scenario xx: Night Sabotage

MULTIPLAYER SCENARIO SELECTION CHART


D66 Scenario Description
11 Player Choice
12 Multiplayer Scenario xx: Ambush!

24 Scenario xx: Occupy


25 Scenario xx: Pump Station
26 Scenario xx: Resource Hunt
31 Scenario xx: Stake-Out
32 Scenario xx: Street Fight
33 Scenario xx: Surprise Attack
34 Scenario xx: Valkyrie Down

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!
Anyway, enough serious stuff, have
fun! Oh, and not all the scenarios are
supposed to be perfectly balanced and
fair... ;)

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Death Squads

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 Squad can drive their
rivals away, they will have a larger area in which
to search for resources.
GAME OBJECTIVE
Destroy the enemy Squad.
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, or other similar item until all
players are satisfied with the gaming surface.
None.

GAME SPECIAL RULES

SQUADS SETUP
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his warriors 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.
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 fails
its Rout Test. The routing Squad loses and their
opponents win.
None.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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:
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.
GAME OBJECTIVE
Defender: Prevent the destruction of the Missile
Silo.
Attacker: Destroy the Missile Silo.
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, or other similar item the
whole board is covered and all players are
satisfied with the gaming surface. A structure
(the Missile Silo) should be placed in the center
of the board. Remember that the target zone of
the Missile Silo is always the size of a Blast
Template, regardless of the actual size of the
Silo.
GAME SPECIAL RULES
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

The Missile Silo has individual characteristics with


the following stat line:

Missile Silo

M WS BS S T W I A Ld Sv
- 4 5 - - - 5+
The Missile Silo can not suffer Critical Hits.

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A Ld Sv
1 7 -

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Death Squads
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
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.
SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
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.
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
first group arrives by Deep Strike (at ground
level) at least 12" away from Missile Silo. The
second group Deep Strikes (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).

SCENARIO BONUS REWARDS


Defender: For saving the Missile Silo they will
gain 4D6+15 Credits and will be able to pick the
next Scenario.
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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
Final Blow: Any Officer or Recruit Group that
delivers the final blow that takes Missile Silo
Out Of Action earns +1 Experience.

Thought of the Day

The alien fails because


no xeno may ever embrace the Emperor.

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, roll
2D6 and scatter dice to find out where each of
the Attackers groups will arrive.
ENDING THE GAME
The game ends when one Squad fails its Rout
test, the Missile Silo is destroyed are destroyed,
or the missiles are launched. At the end of the
Defenders Turn 4 (and onwards) roll a D6; on a
6 the missiles are launched thus ending the
game.
The routers automatically lose. If the Missile Silo
is destroyed, the Attackers win. If the missiles
are launched, the Defenders win.

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Scenario xx: Breakthrough


Your Squad is stuck behind enemy lines and must
get back to your base.
GAME OBJECTIVE
Defender: Prevent the enemy from reaching their
Safe Zone.
Attacker: To cross the battlefield and reach their
Safe Zone.
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, or other similar item until all
players are satisfied with the gaming surface.
None.

GAME SPECIAL RULES

None.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
Break Through: Any Officer or Recruit Group
that reaches the Safe Zone earns +1
Experience. If the warrior 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 Rout, the Attacker will
not earn any XP for Breaking Through.

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.
Defenders: The Defender sets up anywhere on
the table as long as all his warriors are at least
14" away from any Attacker. Infiltrators may be
deployed as normal.
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.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when one of the Squads fails
its Rout Test. The routing Squad loses and their
opponents win.
If the Attacker manages to move two or more
standing warriors to within 2" of the Defenders
table edge (Safe Zone), they have broken
through and he wins the game.

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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 fight, but each
Squad will not back down.

Surviving the Battle: Every Officer and


Recruit Group that survives the battle, even if
taken OOA) gain +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.

GAME OBJECTIVE
Destroy the enemy Squad.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
Each Squad is carrying D3 Exchangeable
Resources at the beginning of the battle. Mark
down the number each Squad has.
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.
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 fails
its Rout Test. The routing Squad loses and their
opponents win.
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


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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 easily.
GAME OBJECTIVE
Defender: To safeguard the building in which
they have found valuable resources.
Attacker: To occupy the enemy building with
valuable resources.

For every Officer of the victorious Squad that is


inside 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) gain +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.

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, or other similar item until all
players are satisfied with the gaming surface. The
first building should be placed in the centre of the
table, and the objective of the Scenario is to take
control of this building.
None.

GAME SPECIAL RULES

SQUADS SETUP
The Squad with the lowest number of warriors 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.
Defender: The Defender is deployed first inside or
within 6" of the objective building at any
elevation. Infiltrators may be deployed as
normal.
Attacker: The attacking Squad can be deployed
anywhere in the table, within 6" of any table
edge. Infiltrators may be deployed as normal.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when at the end of any of the
Defenders Turns the Attacker has more standing
models within 6" of the objective than the
Defender, the Attacker wins. Alternatively, when
one of the Squads fails its Rout Test the game
ends. The routing Squad loses and their
opponents win.

SCENARIO BONUS REWARDS


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Scenario xx:
Governor Assassination
Worlds of the Imperium are never safe from
turning traitor or being assailed by other races
that want to take over strategic assets. Reports
from the Inquisition indicate that the Planetary
Governor has been tainted. This threat must be
neutralized immediately!
GAME OBJECTIVE
Defender: To protect the Governor and his staff
from assassination.
Attacker: To eliminate the Governor and his staff
by any means necessary.
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, 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, known as the
Plaza) with buildings and alleyways on the
outside of this area.
GAME SPECIAL RULES
To protect or kill the Planetary Governor is the
target of this encounter. The Governor is
accompanied by 4 look-alike decoys that would
attempt to guarantee his safety. This retinue
must be represented by 5 single miniatures,
known as the Administrators. At this point,
nobody knows which model represents the real
Governor or which ones are the look-alikes. The
5 models are individual characters with the
following stat line:

Administrator
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 5 Administrators
must be moved randomly; roll D6 and a scatter
dice. If the distance and direction takes the
Administrator in base to base contact with an
enemy model, this is considered a Charge attack.
Note that this Charge move is done (the model
actually moved) before the player can make
follow his normal Turn Sequence.

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If the scatter dice is a HIT, then the player


move the Administrator on any direction
could even Charge the enemy. Unless
Administrator has Charged, they can attack
their Laspistols following normal rules.

If an Administrator model is in base contact with


one of the Defenders Officers, the Administrator
is forced to do the will of the Officer and does not
have to move randomly as long as the Officer is
not engaged in Close Combat.
Any Attacking Officer that can capture an
Administrator and get him off the board. This can
only occur by placing the Office in base to base
contact of a Knocked Down or Stunned
Administrator and Walking off the board. Normal
rules for recovery for that Administrator are no
longer in play if he is being dragged by an
Attacking officer. The Attacker must keep track of
how many Administrators are Captured or taken
Out Of Action.
SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Defender: The 5 Administrators will be also
deployed in the area designated as The Plaza; roll
2D6 and a scatter dice from the center of the
table. The Defenders models are then deployed
in The Plaza. The defending force may not start
the game within 1 base to base contact with an
Administrator to help project the feeling of
coming under a surprise attack. Infiltrators may
be deployed as normal.
Attacker: The attacking Squad must be deployed
up to 8 away from the same tables edge.
Infiltrators may be deployed as normal.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when one of the Squads fails
its Rout Test or all the Administrator models are
take Out of Action. The Administrators do not
count towards the Defenders Squads total when
calculating routing. The routing Squad loses and
their opponents win. If the Administrators are
take OOA, the Attacker wins.
Once the game concludes, players must find out
which of the Administrators was the Planetary
Governor;
roll
2D6
for
each
of
the
Administrators; the model with the highest score
is the Governor. In the event there is a tie, keep
rolling off until one of the models can be pointed
out as the Governor.

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may
and
the
with

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SCENARIO BONUS REWARDS
Defenders: If the Defenders were able to protect
the Governor from being taken OOA, then they
will gain an additional 4D6+20 Credits.
Attackers: The Attacker. If the attacking Squad
finds out they took the Governor OOA (the other
look-alikes 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 -

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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 Capture of an Administrator
(regardless of method) or moves any
Administrator to safety (off the board) before
the games ends earns +1 Experience.
Killing The Traitor: Any attacking Officer that
takes an Administrator OOA gains +1
Experience.
Worth More Alive: Any attacking Officer that
Captures
an
Administrator
earns
+2
Experience.

Scenario xx:
Hidden Artifacts
There is a rumor that one of the ruined buildings
has a concealed area that contains ancient
technology. Two rival Squads have heard about
this and are now searching the area. Who knows
what they will find?
GAME OBJECTIVE
To find the hidden treasure.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
All the members of the Squad know roughly what
they are looking for and must inspect all the
buildings to find the treasure. Each time a warrior
enters a building which has not been previously
searched by either side roll 2D6. On a score of
doubles, he has found the treasure. Buildings in
the deployment zones are not searched (since
they have already been thoroughly ransacked)
and each building may only be searched once.
If you have not scored any doubles with any roll
when there is only one building left to search, the
treasure will automatically be found there.
After finding the treasure chest, the warrior must
then take it to safety via his own table edge.
Carrying the treasure chest will slow the warrior
carrying it to half speed. Two or more models
may carry the chest without any penalty. You
may use the treasure chest model to represent
the chest.
If the carrier is put Out Of Action, place the
treasure chest at the spot where he fell. Any
man-sized model may pick it up by moving into
base contact with it.
SQUADS SETUP
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his warriors 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.

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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 fails
its Rout Test or the Treasure Chest is removed
from the board. The routing Squad loses and
their opponents win. The victorious Squad then
gains the treasure chest.
SCENARIO BONUS REWARDS
Whoever recovers the chest may roll on the
following chart after the game to see what the
chest contains.
CHEST CONTENT
D6

Description

Auto 3D6 Credits

3+

D6 Frag Grenades

5+

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) gain +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.
Finding the Treasure: Any Officer that finds
the treasure chest earns +2 Experience.

Scenario xx: Night Sabotage


One Squad has been sent to infiltrate the
enemys defenses and is trying to swing the war
in their favor. The Squad will launch a night time
raid on their enemys forward airbase. With the
element of surprise, the Attackers could be able
to knock out the enemy aircraft and may be their
troops can gain control of the planet.
GAME OBJECTIVE
Defender: To protect the aircrafts
destruction.
Attacker: To destroy the enemy aircrafts.

from

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, 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
aircrafts could be placed. You can easily use
pictures or other proxy items to represent the
aircraft. Any two buildings must be nominated to
be the Barracks with two clear exit points each.
GAME SPECIAL RULES
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 is sound,
visibility will return to normal as light, flares,
explosions and tracer fire will reveal everyones
positions.
The Attacker will attempt to move undetected
and place explosives on the aircrafts 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.
The aircraft cannot attack, be flown or be
manned. They are parked for the night and are
vulnerable from ground attack. The 2 aircraft
models are individual characters with the
following stat line:

Aircraft

M WS BS S T W I A Ld Sv
- 4 3 - - - 5+
The aircraft can not suffer Critical Hits.

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The Target Zone for both aircrafts should be
determined by an Ordinance Template centered
in the middle of each aircraft. Remember that for
game purposes, the edge of the Template
represents the area that is attacked, even if there
is no aircraft under it!
SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Defender: The Defender can choose to set up
50% (players choice) of his Squad on the board.
These are known as the warriors on Duty. Those
models in Duty are placed by designating a spot
on the board and rolling 2D6 and a Scatter Dice
from the center of the board. If the result of the
placement would allow the model to be placed in
higher elevation, the player is free to do so. The
rest of the Squad must be placed on any of the
two designated Barracks. Defenders may not
Infiltrate or change their deployment (i.e. as
allowed by Tactician Skill).
The Defenders model will always move a D6
and a Scatter Dice in a random direction 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 model 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 model.
If the alarm is sound, the Defenders on the
Barracks would 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
will
also
gain
5
extra
Reinforcement Recruits models that can be
activated on the 5th Turn if the alarm has been
sound. 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 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

Attacker: Attackers can be deploying 6 from any


table edge. Infiltrators may be deployed as
normal.
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
aircrafts 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.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when one of the Squads fails
its Rout Test or both aircrafts are destroyed. The
routers automatically lose. If both aircrafts are
destroyed, the Attackers win. If at least one
aircraft remains functional (not taken OOA), the
Defenders win.
SCENARIO BONUS REWARDS
Defenders: For each aircraft saved, the
Defenders can keep one of the surviving
Reinforcement Recruits. Remember to roll for
survival if any of them are taken OOA.
Attackers: For each aircraft destroyed (taken
OOA), the Attackers earn 4D6+10 Credits.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
Destruction of Property: Any Officer or Recruit
that delivers the final blow that takes the
aircraft Out Of Action gains +1 Experience.

A Ld Sv
1 7 -

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Scenario xx: Occupy

None.

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 fled the area. Taking and holding
these buildings means that your Squad gains rich
pickings. Unfortunately, your opponent has the
same idea.
GAME OBJECTIVE
Squads must capture and retain
specific buildings in the area.

control

of

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, or other similar item until all
players are satisfied with the gaming surface.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
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.

GAME SPECIAL RULES


The objective is to capture D3+2 of the buildings
on the tabletop. Mark these buildings, starting
with the one closest to the centre of the table,
working your way outwards to the next nearest
building. A building is occupied if at least one of
your standing models is inside and no enemy
models are inside the building.
SQUADS SETUP
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his warriors 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.
STARTING THE GAME
Both players roll a D6. The higher scoring player
takes the first Turn.
ENDING THE GAME
The game will end at the end of Turn 8, or if a
Squad voluntarily routs. Players will not roll for
Routing Tests. The Squad that controls more
buildings at the end of Turn 8 is considered the
winner. If a Squad voluntarily routs, the game
ends and the winning Squad is considered to
occupy all of the buildings on the table.

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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.
GAME OBJECTIVE
Defender: To protect the Pump Station at all
costs.
Attacker: To destroy the Pump Station,
undetectably if possible.
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, or other similar item until all
players are satisfied with the gaming surface. The
Pump Station should be set up in the middle of
the gaming board, and a Target Zone should be
clearly marked. The Target Zone must be the size
of a Blast Template, regardless of the size of the
Pump Station terrain feature and must be
accessible from every angle to any model. If the
Pump Station is taken down to zero (0) Wounds,
it is considered destroyed. The Pump Station has
individual characteristics with 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.

GAME SPECIAL RULES


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 Dice. 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, the General Alarm will be
sound. Note that the General Alarm is sound at
the end of the Attackers Turn. In case of Close
Combat (without firearms), the General Alarm
will not be triggered is the attacker Knocks Down,
Stuns or takes Out Of Action the defenders
model on the first Turn of combat. Once the
General Alarm is sound, 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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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 -

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.
SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
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).
Attackers: The Attackers deploy next all their
models, at ground level, up to 4" of any table
edge. Attackers may Infiltrate as normal, but
they may not change their deployment (i.e. as
allowed by Tactician Skill).

STARTING THE GAME


Attacker always goes first.
ENDING THE GAME
The game will end when one of the Squads fails
its Rout Test or the Pump Station is destroyed.
The routers automatically lose. If the Pump
Station is, the Attackers win. If the Pump Station
remains functional (not taken OOA), the
Defenders win.
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.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
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.

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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.
GAME OBJECTIVE
Squads must capture specific valuable objects
scattered in the battlefield.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
The objective is to capture specific objects
scattered in the battlefield. Once you have placed
the terrain, but before anything else, roll a D3+2
to determine how many counters, representing
the objects that must be captured, will be used.
Each player takes it in turn to place a counter.
Roll a D6 to see which player goes first.

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 fails
its Rout Test. The routing Squad loses and their
opponents win.
SCENARIO BONUS REWARDS
The winning Squad will earn D2 Exchangeable
Resources for each counter in their possession at
the end of the battle. The Routing Squad will
earn Exchangeable Resources equal to the total
of counters in their possession minus 1, to a
minimum of zero.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
Controlling the Objectives: Any Officer or
Recruit earns +1 Experience per every
counter they are carrying at the end of the
battle.

The counters must be placed more than 10" from


the edge of the table and at least 6" away from
each other. Note that counters are placed before
deciding which edge the Squads will play from, so
it is a good idea to put counters towards the
middle of the table. Warriors can pick up the
counters simply by moving into contact with
them. A warrior can carry any number of
counters without any penalty. Warriors cannot
transfer their resource to another warrior. If the
warrior who is carrying a counter is taken Out Of
Action, place the counter on the table where he
fell, in which case it may be picked by another
model.
SQUADS SETUP
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his warriors 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.

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Scenario xx: Stake-Out


While leading his men on a territory-claiming
mission, the Squads Leader becomes the target
of an assassination attempt by a band of stealthy
Attackers.
GAME OBJECTIVE
Defender: To cover their Squad Leaders escape.
Attacker: To eliminate the enemy Squad Leader.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
The Defenders are taken completely by surprise.
At the start of the Defenders first turn, each
model must pass an Initiative test or do nothing
for the first turn. Defending models can escape
by moving off any table edge, but they may not
return.

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) 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.
Live to Fight Another Day: If the Defending
Leader escapes, he earns +1 Experience.
Die Leader DIE!: Every Officer or Recruit
Group that takes the Defending Leader Out Of
Action earns +1 Experience.

SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Defender: The Defender setup first all their
models, at ground level, anywhere on the board
at least 12 away from any table edge. The
Squad Leader must be the furthest model away
from any table 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 4" of any table
edge. Attackers may Infiltrate as normal, but
they may not change their deployment (i.e. as
allowed by Tactician Skill).
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 fails
its Rout Test or the Defending Leader either
escapes or is taken Out Of Action. The routing
Squad loses and their opponents win. If the
Defending Leader escapes, the Defenders win. If
the Defending Leader is taken Out Of Action, the
Attackers win.

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Scenario xx: Street Fight


Often two Squads will come face to face with
each other in the narrow streets that now serve
as a battle field. Sometimes they pass each other
without incident but more often the meeting ends
in bloodshed.
GAME OBJECTIVE
Squads must reach the other side of the
battlefield.
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, or other similar item until all
players are satisfied with the gaming surface. The
table should have a single meandering street or
corridor, with no gaps along the sides. Behind the
buildings are impassable ruins, although the
buildings themselves are still accessible. The only
way out is along the street. The street 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.

None.

SCENARIO BONUS REWARDS

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
To Get To The Other Side: The first Officer
from either side (not both!) who exits via the
opposing table edge gains +1 Experience.
Die Leader DIE!: Every Officer or Recruit
Group that takes the Defending Leader Out Of
Action earns +1 Experience.

GAME SPECIAL RULES


Neither Squad can backtrack down the street to
leave the battlefield via their designated table
edge (street).
SQUADS SETUP
Each player rolls a dice. Whoever rolls highest
chooses who sets up first. The first player then
chooses which table edge to set up on, placing all
his warriors at ground level within 6" of that edge
of the street. 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 one of the Squads fails
its Rout Test or one of the Squads manages to
move all its remaining warriors out of the street
via the opposing edge. The routing Squad loses
and their opponents win. The Squad that
manages to escape first wins the encounter.

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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.
GAME OBJECTIVE
Defender: To muster a defense and survive the
enemy attack.
Attacker: To destroy the enemy Squad.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
Random Table Edge Deployment: To determine
the random table edge any models will be
deployed, 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. 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.
Starting Forces: The Defender may not have all
models available at deployment. The player rolls
a D6 for each Officer and Recruit group in his
Squad, in any order he chooses. On a 1-3, they
are
elsewhere
and
turn
up
later
as
reinforcements. On a 4-6 they are deployed at
the start of the game from a random table edge.
Note that at least one Officer or Recruits Group
will be present at the start. If all your rolls are 1
to 3, the last Officer or Recruits Group will
automatically be deployed at the start of the
battle.

SQUADS SETUP
Both players roll a D6; whoever rolls highest
decides if they are the Attackers or Defenders.
Defender: The Defender setup first all their
models, at ground level, anywhere on the board,
but no model may be closer than 8 from the
table edge and at least 4 from each other.
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 8" of one
randomly determined table edge.
STARTING THE GAME
Both players roll a D6. The higher scoring player
takes the first Turn.
STARTING THE GAME
Attacker always goes first.
ENDING THE GAME
The game will end when one of the Squads fails
its Rout Test. The routing Squad loses and their
opponents win.
SCENARIO BONUS REWARDS
The Defenders, regardless if they are victorious
or not, get to replace up to two Recruits, without
equipment, that have been killed (not just taken
OOA) at no cost.
The winning Squad will earn 2D6 +10 additional
Credits.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
taken OOA) gain +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.
Remember the Alamo: If the Defender is
victorious, every Officer and Recruit Group
gains +1 Experience.

The Defender, at the start of his second and


subsequent Turns, must find out if the remaining
Officers and Recruits Groups not yet on the table
will join the battle on a roll of a D6. On Turn 2,
fighters will enter the battle on a result of 4+; on
Turn 3 on a 3+; on Turn 3 on a 2+. On Turn 4,
any fighters not on the battlefield will arrive.

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Death Squads

Scenario xx: Valkyrie Down


A Valkyrie, or other type of vehicle, crashed in
the battlefield with allied troops on board. Taking
and holding the buildings that surround the crash
site means the difference between life and death.
GAME OBJECTIVE
To capture selected buildings close to the crash
site.
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, 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 Valkyrie (or any transport vehicle) and
some 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.
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 centre of the
table, working your way outwards to the next
nearest building. A building is occupied if at least
one of your standing models is inside and no
enemy models are inside the building.
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 best possible).
Randomly determine which group will be placed
directly touching the wreck (within 1 of the
vehicle). The other group will be placed by
designating a spot on the board and rolling 3D6
and a Scatter Dice from the center of the board.
The player should place any model going off the
board in the table edge instead. If the result of
the scatter dice would allow a model to be placed
in higher elevation, the player is free to do so.
This will simulate the crash survivors staggering
out of the vehicle. 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 8" of one
randomly determined table edge.

STARTING THE GAME


Attacker always goes first.
ENDING THE GAME
The game has variable length. At the start of
Turn six (6) roll a D6 if you roll a 4+ then the
game goes one more turn. On Turn seven (7),
the game continues on 5+ and in Turn eight (8)
on a 6+.
The game will end when one of the Squads fails
its Rout Test or the games variable length
indicates the conclusion of the battle. The routing
Squad loses and their opponents win. If no Squad
routed, the Squad that controls the most
buildings wins.
SCENARIO BONUS REWARDS
The winning Squad will earn 4D6 +20 additional
Credits for each building they control.

SCENARIO EXPERIENCE REWARDS


Surviving the Battle: Every Officer and
Recruit Group that survives the battle, even if
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.
Securing the Area: Any Officer of Recruit
Group earns +1 Experience for each building
it controls. If one Squad routes then no one
will gain experience for buildings that are not
in the winners control at the end of the game.

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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.
GAME OBJECTIVE
To take the captured Exchangeable Resources to
safety.
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, or other similar item until all
players are satisfied with the gaming surface.
GAME SPECIAL RULES
Each of the defending Squads Officers carries D3
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.

ENDING THE GAME


The game will end at the end of Turn 10, all the
Exchangeable Resources have been taken off the
table, or if a Squad voluntarily routs. Players will
not roll for Routing Tests. The Squad that
controls more Exchangeable Resources at the
end of Turn 10 is considered the winner. If a
Squad
voluntarily
routs,
any
controlled
Exchangeable Resources are placed on the table
where the Officer stood. The winner controls any
Exchangeable Resources left on the table.
SCENARIO BONUS REWARDS
Both Squads gain all the Exchangeable Resources
they were carrying at the end of the game; note
that Squads who voluntarily routs leaves all
Exchangeable Resources on the table, 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) gain +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.

The Attackers are NOT allies and may attack


anyone they see fit.
SQUADS SETUP
All players roll a D6; whoever rolls highest
decides who the Defenders are.
Defender: The Defender is deployed first, within
6" of the center of the board. Infiltrators may be
deployed as normal.
Attacker: The attacking Squads can be deployed
anywhere in the table, within 6" of any table
edge. Infiltrators may be deployed as normal.
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.

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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
characteristics 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
Income 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 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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1. 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!

Fighters will be lost in battle. This is a regrettable

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 by rolling on the Officers Serious
Injury Chart.

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. See Character Advancement
Section for details.

3. Exploration of the Battlefield


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 can only be
done once per post-battle sequence. See the
Income Section for details.

4. Spoils of War
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.
See the Income Section for details.

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. See the
Trading Section for details.

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.

If the player wishes to hire anyone to fill up the


Squad, he may do so now. 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. See
the Trading Section for details.

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. See the Hired Guns
Section for details.

8. Equipment Depot
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, a free Combat Knife. The player may
purchase all common (but never rare items)
equipment, weapons and armor 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. See the Trading
Section for details.

9. Update Your Squads Rating


After all Post-Battle activities are completed,
each player must calculate his Squads Rating in
preparation for the next battle! See the Squads
section for details.

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OFFICERS SERIOUS INJURY CHART


D66 Description
11-15 DEAD: The warrior 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.

16-21 MULTIPLE INJURIES: The warrior 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.

22

LEG WOUND: The warriors leg is broken. He suffers a permanent -1 to his Movement characteristic.

23

ARM WOUND: Roll again: 1 = Severe arm wound. The arm must be amputated. The warrior may only use a single one handed weapon from
now on. The warrior cannot shoot a rifle but may shoot a pistol with the good arm. 2-6 = Light wound. The warrior must miss the next game.

24

MADNESS: Roll a D6. On a 1-3 the warrior suffers from Stupidity; on 4-6 the warrior suffers from Frenzy from now on (see the Psychology
section for details).

25

SMASHED LEG: Roll again: 1 = The warrior may not run any more, but he may still Charge. 2-6 = The warrior misses the next game.

26

CHEST WOUND: The warrior has been badly wounded in the chest. He recovers but is weakened by the injury so his Toughness is
permanently reduced by -1.

31

BLINDED IN ONE EYE: The warrior 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 warrior is subsequently blinded in his remaining good eye, he must retire from the Squad.
A Bionic replacement can cure this injury.

32

OLD BATTLE SCAR: The warrior survives, but his wound has scared internally in such a way that he has become weaker. Strength is
permanently reduced by -1.

33

NERVOUS CONDITION: The warriors nervous system has been damaged. His Initiative is permanently reduced by -1.

34

HAND INJURY: The warriors hand is badly injured, affecting his Hand-To-Hand Combat abilities. His Weapon Skill is permanently
reduced by -1.

35

DEEP WOUND: The warrior has suffered a serious wound and must miss the next D3 games while he is recovering. He may do nothing at all
while recovering.

36

ROBBED: The warrior manages to escape from the battlefield with his life, but all his weapons, armor and equipment are lost.

41-55 FULL RECOVERY: The warrior has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
56

BITTER ENMITY: The warrior makes a full physical recovery, but is psychologically scarred by his experience. From now on the warrior
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 warrior responsible for the injury. (6) All Squads of that type.

61

CAPTURED: The warrior 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 is being held captive. Negotiate with your opponent for their release. Reaching a fair
agreement gives the captor Leader +1 Experience in addition to any accorded price. If no accord can be finalized, the captors may kill the
captured Officer and retain his gear for use or for profit.

62-63 HARDENED: The warrior survives and becomes inured to the horrors of the battle. From now on he is immune to Fear.
64-65 HORRIBLE SCARS: The warrior causes Fear from now on.
66

SURVIVES AGAINST THE ODDS: The warrior survives and rejoins his Squad. He gains +1 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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Character
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 characteristic 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.

Experience Advances
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. 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).
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

Earning Experience

10 Points

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.

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

19

67 Points

20

74 Points

21

81 Points

22

89 Points

23

97 Points

24

106 Points

25

116 Points

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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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.

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
Characteristic Increase. Recruit Groups may earn
a Characteristic Increase or (with some luck)
may even become Officers. Details on the specific
Advancements are explained below.
If the dice roll indicates a Characteristic Increase
that cannot be take (due to restrictions of the
unit or Racial Maximums), roll again until you get
something that can be increased. Remember that
no single characteristic of any fighter (be it either
Officers or Recruit Groups) can be greater than
the racial attribute maximum. 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.

CHARACTERISTIC INCREASE: Roll again: 1-3 =


+1 Strength; 4-6 = +1 Attack.

CHARACTERISTIC INCREASE: Choose either +1


WS or +1 BS.

CHARACTERISTIC INCREASE: Roll again: 1-3 =


+1 Initiative; 4-6 = +1 Leadership.

CHARACTERISTIC 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


2D6

Description

2-4

CHARACTERISTIC INCREASE: +1 Initiative.

CHARACTERISTIC INCREASE: +1 Strength

6-7

CHARACTERISTIC INCREASE: Choose either +1


BS or +1WS.

CHARACTERISTIC INCREASE: +1 Attack.

CHARACTERISTIC 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. 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 characteristic 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.

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

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which Skill has been learned. See Skills Section
for details.

RACIAL ATTRIBUTE MAXIMUM TABLE

Characteristic 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 Characteristics and
Skills. As the fighters learn and train, they will
improve over time, making them more efficient
fighting machines!
Characteristics 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 Characteristic, 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 Characteristic 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 Characteristic. If all the Characteristics 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
Characteristic
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.

Profile
Eldar,
Craftworld

Profile
Human,
Imperial
Guard
Ogryn,
Imperial
Guard

Profile
Human,
Imperial
Renegades
Ogryn,
Imperial
Renegades

Profile
Ork
Gretchin (Ork)

M WS BS

A Ld

4 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

Thought of the Day

Hatred is the Emperor's


greatest gift to Humanity.

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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
Battle Tongue. 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

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.
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.

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Parry: The fighter knocks aside blows using


the flats of his hands or the shaft of his
weapon. A fighter with the Parry Skill may
Parry in Hand-To-Hand Combat even if it does
not have a sword or another weapon suitable
for parrying. If the fighter has a weapon that
may Parry, he gains 1 additional Parry
attempt in the Close Combat phase each turn
up to a total of 2 Parry attempts. The fighter
still may never Parry a to-hit roll of 6.
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.
Weapons Training, Specific Race Close
Combat Weapons: A fighter with this Skill is
adept at using many different Close Combat
weapons available to a particular race that do
not require special training; he may use any
of those weapons, not just those specified on
his Depot.
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

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). If The Gunfighter
has only one Attack in Close Combat he may
use both Pistols in Close Combat at -1 WS for
a total of two attacks. 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 Rifle (Basic Weapon)
without the -1 to-hit movement penalty. He is
allowed to fire even if he Ran, at a -1 to-hit
penalty. Hip Shooting cannot be used in
combination with any bonuses from Sights
and similar equipment. This skill cannot be
used with Heavy Weapons. This Skill may not
be combined with Gunfighter.
Marksman: The fighter understands the
physics and mechanics of how to maximize
the range of a Rifle (Basic Weapon) almost by
intuition. This Skill adds 6 to the weapons
range. The effect is cumulative with
Equipment. This Skill can only be used with
Rifles (Basic Weapon), unless specifically
stated in the weapon entry. This will not stack
with any other range bonuses from other
Skills or Wargear but is useable with any
weapon the unit uses that fits the Rifles
(Basic Weapon) category. This Skill may not
be used with Pistols, Heavy Weapons or
Special Weapons.
Shoot From Hideout: Long years of guerrilla
warfare against their enemies have taught
snipers how to strike from the shadows
without being seen. If Hidden, a fighter with
this Skill may shoot or use Psychic attacks he
would be spotted on a 3+. This Skill is
superseded by the Silent Shooting attribute of
Long-las Rifles.
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.

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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 warrior has
received and completed the training on the
maintenance and use of any weapon with the
Plasma Characteristic.
Weapons Training, Specific Race Ranged
Weapons: A fighter with this Skill is adept at
using all ranged weapons available to a
particular race that do not require special
training; he may use any of those weapons,
not just those specified on his Depot.
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.

Stealth Skills

Backstabber: The fighter specializes in


attacking his targets when their back is
turned. The would-be assassin may Charge
an opponent he cannot see (he knows youre
there!) as long as the target fighter is within
his Charge reach. If he does this, he surprises
his opponent and receives a +1 to-hit him
with all attacks as well as any rolls on the
Injury Chart. This bonus lasts for the first
round of combat only, as his opponent will
swiftly recover his wits if he survives the
initial assault!
Dive for Cover: Normally a fighter who Runs
cannot Hide in the same turn, but a fighter
with Dive for Cover Skill has been trained in
how to do so! A fighter with this Skill can Run
and Hide in the same turn.

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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.
Hide in Shadows: Over time some elite
fighters have learned how to freeze in place
and remain undetected, even from highly
sensitive electronics. An enemy fighter
attempting to detect this fighter when he is
Hidden must halve his Initiative before
measuring the distance.
Infiltration: A fighter with this Skill is always
placed on the battlefield after the opposing
Squad and can be placed anywhere on the
table up to 12 of the enemy, as long as there
is no Line of Sight. 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 Special nor Heavy Weapons.

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 the Power Fist 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.
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.

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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.

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 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!

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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.

Thought of the Day

The path of least resistance is failure.

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Income
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 dice. 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
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. 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 ammunitions, give bribes
and buy new grenades, 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.
Thought of the Day

Contemplation is the womb of treachery.

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SELLING RESOURCES CHART


ER
Exchanged

EXPLORATION CHART

Number of Models in the Squad

DOUBLES

FOUR OF A KIND

1 1 Sewer Entrance

1111

Gunsmith

16+

2 2 Shop

2222

Communication Center

50

45

3 3 Corpse

3333

Bionics Shop

65

60

55

4 4 Straggler

4444

Armorer

75

70

65

60

5 5 Wrecked Truck

5555

Graveyard

100

90

85

80

75

6 6 Ruined Hovels

6666

Catacombs

130

120

110

100

90

85

TRIPLES

FIVE OF A KIND

140

130

120

110

100

90

1 1 1 Tavern

1 1 1 1 1 Ancient Dojo

165

150

140

130

120

110

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

8+

175

160

150

140

130

120

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

1-3

4-6

7-9

10-12 13-15

65

60

55

50

80

75

70

95

80

110

Rolling Multiples
As well as finding resources, the Squad can come
across unusual places or encounter inhabitants of
the area. If you roll two or more of the same
number while searching, you have found an
unusual building or encountered something out of
ordinary. Consult the chart and refer to the
appropriate entry in the Exploration results. For
example, you might roll two 3s or three 5s, in
which case you should refer to the chart. Choose
the most numerous multiples if you score more
than one set of multiples. So, if you rolled a
double 3 and a triple 5, only look up the triple 5
on the Exploration chart. In the case of two
doubles or triples look up the highest result. For
example, if you rolled double 1 and double 3,
look up the double 3 result.
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. He
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).

SIX OF A KIND = Death Squads Event Cards

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
The Merchants Guild 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 cast
iron pots and pans and rolls of fine cloth. All
manner of smaller items are lying about the
sort of frippery which 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.

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(3 3) Corpse
You find a still-warm corpse. A chipped Combat
Knife sticks out of his back. Surprisingly, some of
his possessions have not been looted. To see
what you find when you search the corpse, roll a
D6:

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.

TREASURE
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.

D6 Description
1-2 2D6x2 Credits
3

1 Frag Frenade

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

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 Clip Harness

1 Mesh Armor

D3 Frag Grenades

D3 Rope & Hook

D3 Filter Plugs

3D6x2 Credits worth of metal

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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(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.

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:
TREASURE
D6

Description

D2 Shotguns

1 Flame Pistol

1 Web Pistol

D3 Sluggers

D3 Dum-Dum Bullets

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.

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(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

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.

5-6 1 Bionic Arm Replacement

(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
D6

Description

1-2

D2 Suppression Shields

D3 Helmets

D3 Combat Shield

1 Mesh Armor

1 Refractor Field

(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.

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!

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.

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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.
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.

(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

Thought of the Day

Better one million Innocents burn,


than one Heretic go free.

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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

Spending Income
You can spend any accumulated money on
weapons, armor, hiring new fighters, buying new
equipment or simply save the money for a bigger
purchase. See the Trading Section for details.
The Exchange Resources Chart and the Selling
Resources Chart are reproduced below for your
convenience.

Auto 4D6x5 Credits


EXCHANGEABLE RESOURCES CHART

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.

SUM OF DICE
ROLLED

EXCHANGEABLE
RESOURCES FOUND

1-5

6-11

12-17

18-24

25-30

31-35

36+

SELLING RESOURCES CHART


ER
Exchanged

Number of Models in the Squad


1-3

4-6

7-9

10-12 13-15

65

60

55

50

50

45

80

75

70

65

60

55

95

80

75

70

65

60

110

100

90

85

80

75

Death Squads Cards

130

120

110

100

90

85

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.

140

130

120

110

100

90

165

150

140

130

120

110

8+

175

160

150

140

130

120

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16+

Death Squads

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

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Trading
In Death Squads, it is assumed that anyone can
trade, buy or sell any possession with relative
ease. As mentioned on the Income section,
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. See the Income
section for details.

Hiring Personnel
Hiring members of your Squads is inevitable.
First, you must for a coherent Squad. Later on,
you may need to replace dead or retired Officers
and/or Recruits. In the following section we will
discuss New Hires, Hiring Replacements and
Getting Mercenaries.

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.
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 X credits to their cost
for each extra Experience point they add to the
Squads total.

Getting Mercenaries
Players may hire mercenaries known as Hired
Guns for the Squad if they wish. See the Hired
Guns section for details.

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).

Thought of the Day

Invest time to educate men without Faith


and you just make clever devils.

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Buying New Equipment


A fighter without equipment has very little use
within the Squad. As soon as a new fighter is
hired, some gear should be bought. If a player
wants to buy new weapons or other equipment
for existing fighters, refer to the particular
Squads Depot. Remember that your fighters lack
the Skill to use any weapons other than the ones
listed in the Squads description.
Rare items are those which are harder to find,
more likely because they are in high demand or
hard to manufacture. When forming a new Squad
(to start a new Campaign) players are allowed to
buy items with a Rare value of 5 or less as if they
were Common Items. This represents the time &
effort invested in forming the Squad.
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.
Players should preferably complete any recruiting
and trading 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.
Determine which rare items are offered for sale
while both players are together. The players can
work out what they will buy later.

Trading
Trade items are divided into two sections:
common and rare items. Common items can be
bought quite readily in any of the numerous
trading posts and settlements around the known
universe. 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.
Rare Items are hard or even impossible to come
by. Only occasionally do such items turn up for
sale and the price asked is often way above the
true value. These items are often offered only to
the most famous Squads, or those with the most
money.

Availability
The equipment charts has a column marked
Availability. Common items are always available,
and can be bought in any quantity. Items marked
rare are more difficult to find. A rare items
availability is indicated by a number, for example
Rare 9.
Whenever an Officer wants to buy a Rare Item,
roll 2D6 and compare the result to the number
stated. If the roll is equal or greater, the item is
available. For example, you need to roll 9 or
more to acquire an item marked Rare 9. You can
only buy one Rare Item for each successful roll.
You may also only make one roll for each Hero
looking for Rare Items. For example, if your
Squad has four Officers, you may make four rolls
to locate Rare Items. 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 PostBattle Sequence, may search for Rare Items.

Selling
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. In the case of rare equipment and
weapons which have a variable price, the Squad
receives half (round up) of the basic cost only
(merchants are far better at haggling than your
fighters).
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

A man who won't die for something


is not fit to live.

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Hired Guns
This section introduces Hired Guns professional
mercenaries to Death Squad campaign games.
These individuals are generic specialists, not
particularly hard to find. They use either local
resources, like Taverns in the settlements, or
inter-planetary communications centers to make
themselves available to anyone willing to pay the
right price. Anyone can recruitment these
individuals, as specified on their particular
entries.

Finding Hired Guns


A player can recruit Hired Guns when he creates
his Squad, or during the campaign phase after a
game. Hired Guns do not count towards the
maximum number of fighters or Officers a Squad
may have on its roster and doesnt affect your
income from selling resources. However, Hired
Guns do count as part of the Squad for purposes
of Rout tests, etc whilst in battle. A player may
buy extra weapons or equipment for a Hired Gun,
unless specifically mentioned but once they are
assigned to the Hired Gun the equipment may
not be re-assigned, removed, traded or sold. This
applies to any equipment that the Hired Guns
comes equipped with. This rule supersedes any
other rule that may allow for the recovery of
equipment.
To reflect their rarity, you can only have one of
each type of Hired Gun in your Squad. You may
not use the Leadership of any of the Hired Guns
for Rout tests.

Hire Fee
When a Squad recruits a Hired Gun, you must
pay his Hiring Fee in full at that moment.
Subsequently, after each battle he fights,
including the first, you must pay his Upkeep Fee
if you want him to remain with the Squad. If the
Hired Gun is killed, or you no longer require his
services, you dont have to pay any upkeep!
These costs are indicated in the entries for each
Hired Gun.
The money paid to Hired Guns comes from the
Squads treasury in the same way as buying new
weapons or recruiting new fighters. If you dont
have enough Credits to pay for the Hired Gun, or
want to spend it on other things, he leaves the
Squad. Any experience he has gained will be lost,
even if you hire a new Hired Gun of the same
type.

A particular Squad, under no circumstances, may


hire more than one particular type of Hired Gun
nor his equipment given to anyone. There is no
exception to this rule, regardless of any failed
attempt to logically explain the reason why your
Squad may want to hire two of the same type of
Hired Guns or redistribute any of his gear.

Injuries
If a Hired Gun goes Out Of Action during the
game, roll for his injuries as you would roll for an
Officer on the Serious Injury Chart. Keep track of
any permanent injuries.

Experience
Hired Guns gain experience in exactly the same
way as Recruits, even if they are considered
Officers on their description. Refer to the
Scenarios to find out how much experience Hired
Guns gain after each game. Write the name and
profile of a Hired Gun on your roster sheet in one
of the Recruit group slots. Once the Hired Gun
gains enough experience for an advance, roll on
the Officers Advancement table (as opposed to
Recruits) to determine which advance he gains.
Skills available to the Hired Guns are listed under
their entries.

WHY NOT MORE THAN ONE


TYPE OF HIRED GUNS?
Mercenaries of the 41st Millennium are a
very particular bunch. They see
themselves as the true commodity they
are, and understand that redundancy
just decreases the value of their
service. They would see others as fierce
competitors,
and
simply
leave
somewhere else where their skills are
better appreciated and paid. Two
Imperial Commissars would spend all the
time arguing who is more devoted to the
Might Emperor of Terra, while two Rogue
Psykers would be constantly planning
how to use their colleague as the
human vessel to receive a Summoned
Demon!
In game terms, remember that Death
Squads is a game for FUN! Having an
army of 5 Rogue Psykers will not only
deprive the player of what the games
diversity has to offer, but robs
opponents of the fun factor.

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Assassin
Politics is a dangerous game and not all dangers
are found on the battlefield. While every race in
the known Universe has a type of citizen that
specializes
in
removing
obstacles
with
discretion, not many do it as best as those
members of the Imperiums Officio Assassinorum.

Weapons & Equipment: The Assassin may use


any Weapons, Armor and Wargear from the
Squads Depot that has hired, under any
subsections. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may be Captured or
recovered after death, as a result of a Serious
Injury, if a method to do so is available.

Assassins are the most cunning of all the


murders for hire; they specialize in trickery,
deception, deceit, infiltration and impersonation.
They are experts at getting close to their target,
be it rebellious Imperial Governors, corrupt
Imperial high officials, heretic prophets, alien
leaders, among others and terminate them.
Those who employ Assassins use them to
manipulate and disturb the enemy's plans and
eventually weaken them by eliminating the main
target at the best possible moment. Once the
target is eliminated, the Assassin may even
replace the victim by assuming his appearance.

Starting Equipment: The Assassin starts


equipped with a Sword, an Autopistol, the
complimentary Combat Knife, as well as Mesh
Armor.

Assassins will hire himself out to the highest


bidder and satisfaction is guaranteed. The
Assassin calmly dispatches his rather distasteful
duties with fastidiousness and finesse.

Catachan Devil
Master Drill Sergeant

M
4

WS
4

BS
4

S
3

T
3

W
1

I
5

A
2

Ld
8

Who Can Hire? Any Squad may hire the


Assassin; his stats remain the same, regardless
of the race of the Assassin. You may only have
one (1) Assassin per Squad. There will be no
options to ever have more than one per Squad.
Fees: 47 Credits to Hire, + 18 to Upkeep
Rating: An Assassin increases the Squads rating
by +37 points, plus 1 point for each Experience
point he has.
Skills: The Assassin has the following additional
Universal Skills: Web of Steel, Dodge and
Infiltration. He may choose from the Combat,
Speed or Stealth Skill Categories when he rolls
New Skill upon advancement. As an alternative,
he may learn this unique Skill:
Blend with the Environment: The Assassin
can blend into the shadows so that his
opponents will not see him. As long as he is
within 1" of a wall or other linear obstacle
(hedge, fence, well, etc), opposing fighters
must pass an Initiative test in order to Charge
or shoot at him

Special Rules:
Fearless: Assassins are not easily intimidated.
They are immune to the effects of Fear.
Horrific: Trained in the arts of psychological
warfare and torture, Assassins know how o
frighten their intended targets. Assassins
cause Fear.

The Catachan Devils Regimental Units are


considered the most fierce, brutal and elitists of
all military units on the Death World of Catachan.
The strongest of the Catachan Jungle Fighters are
sent to an elite special training. For their
graduation, the jungle fighter is air-dropped
dressed in civilian clothes and armed with a
Catachan Fang Knife deep within a Catachan
Devil territory on an unknown location. Their
mission is to escape certain death at the claws of
the deadly creature and return to base. It may
take days or weeks for them to make it back, if
they do it at all.
These elite units are trained by none other than a
Catachan Devil Master Drill Sergeant. The best of
the Catachan Devils become trainers by passing a
similar test as the other Recruits; with one slight
exception. They must find & kill the Catachan
Devil and bring proof of their accomplishment.
Usually they bring the specusden, the last single
tooth in the back throat of the creature, which
becomes their lucky charm.
The greatest Catachan Devil Master Drill
Sergeant is without a doubt the legendary Leon
"The Groom" McClane, CDMDS. Legend rumors
that he was air-dropped inadvertently centered
on the lair of a mating pair of Catachan Devils.
After 5 months not only he returned to base, but
he did so with the complete rotting carcasses of
the Devils.

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For any Imperial Guard Jungle Fighter, to be in
the presence of a Catachan Devil Master Drill
Sergeant is to be in the company of what the
strongest human could ever be without becoming
a Space Marine.
M
4

WS
4

BS
3

S
4

T
3

W
2

I
3

A
2

Ld
8

Who Can Hire? Imperial Guard Catachan Jungle


Fighters Regional Platoon only. You may only
have one (1) Catachan Devil Master Drill
Sergeant per Squad. There will be no options to
ever have more than one per Squad.
Fees: 43 Credits to Hire, + 16 to Upkeep
Rating: A Catachan Devil Master Drill Sergeant
increases the Squads rating by +37 points plus 1
point per Experience point he has.
Skills: The Catachan Devil Master Drill Sergeant
has no additional Universal Skills. He may choose
from the Combat, Strength or Stealth Skill
Categories when he rolls New Skill upon
advancement.
Weapons & Equipment: The Catachan Devil
Master Drill Sergeant would not use any other
Weapons or Armor from the Squads Depot, but
may use any Wargear provided as normal under
any subsection. Any items that are assigned to
the Hired Gun may not be re-assigned, removed,
traded or sold; items may not be Captured nor
recovered after death, as a result of a Serious
Injury, if a method to do so is available; the
Hired Gun knows to destroy the gear before the
inevitable. If his gear is destroyed in such
manner (i.e. if Captured) then the Hired Gun has
lost the gear permanently and now may acquire
and use any equipment from the Squads Depot
under the Officer and Recruits subsections.
Starting Equipment: The Catachan Devil Master
Drill Sergeant starts equipped with a Devils
Claw, a Catachan Fang, the complimentary
Combat Knife as well as his specusden (a Lucky
Charm).
Special Rules:
Attack the Soft Spot: A Catachan Devil Master
Drill Sergeant is trained on many aspects of
human and xeno physiology, especially on
how to exploit body mechanics and vulnerable
spots to maximize damage in Close Combat.
Officers engaged in Close Combat may re-roll
one Injury Result per Turn done with any
weapon other than a Pistol; remember that
you can never re-roll a re-roll!

Jungle Terrain Camouflage: As a Catachan


Jungle Fighters, a CDMS is an expert at
avoiding detection on the Catachan jungles
and has learned how to maximize the use of
terrain more effectively. A CDMS in jungle
terrain features gain a +1 bonus to his Cover
Save. This benefit is not cumulative with
other Skills, wargear, etc unless specifically
stated and does not apply to in the open,
even if playing on jungle tables regardless of
any failed logic to justify it. Remember, it is
great sportsmanship to always discuss before
the game starts how each piece of terrain will
affect the game, from what constitutes Area
Terrain to what kind of Cover Saves they
provide. This makes for clear and fun games!
Master Infiltrator: A CDMS is recognized as a
true master of covert operations, rivaling the
Vindicare Assassins of the Ordo Malleus,
capable of almost mythical deployment inside
enemy deployment zones. The fighter with
this Skill is always placed on the battlefield
after the opposing Squad and can be placed
anywhere on the table up to 8 of the enemy,
even above ground or within an unobstructed
Line of Sight of the enemy. If both players
have Master Infiltrator fighters, roll a D6
each, lowest roll sets up all his fighters first.
Master Infiltrators cannot carry any kind of
Special nor Heavy Weapons.

Death Korps Quartermaster


One of the most unusual features of the Death
Korps regiments is the replacement of battlefield
medics found in most Imperial Guard regiments
with the individuals known as Quartermasters.
The Quartermasters role has its roots in Krieg's
own war-torn past. In that merciless war the
recovery of the arms and wargear of the fallen
was of premium importance, and field medicine
and battlefield triage was a luxury that could be
seldom afforded for the more seriously wounded
(and often a torn environment seal meant slow
lingering case in any case). So it was that in
Kriegs was a soldier could not be readily brought
back to the fray or at least retreat under his own
power was considered a liability and to such
unfortunates the Blessings of the Emperors
Peace was given an honorable field execution.
This onerous task, along with the recovery and
redistribution of the fallen soldiers equipment
was the responsibility of the Quartermaster cadre
and remains so to the present day. They are
chosen from the ranks of the Death Korps by
selection during training, for particular faith and
mental aptitude and occasionally from individuals
that have survived against the odds.

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Quartermasters are given training in field
medicine,
basic
tech-lore,
and
extensive
indoctrination into Kreigs denomination of the
Imperial Cult. In the modern Death Korps, in
addition to the ministration of emergency
treatment to injured guardsmen and the
redistribution of arms, the Quartermasters also
assist in evaluating the progress of ongoing
battles and relay this data to their Officers and
Command. They perform this function by
monitoring ammunition expenditure, rates of
attrition, counting enemy guns and so forth.
Above all they still retain the function in the
deliverance of the final rites on the battlefield to
Death Korps soldiers they judge too badly
wounded to continue, and it is the generally help
belief that the skull mask representing Kriegs
struggle is the last sight a dying trooper should
see.
Off the battlefield a Quartermasters task is never
complete, as he moves through the detritus of
battle salvaging any equipment he can, from
lasguns and ammunition to great coats, boots
and rebreather units, all can be recycled and
used by new Recruits.
M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Starting Equipment: The Quartermaster starts


equipped with a Hellpistol, a Sword, the
complimentary Combat Knife as well as a
Respirator.
Special Rules:
Don't Fear the Reaper: Like all Officers of the
Death Korps of Krieg, the Quartermaster is
immune to the effects of Fear, as well as
Recruits within 3" of any such Officer.
Salvage Equipment: For each ally that dies, a
result of Death in post-game rolls, the
Quartermaster may attempt to salvage his
equipment. For each of the deceased, roll a
D6 to determine how many items may be
attempted to salvage. Roll a D6 for each item
and on an unmodified 5+ that particular piece
of equipment was successfully recovered and
may be assigned to anyone on the Squad.
Emperors Peace: If a Death Korp Officer is
forced to roll for Multiple Serious Injuries,
then the Quartermaster must inspect him to
see if he is still worthy to live. Roll a
Leadership Test for the Quartermaster; if
passed then the Officer would not be given a
field execution and the Multiple Serious
Injuries can be rolled. If failed, the Officer will
be executed on the spot.

Ld
9

Who Can Hire? Imperial Guard Death Korps of


Krieg Regional Platoon only. You may only have
one (1) Quartermaster per Squad. There will be
no options to ever have more than one per
Squad.
Fees: 39 Credits to Hire, + 15 to Upkeep
Rating: A Quartermaster increases the Squads
rating by +24 points plus 1 point per Experience
point he has.
Skills: The Quartermaster has the following
additional
Universal
Skills:
Field
Medical
Assistant. He may choose from any Skill
Categories when he rolls New Skill upon
advancement.
Weapons & Equipment: The Quartermaster
may use any Weapons, Armor and Wargear from
the Squads Depot that has hired, under any
subsections. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may be Captured or
recovered after death, as a result of a Serious
Injury, if a method to do so is available

Demolition Expert
Every advanced race that deals with explosives
eventually develops a kind of specialist. One that
lives (and dies) by the trade he loves. From the
Imperials Demo-Man, to the Orks Boom Boyz,
all Specialists function basically the same. If they
survive long enough, they become adept in the
placement of explosives, as well as their safe
removal. This is a very specialized set of skills,
which any Squad Leader could use to their
advantage.
M
4

WS
3

BS
4

S
3

T
3

W
1

I
4

A
1

Who Can Hire? Any Squad may hire the


Demolition Expert; his stats remain the same,
regardless of the race of the Demolition Expert.
You may only have one (1) Demolition Expert per
Squad. There will be no options to ever have
more than one per Squad; if anyone on the
Squad has the Demolition Specialist Skill, the
Demolition Expert may NEVER be hired.
Fees: 37 Credits to Hire, + 14 to Upkeep

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Ld
7

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Death Squads
Rating: A Demolition Expert increases the
Squads rating by +27 points plus 1 point per
Experience point he has.
Skills: The Demolition Expert has the following
additional Universal Skills: Demolition Specialist.
He may choose from the Shooting or Academic
Skill Categories when he rolls New Skill upon
advancement.
Weapons & Equipment: Demolition Experts
may use any Weapons, Armor and Wargear from
the Squads Depot that has hired, under the
Recruits subsection. The Demolition Expert may
never acquire double-handed weapon and will
never use any drugs or enhancements as this
would be very dangerous to due considering the
Demolition Expert is handling explosives. Any
items that are assigned to the Hired Gun may not
be re-assigned, removed, traded or sold; items
may be Captured or recovered after death, as a
result of a Serious Injury, if a method to do so is
available.
Starting Equipment: The Demolition Expert
starts equipped with a basic pistol equivalent
based on the Squad, the complimentary Combat
Knife, as well as a Flak Jacket.
Special Rules:
Learning from Experience: The Demolition
Expert gains +1 for each opponents trap they
disarm.
Set Traps: The Demolition Expert may place
D6 counters to represent booby-traps or
mines on the battlefield immediately after the
Hired Gun fighter is placed; never on or in the
enemys deployment zone, must be 6 away
from any fighter and always placed before
any Infiltrators have been placed. This setup
rules always supersede any deployment
special rules and Skills, such as Hunch. The
traps must be placed at ground level, with at
least 6" between them; they do not need to
have LoS among them.
o Activating the Traps: Any fighter (except
the Demolition Expert who placed the
traps or has Demolition Specialist Skill)
that moves within 3" (horizontally) of a
trap counter must roll a D6. On a 1-3,
nothing happens; on a 4-6, the fighter has
inadvertently has set off the trap! A single
fighter can only set off one trap at a time.
Fighters that are above ground will not set
of the traps as you must be ground level
to set it off.

Traps Effect: Any fighters within 3 of a


traps center that has been activated
takes a single S4 AP6 automatic hit, no
Cover Saves allowed. Roll to-wound as
normal, but no Critical Hits can be caused.
If the trap explodes, the trap counter is
then removed.

Healthcare Professional
Regardless the race, certain individuals are
drawn to help others. Some of them are smart
and lucky enough to receive training in the
medical
field.
Those
become
Healthcare
Professionals. After a while, some of them put
their services for sale to the highest bidder
anything to help their fellows in need!
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Who Can Hire? Any Squad may hire the


Healthcare Professional; his stats remain the
same, regardless of the race of the Healthcare
Professional. You may only have one (1)
Healthcare Professional per Squad. There will be
no options to ever have more than one per
Squad; if anyone on the Squad has the Medic!
Skill, the Healthcare Professional may NEVER be
hired.
Fees: 22 Credits to Hire, + 8 to Upkeep
Rating: A Healthcare Professional increases the
Squads rating by +17 points plus 1 point per
Experience point he has.
Skills: The Healthcare Professional may choose
from the Academic or Speed Skill Categories
when he rolls New Skill upon advancement.
Weapons
&
Equipment:
Healthcare
Professionals may use any Weapons from the
Pistol section, Armor and Wargear from the
Squads Depot that has hired, under the Recruits
subsections. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may be Captured or
recovered after death, as a result of a Serious
Injury, if a method to do so is available.
Starting
Equipment:
The
Healthcare
Professional starts equipped with all the tools
necessary
to
practice
medicine,
the
complimentary Combat Knife equivalent for his
race and a Helmet.

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Death Squads
Special Rules:
Medic!: Given enough time and supplies,
anyone could help a fallen comrade. Only
those few with extensive training and natural
aptitude can really make a difference. A
fighter with this Skill would allow one re-roll
of a Serious Injury at the end of the game on
any fighter, be an Officer or a Recruit. This
Skill can only be used if the medic has not
been taken Out Of Action himself and cannot
be combined with any other Skill or item that
would allow a re-roll on the Serious Injury
table; remember you can never re-roll a reroll!

Imperial Commissar
Commissars
are
invariably
stern
and
uncompromising individuals, able to keep even
the most anarchic regiments in line through fear,
strength and power. Every regiment has one or
more attached Imperial Commissars who remain
with the regiment throughout its duties.
Commissars are assigned to regiments by the
Departmento Munitorum, which provides highranking commanders to Imperial Guard armies.
They have authority over both the soldiers and
regimental Officers.
Rigid adherents to the Imperial Creed, Imperial
Commissars are ruthless and fearless individuals
whose dedication to the service of the Emperor
overrides any compassion or mercy for the men
they must sometimes lead in battle. Universally
feared by those around them, Imperial
Commissars have both the right and duty to
immediately execute any Imperial Guardsman
(be a Recruit or an Officer) who shows cowardice
or incompetence in battle. Imperial Commissars
must also ensure the regiment does not harbor
the likes of Chaos heretics, spies, xeno-philic
bastards or mutants.
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Who Can Hire? Any Imperial Guard Regional


Platoon. You may only have one (1) Imperial
Commissar per Squad. There will be no options
to ever have more than one per Squad.
Fees: 45 Credits to Hire, + 17 to Upkeep

Skills: The Imperial Commissar has the following


additional Universal Skills: Iron Discipline and
Short Barked Commands. He may choose from
any Skill Categories when he rolls New Skill upon
advancement.
Weapons
&
Equipment:
The
Imperial
Commissar may use any Weapons, Armor and
Wargear from the Squads Depot that has hired,
under any subsections. Any items that are
assigned to the Hired Gun may not be reassigned, removed, traded or sold; items may be
Captured or recovered after death, as a result of
a Serious Injury, if a method to do so is
available.
Starting Equipment: The Imperial Commissar
starts equipped with a Chainsword, a Bolt Pistol
as well as the complimentary Combat Knife.
Special Rules:
Summary Execution: Failing a Rout test in the
presence of an Imperial Commissar is simply
unacceptable. If the first Rout Test is failed,
noting that the Squad may not Voluntarily
Rout, the player must check to see if there is
any fighter within the Commissars LoS and
firing range. If so, the closest fighter (be
Officer or Recruit) is attacked; the Imperial
Commissar gains +2 to the to-hit roll. If the
target is wounded, the fighter is taken Out Of
Action and the Rout Test is automatically
passed, forcing the player to stay one more
Turn. A Summary Execution is done only
after the first Rout Test is failed.
Born to Lead!: If the Imperial Commissar is
currently assigned to the Squad when the
Imperial Guard Captain falls OOA and dies,
roll a D6 to determine if this exemplary
Officer will take over the Squad. On a result
of 3+, he becomes the new Squad Leader,
gaining the Leader attribute. As the new
Commanding Officer, only death will remove
him from his Sacred Duty. He starts to
diverge
resources
to
continue
severe
indoctrination schedules, training in Imperial
Procedures and Protocol as well as submitting
the Squad to Imperial Tithe. The Imperial
Commissars Upkeep increased by 5 Credits.
Failure to pay the upkeep will cause the
Commissar to confiscate all the equipment of
a random Officer as Imperial Tithe before he
leaves the Squad.

Rating: An Imperial Commissar increase the


Squads rating by +40 points plus 1 point per
Experience point he has.

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Death Squads

Jenkala Urban Sharpshooter


Only a very few select members of Imperial
Guardsmen stationed in Jenkala are trained to
become Urban Sharpshooters. The primary
mission of an Urban Sharpshooter in combat is to
support combat operations by delivering precise
long-range fire on selected targets. By this, the
Urban Sharpshooter creates casualties among
enemy troops, slows enemy movement, frightens
enemy soldiers, lowers morale, and adds
confusion
to
their
operations.
Urban
Sharpshooters are employed in all levels of
conflict, including conventional offensive and
defensive combat in which precision fire is
delivered at long ranges. It also includes combat
patrols, ambushes, counter-sniper operations,
forward observation elements, military operations
in urbanized terrain, and retrograde operations in
which Urban Sharpshooters are part of forces left
in contact or as stay-behind forces.
While natural environments, such as forest,
provide natural places for concealment that favor
organic forms, the urban environment usually is
abundant in straight lines, which makes snipers
and other static targets easily visible. The Urban
Sharpshooters are trained to maximize such
features as well as navigating the treacherous
terrain.
A well-trained Urban Sharpshooter, combined
with the inherent accuracy of his Long-las rifle
and ammunition, is a versatile supporting arm
available to an infantry commander. The
importance of the Urban Sharpshooter cannot be
measured simply by the number of casualties he
inflicts upon the enemy. Realization of the Urban
Sharpshooter's presence instills fear in enemy
troop elements and influences their decisions and
actions. An Urban Sharpshooter enhances a unit's
firepower and augments the varied means for
destruction and harassment of the enemy. The
Urban Sharpshooters role is unique in that it is
the sole means by which a unit can engage point
targets at distances beyond the effective range of
the Lasgun rifle. This role becomes more
significant when the target is entrenched or
positioned among civilians, or during riot control
missions. The fires of automatic weapons in such
operations can result in the wounding or killing of
noncombatants.

Last, but not least, Jenkalas Urban Sharpshooter


is superbly trained in the art of Infiltration. He is
capable of navigating the urban landscape with
ease, usually moving above ground, to find
locations favorable to his mission deep within
enemy lines.
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Who Can Hire? Imperial Guard Jenkala's Urban


Fighters Regional Platoon only. You may only
have one (1) Urban Sharpshooter per Squad.
There will be no options to ever have more than
one per Squad.
Fees: 40 Credits to Hire, + 15 to Upkeep
Rating: An Urban Sharpshooter increases the
Squads rating by +23 points plus 1 point per
Experience point he has.
Skills: The Urban Sharpshooter has the following
additional Universal Skills: Leap and Infiltration.
He may choose from the Shooting, Speed or
Stealth Skill Categories when he rolls New Skill
upon advancement. As an alternative, he may
learn this unique Skill:
Deadly Shot: The Urban Sharpshooters
training and natural ability allows him to pick
his shots with care, placing them with
unparalleled precision. Add +1 to rolls on the
Critical Hit Chart.
Weapons
&
Equipment:
The
Urban
Sharpshooter would not use any other Weapons
or Wargear from the Squads Depot, but may use
any Armor provided as normal under any
subsection. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may not be Captured nor
recovered after death, as a result of a Serious
Injury, if a method to do so is available; the
Hired Gun knows to destroy the gear before the
inevitable. If his gear is destroyed in such
manner (i.e. if Captured) then the Hired Gun has
lost the gear permanently and now may acquire
and use any equipment from the Squads Depot
under the Officer and Recruits subsections.
Starting Equipment: The Urban Sharpshooter
starts equipped with a Long-las Rifle, the
complimentary Combat Knife, a Clip Harness,
Rope & Hook as well as a Mesh Armor.

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Death Squads
Special Rules:
Sure Footed: Officers have been trained on
how to move efficiently through difficult urban
terrain. They may re-roll a Hustle move Test
whilst moving through Urban Terrain (i.e.
buildings, ruins, man-made structures, etc);
remember that you can never re-roll a re-roll!
Urban Terrain Camouflage: Jenkala's Urban
Fighters are experts at avoiding detection on
most man-made cities, but experience
Officers have learned how to maximize the
use of this terrain even more. Officers in
urban terrain features gain a +1 bonus to
their Cover Save. This benefit is not
cumulative with other Skills, wargear, etc
unless specifically stated and does not apply
to fighters in the open, even if playing on city
ruin tables regardless any failed logic to
justify it.

Maccabee Priest
The most famous of the military orders of Lyubov
are the Maccabees followers of Matisyahu of
Nidom, a hero of the resistance, who lead a
guerrilla campaign against the Chaos forces that
once held much of Lyubov. Notable for their long
black coats and hats and white shirts and gloves
and the large power-hammers they carry; they
lead religiously motivated troops in a neverending war against Chaos and its followers. The
hatred of Chaos of these zealots knows no
bounds.
Ironically, the Maccabean Order also requires its
adherents to be able hospitalers and many of the
priests of this order are Masters of Physik as well
as able warriors. The Maccabees are wellrespected for the hospitals, orphanages and
other charitable institutions they operate. A
Maccabee will send most of the payments he
receives back to the Order for use in its
charitable operations on Lyubov and elsewhere.
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Who Can Hire? Imperial Guard Lyubov's Ice


Guards Regional Platoon only. You may only have
one (1) Maccabee Priest per Squad. There will be
no options to ever have more than one per
Squad.

Rating: A Maccabee Priest increases the Squads


rating by + 28 points plus 1 point per Experience
point he has.
Skills: The Maccabee Priest may choose from the
Combat or Strength Skill Categories Skill
Categories when he rolls New Skill upon
advancement.
Weapons & Equipment: The Maccabee Priest
would not use any other weapons from the
Squads Depot, but may use any Armor or
Wargear provided as normal under any
subsection. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may not be Captured nor
recovered after death, as a result of a Serious
Injury, if a method to do so is available; the
Hired Gun knows to destroy the gear before the
inevitable. If his gear is destroyed in such
manner (i.e. if Captured) then the Hired Gun has
lost the gear permanently and now may acquire
and use any equipment from the Squads Depot
under the Officer and Recruits subsections.
Starting Equipment: The Maccabee Priest starts
equipped with a Bolt Pistol, an Inflixi Justica, a
complimentary Combat Knife, a Kabalistic Seal,
as well as a Mesh Armor.
Special Rules:
Inspired Zealotry: Maccabee Priests despise
all things heretical and related to Chaos; they
gain the Hate special rule (see Psychology
Section) when fighting any chaos affiliated
individual (for example members of Chaos
Cultists or Imperial Renegades) in Close
Combat.
Destroy the Witch: A Maccabee Priest sworn
duty is to destroy the root of all evil; Psykers
who serve a conduit for Chaos to attempt to
defile humanity. The Priest gains +1 Attack
when fighting any Psyker in Close Combat,
regardless of race or affiliation.
For Mother Lyubov and Humanity!: The
inspirational oratory of the Maccabee Priest
inflames his loyal listeners with renewed
spiritual strength, which are followed by acts
of insane heroism. Models within 6 of the
Maccabee Priest may re-roll a failed
Leadership Test; this is not applicable to Rout
Tests.

Fees: 49 Credits to Hire, + 18 to Upkeep

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Death Squads

Mordian Field Coordinator


The Mordian Iron Guard is well known for its
structured tactics and well disciplined troops.
None of this can be possible without excellent
logistical capabilities. The coordination of efforts
that go way beyond the battlefield is critical for
any success against the enemy. One of such
highly trained men is the Mordian Field
Coordinator. He alone is can organize rapid
strategies taking in account all available
resources, including men, weapons and their
post-battle support chain. Never hiding behind a
bureaucratic position, these men are part
logistical masters and part practical strategists,
who spend their lives among the troops. For any
Imperial Guard Mordian Fighter, to be in the
presence of a Mordian Field Coordinator is to be
in the company of what the most courageous
strategist in the Imperium; they understand that
they are in the best capable hands collecting
real-time battle intelligence and applying it in the
name of The Emperor.
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Who Can Hire? Imperial Guard Mordian Iron


Guard Regional Platoon only. You may only have
one (1) Mordian Field Coordinator per Squad.
There will be no options to ever have more than
one per Squad.
Fees: 42 Credits to Hire, + 16 to Upkeep
Rating: A Mordian Field Coordinator increases
the Squads rating by + 37 points plus 1 point
per Experience point he has.
Skills: The Mordian Field Coordinator has no
additional Universal Skills. He may choose from
the Combat, Shooting, Academic Skill Categories
when he rolls New Skill upon advancement.
Weapons & Equipment: The Mordian Field
Coordinator may use any other Weapons, Armor
or Wargear from the Squads Depot provided as
normal under any subsection. Any items that are
assigned to the Hired Gun may not be reassigned, removed, traded or sold; items may
not be Captured nor recovered after death, as a
result of a Serious Injury, if a method to do so is
available; the Hired Gun knows to destroy the
gear before the inevitable. If his gear is
destroyed in such manner (i.e. if Captured) then
the Hired Gun has lost the gear permanently and
now may acquire and use any equipment from
the Squads Depot under the Officer and Recruits
subsections.

Starting Equipment:
The
Mordian
Field
Coordinator starts equipped with a Laspistol, a
Sword, a complimentary Combat Knife as well as
a Vox Caster.
Special Rules:
Fire On My Target: The Mordian Field
Coordinators are highly trained officers that
can jump into any situation, look for tactical
advantages and instruct their men on how to
become effective and win. Quick assessments
and vast experience on the subject allows
them to determine the best spots to shot in
order to minimize the effectiveness of any
structural cover. During the Mordian's
Shooting Phase, instead of shooting, the
Mordian Field Coordinator may declare that
he will use this Skill and then must pass a
Leadership Test. If successful, center a Blast
Template on the Mordian Field Coordinator;
any shooting Wounds caused by Infantrymen
under the Blast Template will force the re-roll
of any successful Cover Saves made against
those Wounds. This Special Rule cannot be
combined with any other of the Mordian Field
Coordinators Special Rules, no matter
anyone's logic or reasoning to attempt to
explain the contrary. You can only use one
Special Rule per Shooting Phase.
Only the Best of the Best: The Mordian Field
Coordinators understand better than anyone
the importance of using veteran troops. Their
discipline helps to boost the morale of the
less experienced Guardsmen. The Mordian
Field Coordinators devote most of their time
outside the battlefield wheeling and dealing,
so they can tap to more experienced pool of
troops. During the Draft Personnel section of
the Post-Game Sequence, when determining
the amount of experience points available to
hire veteran Recruits, the Mordian Field
Coordinator allows the re-roll of both dice
(2D6). You must accept the results of the reroll; remember no re-rolling a re-roll.

Thought of the Day

Heresy grows from idleness and it must


be met hastily, with Hatred.

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Death Squads

Rogue Psyker
Sanctioned Psykers are psykers trained and
assigned to serve within the Imperium; to use
their psychic abilities to aid their superior
Officers. Rogue Psykers have somehow escaped
scrutiny of Adeptus Astra Telepathica and the
Commissarial divisions of the Departmento
Munitorum and have left the service to the
Emperor of Mankind in pursue of their own
agendas. Those who survive have found ways to
slip through the Inquisition's vigilance. Left
unchecked, Rogue Psykers have devised methods
to tap the energies of the Warp in ways that are
deemed unsafe by many. Those who grow in
power, manage to gain favors with demons and
other entities of Chaos exchanging loyal servitude
for raw power.
Rogue Psyker are fearless when it comes to
explore the true power of the Immaterium.
Confronting minor demons and other warpentities is not an uncommon occurrence for these
Psykers. In-tuned with the manipulation of the
Warp, they get addicted to their psychic powers;
as such it easier for them to focus on releasing
their powers correctly, but the Perils of the Warp
tend to be extraordinarily harsh for their minds.
Eventually, it is in this capacity of loyal servants
of Chaos that Rogue Psykers allow other to hire
them. While the Commanders may be in charge
of the mundane forces, the Rogue Psyker is
under the firm believe that it is him the true
instrument of the Dark Gods
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Weapons & Equipment: The Rogue Psyker may


use any Weapons, Armor and Wargear from the
Squads Depot that has hired, under any
subsections. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold; items may be Captured or
recovered after death, as a result of a Serious
Injury, if a method to do so is available.
Starting Equipment: The Rogue Psyker starts
equipped with a basic pistol equivalent based on
the Squad, the complimentary Combat Knife, as
well as a Mesh Armor.
Special Rules:
Psyker: Rogue Psykers are natural Psykers.
As such, they can use Rogue Psychic Powers
at will. A Rogue Psyker would add +1 to any
Psychic Test roll he has to do to unleash any
power. If the power is not unleashed
correctly, the Rogue Psyker receives a -1
penalty when rolling on Perils of The Warp
table.
ROGUE PSYKERS PSYCHIC POWER TABLE
Ld Value
+0

Protection of the Disarray: The Psyker summons energy from the


Warp that disrupts the appearance of the Psyker and his closest
allies. This aura of protection confers the Psyker, and all friendly
fighters within 6, a 6+ Invulnerable Save against all ranged
attacks until the beginning of the next players turn.

-1

Siren: Psyker assumes the appearance of someone cherished,


important, or attractive to the enemy. If successfully, the Psyker
cannot be targeted by shooting or Charges until after the next
players turn. Siren can only be used once per game.

-1

Battle Fury: Power of the Dark Gods flood through the Psyker
with great intensity. The Psyker gets a +1 WS bonus until the
beginning of the next players Turn.

-2

Wind of Chaos: The Psyker opens a microscopic gate to the


dimension where the Warp entities reside. The resulting clash of
matter and anti-matter unleashes deadly energies on any direction
chosen by the Psyker. Place a Flame Template from the Psykers
base in any direction. Any fighter under it is automatically hit by a
S4 attack. Armor, Cover and Invulnerable Saves may be taken as
normal against this physical attack.

-3

Conduit of the Warp: The Psyker sends out arcs of crackling


energy that ground themselves upon the enemy, reducing them to
shriveled husks before the eyes of their terrified comrades. Choose
an enemy unit within LoS, if in range, is hit on a 3+.
Conduit of the Warp: 24 S4 AP 6 Special: Blast

-4

Gift of Chaos: The Psyker has learned the secrets of controlling


the Immaterium to create a bridge that allows Spawns of Chaos to
enter our plane. This would allow Spawns to cross over and posses
anyone within range of the point of crossing. Place a Blast
Template centered on the Psyker, and any fighters (including the
Psyker) within the marker must take a S4 hit, no Armor or Cover
Saves allowed. Any fighter taken OOA is replaced by a Minor
Spawn at control of the player that used this power. After the
game, the Spawn returns to the Warp and the fallen fighter rolls for
Serious Injuries as normal, although no re-rolls are allowed when
determining the type of injury.

Who Can Hire? Imperial Renegades and Chaos


Cultists. You may only have one (1) Rogue
Psyker per Squad. There will be no options to
ever have more than one per Squad.
Fees: 31 Credits to Hire, + 12 to Upkeep
Rating: A Rogue Psyker increases the Squads
rating by +28 points plus 1 point per Experience
point he has.
Skills: The Rogue Psyker has no additional
Universal Skills. He may choose from the
Shooting or Academic Skill Categories when he
rolls New Skill upon advancement.

Result

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Death Squads

Special
Characters
This section details some of the strangest and
most famous (or infamous) characters to be
found
and
recruited
in
Death
Squads.
Occasionally, these fighters join forces with a
Squad
(usually
demanding
resources
or
payment).
They
are
known
as
Special
Characters; they are hard to find and expensive
to hire you must be lucky and wealthy to
attract their attention.
This list does not, by any means, include all the
famous fighters and cold-hearted killers you
could encounter in 40K Universe. In fact we hope
that the characters detailed here will inspire
players to invent Special Characters of their own.
You could easily turn old characters from past
campaign in your own Special Characters.

Finding Special Characters


After a battle, you can send any number of your
Officers to look for a Special Character. Only
Officers can look (Recruits are rarely trustworthy
enough!) Officers who went Out Of Action in the
last battle are unable to join the search because
they are recovering from their wounds. Officers
who are looking for a Special Character cannot
look for Rare Items.
Decide which Special Character you wish to find
and how many Officers have been sent to look for
him. Only one specific Special Character may be
searched for, regardless of how many Officers
are sent to look. After this is decided, each
Officer must roll a Leadership Test. If any Officer
passes the Test, they have managed to call the
Special Characters attention and negotiated
service successfully.
Special Characters are unique individuals. A
Squad may employ as many different Special
Characters as they can afford, but there can be
only one particular Special Character active at a
time in a Squad per Campaign so no, you
cannot have two Leon McClanes running around,
even in different Squads!

A player may buy extra weapons or equipment


for a Special Character, unless specifically
mentioned but once they are assigned to the
Hired Gun the equipment may not be reassigned, removed, traded or sold. This applies
to any equipment that the Special Characters
comes equipped with. This rule supersedes any
other rule that may allow for the recovery of
equipment. There is no exception to this rule,
regardless of any failed attempt to logically
explain the reason why your Squad may want to
hire two of the same type of Special Characters
or redistribute any of his gear.

Hire Fee
When a Squad recruits a Special Character, you
must pay his Hiring Fee in full at that moment.
Subsequently, after each battle he fights,
including the first, you must pay his Upkeep Fee
if you want him to remain with the Squad. If the
Special Character is killed, or you no longer
require his services, you dont have to pay any
upkeep! These costs are indicated in the entries
for each Special Character.
The money paid to Special Character comes from
the Squads treasury in the same way as buying
new weapons or recruiting new fighters. If you
dont have enough Credits to pay for the Special
Character, or want to spend it on other things, he
leaves the Squad.

Injuries
If a Special Character goes Out Of Action during
the game, roll for his injuries as you would roll
for an Officer on the Serious Injury Chart. Keep
track of any permanent injuries. Once a Special
Character dies as results from injuries, he may
never be rehired on the Campaign.

Experience
Special Character does not gain any experience,
as they are considered too knowledgeable to gain
any valuable information from a single battle,
regardless of any failed logic used to explained
why this is not possible.

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Leon "The Groom" McClane


(CDMDS)
From an early age Leon McClane, excelled in
strength, cunning and ferocity that surprised
even native Catachans. During his basic training
as a Catachan Jungle Fighter, he earn the rank of
Junior Platoon Leader after spending three weeks
in solitary confinement for disobeying what he
called a stupid childish tantrum from the Junior
Platoon Leader at the time, sending him to the
infirmary with three broken ribs, a broken arm
and a broken nose. What really got the respect of
his peers, as well as the two weeks on the brig,
was sending the Drill Sergeant to the infirmary
with a broken jaw for babbling a moronic
defense of the whining baby, in reference to the
injured Junior Platoon Leader.
After basic training he was attached to the
Catachans 4573rd Regiment, The Eye Pokers, and
sent to battle the Black Legions insurgency in
Cadia Prime. His no-nonsense approach became
legendary after he managed to broadcast an
unencrypted message to the Chaos Lord in which
he informed him the exact day and time he would
die. Every day he would taunt the enemy
Commander. Two hours before the announced
time, McClane walked to his Captain Quarters
and unceremoniously dropped the Chaos Lords
head at his feet. He shrugged off the Officers
disbelieve with a simple comment I know I was
early I lied. The rumor quickly spread out our
the Regiment that McClane was so secretively
sneaky he could infiltrate deep into enemy
territory and marry the enemy commander
without anyone the wiser. From that moment on,
he would be known to his close comrades in arms
as The Groom.
Catachan
High
Command
received
news
(actually, formal complaints) about his stunts in
Cadia Prime. After the conflict was ended,
McClane was shipped back to Cadia to start elite
training to join the Catachans 2nd Regiment, The
Catachan Devils. The training was brutal, as
expected, but McClane passed his tests with high
marks. Finally Leon felt challenged by his
assignment; in his own words Its about bloody
time they move me out of the babysitter
business.
After the battle of Korridor VI, his Commander
offered him a typical Catachan choice; either
accept a promotion to Catachan Devil Master Drill
Sergeant (CDMDS), die on the attempt or be sent
back to baby sit the 4573rd. His response was
utterly simple While death is no fun its better
than changing diapers. I go for the promotion.

After a season of pushing would-be Recruits for


the 2nd Regiment as an assistant, he was sent to
test like all Master Drill Sergeants. He was to be
air-dropped deep in the jungle, near a Catachan
Devil territory (dressed up as a bureaucratic
Servitor no less) to find and kill the deadly beast
before returning to base.
With far too typical Imperial inefficiency, the
coordinates of his drop zone were transposed
with the coordinates of a breeding nest of
Catachan Devils scheduled for Exterminatus. Only
after the drop occurred, High Command was
made aware of the situation. On the last record
of the transmission the Field Commander can be
heard saying in a muffled voice Poor Groom
they may as well had shipped him naked to the
Eye of Terror to fight Horus Ohhh well, I got
dibs on his gear!
Shroud in mystery, as Leon does not speak of
this very often and when he does the story
seems to change every time, the man made it to
camp after 5 months of being trapped deep in
the jungle without food, drink, shelter or
weapons. As seen on the record of the bases
security cameras, the images taken by the holorecorders of McClane riding a Shambling
Mamorph, pulling the rotting carcasses of two
Catachan Devils. His first words after arriving
were Anyone got an iron ration to eat? I swear,
if I have to eat any more of that wild Grox I will
start to get a little violent! To this day, is
customary to send the most annoying rookies
with a Grox Burger Peace Offering to the Master
Drill Sergeant. Without exception, they all end up
in the Infirmary.
After the battle of Catachan in 999.M41, in which
Leon lost his family at the hands of the Black
Legions, the Master Drill Sergeant has lost much
of his sense of humor and become more focused
on the utter destruction of heretics everywhere.
While still attached to the Catachans 2nd
Regiment, he has known to take R&R, and leave
to fight among fellow jungle fighters, especially
on small missions directly linked to the detriment
of Chaos Forces. His record of battles is
legendary, as well as his capacity to survive any
injury, as his multiple bionic implants can testify.
It is rumored that Chief Apothecary and
Lieutenant Commander of the Chaos Space
Marines Emperor's Children, Fabius Bile, has put
a high reward for whoever can bring The Groom
to his presence, so he can extract genetic
materials for his nefarious research.
M
4

WS
4

BS
3

S
5

T
3

W
3

I
3

A
1

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Who Can Hire? Imperial Guards, Catachan
Jungle Fighter Regional Platoon only. No other
Catachan Devil Master Drill Sergeant may be
hired while Leon "The Groom" McClane is with
the Squad.

Fees: 73 Credits to Hire, +37 to Upkeep

Rating: McClane increases the Squads rating by


+42 points plus 1 point per Experience point he
has.
Skills: McClane has no additional Universal
Skills. He may choose from the Combat, Strength
and Stealth Skill Categories when he rolls New
Skill upon advancement.
Weapons & Equipment: McClane would not use
any other weapons or armor from the Squads
Depot, but may use any wargear provided as
normal under any subsection. Any items that are
assigned to him may not be re-assigned,
removed, traded or sold; items may not be
Captured nor recovered after death, as a result of
a Serious Injury, if a method to do so is
available; McClane knows to destroy the gear
before the inevitable. If his gear is destroyed in
such manner (i.e. if Captured) then McClane has
lost the gear permanently and now may acquire
and use any equipment from the Squads Depot
under the Officer and Recruits subsections.
Starting Equipment: McClane starts equipped
with two exclusive items: Mabels Revenge, a
Shotgun, a Catachan Fang, his specusden (a
Lucky Charm), a bionic-eye (serves as Infra-Red
Goggles), Rope & Hook as well as a Reduced Flak
Jacket.
Special Rules:
Attack the Soft Spot: Like all Catachan
Officers, McClane is trained on many aspects
of human and xeno physiology, especially on
how to exploit body mechanics and vulnerable
spots to maximize damage in Close Combat
may re-roll one Injury Result per Turn done
with any weapon other than a Pistol;
remember that you can never re-roll a re-roll!
Burn the Heretic: McClane has an intense
hatred toward agents of Chaos, who have
cause him the loss of his loved ones. When
fighting in Close Combat with any follower of
the Dark Gods (i.e. Imperial Renegades,
Chaos Cultists, etc) he may re-roll failed tohit rolls; remember that you can never re-roll
a re-roll!

Fearless: McClane have faced alone the worst


that Catachan has to offer and survived with
minimal injuries. It is rumored that all
monstrosities on the home planet quiver at
the mere presence of the legendary warrior.
McClane is immune to the effects of Fear.
Hard to Kill: Nobody knows why McClane can
resist the amount of punishment he can in
combat. He seems capable to ignore all
injuries, until the battle is won! On a roll of
4+, McClane may ignore Knocked Down or
Stunned results. On each subsequent Turns
(all the players) a new test must be passed in
order to keep in conscious. Once the roll is
failed, apply the original Knocked Down or
Stunned result.
Jungle Terrain Camouflage: As a Catachan
Jungle Fighters, a CDMS is an expert at
avoiding detection on the Catachan jungles
and has learned how to maximize the use of
terrain more effectively. A CDMS in jungle
terrain features gain a +1 bonus to his Cover
Save. This benefit is not cumulative with
other Skills, wargear, etc unless specifically
stated and does not apply to in the open,
even if playing on jungle tables regardless of
any failed logic to justify it. Remember, it is
great sportsmanship to always discuss before
the game starts how each piece of terrain will
affect the game, from what constitutes Area
Terrain to what kind of Cover Saves they
provide. This makes for clear and fun games!
Master Infiltrator: McClane is recognized as a
true master of covert operations, as all
Catachan Jungle Fighters are. The fighter with
this Skill is always placed on the battlefield
after the opposing Squad and can be placed
anywhere on the table up to 8 of the enemy,
even above ground or within an unobstructed
Line of Sight of the enemy. If both players
have Master Infiltrator fighters, roll a D6
each, lowest roll sets up all his fighters first.
Master Infiltrators cannot carry any kind of
Special nor Heavy Weapons.
In the Presence of Greatness: All allies
fighting besides McClane are filled with a
euphoric sense of heroism. Any allied
engaged in the same Close Combat as
McClane gain the Hard to Kill rule, but they
must roll a 5+ to gain the effects.
A TRIBUTE TO ACTION HEROES
The name Leon "The Groom" McClane: Leon is a
tribute to great movie action heroes. Leon is the
name
of
Jean
Reno's
character
in
THE
PROFESSIONAL; "The Groom" pays respect to Uma
Thurman's character 'The Bride' in KILL BILL; and
McClane refers to Bruce Willis' character in DIE HARD.

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LEON "THE GROOM" MCCLANE (CDMDS); A TRUE CATACHAN HERO.


A Chaos auxiliary invasion battle barge accidently jumped out of the Warp at the wrong location.
They found themselves years from their intended destination as they were supposed to bring much
needed reinforcements at Segmentum Pacificus. Shortly after highest ranking Fleet Commander
was executed, Officers made it known that their new orders were to take over Catachan; the new
Fleet Commander was thinking how nice it would be to take this Deathworld for himself.
The Catachans were blissfully unaware the danger and damage that was about to be done to
their home planet. Chaos naval ships opened fire on the Deathworld, the majority of the attacks
upon orbital defense guns and large settlement buildings. Soon the Catachan defenses were
rendered almost ineffective. The few remaining ones attempted to take out as many invasion
shuttles as they could, but their efforts were not enough to stop the hundreds of them landing on
the dense jungles.
Catachan Devil Master Drill Sergeant Leon "The Grom" McClane was training his Squad of men on
insurgency tactics; little did he realize that their training will pay off shortly. After the bombardment
began, Master Drill Sergeant McClane ordered his men out of the thick jungles, moving them
towards settlement of Tirarcova. When Leon and his group of fighters arrived the place was
already overran my Chaos Renegades, some of them already bearing markings of the Blood Pact, a
highly organized Chaos warrior-cult devoted to Khorne.
The Field Commanders rounded up all those they could capture, but most Catachans would die
fighting if he could. The prisoners were locked up and held in squalor conditions. McClane's wife and
three children were included in the group of prisoners. Leons men lead insurgency attacks upon
the Chaos forces for weeks. The Catachans effectiveness was working as none of the enemy
wanted to venture outside the settlement walls for fear of death. Those that did and managed to
survive returned mumbling about the jungle being alive, possessed by Khorne himself. The Blood
Pack was clearly out of their element. In the settlement, the interviewing and 'debriefing' of
prisoners, in hopes to find out more about this large force of Catachans fighting them, filled the days
and nights with the screams of those tortured. No intelligence was gathered from this force, which
was composed of only twenty Catachan Jungle Fighters.
Eventually, someone broke the silence and revealed who was out there and their relatives quickly
identified. The corrupt Field Commander ordered all the prisoners related to those Catachan fighters
to be tortured and impaled, while still alive, outside the city walls. The Commander taunted McClane
via Voice Vox, inviting him surrender or watch your family die! Before Leon could make any moves,
he witnessed his family's slow and painful death. After that, it is said the Master Drill Sergeant
McClane was never the same. Nothing physically wrong, just he had one passion and one passion
alone; the utter destruction of all heretics. McClane and his men would not stop until they rid the
Chaos of their planet.
Shortly after the death of the last prisoner, the Chaos Field Commander was ordered by the
Warmaster himself to leave the planet, join the battle barge and jump to new coordinates. This is
the break that McClane was waiting for; during all the confusion of trying to get all forces off the
Catachan, Leon and his men took over a cargo shuttle bound for departure and brought aboard a
few surprises; they stowed four mature Catachan Devils aboard. Once the shuttle landed on the
battle barge, the Catachan Devils were let loose. Their gargantuan size left little room for anyone to
maneuver out of their way, and their massive strength tear down bulk heads with relative ease.
Nobody was prepared for such fight; Chaos was being redefined. With this diversion, McClane and
his team boarded the enemy vessel. After heavy losses, the ship's Control Bridge was taken. After
decapitating the Field Commander responsible for his family's death, the remaining Chaos crew in
the Bridge was ordered to open fire on the other ships that supported the Battle Barge. One Servitor
hesitated and was summarily executed. Soon after, the rest of the highly motivated crew began
opening fire. Everyone though that it was an act of treachery and few attempted in vain to retake
the command vessel. Those that tried to escape into the Warp were destroyed before they could
do so.
Master Drill Sergeant McClane then ordered his men to re-direct the ship to crash land in the
Volcano Lands, deep within the Shambling Mamorphs' territory. Then he had the weapon systems
and directional control systems destroyed. He evacuated the ship through the last shuttle, and
watched the Battle Barge crash land on his homeworld, wishing only to see the panic faces of his
enemies as they approached death. His actions had horrible ramifications for Catachan; not only
the crash of such massive ship became a natural disaster of epic proportions, but he introduced
the taint of Chaos permanently on the Deathworld. Inquisitorial investigators never fully condemned
McClane's actions, but they never cleared his name either. For him, the only regret was never been
able to give proper burial to his family.

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Matthias Silent Death Riel


Matthias Riel is the first son of a regional lord on
the world of Vardan; born into a life of wealth.
Always unhappy with his status quo, he
volunteered for the Imperial Guard, hoping to get
any from the material lifestyle his father wanted
him to have. After basic training he was reassigned to the 902nd Jenkalas Rifles, were he
trained as an Urban Fighter.
His first action was on the world of Boucheroc.
The Jenkalas 722nd, 831st, and 902nd were
deployed to protect the planets supply of
promethium from an Ork Waaagh. The battle
quickly turned into a war of attrition. It was here
that Matthias got his first taste battle and
established himself as an excellent marksman.
During a lull in the fighting, Matthias was sitting
guard
for
his
fighting
trench
when
uncharacteristically accurate Gretchin sniper
shot rang out, grazing his helmet and bouncing
down into his eye. Unperturbed by the tragic
event, he picked up his Lasgun and sighted down
the barrel with his remaining eye into No-Mans
Land trying to find the Gretchin shooter. The little
Grot, who had never hit anything in his life, was
jumping up and down yelling at Da Boss about
his great shooting skills, when a single lasgun
shot streaked across the field, hitting him in the
same eye that Matthias had just lost, penetrating
into its tiny brain. As a result of his composure
under extreme duress, his superiors granted him
a specialty made bionic eye which incorporates a
small refractor field.
With the fighting on Boucheroc over, the
decimation of the three Jenkala Regiments was
such that replacements were coming in at an
unprecedented rate. To compensate, Jenkalan
Command disbanded the regiments and sent its
veteran troops out to join other existing outfits so
that they can benefit from their experience.
Whilst training a new squad of scouts on the
Deathworld of Karrik, the squad was ambushed
by a horde of Ork Boyz. Matthias accounted for
no less than 183 of the Orks, but lost his entire
squad. Rewarded again by his superiors for his
unparallel shooting ability, he was giving an
extremely rare version of the Long-Las.
Nevertheless he felt responsible for the deaths of
the scout squad, and forever more refuses to
work with anyone, always venturing out into the
battlefield alone.

M
4

WS
3

BS
5

S
3

T
3

W
2

I
3

A
2

Who Can Hire? Imperial Guards, Jenkalas


Urban Fighters Regional Platoon only. No other
Jenkala Urban Sharpshooters may be hired while
Matthias Silent Death Riel is with the Squad.
Fees: 59 Credits to Hire, +30 to Upkeep
Rating: Riel increases the Squads rating by +38
points, plus 1 point for each Experience point he
has.
Skills: Riel has the following additional Universal
Skills: Weapon Training (Sniper), Leap and
Infiltration. He may choose from the Shooting,
Speed, and Stealth Skill Categories when he rolls
New Skill upon advancement. As an alternative,
he may learn this unique Skill:
Deadly Shot: The Urban Sharpshooters
training and natural ability allows him to pick
his shots with care, placing them with
unparalleled precision. Add +1 to rolls on the
Critical Hit Chart.
Weapons & Equipment: Riel would not use any
other weapons or wargear from the Squads
Depot, but may use any wargear provided as
normal under any subsection. Any items that are
assigned to him may not be re-assigned,
removed, traded or sold; items may not be
Captured nor recovered after death, as a result of
a Serious Injury, if a method to do so is
available; Riel knows to destroy the gear before
the inevitable. If his gear is destroyed in such
manner (i.e. if Captured) then Riel has lost the
gear permanently and now may acquire and use
any equipment from the Squads Depot under the
Officer and Recruits subsections.
Starting Equipment: Riel starts with a Triplex
Long-Las, a Laspistol, the complimentary Combat
Knife, a Clip Harness, a Rope & Hook, Seeker
Bionic Eye, and Mesh Armor.

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Special Rules:
Sure Footed: Officers have been trained on
how to move efficiently through difficult urban
terrain. They may re-roll a Hustle move Test
whilst moving through Urban Terrain (i.e.
buildings, ruins, man-made structures, etc);
remember that you can never re-roll a re-roll!
Supreme Master of Camouflage: Matthias Riel
has fought in almost every environment
imaginable. As such he has become adept at
hiding in all environments. In any terrain he
gains a +1 Cover Save up to a maximum of
3+. He also counts as if Hiding, unless he has
Ran in their last movement phase.
SEEKER BIONIC EYE
As a result of Matthias Riels exceptional courage
under fire, Vardan HQ had the local forge-priest
create a new Bionic Eye to replace the one
Matthias had lost. It is a masterpiece, and
wherever Matthias goes, techpriests stop him in
his tracks so as to admire such a work of art.
Special Rules
Incorporated Refractor Field: The Seeker
Bionic Eye, when designed, ended up larger
than its regular counterpart. Because of this,
Matthias Riel is unable to wear a Helmet. To
counter this, tech-priests fitted the eye with a
limited Refractor Field. In game terms, this
gives Matthias Riel a +1 to his Armor Save
and a chance to ignore Stunned results on a
4+, turning them into a Knocked Down.
Advanced Targeting System: Incorporated
into the Seeker Bionic Eye is a specially made
targeting
system,
enhancing
Matthiass
prodigal abilities. In game this gives Matthias
Riel one re-roll to-wound per game.

Weapons, Armor
& Wargear
The following section describes the Weapons,
Armor and other Wargear used by fighters
fighting in 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!

Weapons Characteristics
Every fighter, regardless of their origin, will have
some weapons to fight with. They range from the
simplistically raw to the sadistically complex.
Weapons have different Characteristics and fall
into different Categories. For example, a Plasma
Pistol has the Pistol and Gets Hot Characteristics.
They are all explained in the sub-sections that
follow.

Weapon Characteristics
Every weapon has one or more Weapon
Characteristics, which determines how they can
be
used.
Some
Characteristics
can
be
complementary (i.e. a Grenade Launcher has
both Heavy Weapon and Grenade Characteristics)
while others are mutually exclusive (i.e. no
weapon could ever have the Close Combat and
Sniper Characteristics!)

Assault: These weapons are designed to be


shot on the move. A fighter may move (but
not Run or Charge) and shoot with no to-hit
penalty. The number of shots it can fire
depends on the weapon; a designating
Assault 2 means it can fire two times per
Turn.
Blade: Weapons with the Blade Characteristic
roll on the Blade section of the Advanced
Critical Hit Chart.
Blast: These weapons include any that
explode upon impact, covering a large area.
Any fighters (friend or foe) fully or partially
covered by the Blast template are affected by
this weapon. Weapons with the Blast
characteristics include some grenades, mines
and/or demolition charges. The Blast will only
affect fighters on the same level as the
impact point. See Template Weapons section
for details. These weapons cannot be used in
Close Combat.

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Bludgeon: Weapons with the Bludgeon


Characteristic roll on the Bludgeon section of
the Advanced Critical Hit Chart.
Close Combat: These weapons may only be
used in Assault (Close Combat) situations.
Gets
Hot:
Some
extremely
powerful
weapons, such as Plasma Pistols, are
somewhat unstable when fired. For every tohit roll of 1, roll an additional D6; on a 3+ the
misfire hits the firing fighter with Strength
equal to the weapons (to-wound). Armor
Saves are allowed as normal. These rolls may
never be re-rolled for any reason.
Grenades: Grenades encompass all weapons
that are thrown or launched and explode
upon impact. See Thrown Objects and
Template Weapons Sections for details on
their use and operation. These weapons
cannot cause Critical Hits, nor can they be
used in Close Combat.
Heavy Weapons: As the name indicates,
these are powerful weapons that exchange
mobility for brutal firepower. Users of these
weapons need to learn how to handle and use
them efficiently, which is not an easy task;
they need to have the Weapon Training,
Heavy Weapons Skill. A fighter firing a Heavy
Weapon may not move and shoot. If the
fighter is not firing, he may move (Walk or
Run) at -1 Movement penalty and may not
Charge or Jump, unless specifically stated on
the weapons description. If the fighter is
Charged, it will always suffers from Strike
Last in Close Combat. After the Close Combat
concludes, it will take a full non-combat Turn
for the owner of the Heavy Weapon to pick up
& prepare the weapon for shooting, as long as
the
fighter
continues
to
meet
the
requirements for its use. Fighters carrying
Heavy Weapons may never attempt to
Infiltrate or redeployed by Hunch on the
battlefield.
Pistol: Pistols have a limited range and may
fire twice if the fighter did not move, or once
while moving suffering a -1 to-hit penalty for
moving and shooting. The fighter may only
fire one Pistol, unless he has the Gunfighter
Skill. These small firearms can also be fired
once per round during Close Combat, using
the attackers WS, instead of the BS,
attribute. This attack uses the Pistols
Strength and AP instead of the fighter's
Strength.

Plasma: Plasma Weapons are a dangerous in


the extreme. The main component of their
ammunition is composed of high-yield
explosive plasma, which detonates when
charged with various degrees of electrostatic
current. Users of these weapons need to learn
how to handle and use them efficiently, which
is not an easy task; they need to have the
Weapon Training, Plasma Skill. Plasma
weapons
behave
like
their
normal
counterparts, with the exception of the
amount of damage they can deliver. All
Plasma Weapons suffer from the Gets Hot
Weapon Characteristic and cannot be used in
Close Combat.
Rapid Fire: Rapid Fire Weapons can be either
fired many times (sacrificing distance) or
once at a longer range. If the fighter does not
move, it may fire once up to the weapon's
maximum range or twice at up to 12. If the
fighter has moved, it may only fire twice at
12, with the -1 penalty for moving. These
weapons cannot be used in Close Combat. For
example, a Lasgun can be used as a stable
stationary weapon (shots once at maximum
range with increased accuracy) or can be fired
from the hip while the attacker is on the
move (shots twice at a shorter range with
less accuracy).
Rending: Rending Weapons can cause
severe damage with relative ease. A towound roll of 6 automatically causes massive
damage. Roll twice on the Critical Hit Chart at
-1 to each of the rolls. The player selects the
higher of the two rolls to determine the
specific Critical Hit Damage. The defender
may still roll for Saves, as appropriate, if one
is available.
Sniper: Weapons with the Sniper Weapon
Characteristic are a highly specialized bunch.
Snipers can fire at targets that are located at
an extreme long range and still hit them in
vulnerable spots. To use them, fighters need
specialized training; they need to have the
Weapon Training, Sniper Skill. Snipers may
not move and shoot, but can fire the Sniper
Weapon while Hiding, revealing themselves
only on a roll of 4+. Most Sniper Weapons
cause Rending damage. These weapons
cannot be used in Close Combat. Only one
Sniper Weapon may be user per Squad.

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Template: Some weapons, like the Flamer,


cause damage in a specific area rather than in
a specific spot. Such weapons use Templates
to determine the area of the effect and any
negate Cover Saves, unless specifically stated
on the weapons description. See Template
Weapons Sections for details. These weapons
cannot cause Critical Hits, nor can they be
used whilst in Close Combat.
Thrown Weapon: These are weapons
designed to be thrown (or launched), such as
throwing knives or sling-bullets. See Thrown
Objects and Template Weapons Sections for
details. These weapons cannot be used whilst
in Close Combat.
Two-Handed: The size and weight of this
Close Combat weapon requires two hands to
use. A fighter armed with a two-handed
weapon may not use a shield or additional
weapon in Close Combat. If the fighter is
equipped with a shield, he will still get the +1
bonus to his Armor Save against shooting,
but not against Close Combat attacks. Any
fighter with Strength 5 or more can use a
double-handed weapon as a one-handed
weapon.
Unarmed Combat: Any fighter may resolve
his battles old school without weapons!
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.

All Death Squad fighters carry a free Combat


Knife as backup Close Combat weapon, in
addition to whatever other weapons they
purchase. If not apparent on the fighter, it is
assumed to be tucked into a boot or concealed by
the fighters clothes.
URTY SYRINGE
Painboyz carry all kind of crude, rusty
and huge medical paraphernalia. Most of
the saws, blades and hammers they
IMAGE
carry make perfect Close Combat
weapons, but their special favorites are
without doubt the syringes. These
enormous devices are filled with a
virulent toxic goop of the Painboys own design.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade

Poisoned Goo: An Urty Syringe is a poisoned weapon


that always wounds on a 4+.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Special Effects: Fighters who are injured by an Urty


Syringe roll on the VIRULENT TOXIC EFFECTS CHART
(below) instead of the Injury Table.

Painboy Only: This weapon can only be Acquired and


used by Painboyz, unless specifically stated in the
warriors entry.

VIRULENT TOXIC EFFECTS CHART


D6

Effect Description

Resist!: Wild and dizzying visions spin before the victims eyes as he
battles to overcome his inner madness. Roll a further D6. On a score of
1-4, the victim resists the visions and suffers no further effect. On a 56, the victim suffers 1 Wound as any other normal attack.

Theyre Crawling All Over Me!: The victim is convinced that he is


covered with spiders, plague rats, or other unpleasant creatures. The
victim must pass a Panic Test or become Knocked Down with sheer
terror.

Weapons

The type of weapon gives a general category and


description of where the weapon belongs. A
weapon may only belong to one category. For
example, a Bolt Pistol belongs to the Pistol
Weapon Type because it is a (powerful) small
firearm, as opposed to a Bolter, which is a Rapid
Fire Weapon Type. They are all explained in the
sub-sections that follow.

Over There!: The victim is convinced that the enemy is all around
him, hiding behind every piece of cover, lurking just out of sight, ready
to drop from above. The victim must pass a Panic Test, at -1 penalty,
or move D6 away in a random direction. Immediately, the victim
must blast off with any weapon he has (at -1 BS) at the closest target,
friend or foe.

Run For It!: The victim is overcome with terror, his eyes widen and
he starts to dribble and gibber. The fighter must pass a Panic Test at, -3
penalty, or become or break his nerve. Move the model 2D6" (as
normal) directly away from the enemy. Of course, follow the rules of
Panic from this moment on.

Traitors!: The victim is convinced that his fellow fighters are out to
get him, that the whole thing is a set-up, and the only way to escape is
to kill them all. The victim must pass a Panic Test, at -1 penalty, or
move D6 away towards the nearest (formerly) friendly model and
shoot it!

Errrr... The victim lapses into a mindless slack-jawed state for the
remainder of the encounter. The fighter must pass a Toughness Test or
become Out Of Action, being removed from the game. The fighter is
further unharmed and recovers after the game is over (do not roll on
the post-game Officers Serious Injury Chart).

Hand-To-Hand Weapons
Hand-To-Hand
weapons
include
primitive
weapons such as knives, swords, clubs, and
advanced weaponry such as power swords,
power axes and power fists. These weapons
cannot be used to shoot; they are used
exclusively for Hand-To-Hand fighting. As this is
true for all the weapons in this category, it is not
noted in the special rules descriptions, but is
indicated in the profile summary by the tag Close
Combat.

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AXE
The Axe is a primitive, yet effective
weapon used since times before the
Great Cleansing. It is a versatile tool, but
when used for Close Combat, it can split
armor and bone with relative ease. Its
basic and simple construction means that
even the most rudimentary fighters can
use one effectively. It sacrifices the
finesse of a sword, putting lots of emphasis on brute force. Its
mechanized heavy axe head is capable of damaging the
strongest of metals.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade

Armor Splitting: Attacks made with an Axe cleave


through armor. Victims have to take Armor Saves at -1
penalty (i.e. an Armor Value of 4 is treated as Armor
Value 5).
BIG CHOPPA
An enormous version of a
regular Choppa, this axe-like
device with jagged metal teeth
is chosen more for sheer weight
than subtlety. A Big Choppa,
because of its size, is wielded
with both hands by all but the strongest of warriors.
Special Rules

Weapons Strength: As User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 6

Weapons Type: Blade

Armor Splitting: Attacks made with a Power Axe cleave


through armor. Victims must take Armor Saves at -1
penalty (i.e. an Armor Value of 4 is treated as Armor
Value 5).

Two-Handed: The size and weight of this Close Combat


weapon requires two hands to use. A model armed with a
two-handed weapon may not use a shield or additional
weapon in Close Combat. If the model is equipped with a
shield, he will still get the +1 bonus to his Armor Save
against shooting, but not against Close Combat attacks.
Any warrior with Strength 5 or more can use a doublehanded weapon as a one-handed weapon.

Strike Last: A warrior using this weapon is affected by


the Strike Last Combat Rule, regardless how many hands
the weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Thought of the Day

Our Bodies are protected by


adamantium;
our souls are protected by loyalty.

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BITING BLADE
The Biting Blade is a larger, much
specialized chainsword used by the
Striking Scorpion Exarch in combat. The
IMAGE
teeth of the blade easily tear through
armor, flesh, bone and muscle. Unlike
the Imperial counterpart, the Eviscerator,
this is a weapon that requires great skill
to use rather than brute strength.
Special Rules

Weapons Strength: As User +1, +3

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 5

Weapons Type: Blade

One-Handed Use: A Striking Scorpion Exarch may decide


to use this weapon one handed, regardless of his
Strength. This choice must be made prior the beginning
of Close Combat, and must remain the same for the
duration of that Close Combat. If used one-handed, the
weapon Strength would change to User +1, but the user
may use a different weapon of Shield on his other hand,
as well as Parry. (see below).

Parry: If used as one handed weapon, the Exarch may


Parry with a Biting Blade, as described in the game rules.

Two-Handed Use: The size and weight of a Biting Blade


allows the trained fighter to use it with deadlier results as
a two-handed weapon. This choice must be made prior
the beginning of Close Combat, and must remain the
same for the duration of that Close Combat. If used onehanded, the weapon Strength would change to User +3,
but the user may not use a secondary weapon nor a
Shield on his other hand. The fighter would suffer from
Strike Last (see below).

Strike Last: A fighter using this weapon is affected by the


Strike Last Combat Rule, regardless how many hands the
weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Striking Scorpion Exarch Only: This weapon can only be


acquired and used by the Striking Scorpion Exarch,
unless specifically stated in the warriors entry.
BUZZSAW
BuzzSaws are horrific Close Combat
weapons that are cumbersome and
require a massive amount of power. For
these reasons, they can only be mounted
in small vehicle-type machines, such a
or
huge
and
violent
Trash-Kan,
individuals, such as Renegade Ogryns.

IMAGE

Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 4

Weapons Type: Blade

Up Close and Personal: A BuzzSaws is a true Close


Combat weapon, which requires the users full attention.
The fighter may only carry and use the BuzzSaw into
battle instead of having multiple weapons (i.e. may not
carry a BuzzSaws and Ripper Gun) unless specifically
stated on the fighters description.

Superior Armor Splitting: Attacks made with a BuzzSaw


cleave through armor. Victims must take Armor Saves at
-2 penalty (i.e. an Armor Value of 4 is treated as Armor
Value 6).

Multiple Attacks: Buzzsaws can deal a massive amount of


damage in a very short time. The attacker gets 1D3
attacks WITH the Buzzsaw. These attacks supersede any
attacks on the fighters profile.

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CATACHAN FANG
A Catachan Fang is a vicious knife
measuring up to 20 inches of gleaming
steel favored by Catachan Jungle
Fighters.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade

Vicious Wounds: Attacks made with this weapon causes


horrible wounds to its victims. The fighter may re-roll any
failed to-wounds rolls.
CHAINS & FLAILS
A length of chain or a chain fastened to a
metal
bar
is
a
dangerous
and
unpredictable weapon. Only the most
maniacal fighters would use a weapon
like this, swinging it around their heads
with long, powerful strokes. A fighter
swinging a heavy chain is unable to use
any other weapon in Hand-To-Hand
Combat because of the concentration
required to keep the chain swinging. It is
also a dangerous weapon to use because
the wielder must struggle to keep his
balance whilst avoiding the chain itself.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Bludgeon

Impossible to Parry: It is impossible to parry against a


fighter armed with a chain the sword is simply dashed
aside.

Fumble: Because the weapon is so clumsy, any to-hit


rolls of 1 disarm the attacker on a 5+.
CHAINSWORD
A Chainsword is a Close Combat
Weapon which is essentially a
sword with powered sub-atomically
honed adamantium teeth that run
along the blade like that of a
chainsaw and can slice through
plasteel. Most versions make use
of monomolecular-edged or otherwise razor sharp teeth. The
weapon makes an angry buzzing sound as the teeth spin
around, intensifying into a high pitched scream as they grind
into amour. It is a popular weapon of Imperial Guard officers,
and boarding and assault parties - such as Space Marine
Assault Squads.
Special Rules

Weapons Strength: As User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 5

Weapons Type: Blade

Parry: You can Parry with a Chainsword, as described in


the game rules.

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CHOPPA
Orks use a bewildering variety
of bladed, spiked, serrated,
jagged, barbed, and notched
hand weapons ranging from the
proverbial blunt instrument to whirring Ork-tooth chainsaws.
All these weapons are grouped as Choppas. These weapons
count as normal Close Combat weapons.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade


CLUBS, MAULS & BLUDGEONS
Simple primitive weapons are often
used
by
savages,
impoverished
fighters, hordes of mutant creatures
or the desperate. This type of weapon
comprises crude clubs or metal bars,
murderous hammers or axes, and
other weighty blunt instruments such
as spiked mauls and bludgeons.
They can be used with one hand, leaving the other free to
carry a pistol or another Close Combat weapon.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Bludgeon

Crude & Heavy: Because these weapons are crude and


heavy, they are marginally more dangerous than bladed
weapons, although it is impossible to use them to Parry.
COMBAT KNIVES
Every fighter carries a Combat Knife of
some kind. Heavy bladed single-edge
fighting knives are the most common
type, but needle thin stilettos and long
double-edged daggers are favored by
some fighters. These weapons are not the
first choice of any fighter who enters
Close Combat, but it beats fist fighting! The first Combat
Knife is free (its cost is already included in the recruitment
costs) and any further knives are fairly cheap. Combat Knives
are not as efficient as Swords or other Close Combat
Weapons, always conferring a bonus to enemy Armor Saves.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade

Weak Against Armor: Attacks made with a Combat Knife


have a hard time penetrating armor. Victims can make
Armor Saves at +1 bonus (i.e. an Armor Value of 4 is
treated as Armor Value 3; no Armor Value is treated as
Armor Value 6).

STANDARD WEAPONS
Warriors of the 41st Millennium are much more than
mundane population that picks up a fight. They are
trained in their culture's methods of fighting warfare.
Even more, members of any Death Squad belong to
a soon to be elite group of warriors, fighting for their
group's cause.
Every warrior, unless explicitly indicated on their
Squad's profile, carries their Races equivalent of one
Combat Knife. These free weapons do not have any
real value, and as such cannot be sold.

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DEVIL'S CLAW
The Devil's Claw, named after the
great predator on Catachan, is the
longest weapon, up to four feet long.
It is closer to a sword than a knife
and has achieved status among the
Orks who call it 'Da Cutta'. The blade
is hollow and half filled with mercury
in order to improve swing strength
and control. The camouflaged design makes this an extremely
deadly weapon. Catachan Regimental Officers prefer to use
the Devil's Claw instead of the Imperial issued Power Sword.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 4

Weapons Type: Blade

Vicious Wounds: Attacks made with this weapon causes


horrible wounds to its victims. The fighter may re-roll any
failed to-wounds rolls.

Parry: Fighters with Devil's Claws are able to Parry, as


described in the game rules.

Allows Only One of a Kind: A fighter carrying and using a


Devil's Claw may not carry nor use another Devils Claw
or any other Power Weapons.
DIRESWORD
A Diresword is an ancient weapon that
can harness psychic power which is only
wielded by a Dire Avenger Exarch. It
IMAGE
incorporates the wielders psychic aura
with one of a spirit of a great Eldar
warrior. The vengeful spirit possessed
within this weapon will attempt to sear
the mind of its victim once it inflicts any damage. Once the
victim is snared on the psychic trap, further damage is
possible usually resulting in catastrophic results, with the
spirit guiding multiple attacks to victims of weak resolve.
Special Rules

Weapons Strength: at User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 5

Weapons Type: Blade

Parry: Fighters with swords are able to Parry, as


described in the game rules.

Vengeful Spirit: Victim of unsaved wound must pass a Ld


Test. Failed tests will result in that the user of the
Diresword may make an additional attack with this
weapon. This additional attack follows all normal rules for
Close Combat (i.e. must roll to-hit and to-wound, Saves
are allowed, etc). While there is no limit on how many Ld
Tests the victim may be forced to take only one
additional attack may be made per Close Combat phase
in this way.

Dire Avenger Exarch Only: This weapon can only be


acquired and used by a Dire Avenger Exarch, unless
specifically stated in the warriors entry.

EXECUTIONER
The Executioner is a large two-handed
weapon shaped like a great scythe or
heavy spear only available to Howling
IMAGE
Banshee Exarchs, which is capable of
slicing an opponent in half with a single
blow. It is considered to be one of the
most powerful hand-held weapons.
Special Rules

Weapons Strength: As User +2

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 4

Weapons Type: Blade

Two-Handed: The size and weight of this Close Combat


weapon requires two hands to use. A model armed with a
two-handed weapon may not use a shield or additional
weapon in Close Combat. If the model is equipped with a
shield, he will still get the +1 bonus to his Armor Save
against shooting, but not against Close Combat attacks.
Any warrior with Strength 5 or more can use a doublehanded weapon as a one-handed weapon.

Strike Last: A warrior using this weapon is affected by


the Strike Last Combat Rule, regardless how many hands
the weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Howling Banshee Exarch Only: This item can only be


acquired and used by the Howling Banshee Exarch,
unless specifically stated in the warriors entry.
MANDIBLASTER
Mandiblasters are an Eldar weapon
system that is built into the helmets of
Striking Scorpions. They are neurally
IMAGE
activated weapons which fire a hail of
deadly metallic shards. These shards,
while capable of cutting and lacerating
flesh, are not particularly powerful alone;
they act as a conductor to follow-up a intense laser burst. The
laser flashes the slivers of metal into plasma, which can cause
significant damage or injury to targets. Because of the neural
activation of the device the accuracy is often very high and it
makes an effective pre-combat rank thinner. Also known as
the Scorpion's Sting or the Sting of the Scorpion.
Special Rules

Weapons Strength: 3

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 6

Weapons Type: Close Combat

Limited Use: This weapon may be use only on the first


Turn of Close Combat, regardless who initiated the battle.

Independent Attack: This weapon count as an additional


attack (regardless of the Attack Attribute of the model),
performed at Initiative 10.

Striking Scorpions Only: This weapon can only be


acquired and used by a Striking Scorpions, unless
specifically stated in the warriors entry.

Thought of the Day

Ninja Design; makes others


do what you want
without them knowing!

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POWER FIST
The Power Fist is the most
potent weapon of its kind,
being even more deadly than
a Chainaxe. It is a very rare
weapon and requires a
powerful energy source for its large generator. The Power Fist
is a massive armored glove surrounded by a shimmering
energy field. As the user punches and tears at his target the
energy discharges rend the object apart. Whilst fighting in
Hand-To-Hand Combat, it is impossible to hold another
weapon in the Power Fist, but at other times it can be
deactivated and used to hold another weapon.
Special Rules

Weapons Strength: As User +2

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 3

Weapons Type: Bludgeon D3

Multiple Attacks: Power Fists can deal massive amount of


damage in a very short time. The Power Fist is used as a
secondary weapon, and the attacker gets 1D3 attacks
WITH this weapon. Any attacks with the primary weapon
follow the fighters Attack attribute.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Strike Last: A warrior using this weapon is affected by


the Strike Last Combat Rule, regardless how many hands
the weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Allows Only One of a Kind: A warrior carrying and using


this Power Weapon may not carry nor use any other
Power Weapons.

Leader Only: This weapon can only be acquired and used


by the Squad Leader, unless specifically stated in the
warriors entry.
POWER KLAW
The Power Klaw is the most potent
weapon of its kind, being even
more deadly than a Chainaxe. It is
a very rare weapon and requires a
powerful energy source for its
large generator. The Power Klaw is
a massive armored glove with sharp blades, surrounded by a
shimmering energy field. As the user punches and tears at his
target, the energy discharges rend the object apart. Whilst
fighting Hand-To-Hand Combat, it is impossible to hold
another weapon in the Power Klaw, but at other times it can
be deactivated and used to hold another weapon.
Special Rules

Weapons Strength: As User +2

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 3

Weapons Type: Blade D3

Multiple Attacks: Power Klaws can deal massive amount


of damage in a very short time. The Power Klaw is used
as a secondary weapon, and the attacker gets 1D3
attacks WITH this weapon. Any attacks with the primary
weapon follow the fighters Attack attribute.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Strike Last: A warrior using this weapon is affected by


the Strike Last Combat Rule, regardless how many hands
the weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Allows Only One of a Kind: A warrior carrying and using


this Power Weapon may not carry nor use any other
Power Weapons.

Leader Only: This weapon can only be acquired and used


by the Squad Leader, unless specifically stated in the
warriors entry.

Jump to Table of Contents


POWER SWORD
The Power Sword might
look
much
like
an
ordinary sword, but it is
actually
a
technically
sophisticated and very
deadly
weapon.
The
swords hilt and blade
incorporate an energy
source and a disruptor generator which sheathes the blade in
a shimmering blue energy field. As the blade strikes, a
crackling discharge envelops the target and tears it apart,
practically ignoring Armor Saves.
Special Rules

Weapons Strength: As User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 4

Weapons Type: Blade

Parry: Fighters with Power Swords are able to Parry, as


described in the game rules.

Allows Only One of a Kind: A fighter carrying and using


this Power Weapon may not carry nor use any other
Power Weapons.

Leader Only: This weapon can only be acquired and used


by the Squad Leader, unless specifically stated in the
fighters entry.

SCORPION'S CLAW
The Scorpion's Claw is a special Eldar
weapon used by the Striking Scorpions
Exarch. It is a powered claw shaped
IMAGE
glove which slips easily on to the arm
and incorporates a Shuriken Catapult in
the back giving the Exarch both a ranged
and powerful combat weapon.
Special Rules

Weapons Strength (Close Combat): As User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP) (Close Combat): 4

Weapons Type (Close Combat): Bludgeon D3

Combi-Weapon: This weapon combines a Close Combat


Weapon (described in this section) and a ranged weapon
(Shuriken Catapult, described on its own section). The
ranged weapon cannot be fired in Close Combat.

Multiple Attacks: The Scorpion's Claw can deal massive


amount of damage in a very short time. The Scorpion's
Claw is used as a secondary weapon, and the attacker
gets 1D3 attacks WITH this weapon. Any attacks with the
primary weapon follow the fighters Attack attribute.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Strike Last: A warrior using this weapon in Close Combat


is affected by the Strike Last Combat Rule, regardless
how many hands the weapon requires to use or are being
used. See the Assault section for details on Strike Last.

Allows Only One of a Kind: A warrior carrying and using


the Scorpion's Claw may not carry nor use any other
Scorpions Claw or any Power Weapons.

Striking Scorpion Exarch Only: This weapon can only be


acquired and used by the Striking Scorpion Exarch,
unless specifically stated in the warriors entry.

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SHAMANS STAFF
Kroot Shamans often
carry a staff, adored with
mystical
runes
and
charms. The Shamans
Staff is much more than a ritualistic item that allows them to
focus their Psychic powers; it also serves as a ward to deflect
Psychic attacks but serves as a fairly effective Close Combat
weapon.
Special Rules

Weapons Strength: As User +1

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Bludgeon

Psychic Disruption: A Kroot Shaman armed with a


Shaman's Staff may attempt to nullify any Psychic power
within 18" of him. If the enemy Psychic Test is
successful, then have the enemy Psyker and the Shaman
for roll a D6 and then add that amount to their
Leadership. If the enemy Psykers score is equal or
higher than the Kroot Shamans score, then the Psyker
Test was successful. This power may be used only once
per game.

Ceremonial Customization: Officers may attach up to two


(2) Ceremonial Upgrades to their weapon, with except of
any with Close Combat effects. The first upgrade is
automatically successful, the second one is successful on
a 4+. Any failed attempt to upgrade the weapon destroys
the weapon and all upgrades already on the weapon
along with the one attempted to be attached.

Two-Handed: The size and weight of this Close Combat


weapon requires two hands to use. A fighter armed with
a two-handed weapon may not use a shield or additional
weapon in Close Combat. If the fighter is equipped with a
shield, he will still get the +1 bonus to his Armor Save
against shooting, but not against Close Combat attacks.
Any fighter with Strength 5 or more can use a doublehanded weapon as a one-handed weapon.

Strike Last: A fighter using this weapon is affected by the


Strike Last Combat Rule, regardless how many hands the
weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Crude & Heavy: Because these weapons are crude and


heavy, they are marginally more dangerous than bladed
weapons, although it is impossible to use them to Parry.

TWO-HANDED AXE, CLUB OR SWORD


A few unhinged individuals prefer to fight
with a massive two-handed sword, club,
metal bar, axe, hammer, or some other
IMAGE
large and unlikely implement. Regardless
of composition and origin, it is classified
as an Axe, a Club or a Sword. These
large weapons are hard to swing because
of its bulk and weight, but when it strikes
an enemy, it will cause devastating damage. For most but the
strongest of individuals, they require two hands to swing,
thus it can never be used in conjunction with another
weapon.
Special Rules

Weapons Strength: As User +2

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Special

Classified as an Axe, Club or Sword: At the moment of


purchase, the player must declare what type of twohanded weapon it is. This weapon will have the same
Special Rules as its smaller counterpart, including its
Weapon Type.

Two-Handed: The size and weight of this Close Combat


weapon requires two hands to use. A fighter armed with
a two-handed weapon may not use a shield or additional
weapon in Close Combat. If the fighter is equipped with a
shield, he will still get the +1 bonus to his Armor Save
against shooting, but not against Close Combat attacks.
Any fighter with Strength 5 or more can use a doublehanded weapon as a one-handed weapon.

Strike Last: A fighter using this weapon is affected by the


Strike Last Combat Rule, regardless how many hands the
weapon requires to use or are being used. See the
Assault section for details on Strike Last.

SWORDS
Sword of all makes and fighters are carried
by some fighters. Short, broad-bladed
weapons are easy to carry and are well
suited to fast and bloody combat. Longer
swords are carried by fighters who prefer
this dangerous type of combat over
shooting.
Fighters make use of a great variety of other
bladed weapons, including cleavers and
machetes. All of these bladed weapons are
essentially similar and have the same
weapon profile. The principle difference is
that fighters with swords are able to parry.

Thought of the Day

The desire to succeed means nothing


without the will to prepare.

Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): N/A

Weapons Type: Blade

Parry: Fighters with swords are able to Parry, as


described in the game rules.

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Pistols
Pistols are small, hand-held weapons that are
especially useful for close ranged fighting and in
Hand-To-Hand Combat. At short ranges, their
lightness means they are easy to aim and fire,
though at longer ranges, their lack of stability
and power means they are inaccurate. Pistols
have a limited range and may fire twice if the
fighter did not move, or once while moving, with
a -1 to-hit penalty for moving and shooting.
These small firearms can also be fired during
Close Combat, using the attackers WS instead of
the BS attribute. This attack uses the Pistols
Strength and AP instead of the fighter's Strength.
A fighter cannot use two Pistols at once in Close
Combat, unless the Gunfighter Universal Skill is
acquired.
AUTOPISTOL
The Autopistol is a rapid firing
automatic pistol, which shoots
short
bursts
of
case-less
ammunition,
effectively
a
smaller and handier version of
the larger Autogun. Autopistols
are easy to manufacture and
simple to use, and are amongst
the most commonly employed
weapons of the Planetary
Defense Forces and street
gangs. Because of its high rate of fire, the Autopistol is
astonishingly accurate at the short ranges. These weapons
lack the power to penetrate thick personal armor, so they are
best suited for urban combat against lightly armored
opponents.
Every fighter is issued some kind of Autopistol. These
weapons are not the first choice of any fighter, but it is still
better than having no gun at all! The first Autopistol is free
(its cost already included on the recruitment costs) and any
other are fairly cheap. Autopistols are not as efficient as
Laspistols or any other ranged weapons, always conferring a
bonus to Armor Saves.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): N/A

Weapons Type: Pistol 1

Weak Against Armor: Attacks made with an Autopistol


have a hard time penetrating armor. Victims can make
Armor Saves at +1 bonus (i.e. an Armor Value of 4 is
treated as Armor Value 3; no Armor Value is treated as
Armor Value 6).

Pistol: This weapon is classified as a Pistol.

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BOLT PISTOL
Bolt weapons are sophisticated
weapons that fire self-propelled
explosive ammunition in the
form of small missiles called
bolts.
Bolt
Pistols
are
manufactured in the factories
of Hive Worlds, but the fine
engineering tolerances and quality materials required mean
that there are not the most common side-arms of the
Imperium. For the same reason bolt weapons are hard to
maintain, spares are rare, and ammunition is expensive. On
the whole, this is a weapon best suited to the technically
sophisticated armies of Space Marines for which it was
designed.
Despite its drawbacks, the Bolt Pistol is still a highly favored
weapon. It is reliable and its results are usually impressive.
For one thing, it makes a lot of noise and creates a great deal
of obvious damage. More deadly and far more obvious than a
Laspistol, it makes the ideal side-arm for any leader keen to
impress his rivals.
Special Rules

Weapons Strength: 4

Weapons Range: 12

Weapons Armor Penetration (AP): 5

Weapons Type: Pistol 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as XXX. See the Wargear section
for details.

Pistol: This weapon is classified as a Pistol.

GROT BLASTA
Grots sometimes manage to buy
themselves a run-down, third-hand, lowtech, dust-caked piece of junk that might
just conceivably kill something, provided
that the Grots remember which way round to hold the gun!
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): N/A

Weapons Type: Pistol 1

Weak Against Armor: Attacks made with a Grot Blasta


have a hard time penetrating armor. Victims can make
Armor Saves at +1 bonus (i.e. an Armor Value of 4 is
treated as Armor Value 3; no Armor Value is treated as
Armor Value 6).

Gets Hot: For every to-hit roll of 1, roll an additional D6;


on a 3+ the misfire hits the firing fighter with Strength
equal to the weapons (to-wound). Armor Saves are
allowed as normal. These rolls may never be re-rolled for
any reason.

Pistol: This weapon is classified as a Pistol.

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HELLPISTOL
A Hellpistol is a Pistol version of
the Hellgun used by Imperial Guard
Storm Troopers. In combat, it is
effectively the same as a Laspistol,
although it can penetrate light
armor. It is also often used by Officers in tandem with a Close
Combat Weapon. Storm Troopers wear large backpacks with
power generators which provide the gun with its greater
firepower. However, they require more maintenance.
While the standard Laspistol is a semi-automatic weapon (one
pull of the trigger fires one shot), the Hellpistol is fully
automatic - it fires multiple laser beams as long as the trigger
is held down.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): 5

Weapons Type: Pistol 1

Full Automatic: The Hellpistol can be fired at full


automatic for a short period of time before the weapon
gets damaged. For this reason, Imperial Forces are
trained to use this feature once per day. If the model
using a Hellpistol has not moved that turn, it can double
the amounts of attacks at a -1BS for that turn. The total
of four attacks must be directed at the same target. This
feature can only be used once per game. Afterwards, the
Hellpistol may be used as normal.

Pistol: This weapon is classified as a Pistol.


KROOT PISTOL
A Kroot Pistol is a compact version of
the Kroot Rifle allowing it to be used in
one hand; it has a shorter range, but
loses none of its hitting power. Many
Kroot Shapers often carry them, to use them as secondary
weapons when they use other Close Combat weapons.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): N/A

Weapons Type: Pistol 1

Ceremonial Customization: Officers may attach up to two


(2) Ceremonial Upgrades to their weapon, with except of
any with Close Combat effects. The first upgrade is
automatically successful, the second one is successful on
a 4+. Any failed attempt to upgrade the weapon destroys
the weapon and all upgrades already on the weapon
along with the one attempted to be attached.

Pistol: This weapon is classified as a Pistol.

Jump to Table of Contents


LASPISTOL
Laser weapons are manufactured in
vast quantities in the factories of the
Hive Worlds across the Imperium.
These weapons are the single most
common weapon exported to the
armed forces of the Imperium
throughout the galaxy. Laspistols find their way everywhere
via Rogue Traders. Power packs come from the same source
and some are made in local settlements. Supplies of parts are
plentiful and repairs easily effected.
Laser technology is reliable and easy to replicate, and
although these weapons are not the most powerful, they are
certainly the most trustworthy. A laser power pack will last for
many shots and can be recharged from a standard power
source or by exposing its thermal cells to heat or light. In an
emergency, a pack can be recharged by placing it in a fire,
although such treatment tends to shorten the life of the pack
and increase the probability of failing. Many experienced
fighters prefer the Laspistols over more powerful weapons for
these very reasons. This is the preferred Pistol of the Imperial
Guard.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): 6

Weapons Type: Pistol 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as Hotshot Power Packs. See the
Wargear section for details.

Pistol: This weapon is classified as a Pistol.


PLASMA PISTOL
Plasma Pistols fire energy shells of
bright glowing plasma matter in a
energized
state.
super-heated
When a plasma shell strikes its
target, there is a tremendous release of energy and the
target blows apart in an almighty explosion. Plasma weapons
are extremely effective and very dangerous. The biggest
disadvantage of a Plasma Pistols is that it may supercharge
and create a fatal explosion before the shell leaves the
weapon, thus possibly destroying the weapon along with the
shooter.
Special Rules

Weapons Strength: 5

Weapons Range: 12

Weapons Armor Penetration (AP): 3

Weapons Type: Pistol 1, Plasma

Gets Hot: Plasma Weapons are somewhat unstable when


fired. For every to-hit roll of 1, roll an additional D6; on a
3+ the misfire hits the firing fighter with Strength equal
to the weapons (to-wound). Armor Saves are allowed as
normal. These rolls may never be re-rolled for any
reason.

Leader Only: This weapon can only be Acquired and used


by the Squad Leader, unless specifically stated in the
warriors entry.

Plasma Weapon: This weapon is classified as a Plasma


Weapon; as such the user must have the Weapon
Training, Plasma Skill.

Pistol: This weapon is classified as a Pistol.

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SHURIKEN PISTOL
The Shuriken Pistol or Murehk as the
Eldar knows them, is the smaller version
of the Shuriken Catapult and is fired onehanded. Certain Officers, warriors and
the Striking Scorpions use Shuriken
Pistols as a main weapon. Other Eldar
units use them as secondary weapons.
Special Rules

Weapons Strength: 4

Weapons Range: 12

Weapons Armor Penetration (AP): 5

Weapons Type: Pistol 1

Pistol: This weapon is classified as a Pistol.

Assault Weapons
IMAGE

SLUGGER (SLUGGA)
The Slugger, also known as a Slugga,
is a primitive type of hand gun which
fires solid bullets usually one at a
time. It is recognizable as a revolver
or small
automatic of the kind used since the 20th century.
Sluggers are made locally in small industrialized towns and
become a cheap and viable alternative that is readily
available, simple to maintain and fairly reliable. The quality
and appearance of individual weapons varies a great deal.
Their effectiveness can be increased by using the more
powerful, but somewhat expensive, Dum-Dum Bullets.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): N/A

Weapons Type: Pistol 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as Dum-Dum Bullets. See the
Wargear section for details.

Pistol: This weapon is classified as a Pistol.

Assault Weapons refer to a broad category of


firearms, including certain semi-automatic rifles,
as well as some shotguns. Very generally
speaking, an Assault Weapon has a detachable
magazine and a pistol grip, sometimes in
conjunction with other features such as a folding
stock or a flash suppressor. Assault weapons are
often similar in appearance to military firearms,
but are capable of firing only each time the
trigger is pulled. These weapons are designed to
facilitate the user to move and shoot with great
ease, in exchange of a higher rapid rate. A fighter
may move (but not Run or Charge) and shoot
with no to-hit penalty. The number of shots it can
fire depends on the weapon; a designating
Assault 2 means it can fire two times per Turn.
The weapons are designed to be carried and used
with two hands; there is no way that a second
firearm can be used during the Shooting Phase.
BLASTA
Orks best friend is a noise and sturdy
side-arm. They will use it to shot
(although they most likely miss) as well
IMAGE
as a club. The Blasta is such weapon; a
crude and primitive type of hand gun
which fires solid bullets made of heavy
allows capable of smashing skulls.
The quality and appearance of individual weapons varies a
great deal, and it is purely inconsequential to the Green Skins
as long as they can do some damage with it!
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): N/A

Weapons Type: Pistol, Assault 1, Pistol 1

Pistol: This weapon is classified as a Pistol. May fire twice


if shooter did not move, may be used in Close Combat.

Assault: This weapon is classified as an Assault. May fire


once if shooter moved, at no penalty.
KUSTOM BLASTA
Ork Officers will eventually modify their
own Blasta to a Kustom Blasta or
pickup or steal one already modified!
IMAGE
Orks do this, like many other things, to
showcase their increased status and
power over other Orks. The bigger the
bang, the bigger the punch!
Special Rules

Weapons Strength: 4

Weapons Range: 12

Weapons Armor Penetration (AP): 5

Weapons Type: Pistol, Assault 1, Pistol 1

Pistol: This weapon is classified as a Pistol. May fire twice


if shooter did not move, may be used in Close Combat.

Assault: This weapon is classified as an Assault. May fire


once if shooter moved, at no penalty.

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OGRYN RIPPER GUN
The Ogryn Ripper Gun is a
drum-fed, automatic combat
shotgun developed by the
Imperium for issue to the
Ogryn units. The weapon is
of suitably large dimensions and is constructed as solidly as
possible because Ogryns have a tendency to use their weapons
as clubs. The trigger mechanism incorporates a burst limiter that
prevents the firer shooting off the entire drum at once an
entertaining possibility that would appeal to Ogryns and very
quickly leave them out of ammunition. The Ripper Gun is
designed within the constraints of an Ogryn's modest intelligence
and limitless enthusiasm. It has a short range because their
instincts are for close quarter fighting - Ogryns wouldn't feel
inclined to shoot at a distant target even if they carried weapons
capable of doing so.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): 5

Weapons Type: Assault 2

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired two (2) times.

Sure Hit: At short range, the hail of low velocity shots


produced by their weapons is so dense that the Ogryns
literally cannot miss. Targets within 6 are hit on a 2+. If
the target is farther than 6, roll to-hit as normal.

Ogryn-Proof: Ogryns will quickly break most guns by


being over-enthusiastic with them in Close Combat. The
Ripper Gun is built to be tough, and could be used by an
Ogryn in Close Combat such a solid lump of metal
swung two-handed makes for an excellent two-handed
club! When used in Close Combat, add +1 to the Ogryns
Strength to determine the attacks force.

Ogryn Only: This weapon can only be acquired and used


by an Ogryn, unless specifically stated in the warriors
entry.

Assault: This weapon is classified as an Assault Weapon.


SHOTGUN
A Shotgun is a simple low
velocity weapon which any
workshop can make to order.
They vary in appearance, often incorporating special features or
decoration to the taste of the owner or the gunsmith. Some are
pump-action guns, fed from a tubular magazine slung under the
barrel; others have box magazines or long ammo belts. The
ammunition itself is easy to make, and many owners make their
own shells. There are several recognized types, each tailored to
a particular type of shot or range. The ingenuity of the
gunsmiths is quite remarkable in this respect.
Special Rules

Weapons Strength: 3

Weapons Range: 12

Weapons Armor Penetration (AP): 6

Weapons Type: Assault 2

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired two (2) times.

Knock-Back: The high impact of a Shotgun is quite


capable of knocking a man off balance or even off his
feet. To represent this, a target hit by a Shotgun is
moved 1 in a random direction. Only one Knock-Back is
rolled, regardless if one or two shots hit its target.
Furthermore, when making a roll for falling over an edge
as a result of a Shotgun hit (i.e. pushed over a ledge,
getting Knocked Down or Stunned) there is a -1 penalty
to his Initiative. For example, if his Initiative is 3, he will
fall on a 3+ rather than 4+.

Assault: This weapon is classified as an Assault Weapon.

Jump to Table of Contents


SHURIKEN CATAPULT
The
Shuriken
Catapult
(Tuelean in Eldar) is the
standard type of Shuriken
weapon. The shuriken missiles
themselves are razor-sharp
monomolecular edged discs of
plasti-crystal, and are usually
star-shaped, triangular or circular. A shuriken disc can slice
straight through flesh and bone, and can penetrate a
considerable thickness of metal or plasteel armor. A single
solid core of plasti-crystal material is used as ammunition. As
the weapon is fired, high-energy impulses from the back of
the weapon form the individual shuriken missiles by splitting
the ammunition core.This weapon-principle produces a very
high rate of fire, allowing the weapon to fire up to a hundred
rounds in one or two seconds and each core is good for
around 10 of these bursts. The downside is the lack of rifling
in the barrel reducing the accuracy drastically, thereby
reducing its minimum range to one well under that of its solid
slug counterparts. The Shuriken Catapult is the basic weapon
of the Guardians.
Special Rules

Weapons Strength: 4

Weapons Range: 18

Weapons Armor Penetration (AP): 5

Weapons Type: Assault 2

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired two (2) times.

Assault: This weapon is classified as an Assault Weapon.

Rapid Fire Weapons


Rapid Fire Weapons, also known as automatic
firearms, are those weapons designed to fire
continuous ammunition when the trigger is
pulled, rather than firing a single shot per trigger
pull. The term can be used to refer to semiautomatic firearms, which fire one shot per pull
of the trigger, or full automatic firearms, which
will continue to load and fire ammunition until the
trigger (or other activating device) is released or
until the ammunition is exhausted. The weapons
are designed to be carried and used with two
hands; there is no way that a second firearm can
be used during the Shooting Phase.
Rapid Fire Weapons can be either fired many
times (sacrificing distance) or once at a longer
range. If the fighter does not move, it may fire
once up to the weapon's maximum range or
twice at up to 12. If the fighter has moved, it
may only fire twice at 12, with the -1 penalty for
moving. These comprise some of the most
common and effective weapons available to the
Death Squads fighters.

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AUTOGUN
The Autogun is a rapid firing
automatic
weapon.
Auto
weapons
are
easy
to
manufacture and simple to use.
They are made in the factories of industrialized worlds and
commonly traded. Autoguns are amongst the most commonly
employed weapons of the Planetary Defense Forces.
Special Rules

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): N/A

Weapons Type: Rapid Fire 1

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.
BOLTGUN (BOLTER)
The Boltgun, better known as
the Bolter, is the standard
armament of the Imperiums
finest fighting forces, the Space
Marines. It is a weapon made in
limited quantities and to the
highest standards, using the
most costly materials. Boltguns require constant attention
and regular expert maintenance, if they are to work properly.
Bolt weapons fire a self-propelled armor penetrating massreactive explosive missile called a bolt. Even bolts are
expensive to make and cannot be easily fabricated anywhere
outside the Adeptus Mechanicus Forge Worlds. Overall,
Boltguns are rare, expensive and very effective indeed. They
make a great deal of noise and cause immense damage to
any target they hit. They are prestige weapons carried by
leaders and other fighters who are wealthy and dont mind
advertising the fact. A fighter with a bolter means business.
Special Rules

Weapons Strength: 4

Weapons Range: 24

Weapons Armor Penetration (AP): 5

Weapons Type: Rapid Fire 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as XXX. See the Wargear section
for details.

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.

Jump to Table of Contents


HELLGUN
The Hellgun is an enhanced
version
of
the
standard
Lasgun used by the Imperial
Guard. It is commonly issued
to Imperial Special Forces
units (such as Storm Troopers
and Kasrkin), where its armor penetrating abilities
compensate for a lack of numbers. The Hellgun is fed by a
substantial backpack-mounted power source, meaning that a
greater amount of energy can be unleashed with each shot in
comparison to the magazine-charged Lasgun. This gives the
Hellgun improved armor piercing capabilities, as well as
greater stopping power against unarmored targets; however
they require a greater degree of maintenance than the
Lasgun. While the standard Lasgun is a semi-automatic
weapon (one pull of the trigger fires one shot), the Hellgun is
fully automatic - it fires multiple laser beams as long as the
trigger is held down.
Special Rules

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): 5

Weapons Type: Rapid Fire 1

Full Automatic: The Hellgun can be fired at full automatic


for a short period of time. For this reason, Imperial
Forces are trained to use this feature once per day. If the
model using a Hellgun has not moved that turn, it can
double the amounts of attacks at -1BS for that turn. The
total of four attacks must be directed at the same target.
This feature can only be used once per game. After this
use, the Hellgun may be used as normal.

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.
KROOT RIFLE
The Kroot Rifle is the basic
weapon used by the Kroot.
firing a solid slug relying on chemical propellants and the
transfer of kinetic energy. Kroot forces fighting alongside Tau
armies have them adapted by the engineers of the Taus
Earth Caste to fire pulse rounds, which they provide. The
Kroot Rifle is fitted with blades near the muzzle and stock,
which are a throwback to earlier Kroot Fighting Staves,
allowing them to use their incredible speed to tear their
opponents to pieces in Close Combat. It is still quite bulky
however, and so is not ever combined with another weapon,
although it doesn't often need to be. Following, Kroot only
Officers may modify and personalize their weapons.
Special Rules

Weapons Strength: 3 (As User in Close Combat)

Weapons Range: 24

Weapons Armor Penetration (AP): N/A

Weapons Type: Rapid Fire 1, Blade

Bulky: This is a two-handed bulky weapon. As such the


user cannot carry (or use) any other secondary weapon.

Close Combat Enabled:


This weapon is as effective
causing damage at a distance as it is in Close Combat; it
can be used as a secondary weapon in Close Combat by
anyone who can make an attack with such weapons (like
Officers or Recruits with 2 or more Attacks on their
profile).

Ceremonial Customization: Officers may attach up to


three (3) Ceremonial Upgrades to their weapon. The first
upgrade is automatically successful, the second one is
successful on a 3+ and the third one on a 5+. Any failed
attempt to upgrade the weapon destroys the weapon and
all upgrades already on the weapon along with the one
attempted to be attached.

Parry: You can Parry with a Kroot Rifle, as described in


the game rules.

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.

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LASGUN
Laser
weapons
are
manufactured
in
vast
quantities in Hive Worlds
across the galaxy and are exported to the armed forces of the
Imperium. Lasguns are traded everywhere almost like currency.
Power packs come from the same source and some are made
locally. Supplies of parts are plentiful and repairs easily effected.
Laser technology is reliable and easy to replicate, and although
the weapons are not the most powerful, they are certainly the
most trustworthy. A laser power pack will last for many shots
and can be recharged from a standard power source or by
exposing its thermal cells to heat or light. In an emergency, a
pack can be recharged by placing it in a fire, although such
treatment tends to shorten the life of the pack and increase the
probability of it failing. Many experienced fighters prefer the
Lasgun over more powerful weapons for these very reasons.
Special Rules

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): 6

Weapons Type: Rapid Fire 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as Hotshot Power Packs. See the
Wargear section for details.

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.
SHOOTA
An Orks best Shoota is
chosen due to the amount of
noise it makes and the
amount of damage it can
do.
The best Shootas are deafening and deadly in equal measure.
Special Rules

Weapons Strength: 3

Weapons Range: 18

Weapons Armor Penetration (AP): N/A

Weapons Type: Rapid Fire 1

Specialty Ammo: This weapon supports the use of


specialty ammo, such as Dum-Dum Bullets. See the
Wargear section for details.

Rapid Fire: This weapon is classified as a Rapid Fire


Weapon.

Heavy Weapons
Infantry usually receives support from their
armys artillery divisions, which devastates the
enemy with long range bombardments. Mobile
infantry does not have this luxury, so higher
caliber weapons are usually carried by members
of their group. These weapons, commonly
referred as Heavy Weapons, exchange portability
for sheer fire power; usually they require a short
setup of tripods and loading ammunition. Users
of these weapons need to learn how to handle
and use them efficiently, which is not an easy
task; they need to have the Weapon Training,
Heavy Weapons Skill.
A fighter firing a Heavy Weapon may not move
and shoot. If the fighter is not firing, he may
move (Walk or Run) at -1 Movement penalty and
may not Charge or Jump, unless specifically
stated on the weapons description. If the fighter
is Charged, it will always suffers from Strike Last
in Close Combat. After the Close Combat
concludes, it will take a full non-combat Turn for
the owner of the Heavy Weapon to pick up &
prepare the weapon for shooting, as long as the
fighter continues to meet the requirements for its
use. Fighters carrying Heavy Weapons may
never attempt to Infiltrate or redeployed by
Hunch on the battlefield.
60mm MORTAR
The 60mm Mortar is an excellent addition
to any low-tech army, who do not mind
much about collateral damage even if it
includes their own people. It provides
excellent covering fire and is great at
bombarding targets from long ranges.

IMAGE

Special Rules

Weapons Strength: As Ammo

Weapons Range: 6 30

Weapons Armor Penetration (AP): As Ammo

Weapons Type: Heavy Weapon 1, Indirect Fire

Weapon Deployment: The 60mm Mortar needs to be set


up to be used. The model must declare the intention of
deploying the weapon and remain stationary for a full
Turn before it can fire any Mortar Rounds. Once the
60mm Mortar has been deployed, it remains stationary
for the rest of the battle (game), as it has been bolted to
the ground. After the battle is over, the weapon can be
removed safely and reused on the next game.

Minimum Range: Because of the nature of this weapon,


there is a minimum range that it could be effective, as
well as a maximum.

Blast: Depending on the Mortar Shell (Ammo) used, they


may use the Blast Template.

Limited Ammo: A model using a 60mm Mortar has


limited ammo available; he can carry four (4) Mortar
Shell (Ammo) for the weapon. No other thrown weapons
may be carried by this model.

Indirect Fire: Although this weapon is classified as an


Indirect Fire Weapon, it still needs Line of Sight (LoS) to
the target. See Grenades & Mortars sections for details.

Heavy Weapon: This weapon is classified as a Heavy


Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.

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BIG SHOOTA
Like
the
name
implies, a Big Shoota
is a bigger version of
the Ork basic rifle.
Orks learned how to force this Heavy Weapon in semiautomatic (quite an achievement!), so this monstrosity packs
quite a punch! This forces even the strongest Orks to brace
for firing the Big Shoota, making it a somewhat specialized
weapon.
Special Rules

Weapons Strength: 3

Weapons Range: 18

Weapons Armor Penetration (AP): 6

Weapons Type: Heavy Weapon 3

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired three (3) times.

Allows Multiple Targets: The function of this weapon is to


provide suppression fire; forcing the enemy to either
slow-down their movement, stop all together or face
imminent death. To fire this weapon, the player chooses
the intended enemy target as normal. If its within range,
place the Blast Template over it. One of the Multiple
Shots must be placed in that target, and the others may
be place on any target within the Blast Template.

Heavy Weapon: This weapon is classified as a Heavy


Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.
GRENADE LAUNCHER
The Grenade Launcher is a
very
robust
and
straightforward weapon. Its
supply of compressed gas is
soon
expended,
but
recharging
is
a
simple
matter using a high
pressure source to fill its internal tank. They can use any
standard grenades as ammunition with little or no
modifications.
Special Rules

Weapons Strength: As Ammo

Weapons Range: 18

Weapons Armor Penetration (AP): As Ammo

Weapons Type: Heavy Weapon 1

Blast: Depending on the Grenades used, they may use


the Blast Template. See Grenades section for details.

Limited Ammo: A model using a Grenade Launcher has


limited ammo available; he can carry five (5) grenades
for the launcher. No other thrown weapons may be
carried by this model.

Heavy Weapon: This weapon is classified as a Heavy


Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.

Thought of the Day

Rather an Imperial Martyr forever


than a coward for a nano-second.

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HEAVY BOLTER
The Heavy Bolter is a Bolt
Weapon generally used
for fire support missions,
also known as the "Back
Breaker" or the "Bruiser"
by the crew who have to
carry it because of its
great weight - but also because of the heavy punishment it
can deal out to the enemy. It fires a round considerably larger
than that of the bolter, with a much higher rate of fire and
longer range. These factors allow this anti-personnel weapon
to be used against better armored foes, including Lightly
armored vehicles, than the standard pattern Bolter. While
generally operated by a two man crew, the Heavy Bolter is
capable of being held and fired by a lone individual in Power
Armor such as a Space Marine or Sister of Battle. The most
modern version of the Heavy Bolter in wide spread use is the
Astartes Mk IVc. The weapon goes through rounds very
quickly using either a disintegrating belt or 40 round high
capacity box magazine.
Special Rules

Weapons Strength: 4

Weapons Range: 24

Weapons Armor Penetration (AP): 3

Weapons Type: Heavy Weapon 3

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired three (3) times.

Use Restriction: This weapon is restricted to be used by


single individuals wearing Marine Power Armor.

Allows Multiple Targets: The function of this weapon is to


provide suppression fire; forcing the enemy to either
slow-down their movement, stop all together or face
imminent death. To fire this weapon, the player chooses
the intended enemy target as normal. If its within range,
place the Blast Template over it. One of the Multiple
Shots must be placed in that target, and the others may
be place on any target within the Blast Template.

Specialty Ammo: This weapon supports the use of


specialty ammo, such as XXX. See the Wargear section
for details.

Heavy Weapon: This weapon is classified as a Heavy


Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.
HEAVY STUBBER
The Heavy Stubber
is a primitive oldfashioned
heavy
machine gun that
rattles off a hail of
heavy-weight
bullets sufficient to stop a man dead in his tracks. To all
intents, a Heavy Stubber is similar to a twentieth century
heavy machine gun in appearance and effect. It is especially
effective against massive formations of lightly armored or
unarmored troops. A Heavy Stubber is fairly reliable weapon;
cheap and easy to mass produce, and is nearly as effective as
a Bolter, though it is far less sophisticated a weapon. It is
often used on worlds without the technological base to make
las weapons. When the Storm Bolter is not available, they are
often pintle mounted onto vehicles as close defense weapons.
It is often seen as part of a heavy weapon team or pintlemounted on many Imperial Guard vehicles and is used for
anti-infantry and light anti-aircraft fire.
Special Rules

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): 5

Weapons Type: Heavy Weapon D3+1

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Restricted Multiple Shots: As stated on the weapons


type description, during the Shooting Phase this weapon
is fired D3+1 times.
Allows Multiple Targets: The function of this weapon is to
provide suppression fire; forcing the enemy to either
slow-down their movement, stop all together or face
imminent death. To fire this weapon, the player chooses
the intended enemy target as normal. If its within range,
place the Blast Template over it. One of the Multiple
Shots must be placed in that target, and the others may
be place on any target within the Blast Template.
Restricted Movement: The fighter using this weapon may
only Walk his Movement rate -1, but never Run, unless
an ally is in base to base contact that has declares he is
assisting the fighter with this Heavy Weapon. In such
case, the fighters may Walk or Run as normal, but never
shoot during that Turn.
Heavy Weapon: This weapon is classified as a Heavy
Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.

WRAITHCANON
A Wraithcanon is an
Eldar
weapon
of
deadly
potency.
Wielded
by
the
Wraithguard,
the
Wraithcanon
opens a small rift between real and warp space, which sucks
anything into the warp in a small area. No amount of armor
will protect against this attack and many foes have been
wiped out through the efficient use of this weapon.
Special Rules

Weapons Strength: Special

Weapons Range: 12

Weapons Armor Penetration (AP): 3

Weapons Type: Heavy Weapon a

Warp Damage: This weapon may suck part or the whole


intended target back to the Warp. This weapon always
Wounds on a 4+, regardless of the Target Toughness.

Warp Injuries: The Wraithcanon is capable of causing


devastating damage. If any target with multiple wounds
is wounded with this single shot, roll a D6. On a result of
4+, the target receives a second Wound. Roll for injuries
if the target is reduced to zero (0) wounds as normal.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Target Displacement: The Wraithcanon opens a rift of the


Warp in normal space for a few nano-seconds. As the rift
closes, it forms a powerful vacuum to which normal
space rushes to fill. This will cause the intended target to
be moved, either through the Warp itself or by the
rushing matter, regardless if it has suffered any damage
or not. If the shot hit the target, roll a D6. On a result of
4+ the target is moved a D6" on a horizontal direction
determined by a Scatter Dice. A roll of HIT would allow
the targeted player to choose the direction. The model
may pass through solid objects (such as walls), but will
never end its movement in occupied space (within the
wall); if this ever happens the model will end its
movement as close as possible to the intended location,
closest to the point of origin, out of Close Combat. It is
possible that a target in a higher elevation (such a
rooftop) be moved horizontally to a space with no floor;
such models will freefall from that location.

Wraithguard Only: This weapon can only be acquired and


used by a Wraithguard, unless specifically stated in the
warriors entry.

Heavy Weapon: This weapon is classified as a Heavy


Weapon; as such the user must have the Weapon
Training, Heavy Weapons Skill.

Template Weapons
Just as certain weapons are designed to pin-point
accuracy with an extremely powerful attack,
some weapons are designed to cover a large
amount of area at a reduced damage rate. The
purpose of such weapons is to fluff the enemy
from hiding places or entrenchments out in the
open. Those weapons use Templates to
determine the area of the effect and any negate
Cover Saves, unless specifically stated on the
weapons description. See Template Weapons
Sections for details. Some of these weapons may
require specialized training, and none could cause
Critical Hits or can they be used whilst in Close
Combat.
FLAMER (BURNER)
The Flamer is a very
dangerous weapon that
spreads a sheet of flame
over a short distance. At
this range, it is almost
impossible to miss and
several victims can be
claimed with a single
shot. Amongst the arsonists, this weapon is also known as a
Burner. It fires a short burst of flaming chemical, an unstable
sticky material that ignites upon contact with air. This volatile
fuel is held within a small pressurized container that fits into
the weapon. Although many designs are currently in use, they
all work on the same principle. The user carries multiple
containers of fuel mix that feed the weapon when is fired. A
fighter carries enough fuel to last several shots (a complete
game). The unstable and temperamental nature of the fuel
also means that some containers prove useless whilst others
explode unexpectedly as they are loaded.
Special Rules

Weapons Strength: 3

Weapons Range: Template

Weapons Armor Penetration (AP): 6

Weapons Type: Template, Assault 1, Flammable

Template Weapon: This weapon uses the standard


Flamer Template rules. It also ignores Cover Saves.

Specialized Training: The use of this weapon requires


having the Weapon Training, Flamer Skill.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Volatile: Carrying large quantities of highly flammable


fuel is not a safe task. If the user is hit by a flame (such
as another Flamer) or a direct hit of an explosion (such
as a grenade), roll a D6. The weapon will explode on a
roll of 6. Place a Blast Template center where the fighter
was standing. Everyone within the template will take a
Strength 5 automatic hit. Everyone, except the fighter
that carried the Flamer, can make Armor Saves as
normal.

Assault: This weapon is classified as an Assault Weapon.

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FLAMER PISTOL (LIL BURNER)
The Flamer Pistol is a very
dangerous weapon that spreads a
sheet of flame over a short distance.
At this range, it is almost impossible
to miss and several victims can be
claimed with a single shot. Amongst the arsonists, this
weapon is also known as Lil Burner. It fires a short burst of
flaming chemical, an unstable sticky material that ignites
upon contact with air. This volatile fuel is held within a small
pressurized container that fits into the weapon.
Special Rules

Weapons Strength: 3

Weapons Range: Template

Weapons Armor Penetration (AP): N/A

Weapons Type: Template, Flammable

Template Weapon: This weapon uses the standard


Flamer Template rules. It also ignores Cover Saves.

Specialized Training: The use of this weapon requires


having the Weapon Training, Flamer Skill.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

One Shot Deal: Lil Burner container contains very little


fuel, so flamer pistols can only fire one shot per game.
Once it has been fired it cannot be used in any other way
for the rest of the game. It can be prepared for the next
encounter at no additional cost.

NOT a Pistol: Unlike other Pistols, the Lil Burner cannot


be fired multiple times nor used in Close Combat.

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WEB PISTOL (GLUE GUN)
The Web Pistol, or Glue Gun as it is
cheerfully called, is not a common
weapon. It is used by certain noble
IMAGE
houses and private security forces as a
means of suppressing crowds or taking
captives without harming them. The
weapon fires a tangle of gluey threads
which envelop and ensnare their target,
trapping them and rendering them immobile. The sticky mass
quickly shrinks and hardens, holding the target fast and
preventing him from making the slightest move. A victim who
struggles too hard may be strangled or even crushed by the
constricting mesh. The Web Pistol is bulky and has a coneshaped nozzle and a distinctive canister containing the web
chemical itself. Both weapon and its chemical ammunition are
hard to get hold of and the weapon is not particularly popular
amongst the fighters.
Special Rules

Weapons Strength: Special

Weapons Range: Template

Weapons Armor Penetration (AP): N/A

Weapons Type: Template, Chemical

Template Weapon: This weapon uses the standard


Flamer Template rules. It also ignores Cover Saves.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.

Trapping Webs: Once a Web Pistol has hit its target, the
victim is automatically enmeshed in a powerful adhesive.
For all purposes, the victim may immediately attempt an
Escaping the Adhesive Test or is to be considered to be
Knocked Down (so there is no roll to-wound or injuries
and no Armor Save is allowed). A webbed target may do
nothing other than attempt to struggle free of the sticky
goo at the start of his Recovery Phase, known as
Escaping the Adhesive.

Escaping the Adhesive: The adhesive creates a false


sense of strangulation that its victims feel the urgent
need to escape the grasp of this sticky goo. Any fighter
wishing to make an attempt to free himself from the
webbing must roll a D6, add his Strength plus 1 point for
every time the fighter has tried to free himself from the
webbing. If the total is 8 or more, the victim is frees from
the web and may act as if he has recovered from Knock
Down. If the escape attempt is failed, the victim
continues to be trapped and as such, considered to be
Knocked Down for another Turn.

Web Solvent: All Web Pistols incorporate a solvent spray


for removing the web material. To use the Web Solvent,
the player must declare that he is using the Web Solvent
instead of the default adhesive. The fighter fires the
solvent using the Flamer Template and anyone affected
gains a one-time +2 to bonus to his next attempt to
Escaping the Adhesive, regardless when the fighter is
making the next attempt during the game. It is to note
that a fighter using a Glue Gun may not use the Web
Solvent on himself under any circumstances, regardless
of any logic used to attempt to explain this.

One Shot Deal: The Web Pistol canister contains enough


glue and solvent to fire one of each in one battle. This
means that the Glue Gun can only fire one web and one
solvent per game. Once it has been fired it cannot be
used in any other way for the rest of the game. It can be
prepared for the next encounter at no additional cost.

NOT A Pistol: Unlike other Pistols, the Glue Gun cannot


be fired multiple times nor used in Close Combat.

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Special Weapons
Special Weapons is the category that includes
technically sophisticated weapons that have
specialized functions, such a Long-las Rifle or
that are custom-made (unique) for some of
Death Squads Special
Characters. These
weapons are similar in size and design to basic
weapons and require both hands to fire. Some
weapons may require specialized skills to use; for
this reason, not everyone can use such a weapon
and they are mostly carried by specialists.
INFLIXI JUSTICA
The origins of the Inflixi Justica
dates back to the Dark Age of
Technology. Scholars believe this is
the precursor of the mighty
Astartes
Thunder
Hammer.
Although some examples have been
found in the form of axes and flails,
it is most common seen resembling
a two handed war hammer to be
used as a Close Combat weapon.
The Inflixi Justica is indeed a heavy and bulky weapon, and
not counting with its own internal power supply makes it
slightly impractical for modern warfare and very hard to use
in prolonged campaigns and as such, it has never gained
popularity amongst more common troops. The Maccabee
Priests however, have adopted it as their symbol of Office and
as they usually work themselves into a pious frenzy in the
presence of the heretics, they do not seem to notice its
massive weight as they swing their Inflixi Justica in terrifying
arcs through the ranks of the heretics.
Special Rules

Weapons Strength: As User +2

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 6

Weapons Type: Blunt

Crude & Heavy: Because these weapons are crude and


heavy, they are marginally more dangerous than bladed
weapons, although it is impossible to use them to Parry.

Parry This!: Once the momentum is gained, any blow


with such heavy weapon cannot be Parried.

Two-Handed: The size and weight of this Close Combat


weapon requires two hands to use. A model armed with a
two-handed weapon may not use a shield or additional
weapon in Close Combat. If the model is equipped with a
shield, he will still get the +1 bonus to his Armor Save
against shooting, but not against Close Combat attacks.
Any warrior with Strength 5 or more can use a doublehanded weapon as a one-handed weapon.

Strike Last: A warrior using this weapon is affected by


the Strike Last Combat Rule, regardless how many hands
the weapon requires to use or are being used. See the
Assault section for details on Strike Last.

Rending: This weapon follows the Rending Weapon


Characteristic.

LONG-LAS RIFLE
Laser
weapons
are
manufactured
in
vast
quantities in Hive Worlds
across the galaxy and are
exported to the armed forces of the Imperium. Laser
technology is reliable and easy to replicate, and although the
weapons are not the most powerful, they are certainly the
most trustworthy. A Long-las Rifle operates almost the same
as the standard M-G Lasgun, only that it fires in the 26-28
megathule range instead of the standard 20 megathule. To
compensate for the increase of power, and to provide better
accuracy, the barrel of a standard Lasgun is also swapped out
and replaced with the XC/52/3 barrel. Included with the
weapon is an advanced telescopic targeting system to make
use of the increased accuracy and firepower of the Long-las.
The weapon has also been modified to allow for two firing
modes, Normal Firing Mode and Overcharge Firing Mode,
giving it an extra punch when needed to be used as a sniper
rifle.

Sniper: This weapon is classified as a Sniper Weapon; as


such the user must have the Weapon Training, Sniper
Skill. Snipers may not move and shoot, but can fire the
Sniper Weapon while Hiding, revealing themselves only
on a roll of 4+. Only one Sniper Weapon may be user per
Squad.
Special Rules - Normal Firing Mode

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): 5

Weapons Type: Rapid Fire 1

Rapid Fire: This weapon maybe fired as a Rapid Fire


Weapon when used on Normal Firing Mode.

Overcharged Firing Mode: The Long-las may be fired in


Overcharged Firing Mode, which has the profile described
below.
Special Rules - Overcharged Firing Mode

Weapons Strength: 4

Weapons Range: 30

Weapons Armor Penetration (AP): 4

Weapons Type: Sniper 1

Gets Hot: The Long-las Overcharged Firing Mode


becomes
somewhat
unstable
and
could
cause
catastrophic barrel failure if the barometric pressure
towards its surroundings isnt just right. For every to-hit
roll of 1, roll an additional D6; on a 3+ the misfire hits
the firing fighter with Strength equal to the weapons (towound). Armor Saves are allowed as normal. These rolls
may never be re-rolled for any reason.

Overheat: Once fired in this mode, the shooter must wait


until his barrel cools down enough before he can fire
another shot without risking barrel deformation. In game
terms, it means that a shooter that has fired on the
Overcharged Firing Mode must wait one full Turn before
firing in such the Overcharged Firing Mode again.

Rending: This weapon follows the Rending Weapon


Characteristic; on a to-wound roll of 6 the player rolls
twice on the Critical Hit Chart at -1 to each of the rolls.
The player selects the higher of the two rolls to
determine the specific Critical Hit Damage.

Thought of the Day

Innocence proves nothing.

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MABELS REVENGE
After the tragic loss of his family,
Leon "The Groom" McClane (CDMDS)
modified his Imperial-issued Devil's
Claw, although nobody has ever
dared to bring the Imperial Primers
regulation to his attention. Named
after his beloved wife, Mabel, this
weapon has a self-regulating energy
field that maintains its monomolecular edge, capable of splitting Power Armor with
extreme ease. Discussions among Techpriests have yet to
classify this as a Power Weapon. Regardless, this is just a tool
on the hands of McClane to avenge his loves tortured death.
Special Rules

Weapons Strength: As User

Weapons Range: Close Combat

Weapons Armor Penetration (AP): 3

Weapons Type: Blade

Unique Weapon: Mabels Revenge is a unique weapon,


available only to the Special Character Leon "The Groom"
McClane (CDMDS). This weapon is not available in any
Squad Depot, regardless on any logic used to justify such
action.

Vicious Wounds: Attacks made with this weapon causes


horrible wounds to its victims. The fighter may re-roll any
failed to-wounds rolls.

Parry: Fighters with Devil's Claws are able to Parry, as


described in the game rules.

Allows Only One of a Kind: McClane may not use or carry


any other Devils Claws or any other Power Weapons
while using Mabels Revenge.

PLASMA GUN
The Plasma Gun is a bigger
and meaner variant of the
already powerful Plasma
Pistol. This gun has the
range and power to take
vehicles and buildings with relative ease, but it is extremely
dangerous to use. The chances of supercharging increases, so
the operator is in great danger every time the trigger is
pulled.
Special Rules

Weapons Strength: 6

Weapons Range: 18

Weapons Armor Penetration (AP): 3

Weapons Type: Plasma 2

Multiple Shots:
As stated on the weapons type
description, during the Shooting Phase this weapon is
fired two (2) times.

Gets Hot: Plasma Weapons are somewhat unstable when


fired. For every to-hit roll of 1, roll an additional D6; on a
3+ the misfire hits the firing fighter with Strength equal
to the weapons (to-wound). Armor Saves are allowed as
normal. These rolls may never be re-rolled for any
reason.

Plasma Weapon: This weapon is classified as a Plasma


Weapon; as such the user must have the Weapon
Training, Plasma Skill.

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TRIPEX LONG-LAS RIFLE
The Triplex Long-las is a
variant of the Imperial
Long-las, whose production
run was short lived due to
the Forge World being overrun by the forces of Chaos. The
only known working Triplex Long-las in service belongs to
Matthias Silent Death Riel, who service as an independent
agent for General Gollwitzer and his renowned Jenkalas
Urban Fighters. This unique weapon has two fire modes like
the Long-las, but its Normal Firing Mode fires twice,
nanoseconds apart with no perceptible recoil, allowing for a
greater punch with the same accuracy. Although this drains
the power supply faster, an upgraded power cell was created
to give the weapon a longer firing rate than normal. The
Overcharged Firing Mode operates exactly the same as the
Long-las.

Sniper: This weapon is classified as a Sniper Weapon; as


such the user must have the Weapon Training, Sniper
Skill. Snipers may not move and shoot, but can fire the
Sniper Weapon while Hiding, revealing themselves only
on a roll of 4+. Only one Sniper Weapon may be user per
Squad.

Unique Weapon: The Triplex Long-las is a unique


weapon, available only to the Special Character Matthias
Silent Death Riel. This weapon is not available in any
Squad Depot, regardless on any logic used to justify such
action.
Special Rules - Normal Firing Mode

Weapons Strength: 3

Weapons Range: 24

Weapons Armor Penetration (AP): 5

Weapons Type: Assault 2

Upgraded Power Cell: As a result of a higher power cell


drain rate and new power cell was produced with a
greater energy capacity. In game terms this allows the
user to re-roll the results on the Injury chart; remember
you can never re-roll a re-roll!

Assault: This weapon maybe fired as a Assault Weapon


when used on Normal Firing Mode.

Overcharged Firing Mode: The Triplex Long-las may be


fired in Overcharged Firing Mode, which has the profile
described below.
Special Rules - Overcharged Firing Mode

Weapons Strength: 4

Weapons Range: 36

Weapons Armor Penetration (AP): 4

Weapons Type: Sniper 1

Silent Shooting: Snipers may not move and shoot, but


can fire the Sniper Weapon while Hiding, with some
chance of remaining undercover. After firing, the
opponent rolls a D6; on a 4+, the shooterr is no longer
Hidden.

Gets Hot: The Long-las Overcharged Firing Mode


becomes
somewhat
unstable
and
could
cause
catastrophic barrel failure if the barometric pressure
towards its surroundings isnt just right. For every to-hit
roll of 1, roll an additional D6; on a 3+ the misfire hits
the firing fighter with Strength equal to the weapons (towound). Armor Saves are allowed as normal. These rolls
may never be re-rolled for any reason.

Overheat: Once fired in this mode, the shooter must wait


until his barrel cools down enough before he can fire
another shot without risking barrel deformation. In game
terms, it means that a shooter that has fired on the
Overcharged Firing Mode must wait one full Turn before
firing in such the Overcharged Firing Mode again.

Rending: This weapon follows the Rending Weapon


Characteristic; on a to-wound roll of 6 the player rolls
twice on the Critical Hit Chart at -1 to each of the rolls.
The player selects the higher of the two rolls to
determine the specific Critical Hit Damage.

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Grenades & Mortars


Grenades are thrown by hand or fired from a
Grenade Launcher, a tubular device powered by
compressed gas or an electromagnetic charge.
There are many different kinds of grenades
available in Death Squads, including strange and
unreliable devices concocted by the fighters
themselves. Mortars launch their deadly payload
are dangerous Indirect Fire Weapons. See
Thrown Objects and Template Weapons Sections
for details on their use and operation. These
weapons cannot be used in Close Combat.
60MM MORTAR ANTI-PERSONNEL SHELL
The 60mm Mortar Anti-Personnel Shell is
air-bursting
proximity
sensor
round.
Composed of an exterior of self-propelled
IMAGE
hollow bullets, they are released in mass at
a calculated time. Due to the small size of
the hollow tip bullets, they are capable of
penetrating most armor, but
lack the power to do massive amount of damage; yet they
always will wreak havoc on anyone underneath.
Special Rules

Weapons Strength: 2

Weapons Range: As 60mm Mortar (Weapon)

Weapons Armor Penetration (AP): 6

Weapons Type: Mortar Ammo

Specialized Training: The use of this Ammo requires


having the Weapon Training, Field Artillery Skill.

Blast: This Mortar Shell (Ammo) uses the Ordinance


Template.

Scatter: This Mortar Shell might scatter as detailed in the


Template Weapon section.

Mortar Ammo: This is ammunition that can ONLY be


launched by a Mortar.
60mm MORTAR FRAG SHELL
This 60mm Mortar Shell is designed to
explode on impact, sending sharp
shrapnel all around, injuring anyone
close to the explosion. The nature of this
weapon has minimal Armor Penetration.

IMAGE

Special Rules

Weapons Strength: 4

Weapons Range: As 60mm Mortar (Weapon)

Weapons Armor Penetration (AP): 6

Weapons Type: Mortar Ammo

Blast: This Mortar Shell (Ammo) uses a Blast Template.

Scatter: This Mortar Shell might scatter as detailed in the


Template Weapon section.

Shoved by the Blast: Everyone that takes damage is


thrown D3 in a random direction, even if in Close
Combat.

Mortar Ammo: This is ammunition that can ONLY be


launched by a Mortar.

CHOKE GAS GRENADE


Choke Gas Grenades are grenades
designed to stop enemies on their tracks
with
the
victims
by
interfering
respiratory system. The toxins work by
compressing or obstruction of the larynx,
trachea or any respiratory passages.

IMAGE

Special Rules

Weapons Strength: Special

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: Gas Grenades explode covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Random Retention: Gas clouds can last for several turns,


or slowly disperse or drift away altogether. Place a Gas
Cloud Marker on the place of detonation and follow the
Gas Grenade Retention rules detailed on Grenade
section.

Non-Damage, Choke: Fighters inside the Choke Gas


Grenade, must take a Toughness Test affected or be
affected by the toxins. The victims can do anything
except attempt to move out of the area as soon as
possible. Fighters can Walk at half rate (round down)
and attempt to leave the cloud, but they cannot shoot,
fight or do anything else if within the cloud at the start of
their Turn. Once they have crawled free of the choking
gas, or it has dispersed, the victims recover by the end of
the Turn.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

FLASH GRENADE
Also known as a Photon Grenade, flash
bomb or simply as a flare, this device
explodes with a burst of intense light,
IMAGE
blinding or stunning those nearby. A
Photon Grenade can dazzle fighters and
damage
sensitive
range
finding
equipment, such as targeters.
Special Rules

Weapons Strength: Special

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: Photon Grenades explode covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Non-Damage, Dazzled: Flash Grenades do not cause


damage like other weapons. Instead they incapacitate
the enemy. After the attack is made, as normal, any
models (friends or enemies) affected by the blast must
pass an Initiative Test or be dazzled and mesmerized by
the flashing lights. Affected models have WS and BS
reduced to 1 until the end affected players next Turn.

Affects Sensitive Optics: Any weapon fitted with a monosight, red-dot laser sight or infra-red sight on the
affected area a roll of 6 will permanently damaged
beyond repair and is permanently destroyed.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

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FRAG GRENADE
A Fragmentation Grenade, commonly
referred as a Frag Grenade, contains an
explosive charge as well as a casing
which is designed to fragment into
deadly shrapnel. It is a common weapon, easy to make and
effective in use.
A Stikkbomb is the Ork version of a Frag Grenade. Its hat can
be detonated by pulling out its pin and hurling it at a foe or, if
that fails, by battering the enemy over the head with it until
the blasted thing goes off! Regardless its origin, all Frag
Grenades work exactly alike.
Special Rules

Weapons Strength: 3

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: A Grenade explodes covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.
HALLUCINOGEN GAS GRENADE
Hallucinogen Gas Grenades or loonybombs as a super specialized form of gas
grenades. They contain a mixture of
IMAGE
psychoactive drugs that induces altered
sensory experiences. The cocktail is
composed of several organic and
inorganic psychedelic, dissociative, and
delirium-causing toxins encased on a
time release casing that vaporizes contents upon contact with
air. Regardless its origin and/or composition, all of these
grenades work on the same manner.
Special Rules

Weapons Strength: Special

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: Gas Grenades explode covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Random Retention: Gas clouds can last for several turns,


or slowly disperse or drift away altogether. Place a Gas
Cloud Marker on the place of detonation and follow the
Gas Grenade Retention rules detailed on Grenade
section.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.
Furthermore, fighters who are injured by an Hallucinogen
Grenade roll on the VIRULENT TOXIC EFFECTS CHART
(see Urty Syringe) instead of the Injury Table.

Non-Critical Damage: Due to the nature of the weapon, a


6 to-wound roll does not cause a Critical Hit.
Furthermore, fighters within the gas cloud at the start of
his Turn (and at the moment of the attack) are affected
by dangerous hallucinogenic gas. They become subject to
all kinds of strange delusions and can behave in an
extraordinary manner. Roll a D6 on the VIRULENT TOXIC
EFFECTS CHART (below) to determine the exact effects.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

Jump to Table of Contents


INCENDIARY GRENADE
There are many different kinds of
Incendiary Grenades. Some of these
weapons are made in the factories of
IMAGE
industrialized
worlds;
others
are
fabricated by cunning individuals in their
kitchens, thus the nickname Molotov
Cocktails. Regardless of origin, they are
work on the same principle and have the
same function; to ignite something or someone on fire.
Special Rules

Weapons Strength: 3

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: Incendiary Grenades explode covering a large


area, following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Random Retention: The fire produced by the Molotov


Cocktails may last for several turns or simply die out.
Place a Fire Marker on the place of detonation and at the
end of each players Turn (except when the grenade was
thrown) roll a D6. A result of 4+ indicates that the fire
extinguished itself. Anyone in contact with the fire takes
and automatic S3 hit.

Blocks LOS: Because of the nature of the fire, it is not


possible to see through it or to shoot weapons through
the affected area.

Where There Was Fire: Once the fire is extinguished,


replaced the Fire Marker for a Gas Cloud Marker. Treat
now as a Smoke Grenade.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

KRAK GRENADE
Krak Grenades are designed to pierce
armored targets by means of a
concentrated implosive charge.
Although a Krak Grenade can easily kill a man, its contained
blast makes it less useful than Frag Grenades for fighting.
However, it is very effective at destroying hard targets,
building structures, and for blasting into guarded defenses.
Special Rules

Weapons Strength: 5

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): 4

Weapons Type: Grenade

Bulky: A Krak Grenade is a heavy and cumbersome


grenade with a concentrated blast. It is therefore harder
to hit a target with a Krak Grenade than with other
grenade and a -1 to-hit penalty is imposed when
throwing one.

Poors Man Demolition: The Krak Grenade can be affixed


to any stationary target within 1" during the shooting
phase for example a door, a still or other construction.
The grenade hits automatically without the need to roll
for hits or scatter. It is not possible for a model to shoot
other weapons in the shooting phase in which it placed a
Krak Grenade.

Scatter: Although the grenade has no blast area it will


still scatter if it misses in the fashion of any other
grenade. The grenade must scatter directly on top of a
target in order to hit it.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

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PLASMA GRENADE
Plasma is a dangerous and unstable
matter in a highly energized state. When
a Plasma Grenade explodes, it creates a
plasma ball like a miniature sun.

Armor
IMAGE

Special Rules

Weapons Strength: 4

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): 5

Weapons Type: Grenade

Blast: Plasma Grenades explode covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Random Retention: After damage from Plasma Grenade


has been determined, the area may remain undergoing a
matter-energy transformation and is glowing like a small
sun. The plasma ball can last for several turns, or slowly
disperse or drift away altogether. Place a Gas Cloud
Marker on the place of detonation and follow the Gas
Grenade Retention rules detailed on Grenade section.

Blocks LOS: Because of the nature of the shining plasma


ball it is not possible to see through it or to shoot
weapons through the affected area.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

SMOKE GAS GRENADE


A Smoke Gas Grenade or smoke bomb
releases a cloud of oily smoke that is
impossible to see through without special
IMAGE
visual devices, such as a photovisor. The
almost
smoke
is
delivered
instantaneously
after
detonation.
Regardless of the color used, the effects
remain the same.
Special Rules

Weapons Strength: Special

Weapons Range: Users Strength x2

Weapons Armor Penetration (AP): N/A

Weapons Type: Grenade

Blast: Gas Grenades explode covering a large area,


following the Blast Template rules.

Scatter: Grenades might scatter as detailed in the


Template Weapon section.

Random Retention: Gas clouds can last for several turns,


or slowly disperse or drift away altogether. Place a Gas
Cloud Marker on the place of detonation and follow the
Gas Grenade Retention rules detailed on Grenade
section.

Non-Damage, Smoke: Any fighters without special visual


aid wargear cannot penetrate the affected area by a
Smoke Gas Grenade. Properly equipped fighters are able
to barely maintain LOS and could fire at enemies at a
penalty of -1 BS. Fighters within a smoke cloud can see
nothing and can either stay where they are or attempt to
move out of the cloud in their movement phase. Fighters
moving within a cloud always move in a random direction
(determined using the Scatter dice) and at half speed. If
enemy fighters find themselves engaged in Hand-ToHand Combat within a smoke cloud they still fight, but
halve their WS characteristic, rounding up.

Grenade: This weapon is classified as a Grenade. As such


it can be manually thrown or launched mechanically by a
Grenade Launcher.

The armed forces of the far future are equipped


with advanced powered armored suits and
protective fields. These bulky and expensive
devices are necessary to protect a fighter against
the awesome weaponry used on the battlefields
of the 41st millennium. Armor is very useful in
Death Squad battles. Although advanced armor is
sometimes traded, by far the most common
forms of protection are simpler types of
protection. Universal armor is protection that any
Squad could have, regardless of details of
construction or manufacture. Note that by no
reason any fighter may stack two pieces of armor
(unless specifically stated) or more than one
shield, regardless of how many they can carry!
The following section will describe a general
inventory, available to all races unless it is
specifically indicated on their profile that they
cannot use it.
ASPECT WARRIOR ARMOR
Aspect Armors are constructed from psycho-plastics
psychically activated by the force of a shot or blow. Unlike
Guardian Armors, Aspect Warrior Armors are reinforced with
molded plates to add more protection. Even the heaviest and
most ornate of these suits are still lightweight compared to
the bulky armor of the Imperium.
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

All Stackable Items: This armor can be combined with


any Helmet and/or Shield.

Aspect Warriors Only: This item can only be acquired and


used by the Aspect Warriors, unless specifically stated in
the warriors entry.
ASPECT WARRIOR HEAVY ARMOR
Aspect Armors are constructed from psycho-plastics
psychically activated by the force of a shot or blow. Unlike
Guardian Armors, Aspect armors are reinforced with molded
plates to add more protection. Even the heaviest and most
ornate of these suits are still lightweight compared to the
bulky armor of the Imperium.
Special Rules

Armor Save: This armor provides a basic Armor Save of


4+.

All Stackable Items: This armor can be combined with


any Helmet and/or Shield.

Striking Scorpions Only: This item can only be acquired


and used by Striking Scorpions, unless specifically stated
in the warriors entry.

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CARAPACE ARMOR
Carapace Armor is made of rigid plates of armaplas, molded
to fit parts of the body. A typical suit of carapace covers the
vital chest region, with separate plates for the arms and legs.
The armaplas plates offer quite good protection from lowpowered weaponry but are rather heavy.
Special Rules

Armor Save: This armor provides a basic Armor Save of


4+.

Allows Only Helmet as Stackable Items: Due to its size


and bulk, this armor can be combined only with a
Helmet, but not any Shield.

Bulky Garments: Because of the weight and bulk of this


armor, a fighter suffers a -1 penalty to his Initiative. For
example, a fighter with I5 would have I4.
COMBAT SHIELD
Shields come in many shapes, sizes, building materials and
even looks, but their basic function remains the same; to
protect the wearer from a frontal assault. A shield would
occupy one of the fighters hands, thus allowing the use of
single-handed weapons only, in exchange of a better Armor
Save. The Combat Shield cannot be used to attack.
Special Rules

Stackable Armor Improvement: A fighter that is equipped


with a Combat Shield gets a +1 to his Armor Save. This
bonus is stackable with other Armor. For example, a
fighter wearing an armor that provides an Armor Save of
5+, by adding a Combat Shield he would have an Armor
Save of 4+. Note that a fighter may never stack his
primary Shield with a second Shield.

Close Combat Only: A Combat Shield is only utilized in


Close Combat and may not be used to gain additional
save protection if the wearer is attacked by long range
firearms. It does not offers any protection against a shot
fired against the user if he is engaged in Close Combat;
its virtually impossible to try and stop a laser beam while
dodging a blow to the head from a giant meat cleaver!
CRAFTWORK ARMOR OF THE WRAITH
Skilled Bonesingers reserve their highest craftwork for the
most distinguished of the Eldars fallen warriors. A Spirit
Warrior may be gifted with this exquisite and subtle work
after they have proven their might in combat has no bounds.
Special Rules

Armor Save: This armor improves the total Armor Save


of the Spirit Warrior to 4+.

Non-Stackable Item: This armor cannot be combined


with any Helmet and/or Shield.

Waraithguard Only: This item can only be acquired and


used by Wraithguard, unless specifically stated in the
warriors entry.
FLAK JACKET
Flak Jacket is made from high-tensile padded fabric usually in
the form of a sleeveless jacket which covers the upper torso.
Flak is rather uncomfortable and not especially popular
despite its low cost, but it is quite effective.
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

Allows All Stackable Items: This armor can be combined


with any Helmet and/or Shield.

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GHOSTHELM
Helmets come in varying shapes, sizes, building materials and
even looks, but their basic function remains the same; to
protect the wearers skull from impact. A Ghosthelm
incorporates intricate crystalline psychic circuitry that masks
their spirit in the warp.
Special Rules

Ward Against the Warp: The Ghosthelm provides


protection against Perils of the Warp. Once per game, the
Warlock gains a 3+ Invulnerable Save against the effects
of Perils of the Warp, unless the contrary has been
specified.

Avoid Stun: A model that is equipped with a helmet has a


special 4+ save on a D6 against being Stunned. If the
save is made, treat the Stunned result as Knocked Down
instead.

Stackable Armor Improvement: A model that is equipped


with a Helmet gets a +1 to his Armor Save. This bonus is
stackable with other Armor. For example, a warrior
wearing an armor that provides an Armor Save of 5+, by
adding a Helmet he would have an Armor Save of 4+.

Warlock Only: This item can only be acquired and used


by a Warlock, unless specifically stated in the warriors
entry.
GROTS POWA SUT
Grots, like all other green-skins, live and die by showoff of
power and simple dares of bravery. The Gretchins, being
smaller than the smaller of Orks, feel a particular need to fit
in any group that can raise their status as a Fearless warrior.
Among the Grot's sub-culture, nobody is braver than The
Fly'ng Booms. Members of this very selective elite group are
consummate daredevils capable of legendary acts of bravery
and combat prowess. It is rumored that one of the three
living Flying Booms is currently engaging his own Waaagh,
under the assumed disguise of Warlord Gro-boom Bang.
While this seems highly unlikely, it has not stopped millions of
Grots all over the galaxy to follow the living legend steps and
attempt
to
become
one
of
The
Fly'ng
Booms.
To enter this elite group, Grots have to do one thing and one
thing only; perform and survive, a Fly'ng Boom Attack. To do
this they have to wear a specific protective garment, known
as a Grots Powa Sut. The armor is a full body suit made of a
damage resistant under a layer of meticulously linked metal
scales and rings. This armor would confer the wearer a very
high protection against most attacks, even for human
standards. The suit has some bat-like membranes between
the arms and the torso's side, which helps on the Grot's aerial
maneuvers. As an added bonus, the suit's under layer is also
highly flammable and explosive!
When a Grot wearing the Grots Powa Sut is launched (yes,
launched!) by either mechanical or manual means, it will
most likely become a living artillery shell; when the Grot
crash lands the metal links will create sparks that may ignite
the suit and detonate a huge explosion. A great spectacle for
any Ork!
If the Grot survives, he becomes one of The Fly'ng Booms.
How Orks manage to pack so much explosive power in such a
tiny fabric is a point of discussion of many of the Adeptus
Mechanicus' think tanks. Physics indicate that is impossible,
yet thousands of Grots all over battlefields go Boom every
day.
Special Rules

Armor Save: This armor provides a basic Armor Save of


4+.

Allows No Stackable Items: This armor cannot be


combined with any Helmet and/or Shield.

Gretchin Only: This item can only be acquired and used


by an Gretchin, unless specifically stated in the warriors
entry.

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Vulnerable to Flame: If attacked by fire (i.e. Flamer) the


Grot has a 3+ chance of going Boom.
I Believe I Can Fly: The bat-like membranes help the
Grots glide greater distances. A Grot can Jump (or Fall)
from any height above 2" and have a 2+ chances of
landing on his feet. Failure would mean that the Grot
may go Boom. This applies to Diving Charge attacks, but
not to Fly'ng Booms attacks... they want to try to explode
on the ladder!
Fly'ng Boom Attack: Any Ork with the Throw-A-Grot Skill
that is within 2" of the Grot wearing a Grots Powa Sut
can (and probably will) pick up the Grot and throw it
against some enemy, in the hope of it going Boom! The
suit's aerodynamic construction means that the Grot can
be launched the thrower Strength x3. Without premeasuring, place a marker where you want the Grot to
land. If the distance exceeds the maximum, place the
Grot as far as possible and to-hit roll is automatically
missed. Like any other Thrown Object, a successful roll
to-hit means that the daredevil landed were it was
supposed to and a miss to-hit roll means that the player
has to roll for scatter. Like any other throwing attempt, a
roll of a 1 on the to-hit results in a Catastrophic Failure
(see Throwing Objects section for details). Regardless
where it lands, the Grot may go Boom.
Goin Boom: A Grots Powa Sut Goin Boom is what Grots
live (and die) for! The longer the distance traveled after
the launch, the higher the probability of an explosion.
This is determined by the Chances of Going Boom Table.
Regardless if it explodes or not, the Grot takes one
Wound, no Saves allowed. If our daredevil is not taken
OOA, then the Grot will behave as 'normal' after his
miraculous recovery! If the Grots Powa Sut explodes,
place a Blast Template over where the Grot landed (and
exploded!) Everyone within the template takes and
automatic hit and a Strength 4 hit. Everyone affected
(except the Grot) are allowed any Saves as normal. If a
Boom occurred and the Grot was taken OOA, it will
survive on a 5+. If the Grots Powa Sut exploded, its a
victory for the minuscule Officers!
CHANCES OF GOIN BOOM TABLE
Distance Traveled

D6

2-3

5+

4-6

4+

6-9

3+

10+

2+

THE MIGHTY FIREFLY,


THE 1ST GRETCHIN OFFICER
It is a well known fact (myth) that there
was a member of the Flyng Booms who
became an Officer in the Ork Army. The
Warboss dared him to complete a
successful Boom attack and kill every
single member of a Space Marine
Terminator Assault Squad, armed with
Storm Shields and Thunderhammers. To
everyone surprise, Firefly defeated the
dreaded enemy and the Space Marines
retreated in panic of the Warboss' might.

Example:
Moko, a Grot wearing a Powa Sut, climbs to the top of a
building. He plans to shot at some enemy soldiers, when he is
picked up by an Ork Officer (Strength 3) and thrown to the
enemy. The marker is placed where to the intended target
and the distance is measured. The Orks total throwing
distance is 12". The total distance is 13", 7" horizontal plus 6"
vertical, so the throw is an automatic miss. The marker is
then placed at the 12" distance (1" shy of the target). The
player rolls a Scatter and a D6 dice. He rolls an arrow towards
the target and a 2. The Grot landed short of the target and
bounced over the target! The total distance is 14" (the initial
12" plus the 2" scatter, regardless of direction). The chance of
the Grot going Boom is 2+. The player rolls a 3 for the
explosion, so a Blast Template is placed on the final landing
spot. Everyone under the template take a Strength 4 hit. The
Orks rejoice at the lights and sound show... Grots watch
intently to see if the daredevil Walks the explosion off in hope
to witness a legend born!!!

Welcome to Da Club: A Grots Powa Sut going Boom is a


show stopper! After the test of 'bravery' is passed (and
the Grot survives!), the Grot becomes a member of the
elite legendary group known as The Fly'ng Booms. The
suit's explosion creates a very particular scar pattern,
which is then displayed by the Grot not only as a badge
of honor, but as proof of his amazing power. The Grot
gains enough experience to its next Advancement
(regardless of the amount). From now on, the daredevil
is to be placed in his own Recruit group. While he still
earns experience as a Recruit, the player is to roll on the
Injury Table as an Officer. In future Advancements, a roll
of 12 would mean that the Grot may learn a new Stealth
Skill. Keep track of the little daredevil he will be the
stuff of legends!!!

HELMET
Helmets come in varying shapes, sizes, building materials and
even looks, but their basic function remains the same; to
protect the wearers skull from impact.
Special Rules

Avoid Stun: A fighter that is equipped with a helmet has


a special 4+ save on a D6 against being Stunned. If the
save is made, treat the Stunned result as Knocked Down
instead.

Stackable Armor Improvement: A fighter that is equipped


with a Helmet gets a +1 to his Armor Save. This bonus is
stackable with other Armor. For example, a fighter
wearing an armor that provides an Armor Save of 5+, by
adding a Helmet he would have an Armor Save of 4+.
KURZICKAN ARMOR
Originally from the frontier world of Kurzickus, this armor was
designed to protect the local population of Ogryns who were
widely used in combat. This armor has special straps that
allow the typical Ogryn (and their giant deformities) to move
with relative grace in combat, while providing appropriate
protection.
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

Allows Only Helmet as Stackable Items: Ogryns may only


combine this armor with the Kurzickan Helmet, but not
with any kind of Shield.

Ogryn Only: This item can only be acquired and used by


an Ogryn, unless specifically stated in the warriors entry.

Two minutes into the victory celebration,


Ulafh the Fat sat on Firefly, ending his
military career in a gruesome and stinky
final splat.
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KURZICKAN HELMET
An usual matching pair for the Ogryn armor with similar
origins, this helmet is made specially to protect the
minimalistic, yet critical, Ogryn brain. Dobbed by many the
bucket for its enormous size and lack of electronics, it is the
only effective headgear an Ogryn could really use.
Special Rules

Avoid Stun: An Ogryn equipped with a Kurzickan Helmet


has a special 4+ save on a D6 against being Stunned. If
the save is made, treat the Stunned result as Knocked
Down instead.

Stackable Armor Improvement: An Ogryn that is


equipped with a Kurzickan Helmet gets a +1 to his Armor
Save. This bonus is stackable with the Kurzickan Armor.
For example, an Ogryn wearing Kurzickan Armor (Armor
Save of 5+) and wearing a Kurzickan Helmet would have
an Armor Save of 4+.

Ogryn Only: This item can only be acquired and used by


an Ogryn, unless specifically stated in the warriors entry.

LOOTED CARAPACE ARMOR


Orks can pick up almost any piece of discarded technology
and put it to work. It will not be pretty or fully functional, but
it will get the job done almost. A Looted Carapace Armor is
made multiple parts of Carapace Armor, collected over
decades and put together to almost fit the wearer for some
time. The plates are not from the same armor model, and you
could find rotting body parts from previous owners still
clinging greedily to the armor. Never the less, this offers the
best protection an Ork could ever hope for other than
pushing a Grot in front of an incoming bullet, which is always
fun!
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

Allows Only Helmet as Stackable Items: Due to its size


and bulk, this armor can be combined only with any
Helmet, but not any Shield.
MARINE HELMET
[MISSING INFO]
Special Rules

[MISSING INFO].

[MISSING INFO].

[MISSING INFO].

[MISSING INFO].

MARINE POWER ARMOR


[MISSING INFO]
Special Rules

[MISSING INFO].

[MISSING INFO].

[MISSING INFO].

[MISSING INFO].

Jump to Table of Contents


MEGA-KAN ARMOR PLATING
Ork Mekboyz derive great pleasure in putting pieces of
plasteel, armaplas, or even raw iron material on Trash-Kanz
to make them even tougher. They call this one time
permanent upgrade the Mega-Kan Armor Plating. It tends to
be expensive and difficult to implement but much worth the
effort.
Special Rules

Armor Save: This armor improves the total Armor Save


of the Trash-Kan to 4+.

Non-Stackable Item: This armor cannot be combined


with any Armor Plating, Helmet and/or Shield.

Trash-Kan Only: This item can only be acquired and used


by Trash-Kanz, unless specifically stated in the warriors
entry.
MESH ARMOR
Mesh Armor is a fabric-like material made from tiny cells of
bonded thermoplast. The resultant mesh is light but very
strong and can be fashioned into garments or used as a
protective lining. Mesh absorbs physical blows or heat energy
by becoming momentarily solid, effectively absorbing the
energy of an attack to switch from one morphic state to
another. Repeated hits to the same area will tend to erode
this effect and reduce the protective value of the mesh.
Special Rules

Armor Save: This armor provides a basic Armor Save of


6+.

Allows All Stackable Items: This armor can be combined


with any Helmet and/or Shield.

REDUCED FLAK JACKET


A Reduced Flak Jacket is a trimmed form of Flak Jackets
awarded exclusively to Catachan Devil Master Drill Sergeants.
This symbol of prowess is known and respected by all
Catachans. Anyone who has not earned such reward is
usually killed on sight without even asking questions. The
Reduced Flak Jacket is very comfortable and form-fitting, but
the wearer may not wear any other type of armor or head
protection at the same time.
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

Non-Stackable Item: This armor cannot be combined


with any Armor Plating, Helmet and/or Shield. NonStackable Item: This armor cannot be combined with any
Armor Plating, Helmet and/or Shield.

Catachan Only: This item can only be acquired and used


by a Imperial Guard Catachans, unless specifically stated
in the warriors entry.
REFRACTOR FIELD
Reserved for the most prominent of Officers, Refractor Fields
are the ultimate for of protection. Powered by a small power
generator, a personal force field is created 1 around the user
(except on their hands and feet) that can repel any matter
that can touch the wearer. Due to immense power drain, this
item can only be used to attempt deflecting all damage from
one attacker once per game. This item is rare to find and hard
to maintain operational, but provides an Invulnerable Save.
Special Rules

Invulnerable Save: This armor provides an Invulnerable


Save of 3+.

Does not interfere with Armor: This form of protection


does not interfere with the use of other armor. The
warrior must choose to roll a Cover, Armor or
Invulnerable Save, whatever is best.

Limited Use: This item can only be used to attempt


deflecting all damage from one attacker once per game.

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RUNE ARMOR
A wraithbone breastplate shaped into runic forms charged
with psychic energy. Rune armor confers basic protection like
all armors, but once per game the powerful psychic energy
contained may be released to protect the Warlock from the
most devastating of injuries.
Special Rules

Armor Save: This armor provides a basic Armor Save of


5+.

Limited Invulnerable Save: This armor provides an


Invulnerable Save of 4+. This Save can only be used to
attempt deflecting all damage from one attacker once per
game. The warrior must choose to roll a Cover, Armor or
Invulnerable Save, whatever is best.

All Stackable Items: The Armor Save portion of this


armor can be combined with any Helmet and/or Shield.
The Invulnerable Save portion is not stackable with any
item or resource.

Warlock Only: This item can only be acquired and used


by a Warlock, unless specifically stated in the warriors
entry.
SHIMMER SHIELD
The Shimmer Shield incorporates an advanced force field
projector that uses an enormous amount of energy to protect
its bearer. The energy produced by the Shimmer Shield is
unfocused, so while it provides excellent protection, it cannot
be directed to form any kind of attack.
Special Rules

Stackable Armor Improvement: A model that is equipped


with a Combat Shield gets a +1 to his Armor Save. This
bonus is stackable with other Armor. For example, a
warrior wearing an armor that provides an Armor Save of
5+, by adding a Shimmer Shield he would have an Armor
Save of 4+. Note that a warrior may never stack his
primary Shield with a second Shield.

Close Combat Only: A Shimmer Shield is only utilized in


Close Combat and may not be used to gain additional
save protection if the wearer is attacked by long range
firearms. It does not offers any protection against a shot
fired against the user if he is engaged in Close Combat;
its virtually impossible to try and stop a laser beam while
dodging a blow to the head from a giant meat cleaver!

Limited Invulnerable Save: This armor provides an


Invulnerable Save of 4+. This Save can only be used to
attempt deflecting all damage from one attacker once per
game. The warrior must choose to roll a Cover, Armor or
Invulnerable Save, whatever is best.

Dire Avenger Exarch Only: This item can only be acquired


and used by the Dire Avenger Exarch, unless specifically
stated in the warriors entry.

Thought of the Day

Claims of innocence mean nothing,


they serve only to prove
a foolish lack of caution.

SUPPRESSION SHIELD
The Suppression Shield is a special piece of equipment used
extensively by law enforcement agencies all across the
Imperium. In consists of a metal or fibre-alloy shield that has
a built-in generator. When the generator is activated a
glowing blue field of energy, called a suppression field,
surrounds the shield. A Suppression Shield diverts and stores
away the energy of an attack. In hand to hand combat the
shield can be used to bash an opponent, at which point the
stored Charged is released as a powerful electrical disCharge
that is perfectly capable of stunning or even killing an
opponent.
Special Rules

Stackable Armor Improvement: A model that is equipped


with a Combat Shield gets a +1 to his Armor Save. This
bonus is stackable with other Armor. For example, a
warrior wearing an armor that provides an Armor Save of
5+, by adding a Combat Shield he would have an Armor
Save of 4+. Note that a warrior may never stack his
primary Shield with a second Shield.

Close Combat Only: A Combat Shield is only utilized in


Close Combat and may not be used to gain additional
save protection if the wearer is attacked by long range
firearms. It does not offers any protection against a shot
fired against the user if he is engaged in Close Combat;
its virtually impossible to try and stop a laser beam while
dodging a blow to the head from a giant meat cleaver!

Bash Attack: Bashing an opponent with the Suppression


Shield requires a successful Close Combat attack. It is
treated as having the Strength of the attacker and does
not allow any Armor Saves. Limited Use: This item can
only be used to attempt deflecting all damage from one
attacker once per game.

Two Handed Attack: To effectively use a Suppression


Shield in combat, the user must use both hands.

Bulky Garments: Because of the weight and bulk of this


armor, a fighter using it counts his Initiative
characteristic as only half its actual value, rounding up.
For example, a fighter with I5 would count as having I3.

Wargear
Besides weapons and armor, a diverse range of equipment
has been developed to be use by many Races. The specific
details, looks, construction, etc. may vary from Race to Race
but the main functionality remains the same.
AUSPEX
The Auspex is an Imperial multi-phase short-ranged scanner,
used to detect energy emissions throughout a wide spectrum,
such as heat, radiation and most forms of energy given off by
vehicles and living troops. Auspexi can take the form of
separate hand-held devices, or they may be built into a
helmet such as in the case of Terminator armor. Its main
tactical use is to reveal otherwise Hidden troops within a
certain range and allow them to be fired on.
Special Rules

Spot Infiltrators: The fighter carrying an Auspex may


shoot one weapon at a single Infiltrating fighter within
4D6 or weapons range (whatever is less), ignoring tohit modifiers and LOS. This shot is taken after deploying,
but before the game begins, representing the fact that
the fighter spotted the scout and shot him before they
finished on their final position.

Spot Hidden Enemy: A fighter carrying a Auspex will see


Hidden enemy at a range of 8, regardless of the fighters
initiative.

Detect Intruders: In Scenarios which involve sentries and


intruders, the Auspex triples the distance at which
sentries can spot intruders and adds +1 to their chance
of spotting all intruders.

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AVENGER SIGHT
The Avenger Sight is a complicated modification that can be
only be applied to Eldar Shuriken Pistol and Shuriken
Catapult. Shuriken weaponry modified in this way has an
extended barrel, enhanced power feeds and inbuilt
rangefinder.
Special Rules

Range Extender: The Avenger Sight allows the range of


the weapon that is attached to be increased by 6.

Point & Shoot: Unlike most sight, the Avenger Sight


allows the user to move and shot as normal.

Limited Use: This sight may only be use in Shuriken


Pistols or Shuriken Catapults (not on Scorpion Claws).

Allows No Other Visual Aids: This device cannot be used


in combination with scopes, sights and other visual aids.

Dire Avenger Only: This item can only be acquired and


used by the Dire Avenger, unless specifically stated in the
warriors entry.
BANNER
A Banner is a flag or other piece of cloth bearing a symbol,
logo, slogan or other message which inspires emotions on the
observers. The Imperial Guard use flags to show their
devotion to the Immortal Emperor of Terra, inspiring the
troops to continue battle and perform heroic deeds. Imperial
Renegades and Chaos Cultists use them to demoralize the
enemy, as their favorite signs tend to be made out of the skin
of their enemies, or just plain rooting corpses. Orks called
them Boss Poles, which are used to determine the Warboss
territories causing euphoria among his Boyz and terror among
his enemies. Regardless of the form and shape that the
Banner may take, it essentially works the same for every
Squad. The Banners are usually carried into battle by
Standard Bearers, who make sure that their Banner is always
at the fore-front of the conflict to inspire their comrades.
Ironically, carrying a giant sign proclaiming how great you are
in front of the enemy usually results in getting killed fairly
quickly.
Special Rules

Standard Bearer: Among the few greatest honors any


soldier could ever have is to be commanded to carry their
Squads Banner. This item must be physically present as
part of the specific model which carries the Banner; make
it cool and make it count!

We Are Mighty!: Few things may convey the sense of


power than seeing your Banner make its way through
enemy lines; it sight inspires even the most cowardly into
remaining in battle. Any fighters within 12 of the
Standard Bearer may re-roll any failed Leadership Test;
remember no re-rolling a re-roll.

Rally To Victory!: With a great sense of pride, at the


most critical moment, the Standard Bearer will move to
the fore front of the conflict and raise his Banner and
inspire his comrades at arms. Once per game, a Standard
Bearer that is able to move, shot or Charge by the end of
the Recovery Phase and is within 6 of any enemy model
may declare that a Rally To Victory! All allied fighters
within LoS of the Banner gain +2 to Initiative until the
beginning of the players next Recovery Phase.

Its Hopeless: The only thing worse that losing a Banner


in combat is to lose it at the hands, literally, of the
enemy! If the Standard Bearer is taken OOA in Close
Combat, all allies within LoS of the fallen model would
suffer -1 Initiative until the end of the opponents next
Assault Phase. The Banner is damaged by the enemy, but
it is repaired with easy at no additional cost battle scars
are always inspirational!

Allows Only One of a Kind: Every Officer knows that


having more than one Banner decreases its moral
boosting effectiveness, but also reduces visibility of his
troops. A Squad may only carry one Banner regardless of
any failed logic to explain otherwise.

Jump to Table of Contents


BANSHEE MASK
The Banshee Mask incorporates psychosonic amplifiers that
magnify their keening battle screams into mind-destroying
shockwaves. This inflicts serious damage to the central
nervous system of the Eldars foe, inspiring a feeling of mortal
terror and causing momentary paralysis.
Special Rules

Fearsome Charge: A model wearing the Banshee Mask


causes Fear when he Declares a Charge to initiate Close
Combat to all enemy models the wearer engages in Close
Combat. Resolve effects of Fear at penalty of -2
Leadership. The effect only last on the Turn the Charge
was performed.

Howling Banshee Only: This item can only be acquired


and used by the Howling Banshee, unless specifically
stated in the warriors entry.
BIG HORNS OR IRON GOB
Ork leaders commonly display their prowess by hunting down
and killing dangerous beasts. These creatures the fight
against the most are those with big horns or tusks which can
then be displayed on their helmets for all the Boyz to see. If
such a creature has a disappointing lack of horns or tusks the
Ork leader will sport a huge metal jaw instead to show that
he has got the biggest bite around!
Special Rules

Increased Leadership: A Leader wearing either Big Horns


or an Iron Gob adds +1 to their Leadership value. This
item is not stackable with itself.

Leader Only: This item can only be acquired and used by


the Squad Leader, unless specifically stated on the
warriors entry.
BIONIC ARM REPLACEMENT
A Bionic Arm Replacement is an incredibly complicated and
expensive device. Similar in construction as its enhancement
counterpart, it has several micro-chips and nano-conduits
that serve as a nervous system. It grants the patient the
ability to micro-manage objects just like a normal arm would
do. If a fighter with Bionic Arm Replacement suffers a further
arm injury, randomly determine which arm is affected: the
fighters real arm or his Bionic Arm Replacement. Any damage
to a Bionic Arm Replacement will destroy it.
Special Rules

Replacement: A Bionic Arm Replacement cancels out the


effect of one serious arm injury the fighter has sustained.
BIONIC EYE REPLACEMENT
A Bionic Eye Replacement is very similar to its enhancement
counter-part in design, but the nano-computer also has to
work as the cerebral-cortex for both eyes. If a fighter with a
Bionic Eye Replacement suffers a further eye injury then
randomly determine which eye is damaged his real eye or
his artificial eye. Any damage to a Bionic Eye Replacement
will destroy it.
Special Rules

Replacement: A functioning Bionic Eye Replacement


cancels out the effect of one serious eye injury the fighter
has sustained.

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BIONIC LEG REPLACEMENT
A Bionic Leg Replacement is a wonder of medical technology.
It not only provides the infrastructure to replace a leg, but it
connects dozens of gyroscopic sensors to the patients brain
to provide basic balance and coordinated movement. If a
fighter with a Bionic Leg Replacement suffers another leg
injury, randomly determine which leg is affected: the fighters
real leg or his Bionic Leg Replacement. If the Bionic Leg
Replacement is damaged it will be destroyed.
Special Rules

Replacement: A functioning Bionic Leg Replacement


cancels out the effect of one serious leg injury the fighter
has sustained.
BIO-SCANNER
A Bio-Scanner detects life signs within the proximity of the
user. The device is small, about the size of a pistol, and can
be worn upon a belt or around the owners neck. A fighter
who carries such a device improves his chances of spotting
enemy intruders.
Special Rules

Spot Hidden Enemy: A fighter carrying a Bio-Scanner will


see Hidden enemy at a range of 8, regardless of the
fighters initiative.

Detect Intruders: In Scenarios which involve sentries and


intruders, the Bio-Scanner triples the distance at which
sentries can spot intruders and adds +1 to their chance
of spotting all intruders.
CAMELEOLINE
A synthetic and durable camouflage textile, Cameleoline is
often use by snipers and sharp shooters to cover themselves
and blend in their surroundings.
Special Rules

Enhanced Cover Save: A fighter using a Cameleoline


gains a +1 bonus to their Cover Saves. For example, a
fighter wearing the fabric has a Cover Save of 4+ while in
Rubble (Medium Cover), instead of the normal 5+. This
bonus is not stackable with any other benefits.

Counts as Hiding: A fighter using a Cameleoline does not


need to declare that is Hiding to be considered to be so,
as long as the requirements are met (not Running on the
Movement Phase, standing behind terrain that provides a
Cover Save, etc). The fighter wearing a Cameleoline that
has been spotted (by a single enemy fighter) or has
revealed himself (by shooting) may only automatically be
considered Hidden if the model has moved to a new
location (over 2" away) and re-met the Hiding conditions.

Jump to Table of Contents


CLIP HARNESS
Fighters who must constantly climb the sheer ruins and
crumbling superstructures of the battlefield often choose to
make use of a Clip Harness to save them from falling. The
harness is nothing more than a safety line that is fastened
round the body, with a strong steel clip or magnetic clasp
which can be attached to a nearby object. If the wearer
should fall the harness may save him and enable him to
scramble to safety. The Clip Harness is used by many sharp
shooters to avoid falling from strategic Elevated Positions.
Special Rules

Avoid a Fall: If a fighter Falls whilst the safety line is


fastened, the fighter drops 2 and is left unharmed
dangling on the end of the safety line. The fighter can
climb up to the original position, or unhook the line and
attempt to Climb Down. An enemy fighter, in position to
do so, can cut the line and send the fighter Falling to the
ground. This would count as an attack in Hand-To-Hand
Combat so the enemy fighter cannot shoot in the same
turn.

Difficult Setup: The main function of this equipment is to


prevent someone to fall. For this to work, the Clip
Harness end of the safety line must be fastened for it to
work. A fighter can fasten the Clip Harness if it does not
move in its movement phase. The harness is
automatically unfastened when the fighter moves.
CRIMSON MEDALLION
The Crimson Medallion is awarded to men who have suffered
the most horrific injuries and have not lost their faith in the
Emperor or their will to fight on. It takes a lot to stop a man
who has earned this decoration.
Special Rules

Blessed by the Emperor: A warrior who has been


awarded the Crimson Medallion is blessed by the
Emperor himself. He may automatically pass one Save
roll of his choosing once per game and gains an
Invulnerable Save of 6+.

Immune to Fear: The model recipient of the Crimson


Medallion is immune to the effects of Fear.
DUM-DUM BULLETS
A Slugger can be loaded with primitive ammunition. A supply
(for one game) of these hand-made bullets costs extra, but
they are more powerful than standard ammunition.
Special Rules

Increased Damage: Dum-Dum Bullets adds +1 to the


Strength of any hits (for example, Strength 4 rather than
3) and an Armor Penetration value (for example, AP 4
rather than AP 5).

Weapon Specific: Dum-Dum Bullets can only be used in


gun-powder weapons, such as Sluggers.

Unreliable Ammo: This ammo follows the Gets Hot


special rule. For every to-hit roll of 1, roll an additional
D6; on a 3+ the misfire hits the firing fighter with
Strength equal to the weapons (to-wound). Armor Saves
are allowed as normal. These rolls may never be re-rolled
for any reason.
FILTER PLUGS
Filter Plugs, or flugs, are simple filters which fighters stick
firmly up their nostrils to purify the air they breathe. Cheap
and disposable, these are used in their millions throughout
the lower regions of polluted Hive Worlds, where smog,
poison clouds and toxic gases are constant hazards. Filter
Plugs sieve out the worst of the pollution including most
harmful substances.
Special Rules

Partial Gas Protection: A fighter wearing Filter Plugs can


re-roll a failed Toughness test against dangerous gases
including Choke, Hallucinogen and among all others only
once per game.

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Death Squads
GROT LIVING BATTERY
Weirdboyz are always crackling with energy; destructive and
deadly energy. Who best to be a living conduit to discharge
such a lethal burden than a Gretchin? Volunteers are
rounded up to assist Weirboyz maintain control of their
powers. Chained to their masters, they live in constant fear
and terror of what will happen next. Grot Living Batteries
dream of one day becoming Grot Orderlies.
Special Rules

Gretchin Psychic Ground: The Grot Living Battery allows


the Weirdboy to maintain and regulate his psyker energy.
It allows the Weirdboy to re-roll one Psychic Test per
game.

Burn Da Battery: The Weirdboy can intentionally fry the


Gretchins brain and allowed him to take the full force of
Perils of the Warp. Instead of rolling on the Perils of the
Warp table, the Player may declare that the Gretchin
would be sacrificed. This will automatically kill the
Gretchin to everyones amusement.

Close to His Master: Grot Living Batteries are chained to


their masters, so they must always stay within 3 of the
Weirdboy.

Semi-Functional Gretchin: The Grot Orderly is a member


of the Ork Mob, with certain restrictions.
o
Must be represented by an appropriate Gretchin
model, with regular Gretchin stats.
o
Can fire a provided an appropriate firearm to any
target his Master choose, within range and LoS.
o
Will never initiate an Assault, but will be dragged to
defend his Master.
o
Will never have any Wargear, as he is to drain and
terrified from dealing with his Master.
o
If wounded, he will always be killed; not taken OOA,
but permanently destroyed.
o
Will be removed from the game (not OOA nor killed,
just removed) if his Master is taken Out Of Action.

Gotten Used to It: Once the Weirdboy uses a Grot Living


Battery, he cannot stop. If the Gretchin is lost, killed or
sacrificed, another volunteer must be procured or the
Weirdboy would not be able to participate in any battles
(games) until one is replaced.

Considered Equipment: A Grot Living Battery is always


considered equipment. As such, it does not earn
experience, can be lost, stolen or captured, do not count
towards routing calculations or towards the Squads
maximum size.

One at a Time: Only one of these Grots can be owned


and used at a time.

Weirdboy Only: This item can only be acquired and used


by the Weirdboy, unless specifically stated on the
warriors entry.
GROT ORDERLY
Painboyz are often accompanied by Grot Orderlies, whose job
is to carry the Doks Tools and spare limbs. A Grot Orderly
has a miserable existence, as they know firsthand the sadistic
tendencies of their masters. For this reasons, they will at
least pretend to defend the Painboy while always being by
their side.
Special Rules

Gretchin Medical Assistant: The Grot Orderly allows a


Painboy with the Mad Doc Skill to be more efficient. The
Grot Orderly grants a +1 to the Mad Docs rolls to
determine if he may operate on any one patient.

Close to His Master: Grot Orderlies know what is best for


them, so they always stay within 3 of the Painboy.

Semi-Functional Gretchin: The Grot Orderly is a member


of the Ork Mob, with certain restrictions.
o
Must be represented by an appropriate Gretchin
model, with regular Gretchin stats.
o
Can fire a provided an appropriate firearm to any
target his Master choose, within range and LoS.

Will never initiate an Assault, but will be dragged to


defend his Master.
o
Will never have any Wargear, as he is to drain and
terrified from dealing with his Master.
o
If wounded, he will always be killed; not taken OOA,
but permanently destroyed.
o
Will be removed from the game (not OOA nor killed,
just removed) if his Master is taken Out Of Action.
Gotten Used to It: Once the Painboy uses a Grot Orderly,
he cannot stop. If the Gretchin is lost, killed or sacrificed,
another volunteer must be procured or the Painboy
would not be able to participate in any battles (games)
until one is replaced.
Considered Equipment: A Grot Living Battery is always
considered equipment. As such, it does not earn
experience, can be lost, stolen or captured, do not count
towards routing calculations or towards the Squads
maximum size.
One at a Time: Only one of these Grots can be owned
and used at a time.
Painboy Only: This item can only be acquired and used
by the Painboy, unless specifically stated on the warriors
entry.
o

HOTSHOT LASER POWER PACK


The Hotshot Power Pack is an especially powerful version of
the standard laser power pack. It uses a more expensive and
less robust power matrix, with the advantage that it can force
more power through a standard laser weapon. However, the
risk of burning out the weapon or exhausting the pack itself is
much greater than with the standard pack.
Special Rules

Increased Damage: Hotshot Power Pack adds +1 to the


Strength of any hits (for example, Strength 4 rather than
3) and an Armor Penetration value (for example, AP 4
rather than AP 5).

Weapon Specific: Hotshot Power Pack can only be used in


laser weapons, such as Laspistols and Laguns.

Unreliable Ammo: This ammo follows the Gets Hot


special rule. For every to-hit roll of 1, roll an additional
D6; on a 3+ the misfire hits the firing fighter with
Strength equal to the weapons (to-wound). Armor Saves
are allowed as normal. These rolls may never be re-rolled
for any reason.
INFRA-RED GOGGLES
These take the form of a pair of goggles or visor which allows
a fighter to see the thermal images of enemy fighters in the
dark. The Infra-Red Goggles enable the wearer to see foes
who are Hiding or who are partially concealed behind cover.
Special Rules

Spot Hidden Enemy: A model wearing Infra-Red Goggles


will see Hidden enemy at a range of 8, regardless of the
warriors initiative.

Reduce Effect of Cover: A fighter wearing Infra-Red


Goggles can effectively see and shoot at an enemys
body part that is not behind Cover, thus minimizing its
effects by reducing the enemys Cover Save by -1.

Detect Intruders: In Scenarios which involve sentries and


intruders, the Infra-Red Goggles triples the distance at
which sentries can spot intruders and adds +1 to their
chance of spotting all intruders.

Substitutes a Helmet: A model wearing Infra-Red


Goggles cannot wear a Helmet.

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INFRA-RED SIGHT
An Infra-Red Sight is an optical sensor worn over one eye,
attached to the fighters weapon by a power link, similar in
construction to a Mono-Sight, calibrated to register infra-red
rather than visible light. The enhanced image which appears
in the sight makes it very easy to pick out targets that are
partially concealed behind cover. Like a mono-sight, the
Infra-Red Sight works most effectively from a stable platform,
and is of no advantage to a shooter whose own movement
disrupts the sensors image. The sight is designed for
attachment to most firearms, but not any Special Weapons.
Special Rules

Cancels Effect of Cover: A stationary fighter using a


weapon with an Infra-Red Sight negates the enemys
Cover Save.

Single Shot: The Infra-Red Sight functions only so long


as the weapon only fires a single shot. If the player
wishes to use sustained shooting the bonus does not
apply, as the clouds of hot smoke emitted obscure the
sights.

Allows No Other Visual Aids: This device cannot be used


in combination with scopes, sights and other visual aids.
IRON GUARD SWAGGER
Officers in the Mordian Iron Guard are indoctrinated to carry a
short cane covered with leather as a symbol of authority.
Formally known as a Mordian Iron Guard Swagger Mark IV, it
is used among Officers to display their rank and victories by
custom modification. While nobody is really sure, and the
Inquisition has denied the rumors, some low ranking grunts
swear that all members of the Iron Guard are implanted with
a 'pain-chip receptor', that if touched with an Iron Guard
Swagger would result on the soldier to have his leg muscles
jerk violently, moving the unwilling subject forward, at the
same time as leaving a stinging sensation on the subject's
head. Officers swear that they know where to hit grunts who
do not keep formation and there is no mysterious conspiracy
about it. Regardless, a hit with an Iron Guard Swagger would
make any Infantrymen to think twice about disobeying a
direct order.
Special Rules

Keep em In Line: Center a Blast Template centered on


the Officer using the Iron Guard Swagger and any
Infantrymen within the template may re-roll a failed Fear
Test; remember no re-rolling a re-roll.

Thought of the Day

Blessed be the mind considered too


small, as it has no room for doubt, is
easily filled with faith and
remains tidy upon temptation.

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KABALISTIC SEAL
The priests of the Lyubov have a very clear understanding of
the Warp and can fashion potent seals to restrain or even
banish Warp entities; these are known as the Kabalistic Seals.
These wards of protections, crafted out of fine woods and
lacquers, are inscribed with powerful runic wards that impede
the power of the warp and can, if the wielder's faith is strong
enough, even destroy the heretics who would traffic with the
foul denizens of the Warp. The Kabalistic Seal is considered
by many in Lyubov as a powerful ward against creatures from
the Warp.
Special Rules

My Faith Is My Armor: The Kabalistic Seal also confers an


Invulnerable Save of 5+ against all attacks (ranged or in
Close Combat) from Lesser Daemons (as well as other
entities summoned from the Warp) and Psychic Powers
intended to directly attack and damage the Priest.

Let the Warp Consume Their Souls!: With the aid of the
Kabalistic Seal, the Priest's faith constrains the Daemons
allied with the heretics and this result on their own
twisted conduit to the Warp to consume him in horrible
agony! The Kabalistic Seal is a special item that is used
in the Shooting phase instead of firing a weapon. To
activate it, the Priest must pass a Leadership Test. It
does not require Line of Sight (LoS) to use and may be
used even if the Priest is engaged in Close Combat. Roll a
D6; this number of enemy Psykers within 12" of the
Priest, starting with the Psyker nearest the Priest and
working outwards, who must pass a Leadership Test or
suffer a Perils of the Warp attack. If you roll a number
greater than the number of enemy Psykers within 12" of
the seal, each Psyker is attacked once and the excess
attacks are lost. A Psyker who has an active power (such
as Force Field) in play does not lose the power
automatically.
However,
the
Psyker
would
test
Leadership, and if he passes, nothing happens but if he
fails he suffers a Perils of the Warp attack. The seal can
be used once each Turn but in order to use it again, the
Priest must pass another Leadership Test.

Sacred Item: Although many 'popular' versions of the


Kabalistic Seals may appear, most of them are just tiny
trinkets designed to rob the pilgrims of their money. Only
few Kabalistic Seals have been blessed in the name of
the Imperium and those are the ones that actually work.
These rare items are guarded with extreme prejudice and
are reserved to be given to the most zealous and devoted
members of the Ice Guard. Only one Kabalistic Seal is
allowed per Squad.
LUCKY CHARM
These take many shapes, but the most common are symbolic
icon that a pious Priest has touched, or carved heads of
ancient gods. Regardless of shape, make, fighter or belief, a
Lucky Charm is never an unwelcome sight in the heat of
battle.
Special Rules

Avoid Damage: The first time a fighter with a Lucky


Charm is wounded in a battle (be it by shooting or Close
Combat) they roll a D6. On a 4+ the wound is discarded
and no damage is suffered. Owning two or more charms
does not confer any extra benefits; the fighter may still
only try to discard the first hit.

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LYUBOV'S ADVANCED CLIMBING HARNESS
Lyubov had a great history of repelling invaders by sending
the Ice Guard outflanking the enemy by route of the common
treacherous mountain passes. While every member of the Ice
Guard is trained on the use of specialized gear to move
through this terrain, Officers are trained on the maintenance
and use of an advanced form of the local climbing harness.
The Lyubov's Advanced Climbing Harness combines the
benefits of a Clip Harness with Rope & Hook, without the
encumbrance of either.
Special Rules

Avoid a Fall: If a model Falls whilst the safety line is


fastened, the fighter drops 2 and is left unharmed
dangling on the end of the safety line. The fighter can
climb up to the original position, or unhook the line and
attempt to Climb Down. An enemy model, in position to
do so, can cut the line and send the fighter Falling to the
ground. This would count as an attack in Hand-To-Hand
Combat so the enemy model cannot shoot in the same
turn.

Easy Setup: The main function of this equipment is to


prevent someone to Fall in a moment's instant. The
Lyubov's Advanced Climbing Harness is equipped with
self powered mini-guns capable of shooting anchors deep
into rockrete with blinding speed. A fighter equipped with
a Lyubov's Advanced Climbing Harness can use the
equipment at anytime without having to declare it was
anchored and secured on previous Turns.

Assisted Climbing: A warrior equipped with this gear may


re-roll failed Initiative tests when climbing up and down;
remember no re-rolling a re-roll!
MACHARIAN CROSS
The Macharian Cross is awarded only to Imperial Guard
Officers in recognition of innovative and successful tactical
thinking. The bearer can be expected to use his initiative in
battle.
Special Rules

Tactical Redeployment: After deployment is complete,


including any Infiltrators, but before the 1st Turn has
started, any model deployed within 6 of anyone with a
Macharian Cross, including the medal recipient himself,
may be redeployed up to 12, abiding by the missions
deployment zones and rules.
PHOTO-CONTACTS
Photo-Contacts are multi-layered plastic lenses worn on the
eyes to enhance vision in poor light conditions and protect the
wearer from sudden bright flashes.
Special Rules

View Through Smoke: A fighter wearing this gear can see


and move through smoke without penalty. He can shoot
through smoke, but suffers a -1 to-hit penalty when
doing so.

Flash Protection: Photo-Contacts incorporate a photochromatic layer which protects the wearers sight against
sudden bright flashes. A fighter wearing Photo-Contacts
may re-roll a failed Initiative Test to avoid the effects of a
Photon Grenade flare.

Allows Other Visual Aids: This device can be used in


combination with scopes, sights and other visual aids.

Thought of the Day

Nobody is innocent;
there are merely varying levels of guilt.

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PHOTO-VISOR
A Photo-Visor is a special visor that enhances vision in poor
light conditions. It also incorporates a photo-chromatic layer
that protects the wearer against sudden bright flashes.
Special Rules

View Through Smoke: A fighter wearing this gear can see


and move through smoke without penalty. He can shoot
through smoke, but suffers a -1 to-hit penalty when
doing so.

Flash Protection: A fighter wearing photo-contacts may


re-roll a failed Initiative test to avoid the effects of a
Photon Flash flare.

Allows No Other Visual Aids: This device cannot be used


in combination with scopes, sights and other visual aids.

Substitutes a Helmet: A model wearing Infra-Red


Goggles cannot wear a Helmet.
RED-DOT LASER SIGHT
The Red-Dot Sight shines a continuous low-powered red laser
beam along the barrel of a weapon, placing a red dot
wherever it is aimed. The laser sight can be attached to any
Pistol or Rifle-type of weapon, such as a Bolt Pistol or Lasgun.
The Red-Dot Sight does not work with any other kind of
weapon type. Wary fighters look out for the glint of the laser
beam and take cover if they spy a red-dot scanning nearby.
Special Rules

Easy Aiming: A fighter using a weapon with a Red-Dot


Sight adds +1 BS Skill.

Spot the Dot: A fighter hit by a weapon with a Red-Dot


Sight can try to avoid the shot, representing his chance
of spotting the red dot and ducking aside. This is worked
out as soon as a hit is scored, but before any to-wound
rolls are made. The chance of avoiding the shot is a 6+
on a D6. This roll is neither Armor nor a Cover Save.

Allows No Other Visual Aids: This device cannot be used


in combination with scopes, sights and other visual aids.
RESPIRATORS
There are pollutants on worlds and the Imperium has
developed Respirators to counter-act the effects of nauseous
gases, as they discover that enemies have taken advantage
of the fragile human respiratory system. Respirators remove
the worst of the pollution including most harmful substances.
Special Rules

Complete Gas Protection: A fighter wearing a respirator


can re-roll a failed Toughness test against dangerous
gases including Choke, Hallucinogen and among all
others.
RESOURCE PENDULUM
Although considered by many in the Imperium just heretical
propaganda, many Resource Pendulums are made of sacred
items and relics can reputedly be used to find even more
resources.
Special Rules

Divine for Resources: If he was not taken Out Of Action,


the Officer using the Resource Pendulum may make a
Leadership Test after the battle. If he is successful, you
may re-roll any one dice in the Exploration phase.
ROPE & HOOK
A fighter using a Rope & Hook will find it much easier to move
amongst structures, such as ruins or buildings.
Special Rules

Assisted Climbing: A fighter equipped with a Rope & Hook


may re-roll failed Initiative tests when climbing up and
down.

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SEEKER BIONIC EYE
As a result of Matthias Riels exceptional courage under fire,
Vardan HQ had the local forge-priest create a new Bionic Eye
to replace the one Matthias had lost. It is a masterpiece, and
wherever Matthias goes, techpriests stop him in his tracks so
as to admire such a work of art.
Special Rules

Incorporated Refractor Field: The Seeker Bionic Eye,


when designed, ended up larger than its regular
counterpart. Because of this, Matthias Riel is unable to
wear a Helmet. To counter this, tech-priests fitted the
eye with a limited Refractor Field. In game terms, this
gives Matthias Riel a +1 to his Armor Save and a chance
to ignore Stunned results on a 4+, turning them into a
Knocked Down.

Advanced Targeting System: Incorporated into the


Seeker Bionic Eye is a specially made targeting system,
enhancing Matthiass prodigal abilities. In game this gives
Matthias Riel one re-roll to-wound per game.
SILENCER
A Silencer damps out the sound of any firearms shot. When
equipped with a Silencer, these weapons are effectively silent,
a useful factor when the attacker is concealed or in some
particular Scenarios.
Special Rules

Silent Weapon: A Hidden fighter that fires any firearm


equipped with a Silencer will remain Hidden after the
shots are made on a 5+

Avoid Sentry Detection: In Scenarios which involve


sentries and intruders, a Silencer would reduce by half
the distance at which sentries can spot intruders and
reduce by -1 their chance of spotting all intruders.
SPIRIT STONE
The Eldar Spirit Stones, known also as Waystones, are a
small, seemingly precious stone carried on an Eldar's chest,
used to save their souls from destruction by Slaanesh. At the
moment of the Eldar's death the stone acts like a 'psychic
trap' absorbing his psychic self and preventing it from
entering the warp and being consumed by the nemesis of the
Eldar race: Slaanesh. Anytime an Eldar squad member dies
make a note that the squad has gained a Spirit Stone in its
inventory. The Waystone can then be brought back to the
Eldar's own Craftworld and embedded into its wraithbone core
where it will grow into a larger spirit stone. Once the Spirit
Stones is implanted, the Eldar's soul can travel freely through
the wraithbone, mingling with other Eldar souls and forming
part of the communal spirit of the Craftworld itself. All the
souls within a Craftworld collectively exist within the Infinity
Circuit. In times of dire need, the Eldar are also able to
retrieve the Spirit Stones of long dead Eldar Officers and
transfer them into a Spirit Matrix and attempt to animate the
artificial construct of a Wraithguard. If a Eldar squad would
like to recruit a Wraithguard it must attempt to transfer the
soul of a dead Eldar from its waystone into a sprit matrix
capable of powering the formidable Wraithguard. This is a
traumatic event for an Eldar soul and not all are suitable for
existence as a Wraithguard.
Special Rules

Soul Transfer: An Eldar equipped with a Spirit Matrix can


transfer its soul to it if declared dead after an Injury Roll
(post-game). Roll 2D6 and consult the Spirit Stone
Activation Chart.

SPIRIT MATRIX ACTIVATION CHART


2D6 Description
2
3-5

Soul not suitable & Spirit Matrix destroyed


Soul not suitable for animation of Spirit Warrior

6-11 Soul suitable for animation of Spirit Warrior


12

Soul suitable for animation of spirit warrior & favor gained (1 re-roll
for the next game)

SQUAD SHUTTLE
Truly successful Squad leaders are quite willing to allocate
their money on items that may help their Squad members or
themselves. The height of such indulgence is a Squad Shuttle,
which the Squad Leader can use for flying recon, transporting
into battle or getting supplies. There are few things that will
impress commoners, or incur the wrath and envy of other,
less successful Leaders, as much as a Squad Shuttle.
Special Rules

Dress to Impress: The Squad Shuttle impresses even the


most suspicious merchant and they will flock to offer
their most exotic wares to the obviously rich Squad
Leader. The Squad Leader gains+3 to any rolls to locate
rare items. The bonus ONLY works when the Leader rolls
for rare items and is not conferred to the rest of his
Squad. If the Leader goes OOA then this special rule
cannot be used for that game. No other modifiers, skills
and or wargear may be used in combination with this
bonus.

Attracts The Best: The Squad Shuttle serves as a virtual


magnet for veteran forces. The player is allowed to re-roll
any one dice when determined the available experience
points available for hiring during the post-game;
remember no re-rolling a re-roll.

Dude Wheres my Shuttle?: The Squad Shuttle is


considered equipment under the Leaders personal stash.
As such it can be captured, robbed or lost as any other
piece of equipment, regardless of any logic used to insist
otherwise.

Not a Combat Shuttle: The Squad Shuttle is just a simple


luxury transport, NOT equipped for combat, regardless of
any logic used to justify this.
TAROT CARDS
The Tarot Cards is said to foretell the future for those who
dare to consult it. Anyone who declares believing in such
matters is declared a Persona Hereticus Nongrata; thus their
use in the Imperium, they are always done behind closed
doors.
Special Rules

Divine The Future: An Officer with a deck of Tarot Cards


may consult them before each game. Before the first
Turn, but after deployment, make a Leadership Test with
the Officer that has this item. If successful, the Officer
gains a favorable insight into the future; the player gains
one re-roll (that can be used anytime during the game
(remember no re-rolling a re-roll) and you may modify
the result of any two dice in the Exploration Phase by 1/+1 (even if the Officer with the cards is taken Out Of
Action). If the Leadership Test is failed, the cards show a
portent of doom and despair and the Officer refuses to
fight in the following battle and must miss the next
game; obviously, this Officer does not participate on the
Exploration Phase of the game he missed.

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TELESCOPIC SIGHT
A Telescopic Sight is a simple but effective optical aid to
accuracy. The sight can be fitted to any weapon to increase
the shooters chances of scoring a hit at long range. A
Telescopic Sight requires concentration to use, and is only a
benefit to shooters who stop and aim carefully.
Special Rules

Increased Range: A stationary fighter (model did not


moved) using a weapon with a Telescopic Sight adds 6
to the range of his weapon.

Allows No Other Visual Aids: This device cannot be used


in combination with scopes, sights and other visual aids.
TRADEMARK ITEM
Some characters carry something very peculiar to battle to
show his disregard for the enemy. This could be a
nonchalantly smoked cigar, a scarlet cape, an enemy officers
favorite hat or even a pet! This becomes his Trademark Item,
and units led by this person become more confident in battle
while their enemies lose confidence in themselves.
Special Rules

Taunt the Enemy: The player owning a Trademark Item


may ask for one Rout Test per game (be his or his
opponent, voluntary or forced) to be rolled or re-rolled.
The result of this roll is final and may not be re-rolled.

Leader Only: This item can only be acquired and used by


the Squad Leader, unless specifically stated on the
fighters entry.
VOX-CASTER
Communications between soldiers and their commanders on
the battlefield are dealt with the use of specialty comm-links.
Most races have developed similar equipment, so the size and
appearance of what is commonly referred as a Vox-Caster
depends on its place of origin, but in game terms they all
have the same effects. Basically this is an encrypted shortwave two-way communicator. A Squad Leader always carries
a transmitter, and the Vox-Caster that acts as a receiver is
given to a trained soldier, usually a Recruit (but could be any
fighter capable of gaining Experience).
Special Rules

Extend Leadership: Anyone with a Vox-Caster (receiver)


can broadcast the Squad Leaders commands to those
close-by. Fighters within 6 of the Vox-Caster (receiver)
can use the Leaders Leadership attribute when a Test is
required.

Improved Morale: The presence of a Vox-Caster


(receiver) has a positive effect on a Squads morale.
While the fighter with the Vox-Caster (receiver) is not
Knocked Down, Stunned, Out Of Action or otherwise
incapacitated, the player may subtract -1 to the Routing
Test roll.
WAAAGH! BANNER
A Squads Waaagh! Banner is decorated by glyphs, trophies,
and the blood of defeated enemies to show how dangerous
the owners are. It is carried by the most trusted Officers, who
have earned the Bosss respect. The banner has a nearreligious significance to the Orks and they will fight all the
harder in their presence.
Special Rules

Call Upon the Waaagh!: The Waaagh! Banner can be


used once per game to start a Waaagh!, instead of a
Skill, by rolling a Leadership Test at -4 penalty. This does
not allow for an additional Waaagh!, as this is restricted
to once per game.

Officers Only: This item can only be acquired and used by


any Officer, unless specifically stated on the warriors
entry.
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Death Squads

Squads Section
On the following pages, you will be able to see detailed information about creating your own Squads. More
Squads are being developed, play-tested and re-balanced for future publications. Enjoy!

and still, he cant hit an


Emperor Titan that is just
10 meters away!!!

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Chaos Cultists
The taint of Chaos, the Warp, is spread
throughout the entire Known Universe and
beyond. It infiltrates the minds of those willing
and those unaware, promising glory and divinity,
freedom from the shackles that bind them to
their fate.
Those who serve the Dark Gods respect only one
thing in those who lead them: power. Gone are
the values held by those of lesser races of honor
and birth-right, for it is only ones personal
strength that truly matters. It was this belief that
drove the Lunar Wolves Primarch Horus to betray
his father, his master, his commander, The
Emperor ten thousand years ago in an event that
would become forever known as The Horus
Heresy. Ending the Great Crusade, this act tore
the Imperium as it was asunder. Space Marine
fought Space Marine as the Legions aligned
themselves to a each side; Loyalist versus
Traitor. The Imperium of Man survived this long
and devastating civil war but only just; the
treachery had lead to the very heart of the
Imperium almost being destroyed, for it was
upon Holy Terra that the war was decided.
Thought
the Emperor
managed
to
slay
Warmaster Horus, without his leadership the
rebel forces disbanding, he was fatally wounded
in the process. To this day the Emperor remains
in stasis, neither living nor dead and the
Imperium of Man a shadow of its former self,
struggling each day to survive as it is besiege
from all sides.
Yet while the Imperum falters, the forces of
Chaos grow ever stronger. Protected by the
sanctuary of the Eye of Terror the traitors
muster their forces, they fight each other and
commune with their dark masters, growing ever
impatient for the time when they might once
again march upon the Imperial Palace. Forces
grow and strike out, clawing at Imperial Space,
reminding them of what they face. These forces
can be mustered en masse during such events as
those of Abaddons Black Crusades, they may be
small scale raids lead by factions of rebel Adeptus
Astartes or they might be even more minor, a
single being, that ventures forth to do the will of
Chaos.
While humanitys mightiest warriors, the Space
Marines, may combat larger forces, is those
individuals that manage to take hold of smaller
group that posses a new danger; they are
capable of organizing and muster forces large

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enough to take over vast regions of space. Those


who have foregone their oaths of allegiance,
those that once mattered more to them than
their very lives that lead, those deranged and
callous enough to side with the Dark Gods
against their former masters commence by
organizing Chaos Cults.

Who are the Chaos Cultists?


Chaos Cults are the most dangerous of all those
who plot to overthrow the rule of the Imperium
from within. All planets and civilizations
belonging to the Imperium can harbor Chaos
organizations, which themselves are as diverse in
practice and membership as is imaginable. From
the blood-soaked sacrificial cults of feral worlds
to the philosophical secret societies of more
advanced worlds, the temptations of Chaos can
capture all.
The objective of the Chaos cult is to survive and
eventually dominate the society. Mere survival is
particularly important on Imperial worlds, where
Chaos worship is the greatest of heresies and
Inquisitors are always vigilant and ready to wipe
out any taint of Chaos. Contrary to Imperial
Renegades, the intentions of Chaos Cultists are
very clear and defined; to overthrow the Imperial
government and attain direct control of the world
to further advance the cause of the Dark Gods.

Why Play Chaos Cultists?


The Chaos Cult is one of the most customizable
factions available within Death Squads. The vast
array of unit options and marks truly allow the
player to create a force that is theirs and theirs
alone, whether this is in play style or narrative.
The list allows you to take anything from an elite
cadre of devoted warriors, capable of besting any
foe individually though posing a canny tactical
challenge, to a hoard of fanatics, whose sole aim
is to crush their foe in divine carnage in the name
of their master.
The Marks of Chaos provide another way to
distinguish your cult; are they blood-thirsty
psychopaths dedicated to the Blood God Khorne?
The diseased, disfigured minions of Nurgle?
Tzeenchs acolytes of arcane lore? Devotees of
the Dark prince Slaanesh? Or has their leader
chosen to favor all the gods equally? The Chaos
Cult is truly the list that grants the player the
freedom to create their ideal force. But after all,
what else would be worthy of an aspiring
champion?

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Their design aims to challenge players
imagination while providing an ever-changing
Squad. To the occasional opponent, each Chaos
Cultist Squad could appear so radically different
that they may seem be completely different as
they appear to follow no unifying patter. Far from
the truth, the game design of this Squad is highly
structured, yet allows full customization. Many
elements of the Squad are left to chance, so
even the player will be at the mercy of the Dark
Gods at the most critical of times! Players who
understand the game mechanics would enjoy the
complexities of the Squad, as well as the limitless
possibilities of design, modeling and conversions.

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INTERESTED ON THECHAOS
CULTISTS?
Join
our
online
community
at
www.DeathSquadsGames.com and find
out how you can help us play-test this
upcoming Squad!

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Craftworld Eldar
Once, before man had even crawled from the
oceans of Terra, the Eldar's dominance already
spanned the galaxy, their power unrivalled and
their will absolute. Now the Eldar race teeters on
the brink of extinction, their Empire having
dwindled to almost nothing. It was the Eldar
themselves that caused this fate; The Fall, as it is
known by their kind. The Eldars pursuit of
perfection ultimately led them down the paths of
decadence and depravity. It was as the Eldar
indulged in their power, giving was to their
basest of desires that the dark-god Slaanesh was
born, driven forth by the latent psychic power of
all Eldar. As Slaanesh became manifest an
implosion of Warp energy tore throughout the
Universe. Within a thousand light years of the
epicenter billions upon billions of Eldar were
reduced to nothing more than lifeless husks, their
souls sucked into the Warp to feed the gods
insatiable thirst. These events had been foreseen
by some. Those wise enough to head the
portents fled upon the floating cities known as
Craftworlds, or travelled to the farthest reaches
of the galaxy adopting the existence of the
Exodites.
Now in the 41st millennium the Eldar live a new
existence. Beset on all sides by foes they fight
merely to survive. Living their lives along one
path at a time an Eldar gains mastering of one
aspect, be this that of craftsmanship to war.
These paths allow Eldar to develop strict controls
over their own wonton natures in order to
prevent those events which had transpired to
never do so again. The way of the Paths holds its
own risks however; those who become to greatly
focused upon one aspect of may become so
focused that are forever lost to the Eldar society.
Within the Age of War, and spurned forth by the
dark part of an Eldars psyche, the Path of the
warrior is one that is trod by many, be they male
or female. Those who have walked this Path
comprise the ranks of the Eldar warhost. The
physical and mental constitution of an Eldar,
coupled with their arcane technology, makes
even the most basic of infantryman a significant
threat to most foes and one whom should not be
taken lightly.

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Yet there are many routes down the path of the


fighter, beyond that of the mere Guardian, each
embodying an aspect of the Eldars war-god
Khaine, these are the Aspect fighters, most
feared of all the Eldar soldiers and each a master
of delivering death in their own unique way. As
with all paths some become lost upon the path of
the fighter, these are the Exarchs, unparalleled
masters of death who don the most arcane and
powerful equipment of the Eldar in order to
defend their kin.
Though the Eldar are few in number they are a
proud race and one that will fight to defend what
is theirs or claim what once was.

Who are the Craftworld Eldar?


The Eldar are an ancient race who had once ruled
the galaxy and have now fallen from grace. They
were once strong and bountiful, creating and
destroying stars and whole worlds, but now the
Eldar are a dying race fading from the galaxy
moving inexorably towards extinction.
While physically similar to humans the Eldar have
more angular features, longer more slender
limbs, pale skin, and pointed ears. More
noticeable they are extremely graceful and agile
as a result of their physiology an awareness
operating at much faster speed than humans.
Eldar also live much longer than humans, in
some case over a thousand Terran years long.
Less noticeable is that each Eldar is a psychically
aware being capable of telepathic communication
and subject to the empathic gestalt of an entire
population of nearby Eldar. The psychic
sensitivity is both a curse and boon for the Eldar.
Not only did this attribute allow for many of the
phenomenal successes of the Eldar, but it also
led to the cataclysmic event that forever ruined
the entire species.
Eldar are a deeply passionate and sensual race
which combined with their psychic abilities
creates a heightened enjoyment of all life has to
offer. In this the Eldar have a predilection
towards emotional extremes gaining more joy
from the pleasurable and experiencing much
more despair from the tragic.

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Unchecked, their hedonism can result in the
destruction of the Eldars soul. As each Eldar is a
psychically receptive being this can happen on a
massive scale, and it once happened on an
almost species wide event that culminated in the
death of most of the race and their souls fed the
birth of the chaos god Slaanesh. As a result what
were once the core worlds of the Eldars empire
are now the Eye of Terror where the warp
intrudes into real space.
The most powerful of Eldar Psykers, the Farseers,
are sensitive to the different strands of fate and
potential futures that may be. These Seers were
able to predict the upcoming tragedy and while
unable to prevent it, they were able to start the
production of enormous, planet sized Craftworlds
that could roam space independent of the stars
with which a small portion of the Eldar population
attempted to flee from the cataclysm to come.
Very few of these Craftworlds were completed
before the fall and fewer yet managed to escape
the psychic storm that consumed billions of Eldar
souls and thousands of worlds. Those that did are
now home to virtually all that is left of the Eldar
race. These Eldar roam between the Stars and
try to ensure their survival by trusting in the
abilities of the Eldar Seers to discern and bring
about the potential fates and futures that best
ensure the Eldars continued survival.
The arrogance of the Eldar, who believe
themselves vastly superior to all other races, has
not been tamed by their waning existence. They
stubbornly believe that one day their gods will
return and will lead the Eldar to challenge
Slaanesh in the warp at the end of times,
hopefully destroying the pleasure god and in
doing so removing the Eldars ultimate failure
from existence.

Why Play Craftworld Eldar?


The Eldar are a Squad composed of specialist
warriors who excel at their chosen combat styles,
they move quickly and more agilely than most
other races in the galaxy.

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The Eldar can move quickly across the battlefield.


They are able to exploit mistakes in enemy
deployment quickly and decisively by getting into
position fast and unleashing a devastating
barrage of shuriken or incapacitating their foes in
hand to hand combat faster than they can react.
For all their strengths in technology and speed,
the Eldar are fewer in number than races which
arent facing extinction and will usually be
outnumbered y any foes that they face.
For all their speed, technology, and psychic
might, the Eldar are not a physically strong or
hardy race. They rely on out maneuvering their
opponents and quick decisive strikes in order to
win their battles. Eldar suffer the most terrible
losses when caught out in the open and forced
into a battle for which they are ill equipped. Then
their specialization becomes a debilitating
weakness. The Eldar officers can be significantly
more likely to be injured than officers from other
races, especially late in a campaign when other
races officers can toughen up.
A player who plays the Eldar will often enjoy a
firepower and mobility advantage over their
opponents, but the most devastating of their
firepower is short ranged or used in Close
Combat; which often can leave the Eldar
vulnerable and exposed to return fire if their
initial attacks are not successful.
Since the Eldar are so mobile they can focus fire
more easily than most races and the key to
playing them is in orchestrating their specialist
warriors into position to launch devastating
attacks which leave very few of their opponents
capable of returning fire at them.

What is the Concept Behind the


Eldar Squad?
As a Craftworld Eldar Squad Leader you play an
Exarch whos Warrior Shrine has fallen upon hard
times, either having been destroyed in a battle or
having just dwindled over time.

The Eldar are armed with a deadly array of high


powered weaponry and tend to specialize their
combat roles and specialize to make the most of
the weapons they wield.

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You are a new Exarch having just donned the
ancient armor still possessed with the souls of
your Exarch predecessors, but yet you have been
tasked by the Farseer to operate a small band of
Eldar warriors off the Craftworld in return for
honor to your Warrior Shrine, or as vengeance
for what has befallen your temple. You are new
blood who realizes the need for bold action to
return your warrior shrine to its former fortune,
or perhaps your goal is just one of bloody
revenge for what has befallen your Warrior
Shrine.
As an Eldar forever stuck upon along the Path of
the Warrior, you make the perfect commander
for such an independent Warhost. Your lack of
resources allows the Farseer and his council of
Seers to manipulate you into a risky cause where
your force may end up as expendable losses.
Ultimately your actions could end up well worth
the lives of your squad because of the potential
gain to the Craftworld as a whole, or may be you
just intend to satisfy your bloodlust through the
opportunity presented by the Seers.
For your Exarch it could mean the success or
failure of his warrior Shrine, for your Craftworld it
could mean aligning one more strand of fate in
order to allow the continued existence of its
inhabitants. It may also be that the voice of
Khaine, the bloody handed god of Murder, is all
your Exarch can hear and the blood of his victims
is all he desires.
As desperate times call for desperate measures;
the Exarch has set aside his prejudices and
commands a troupe made up of various Eldar
warriors. The Guardian defenders of the
Craftworld are quick to take up the call. The
Exarch will likely call upon the psychic might of
the Warlock and Spirit Seers as well for their
guiding psychic abilities. Your Exarch may have
even allied himself with warriors from other
Aspect shrines. It is possible that he may even
look to the capricious Exodites and Pathfinders
for their unique stealth and reconnaissance
abilities.
You goals are what you make of them, whether
noble of purpose or just for the satisfaction to be
gained from pure violence. You successes on the
field of battle may yet determine the fate of your
Craftworld and your Warrior Shrine

Choice of Units:
Craftworld Eldar Squads at the start of a
campaign have 700 Credits with which to
requisition the troops and equipment needed.
The Squad must include a minimum of three
models and may never exceed a maximum of 15
models. You may not recruit more than 5
officers, and a Squad may never have more than
six officers in total.

Exarch: The Squad must include one (1)


Exarch as a Leader and his Aspect Warrior
Temple must be chosen when hired.
Aspect Warrior: The Squad may include at
least one (1) Aspect Warrior. The Aspect
Warrior Temple must be chosen when hired.
Warrior Aspirant: The Squad may include
up to two (2) Warrior Aspirants.
Warlock: The Squad may include up to one
(1) Warlock.
Guardians: The Squad may include any
number of Guardians.
Exodites: The Squad may include up to five
(5) Exodites.
Spirit Warrior: The Squad may include up to
one (1) Spirit Warrior.

Squad Special Rules:


Aspect Warrior Temples: The Eldar have
adapted to life after Slaanesh was born. In order
to keep their hedonistic natures in check each
Craftworld Eldar individual chooses a discipline to
which he or she dedicates himself to, to the
exclusion of all other disciplines. This discipline is
called a path.
Eldar may have followed several different paths
in their lifetimes, choosing to move to another
path once they have mastered the path that they
are on. However, the Eldar are capable of a
depth of understanding that goes far beyond
human obsession and occasionally an individual
may become stuck upon their chosen path. This
is an abhorrent event to the Eldar not stricken
with this fate. When this happens to an individual
on the Warriors path, this individual becomes
known as an Exarch.
These paths incorporate all types of careers
within Eldar society and could be artisans or
musicians, as well as dedicated Warriors. The
warrior paths are Aspect Warriors. The Guardians
whom form the common soldiers of the
Craftworld are drawn from the civilian paths of
the Eldar.

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The Guardians temporarily embrace the blood
thirsty extremes only Eldar are capable of
achieving for the sake of combat and go back to
their chosen path after the Craftworlds need for
warriors has passed.
Description of Aspect Warriors
The Path of the Warrior teaches Eldar to embrace
the passion and satisfaction that can only be
achieved by violence. Eldar drawn to such a path
often feel the call of their sundered god Khaine
welling up in their veins and thundering in their
minds.
As with many of the more complex paths the
Path of the Warrior is divided up into to many
specialist Paths. Each specialist path represents a
different facet of the bloody handed god and each
Aspect Warrior type uses different ritualistic
weapons and combat styles based on which
Aspect of Khaine they follow.

Upon recruitment of an Exarch, an Aspect


Warrior, or upon the second advancement of a
Warrior Aspirant a path must be chosen for that
warrior. This is a permanent and irreversible
choice. From that point forward the warrior may
only choose from skills and equipment available
only to that Warrior Temple. From this point
forward he is considered an Aspect Warrior.
The choice of Warrior Temples a Warrior Aspirant
may join when he rolls Lad's Got Talent is based
on what kind of Recruit he was recruited as
originally (details below). If the Warrior Aspirant
was recruited as an Officer, then he may choose
any Warrior Temple.
WARRIOR TEMPLE ADVANCEMENT

Aspirant Type Aspect Warrior


Exodite

Aspirant may become a Pathfinder

Each Aspect Temple fights in a way unique to


that temple.

Guardian

Aspirant may become a Dire Avenger,


Howling Banshee or a Striking Scorpion.

Dire Avengers are the embodiment of


vengeance and represent the Noble Warrior
aspect of Khaine. They wield shuriken catapults
and are known to be the most common, and
most tactically flexible of the Aspect Warrior
types.

Once promoted, a Recruit becomes a Warrior


Aspirant and his automatic advancement must be
taken from the Warrior Temple Advancements
table below.

The banshee is a mythic harbinger of woe and


represented by the Howling Banshee Aspect of
Khaine. As the legend goes Morai-Heg, the crone
goddess gave the Aspect to Khaine for granting
her the knowledge of blood. While not physically
strong, the Banshees are capable of unleashing a
psychosonic scream to disable their opponents
when they charge.
The Striking Scorpion wears heavier armor
than most of the other Aspects and fights in close
combat like the banshee. The Scorpion uses
stealth to approach its victims and then
unleashes a storm of fire with its Mandiblaster to
weaken the foe before the attack.
Exarchs and Aspect Warriors must choose a
particular Warrior Temple which dictates the
combat style the warrior will follow, the gear he
may choose from and what Skills he may take for
the rest of his natural life.

WARRIOR TEMPLE ADVANCEMENTS*

Unit

Advancements

Dire Avenger

+1 BS

Howling Banshee

+1WS

Pathfinder**

+1BS, Infiltrate

Striking Scorpion

+1 WS

*Note that an Exarch already has this stat increase reflected in their attributes.
These modifications only apply to Warrior Aspirants.
** Any Warrior Aspirant may only become a Pathfinder if he was recruited as
a Warrior Aspirant or if he was an Exodite prior to rolling Lads got talent.

From this point onward the Eldar Officer may


only chose Skills and equipment from the
appropriate Warrior Temple selections based on
the path he chose.
Spirit Warriors: Spirit Warriors are animated
wraithbone constructs possessed by the spirit of
a dead Eldar. They are not like normal foot
troopers and can only be recruited when a Squad
has a Spirit Stone filled with the soul of a dead
Eldar.
A Spirit Stone may be purchased by a Warlock
and will automatically be filled when any member
of the Squad dies. This Spirit Stone may then be
stored until such time as the Squad is ready to
recruit a Spirit Warrior. A Squad may only ever
have one spirit warrior in a Squad.

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Starting Experience:

Exarch starts with 24 experience.


Aspect Warrior starts with 10 experience.
Warlock starts with 15 experience.
Warrior Aspirant starts with 6 experience.
Eldar Guardians start with 6 experience.
Eldar Exodites start with 10 experience.

Characteristic Increase:
Craftworld Eldar characteristics may not be
increased beyond the maximum profile limits
shown below. If a characteristic is at its
maximum, take the other option or roll again if
you can only increase one characteristic. If both
are already at their maximum, you may increase
any other by +1 instead.
Eldar may never increase their Movement,
Strength or Toughness above their starting
values.
RACIAL ATTRIBUTE MAXIMUM TABLE

Profile
Eldar,
Craftworld

M WS BS

A Ld

4 10

Craftworld Eldars Skill Tables

Dire Avengers may choose from the Combat,


Shooting, Academic (only Leader, Short
Barked Commands and Tactician), Strength,
Speed and Stealth Skills.
Howling Banshees may choose from the
Combat, Academic (only Leader, Short Barked
Commands and Tactician) and Speed Skills.
Pathfinder may choose from the Shooting,
Academic, Techno, Speed and Stealth Skills.
Striking Scorpions may choose from the
Combat, Academic (only Leader, Hunch,
Short Barked Commands and Resource
Hunter), Strength and Stealth Skills.
Warlock may choose from Shooting, Academic
and Techno Skills.

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Officers

1 Exarch; 63 points to recruit


An Exarch is a former Aspect Warrior who has
lost himself upon the Path of the Warrior and is
unable to ever leave it again. At this point he is
considered to have abandoned the greater Eldar
Path with its promise of new experience and
constant development in favor of a life of
bloodshed.
He
becomes
an
Exarch;
simultaneously a priest of Kaela Mensha Khaine,
a caretaker of the individual warrior shrine, and
trainer, teacher, and instructor of the respective
aspect. He is equipped with very ancient
weaponry and armor. Each warrior aspect has its
own particular kind of Exarchs. On the battlefield
an Exarch commands an individual Squad of
Aspect
Warriors.
Exarchs
are
formidable
opponents, and most of them can use their
abilities to help the whole Squad of warriors
under their command.
Exarchs are regarded with both awe and
revulsion by other Eldar. Awe, because Exarchs
single-mindedly pursue a side of their nature
which most Eldar fear to even contemplate;
revulsion, because they have become trapped in
the warrior aspect and destined for a life of
never-ending violence.
M
5

WS
4

BS
4

S
3

T
3

W
1

I
5

A
1

Ld
9

Weapons & Equipment: An Exarch may use


any Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the chosen Officer
and Recruit subsections, limited by the Aspect
Warrior Temple chosen for the unit. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: Sacred Armor (see below)
and a Combat Knife.
Special Rules:
Leader: Any Craftworld Eldar warrior within 6
of the Exarch may use his Leadership
characteristic when taking Leadership Tests.
Sacred Armor: When an Aspect Warrior
becomes an Exarch, he is given an ancient
armor, worn in battle by his predecessors. An
Exarch starts equipped with Aspect Warrior
Armor and a Helmet, for a combined Armor
Save of 4+.

Warrior Temple: An Aspect Warrior must


choose a Warrior Temple at recruitment and
may choose any Warrior Temple. The Warrior
Temple Advancement is already applied in the
statistics of the Exarch and subsequently does
not change the base statistics. An Exarch may
never choose to be a Pathfinder.

0-1 Aspect Warriors; 49 points to recruit


The real military strength of the Eldar armies
derives from their highly specialized Aspect
Warriors. These Eldar are walking the Path of the
Warrior. Once an Eldar has chosen to tread this
path he joins a specific Aspect Shrine. There,
Exarchs train them in a specific aspect of
warfare.
Each Warrior Aspect represents one, very specific
aspect of warfare. As Kaela Mensha Khaine is the
god of war, each Aspect embodies a facet of the
god. Each shrine was founded millennia ago by a
single Phoenix Lord. It is impossible to say how
many different Aspects there are. The most
common Aspects have shrines on most
Craftworlds, while some Aspects are unique to a
particular Craftworld - such as the weirdly
terrifying Slicing Orbs of Zandros, which are
confined to a single shrine on a single Craftworld.
The Dire Avengers are the most common of all
the warrior aspects - they are also the most
tactically flexible and least specialized. They are
armed with Avenger Shuriken catapults, an
improved version of the Shuriken Catapult. It is
an effective if somewhat short ranged weapon.
The Howling Banshee aspect represents enraged
close combat, and is named for the banshees of
the Eldar Myth Cycles - a harbinger of woe and
death whose cry can lure an Eldar's soul from a
Spirit Stone to their doom in the warp.
The Striking Scorpions represent the aspect of
Khaine that embodies strength, toughness, and
the surprise attack.
M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

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A
1

Ld
8

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Weapons & Equipment: Aspect Warriors may
use any Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the chosen Officer
and Recruit subsections, limited by the Aspect
Warrior Temple chosen for the unit. Rules for
single and double-handed weapons must be
followed when equipping weapons.

0-1 Warlock; 57 points to recruit

Starting Equipment: Combat Knife.

Warlocks follow the "Path of the Seer", the


longest and most treacherous of all paths. Most
Seers do not develop their powers in any militant
way, and their abilities are restricted to peaceful
and artistic purposes. Warlocks however, are
Seers who have already had experience as
Aspect Warriors. Because of their experience as
warriors and seers, they are able to develop
more combative psychic powers, as well as lead
Guardian in battle, who benefit both from the
Warlock's tactical military experiences and his
guidance as a Seer.

Special Rules:
Warrior Temple: An Aspect Warrior must
choose any one of the Warrior Temples as his
path to follow. The advancement for the
Warrior Temple is then applied to the stats of
the Aspect Warrior and will result in either a
+1 to BS or+1 to WS depending on which
Warrior Temple is chosen. Aspect Warriors
may never choose to be a Pathfinder.

0-2 Warrior Aspirant; 41 points to recruit


The real military strength of the Eldar armies
derives from their highly specialized Aspect
Warriors. Before each Aspect Warrior start their
personal journeys within the Path of the Warrior,
they are considered to be Warrior Aspirants.
M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
7

Weapons & Equipment: Warrior Aspirants may


use any Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the chosen Officer
and Recruit subsections, limited by the Aspect
Warrior Temple chosen for the unit. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
Emulating Khaine: A young and inexperienced
Warrior Aspirant desires to emulate all
aspects of Khain; violence, destruction and
war. In their nave assumptions, they havent
fully understood that this is accomplished by
hard work and discipline, rather than a
brutish approach. If a Warrior Aspirant rolls
NEW SKILL for his first advancement, the
fighter must choose a Skill from the Combat
Skill group.
Path of the Warrior: With the maturity that
experience brings, the Warrior Aspirant
realizes that he must choose a single path to
follow.
Upon
receiving
his
second
Advancement a Warrior Aspirant must choose
a Warrior Temple Advancement instead of
rolling on the Advancement Table.

Warlocks are powerful Eldar Psykers who


combine their psychic abilities with military
experience. The Old Ones fostered a great degree
of psychic power within the Eldar. Having many
millennia to evolve further, almost all Eldar now
have some sort of psychic capabilities.

Spiritseers are Warlocks who have specialized


themselves in handling Wraithguards and
Wraithlords.
M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Weapons & Equipment: A Warlock may use


any Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the chosen Officer
and Recruit subsections. Rules for single and
double-handed weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
Psyker: Warlocks are natural Psykers. As
such, they can use Warlock Psychic Powers at
will.
Warlock Psyker Powers: Warlocks are true
masters when it comes to controlling the
uncontrollable energies of the Warp. In tune with
the subtle intricacies of the Warp and how it
affects matter, time and space, Warlocks are less
prone to its horrific & deadly effects. Test at +1
bonus to Perils of the Warp.

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WARLOCKS PSYCHIC POWER TABLE


Difficulty
Rating

+0

-1

-2

-2

Result
Embolden: Projecting images of mighty Eldar victories
and heroes, allies are inspired to greater feats of heroism.
Any Eldar within 12 of the Warlock may re-roll any failed
Leadership Test until the start of the Eldar players next
Turn.
Destructor: Consisting of a huge blast of raw psychic
power unleashed over a small area, often generated from
the anger and hatred of the Warlock who uses it. Flamer
Template S3 Ap5 Assault 1 models under template get hit
on a 2+. Unlike a flamer, Cover Saves do apply.
Destructor: S3 AP 5 Special: Flamer Template
Conceal: The air around the targeted ally forms into a type
of fog or darkness, making it difficult to see. Target model
receives a 5+ Cover Save until the beginning of the players
next Turn or gets +2 to a Cover Save if the model is
already behind cover. This is not stackable with any other
bonuses to Cover Saves. Target friendly model must be
within 12 of the Warlock and in LoS.
Enhance: The Warlock enhances the already impressive
speed and agility of the targeted ally. Target model gains
+1 WS until the end of this Turn. Target must be in 12 of
Warlock and must be in LoS.

-3

Guide: The Warlock reaches into the future to determine


where the enemy will be. He then communicates this
information to a nearby ally, often meaning they hit their
target when they would otherwise miss. Allows one
targeted Eldar within 6 of the Warlock to re-roll any failed
to-hit rolls during this Turn.

-4

Mindwar: The Warlock can battle the enemy's mind


directly, often resulting in an exploding brain for the target.
24 range the Warlock picks a target in LoS, each model
rolls a D6 and adds LD score. If the Warlock wins, the
target suffers one Wound (no Armor or Cover Saves
allowed)..
Mindwar: 24 S- AP - Special: Ld + D6 Contest

-4

Edritch Vortex: A small psychic storm above the target


area, firing bolts of psychic energy at the ground in
devastating bursts. 18 S4 AP - Special: Blast, -2 to injury
Rolls, Cannot cause a Critical hit.

-4

Fortune: Tapping into the future, the Warlock projects


incoming injuries, allowing the allies to avoid them.
Allows a declared Eldar within 6 to re-roll any failed
Armor Saves until the beginning of the players next turn.

-4

Doom: The Warlock finds the thread of destiny that leads


to the enemies' destruction and guides events toward that
end. range 18, does not require Line of Sight. A Warlock
may select any enemy target within range and attempt to
place doom upon it. All hits upon that target may re-roll
failed to-wound rolls until the end of the Eldars Turn.

PERILS OF THE WARP


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.

3-4

A Warp discharges a burst of psychic energy that


travels around the Psyker. The Psyker takes 1D3 S4 hits
(no Armor Saves) while every model within a Blast
Template take a S3 hit, no Armor Saves.

5-6

The power fizzles into nothing. No further effect.

Psyker is hit by a minor psychic discharge. He takes a


S2 hit, no Armor Saves.

8-9

Psyker is hit by a psychic discharge. He takes a S3 hit,


no Armor Saves.

10-11 Psyker manages to discharge his Psychic power


correctly, but the target is not who he intended. The
opposite Player may choose any model as the intended
target. After the decision is made, check for range and
resolve as normal.
12

Psychic energy blast 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 -2 penalty for his
next Psychic Test (on the same game) as he is now
weakening by the excess energy.

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Recruits
0+ Guardians; 31 points to recruit

Guardians are the militia of the Eldar Craftworlds.


In times of peace the Guardians pursue their
normal civilian roles. All Eldar however are
trained in warfare and can be called to arms if
their Craftworld is threatened. As the number of
dedicated warriors - Aspect Warriors - in a
Craftworld are simply too few, Eldar dedicated to
a civilian path serve as Guardians in battle,
forming the bulk of the Eldar armies. Guardian
forces consist of two main types - the tactically
flexible Defenders, and the more assault-oriented
Storm Guardians.
M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Ld
7

Weapons & Equipment: Guardians may use


any Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the Recruits
subsection. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
Path of Promotion: When a Guardian rolls
Lads Got Talent, they are promoted to a
Warrior Aspirant and must choose a Warrior
Temple instead of rolling on the advancement
table.

0-5 Exodites; 38 points to recruit


The Exodites are a large group of Eldar who fled
their homeworlds before the Fall of the Eldar and
the creation of the Great Enemy. They preached
out against the changes in Eldar socity, towards
Chaos cults, but were ignored or treated as
narrow minded fools and fanatics. As such, they
were saved from the taint of Chaos and formed
colonies on the edge of the galaxy, far from their
homeworlds and the now expanded Eye of
Terror.

The Exodite Worlds are generally considered


backward and rustic compared to the rest of the
space-roaming Eldar although they still possess a
good deal of high technology. Despite the
presence of some technology, these worlds are
often in an agricultural state of existence, and as
such are mocked by many of the Craftworld Eldar
as being backward. It is not uncommon for
groups of Exodites to exist in a nomadic state,
living off roaming herds and seasonal harvests.
This is the most common image of the Exodite
life. Due to their contact with nature, Exodites
tend to serve as Scouts, Trappers and
Pathfinders when fighting among their fellows in
any armed conflict.
M
5

WS
3

BS
3

S
3

T
3

W
1

I
4

A
1

Weapons & Equipment: Exodites may use any


Weapons, Armor and Wargear from the
Craftworld Eldar Depot, under the Recruits
subsection. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
Infiltrators: This unit has the ability to
Infiltrate, just like the Skill, and may use it at
will during the deployment phase of the
game, unless the Scenario specifically
prohibits it.
Rangers: The Exodites typically operate on
solo reconnaissance and stealth missions and
prefer to use weapons that have a longer
range than the typical Eldar Guardian. The
Exodites may never take or use a Shuriken
Catapults.
Path of Promotion: When a Guardian rolls
Lads Got Talent, they may be promoted to an
Warrior Aspirant and must choose Pathfinder
from the Warrior Temple instead of rolling on
the advancement table.

The Exodites purposefully settled worlds where


life would be hard. Those among the original
Exodites came from all levels of Eldar society, but
all were united in their powerful determination to
survive. Eventually a new form of society took
shape. The Exodites divided into clans each led
by a warrior elite. When the Fall of the Eldar
came, the Exodite worlds were untouched.
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Ld
7

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Death Squads

0-1 Wraithguard; 79 points to recruit


The Wraithguard were Eldar warriors who's spirits
are saved from death itself and raised once more
to wage war for their kin.
This is done so through the guidance of a Seer
who removes the fallen warriors Spirit Stone
from the Infinity Circuit in order to place it into a
pscyhoplastic body made of Wraithbone. Through
the act, the robotic body is empowered with a
living intellect that guides its artificial nature.
This is done so only in the times of emergency or
when there is a lack of warriors. This is because
the act of placing an Eldar essence into such a
construct is considered abhorrent among their
race, but none can deny the resulting warrior
that emerges from the combination that adds to
their arsenal against their enemies.
In battle, the Wraithguard tower over their fellow
kin on the battlefield where they bring death
through the reality shattering Wraithcanon.
M
5

WS
3

BS
4

S
4

T
4

W
3

I
4

A
2

Ld
8

Weapons & Equipment: Wraithguard may only


use Weapons and Armor with the Wraithguard
Only characteristic from the Recruits subsection
of the Craftworld Eldar Depot. Rules for single
and double-handed weapons must be followed
when equipping weapons.

Special Rules:
Large: The Wraithguard is a huge creature
and towers above the heads of its fellow Eldar
and men alike. Wraithguard follow the rules
for Large Target; +1 to-hit & -1 to-wound.
Spirit Stone: May only be recruited if the
Squad is in possession of a Spirit Stone that
has been filled with the soul of a dead
comrade.
Wraithbone Armor: Wraithguard are made
from hard Wraithbone and have a 5+ Armor
Save.
Fearless: Wraithguard are not living creatures
and are not affected by emotions and
automatically pass all Psychology Tests forced
by enemy actions.
Wraithsight: Wraithguard do not see the
world as mortals do and relay on the Warlock
to as their guide in the material world. A
Wraithguard suffers from Stupidity when he is
6 or more away from a Warlock. At the start
of the Eldar Turn, determine if the
Wraithguard if within 6 of the Warlock; if he
is, then he may act normally.
Dead: The Wraithguard is dead and cannot
earn experience or suffer from after action
wounds. If a Wraithguard is taken Out Of
Action roll a D6 at the end of the battle. On a
1 it is irreparable and it is removed from the
Squad. On a roll of 2, it must miss D3 battles
(games) to be repaired. Any other result it
was unharmed and may be used normally.

Starting Equipment: None.


Base Size: The Wraithguard should be placed on
a 40mm base size. You can create your own
Wraithguard or purchase one from your local
game store!

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Death Squads

Craftworld Eldar Depot


CRAFTWORLD ELDAR UNIT COST SUMMARY
Name
Limit
Cost
Name
Officers
Recruits
Exarch
Aspect Warrior
Warrior Aspirant
Warlock

1
0-1
0-2
0-1

63
49
41
57

Guardians
Exodites
Wraithguard

Limit

Cost

0+
0-5
0-1

31
38
79

CRAFTWORLD ELDAR AVAILABLE WEAPONS


Name
Rare
Cost
Name
Rare
Officers
Recruits
Close Combat Weapons
Close Combat Weapons
Biting Blade*
Chainsword
Diresword*
Executioner*
Mandiblaster
Power Sword
Scorpion's Claw*

8
7
8
7
6
8
8

32
27
27
25
13
32
26

Axe
Chains and Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword

Cost

15
5
5
5
18
Wpn x3

26
27

* Leader Only

Pistols

Pistols
Laspistol
Shuriken Pistol

Assault Weapons

Assault Weapons
Shuriken Catapult

Rapid Fire Weapons

Rapid Fire Weapons


Lasgun

Heavy Weapons
Template Weapons
5

28

39

Template Weapons
11

Special Weapons
Long-las Rifle

Heavy Weapons
Wraithcanon

Flamer Pistol (Lil Burner)

30

Web Pistol (Glue Gun)

17

Special Weapons

32

6
10

19
18

* Pathfinder Only

Grenades
Incendiary Grenade
Plasma Grenade

Grenades
Choke Gas Grenade
Flash Grenade
Frag Grenade
Smoke Gas Grenade

4
4
3

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9
11
9
7

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Death Squads
AVAILABLE ARMOR LIST
Rare
Cost
Name

Name
Officers
Armor
Aspect Warrior Heavy Armor
Ghosthelm
Rune Armor
Shimmer Shield*

Rare

Cost

4
6
3
-

20
23
20
18

Rare

Cost

6
5
4
3
4
3

28
21
10
7
8
7
15
25

Recruits
Armor
6
7
8
6

23
25
24
18

Aspect Warrior Armor


Craftwork Armor of the Wraith
Helmet
Mesh Armor

* Leader Only

AVAILABLE WARGEAR LIST


Rare
Cost
Name

Name
Officers
Wargear
Avenger Sight
Banner
Banshee Mask
Bionic Arm Replacement
Bionic Eye Replacement
Bionic Leg Replacement
Cameleoline
Infra-Red Goggles
Lucky Charm
Photo-Visor
Red-Dot Sight
Resource Pendulum
Silencer
Spirit Matrix
Squad Shuttle*
Tarot Cards
Trademark Item*

Recruits
Wargear
5
6
5
7
7
7
8
6
6
6
7
5
6
3
10
8
5

20
16
24
30
30
30
27
13
21
18
7
21
21
8
30
17
14

Auspex
Bio-Scanner
Clip Harness
Dum-Dum Bullets
Filter Plugs
Hotshot Power Pack
Rope & Hook
Vox-Caster

* Leader Only

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Imperial Guard
The Imperial Guard (IG) is the primary fighting
force of the Imperium, so numerous in size that
even the Departmento Munitorum cannot place a
figure on the number of Guardsmen under arms
at any one time; the daily lists of new Recruits
and toll of casualties can run into the millions in a
single day. It would be infeasible trying to put
any exact number on the strength of the Guard;
however, it is believed that there must be many
billions of Imperial Guardsmen, divided into
millions of regiments. The actions of these
anonymous soldiers daily sacrifices decide the
fate of worlds.
Among those many billions, selected few are sent
to change the fate of their Imperial citizens, by
simple acts of bravery in the battlefield. When a
small number of men could become more
efficient to accomplish a simple yet critical task,
an Imperial Guard Squad is sent to action.

Who are the Imperial Guard?


Recruited from millions of different worlds,
Imperial Guardsmen (IG) are a diverse lot that
represent human kind. While the Imperium molds
their IG to conform to a specific model, they
encourage cultural traits to remain intact to
reinforce Squad cohesion. Their gear is rugged,
yet simple. It allows for the most savage or feral
raw recruit to be trained in matter of minutes in
how to maintain their gear in proper condition.
From the introduction of Imperial Guard Codex:
The Imperial Guard is the largest and most diverse organization the
galaxy has ever seen. It contains billions of men from a million different
worlds. Half-feral savages march alongside former hive plant workers.
Men whose home was a blistering desert, tropical jungle, icy steppe or
desolate moorland are united under the banner of the Imperium of
Man. The entire diversity of the massive Imperium is encapsulated in
its ranks.

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serves as one of the many minor training


facilities scattered among the Imperium. The
ambient may be more relax than in some Death
Worlds, like Catachan, but Commissars keep the
Captains in a strict schedule none the less. The
raw Recruits are well fitted with only the most
basic of gears similar to those of Cadia. They are
either kept busy in training exercises or sent in
routine patrol missions.
A successful regiment can look forward to being
granted the over-lordship of the planet to which
they are posted. If the planet remains peaceful
and meets its quotas, the regimental commander
may in time be rewarded with the title of
Imperial Commander and governorship of the
planet and substantial land grants may be
made to Guard veterans who retire from active
service do to old age or battle wounds.

Why Play Imperial Guard?


Imperial Guardsmen are an ideal choice for
players who prefer to play humans, rather than
alien races. Their main advantage lies in the
variety of weapons and their ability to advance,
either in stats, ranks and/or equipment, as well
as their maximum numbers, even at this skirmish
level of game play.

What is the Concept Behind the


Imperial Guard Squad?
The Imperial Guard are the classic soldiers of
humanity. Think of them like your own personal
Dirty Dozen; a group of commandos that you
would lead to victory!
Rather than the Expendable Lasgun in an army,
at a Squad level each member has the potential
to shine. Now, put those great individuals back
in the army and there will be no difference that
puts in perspective the gravity of war on the 41st
Millennium!

The power of the Imperial Guard does not lie in numbers alone. It is
equipped with lumbering but deadly battle tanks, fast-striding Walkers
and the heaviest artillery know. Whole worlds are dedicated to the
production of the war machines of the Imperial Guard which, while
inelegant, are fearsomely practical.
Despite its awesome power, however, the Imperial Guard constantly
struggles to protect the Imperium from its many enemies. The mighty
Tyranid hive fleets batter at the Eastern Fringe, Ork Waaaghs erupt
without warning or pause, the damned Traitor Legions pour from the
Eye of Terror hungry for Mankinds souls, mysterious Eldar raiders
strike without mercy, the ancient Necrons sally from their tomb worlds
and numerous empires, such as the Tau, rise to challenge Humanitys
mastery. Against these diverse and often incomprehensible threats,
the Imperial Guard pits human resolve and ingenuity in an unending
battle with an inimical universe.

Regiments stationed on many worlds will enjoy a


well maintained armory, as some planets also
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Choice of Units:

Starting Experience:

Imperial Guardsmen Squad at the start of a


campaign has 700 Credits with which to
requisition the troops and equipment needed.
The Squad must include a minimum of three
models and may never exceed a maximum of 20
models. You may not have more than six
Officers.

Captain: Each Squad must have one (1)


Captain.
Lieutenants: The Squad may include up to
two (2) Lieutenants.
Sergeants: The Squad must include up to
two (2) Sergeants.
Infantrymen: The Squad may include any
number of Infantrymen.
Heavy Weapons Specialist: The Squad may
include up to two (2) Heavy Weapons
Specialist (HWS).
Field Medic: The Squad may include up to
one (1) Field Medic.
Ogryn: The Squad may include only one (1)
Ogryn.

Squad Special Rules:


Regional Platoons: The Imperial Guard
contains billions of men and women from millions
of worlds spanning all over the Imperium, so to
drawn their enemies with sheer volume of troops.
The Departamento Munitorium has design a
system that encourages Guardsmen from the
same worlds (even from the same regions of a
particular world) to remain together. This allows
commanders to maximize moral and better
exploit the groups potential. These groups are
known as Imperial Regional Platoons, and
depending from their planet of origin and trained,
these Guardsmen may have specific Regional
Advantages.

Captain starts with 18 experience.


Lieutenants starts with 8 experience.
Sergeant start with 4 experience.
Infantrymen start with 0 experience.
HWS start with 2 experience.
Field Medic starts with 2 experience.
Ogryn start with 32 experience.

Characteristic Increase:
Imperial Guard characteristics may not be
increased beyond the maximum profile limits
shown below. If a characteristic is at its
maximum, take the other option or roll again if
you can only increase one characteristic. If both
are already at their maximum, you may increase
any other by +1 instead.
RACIAL ATTRIBUTE MAXIMUM TABLE

Profile
Human,
Imperial
Guard
Ogryn,
Imperial
Guard

M WS BS

A Ld

3 10

Imperial Guards' Skill Tables

Captain may choose from the Combat,


Shooting,
Academic,
Techno,
Strength,
Speed, Stealth and Squads Skills.
Lieutenants may choose from the Combat,
Shooting, Strength, Speed and Squads Skills.
Sergeants may choose from the Combat,
Shooting, Techno, Strength, Stealth and
Squads Skills.

From the millions of possible worlds with different


cultural, historical and political variances the
most renowned Imperial Regional Platoons are
detailed here. The Imperial Guard player must
choose a Regional Platoon for his Squad from the
choices at the end of this section.

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Imperial Guard Regional Platoons


The Cadian Shock Troopers
Cadia's Planetary Defense Forces (PDFs) are
known as the Interior Guard. It is from this guard
that the Imperium draws the famed Cadian
Shock Troopers regiments, widely regarded as
the best soldiers in the Imperium short of the
superhuman Space Marines. Cadia, and their
Guardsmen, has a special and honored place in
the history of Mankind.

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When the first probes arrived, the planet was a


deceptive, calm green orb from orbit but when
the colony ships crash-landed and the colonists
had no way to escape, they awoke to find
themselves on one of the harshest planets in the
galaxy.

Cadia stands upon the edge of the Eye of Terror


within a narrow corridor of stable space called
the Cadian Gate. This forms the one and only
predictable passage between the Chaos infested
daemon worlds inside the Eye of Terror and
Terra. No battle fleet of any size can rely upon
other unstable passages and must pass through
the Cadian Gate. Since Cadia is the capital of
Segmentum Obscurus and the Imperium's
bastion against the Chaos forces who raid directly
from the Eye of Terror, it is one of the most
militarized and fortified of Imperial planets. Cadia
is therefore one of the most strategically
important planets of the galaxy. All citizens of the
planet must serve at least a four year term in the
military, and the amount of military presence has
lead to the population becoming focused on
weapons production.
Selecting This Regional Platoon
During the initial creation of the Imperial Guard
Squad, players may select the Cadian Shock
Troopers as their Regional Platoon at no cost.
Maximum Squad Size for This Regional Platoon
The Cadian Shock Trooper Squad has a
maximum size of 20 individuals.
Regional Advantages of This Regional Platoon
The Cadian Shock Trooper Squad does not have
any additional Regional Advantages.

The Catachan Jungle Fighters


Catachan is the most infamous Deathworld in the
galaxy. It is located in the Ultima Segmentum
and is covered in dense jungle. The planet's
entire ecosystem seems consciously hostile to all
foreign life. Each and every element of the native
flora and fauna of the planet represents a real
danger to any human. The planet was colonized
by humans longer than Imperial records can
remember.

Currently, the few settlements which can


withhold the jungle forces are giant fortresses
surrounded by vast plains which have been
cleared to give improved lines-of-fire. Building on
Catachan is difficult as vines and lichen take hold
anywhere and poisons melt the mortar and vines
can crush bunkers and tanks. Buildings must
constantly be rebuilt; it seems that wherever
they build the jungle redoubles its efforts to
destroy them. As well as the jungle, the native
wildlife gather to repel the human invaders and
eventually the numbers grow enough to push the
humans out of their settlement so they must
resettle elsewhere.
Plants and animals on Catachan are geared in
some way to destroy humans and any other
invaders. Every plant is poisonous, making
foraging nearly impossible. Some plants secrete
pollen into the air which is poisonous and
destroys air-filters. Others secrete sticky liquid to
capture passing animals and slowly dissolve
them. Other plants poison the ground and turn
the immediate area around them into boggy
wasteland to trap invaders.

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Among the most renowned are the Brainleaf (a


vegetative carnivore able to attach its tendrils to
the spine and brain of a person and taking
control over their body), the Spiker (a deadly
plant that fires mutative chemical poisonous
spikes capable of turning animals into other
Spikers) and the Venus Mantrap (a carnivorous
plant capable of consuming live prey).

In warfare, Catachan Jungle Fighters make


extensive use of traps, spring mines, shredder
mines, plasma charges and other unpleasant
surprises, each specializing in killing certain types
of troops. The most skilled Catachan Jungle
Fighters are capable of launching deadly
ambushes, remaining unseen in the foliage and
appearing only when they want to attack.

The native animals are as deadly to humanity as


the plant life. Without a doubt, the most
infamous of the planets deadly animals is the
Catachan Devil. This voracious predator native to
the Death World Catachan, although has been
introduced into several other worlds, looks
somewhat like a twisted cross between a
millipede and a scorpion. Its powerful jaws are
capable of tearing plasteel with ease. As
Catachan Devils grow they develop more and
more mid-sections and pairs of legs. A fully
grown adult can have up to thirty sets of legs,
reaching up to thirty meters in length, reaching
the size of a land train. They are able to move
with surprising speed for something of its size,
being superbly adapted to move across a large
variety of terrain. Catachan Devils are territorial,
yet quite sociable creatures, tending to form into
nesting groups. These groups often contain
several large Devils, as well as a few dozen or so
of 'Devilspawn'. The entire nest will come
together to defend their territory from any
intruders, be it rival Devils, colonists, other
predators, and have even been known to attack
Imperial Guard Tank Companies. The Shambling
Mamorphs of the volcano lands are tough fighters
and put up a good fight even against a Catachan
Devil. There are also many types of serpents on
Catachan, including the Flying Swamp Mamba,
the Coiling Death Cobra and the Catachan Black
Viper, and are all deadly to most living beings.
Some can kill in fewer than 30 heartbeats.

Selecting This Regional Platoon


During the initial creation of the Imperial Guard
Squad, players may select the Catachan Jungle
Fighters as their Regional Platoon at a cost of 100
credits.

The planet Catachan's only valuable resource is


its people, who by virtue of being born on the
harshest world in the Imperium, are invariably
tough and cunning. It is home to the renowned
Catachan Jungle Fighters regiments of the
Imperial Guard, who are regarded as some of the
deadliest experts of jungle warfare in the entire
galaxy. The natives are tough and hostile, even
to fellow Imperials. Many Catachan regiments
also have a strong dislike of authority; many
Commissars are dispatched to Catachan units but
few ever return.

Maximum Squad Size for This Regional Platoon


The Catachan Jungle Fighters Squad has a
maximum size of 17 individuals.
Regional Advantages of This Regional Platoon
The Catachan Jungle Fighters Squad has the
following Regional Advantages.
Attack the Soft Spot: All Catachan Officers are
trained on many aspects of human and xeno
physiology, especially on how to exploit body
mechanics and vulnerable spots to maximize
damage in Close Combat. Officers engaged in
Close Combat may re-roll one Injury Result per
Turn done with any weapon other than a Pistol;
remember that you can never re-roll a re-roll!
Catachan Fang: Officers are equipped with the
highly effective knife, and all Recruits (except
Ogryn) may purchase this weapon as dictated on
the Imperial Guard Depot.
Jungle Terrain Camouflage: Catachan Jungle
Fighters are experts at avoiding detection on the
Catachan jungles, but experienced Officers have
learned how to maximize the use of terrain more
effectively. Officers in jungle terrain features gain
a +1 bonus to their Cover Save. This benefit is
not cumulative with other Skills, wargear, etc
unless specifically stated and does not apply to
fighters in the open, even if playing on jungle
tables regardless of any failed logic to justify it.
Remember, it is great sportsmanship to always
discuss before the game starts how each piece of
terrain will affect the game, from what
constitutes Area Terrain to what kind of Cover
Saves they provide. This makes for clear and fun
games!
Hired Gun: Catachan Jungle Fighters have
exclusive access to the Catachan Devil Master
Drill Sergeant Hired Gun.

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The Death Korps of Krieg


Krieg is a Deathworld located on the Segmentum
Tempestus, the homeworld of the Death Korps of
Krieg regiments, notoriously grim and fatalistic
warriors. The planet was originally a loyal planet,
but the Autarch of the planet declared
independence from the Imperium and renounced
the Emperor in 433.M39. Krieg was then locked
in civil war. Much of Krieg quickly fell to the
rebels except for Hive Ferrograd which came
under the command of the now infamous Colonel
Jurten of the Krieg 83rd Imperial Guard. Under
strict orders to not let Krieg fall but with the
promise that no fleet on the scale that was
needed to invade a planet was available, Jurten
decided that Krieg would either belong to the
Emperor or to no one. On the day of the feast of
the Emperors Ascension, Jurten unleashed a
counter attack of atomic cleansing that was to
turn into a great purging.

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For days Krieg was engulfed in a sea of nuclear


fire. Krieg's ecosystem collapsed and the planet
was engulfed in a nuclear winter but the civil
war dragged on. The survivors from Jurten's
purging were forced to exist in underground
bunkers or deep in the radioactive chem-wastes,
as their descendants do to this day. From the
self-annihilation of their home world, loyalist
troops slowly retook their world inch by inch over
500 years. From this the Death Korps of Krieg
were born. Krieg was finally returned to the
Imperial rule in 949.M40.
Krieg was reduced to such a hellish, barren and
toxic planet it is now classified as a death world.
The
environmental
condition
forces
the
population to wear air filtration systems to avoid
being killed by the toxic atmosphere.
Although the rebels have long since been
annihilated, the soldiers of Krieg have broadened
their campaign to warfare against all enemies of
the Emperor. After Krieg returned to Imperial
control they were then mandated to provide one
regiment a year. Instead of one regiment a year
Krieg, was giving 20 regiments a year for rapid
deployment. Each Krieg commander requested
the most hazardous conflict areas in the Imperial
sphere of control. The Departamento Munitorium
did not question it and sent the Krieg regiments
to the most dangerous battle conditions that
were available. The planet itself was put under
the
watchful
eye
of
the
Departamento
Munitorium and Adeptus Mechanicus.
The Lords of Terra decried that nothing should
interfere with the maximum yearly tithe of
regiments from Krieg. It should be noted that
Krieg raises an unusually large number of
regiments for a devastated planet. This is
attributed to the use of cloning technology, which
Krieg has been granted special dispensation to
use as the result of their famous steel,
determination and unswerving loyalty to the
Emperor. Use of this technology is generally
prohibited throughout the Imperium by the
Adeptus Mechanicus, the custodians of the
Imperium's technological lore. This may explain
why Death Korp troops are rarely seen without
their characteristic gas masks.

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Recruitment for members of the Death Korps of
Krieg is similar to many other Imperial worlds
throughout the Imperium. Most future soldiers
that join generally do so out of a sense of duty
and as a way to atone for the previous rebellion
against the Emperor. Officers ranks are difficult
to obtain, as with certain regiments of the Death
Korps one must work his or her way up the ranks
from the bottom.
To ensure that only the toughest and best make
it into the regiment, training is brutal and quickly
weeds out the weak and unworthy. For this
reason the regiment is able to maintain its
famous standard of discipline and selflessness.
Gas masks are conventionally viewed as a second
skin as soldiers are trained to permanently
operate with them if required. Fear of failure and
the ceaseless devotion to duty, honor and the
Emperor are instilled in new Recruits to make
certain that they will stand their ground in
combat under any situation. Mental conditioning
is the key part of their training so soldiers are
prepared for the horrors on the battlefield and
beyond.
The Death Korps of Krieg have proved to be a
valuable resource. Krieg units are still not well
received by other Imperial Guard units, because
they never socialize with anyone that is not from
Krieg or take off their masks or may be because
of the sheer volume of regiments they produce
that has raised suspicions. Whatever the reason
the Death Korps of Krieg are an important
resource to the Departamento Munitorium and to
the constant justified battles that must be fought
to allow progress for mankind.

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Don't Fear the Reaper: All Death Korps'


soldiers come from a nuclear wasteland
Deathworld. For them, something as simple as
taking their Gas Mask means a painful death.
Accustomed to a horrific life and imminent death,
they are also indoctrinated since childhood that
there is no greater honor than to die protecting
the Imperium. Death Korps of Krieg Officers are
Immune to Fear, as well as Recruits within 3" of
any such Officer.
Rebreathers: Everyone in the Deathworld must
wear a gas mask, or die. Death Korps of Krieg
are trained to do everything without taking their
life saving devices off. Officers are equipped with
Respirators and Recruits (except Ogryn) are
equipped with Filter Plugs.
Entrenchment: It is said that when the Death
Korps of Krieg take defensive positions, nobody
can take it out of their control. They have an
almost unnatural skill to take advantage of any
defensive position and deny its capture from any
enemy. Officers gain +2 to WS (instead of the
normal +1 WS) during the first turn they are
assaulted behind Cover. Recruits behind Cover
would enjoy this benefit if they are also within 3"
of an Officer.
Hired Gun: Death Korps of Krieg have exclusive
access to the Quartermaster.

Selecting This Regional Platoon


During the initial creation of the Imperial Guard
Squad, players may select the Death Korps of
Krieg as their Regional Platoon at a cost of 100
credits.
Maximum Squad Size for This Regional Platoon
The Death Korps of Krieg Squad has a maximum
size of 17 individuals.
Regional Advantages of This Regional Platoon
The Death Korps of Krieg Squad have the
following Regional Advantages.

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The Jenkala's Urban Fighters


The planet of Jenkala is an Ocean World located
deep within the Segmentum Pacificus. It was
colonized on 393.M41, as part of the highly
successful Macharian Crusade. The small-sized
planet was composed of vast oceans, which
surround a one large semi-continental landmass.
Initially the planet was use as a vast supply
depot during the Crusade, but shortly after it
became classified as a -class (Rho) Planet,
Research Station, by the Imperium after
Enginseer
J.V.
Siegrist
developed
the
methodology to harvest wave energy at 89.3%
efficiency. The real breakthrough came in how to
store such vast amounts of energy into small ecells, which incidentally became the basis of the
"Hotshot" power packs.
By 486.M41 Jenkala was already reclassified
again to an -class (Phi) Planet, Forgeworld, as
their main industry was the production of highly
efficient power cells. The world's Governor on
931.M41 was the Adeptus Mechanicus Senior
Engineseer Chin Biersack. He was an efficient and
benevolent ruler and administrator, managing to
developed
213%
of
the
landmass
into
Manufactoriums and support structures. His
methodical improvements on the local industries
lead to vast supplies that some believe to lead to
the victories of the Adumbria Campaign in
937.M41. It came to a vast surprise when the
multi-condecorated Captain Von Gollwitzer sent
Astrophath
communications
accusing
the
Governor of heresy and requesting him to be
granted total control of Jenkala along with his
trusted advisors. The Inquisition quickly stripped
Gollwitzer out of his rank and declared him
Persona Nongrata, along with his supporters.
Loyal Imperial citizens mobilized to hunt and
crush the Imperial Renegades on the planet,
forcing Gollwitzer underground. With the rebellion
crushed, life on Jenkala returned to normal,
sending all production of energy packs to
Armageddon via a new Gallacticum-Class
experimental transport.
Unknowing to its inhabitants, Gollwitzer was
right. Governor Biersack was being deceived by
Tzeentch, the Chaos Dark God of Change.
Tzeentch, with casual intricacy had managed to
capture an Imperial Transport Ship from the
future by manipulating the Warp. Chaos agents,
he had managed to convince Biersack that this
was a prototype transport which would accelerate
the delivery of goods by a 68%.

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Million of metric tons of the very best power


packs were delivered to Armageddon, but not to
Commissar Yarrick's Imperial Forces but to the
Ork Warlord Ghazghkull. It is rumored that this
constant re-supplying of Ghazghkull's forces with
high grade energy packs is directly responsible
for Ghazghkull's massive Waaagh! that lasted
over 50 years and destroyed countless of
Imperial worlds as they gave him an almost
endless
energy
reserves
for
trade
and
manufacture of his warmachines.
After the final barge was sent to Armageddon,
Tzeentch's agents orchestrated the disruption of
Jenkalas magnetic field. This caused the planet
to shift axis, slow rotation and the collapse of its
small moon. The ecological disaster caused wind
patterns to change 100%, which in turned reduce
the ocean mass by 15%. All oceanic planktonic
and benthic life became extinct, resulting in
higher toxicity on all other parts of the planet.
Overall, 72% of the population perished in less
than a year, bringing the survivors to a moral
collapse.
Anarchy ruled over the planet, until Gollwitzer
came out of his exile. It was him that managed
to inspire part of the population and fight a new
civil war to gain control of Jenkala. His approach
to warfare took an unprecedented route; the
complete control of the urban environment to
flush the enemy out in the open. His disregard
for buildings, structures and infrastructure was
never seen before. It was not random destruction
as collateral damage of war, but surgical strikes
to cripple the enemy's current positions as well
as future resources. He developed many easy
techniques in which almost any Guardsman could
become a Demolition Expert such as the use of
pole & satchel charges techniques to set up
demolition areas (usually inside chimneys to
efficiently re-direct and maximize the blast, while
safeguarding the building integrity) or the
removal of a single brick from a basement's roof
to create "poor man's bunkers". The civil war
lasted 12 years and left the planet's only city
(which occupied all available landmass) in ruins.
An estimated 97.6% of all structures destroyed
or where considered structurally unstable; but all
taints of Chaos have been eradicated. Gollwitzer
declared Jenkala free of heretical influence, and
offered the planet for Inquisitorial inspection.

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Death Squads
Inquisitorial approval granted the Imperium
reinstated Gollwitzer as the new Governor with
direct
order
to
re-instate
Jenkala's
Manufactoriums. With the destruction of the
original Manufactoriums much of the original
methods of harvesting, collecting and storage
pure energy were lost. The complete collapse of
the ocean conveyors eliminated any reliable way
to provide energy. With scarce population at
best, Jenkalas industry could not be reinstated.
Instead, Governor Gollwitzer redefined Jenkala; it
would become the best training ground for urban
warfare.
In
conjunction
with
the
Departamento
Munitorium, every Imperial Regiment would send
0.05% of their forces to be redeployed at
Jenkala. There they would be trained in Advanced
Urban Warfare Tactics and join the Jenkalas
Regiments. The newly re-titled General Gollwitzer
supervised the constructions of new training
centers and the use of the now arch-famous
Gollwitzers Primer; Imperial Guide for Efficiently
Brutal Urban Warfare. Until the end of his natural
life, General Gollwitzer (as he preferred to be
called) dedicated his life to accomplish his goal.
Jenkala is under constant construction and
perpetual change; certain sections of the citycontinent are closed while Servitors rebuild them
to become replicas of existing cities in other
planets to the most intricate detail. Once the
construction is finished, training exercises begin
by Imperial Guardsmen until the area is
destroyed. By then, other sections have just
finished being re-built and the cycle commence
again. All of Jenkalas Regiments have outperformed any other Imperial organization, with
the exception of the mighty Astartes, ever
engaged in urban offensives and are regarded as
valuable elite units in urban environments as the
famous Catachan Jungle Fighters are in heavily
vegetative battle zones. For many commanders,
receiving a Regiment of Jenkalas Urban Fighters
usually means that they whole Imperial Army is
about going into a major urban offensive on the
region.
Selecting This Regional Platoon
During the initial creation of the Imperial Guard
Squad, players may select the Jenkala's Urban
Fighters as their Regional Platoon at a cost of 100
credits.

Regional Advantages of This Regional Platoon


The Jenkala's Urban Fighters Squad has the
following Regional Advantages.
Sure Footed: Officers have been trained on how
to move efficiently through difficult urban terrain.
They may re-roll a Hustle move Test whilst
moving through Urban Terrain (i.e. buildings,
ruins, man-made structures, etc); remember that
you can never re-roll a re-roll!
Trip Wires: All of the Jenkala's Urban Fighters
are trained in basic demolitions techniques. They
are able to set traps, if given enough time, to
cripple enemy movements or force them to take
a less favorable route. If the Jenkala's Urban
Fighters deploy last, they may setup D3 booby
traps as described below.

Setting the Trip Wires: The Jenkala's Urban Fighters may


place D3 counters to represent booby-traps or mines on
the battlefield at ground level with at least 6 between
them (no need to have LoS among them) immediately
after the last Infiltrator has been placed on the table. All
counters may be set within 12 of the Jenkala's Urban
Fighters own deployment zone (as described on the
Scenario being used). Counters may never be placed
within 6 of any fighter. This setup rules always
supersede any deployment special rules and Skills, such
as Hunch.
Activating the Trip Wires: Any fighter (except anyone
with the Demolition Specialist Skill) that moves within 3"
(horizontally) of a trap counter must roll a D6. On a 1-3,
nothing happens; on a 4-6, the fighter has inadvertently
has set off the trap! A single fighter can only set off one
trap at a time. Fighters that are above ground will not set
of the traps as you must be ground level to set it off.
Traps Effect: Any fighters within 3 of a traps center
that has been activated takes a single S4 AP6 automatic
hit, no Cover Saves allowed. Roll to-wound as normal,
but no Critical Hits can be caused. If the trap explodes,
the trap counter is then removed.

Urban Terrain Camouflage: Jenkala's Urban


Fighters are experts at avoiding detection on
most man-made cities, but experience Officers
have learned how to maximize the use of this
terrain even more. Officers in urban terrain
features gain a +1 bonus to their Cover Save.
This benefit is not cumulative with other Skills,
wargear, etc unless specifically stated and does
not apply to fighters in the open, even if playing
on city ruin tables regardless any failed logic to
justify it.
Hired Gun: Jenkala's Urban Fighters have
exclusive access to the Urban Sharpshooter Hired
Gun.

Maximum Squad Size for This Regional Platoon


The Jenkala's Urban Fighters Squad has a
maximum size of 17 individuals.
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The Lyubov's Ice Guard


The further one travels from Terra Prime, the
fainter the Astronomicon grows and the weaker
the Imperiums grip becomes; societies conform
less and less to the Imperial norm and more to
what the circumstances guide them to. Lyubov is
one such world.
Lyubov lies among the Outreaumer Worlds
Cluster in the Eastern Fringe of the Galaxy, near
the so-called Saytressia Worlds Cluster and the
outer septs of the Tau Empire to be precise.
Settled by Terran exodites during the Dark Age of
Technology, the people of Lyubov retained higher
levels of technical know-how and even today, the
world enjoys a higher than average technology.
Its native population was joined by exiles from
Valhalla in the mid-36th millennium it quickly
grew to become a civilized world of considerable
population with significant local military forces.
The planet is slightly larger than Mars but boasts
a population of less than 800 million souls,
(compared to Mar's 20 billion) classifying it as
only Lightly Settled. Much of the world is
untracked wilderness with vast and dense areas
of coniferous forests (mostly howood trees)
covering much of a rugged landscape marked by
high mountains ranges and deep valleys. Long
harsh winters, which last most of Lyubov's year,
are interrupted by a short but productive growing
seasons. The general climate is one of semiperpetual snow blizzards and ice storms.

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The people of Lyubov realize that anything less


than constant vigilance could lead to their
downfall and are unrelenting in their resolve
against their ancient enemies. Lyubovs give the
forces of Chaos no quarter, and expect none in
return.
Their people do profess an intense religious
fervor, but their religious teaching do not exactly
follow the teachings of the Adeptus Ministorum,
the Holy Ecclesiarchy, as they adhere to certain
aspects that some claim predate the Imperium
and the Mighty Emperor of Terra himself. The
populace ethical behavior is maintained at higher
standards compared to most of the people
throughout the Imperium. Entities from the
Warp, as well as followers of Chaos, are seen as
manifestations of impurity. Open displays of
psychic power are exceedingly rare on Lyubov;
they understand that witchcraft as well as other
heretical activities are an attempt to reach and
contact the Warp. Such practices are strictly
illegal and those laws are vigorously enforced. As
a result, any public display by a Sanctioned
Psyker are a definite source of conflict;
contacting the Warp while following Imperial
edicts is one situation for which Lyubovs have
very little tolerance for.

In the Halls of the Astronomican, Lyubov is


described as "a poor world filled with rich
people". It is certainly true that the people that
live in this beleaguered land have an outlook on
life that strangers often find surprisingly positive,
for Lyubov is under constant stress from the
elements as well as the threat of invasion. Armies
of savage Chaos Reavers often venture to
Lyubov, raiding and pillaging. Because the planet
lies right on the border of the Satyressia Wastes,
any Chaos incursion towards Imperial space must
pass through the world (and its people) first.
While many subjects of the Imperium may
remain ignorant to the initial signs of a Chaos
Cult, Lyubovs will immediately seek out any signs
of depravity and cleanse the infected individuals
with sword and flame. Every citizen of Lyubov
have either lost homes or loved ones to the
warriors of Chaos or personally know someone
that has.

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Their military training reflects these facts of the
Lyubov's life. Their low numbers (compared to
other Imperial worlds) have taught them to use
the natural terrain to their advantage, rather
than just 'throwing' troops at their adversaries.
The Ice Guard are considered one of the best
trained troops throughout the Imperium when it
comes to move through inhospitable terrain.
They have developed a complicated system of
equipment and logistics that not only insures
their safety, but their rapid deployment in areas
that any other sentient beings may seem as
impassible by ground troops.
Ice Guard Officers were re-deployed on 992M41
to merge with VIII Kimmerian regiment; their
mission was to provide logistical and practical
training to make possible the movement of the
complete regimental force through the Brightfast
Mountains of Ichar IV, so they could assists Jotun
Bearclaw's Space Wolf Great Company combat
Tyranid invasion. The exact records of the
account were lost when the Imperial Guard
regiment was wiped out attacking a Tyranid
brood nest.
Lyubov's Officers are also extremely proficient
setting up ambushes for unsuspecting enemy
forces. Unlike Catachan Jungle Fighters, the Ice
Guards to do not use guerrilla tactics; instead
they use ambush techniques to perform surgical
strikes before committing a larger number of
regiments. These tactics are aimed to remove
critical enemy elements as well as demoralize
and confuse the enemy. Their intolerance to
agents of Chaos and Psykers have earned them a
reputation of vicious combatants. Some platoons
of Ice Guards were re-deployed during 139M41160M41 to recapture the Blackstone Fortresses
during the 9th Black Crusade, Gothic Wars.
Currently, Lyubov commits high ranking Officers
to the Imperial Tithe, rather than large numbers
of raw Recruits. Not only because their
population numbers are not as elevated as other
worlds, but their experienced Officers are of great
value to the Imperium and the constant effort to
eradicate Chaos back to the Warp.

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Selecting This Regional Platoon


During the initial creation of the Imperial Guard
Squad, players may select the Lyubov's Ice
Guard as their Regional Platoon at a cost of 100
credits.
Maximum Squad Size for This Regional Platoon
The Lyubov's Ice Guard Squad has a maximum
size of 17 individuals.
Regional Advantages of This Regional Platoon
The Lyubov's Ice Guard Squad has the following
Regional Advantages.
Hatred of All Chaos and Psykers: Officers are
indoctrinated to destroy all ideas and concepts
that are against the Holy Emperor of Terra; most
specifically anything related to Chaos. As such,
Ice Guard Officers gain the Hate special rule (see
Psychology section) when fighting in Close
Combat any chaos affiliated individual, members
of Chaos Cultists or Imperial Renegades for
example. Officers also gain +1 Attack when
fighting any Psyker in Close Combat, regardless
of race or affiliation. These conditions may be
combined between them, but not with any other
effects of Psychology.

WANT TO PLAY THE ICE GUARD


AS YOUR 40K ARMY?
You can convert your Imperial
Guard WH40k army to represent
the Lyubovs Ice Guard, just like
you can create any other
Regional Platoons.
They are the brainchild and
original work of Andrew "The Mad
Prophet" Gelbman, who has
worked on them for decades.
Thank you for such a rich and
wonderful contribution!
To learn more about their
background & history, as well as
how to use them on a larger 40k
scale, please visit their home on
the web at:
http://starbase10.com/gilead

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Ambush!: The Ice Guards are exceptionally
clever when using advantages of natural terrain
to position their adversaries for an ambush. If
playing on a natural environment table (not an
Urban Terrain Table, which is a table with 50% or
more ruins and/or buildings), before determining
which player will deploy first, the Ice Guard
player must declares that he is attempting an
Ambush! On his Deployment Phase, the
controlling player may deploy at least 50% of
their Squad as indicated on the particular
Scenario. The remainder of his Squad has gone
off to attempt to outflank the enemy in an
ambush. Upon the Ice Guard player's FIRST Turn,
before Declaring Charges, the player declares the
left and right sides of the gaming table and roll a
D6; on a roll of 1-2, the rest of the Squad enters
on the edge of left side of the table, on a roll of
3-4 thee enter on the edge of the right table
side, on a roll of 5 the Ice Guard player may
choose ANY table edge for the rest of the Squad
to enter and on a roll of 6 the OPPONENT may
choose ANY table edge. The models come from
the table edge and, if not Declaring Charges,
must move enough to have their bases
completely on the table (usually 1"). Fighters
may Declare Charges, move and/or shoot as
normal. This Special Rule cannot be combined
with any Skill or parameters that cannot be used
on the Scenario, such as Tactician, Hunch or any
other re-deployment condition, regardless of any
logic used to justify this.

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The Mordian Iron Guard


Mordian is a Hive World in the
Segmentum
Obscurus, renowned as the home world of the
Iron Guard. The Mordian day is the same length
as the Mordian year, the small planet turning
upon its axis once each time it completes a circle
of its sun. Consequently, half of the planet is in
perpetual darkness; the other side is burnt to a
cinder by constant glaring constantly of the harsh
sun; all life is on its dark side. This makes
Mordian quite a miserable place. The planet's lack
of rotation prevents any strong winds and as
such the atmosphere is thick and dark. The
hundreds of millions of inhabitants live on a land
surface barely one tenth the size of Earth,
concentrated in vast hive cities where all meager
resources are controlled and distributed by the
state, known as a Tetrarchy. The multi-leveled
towers are extremely crowded, polluted with high
criminal rates creates much discontent amongst
the people, and the Mordian Iron Guard must
constantly stand against anarchy and rebellion.
The greatest threat faced by Mordian came as a
result
of
a
conspiracy
among
Imperial
Renegades.

Lyubov's
Advanced
Climbing
Harness:
Lyubov had a great history of repelling invaders
by sending the Ice Guard outflanking the enemy
by route of the common treacherous mountain
passes. While every member of the Ice Guard is
trained on the use of specialized gear to move
through this terrain, Officers are trained on the
maintenance and use of an advanced form of the
local climbing harness. This gear combines the
benefits of a Clip Harness with Rope & Hook,
without the encumbrance of either. Officers are
equipped with a Lyubov's Advanced Climbing
Harness and Recruits (except Ogryn) are
equipped with Rope & Hook.
Hired Gun: Lyubov's Ice Guard has exclusive
access to the Maccabee Priest Hired Gun.

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Selling their souls to the Dark Gods, the newly
declared Chaos Cultists met under the busy
streets of the Mordian capital city of Vanandra.
There they cast a spell, taking the blood of many
Mordians, most likely the innocent. The spell
brought ships full of Chaos Space Marines and
summoned Daemons to Mordian from the Eye of
Terror, which rampaged across the planet
eventually forcing the Mordian Iron Guard back to
the Tetrarchal Palace itself.
On this, the last strong point on the whole world,
the Mordian Iron Guard put up one last defense.
They had used dangerous tactics that most
armies would have refused to use, mainly
because their men would not stand their ground.
The Mordian Iron Guard, living up their name,
stood against all manner of daemons, in what
was considered a hopeless position. In orbit
above Mordian, the planet's Sanction Psykers had
at last succeeded in breaking the Chaos spell,
and gradually the Daemons faded from the
planet.
The disappearance scared the remnants of the
Chaos attackers and the Iron Guard took the
opportunity to rout the enemy and expel them
from the planet. Through their discipline the Iron
Guard had held back the forces of Chaos long
enough for Imperial Psykers to break the spell,
and ensure that Mordian would remain in the
hands of the Imperium.
Due to the condition of their planet, the troops
raised here tend to be a dour, no-nonsense lot.
Mordian Iron Guard believes in perfect precision
and constant drill to overcome their foes. They
believe in strict formations and discipline to gain
advantageous ground, form defensible position
and overtake the enemy.

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Selecting This Regional Platoon


During the initial creation of the Imperial Guard
Squad, players may select the Mordian Iron
Guard as their Regional Platoon at a cost of 100
credits.
Maximum Squad Size for This Regional Platoon
The Mordian Iron Guard Squad has a maximum
size of 17 individuals.
Regional Advantages of This Regional Platoon
The Mordian Iron Guard Squad has the following
Regional Advantages.
Firing Lanes: Officers of the Mordian Iron Guard
are an extremely disciplined lot. They are trained
to direct and organize soldiers under their
command to maximize their efficiency on the
battlefield. Center a Blast Template on an Officer
that has NOT shot and all Infantrymen within the
template may re-roll failed to-hit rolls during that
Shooting Phase; remember no re-rolling a re-roll.
Iron Guard Swagger: All Officers in the
Mordian Iron Guard are indoctrinated to carry
and use a Mordian Iron Guard Swagger.
Stay in Formation Boys!: The Mordian Iron
Guard are renowned for maintaining order and
strict formations, even in the most bizarre of
circumstances... most of the times yielding
impressive victories. During the Movement
Phase, center a Blast Template on any Officer
and all Infantrymen within the template
(including the Officer) that moves in the same
direction and distance as the Officer (remains
within the Blast Template at the end of their
movement) may re-roll any failed Dangerous
Ground test; remember no re-rolling a re-roll.
Hired Gun: Mordian Iron Guard has exclusive
access to the Field Coordinator.

Edited: April 27, 2010


Page 176 of 224
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Death Squads - Living Rulebook v0.5.1b

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Death Squads

Officers

0-2 Lieutenants; 42 points to recruit

1 Captain; 55 points to recruit


The Captain is a tough professional warrior for
the Imperium. On his way to become a Platoon
Commander, they are zealous followers of
military strategy. Captains are veterans of
combat and are not afraid of getting in the
middle of the fray and melee. They are trained
not only in the art of warfare, but are very well
aware of how to spend man-power to achieve
victory. For them, everything is just an
opportunity to bring Glory to the Imperium and
advance their careers! They will be damned by
the Inquisition if they allow anyone get in the
way!
M
4

WS
4

BS
4

S
3

T
3

W
1

I
4

A
1

Ld
8

Weapons & Equipment: The Captain may use


any Weapons, Armor and Wargear from the
Imperial Guard Depot, under the Officers and
Recruits subsections. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
Leader: Any Imperial Guard warrior within 6
of the Captain may use his Leadership
characteristic when taking Leadership Tests.
Well Equipped: Being an Officer has granted
access to a variety of wargear. Only during
the initial recruitment of this Officer, the costs
of all weapons and wargear purchased for him
will be reduced by 50% (round down).
Access to Special Gear: Squad Leaders have
access to the most precious of resources
when assembling their teams. Only during the
initial recruitment of this Officer, the Captain
may acquire any one (1) Rare item (weapon,
armor or wargear, regardless of its Rarity
value) that he can immediately use, by
paying full its full credit value.

The Lieutenants are the base of a solid chain of


command in any platoon. They are to learn the
intricacies for command from their Captain, as
well as to serve as personal bodyguards. As part
of their duties, Lieutenants are in charge of
making sure that the Sergeants follow the tactical
orders from the Captain.
M
4

WS
4

BS
4

S
3

T
3

W
1

I
3

A
1

Weapons & Equipment: Lieutenants may use


any Weapons, Armor and Wargear from the
Imperial Guard Depot, under the Officers and
Recruits subsections. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
Good Ol Man: Before becoming Lieutenants,
this Officers spent years (if not decades)
among Infantrymen. They know to trust his
judgment in and out of the battlefield; they
know that whatever the order is, it will save
their lives. Infantrymen within 6 may re-roll
any Leadership Tests.

1-2 Sergeants; 36 points to recruit


The Imperial Guard is too big for one man to
command. More important, Officers have no time
to deal with the nuisances of the daily and
constant management of the millions of
Infantrymen. So, in their infinite wisdom, Officers
pick one of the Recruits to lead his fellows into
battle. Either by Skill or by luck, these individuals
are promoted to the rank of Sergeant.
Their charge, to maintain the ranks; their hope, to be
promoted to officers; their Fear, their Commissar.

M
4

WS
4

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Weapons & Equipment: Sergeants may use


any Weapons, Armor and Wargear from the
Imperial Guard Depot, under the Officers and
Recruits subsections. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
None

Edited: April 27, 2010


Page 177 of 224
This document is completely u