TLRB - Volume 3, Squads v0.6.4 - Death Squads: Fan

Transcription

TLRB - Volume 3, Squads v0.6.4 - Death Squads: Fan
A fan-based small-scale skirmish game designed to enhance the gaming experience of the
never ending wars of the futuristic 41st Millennium
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Death Squads
Acknowledgments
We, the Death Squads Development Team, would
like to extend out most gracious thanks to the
following people, who with their time, energy and
creativity made this fan-based effort possible.
Initial Concept:
Edwin “Mordheimer” & Andy “DaBank”
As hard as it was to get organized on a particular
goal, you guys managed to steer Death Squads
from a simple desire to a concrete reality that
started to put everything in motion. Together,
you two spent countless hours working on the
initial spawning of Death Squads. You are crazy.
Development Team:
Edwin “Mordheimer”, Andy “DaBank”, Tim
“DoZer”, & Jamie “jd3”
Every one of you brought something unique to
the design, from new rules to rules revisions,
from documentation to research, from Squad’s
design to the stabilization of game mechanics.
Each of you put thousands of volunteer hours.
THANKS!
Contributors & Play-Testers:
Alan “Lord GreyWolf”, Andrew “The Mad
Prophet” Gelbman, Borvo, Chris, Dave
“StyrofoamKing”,
Dragonsrage,
Duce,
Henrik "Arachas" Becker, Earl, Ilja "Colonel
Prius"
Van
Doorn,
Lockthor,
Jacob
'“Blackjack13” Curran, Magnus “mudboy”,
Malefactus, Mauricio “Librarian”, Peter
“Gatlag
Stonetooth”,
PFT,
Rob
“The
Arbitrator General”, Stuart “Laney” Lane,
Tian
All of you contributed in some way to enhance
the game experience that we know as Death
Squads. Your feedback, comments, questions,
battle reports, stories and overall assistance has
forged Death Squads to a fun game that fulfills
its roll of enhancing the overall Warhammer 40k
experience.
Thanks
for
your
comments,
suggestions, revisions and enthusiastic input!
Proof Reading:
Louis
“AzureKnight”
Angelli,
Sascha
“Eliazar”
Your time and dedication to read and help edit
this manual has been invaluable. With patience
you have helped us transform our manuscript
into something worth publishing. THANKS!
Roster-Aid Lead Programmer:
Chris
Thank you for creating a way to help Players
construct and maintain their Squad. The RosterAid quickly became an invaluable tool during
play-testing. Thanks!!!
Art Director:
Justine “Dysturbed” Ayers
Your invaluable vision, talent, time, skills and
perseverance have moved our Project forward in
ways we could only dream about. Thank you for
taking time to search and coordinate resources,
and for enthusiastically help us reach a new
standard of quality and professionalism. THANKS!
Contributing Artists:
BrotherOstavia,
DyingQuasar,
hughtheindestructibl, ironflea, Noldofinve,
Sebbythefreak, thevampiredio
We want to thank all of these incredible artists
for their art. You have a talent to express your
visions, fantasies and dreams… thank you very
much for sharing them with the rest of the world.
Please visit www.DeviantArt.com and search for
them; admire their work and drop them a note!
To all of you, and those not mentioned…
WE THANK YOU!
Death Squads Development Team
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Death Squads
TABLE OF
CONTENTS
ACKNOWLEDGMENTS ..........................................................2
TABLE OF CONTENTS ............................................................3
SQUADS................................................................................4
OFFICERS AND RECRUITS ...........................................................5
WEAPONS AND ARMOR ............................................................6
SQUAD ROSTER .......................................................................6
READY FOR BATTLE! .................................................................7
UNDERDOGS ...........................................................................7
DISBANDING SQUADS ...............................................................7
ADEPTUS ARBITES ................................................................8
CHAOS CULTISTS.................................................................10
SQUAD SPECIAL RULES ............................................................11
OFFICERS ..............................................................................14
RECRUITS..............................................................................17
DARK GIFTS ..........................................................................27
SQUAD SKILLS........................................................................30
CHAOS CULTISTS DEPOT ..........................................................31
CRAFTWORLD ELDAR ..........................................................33
SQUAD SPECIAL RULES ............................................................35
OFFICERS ..............................................................................38
RECRUITS..............................................................................41
CRAFTWORLD ELDAR DEPOT ....................................................43
IMPERIAL GUARD ...............................................................45
SQUAD SPECIAL RULES ............................................................46
IMPERIAL GUARD REGIONAL PLATOONS .....................................47
CADIAN SHOCK TROOPERS .......................................................47
CATACHAN JUNGLE FIGHTERS ...................................................47
DEATH KORPS OF KRIEG ..........................................................49
JENKALA'S URBAN FIGHTERS ....................................................51
LYUBOV'S ICE GUARD..............................................................53
MORDIAN IRON GUARD ..........................................................56
OFFICERS ..............................................................................57
RECRUITS..............................................................................59
IMPERIAL GUARD DEPOT .........................................................62
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IMPERIAL RENEGADES ........................................................ 64
SQUAD SPECIAL RULES ............................................................ 65
OFFICERS ............................................................................. 67
RECRUITS ............................................................................. 70
SQUAD SKILLS ....................................................................... 72
IMPERIAL RENEGADES DEPOT ................................................... 74
KROOT MERCENARIES ........................................................ 76
SQUAD SPECIAL RULES ............................................................ 77
OFFICERS ............................................................................. 80
RECRUITS ............................................................................. 83
SQUAD SKILLS ....................................................................... 87
KROOT MERCENARY DEPOT ..................................................... 91
ORK MOB ........................................................................... 93
SQUAD SPECIAL RULES ............................................................ 95
OFFICERS ............................................................................. 96
RECRUITS ........................................................................... 101
SQUAD SKILLS ..................................................................... 113
ORK DEPOT ........................................................................ 116
SPACE MARINE SCOUT SQUAD ......................................... 118
HIRED GUNS ..................................................................... 120
ASSASSIN ........................................................................... 121
CATACHAN DEVIL MASTER DRILL SERGEANT............................. 122
CORRUPT CHERUBIM ............................................................ 123
DEATH KORPS’ QUARTERMASTER............................................ 126
DEMOLITION EXPERT ............................................................ 127
HEALTHCARE PROFESSIONAL .................................................. 128
IMPERIAL COMMISSAR .......................................................... 129
JENKALA URBAN SHARPSHOOTER ............................................ 132
KASRKIN VETERAN SERGEANT................................................. 133
MACCABEE PRIEST ............................................................... 134
MORDIAN FIELD COORDINATOR ............................................. 135
ROGUE PSYKER.................................................................... 136
SERVITOR, GUN ................................................................... 138
SPECIAL CHARACTERS ....................................................... 140
CRISTINA RODRIGUEZ, FIELD NURSE ........................................ 141
LEON "THE GROOM" MCCLANE (CDMDS).............................. 142
MATTHIAS “SILENT DEATH” RIEL ............................................ 146
OFFICERS’ SQUAD ROSTER ............................................... 148
RECRUITS' SQUAD ROSTER ............................................... 149
POST-GAME BATTLE REPORT ............................................ 150
COPYRIGHT INFORMATION .............................................. 151
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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 of
TLRB: Volume 1 – Core Rules. 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.
You have 750 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 Squad’s 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 Squad’s
treasury and can be used later or hoarded to buy
something more expensive.
AVAILABLE SQUADS
ADEPTUS ARBITES
Coming soon!
CHAOS CULTISTS
Lead by a Chaos Space Marine, the Servants of the
Dark Gods prove to be a disruptive force in the
Universe, bringing Chaos and promoting their
Dark Masters devious plans for all who exist.
CRAFTWORLD
ELDAR
Fighting to protect their Craftworlds, the Farseers
of this dying race form speedy elite forces to
accomplish their intricate plots.
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
Following the orders of the Master Shaper, Kroot
leave their controlled space selling their services as
Mercenaries, yet secretly promoting their secret
agenda; to gather new genetic materials to
strengthen the Kroot and advance their
evolutionary paths, so they can become masters of
the galaxy!
ORK MOB
One vicious Ork and his Boyz, forming a semicohesive force… no matter where they go, it is a
recipe for WAAAGH!
ROGUE TRADERS
Coming soon!
SPACE MARINE
SCOUT SQUAD
Coming soon!
TAU LA’RUA
Coming soon!
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Death Squads
To start a Squad with you must enlist at least
three Fighters, including a Squad 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).
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!
Available Skill Categories 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.
Officers and Recruits
For game purposes the Fighters in your Squad
are classified as Officers and Recruits.
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Apart from its Leader, your Squad may include
some other Officers, as limited by the Squad’s
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 5),
before you start your Campaign. The Squad’s
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 Lad’s Got Talent as a
level Advancement.
Example:
You decide to start an Imperial Renegade Squad for your
incoming Campaign. As per the Squad’s description (under
the Choice of Unit section) for your initial recruitment, you
must hire one (1) Commander. You must also hire one (1)
Enforcer. You are also given the choice of hiring up to two (2)
Sergeants; you decide to have one (1) of them for now. Your
initial Squad has a total three (3) Officers. The maximum
amount of allowed Officers for the Squad is six (6). After
several games, you hire an Apostate Preacher, for a total of
four (4) Officers. Later you hire a Sergeant, for a total of five
(5) Officers. One of your Recruit Groups manages to get
enough experience to roll for an Advancement and the result
is The Lad’s Got Talent (you lucky dog!), so one of your
Militiamen 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 Squad’s 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!
Officers
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.
RECRUITING NEW OFFICERS;
A DESIGNER’S 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-Battle Sequence, 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. Playtesting has demonstrated over and over that even
the unluckiest of folks do get to maximize their
amount of allowed Officers!
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Death Squads
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 Recruit 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.
During the initial Squad setup (before starting
the Campaign), Recruits cannot take or be given
any Rare Items neither from a common stash nor
by any Officers. All Recruits must start with
Common Items, unless it is specified on the
Fighter's description. After the first battle
(game), Recruits can be given any Rare Items for
their use, as long as they can access them on
their Depot and meet all the requirements for its
use.
Promoting Recruits
Over time, with experience and some luck, some
Recruits could break free from that mundane
position they have among their fellows. These
not-so-raw Recruits are acknowledged as having
some talent, and thus allowed field promotions
that allow for all the benefits of being an Officer.
(see TLRB: Volume 1 – Core Rules for details.)
Weapons and Armor
Officers can carry up to two Range Weapons (i.e.
an Autogun or a Laspistol) and two Close Combat
Weapons (i.e. a Sword or a Power Fist).
Untrained Recruits can carry one Range Weapon
and one Close Combat Weapon or two Close
Combat Weapons into battle. Here lies the
difference between Officers and Recruits; the
availability of weapons available to Officers would
allow them to change weapons and declare which
one is their Primary and Secondary Weapon.
Pistols are considered to be Range Weapons and
Combat Knives do not count towards these
limitations. See TLRB: Volume 1 – Core Rules,
specifically the Fighting with Both Hands in Close
Combat section, for details.
When creating your Squad, usually to play a
single game or start a Campaign, players are
allowed to buy items for their Officers and
Recruits with a Rarity Value of 5 or less as if they
were Common Items (without requiring roll to
find such item.) This represents the time & effort
invested in forming and equipping your Squad.
After the Campaign starts, you may only acquire
such exceptional items by locating them on the
field by rolling on the Post-Battle Sequence as
normal. Specific Units may be restricted in regard
to which types of weapons they can use.
Squad Roster
You’ll 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. You’ll 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 Fighters 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.
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!
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Death Squads
Ready for Battle!
Once you are ready to start the game, select a
Scenario (see TLRB: Volume 1 – Core Rules for
details) with your opponent and start the fight!
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.
Pending revision 08/07/2010
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
Disbanding Squads
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.
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Death Squads
Adeptus Arbites
The Lex Imperialis, or the Imperial Law, governs
the domain of mortal men. Penned by the High
Lords of Terra themselves on the adamatium
pages of the Book of Judgment, its purity and
perfection
remains
a
constant
through
generations of subjects across billions of Imperial
Worlds. The Lex Imperialis overrides all other
mundane rules and regulations; it is above all
planetary and solar governance, it is the
Emperor’s Will. All Imperial subjects must obey,
for His guidance is holy and absolute. Few
selected men made their reason of existence to
enforce its perfection; they are the Adeptus
Arbites.
Who are the Adeptus Arbites?
The Adeptus Arbites are the personification of the
Imperial Law. Unlike the Inquisition, the Adeptus
Arbites' duty is not to interpret these laws and
implement them whence they seem suitable on
critical situations. Their purpose is to enforce
those laws upon the common citizens of the
Imperium, to the letter and without compromise
as their judgment is resolute and unwavering.
Across the vast expanse of the Imperium, the
Arbites are feared for they pursue their duty with
unquestioning loyalty.
It is due to the very might and majesty of human
kind that the Adeptus Arbites must exist. As the
Imperium expands, worlds become ever further
separated from the controls and bureaucracy of
the High Lords. Some citizens begin to question
their roles in society and beliefs on Imperial
order, some governors become greedy and
corrupt, some of the filth and taint of Chaos and
the words of the heretic infect in ever increasing
numbers. The laws that govern each individual
planet may be insufficient, or themselves
corrupted, to bring those traitors to justice. It is
then the Adeptus Arbites that bring the Imperial
Law to those who have become lost, with iron fist
and cleansing fire they restore order and
authority to the rightful Rulers of Man.
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Courthouses are themselves entirely selfsufficient, capable of maintain the entire
personnel stationed there, a vitally important
feature should the surrounding land ever become
hostile. Within the Courthouses can be found
dungeons, armories, barracks, training grounds,
gymnasia and numerous other amenities, for
they are almost a city unto themselves. These
bastions of Imperial might stand tall and
ominous, overlooking the land placed under the
Arbites judgment. They act as a symbol of the
Emperor's Might as much as the men and women
who inhabit them.
Akin to the citadels that houses them, the Arbites
appear as if manifestations of the Emperor's Holy
Law and Might. Encased in dark carapace, their
brow covered by helmet and reflective visor with
grim ornament accenting their uniform, a single
Arbitrator is a fearsome sight, emotionless and
imposing. En masse, they are truly are more than
what first impressions lead to believe. The
Arbites are beyond a uniform, beyond individual
needs and desires, as they are but a living,
breathing symbol of the Imperium itself, and are
themselves as powerful as that which they
represent.
The strongest, most ruthless and bravest children
are Recruited from the Schola Progenium
orphanages that exist across the galaxy and are
trained from birth on the indoctrinations of the
Imperial Mandate that they will one day
represent. However, not all members of the
Arbites are orphans, as it is not unknown or
particularly uncommon for adults to enlist in a
hope to become more than they could ever hope
to be should they remain among the vast hordes
of Imperial citizens. These Recruits undergo an
even more intense training regime, for the
instructors have less time to shape them into the
pitiless soldiers that the Arbites require.
Regardless, each member of the Arbites is to be
stationed far from their home world, so that no
bonds or kinships that existed prior should even
risk compromising the pure and unfaltering duty
of the Adeptus.
With few exceptions, every world within the
borders of the Imperium of Man will have upon it
a precinct courthouse from which the Arbites
shall be stationed and be capable of performing
their never ending duty. These great structures
will house what can only be deemed and armies
worth of Judges and Arbitrators.
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Death Squads
The Adeptus Arbites are not restricted by the
laws of the planets upon which they are
stationed; they are above such trivial rules for
their duty is far greater. They are an autonomous
and uncompromising force placed to act as
vigilance against corruption and disloyalty upon a
world. Yet their jurisdiction extends even further,
beyond their base planet and on to those that
surround and neighboring systems should a
Judge or Marshall deem it necessary to maintain
order.
The Arbites have access to their own fleet in
order to perform this function, enabling them to
reach worlds that lacks a precinct house and the
order it promotes, to reach fugitives that flee
from justice and bring Imperial Law to all those
in the Imperium.
Adeptus Arbites are the bringers of justice,
bestowers of Order and the first line of defense in
face of anarchy. The Adeptus Arbites are the
Imperial Law.
Why Play Adeptus Arbites?
The Adeptus Arbites are a unique force within
Death Squads. An Arbite is more powerful a
warrior than an individual Guardsman, but not as
great as those of the Space Marines; this fact
that immediately creates and interesting and
unique gaming dynamic. The Arbites also possess
a rather impressive arsenal of equipment,
although limited in some regards they also have
access to equipment that no other race, not even
their allies within the Imperium do such is the
specialized nature of their role within the 40k
universe.
However the real appeal for fielding the Arbites
comes with their narrative. They are not fighting
purely due to orders or even to survive, for an
Arbitrators life means naught in comparison to
what they stand for. The Arbites allow the player
to field a force that fights to maintain order
within a galaxy torn asunder by corruption and
greed, where the true law is lost as traitors,
xeno, heretic and even the citizenry and
bourgeoisie vie for power. It is this unique aspect
that truly sets the Arbites apart from all other
races in 40k.
What is the Concept Behind the
Adeptus Arbites?
At first the Adeptus Arbites were thought as a
Police force, but evolved more into an
anti/counter terrorist unit designed to deal with
riots and revolutions. They have mostly close
quarter weapons, shotguns and a range of glue
guns, grenades and armor. Your Arbites force will
be out gunned by most of the Death Squad
forces from the Imperial Guard Lasguns to the
Eldar’s Shuriken Catapult, but are one of the best
armored forces you'll find. With the range of
troops at your command you can tailor make the
force to meet any type of Scenario.
The Adeptus Arbites are empowered
To Defend the Laws of the Imperium,
to bring heretics and revolutionaries to justice,
to met out the punishment that is decreed in the
Great book of Justice.
These are the fundamental tasks of the Arbites.
An Adeptus Arbites Cadet's Oath
To serve the Emperor.
To protect His domains.
To judge and stand guard over
His subjects.
To carry the Emperor's law to
all worlds under His blessed protection.
To pursue and punish those who
trespassed against His word.
INTERESTED ON THE
ADEPTUS ARBITES?
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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Death Squads
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 one’s 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 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. Though 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 besieged from all
sides.
Yet while the Imperium falters, the forces of
Chaos grow ever stronger. Protected by the
sanctuary of the ‘Eye of Terror’, the traitors
muster their forces, 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 the 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
humanity’s mightiest warriors, the Space
Marines, may combat larger forces, those
individuals that manage to take hold of smaller
group that posses a new danger; the Chaos
Cultists.
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Who are the Chaos Cultists?
Small groups, capable of organizing in secrecy,
that form clandestine packs with the Dark Gods
are commonly referred as a Chaos Cult. They are
regarded by many as the single most powerful
threat to the Imperium from within, as they are
the initial source of corruption against the
Emperor of Mankind. 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 initially to
survive and eventually dominate the society,
either by advancing to ruling and governmental
positions or through sheer brute force. It starts
as a small underground group of individuals, who
plot and act within the shadows, often hiding
behind the front of some form of legitimate
organization in their attempt to accumulate local
or planetary power, such as trade unions,
charitable organizations, accepted religious
groups and even local variants of the Imperial
Cult. Extreme political organizations make good
fronts for Cults, as they naturally attract power
hungry and mentally unbalanced individuals,
which make particularly good material for
potential Cult members. A very successful
organization can gain real political power, even
gaining enough power to make it possible for the
Cult to become the governing body of the planet
without having to resort to rebellion by Imperial
Renegades, who are sometimes used by weaker
Cultists as means of unbalancing regional
powers. 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.
After taking root, and as it expands in power and
influence, eventually the Cult may end up
effectively ruling anything from a township to an
entire planet. Eventually, an uprising breaks out,
either on purpose or because the Cult has grown
too large and/or unruly to remain secret any
longer.
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At this point, the Cult can be expected to
summon aid from their chaotic masters, ranging
from
incurring
daemonic
possession
to
summoning the Traitor Legions. Cults may also
be uprising in concert with an invasion of Chaos
Marines. The ultimate aim of the Cult's uprising is
to overthrow the Imperial government and attain
direct control of the world.
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?
Or perhaps the diseased, disfigured minions of
Nurgle? Tzeench’s 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?
Their design aims to challenge player’s
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 pattern. Far
from the truth, the game design of this Squad is
highly structured, yet allows full customization.
OLD SCHOOL CHAOS
When designing this Squad, our intent
was to return to the original ‘flavor’ of the
Chaos Armies that 40k had to offer in past
editions. All the Marks of Chaos are back…
each tempting you into forging alliances
with the Dark Gods… beware of the price!
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.
Choice of Units:
Chaos Cultists Squad at the start of a campaign
has 750 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 14 models. You may
never have more than five Officers, regardless of
Lad’s Got Talent rolls.
•
•
•
•
•
•
•
Chaos Space Marine: The Squad must
include one (1) Chaos Space Marine.
Aspiring Champions: The Squad must
include at least one of two (2) Aspiring
Champions.
Chosen: The Squad may include up to two
(2) Chosen.
Cultists: The Squad may include any number
of Cultists.
Annihilators: The Squad may include up to
two (2) Annihilators.
Saboteurs: The Squad may include up to
three (3) Saboteurs.
Warp Entity: The Squad may include only
one (1) Warp Entity.
Squad Special Rules
Path of Damnation: Your Aspiring Champions
have become recognized by the Dark Gods who
are willing to boon them with a gift. If the Leader
(usually the Chaos Space Marine) dies, the
Aspiring Champion with the highest Leadership
value must be promoted to the Leader slot. If
they are tied, then you will fight it out to see who
will take the Leader position. This only applies if
the Leader was killed as a result of a Serious
Injury obtained from becoming Out Of Action in
battle. If the Leader was killed by the Sedition of
the Lieutenants special rule, then the Aspiring
Champion who made the kill will become the new
Leader. The Aspiring Champion will then gain the
Leader special rule, along with Damnation Over
Eternal Death. One Chosen will then move up
into the Aspiring Champion slot gaining the
Sedition of the Lieutenants special rule. That will
leave an empty slot in which a Recruit that rolls
Lad’s Got Talent may move up into.
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Mark of the Gods: For millennia, the Chaos
Gods have vied and competed amongst each
other for power of the mortal realms, and great
rivalries and hatreds have formed between
followers of gods with opposite aims. A Squad led
by a character with a Mark of Chaos Undivided or
no mark at all has less cause to fear the wrath of
one specific patron, so they may field any units of
any alignment in the army.
All Officers upon recruitment gain the Mark of
Chaos Undivided. At this stage, any Officer may
upgrade their Mark for another for the cost
specified, but no Officer may ever have more
than one Mark of Chaos. Also, Recruits that roll
Lad’s Got Talent gains the Mark of Chaos
Undivided for free if they become Officers and
may also upgrade his mark for the cost specified.
The Mark can take the attribute +1 past the
racial maximum.
Mark of Chaos Undivided: Free
The four major powers of Chaos
form a pantheon of gods, with
many followers seduced by the
attentions of one specific deity.
Many others however, worship
Chaos in its undiluted glory, paying
tribute to and drawing their powers through, the
primal essence of the Warp itself. As each Chaos
power reflects a specific facet of human nature,
some propose Chaos Undivided represents the
infinite depths of evil that gnaw at the very roots
of the mortal soul.
Fighters with the Mark of Chaos Undivided may
use Heavy Bolters (after they have learned
Weapons Training, Heavy Weapons) and use
Specialty Bolt Round, Extended Magazine. Also,
Officers may call upon a specific god once per
game. The power may be called at anytime
during the game, by rolling a D6 on the Gifts
from the Dark Gods Chart below, but it must be
use immediately or be lost.
If your Leader takes the Mark of Chaos
Undivided, then any Officer in the Squad can take
any one Mark of the Chaos Gods without the
normal Mark restrictions.
GIFTS FROM THE DARK GODS CHART
D6 Roll
Gift
1
Bloodlust!: Khorne hears your praise! KILL! MAIM! BURN! He
gives you the gift of Bloodlust, giving you +1 WS and +1 A, until
the end of your next Turn.
2
Feel No Pain: The power of Nurgle flows through you and wounds
that could destroy any mortal are considered mere flesh wounds!
You gain +1 T, until the end of your next Turn.
3
Eccentric Desires: Slaanesh loves your excesses and debauchery.
In return he gives you +1 Initiative and +1 Attack, until the end of
your next Turn.
4
All Seeing Eye: Tzeentch sees that you are a weaver of fates. He
grants you a gift of protection, giving you +2 to your existing
Invulnerable Save, until the end of your next Turn, up to a
maximum of 4+. If you do not have one, then you have a 5+
Invulnerable Save , until the end of your next Turn.
5
Ignorant Fool!: The gods spit on your pitiful offerings and send
nothing to you in return… be grateful they don’t take your soul!
You may not attempt to roll on this table again for this game.
6
Upon Deaf Ears: The Dark Gods have not heard your prayers, but
want to help their exalted champion! You may roll again on this
table on your next Turn; if you roll another 6 then the result is the
Ignorant Fool!
Mark of Khorne: 25 Credits
Khorne is the manifestation of
the violent, irrational aspect of
human nature. He is the living
embodiment of every hatefuelled blow, every brutal killing,
every pointless murder ever
committed in the long, sad history of the human
race. The Blood-God sits upon a brass throne
atop a mountain of skulls. The remains are those
of his victims and his champions both, for he
cares not whose blood is shed in his name. The
skull mound forms an island amidst a vast ocean
of blood, the living sacrificial essence of every
victim of violent death throughout the ages. The
antithesis of Khorne is Slaanesh. The Blood-God
rails against his rival’s decadence and love of
luxury. Where a follower of Khorne conquers
through the application of crude brutal force; a
champion of Slaanesh delights in each delicate
stroke of the blade.
Fighters with the Mark of Khorne will gain a
bonus of +1 Weapon Skill and +1 Attack to their
base recruitment characteristic; representing
their violent nature in Close Combat. They may
use the Khorne skill tree and Depot along with
any Officer and Recruit Items in the Depot.
If your Leader takes the Mark of Khorne, then no
Officer in your Squad may take a Mark of
Slaanesh, nor will you be able to upgrade your
Chaos Space Marine into a Sorcerer.
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Mark of Nurgle: 25 Credits
Death is the only constant in the
Realm of Man, and with death
comes decay. Nurgle is the
embodiment of disease and
deterioration,
the
elemental
forces that hold in check the
energies of progress and evolution. There exists,
within every mortal, the desire to let all around
him rot, and to exult in the processes of disease
and decomposition. Nurgle’s power embodies, by
its very nature, the notion of the eternal cycle of
life. Decay is inevitable, but so too is rebirth.
Nurgle would rarely take the form that represents
rebirth; if Nurgle has his way then he would take
a form loathsome to man. The only power that
can oppose deterioration and decay are those
represented by Tzeentch: change and evolution.
The two gods are engaged in a galaxy-wide
struggle of opposing forces, and whichever wins,
inhabits of the material realms will be the ones
who pay the highest price.
Fighters with the Mark of Nurgle will gain a bonus
of +1 T to their base recruitment characteristic;
representing their ability to shrug off deadly
injuries and still be able to function. They may
use the Nurgle skill tree and Depot along with
any Officer and Recruit Items in the Depot. If
your Leader takes the Mark of Nurgle, then no
Officer in your army may take a Mark of
Tzeentch.
Mark of Slaanesh: 25 Credits.
The hearts of mortals harbor the darkest
of desires, and it is in Slaanesh that
these desires find expression. Every
culture
imposes
limits
and
standards on its peoples: Slaanesh
is the manifestation of the desire to
stretch these limits to the breaking point, to
exceed them, and to wallow in the act of violation
every more of civilized society. Slaanesh is the
youngest of the Chaos gods, having burst into
being some ten thousand years ago at the
moment of the fall of the Eldar. The very nature
of the Eldar race had made them susceptible to
excess. In one cataclysmic climax, almost the
entire race was destroyed and Slaanesh was born
with such force that the Eye of Terror came into
being and the Warp storms isolating Terra were
driven away. Slaanesh may appear as male,
female, hermaphrodite or androgynous creature.
Whichever form he takes, his physical beauty is
such that no mortal may look upon him and
resist the urge to submit.
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Slaanesh is the rival of Khorne, who he sees as
crude and unsophisticated. The Prince of Chaos
does not have the resources to seriously
challenge the Blood God; the very nature of his
power is such that it will ultimately expend itself
long before Khorne’s hordes have satisfied their
bloodlust.
Fighters with the Mark of Slaanesh will gain a
bonus of +1 Movement and +1 Initiative to their
base recruitment characteristic; representing
their unnatural speed as well as their lighting fast
combat reflexes. They may use the Slaanesh skill
Tree and Depot along with any Officer and
Recruit Items in the Depot. If your Leader takes
the Mark of Slaanesh, then no Officer in your
army may take a Mark of Khorne.
Mark of Tzeentch: 25 Credits
Tzeentch weaves the threads that
connect every action, plot and
subtle intrigue in a galaxy-wide
game
of
manipulation
and
subterfuge. At the end of each
of these threads writhes the
ensnared souls of a Human puppet; his servants
and agents who believe they serve the Lord of
Sorcery in mutually beneficial pacts; the truth is
that Tzeentch’s every action is planned with its
ultimate goal as his own establishment as the
pre-eminent power in the Warp. Of course, the
very nature of the Lord of Entropy is such that,
were he to attain his goal, he would still strive for
turmoil and change. The main rival of the Lord of
Sorcery is Nurgle. Where Tzeentch seeks to build
and evolve, the Lord of Decay desires only to
break down and dissolve. On innumerable
occasions Tzeentch’s intricate plots have been
foiled by Nurgle’s malign influence, and two gods’
servants clash as often with each other as with
their mutual enemies.
Fighters with the Mark of Tzeentch will gain a +2
to your existing Invulnerable Save, up to a
maximum of 4+. If you do not have one, then
you have a 5+ Invulnerable Save; representing
the magical properties that the Lord of Change
grants from the Warp. For example, if you had an
item that gave you a 6+ Invulnerable Save then
your Save would be a 4+. If an item gave you a
5+ Invulnerable Save, your Save would be a 4+
as this is the conferred maximum. They may use
the Tzeentch skill tree and Depot along with any
Officer and Recruit Items in the Depot. If your
Leader takes the Mark of Tzeentch, then no
Officer in your army may take a Mark of Nurgle.
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Starting Experience:
•
•
•
•
•
•
Chaos Space Marine starts with 36
Experience.
Aspiring Champion starts with 10 Experience.
Chosen starts with 6 Experience.
Cultists start with 0 Experience.
Annihilators start with 0 Experience.
Saboteurs start with 0 Experience.
Characteristic Increase:
Chaos Cultists 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
M WS BS
S
T
W
I
A Ld
Human,
4
6
6
4
4
3
6
3 10
4
7
6
5
5
4
6
4 10
Chaos Cultists
Chaos
Space Marine
Chaos Cultists’ Available Skill
Categories
•
•
•
•
•
•
•
•
Chaos Space Marine may choose from the
Combat, Shooting, Strength, Academic,
Techno, Speed and Stealth Skills.
Aspiring Champions may choose from the
Combat, Shooting, Speed, Strength and
Stealth Skills.
Chosen may choose from the Combat,
Shooting, Techno, Strength and Speed Skills.
Fighters with the Mark of Chaos Undivided
may choose from the One (1) Skill Type
(player's choice, except Academic) and Mark
specific Dark Gifts and Squad Skills.
Fighters with the Mark of Khorne may choose
from the Combat and Mark specific Dark Gifts
and Squad Skills.
Fighters with the Mark of Nurgle may choose
from the Shooting and Mark specific Dark
Gifts and Squad Skills.
Fighters with the Mark of Slaanesh may
choose from the Speed and Mark specific
Dark Gifts and Squad Skills.
Fighters with the Mark of Tzeentch may
choose from the Techno and Mark specific
Dark Gifts and Squad Skills.
Officers
1 Chaos Space Marine;
109 credits to Recruit; 15 to upkeep per game.
The Chaos Space Marines, also known and feared
as the Traitor Marines or Chaos Marines, are
counted among the most dedicated and powerful
servants of the Powers of Chaos. They are, in
essence, the counter-part to the Adeptus
Astartes Space Marines.
The Chaos Marines still maintain the process of
gene-seeding transformation of humans into
super-humans through organ implantation and
associated
psychological
and
chemical
conditioning in order to create new Chaos
Marines. The children that are turned into new
Chaos Marines are bred from slave stock and
captives acquired from raids on Imperial worlds.
The process is a brutal ordeal, differing from the
carefully measured program of development used
by Imperial Space Marines.
Before joining the Chaos Armies, some Traitor
Marines are given Charge of small contingencies
of Chaos Cultists. They act as the final catalyst
that could turn an insignificant Imperial
Renegade cause into a full blown war. Guided,
almost like corrupt puppets, by their Dark
Masters, a Chaos Space Marine is a force to be
reckoned with; capable of matching a Space
Marine’s might and fueled by infinite hatred.
M
4
WS
4
BS
4
S
4
T
4
W
2
I
4
A
2
Ld
9
Weapons & Equipment: A Chaos Space Marine
may use any Weapons, Armor and Wargear from
the Chaos Cultists Depot, under the Officers and
Recruits subsections, along with Weapons
specified under his Mark of Chaos. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: Space Marine Power
Armor, Bolt Pistol/Sword or Boltgun, and a
Combat Knife.
Special Rules:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
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•
•
•
•
Inspiring Leadership: Either by stimulation or
intimidation, this Fighter is capable of greater
efforts and results from those who follow him.
Any allied Fighter within 6” of someone with
this Skill may use this Fighter’s Leadership
Attribute (instead of his own) when taking
Leadership Tests.
Damnation
Over
Eternal
Death:
This
individual has been truly chosen by the Dark
Gods to be their Champion. Embedded with
energies from the Warp, he has been made
more resilient in order to fight with greater
fury those who embrace the teachings of the
Corpse Emperor. His ability to shrug off
injuries is only matched by the fearsome
Adeptus Astartes. All Fighters with the special
rule Damnation over Eternal Death use a
different injury chart than the normal peons
of the Squad. The chart is as follows: On a
roll of 1-3 the result is a Knocked Down, on a
roll of 4-5 the result is a Stunned, and only
on a 6 is the result OOA.
Constant Maintenance: Any Chaos Space
Marine requires heavy maintenance to keep in
top
fighting
condition.
From
Bolter
maintenance to Power Armor repairs; they all
require a heavy investment on resources. This
is reflected on their upkeep fee, which must
be paid by the end of the Post-Battle
Sequence. Failure to do so would render the
Chaos Marine inactive for the next encounter
(game). In order to reactivate the Traitor
Marine, all pending and current charges must
be paid in full.
All-Seeing Eye: Upon the initial recruitment
and upon purchasing a Mark of Tzeentch,
then you may upgrade your Chaos Space
Marine into a Sorcerer for 25 points.
Sorcerers are fearless when it comes to
fondle with the true power of the
Immaterium. Confronting minor demons and
other Warp Entities is not an uncommon
occurrence for these Psykers who serve
Tzeentch.
Under
normal
circumstances,
choose from the powers below to determine
the Difficulty Rating. 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.
Failing the Psychic Test AND rolling natural
doubles (before any modifications to the dice)
require you to roll on the Perils Of The Warp
table, but the Sorcerer receives a -1 penalty
to the roll.
TZEENTCH'S SORCERER PSYCHIC POWER TABLE
Difficulty
Rating
Result
-1
Doombolt: The Psyker summons energy from the Warp
that explodes out of him in a flash of lightning, hitting any
one enemy unit within range and LoS.
Doombolt: 24” Range S3 AP6.
-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 player’s turn. Siren can only
be used once per game.
-2
Bolt of Change: Power of the Dark Gods flood through
the Psyker with great intensity. The Sorcerer has the
power to mold and change everything he sees. Choose an
enemy within LOS, if in range, use this profile.
Bolt of Change: Range 18” S4 AP – Assault 2.
-3
Reckoning of Tzeentch: The Psyker has received
Tzeentch’s blessing, reading the strands of fate as they
unravel before him. All friendly units within 6” of the
Psyker may re-roll any shooting to-Hits.
-4
Pink Fire of Tzeentch: Tapping directly into the Warp,
the Chaos Sorcerer spurt pink flames from his outstretched
fingers, burning everything on their path.
Pink Fire of Tzeentch: S4 AP- Flame Template.
-xxx
Name: {fluff} {rules}
0-2 Aspiring Champions;
38 points to recruit.
These are the most experienced and dedicated
Cultists. The other Cultists see them as being
particularly favored by the ruinous powers.
Aspiring Champions are even more hard-bitten,
callous and deadly than the other Cultists.
They think nothing of sacrificing the lives of their
comrades to increase their own standing with the
gods. They have many decades of combat
experience and have learnt how to make the best
use of cover to survive on the battlefields.
M
4
WS
4
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
8
Weapons & Equipment: An Aspiring Champion
may use any Weapons, Armor and Wargear from
the Chaos Cultists Depot, under the Officers and
Recruits subsections, along with Weapons
specified under his Mark of Chaos. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: Combat Knife.
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Special Rules:
• Sedition of the Lieutenants: Each Aspiring
Champion strives to achieve greatness in the
Dark Gods’ eyes, even if this requires
betraying and disposing of anyone on their
way… including their superior Officer! When
the current Squad Leader gains an odd
numbered Advancement (i.e. Advancement
Level 1, Advancement Level 3, Advancement
Level 5, etc. – see EXPERIENCE REQUIRED
FOR ADVANCEMENT CHART FOR OFFICERS
AND RECRUIT GROUPS for details), he must
take a Leadership Test, immediately after
determining experience Advancements.
If the Leadership Test is passed, then the
Squad Leader has managed to exert his
authority and control over the Squad. If the
Test is failed, a randomly determined Aspiring
Champion in the Squad will see this as a sign
of weakness and challenge the Leader to a
fight for command of the Squad. While the
Chaos Cultist player retains control of the
current Leader, your opponent has control of
the Aspiring Champion. Place both Fighters
18” apart from each other and roll a D6; the
player with the highest roll goes first. The
fight continues until either the Leader or the
Aspiring Champion has been taken OOA. The
winner of the battle will get +1 Experience.
Roll as for any Serious Injury and any
Advancements as normal (like in the PostBattle Sequence.)
0-2 Chosen; 34 points to recruit.
These are the boldest and brutal of their fellow
Cultists. These blood-soaked men seek to
become favored of the gods, and as such are
known as the Chosen. They are fearsome
Fighters, always at the forefront of the Squad,
urging them on to greater feats in the eyes of the
Chaos Gods.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Weapons & Equipment: A Chosen unit may use
any Weapons, Armor and Wargear from the
Chaos Cultists Depot, under the Officers and
Recruits subsections, along with Weapons
specified under his Mark of Chaos. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
• None
If your Leader has been taken OOA and did
NOT die, then he will be demoted to replace
the Aspiring Champion (losing the Leader
Skill, but gaining this Special Rule), who
becomes the new Squad Leader (gaining the
Leader Skill and loosing this Special Rule.) If
the challenged Leader is a Sorcerer and lost
control of the Squad but remains alive, he no
longer has access to psychic powers because
he has fallen from the grace of Tzeentch. Only
upon reaching the rank of Leader again, the
former Sorcerer will be able to use his powers
again.
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0-2 Annihilators; 34 points to recruit.
Recruits
0+ Chaos Cultists; 21 points to recruit
The poison of the heretical teachings and
propaganda has no bounds. In many cases, the
origins of a Chaos Cult may start as a political
activist organization, which may be corrupted to
become an Imperial Renegade force. Once they
gain enough power, their true intentions will
surface; power through secession of the Imperial
rule and the embrace of the Dark Gods. At this
point, the Cult can be expected to summon aid
from their Chaotic Masters, ranging from
incurring daemonic possession to summoning the
Traitor Legions. Cults may also be uprising in
concert with an invasion of Chaos Marines. The
ultimate aim of the Cult's uprising is to overthrow
the Imperial government and attain direct control
of the world. After the conflict, Cultists are often
taken back into the Eye of Terror where they
either join the damned population of a daemon
world or are formed up into a Chaos Warlord's
armed forces.
The Chaos Cultists are individually weak, but
they amass in great numbers. They are a critical
part of the war effort in the name of Chaos; they
take care of the menial tasks, as well as the dark
ceremonies and more importantly... they are
sacrificed by the billions in any war theater as
they are often used as a diversion to hide the
real threats from the enemy. Just like the
Imperial Guardsmen, their power lies on their
vast numbers.
M
4
WS
2
BS
2
S
3
T
3
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Chaos Cultists may
use any Weapons, Armor and Wargear from the
Chaos Cultists Depot, under the Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could either become a Generic Officer or an
Annihilator (a Recruit). See TLRB: Volume 1 –
Core Rules under the Character Advancement
section for details.
Among the Chaos Cultists, some of them have
shown talent to handle specialized weaponry.
They receive minimal training to operate such
tools of war before they are assigned to wreak
havoc on the battlefield. Annihilators are known
to fire indiscriminately at their own allies, just to
satisfy their sadistic desires for mayhem.
M
4
WS
2
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Annihilators may use
any Weapons, Armor and Wargear from the
Chaos Cultists Depot, under the Annihilators and
Recruits subsection. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Weapon Field Expertise: Certain individuals
can learn how to master a particular type of
weapons with ease. They are quickly
identified during training and submitted to
specialized training. The unit may choose to
have the Weapon Training, Heavy Weapons or
Weapon Training, Flamer Skills. Only one Skill
may be chosen.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-3 Saboteurs; 33 points to recruit.
The forces of Chaos are all about deceit; from
their origins to their eventual 'reward' on the Eye
of Terror. Individuals capable of successfully
move in secrecy are commanded to go behind
enemy lines and either create diversions, or to
take advantage of one already in progress. Their
mission is always the same; place strategic
attacks that eliminate critical aspects of the
enemy's supply line, or better yet, chain of
command. Because of these orders, Saboteurs
are considered by many Imperial strategists to be
a priority target... these are indeed dangerous
men.
M
4
WS
3
BS
2
S
3
T
3
W
1
I
3
A
1
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Ld
6
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Death Squads
Weapons & Equipment: Saboteurs may use
any Weapons, Armor and Wargear from the
Chaos Cultists Depot, under the Recruits
subsections. 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.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-1 Warp Entity;
Summoning Icon (See the wargear section).
Warp Entities are not true flesh and blood; they
are formed from the substance of the Warp and
Chaos themselves. Whilst this grants them
considerable power it also means that they
struggle to maintain their presence in the real
universe. They need to be summoned from the
Warp in order to take part in battles and, unless
they are conjured onto a world where there is an
adequate degree of belief in the Chaos gods,
their physical forms will eventually become
unstable.
Starting Equipment: Daemon Talons
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
• Entity of the Warp: Due to the Warp Entity’s
nature, the unit causes Fear.
• Invulnerable: All Warp Entities are entities of
the Warp. As such, they all have a 5+
Invulnerable Save.
•
Weapons from the Warp: All Warp Entities
have natural weapons capable of great
damage. While incapable of using weapons
that mere mortals can use, in special
circumstances they can bring their own
instruments of maim and destruction from the
Immaterium. A player that has in his
possession the Warp Entity’s Corrupted
Armament item (see TRLB: Volume 2 Armory section) can have his summoned
Warp Entity have the Weapon from the Warp
described on the creature’s profile.
One Gateway: Because a Warp Entity is
native entity of the Warp, the only way they
can exist on the Prime Material Plane is to
enter it via a gateway. Usually either a
powerful Psyker, a true loyalist to the Dark
Gods, a fool, or someone that can be
classifies as all of the above, manages to
prepare such way for an Entity. Through
secret dark rituals, a minor artifact is carefully
prepared, so a specific kind of Warp Entity
can use it to enter our plane of existence. For
game purposes, this is represented by the
finding and acquisition of a Mark Specific
Summoning Icon by the Squad Leader that
matches his own Mark of Chaos. For example,
a Leader with the Mark of Khorne may only
acquire a Khorne Specific Summoning
Artifact, which in turn can only summon a
Khorne Warp Entity. If you lose your Leader
to a ‘Dead’ result on the Injury chart or by
the Sedition of the Lieutenants special rule,
the Artifact must match the new Leader’s
Mark of Chaos so it can be used. If it is not,
then the artifact is destroyed and a new
artifact must be acquired. The artifact must
always match your Leader’s Mark of Chaos for
you to use the Warp Entity and only one of
such items may be on a Squad at any
particular time.
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Death Squads
•
•
If You Build It, He Will Come: A Chaos God
Specific Summoning Icon can be of any size,
from
the
portable
pendants
to
the
monumental Warp Gates, usually directly
proportional to the size and power of the
Warp Entity summoned. The rituals and
incantations to summon such extra-planar
creatures follow a similar pattern; simpler
words for smaller monstrosities, complex
yearly affairs for larger ones. For game
purposes, once the Squad Leader has a Chaos
God Specific Summoning Icon on his
possession, he would be able to attempt to
bring the Warp Entity at a moment’s notice.
At the beginning of the Chaos player’s first
Turn, the Squad Leader may attempt to
summon the Warp Entity by passing a
Leadership Test, based on your Leader’s
unmodified Leadership attribute value; this is
also referred as a Summoning Test. If
successful, place the Warp Entity model
within a 2” radius of your Leader. If you are
unable to place the Warp Entity within 2"
range (because it is Impassible Ground or
there are other models on the available
space, for example), then the summoning
counts as failed. If the test is failed, the Warp
Entity does not come at all for that game. A
new attempt maybe tried at the next game.
Chaotic Presence & Form: A Warp Entity is
not a specific creature, but rather it is a
collection of energy from the Warp, with
inclinations to take certain physical forms
when they visit our plane of existence.
Although they have certain restrains on the
exact physical form they must take, imposed
by the Dark God they serve, they do have a
wide selection to choose from. Members of
the Ordo Malleus suspect that not even the
entity itself knows what form they would take
in our plane until they are already on it. For
game purposes, after the Summoning Test is
successful, the player must randomly
determine which one of the three Warp
Entities available to the Leader’s Mark of
Chaos will appear. Roll a D6 on the
Summoning Table (below) that matches the
Leader and Artifact’s Mark of Chaos. The
player will use the stats, weapons and special
rules from the table. The physical model of
the Warp Entity is not important, as long as it
is placed on a large 40mm base, like other
Large Creatures.
SUMMONING TABLE
D6 Summoned Warp Entity
1-2 •
•
•
•
•
Chaos Undivided: Fiend of the Warp
Khorne: Bloodletter
Nurgle: Plaguebearer
Slaanesh: Daemonette
Tzeentch: Screamer
3-4 •
Chaos Undivided: Warp Spawn
Khorne: Spiked Hound
Nurgle: Regurgitator
Slaanesh: Silvertongue
Tzeentch: Pyrodaemon
5-6 •
Chaos Undivided: Winged Fury
Khorne: Juggernaut
Nurgle: Nurglings
Slaanesh: Fiend of Slaanesh
Tzeentch: Cackling Horror
•
•
•
•
•
•
•
•
•
Banished!: Because of the nature of the
Immaterium, a Warp Entity can never stay in
our plane for long periods of time, nor is it
ever truly killed; they are instead banished
back to the Warp hell that they came from.
After every battle (game), the Warp Entity
returns to the Warp and must be summoned
again on the next battle (game). If the Warp
Entity is taken OOA, he may become
extremely belligerent and resist arriving when
called. On post-game, instead of the normal
roll to determine the status of a Recruit taken
OOA and after all other post-game events
have taken place your current Leader must
take a Leadership Test. If passed, then the
Warp Entity can be summoned on the
following game. If failed, then roll a D3 to see
how many games the Warp Entity will refuse
to obey the summons.
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Death Squads
Chaos Undivided
Fiend of the Warp
Fiends of the Warp are insane creations of the
Dark Gods, left to roam the Immaterium in
search of prey. Physically, they are part human
and part horned beasts; having the figure and
stand of a man, with the brutality of a wild beast.
Mentally they are also hybrids of man and beast;
they have the intelligence of humans but employ
it with the savage cunning of a wild animal. The
Fiends of the Warp tend to live in small groups,
always fighting among themselves to raise in
hierarchical power, and the strongest among
them to find an opportunity to travel to the
Material Planes and bring Chaos and Destruction
to everyone, all in name of the Dark Gods.
M
5
WS
3
BS
0
S
3
T
4
W
2
I
3
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Hooves of Fiends
Special Rules:
• Rushed Charge: Allows the unit to make
Charge through Dangerous Ground without
having to make any terrain checks.
Warp Spawn
Creatures which have become so mutated
through their servitude to Chaos that they have
devolved into twisted and insane abominations
are known as Chaos Spawn. Those seeking
immortality and power through Daemonhood face
the constant possibility of being reduced to Chaos
Spawn, either by accumulating too many
mutations or being cast aside by their Chaos
patrons as unworthy. Over time, some of the
Chaos Spawns can be seen worth the effort by
the Dark Gods, which decide in their ever
changing resolutions to give these monstrosities
as second chance. They are transported to the
Warp, where they reshape themselves to bring
more mayhem once more. These creatures are
then known as Warp Spawns. Although their
general form is not uniform, they all tend to have
tails full of spikes, which can be used in combat,
and some of them can even shot energy from the
Warp against their foes.
M
5
WS
2
BS
3
S
3
T
4
W
2
I
3
A
2
Special Rules:
• Spiked Tail: Allows making an additional
attack in Close Combat that injects a powerful
neurotoxic acid (S 5) at Initiative 1. If the
Fighter hit by the Spiked Tail is Immune to
Poison, the Strength of the hit is reduced to
2. Armor Saves are allowed as normal.
Winged Fury
Despite
their
insignificant
status
among
Daemons,
Furies
are
dangerous
winged
Daemonic Beasts of Chaos Undivided, predators
in their own right. Their leathery wings enable
them to strike swiftly, giving them an advantage
over many other Lesser Daemons and Daemonic
Beasts.
It is said that Furies are formed from the souls of
mortals who preferred to use Chaos for their own
gain rather than seeking the patronage of a
Chaos God. Without a deity to claim their souls,
they are unable to enter a god’s realm and thus
forced to spend their existence drifting aimlessly
through the Warp, exposed to its unpredictable
nature. The only respite from their fate is
daemonic incursions which allow them to escape
into real space and vent their wrath upon an
unfortunate mortal.
M
5
WS
3
BS
2
S
3
T
4
W
2
I
3
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Ethereal Web
Special Rules:
• Daemonic Flight: A winged Daemon is
summoned to the battlefield. This unit is
capable of Flying and Combat Flight.
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Warp Bolt
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Death Squads
Khorne
Bloodletter
The
Lesser
Daemons known as
Bloodletters are the
eager foot soldiers
of Khorne. As a
host, they march
as
one,
in
formations
with
supernatural
precision, but in
battle, they try to
outdo each other in
ruthless
acts
of
cruelty
and
savagery.
Bloodletters possess bestial, snarling faces and
wiry, crooked bodies that reek of blood. Like all
of Khorne's creatures they are formidable and
ferocious warriors but they are also capable of
vile and low tactics.
The craving for skulls, bloodshed and personal
glory in battle usually turns their militaristic
discipline into frenzy once they charge the
enemy. Bloodletters are notorious for their
fearsome advances, and, being Daemons, exhibit
enormous strength considering their body mass.
Each Bloodletter is a master of combat, naturally
from constantly fighting their brethren in the
warp as well as their enemies.
M
5
WS
4
BS
0
S
4
T
4
W
3
I
4
A
3
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Hellblade
Special Rules:
• Blood Frenzy: The Warp Entity gains +1 S
and +1 Attack on the Charge. The unit must
always move towards the enemy.
Spiked Hound
Spiked Hounds are the Daemonic Beasts of
Khorne who have a canine-like appearance and
dedicate themselves to hunt down the enemies of
Khorne. Like Flesh Hounds, they are tireless
predators that possess a crimson skin as durable
as mesh armor, massive claws and teeth, as well
as amazing speed. What sets them apart is the
thousands of quills that cover their bodies, which
are capable of being, launched a short distance
before they grow back once more.
Each Spiked Hound has a Collar of Khorne
growing out its neck. These protect the Daemon
from psychic attacks, making them highly
efficient against Psykers. Chaos forces often use
them to track down and eliminate specific groups
of targets such as enemy behind barricades or
hidden foes, as the Spiked Hound prefers to
mindlessly punch through enemy lines and shot
their spikes into their confused enemies.
M
5
WS
3
BS
3
S
3
T
4
W
2
I
3
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Projectile Spines
Special Rules:
• Blessing of Khorne: The loyal servant of the
Blood God wears a permanent Collar of
Khorne, which grants it a 3+ Invulnerable
Save against any Psychic attack.
Juggernaut
Juggernauts are the Daemonic Steeds of Khorne.
These dim-witted monstrosities combine the
most grueling aspects of the Blood God with the
skills of his armorers and weapon-smiths. The
Juggernaut's
heavily
armored,
partially
mechanical bodies are made of living metal and
burning blood. Juggernauts have their pens
within Khorne's realm, constantly fighting against
each other and anyone who dares to approach
them. Despite of that, each of them has its flesh
cut to form a saddle, supposed to become the
steed of a mighty follower of Khorne, but only
few prove mighty enough and the ground upon
which the Juggernauts tread is covered with the
remains of once powerful warriors. A Juggernaut
moves
easily through enemy
formations,
smashing and crushing almost everything within
its path like a living battering ram. Though they
can withstand the attacks of regular infantry with
ease, they are not invulnerable to surgical strikes
as well as anti-tank weaponry, which have
proven effective against them.
M
6
WS
3
BS
0
S
4
T
4
W
2
I
3
A
3
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Hooves of Fiends
Special Rules:
• Fury of Khorne: Infuses Furious Charge (+1
WS and +1 Attack on the Charge) to all allies
within 6" of Warp Entity.
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Death Squads
Nurgle
Plaguebearer
Plaguebearers are the Lesser Daemons of Nurgle.
Unlike other Daemons that are born from a tiny
piece of a Chaos God's power splitting into a
separate being, Plaguebearers are born from the
energy of mortal souls succumbing to Nurgle's
Rot.
They manifest as foul, cyclopean beings of rotten
flesh that are surrounded by swarms of flies.
Each Plaguebearer counts the untold diseases
and plagues of Nurgle in monotonous chants.
Despite their sickly appearance, Plaguebearers
pose a lethal threat to anyone they encounter
since their otherworldly toughness allows them to
endure most attacks with ease.
M
5
WS
3
BS
0
S
4
T
5
W
3
I
2
A
3
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Plaguesword
Special Rules:
• Slow and Purposeful: Heralds of Nurgle never
move much faster than a slow crawl.
Therefore they may never Run, but only Walk
although their Charge range is still double
their movement, which is 10”.
• Feel No Pain: The Daemon is so filled with
Nurgle’s gifts that it has become tough to kill.
When the unit is Wounded, have the
opponent roll twice for each Wound made and
choose the lowest for the Injury result on the
Wound.
Their nasty duties include to consume the great
delicatessen that grown deep within Nurgle's
Garden and when they are half digested, then
mixed it with mucus and disgorge it to feed all
Nurgle's minions waiting maws.
A fully grown Regurgitator also fulfills a number
of secondary combat roles such as spewing the
semi-decayed mess off their multi-chamber
stomachs to create hazards for enemies to
encounter. The sticky phlegm-like projection not
only is capable of delaying anyone in contact with
it, but it is full of parasites and diseases that
could endanger the strongest of men.
M
5
WS
3
BS
2
S
3
T
4
W
3
I
2
A
1
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Projectile Phlegm
Special Rules:
• Slow and Purposeful: Heralds of Nurgle never
move much faster than a slow crawl.
Therefore they may never Run, but only Walk
although their Charge range is still double
their movement, which is 10”.
Regurgitator
Standing above a morass of affectionate
underlings serving the Lord of Pestilence are tall
cadaverous decaying corpse-like servants with
greying skin held tightly across is twisted bones
of great intelligence and ability, the major domo
of Nurgle known as Regurgitators. The diseases
which ravish its Lord will have taken hold of the
Regurgitator too, pock-marking the skin, leaving
welling sores and dribbling pus from eyes and
mouth. However, the insidious rot which marks
the scions of Nurgle is in the Regurgitator almost
exclusively internal, leaving them physically
arthritic and clumsy but with relatively little
outward sign of the damage.
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Death Squads
Nurglings
Nurglings,
also known as
"Mites
of
Nurgle" or by
their
daemonic
name
"Khan'gurani'i
", are small
Daemons that
are born in the entrails of the Great Unclean
Ones. Just like their parent Daemon, they are
shaped after Nurgle himself.
Nurglings are concentrated pus and contagion
comes to life. They start as small blobs of filth,
feeding on the rancid juices of the Great Unclean
One's innards until they are able to leave his
body. Even then, much of their existence
resolves around their "father". They roam around
the Great Unclean One and bicker among
themselves for his attention, though there are
always some unfortunate enough to get
accidentally squashed or picked up as snacks.
Nurglings are also eager to follow Champions of
Nurgle around, be they mortal or daemonic;
feeding upon the flakes of foul flesh these beings
leave behind. They are willing to carry well
favored Heralds upon their bestowed palanquins
and make the well-being of their Champions a
personal matter. When their host or master
engages in battle, they swarm at the enemy,
making up for their lack of strength and size with
raw numbers and highly infectious claws and
bites. Despite their good will, Nurglings are also
mischievous in nature and cannot be trusted with
certain tasks as they tend to wander off or cause
damage without supervision.
M
5
WS
3
BS
0
S
3
T
3
W
4
I
3
A
3
Slaanesh
Daemonette
Daemonettes are Lesser Daemons of Slaanesh.
They are the most numerous of his daemonic
minions and serve him as handmaidens, warriors
and agents appearing as both beautiful and
repulsive to those who look upon them. Their
bewitching opal eyes and enchanting aura veil
their androgynous features and grotesque claws,
revealing an alluring appearance the beholder will
always consider the epitome of beauty.
Depending on the situation, Daemonettes can be
gracious and swift warriors, using their razorsharp claws when violent force is necessary or
subtle messengers and seducers who will haunt
the dreams and nightmares of their victims.
Those Daemonettes that excel in their servitude
may serve the Lord of Pleasure personally as
courtesans on his throne. The more privileged a
Daemonette is, the closer she is allowed to
approach the throne.
M
6
WS
3
BS
2
S
3
T
3
W
2
I
5
A
4
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Claws of Slaanesh
Special Rules:
• Infatuation: Before fighting starts (every
Turn), make Ld Test at -1 or suffer Animosity.
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Swarm of Flies
Special Rules:
• Numerous Swarm: Although Nurglings are
small in size, they tend to conglomerate in
large numbers, forming a big putrefactic mass
of carnage. Each enemy in base-to-base
contact with this Warp Entity must pass a
Strength Test or loose D3 Attacks (down to a
minimum of 1) as long as he is in contact with
the Warp Entity.
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Death Squads
Silvertongue
Fiend of Slaanesh
Amongst
Slaanesh’s
entire glorious host,
the Silvertongues hold
a lofty place, for they
are
the
winged
company
who
flock
around the Prince of
Chaos' head like an
angelic
choir.
Silvertongues
are
graceful and beautiful,
but
they
are
not
sexually
attractive;
rather they are fawning sycophants, lavishing
meaningless praise on their prey. Whilst the
pleasures of the Daemonette are clear and
immediate, the Silvertongue offers a more subtle
damnation: egotism. The effusive attention they
offer subverts their prey, turning them into a
vainglorious moron, until such time as the
Silvertongue bores of the sport and sadistically
betrays the poor fool who has bonded to it like a
scared child clings to his mother. For the full
effect, the Warp Entity will expose the betrayal
and their own role in it too late for any action to
be taken, simply to watch the comprehension
dawn on their victim as the succumb to
emotional devastation.
Fiends of Slaanesh are the Daemonic Beasts of
Slaanesh.
The
Fiends
are
warp-birthed
monstrosities that perversely mix up human,
reptile and insect characteristics on a single form.
They are endowed with long, slender bodies
covered with delicate scales, whip-like tails with
mesmerizing
movements,
four
legs
with
humanoid feet and two claw-like arms they
employ for disemboweling their enemies. Their
heads are bovine-like, covered with horns and
gleaming eyes; their mouths narrow and fanged,
with a characteristic long tongue used for tasting
the air and endowed with a soporific substance
which causes a coma on those caressed by it.
In combat, the angelic Silvertongue will appear to
be unarmed and vulnerable, but in reality her
wings are the formidable weapons. Her wings
may take many forms, from shiny metallic
shingles to transparent crystallized feathers, but
they are not actually biological requirements for
flight, but deadly weapons, regardless of their
physical appearance. At the right moment, the
Silvertongue will unfurl her wings, snapping
outwards a deadly rain of dozens of projectiles,
of what seemed to be tiny darts, metallic feathers
or shards of crystal onto her unsuspecting prey.
M
6
WS
2
BS
2
S
3
T
3
W
2
I
5
A
3
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Death Strike
In battle, the Fiends show an unnatural ability
and speed, leaping towards their prey and
balancing on their tail and pincers, and running in
a confusing side-to-side movement which often
confounds their enemies. As they gather for the
kill they let out a keening song that by itself can
cause death or terrible damage to organs.
When not in battles, the Fiends may be found
frolicking in the Realm of Slaanesh, where they
amuse themselves by hunting each other and
any interlopers, whom they slowly and languidly
dissect and kill.
M
6
WS
3
BS
3
S
3
T
3
W
2
I
5
A
3
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Lashing Tongue
Special Rules:
• Demonic Leap: The Warp Entity’s movement
defy the laws of physics; similar to the Leap
Skill, this increases the maximum distance
that he could Jump Over a Gap from 3" to 6"
+ D3”, still following the normal Jump rules.
Any Jumps of 6" or less automatically passes
the required Initiative Test required to
successfully Jump Over a Gap. Demonic Leap
may be used to move vertical distances.
• Dodge: The Warp Entity has the Dodge Skill.
Special Rules:
• Daemonic Flight: A winged Daemon is
summoned to the battlefield. This unit is
capable of Flying and Combat Flight.
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Death Squads
Flamers
Tzeentch
Screamer
Screamers,
often referred
to
as
SkySharks,
are
the Daemonic
Beasts
of
Tzeentch.
They
soar
through
the
warp in groups
in search for souls. Screamers are very agile due
to their ability of flight and possess a feral but
cunning intellect. Though they are able to use
magic based attacks, their greatest weapons are
their Warp Jaws which allow them to chew
through all kinds of solid matter, even the
armored hide of a space ship. In a direct
confrontation there are few that can withstand
their jaws or outrun their wings.
Large packs of Screamers can often be found
outside the realm of Tzeentch where they hunt
after ships that traverse the Warp. Like all
Daemons the only real burden they have to face
with man-made vehicles are the Gellar Fields,
which they systematically probe for weak spots.
M
5
WS
3
BS
0
S
3
T
4
W
2
I
4
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Warp Jaws
Special Rules:
• Warp Aura: As all Tzeentch's servants, this
Warp Entity is surrounded by an aura of
energy that is part of the Immaterium which
absorbs the most devastating damage. The
Warp Aura increases the Warp Entity's
Invulnerable Save to a 3+.
• Daemonic Flight: A winged Daemon is
summoned to the battlefield. This unit is
capable of Flying and Combat Flight.
Flamers (also known as Pyrodaemons of
Tzeentch, Keepers of the True Flame of Change,
Candelabra Mutationi) are writhing Lesser
Daemons of Tzeentch. Their form is one of a
headless conical torso, with two long arms, both
terminating in weird stumps, which are adorned
with razor-sharp teeth and flickering tongues
which continuously belching acrid and sulphuric
smoke. Pyrodaemons move by bumping and
hopping around, leaping into the air in a gravitydefying and comical fashion.
Flamers excel at leading assaults on defensive
position, since there is no fortification that can
offer protection against their magical fire. They
attack by unleashing roaring gouts of alchemical
fire from their arms.
These fires are highly unpredictable, and can
have a wide variety of effects - sometimes
burning anything that they come in contact with
to ashes in a multi-hued conflagration,
sometimes turning them into frozen crystal, or
even spraying surprised enemies with an
iridescent cascade of sweet-tasting liquor.
Flamers have also been known to project gasses
that dissolve all living tissues, leaving behind
only empty armor and uniforms, while on other
occasions, they have the exact opposite effect,
leaving the enemy unscathed, but naked and
defenseless.
M
5
WS
2
BS
3
S
3
T
4
W
2
I
3
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Warpfire
Special Rules:
• Warp Aura: As all Tzeentch's servants, this
Warp Entity is surrounded by an aura of
energy that is part of the Immaterium which
absorbs the most devastating damage. The
Warp Aura increases the Warp Entity's
Invulnerable Save to a 3+.
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Death Squads
Crackling Horror
Horrors are the
writhing
Lesser
Daemons
of
Tzeentch.
They
manifest
as
an
ever
changing
mass of shifting
limbs
with
a
cackling face in the
centre.
The
Crackling Horror is
a smaller version,
with a highly volatile disposition, rarely seen in
larger conflicts. Just like other Daemons of
Tzeentch, Crackling Horrors are capable of
sorcery specializing in exotic electrical attacks
which can bring tight military formations to a
grizzly end as lightning bolts jump from body to
body.
Crackling Horrors rely heavily on their ranged
sorcerous attacks but even in melee they are
difficult to deal with. Although weak in close
combat, their magical, twisting bodies are hard to
destroy and can regenerate whole limbs with
ease.
M
5
WS
3
BS
3
S
3
T
4
W
2
I
3
A
2
Ld
7
Natural Weapon: Daemon Talons
Weapon from the Warp: Warp Bolt
Special Rules:
• Warp Aura: As all Tzeentch's servants, this
Warp Entity is surrounded by an aura of
energy that is part of the Immaterium which
absorbs the most devastating damage. The
Warp Aura increases the Warp Entity's
Invulnerable Save to a 3+.
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Death Squads
Dark Gifts
Followers of Chaos do anything and everything
for power and their Dark Masters know it. For
such actions, the apparently random times the
Dark Gods may confer some minor favors to help
perpetuate their vicious agendas; these are
known as the Dark Gifts. Officers who reach an
Advancement and roll NEW SKILL, on a result of
5+ on a D6, the player may select an appropriate
Dark Gift instead.
SORCEROUS DEEPSTRIKING
The powers of Chaos desire to create as much
disruption as possible. Those whom have proven
themselves worthy are granted the secrets to
teleport to the most unexpected places, so the
confusion and disorder continuous to grow
unchecked.
Special Rules
• Ritualistic Teleportation: A Fighter with
Sorcerous Deepstriking is allowed to deploy
via Deepstrike, as long as the Scenario played
allows Infiltration. Only the Fighter with this
Dark Gift and his equipment is allowed to
Deepstrike, regardless of any failed logic to
justify otherwise.
• Chaos Undivided Only: This Dark Gift can only
be acquired and used by a Fighter with the
Mark of Chaos Undivided, unless specifically
stated on the Fighter’s entry.
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DERMAL PLATING
Through an intensely painful process, those who
serve the Dark Gods are awarded the growth of
sub-dermal implants, which serve as anchor for
sheaths of protective plates all over their bodies.
Highly visible, made to mimic the appearance of
metal or rock, the plates serve to absorb injuries
and battle trauma on certain vital areas while
they are purely decorative in others. Seeing a
Fighter wearing the permanent Dermal Plating is
seen in devoted follower of Chaos, who has
sealed his commitment through rites of pain and
has been acknowledged by the Dark Gods as one
of their supporters.
Special Rules
• Enhanced Armor Save: A Fighter with Dermal
Plating gains a +1 bonus to their Armor Save
rolls. They do not get better Saves (from
Save 5+ to 4+, for example) but +1 to their
dice rolls (thus not lowering their Armor’s AP
Value.) This bonus is not stackable with any
other benefits.
• Chaos Undivided Only: This Dark Gift can only
be acquired and used by a Fighter with the
Mark of Chaos Undivided, unless specifically
stated on the Fighter’s entry.
PERMANENT DAEMON TALONS
Powerful Daemon Talons permanently grow from
this loyal servant of Khorne. Now, he is capable
of the most vicious acts of savagery in Close
Combat, without the need of an additional
weapon.
Special Rules
• Daemon Talons: The Fighter has permanent
Daemon Talons, with all the benefits they
confer.
• Khorne Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Khorne, unless specifically stated on the
Fighter’s entry.
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Death Squads
RAGE OF KHORNE
Infused with a violent anger that only the Lord of
Blood can inspire, the loyal follower of Khorne
enters in a trance of wrath, which can only be
tamed by bathing on the blood of his enemies.
Special Rules
• Blood for the Blood God!: When the Fighter
with the Rage of Khorne initiates Close
Combat (must have Declared Charge and
managed to get in base to base contact with
the intended enemy model) they get a +1
WS, +1 S and +1 A bonus for the first Turn of
Close Combat. On the subsequent rounds,
their stats return as normal. This temporary
boost may take an individual beyond racial
maximums.
• Khorne Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Khorne, unless specifically stated on the
Fighter’s entry.
DISEASED BODY
This Champion of Nurgle allows his body to
become a living embodiment of Great Lord of
Decay. His body starts a slow transformation; the
Champion’s body starts to bloat and starts
retaining all matter of virulent disease and
pestilence. Although this may not appear to have
any advantages, the truth is that the Fighter with
the Diseased Body could cause long term damage
to anyone that came in contact with him.
Special Rules
• Viral Inoculation: The constant production of
vile putrescent fluids may allow for the
introduction of highly contagious diseases to
anyone that got in Close Combat with one
with a Diseased Body. Take a note of anyone
taken Out Of Action by a Fighter with this
Dark Gift. During the Post Battle Sequence
roll a D6 for each Fighter; on a 5+ the player
may force a re-roll of any one (1) on the
Serious Injury Chart for that Fighter. This reroll can be done only after the opponent has
determined that he will not re-roll any dice
(by using a Medic or a Healthcare
Professional, for example); remember no rerolling a re-roll.
• Nurgle Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Nurgle, unless specifically stated on the
Fighter’s entry.
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NURGLE'S ROT
Nurgle's Rot is the most foul of the countless
contagions which afflict mortal beings; Nurgle's
gift to the mortal universe. Nurgle's Rot is
completely incurable, highly infectious, has a
very slow course that turns the infected into
bloated, rotting, corpses, and worst of all it
corrupts the soul of those unfortunate enough to
be infected.
Special Rules
• Toxic Miasma: The Champion’s flesh is a
putrefactive mass, expelling copious amounts
of disease and pestilence in a massive
miasma cloud to everyone near him. Place a
Blast Template anywhere touching the Fighter
with Nurgle's Rot; at the end of the Chaos
Cultists shooting phase, roll a D6 for every
Fighter without the Mark of Nurgle under the
template takes a Wound, regardless of their
Toughness, on a roll of a 5+. Armor and
Invulnerable Saves allowed as normal.
• Nurgle Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Nurgle, unless specifically stated on the
Fighter’s entry.
ALLURE OF SLAANESH
The Allure of Slaanesh allows the Champion to
projects a siren-like song which bewitches the
intended target and would make them do
unimaginable things, as they are completely
mesmerized by the bewitching voice.
Special Rules
• Fatal Attraction: The siren-like song which
bewitches the intended target to get close to
the source, regardless of the obvious
consequences… just like a moth is drawn to
the flame, even if it means certain death.
During the Shooting Phase, instead of firing a
weapon, the Officer projects a siren song up
to 12” at a single enemy Fighter within LoS.
The targeted Fighter must make a Leadership
Test; if failed the Fighter is moved D6”
towards the Officer with the Allure of
Slaanesh, stopping 1” of any enemy model,
even if this means that the Fighter may walk
through a gap, a booby trap, Dangerous
Ground or any other hazard.
• Slaanesh Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Slaanesh, unless specifically stated on the
Fighter’s entry.
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Death Squads
FUELED BY PAIN
Slaanesh teaches his acolytes that all sensations
are
intense,
exquisite
pleasures
to
be
experienced. Stimuli which are extreme in nature
are deemed to be gifts from Slaanesh himself.
Those most favored by the Lord of Pain and
Pleasure are gifted with senses that intensify the
pain they feel twisting it into a perverse kind of
pleasure. Until, eventually the chosen can no
longer tell the difference. Raw wounds energize
such gifted Fighters, driving them to greater
heights of ecstasy and causing them to strike
back viciously at their tormentor.
Special Rules
• Rewired Nervous System: By the grace of the
Lord of Pain, his Champion has undergone
severe genetic manipulation, which has
irreversibly changed how he perceives pain
and corporal damage. Rather than cringing
away from it, painful situations causes
pleasure... and extreme pain causes extreme
pleasure. A Fighter Fueled by Pain that suffers
an unsaved Wound (either because a failed
Save or a negated Save) in Close Combat, the
Officer can immediately make one (1) attack
with his Primary Weapon directed at his
Attacker.
•
Only one attack maybe done per Close
Combat Turn, and it happens simultaneously
(at the same Initiative) with the Attacker (so
this is done regardless of the result of the
Wound.)
Slaanesh Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Slaanesh, unless specifically stated on the
Fighter’s entry.
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POWER OF TZEENTCH
The Lord of Change loves nothing more than
twisting his servants to meet his esoteric aims.
The sorcery of Tzeentch flows freely within the
minds of all his followers, though most are not
worthy to wield its energy. Some, who prove
particularly useful, may be gifted with a small,
tantalizing taste of that power. With subtle
changes to the genome of the recipient, the parts
of their brain that controls the suppress Psykic
Powers can be shaped into the perfect conduit for
the powers of the Warp. This favored servant
neither
knows
nor
understands
the
transformation that has been wrought upon him,
only the disharmony it can create.
Special Rules
• Next Evolution: Tzeentch, manipulates the
Officer (who is not a Psyker) so they gain the
ability to use a psychic power. The Officer
may choose one (1) power from the
Tzeentch’s Sorcerer Psychic Power Table to
remain permanently accessible to the Officer
until his death. He may use this power
instead of performing his normal actions,
whether it is moving, shooting, charging or
moving. The chosen power stays with the
Officer as long as he is alive and may never
be changed. To activate the power, make a
psychic test roll like normal.
• Tzeentch Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Tzeentch, unless specifically stated on the
Fighter’s entry.
GIFT OF TZEENTCH
Blessed to resemble one of Tzeentch’s many
forms, the Fighter blessed with the Gift of
Tzeentch sprout functional wings, be enveloped
in a permanent Psychic Force that allows him to
glide above the ground or is given a permanent
Disc of Tzeentch.
Special Rules
• Daemonic Flight: Regardless of how the
specific method, the Officer is capable of
Flying as he gains the method to fly as well as
the Flight, Movement skill. Once he learns
the Flying, Combat skill he may perform a
Flight Charge.
• Tzeentch Only: This Dark Gift can only be
acquired and used by a Fighter with the Mark
of Tzeentch, unless specifically stated on the
Fighter’s entry.
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Death Squads
Squad Skills
•
Aura of Temporal Disruption: The Prince of
Pleasure, in an attempt to augment the
misdirection
and
mystification
of
his
Champions, may grant his loyal follower with
modified pheromones that can induce mild
hallucinogenic effects that slows down the
reaction times of anyone within range. The
Fighter with this Skill has a permanent area of
effect equal to their Initiative Attribute in
inches. Any Fighter without the Mark of
Slaanesh that is (or enters) Close Combat
within this area of effect must pass a
Leadership Test at -2 penalty or have their
First Strike effect (due to Charging or any
other reason) negated. This Skill may only be
taken by those with the Mark of Slaanesh.
•
Spatial Transmutation: The Lord of Change
shows favor for his Champion by allowing him
to transform a diminutive section of time and
space itself, bringing confusion to his
enemies. After the initial deployment of all
Squads, but before any Infiltrators are placed,
lay a Blast Template anywhere over your
opponents Squad, centered on a specific
model. Any model that touches the template
will move D6" on the direction indicated by a
scatter dice. Models must be standing on the
same level (i.e. ground, 2nd floor, etc.) and
will stop short of Falling to a lower level or
moving off the gaming table. This Skill may
only be taken by those with the Mark of
Tzeentch, limited to one per Squad.
Maybe is the hostile environments that the
Cultists proliferate, or the aggressive specialized
teachings of the Dark Gods but those who are
marked by Chaos have access to forbidden
knowledge. In due time, with enough practice,
these skills can be mastered like any other.
Officers may use the following Skill list, as well as
any of the Universal Skills (US) allowed to the
specific Mark and Unit type.
•
Pact of the Unholy: As time goes by,
experience increases and the Champion of
Chaos Undivided proves his worth to the Dark
Gods, he learns how to bargain for their
unholy favors. He understands that a favor
gained now will cost him in the future, but
who wants to live forever? When a Fighter
with the Mark of Chaos Undivided rolls on the
Gifts From The Dark Gods Chart, the result
maybe re-rolled if the player so wishes. The
result of the re-roll is final and must be
accepted; remember no re-rolling a re-roll.
This Skill may only be taken by those with the
Mark of Chaos Undivided.
•
Blood Frenzy: Insanity brought by the
constant influence of the Lord of Rage’s
vicious incessant lust for blood eventually
takes a hold of some of his Champions. The
Fighter now suffers from Frenzy. See the
Psychology section for details. This Skill may
only be taken by those with the Mark of
Khorne.
•
True Grit: Only those who can be considered
unmovable could ever contain the power of a
Bolter steady to use it efficiently in Close
Combat. Fighters with this Skill may use a
Bolter in Close Combat as it had the Pistol
characteristic; thus it may be fired only once
per round (regardless how many times it
could be normally shot) and using the
weapon’s Strength and AP values. This Skill
may only be taken by those with the Mark of
Nurgle.
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Death Squads
Chaos Cultists Depot
CHAOS CULTISTS UNIT COST SUMMARY
Name
Limit
Cost
Name
Limit
Officers
Recruits
Chaos Space Marine
Aspiring Champion
Chosen
1
0-2
0-2
109/15
38
34
Chaos Cultists
Annihilator
Saboteur
Warp Entity
0+
0-2
0-3
0-1
CHAOS CULTISTS AVAILABLE WEAPONS
Name
Rare
Cost
Name
Rare
Officers
Recruits
Close Combat Weapons
Close Combat Weapons
Berserker Glaive *
Chainaxe
Chainsword
Manreaper *
Needle of Desire
Power Fist *
Power Sword
Warp Blade *
6
7
7
9
8
9
7
8
23
32
27
38
42
45
37
44
Axe
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword
6
8
7
30
29
37
Autopistol
Laspistol
Slugger
6
37
Shotgun
6
9
32
45
Autogun
Lasgun
8
38
Grenade Launcher
Heavy Stubber
6
6
6
20
30
15
Flamer (Burner)
9
34
6
4
5
11
8
11
8
12
Pistols
Bolt Pistol
Plasma Pistol
Possessed Bolt Pistol
15
27
22
25
-
22
29
7
15
40
Template Weapons
-
27
Special Weapons
Grenades
Blight Grenades
Choke Gas Grenade
Flash Grenade
Smoke Gas Grenade
Sticky Bomb
-
Heavy Weapons
Special Weapons
Long-las Rifle
15
13
5
5
18
15
Rapid Fire Weapons
Template Weapons
Flamer Pistol (Lil’ Burner)
Noxious Pistol
Web Pistol (Glue Gun)
-
6
Heavy Weapons
Heavy Bolter
Cost
Assault Weapons
Rapid Fire Weapons
Boltgun (Bolter)
Possessed Bolter *
21
34
33
Special
Pistols
Assault Weapons
Sonic Blaster
Cost
Grenades
Fragmentation Grenade
Incendiary Grenade
5
* Leader Only
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8
19
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Death Squads
AVAILABLE ARMOR LIST
Rare Cost
Name
Recruits
Armor
Name
Officers
Armor
Carapace Armor
Flak Jacket
Helm of Pestilence
Space Marine Helmet
Space Marine Power Armor
Name
Officers
Wargear
7
4
7
6
5
17
20
17
33
31
Head Guard
Helmet
Mesh Armor
AVAILABLE WARGEAR LIST
Rare Cost
Name
Recruits
Wargear
Banner
Bionic Arm, Eye or Leg Replacement
Cameleoline
Clip Harness
Collar of Khorne
Combat Stimulants
Lucky Charm
Red-Dot Sight
Resource Pendulum
Respirators
Specialty Bolt Round; Bolts of Euphoria
Specialty Bolt Round; Hasted Fire Magazine
Specialty Bolt Round; Inferno Bolts
Squad Shuttle
Summoning Icon, Chaos Undivided
Summoning Icon, Khorne
Summoning Icon, Nurgle
Summoning Icon, Slaanesh
Summoning Icon, Tzeentch
Talisman of Tzeentch
Tarot Cards
Telescopic Sight
Trademark Item
Trophies For Khorne
Warp Entity’s Corrupted Armament, CU
Warp Entity’s Corrupted Armament, Khorne
Warp Entity’s Corrupted Armament, Nurgle
Warp Entity’s Corrupted Armament, Slaanesh
Warp Entity’s Corrupted Armament, Tzeentch
7
7
8
3
7
6
6
7
8
5
7
6
8
10
5
5
5
5
5
8
8
6
7
7
7
7
7
7
7
22
30
27
5
20
23
21
15
22
21
20
16
22
28
87
95
89
97
84
22
17
16
27
22
29
35
33
35
32
Auspex
Bio-Scanner
Dum-Dum Bullets
Filter Plugs
Hotshot Power
Infra-Red Goggles
Infra-Red Sight
Photo Enhanced Visor
Photo Visor
Rope & Hook
Shield, Combat
Vox-Caster
Rare
Cost
4
4
-
9
17
18
Rare
Cost
6
5
3
6
6
8
6
3
5
28
21
13
8
13
16
11
29
28
12
18
16
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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 Eldar’s 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 god’s
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 Eldar’s psyche, the Path of the
Fighter 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 Eldar’s war-god
Khaine, these are the Aspect Warriors, 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 Eldar’s 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 Eldar’s 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 Eldar’s 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 Eldar’s ultimate failure
from existence.
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Why Play Craftworld Eldar?
The Eldar are a Squad composed of specialist
Fighters who excel at their chosen combat styles,
they move quickly and more agilely than most
other races in the galaxy.
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. They 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
aren’t 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
Fighters into position to launch devastating
attacks which leave very few of their opponents
capable of returning fire at them.
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What is the Concept Behind the
Eldar Squad?
As a Craftworld Eldar Squad Leader you play an
Exarch who’s Fighter Shrine has fallen upon hard
times, either having been destroyed in a battle or
having just dwindled over time.
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 Fighters off the Craftworld in return for
honor to your Fighter Shrine, or as vengeance for
what has befallen your temple. You are new
blood who realizes the need for bold action to
return your Fighter shrine to its former fortune,
or perhaps your goal is just one of bloody
revenge for what has befallen your Fighter
Shrine.
As an Eldar forever stuck upon along the Path of
the Fighter, 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 maybe 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 Fighter 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
Fighters. 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 Fighters from other
Aspect shrines. It is possible that he may even
look to the capricious Rangers 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 Fighter Shrine
Choice of Units:
Craftworld Eldar Squads at the start of a
campaign have 750 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.
Fighter Aspirant: The Squad may include up
to two (2) Fighter Aspirants.
Warlock: The Squad may include up to one
(1) Warlock.
Guardians: The Squad may include any
number of Guardians.
Rangers: The Squad may include up to five
(5) Rangers.
Wraithguard: The Squad may include up to
one (1) Wraithguard.
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.
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This is an abhorrent event to the Eldar not
stricken with this fate. When this happens to an
individual on the Fighter’s 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 Fighters. The
Fighter paths are Aspect Warriors. The Guardians
whom form the common soldiers of the
Craftworld are drawn from the civilian paths of
the Eldar.
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 Craftworld’s need for
Fighters has passed.
Description of Aspect Warriors
The Path of the Fighter 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 Fighter 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.
Each Aspect Temple fights in a way unique to
that temple.
Dire Avengers are the embodiment of
vengeance and represent the Noble Fighter
aspect of Khaine. They wield shuriken catapults
and are known to be the most common, and
most tactically flexible of the Aspect Warrior
types.
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 Fighter Temple which dictates the
combat style the Fighter will follow, the gear he
may choose from and what Skills he may take for
the rest of his natural life. Upon recruitment of an
Exarch, an Aspect Warrior, or upon the second
advancement of a Fighter Aspirant a path must
be chosen for that Fighter. This is a permanent
and irreversible choice. From that point forward
the Fighter may only choose from skills and
equipment available only to that Fighter Temple.
From this point forward he is considered an
Aspect Warrior.
The choice of Fighter Temples a Fighter 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 Fighter Aspirant
was Recruited as an Officer, then he may choose
any Fighter Temple.
FIGHTER TEMPLE ADVANCEMENT
Aspirant Type Aspect Warrior
Ranger
Aspirant may become a Pathfinder
Guardian
Aspirant may become a Dire Avenger,
Howling Banshee or a Striking Scorpion.
Once promoted, a Recruit becomes a Fighter
Aspirant and his automatic advancement must be
taken from the Fighter Temple Advancements
table below.
FIGHTER 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 Fighter Aspirants.
** Any Fighter Aspirant may only become a Pathfinder if he was
Recruited as a Fighter Aspirant or if he was a Ranger prior to rolling
Lad’s got talent.
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From this point onward the Eldar Officer may
only chose Skills and equipment from the
appropriate Fighter Temple selections based on
the path he chose.
Wraithguard:
Wraithguards
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 Wraithguard. A Squad may only ever
have one Wraithguard in a Squad.
Craftworld Eldar’s
Categories
•
•
•
•
•
Available
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.
Starting Experience:
•
•
•
•
•
•
Exarch starts with 24 experience.
Aspect Warrior starts with 10 experience.
Warlock starts with 15 experience.
Fighter Aspirant starts with 6 experience.
Eldar Guardians start with 6 experience.
Eldar Rangers 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.
RACIAL ATTRIBUTE MAXIMUM TABLE
Profile
Eldar,
Craftworld
M WS BS
S
T
W
I
A Ld
6
3
3
3
8
4 10
6
6
Skill
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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 Fighter 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 Fighter shrine, and
trainer, teacher, and instructor of the respective
aspect. He is equipped with very ancient
weaponry and armor. Each Fighter 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 Fighters
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 Fighter 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:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
•
•
Inspiring Leadership: Either by stimulation or
intimidation, this Fighter is capable of greater
efforts and results from those who follow him.
Any allied Fighter within 6” of someone with
this Skill may use this Fighter’s Leadership
Attribute (instead of his own) 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+.
Fighter Temple: An Aspect Warrior must
choose a Fighter Temple at recruitment and
may choose any Fighter Temple. The Fighter
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
Fighter. 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 Fighter 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 Fighter 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.
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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
A
1
Ld
8
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.
Starting Equipment: Combat Knife.
Special Rules:
• Fighter Temple: An Aspect Warrior must
choose any one of the Fighter Temples as his
path to follow. The advancement for the
Fighter 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
Fighter Temple is chosen. Aspect Warriors
may never choose to be a Pathfinder.
0-2 Fighter 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 Fighter,
they are considered to be Fighter Aspirants.
M
5
WS BS
3
3
S
3
T
3
W
1
I
4
A
1
Ld
7
Weapons & Equipment: Fighter 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
Fighter Aspirant desires to emulate all aspects
of Khain; violence, destruction and war. In
their naïve assumptions, they haven’t fully
understood that this is accomplished by hard
work and discipline, rather than a brutish
approach. If a Fighter Aspirant rolls NEW
SKILL for his first advancement, the Fighter
must choose a Skill from the Combat Skill
group.
• Path of the Fighter: With the maturity that
experience brings, the Fighter Aspirant
realizes that he must choose a single path to
follow.
Upon
receiving
his
second
Advancement a Fighter Aspirant must choose
a Fighter Temple Advancement instead of
rolling on the Advancement Table.
0-1 Warlock; 57 points to recruit
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.
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
Fighters 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. 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
Ld
8
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.
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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. Under
normal circumstances, choose from the powers
below to determine the Difficulty Rating. 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, minimizing
the effects of the Perils of the Warp. Failing the
Psychic Test AND rolling natural doubles (before
any modifications to the dice) require you to roll
on the Perils Of The Warp table, but the Warlock
adds +1 bonus to the result.
WARLOCK’S PSYCHIC POWER TABLE
Difficulty
Rating
Result
+0
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.
-1
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
-2
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.
-2
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 Eldar’s Turn.
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Death Squads
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 Fighters - 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 this Unit rolls Lad
Got Talent upon Advancement, the Recruit
becomes a Fighter Aspirant and must choose
a Fighter Temple instead of rolling on the
advancement table. See TLRB: Volume 1 –
Core Rules under the Character Advancement
section for details.
0-5 Rangers; 38 points to recruit
The Rangers are a select group of Craftworld
Eldar that have chosen to wonder the Path of the
Outcast, which means they leave behind their
Craftworld homes to seek out adventure and
wonders beyond the safety of the Craftworld.
Some of these Eldar eventually return to their
Craftworlds to live out their days, and some
succumb to the seductions of Slaanesh
Even though the Ranger has left their Craftworld
he still serves his home. Rangers train in the art
of stealth and infiltration in order to be used as
scouts for advanced recon before battles. They
are also used as a representative to the Exodite
Maidenworlds where they are more welcome than
the normal Craftworld Eldar. In times of war the
Rangers are known to receive the psychic call
from their Craftworld and return home to aid in
its defense.
Rangers are often employed by Exarchs in order
to assist on missions of vital importance. Their
purpose to scout ahead of a squad and eliminate
threats, or cause a distraction to enable the main
force of the squad to attack the enemy while they
are mislead.
M
5
WS BS
3
3
S
3
T
3
W
1
I
4
A
1
Ld
7
Weapons & Equipment: Rangers 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.
• Silence is Golden: The Rangers typically
operate on solo reconnaissance and stealth
missions and prefer to use weapons that have
a longer range than the typical Eldar
Guardian. The Rangers may never take or use
a Shuriken Catapult.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
becomes a Fighter Aspirant and must choose
the Pathfinder Fighter Temple instead of
rolling on the advancement table. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
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Death Squads
0-1 Wraithguard; 79 points to recruit
The Wraithguard were Eldar Fighters 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 Fighters 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 Fighters. 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 Fighter 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
•
•
•
•
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.
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.
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!
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
• 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. In the case of initial Squad setup
(at the beginning of a Campaign), it is
assume that the acquired Spirit Stone has a
soul suitable for animation .
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Death Squads
Craftworld Eldar Depot
CRAFTWORLD ELDAR UNIT COST SUMMARY
Name
Limit Cost
Name
Officers
Recruits
Exarch
Aspect Warrior
Fighter Aspirant
Warlock
1
0-1
0-2
0-1
63
49
41
57
Limit Cost
Guardians
Exodites
Wraithguard
0+
0-5
0-1
31
38
79
CRAFTWORLD ELDAR AVAILABLE WEAPONS
Name
Rare Cost
Name
Rare Cost
Officers
Recruits
Close Combat Weapons
Close Combat Weapons
Biting Blade *
Chainsword
Diresword *
Executioner *
Mandiblaster
Power Sword
Scorpion's Claw *
8
7
8
7
6
7
8
32
27
34
25
26
37
33
Axe
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword
Pistols
Assault Weapons
-
27
32
5
5
32
43
Assault Weapons
Shuriken Catapult
Wraithcanon ∞
Rapid Fire Weapons
Rapid Fire Weapons
Lasgun
Heavy Weapons
Heavy Weapons
Template Weapons
Template Weapons
6
6
20
15
9
34
Special Weapons
Long-las Rifle ×
15
13
5
5
18
15
Pistols
Laspistol
Shuriken Pistol
Flamer Pistol (Lil’ Burner)
Web Pistol (Glue Gun)
-
-
29
4
-
8
11
8
8
Special Weapons
* Pathfinder Only
Grenades
Incendiary Grenade
Plasma Grenade
Grenades
5
10
* Exarch Only
× Pathfinder Only
19
18
Choke Gas Grenade
Flash Grenade
Fragmentation Grenade
Smoke Gas Grenade
∞Wraithguard Only
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Death Squads
Name
Officers
Armor
AVAILABLE ARMOR LIST
Rare Cost
Name
Recruits
Armor
Aspect Warrior Heavy Armor
Ghosthelm
Rune Armor
6
7
8
23
17
24
Aspect Warrior Armor
Craftworld Armor of Wraith ∞
Head Guard
Helmet
Mesh Armor
∞Wraithguard Only
AVAILABLE WARGEAR LIST
Name
Rare Cost
Name
Officers
Recruits
Wargear
Wargear
Avenger Sight
Banner
Banshee Mask *
Bionic Arm, Eye or Leg Replacement
Cameleoline
Clip Harness
Infra-Red Sight
Lucky Charm
Red-Dot Sight
Resource Pendulum
Shimmershield *
Spirit Stone
Squad Shuttle
Tarot Cards
Telescopic Sight
Trademark Item
6
7
5
7
8
3
6
6
7
8
8
3
10
8
6
7
22
22
24
30
27
5
11
21
15
22
34
10
28
17
16
27
Auspex
Bio-Scanner
Filter Plugs
Hotshot Power
Infra-Red Goggles
Photo Enhanced Visor
Photo Visor
Respirators
Rope & Hook
Shield, Combat
Vox-Caster
Rare Cost
4
6
4
4
-
20
21
9
17
18
Rare Cost
6
5
3
6
8
6
5
3
5
* Leader Only
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28
21
8
13
16
29
28
21
12
18
16
Death Squads
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.
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.
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Regiments stationed on many worlds will enjoy a
well maintained armory, as some planets also
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!
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 Mankind’s 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 Humanity’s
mastery. Against these diverse and often incomprehensible threats,
the Imperial Guard pits human resolve and ingenuity in an unending
battle with an inimical universe.
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Choice of Units:
Starting Experience:
Imperial Guardsmen Squad at the start of a
campaign has 750 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 group’s 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 21 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
S
T
W
I
A Ld
5
6
6
4
4
3
6
3 10
6
5
4
5
4
4
6
4
Imperial Guards'
Categories
•
•
•
Available
9
Skill
Captain may choose from the Combat,
Shooting,
Academic,
Techno,
Strength,
Speed, Stealth and Squad Skills.
Lieutenants may choose from the Combat,
Shooting, Strength, Speed and Squad Skills.
Sergeants may choose from the Combat,
Shooting, Techno, Strength, Stealth and
Squad 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. It is to note
that Officers hired after the initial formation of
the Squad, as well as Recruits (who rolled TLGT)
automatically gain all benefits of the chosen
Regional Platoon, such as Attack the Soft Spot,
Don't Fear the Reaper, Ambush!, etc., but none
of the physical items (i.e. Catachan Fang,
Respirators,
Lyubov's
Advanced
Climbing
Harness, etc.) Such physical items must be found
and purchased as normal.
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Imperial Guard Regional Platoons
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.
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 has the
following Regional Advantages.
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Fear Not The Corrupted: Cadian Shock
Troopers are bred to withstand the assault of
Chaos forces. Regardless of mutations, daemons
or vast numbers, only the most coward among
them falter their resolve to exterminate the
Enemies of the Imperium. All Officers are
Immune to Fear caused by any Fighter aligned
with Chaos (i.e. Imperial Renegades, Chaos
Cultists, etc.)
Hired Gun: Cadian Shock Troopers have
exclusive access to the Kasrkin Veteran Sergeant
Hired Gun.
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. 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.
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).
The native animals are as deadly to humanity as
the plant life. Without a doubt, the most
infamous of the planet’s 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.
Jump to Table of Contents
In warfare, 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.
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.
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.
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.
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.
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!
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Catachan Fang: Upon initial recruitment,
Officers are equipped with an additional highly
effective knife, known as a Catachan Fang. All
new Officers hired after the Campaign starts, as
well as any 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!
Jump to Table of Contents
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.
Hired Gun: Catachan Jungle Fighters have
exclusive access to the Catachan Devil Master
Drill Sergeant Hired Gun.
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
Fighters. 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. 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.
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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.
Jump to Table of Contents
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.
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.
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.
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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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. Upon initial recruitment,
Officers are equipped with Respirators and
Recruits (except Ogryn) are equipped with Filter
Plugs. Any new Officers or Recruits that join
after the Campaign starts must purchase such
equipment.
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 +1 WS on the Turn their are
being
Charged,
returning to
normal
on
subsequent Turns. This bonus is commutative
with bonuses from being assaulted while behind
Cover, which gives an additional +1 WS. Recruits
also gain +1 WS on the Turn their are being
Charged if they are also within 3" of an Officer.
Hired Gun: Death Korps of Krieg have exclusive
access to the Quartermaster.
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 ρ-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.
Jump to Table of Contents
By 486.M41 Jenkala was already reclassified
again to an Φ-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%. 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.
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After the final barge was sent to Armageddon,
Tzeentch's agents orchestrated the disruption of
Jenkala’s 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.
Gollwitzer 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 redirect 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.
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.
Jump to Table of Contents
With scarce population at best, Jenkala’s 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 Jenkala’s Regiments. The
newly re-titled General Gollwitzer supervised the
constructions of new training centers and the use
of the now arch-famous Gollwitzer’s 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 Jenkala’s Regiments have out-performed
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 Jenkala’s 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.
Maximum Squad Size for This Regional Platoon
The Jenkala's Urban Fighters Squad has a
maximum size of 17 individuals.
Regional Advantages of This Regional Platoon
The Jenkala's Urban Fighters Squad has the
following Regional Advantages.
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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. The Jenkala's Urban
Fighters 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.
Trap’s Effect: Any Fighters within 3” of a trap’s 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.
Lyubov's Ice Guard
The further one travels from Terra Prime, the
fainter the Astronomicon grows and the weaker
the Imperium’s 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.
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.
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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
Fighters of Chaos or personally know someone
that has.
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.
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.
Jump to Table of Contents
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.
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.
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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 with 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.
Ambush!: The Ice Guards are exceptionally
clever when using advantages of the prevailing
natural terrain to position their adversaries for an
ambush. Before determining which player will
deploy first, the Ice Guard player must declare
that he is attempting an Ambush! On his
Deployment Phase, the Squad Leader must pass
a Leadership Test. If successful, 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.
Jump to Table of Contents
The Lyubov's Advanced Climbing Harness
combines the benefits of a Climbing Harness with
Rope & Hook, without the encumbrance of either.
Upon initial recruitment, Officers are equipped
with a Lyubov's Advanced Climbing Harness and
Recruits (except Ogryn) are equipped with Rope
& Hook. Any new Officers or Recruits that join
after the campaign starts must purchase such
equipment.
Hired Gun: Lyubov's Ice Guard has exclusive
access to the Maccabee Priest Hired Gun.
WANT TO PLAY THE ICE GUARD
AS YOUR 40K ARMY?
You can convert your Imperial Guard
WH40k army to represent the Lyubov’s
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
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.
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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.
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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.
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.
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Death Squads
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 any
Officer that has NOT shot and all Infantrymen
within the template may re-roll failed to-Hit rolls
during that Shooting Phase; remember no rerolling a re-roll.
Iron Guard Swagger: Upon initial recruitment,
Officers in the Mordian Iron Guard are
indoctrinated to carry and use a Mordian Iron
Guard Swagger. Any new Officers that join after
the Campaign starts must purchase such
equipment.
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.
Officers
1 Captain; 55 points to recruit
The Captain is a tough professional Fighter 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:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
• Inspiring Leadership: Either by stimulation or
intimidation, this Fighter is capable of greater
efforts and results from those who follow him.
Any allied Fighter within 6” of someone with
this Skill may use this Fighter’s Leadership
Attribute (instead of his own) when taking
Leadership Tests.
Hired Gun: Mordian Iron Guard has exclusive
access to the Field Coordinator.
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•
•
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, Armor and Wargear
purchased for his immediate personal use
would be reduced by 50% (round down).
Note that the Officer may purchase any
allowed combination of items that the game
allow (for example an Autopistol, a Lasgun, a
Sword, an Axe and 5 Grenades) and pass
them another Fighter after the next game.
You may NOT buy an illegal combination of
items (for example 3 Autoguns) for this
purpose. The Officer must be able to use all
purchased items on the initial game, no
exceptions.
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.
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.
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
0-2 Lieutenants; 42 points to recruit
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
Ld
7
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.
Thought of the Day
The Imperial Guard’s Sergeants’ charge;
To maintain the ranks.
The Imperial Guard’s Sergeants’ hope;
To be given Command.
The Imperial Guard’s Sergeants’ fear;
To be assigned a Commissar.
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.
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Recruits
Starting Equipment: Combat Knife.
0+ Infantrymen; 25 points to recruit
The Infantry is the backbone of the Imperial
Guard, mainly composed of humans from
multiple worlds molded together into a semicohesion fighting force. These are the most
common soldiers in the Imperium. Their strength
lies in their vast numbers and well maintained
equipment of war.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Infantrymen may use
any Weapons, Armor and Wargear from the
Imperial Guard 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 this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could either become a Sergeant (an Officer)
or a Heavy Weapon Specialist (a Recruit). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
0-2 Heavy Weapon Specialists;
36 points to recruit.
Those soldiers that demonstrate a good aptitude
for heavy weaponry are trained in the use and
maintenance of a variety of weaponry. As they
become Heavy Weapon Specialists, their desire
to make things blow up is only matched by their
disregard of property and lives… as long as it
goes BOOM, they are happy!
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Special Rules:
• Weapon Field Expertise: Certain individuals
can learn how to master a particular type of
weapons with ease. They are quickly
identified during training and submitted to
specialized training. The unit may choose to
have the Weapon Training, Heavy Weapons or
Weapon Training, Flamer Skills. Only one Skill
may be chosen.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Sergeant (an Officer). TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-1 Field Medic; 32 points to recruit
Field Medics are a rare breed of intelligent and
dedicated Imperial Guardsmen, whose main
concern is not killing the enemy, but healing their
comrades. What they lack in wargear, they make
up in medical equipment and knowledge. The
mere presence of a Field Medic boots any
Imperial Guardsmen morale!
M
4
WS BS
2
2
S
3
T
3
W
1
I
3
A
1
Ld
7
Weapons & Equipment: The Field Medic may
only use Combat Knives, Pistols, any Armor and
Wargear from the Imperial Guard Depot, under
the Recruits subsection. They Rules for single and
double-handed weapons must be followed when
equipping weapons.
Starting Equipment: None.
Ld
6
Weapons & Equipment: Heavy Weapon
Specialists may use Combat Knives, Pistols,
Heavy
Weapons
or
Template
Weapons
(depending on weapon type chosen under the
Weapon Field Expertise Special Rule), any Armor
and Wargear from the Imperial Guard Depot,
under the Recruits subsection. Rules for single
and double-handed weapons must be followed
when equipping weapons.
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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. During
the Post-Battle Sequence, a Fighter with this
Skill would be allowed to assist any one
individual injured Fighter, be an Officer or
Recruit, if he has not been taken Out Of
Action himself and cannot be combined with
any other Skill or item that would allow a reroll on the Serious Injury table. After the
result of the Serious Injury for a specific
Fighter has been determined, the player must
declare if assistance will be given for this
Fighter. If not, the Serious Injury is accepted
and the Fighter may no longer help. If the
player decides to use the Skill, then he may
re-roll the result of the Serious Injury
accepting the new roll as final; remember you
can never re-roll a re-roll!
• Make Love, Not War!: Field Medics abhor
combat, and as such they do not train as hard
as they should. They have a reduced WS and
BS, as showed on their profile. Field Medics
cannot get any weapon upgrades, such as
Red-Dot Sights or Hot Packs.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-1 Ogryn; 72 points to recruit
Ogryns (Homo sapiens gigantus) are the largest
and most physically powerful type of abhuman.
They make ideal Fighters and are often recruited
into Imperial Guard regiments, and used as close
assault, shock troops. Once introduced into the
Imperial Cult, Ogryns develop an unshakable and
almost childlike faith in the Emperor, seeing him
as watching over their every action on the
battlefield. Each order they receive is viewed as
having worked its way down the hierarchy from
the Emperor, and is followed without question
and to the best of their ability.
The huge strength and durability of Ogryns
makes
them
perfect
soldiers
for
the
Imperial
Guard.
They
require almost
no
training,
although they
can only make
use
of
the
simplest
weapons.
A
select
few
may
even
have
a
glimmer
of
initiative
which makes
them
prime
candidates for
augment
surgery
to
boost
their
brain-power
to the point
where
they
can
become
Ogryn
Sergeants or
Bon’ eads.
M
6
WS
3
BS
3
S
4
T
4
W
3
I
3
A
2
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Ld
7
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Death Squads
Weapons & Equipment: Ogryns may only use
Weapons and Armor with the Ogryn Only
characteristic, as well as any Wargear from the
Imperial Guard Depot, under Recruits subsection.
Rules for single and double-handed weapons
must be followed when equipping weapons.
•
Starting Equipment: None.
Base Size: The Ogryn should be placed on a
40mm base size. You can create your own Ogryn
or purchase one from your local game store!
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
• Specialized Armor: Ogryn’s massive size and
diminutive brains require the adaptation of
armor for their protection. They may use
specialized Armor; Kurzickan Armor &
Kurzickan Helmet.
•
Bone
‘Ead:
Ogryns
have
sub-normal
intelligence and it is incredibly rare that one
of them can climb the chain of command.
Those that do are known as Bone ‘Eads and
are usually commanded to direct Ogryn
Squads in the Imperial Armies. An Ogryn that
rolls Lad’s Got Talent (LGT) for the 1st time
does not become an Officer; instead he gains
+1 Attack and +1 Leadership. The stats may
go beyond the restrictions allowed for
Recruits. If he ever rolls LGT again, he can
become an Officer as normal.
No Hope of Command: An Ogryn that
somehow manages to become an Officer may
not become the Squad's Leader, regardless of
any circumstances or logic applied to the
situation.
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Death Squads
Imperial Guard Depot
IMPERIAL GUARD UNIT COST SUMMARY
Name
Limit Cost
Name
Officers
Recruits
Captain
Lieutenant
Sergeant
1
0-2
1-2
55
42
36
Limit Cost
Infantryman
Field Medic
Heavy Weapon Specialist
Ogryn
0+
0-1
0-2
0-1
IMPERIAL GUARD AVAILABLE WEAPONS
Name
Rare Cost
Name
Rare
Officers
Recruits
Close Combat Weapons
Close Combat Weapons
Catachan Fang
Chainsword
Devil's Claw *
Eviscerator
Power Fist *
Power Sword *
5
7
8
7
9
7
14
27
34
25
45
37
Axe
Buzzsaw ∞
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword
6
8
8
30
24
29
Autopistol
Laspistol
Slugger
Pistols
Bolt Pistol
Hellpistol
Plasma Pistol
Rapid Fire Weapons
32
28
Autogun
Lasgun
Heavy Weapons
Template Weapons
15
27
22
4
6
31
25
-
22
29
7
15
40
Template Weapons
6
6
20
15
9
8
34
32
6
7
10
11
18
18
Special Weapons
Flamer (Burner)
-
27
4
5
5
-
8
15
11
8
19
8
Special Weapons
Grenades
* Leader Only
-
Heavy Weapons
Grenade Launcher
Heavy Stubber
Hallucinogen Gas Grenade
Krak Grenade
Plasma Grenade
15
32
13
5
5
18
15
Rapid Fire Weapons
6
8
Long-las Rifle
Plasma Gun
6
-
Assault Weapons
Ogryn Ripper Gun
Shotgun
Flamer Pistol (Lil’ Burner)
Web Pistol (Glue Gun)
Cost
Pistols
Assault Weapons
Boltgun (Bolter)
Hellgun
25
32
36
72
Grenades
Choke Gas Grenade
Demolition Mole Grenade Projectile
Flash Grenade
Fragmentation Grenade
Incendiary Grenade
Smoke Gas Grenade
∞Ogryn Only
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Death Squads
Name
Officers
Armor
AVAILABLE ARMOR LIST
Rare Cost
Name
Recruits
Armor
Carapace Armor *
Flak Jacket
Refractor Field *
7
4
9
17
20
28
Head Guard
Helmet
Kurizckan Armor ∞
Kurizckan Helmet ∞
Mesh Armor
Reduced Flak Jacket
4
4
4
4
3
9
17
20
12
18
18
∞ Ogryn Only
* Leader Only
AVAILABLE WARGEAR LIST
Name
Rare Cost
Name
Officers
Recruits
Wargear
Wargear
Banner
Bionic Arm, Eye or Leg Replacement
Cameleoline
Clip Harness
Crimson Medallion
Iron Guard Swagger
Kabalistic Seal
Lucky Charm
Lyubov's Advanced Climbing Harness
Macharian Cross
Red-Dot Sight
Reflex Scope
Resource Pendulum
Respirators
Squad Shuttle
Tarot Cards
Telescopic Sight
Trademark Item
Rare Cost
7
7
8
3
8
5
6
6
7
7
7
4
8
5
10
8
6
7
22
30
27
5
19
21
23
21
22
20
15
22
22
21
28
17
16
27
Auspex
Bio-Scanner
Dum-Dum Bullets
Filter Plugs
Hotshot Power
Infra-Red Goggles
Infra-Red Sight
Photo Enhanced Visor
Photo Visor
Rope & Hook
Shield, Combat
Vox-Caster
Rare Cost
6
5
3
6
6
8
6
3
5
* Leader Only
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28
21
13
8
13
16
11
29
28
12
18
16
Death Squads
Imperial
Renegades
The Imperium is a vast bureaucracy, bound
together by ancient oaths and intractable laws.
With billions of people under its control the
Imperium is often beset by rebellions against its
rule. Not all of these rebels are directly inspired
by the Chaos Gods, but the Dark Gods often find
a way to corrupt the cause of the rebels to their
own ends.
Many such rebellions are led by powerful
individuals, men who have been corrupted by
that power and are seeking to break away from
the Imperium's constricting laws. These are
dangerous men, and the Inquisition constantly
polices the Imperium for threats from 'the enemy
within' as well as the enemy without. But the
Inquisition cannot be everywhere...
Who are the Imperial Renegades?
Members of the normal population sometimes
believe and get organized to fight for a noble
cause; be to change the massive local
bureaucracy, make changes on inner planetary
ecological
guidelines,
interplanetary
trade
agreements or to stop massive recruitment by
Imperial Forces taking young men away from
their home to fight (and die) in distant worlds.
First they protest using passive and legal
process, only to be trampled and abuse by
corrupt power-hungry local government officials.
Forced to go ‘underground’ a resistance
movement is formed. Forced to fight ‘fire with
fire’, the renegades trust their leadership to
former military or paramilitary Officer. Guerrilla
warfare commence, in the name of this noble
cause.
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Why Play the Imperial Renegades?
Imperial Renegades are an ideal choice for
players who prefer to play humans, rather than
alien races, with an evil twist! They can be
considered a direct counterpart of the Imperial
Guardsmen. Their main advantage lies in the
variety of weapons and their ability to advance,
either in stats, ranks and/or equipment as well as
mutations, and their higher-than-average income
potential Their main disadvantage is their
unreliability to stay in combat for long, as nobody
knows who true followers of Chaos are or who
are faking it until the first opportunity to run
appears.
A successful Squad can look forward advancing
their ‘noble’ ideals, only to see them twisted and
corrupted by Chaos at the end.
What is the Concept Behind the
Imperial Renegades Squad?
The Imperial Renegades represent exactly what
happens before Chaos takes over a populace
indirectly. Rather than an abrupt transformation,
in which have of the population grow horns and
fork tails while waiving signs ‘We Love Chaos!’
and ‘Death to the Corpse Emperor!’ this Squad is
the living representation of good intentions gone
bad.
This is a Squad for the player who is looking to
also make a story behind Chaos and corruption,
rather than just playing Chaos because they are
evil. Player that prefer to see how the subtle
hand of the Dark Gods poisons the mind of men
and rewards those who drink of their foul chalice
will find the Imperial Renegades not only
challenging, but fun to play!
Instead, their new leadership has made a pack
with Chaos; in exchange of power they will
eventually deliver the planet to be used by the
Dark Gods as they fit. The fools believe that they
could get out of the deal once they are in control
of the planet. The leadership maintains such
agreements in secrecy… pretending to be the
victims of injustice with trickery, lies and deceit.
To these leaders, the population is nothing more
than expendable fodder for their ultimate
acquisition of power. These are the Imperial
Renegades.
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Death Squads
Choice of Units:
Imperial Renegades Squad at the start of a
campaign has 750 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 16
models. You may not have more than six
Officers.
•
•
•
•
•
•
•
•
Commander: The Squad must include one
(1) Commander.
Enforcers: The Squad must include at least
one (1) Enforcer.
Apostate Preacher: The Squad may include
up to one (1) Apostate Preacher.
Renegade Sergeant: The Squad may
include up to two (2) Renegade Sergeants.
Militiamen: The Squad may include any
number of Militiamen.
Heavy Weapons Specialist: The Squad may
include up to two (2) Heavy Weapons
Specialist (HWS).
Workers: Your Squad may include up to ten
(10) Workers, though it may not have more
than two of them per Militiamen.
Renegade Ogryn: The Squad may include
only one (1) Renegade Ogryn.
Squad Special Rules
Always Finding Sympathizers: The main
reason for Imperial Renegades to exist is the
fight to accomplish a common noble goal. While
the methods on how to accomplish this goal have
become twisted, and may be corrupted by Chaos,
the intended result is one that is not hard to
sympathize. Sometime Imperial Renegades fight
for the right to elect their own governmental
officials (rather than having appointed offworlders), the right to equal distribution of
humanitarian aid or fair access to medical
services. Whatever that cause, only the most
committed of Commissars would not feel some
empathy towards the cause.
Most sympathizers can offer very little (besides
moral support for those who risk their lives) but
from time to time, some of those allies yield
additional resources. Some items are always
accumulated before ‘going off to war’ and ‘help is
always around the corner’ after every battle.
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The Imperial Renegade Squad starts with
additional 25 Credits to be spent in the purchase
of equipment (weapons, armor or wargear) as
they see necessary during the initial recruitment
phase. Money not used is lost; keep track of
these expenses separately.
After every game, regardless of the battle results
(win or lose the game), the Imperial Renegade
Squad may roll an additional dice on the
Exploration Phase of the Post-Game, if the
Commander has not been taken Out Of Action.
As indicated on the Income section, the player
can only 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.
Mutations:
Types of Mutations
Mutations available for Imperial Renegades are
can be classified as Discreet and Obvious
Mutations. At the moment of acquiring a
mutation (as described on the Mutations section,
Acquiring Mutations), please use the Imperial
Renegades’ Mutations Chart.
Effects of Mutations on Recruits
Some Recruits are caught totally by surprise
when seeing one of their Officers develop a
physical mutation. They are generally unaware of
the relationship between the Officers and the
Chaos gods. In their innocence, some of them
rationalize the mutation as a clear sign that the
Holy Emperor of Terra favors the Officer; as such
they embrace the change. Others, see through
the curtain of deceit and see the mutation for
what it is; a sign of heresy. Those who
understand the truth, realize in the trouble that
they are. They either shut up in hopes of one day
escape or speak up about the heresy… and are
executed by the Enforcers.
Upon the acquisition of a new mutation after
initial recruitment, any individual Recruit with the
‘Will Not Work for Chaos’ special rule pass an
Ignore Mutation Test. Each Recruit must roll 2D6
and a result of 10+ determines a failed test. An
Obvious Mutation adds +1 to the dice roll and a
Discreet Mutation subtracts -1. The presence on
Apostate Preacher also subtracts -1 to the dice
roll. A failed test indicates that the Recruit
realizes the truth, speaks up and is quietly
eliminated before the word spread among the
ranks. Any equipment that the Recruit has can be
reassigned to any member of the Squad. A roll of
12 is always considered a failed test result.
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Death Squads
IMPERIAL RENEGADES’ MUTATIONS CHART
2D6 Description
2
IMPERIAL RENEGADES’ MUTATIONS CHART (CONT.)
2D6 Description
Blackblood (25 Credits, Discreet Mutation): The mutant’s blood has
become black poisonous goo. If the model loses a wound in Close
Combat, anyone in base contact with the model suffers a Strength 3 hit
(no critical hits) from the spurting corrosive blood. Armor Saves are
allowed as normal.
3
Daemonic Wings (35 Credits, Obvious Mutation): Almost overnight,
the mutant grows a pair of fully functional wings. Regardless if they
grow from his back as wings or between his arm and torso like gliding
membranes, or if they appear to be made of feathers or leather, they
allow the mutant to engage in powered flight. The mutant gains Wings
and the Flight Training, Movement Skill. The mutant may select the
Flight Training, Combat Skill on his next opportunity, so he could
then perform a Flight Charge. The mutant may only wear Mesh Armor
and Helmet for protection, as anything heavier would impede his
flight.
4
Bulging Eyes (20 Credits, Discreet Mutation): The mutant's eyes
become large and frog-like. These uncanny protuberances give the
mutant a bizarre appearance, but it can be easily disguised with
goggles or eyewear. The mutant gains +1 BS, following the rules of
Mutations regarding exceeding Racial Attribute Maximums.
5
Extra Head (30 Credits, Obvious Mutation): The Fighter grows an
additional head somewhere on his body. He has a special 4+ save on a
D6 to avoid being Stunned. If the save is made, treat a Stunned result
as Knocked Down instead. If the heads are protected by a helmet (only
one needs to be purchased) then this save is 3+ instead of 4+ (this
takes the place of the normal Helmet special rule).
6
Poisonous Spit (20 Credits, Discreet Mutation): The mutant's saliva
has become extremely toxic. During Close Combat, the mutant may be
able to generate enough saliva to spit his opponent. The mutant gains
an additional attack at Initiative 1, which makes a successful attack on
a 5+. Treat damage as the 'Urty Syringe Ork weapon.
7
Scorpion Tail (35 Credits, Obvious Mutation): The mutant has a long
barbed tail with a venom tip, allowing him to make an extra S 5 attack
in each Hand-To-Hand Combat phase at Initiative 1. If the Fighter hit
by the tail is immune to poison, the Strength of the hit is reduced to 2.
Armor Saves are allowed as normal.
8
Demonic Spirit (50 Credits, Discreet Mutation): A demonic spirit
possessed and cohabits within the mutant's body. Over time, the
mutant becomes stronger. To the casual observer it seems as the
mutant has been taking anabolic steroids. The mutant gains +1 S and
+1 WS, following the rules of Mutations regarding exceeding Racial
Attribute Maximums. May not be combined with the Unnatural
Enhancement mutation.
9
Mutated Hide (30 Credits, Obvious Mutation): The Fighter’s skin has
mutated into a scaly hide, elephantine skin, thick hide plating, or some
other form of protection. He receives +1 to all Armor Saves roll itself.
Example: The Mutant has an Armor Save of 4+, and you roll a 3 and
add +1 to the roll, therefore making the Armor Save.
10
Clouds of Flies (25 Credits, Discreet Mutation): The mutant emits a
faintly foul body odor. While most people would think of it as poor
hygiene, the effects cannot really be masked at all. The pheromone
properties of the odor attract an unnaturally swirling mass of flies.
Opponents in Close Combat with the mutant receive a -1 penalty to all
their to-Hit rolls, as the flies buzz into eyes, noses and mouths. The
mutant is unaffected by his new ‘natural smell’ or the myriad of tiny
companions.
11
Unnatural Enhancement (80 Credits, Obvious Mutation): The
Fighter has mutated into a hulking brute, as if he had taken a deadly
overdose of anabolic steroids. His increased size gives him +1 S, +1 T
and +1 W, following the rules of Mutations regarding exceeding
Racial Attribute Maximums. The Fighter does not count as a Large
Target, but maybe modeled by a larger figure on a normal base if so
desired. This mutation may never be acquired without cost; even if it is
the ‘first’ mutation.
12
Serpentine Tongue (20 Credits, Discreet Mutation): The Fighters
tongue has grown to foul proportion and may be used to flick at foes in
Close Combat to distract them. All opponents engages in Close
Combat with the mutant receive a -1 penalty to Initiative. The mutant
will always win Initiative ties in Close Combat.
Starting Experience:
•
•
•
•
•
•
•
Commander starts with 18 experience.
Enforcers starts with 10 experience.
Apostate Preachers starts with 8 experience.
Renegade Sergeants starts with 8 experience.
Militiamen starts with 0 experience.
HWS starts with 2 experience.
Ogryn starts with 21 experience.
Characteristic Increase:
Imperial Renegades 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
Renegades
Ogryn,
Imperial
Renegades
M WS BS
S
T
W
I
A Ld
5
6
6
4
4
3
6
3 10
6
5
4
5
4
4
6
4
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Death Squads
Imperial Renegades' Available Skill
Categories
•
•
•
•
Commander may choose from the Combat,
Shooting,
Academic,
Techno,
Strength,
Speed, Stealth and Squad Skills.
Enforcer may choose from the Combat,
Shooting, Techno, Strength, Stealth and
Squad Skills.
Apostate Preacher may choose from the
Academic, Techno, Stealth and Squad Skills.
Renegade Sergeants may choose from the
Combat, Shooting, Strength, Speed and
Squad Skills.
Officers
1 Commander; 65 points to recruit
For
every
moral,
ethical,
civil
and/or
governmental disagreement, many potential
leaders arise to the challenge. All of them are
charismatic, and very capable of affecting large
crowds towards a common goal. These causes
start as idealistic dreams, which are transformed
to reality by the effort of many.
At the beginning of these geo-political and social
changes, Commanders restrained from using
their
expertise
military
experiences
and
connection. They are trained not only in the art
of warfare, but are very well aware of how to
spend man-power to achieve victory. As time
passed, they felt ‘forced’ to act with force. It
would not be long until the gods of Chaos pay
noticed and secretly placed obstacles on the
Commander’s path. Eventually, that thin line
between the ethical and moral got crossed and
the Commander finally understood that accepting
the reality of his actions would yield better
results on the long run. Embracing the gifts of
Chaos little by little, the Commander has become
very effective in solving the minor problems that
he first faced.
M
4
WS
4
BS
4
S
3
T
3
W
1
I
4
A
1
Ld
8
Weapons & Equipment: A Commander may
use any Weapons, Armor and Wargear from the
Imperial Renegade Depot, under the Officers and
Recruits subsections. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: Bolt Pistol, a standard
(Imperial issued) Sword and a Combat Knife.
Special Rules:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
• Fighting for a Lost Cause: The Commander
seems to have unlimited commitment to fight
for the cause, even when it seems that the
odds are against him. While unknown to
most, but his most trusted advisors, he draws
confidence from his deals with the Dark Gods.
With such support, he feels invincible. The
Commander starts with the Disenheartened
Hope Skill.
• Have the Pulse of the Revolution: The
Commander is in tune with the rise and fall of
the surrounding towns’ moral. As such he can
influence those luckless few into doing his
bidding as well as reaching those who can be
convinced to help his cause. If the
Commander has not been taken Out Of Action
by the end of the battle, the Squad may use
the Always Finding Sympathizers’ Special Rule
which allows an additional dice during the
Exploration Phase.
Now, seen as a popular for the cause, he has
attracted followers… but his goals have secretly
changed. Now, he craves for total power. Not for
the sake of power itself, but for a higher cause.
Unfortunately this cause may seem pure for the
common man, but it really advances the agenda
of those whose names never should be
mentioned.
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Death Squads
0-1 Enforcer; 42 points to recruit.
Every good leader has those who they can trust
implicitly. In the case of the Commander, these
would be his Enforcers. They are zealous
bunches, who have been there since the
beginning. They are fully aware that Chaos, and
not the Emperor, is actually the real power acting
in the everyday affairs of humankind. They are
also aware that the common man is not prepared
to digest this knowledge, and that ignorance is
best. They would guard the secrets of their
Commanders, and maintain order in the ranks, as
they are composed of many who lack the
discipline that is demanded of war. Enforcers are
not shy of uttering, promising and fulfilling field
executions to those under their supervision who
disobey a direct order.
M
4
WS
4
BS
4
S
3
T
3
W
1
I
3
A
1
Ld
7
Weapons & Equipment: Enforcers may use any
Weapons, Armor and Wargear from the Imperial
Renegade Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Damned Enforcers!: Enforcers spend all of
their time putting everyone under him in line
with very effective verbal abuse, situational
humiliation and the occasional death threats.
The go as far as making field personnel
adjustments, especially on those who fail to
follow the Commanders orders to battle.
Everyone knows that whatever the Enforcers
want, the Enforcers will get one way or
another. In return, everyone distrusts the
Enforcers and will go to any length to exact
revenge if pressured to do something drastic.
Once per Turn, an Enforcer can 'encourage'
any one Recruit that has Declared Charge
against any Target within 6" of the Enforcer's
location at the Assault Phase but fails to enter
combat. The Recruit may Fail the Charge
(a.k.a. not enter Close Combat) due to short
distance (no more than the Recruit's Base
Movement attribute), a failed Fear Test, failed
Leadership Test, Psychic Power effect that
would prevent the Assault, etc. The Recruit
maybe moved no more than the Recruit's
Base Movement distance into Close Combat
with the intended Target if necessary. The
Recruit has a penalty of -1 to WS and Ld as
long as this Close Combat continues.
After the main battle (i.e. the end of the
game) those Recruits that survive this
‘encouragement’ would plot revenge against
the Enforcer. After all Serious Injuries are
determined, roll 2D6 for every Recruit that
was forced into Close Combat that survived
(even if he was taken OOA). A result of 2 or
12 will mean that they have somehow
secretly injured the Enforcer and the player is
forced to roll on the Serious Injury Table (as
if taken OOA). This is an additional Serious
Injury roll that the Enforcer has to make,
regardless of any other Seriously Injury rolls
already taken, re-rolling any Dead, Multiple
Injury, Captured or Bitter Enmity results.
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Death Squads
0-1 Apostate Preacher;
44 points to recruit.
These priests of the Apostate Preacher, have
crossed the thin line between fanatical loyalty
and heretical devotion. These poor souls were
confronted at one critical point of their lives with
a situation that shock their faith in the Emperor
of Mankind. Alone in their moment of need, they
found understanding that the Dark Gods work
within the everyday man. The Preacher has an
unnatural
charisma,
in
which
they
can
intelligently explain how the Entities of the Warp
are not all these evil monstrous creatures the
Imperium wants everyone to believe. As an
example, they cite how Psykers are natural
occurring mutation, probably the next evolution
of humankind. Instead of embracing them, the
Imperium hunts them down like animals and
sacrifices thousands of them daily to maintain the
inanimate corpse of the Emperor.
The Apostate Preachers have joined the
Renegades to spread their heretical gospel.
Masters of rhetoric, they weave hope for the
populous cause with notes on the hopelessness of
the Emperor and the fortune of following the
Dark Gods. He is responsible of building ranks for
the Squad and in the process unwittingly
corrupting their souls into the worship of
daemons and the Chaos Gods.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Weapons & Equipment: The Apostate Preacher
may use any Close Combat and Pistols as
weapons, any Armor and Wargear from the
Imperial Renegade Depot, under the Officers and
Recruits subsections. Rules for single and doublehanded weapons must be followed when
equipping weapons.
Starting Equipment: None
Special Rules:
• Justify Mutations: The Apostate Preacher can
weave lies to change the perception of truth,
even one as obvious as a Mutation. Preachers
allow the player to subtract -1 to the dice
rolls when determining the results of an
Ignore Mutation Test.
• Moral Boosters: The Apostate Preacher is an
excellent motivator and his oratory so full of
inspirational lies that anyone close by feels
that nothing can harm them. Any allied
Fighters within 6" of the Apostate Preacher
become Immune to Fear.
•
Master of Rhetoric: An Apostate Preacher is a
skilled orator; they pride themselves in the
fact that with few words they are able to
infiltrate the minds of men and convince them
that everything they have believed for their
whole life are pure illusions. When engaged in
Close Combat, a Preacher may opt to talk to
one of his opponents, rather than fight him,
and convince him to become an ally and join
the Preacher's cause! To use this ability the
Preacher must declare his intentions before
any Close Combat events (i.e. rolling of dice)
occur. The ability has the Strike Last Close
Combat condition; as such it would most
likely happen at the end of the combat turn!
If the Preacher is on his feet, he is able to
complete his message and the intended
audience must pass a Leadership Test. If the
test is failed, the enemy model becomes an
‘ally’ of the Preacher and is now under control
of the Imperial Renegades Player for D3
Turns. The Apostate Preacher may only
control one (1) model at a time, regardless of
the model’s size.
During this time, the new ally is treated as a
regular member of the Imperial Renegade
Squad; he will be able to move, attack and/or
use any equipment and/or special abilities as
normal during this time against his 'former'
Squad members. This behavior must be
compatible with the Scenario's requirements
as well as the actions of the Imperial
Renegade Squad. For example, the ally could
perform a Diving Charge against a very
strong opponent or he would attempt to
destroy a terrain feature that he was
protecting and the Renegades are attempting
to destroy. The ally will never go off the
table's edge, nor dump his equipment nor
commit suicide (i.e. by shooting himself,
jumping off a rooftop to the ground, etc)... no
matter how funny it may seem at the time!
At the end of the time in which the ally comes
back to his senses and returns to his original
Squad; the player regains full control of the
model at the beginning if his Recovery Phase.
If the model was engaged in Close Combat
with his Squad mates, he will automatically
stop and separate 1" back. He may move,
attack or act freely.
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Death Squads
0-2 Renegade Sergeant;
39 points to recruit (+cost of mutations)
These purely former military personnel do not
make any efforts in hiding that they do not care
much for the Emperor, and some even display in
plain sight their alliance with Chaos. Some have
medallions, other have tattoos; others have
offered their bodies are living recipients of some
gifts of the Chaos gods and enjoy some kind of
mutations. Sergeants have little concerns
regarding the original cause that allured them to
worship the entities of the Warp. Now, with full
embrace
(mentally,
spiritually
and
even
physically) they hope only to advance the cause
of their patrons.
Some Sergeants start without mutations, fully
embracing the gifts at a later time. Others take
advantage of the power of Chaos right away. It
has been known that horrific physical mutations
have been the principal reason of why many
Recruits abandon the guidance of Renegade
Officers.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Weapons & Equipment: Renegade Sergeants
may use any Weapons, Armor and Wargear from
the Imperial Renegade Depot, under the Officers
and Recruits subsections. Rules for single and
double-handed weapons must be followed when
equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Ambassadors of Terror: Renegade Sergeants
become terrifying and twisted men. Even
without physical mutations, they have an
aura of evil that could send chills to the spine
of
the
humanity’s
bravest.
Renegade
Sergeants cause Fear. See the Psychology
section for details.
• Mutant!: Renegade Sergeants may start the
game with up to four mutations each. See the
Mutations section for details.
• Rewarded by the Dark Gods!: The mutant
may acquire mutations after recruitment. As
stated on the Mutations section, upon earning
Advancement, if the player rolls NEW SKILL
he may choose to randomly roll for a
mutation instead of selecting a Skill. The
costs, as well as other rules, are detailed in
the Mutations section.
Recruits
0+ Militiamen; 23 points to recruit
Militiamen are poorly trained members of the
general population, usually former members of
the Planetary Defense Force. Tired of the many
years of tyranny and abuse of the local
governments,
they
are
allured
by
the
Commander’s charisma.
Armed, physically and emotionally, to put right
what was once wrong, they are willing to put
their lives on the line. All this in hope of a better
future for their loved ones… many fight and die
without knowing that instead they are advancing
the greed of few men and the will of the enemies
of the Empire.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Militiamen may use
any Weapons, Armor and Wargear from the
Imperial Renegade Depot, under the Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Will Not Work for Chaos: Each individual
model must roll and pass an Ignore Mutation
Test when a new Mutation occurs. See
Imperial Renegades Special Rules (Mutations)
above.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could either become a Generic Officer or a
Heavy Weapon Specialist (a Recruit). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
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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Death Squads
0-2 Heavy Weapon Specialists;
33 points to recruit.
Former members of military or paramilitary
fighting units, these men have demonstrated a
good aptitude for heavy weaponry. Pulling from
their past training, they are able to use, maintain
and even upgrade a variety of Heavy Weaponry.
They believe their duty is to the group’s cause,
yet they are really unknown pawns of the
Commander and his Chaos Agenda.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
5
Weapons & Equipment: Heavy Weapon
Specialists may use Combat Knives, Pistols,
Heavy
Weapons
or
Template
Weapons
(depending on weapon type chosen under the
Weapon Field Expertise Special Rule), any Armor
and Wargear from the Imperial Renegade Depot,
under the Recruits subsection. Rules for single
and double-handed weapons must be followed
when equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Weapon Field Expertise: Certain individuals
can learn how to master a particular type of
weapons with ease. They are quickly
identified during training and submitted to
specialized training. The unit may choose to
have the Weapon Training, Heavy Weapons or
Weapon Training, Flamer Skills. Only one Skill
may be chosen.
• Will Not Work for Chaos: Each individual
model must roll and pass an Ignore Mutation
Test when a new Mutation occurs. See
Imperial Renegades Special Rules (Mutations)
above.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-10 Workers; 14 points to recruit.
Laborers, farmers and bureaucrats have families
too. Understanding that all diplomatic avenues
have been taken, they hear the call to arms
uttered by the Commander. They believe, in
complete honestly, that they are fighting for a
better future for themselves and their families.
Instead, they are nothing more than living meatshields to be used either to stop bullets or to
choke the enemy. Poorly trained and equipped,
their life expectancy once in battle is measured
by the Commander in mere minutes.
M
4
WS
2
BS
3
S
2
T
3
W
1
I
2
A
1
Ld
5
Weapons & Equipment: Workers may use any
Weapons, Armor and Wargear from the Imperial
Renegade Depot, under the Recruits subsections.
Rules for single and double-handed weapons
must be followed when equipping weapons.
Starting Equipment: None.
Special Rules:
• Will Not Work for Chaos: Each individual
model must roll and pass an Ignore Mutation
Test when a new Mutation occurs. See
Imperial Renegades Special Rules (Mutations)
above.
• Too Puny to Count: These Fighters are not
expected to do anything in battle, except
annoy the enemy and die. Your Squad may
include up to ten (10) Workers, though it may
not have more than two of them per
“Militiaman”, but count as one model for
Tactical Retreat purposes and Maximum
Number of Fighters.
• No Hope of Command: Can never become an
Officer, if Lad’s Got Talent skill is rolled, keep
rolling until another result happens.
0-1 Renegade Ogryn; 71 points to recruit.
Just like the Ogryns (Homo sapiens gigantus)
recruited and used by the Imperial Guard, these
are large, dumb brutes who serve to their best of
their abilities in combat. Their child-like minds
are easily tricked by the likes of Apostate
Preachers, who convince them they are doing the
Emperor’s bidding and that the local Imperial
Forces have been turned traitors after subjecting
them to massive amount drugs and hallucinogens
to warp their sense of reality.
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Subjected to horrific surgeries, implantations and
indoctrinations, the Ogryns came out as bloodmad suicide troops, capable of the vilest acts of
sadism and cruelty on the battlefield.
M
6
WS
4
BS
2
S
4
T
4
W
3
I
3
A
2
Ld
7
Weapons & Equipment: Renegade Ogryns may
only use weapons and Armor with the Ogryn Only
characteristic, as well as any wargear from the
Imperial Renegade Depot, under Recruits
subsection. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Squad Skills
Imperial Renegade Officers may choose to use
the following Skill list instead of any of the
standard Available Skill Categories available to
them.
•
Disheartened Hope:
Certain individual,
especially who fight against immeasurable
odds fall into despair and desolation. Only
those who can see beyond the present reality
can snap out and barely survive to see a
better tomorrow. The Dark Gods can detect
these individuals and secretly seduce them
slowly to do their bidding until eventually is
too late to go back. One of the first subtle
steps is to infuse the potential vessel with a
euphoric sense of rightfulness; giving them
the courage to lead other into the impossible.
Once their cause has cemented, the Dark
Gods may favor the individual further. Models
with the Disheartened Hope are considered
Fearless; as such they are immune to Fear
and Panic. See the Psychology section for
details.
•
Hatred to the Throne: The individual gets
psychologically scarred by the Imperium and
sees anyone with ties to it as a venue to
ventilate their frustration. The Fighter suffers
(enjoys) of Hatred versus any servant of the
Imperium of Man, such as the Imperial
Guardsmen, Adeptus Astartes, Inquisitors,
etc. See Psychology section for details.
•
Iron Discipline: Either by stimulation or
intimidation, this Fighter is capable of greater
efforts and results from those who follow him.
Any allied Fighter within 12” of someone with
this Skill may use this Fighter’s Leadership
Attribute (instead of his own) when taking
Leadership Tests. This is a Leader Only Skill.
Starting Equipment: None.
Base Size: The Renegade Ogryn should be
placed on a 40mm base size.
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
• Specialized Armor: Ogryn’s massive size and
diminutive brains require the adaptation of
armor for their protection. They may use
specialized Armor; Kurzickan Armor &
Kurzickan Helmet.
• Evident Corruption: Renegade Ogryns are
tortured physically with a constant flow of
narcotic hallucinogens, but their already weak
minds constantly attacked by the Apostate
Preachers. In very rare occasions, the Dark
Gods rewards them with one of their gifts;
Blackblood. Marked by the Dark Gods, these
mutants are used as living reminders of the
powers that fuel the Renegade’s ideals. A
Renegade Ogryn that rolls Lad’s Got Talent
(LGT) for the 1st time does not become an
Officer; instead he gains the Blackblood
mutation. If he ever rolls LGT again, he can
become an Officer as normal.
• No Hope of Command: An Ogryn that
somehow manages to become an Officer may
not become the Squad's Leader, regardless of
any circumstances or logic applied to the
situation.
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•
War Cry: Certain causes, even in their most
desperate moments, can infuse others with
valor and courage. Under the right conditions,
an avid and inspirational individual may also
use this cause to infuse the enemy with doubt
and despair. It is this slight moment of
hesitation that can mean the difference
between life and death. A Fighter with this
Skill can infuse any friendly models within 6"
with inspiration to fight for their cause once
per battle (game). Affected models that
Charge into Close Combat would infuse the
enemy with a sense of doubt and despair; the
enemy models Charged will suffer a -1
Initiative penalty. This penalty takes effect
after any Close Combat conditions (such as
First Strike and Strike Last) and other
modifiers have been calculated. See Assault
section for details. The effect lasts until the
begging of the Renegade player's next Turn.
Fearless units are not affected by this Skill.
•
Weapon Training, Field Artillery:
The
Officer is trained in the use of advanced
mathematics (geometry, trigonometry) and
physics so he is now capable of calculating in
an instant any trajectory corrections that
should be done before firing a 60mm Mortar.
He has been trained to operate as the
Forward Observer for the Mortar crew. If the
Officer has Line of Sight (LoS) of the intended
target and within 12” and LoS of the Mortar
crew, then he could give directions that would
allow the 60mm Mortar crew to fire to a
target that is not within their LoS, but within
the 60mm Mortar’s range. An Officer may not
use this Skill while Laying Low, regardless of
any Wargear, Skill, Psychic Power, etc
attempted to use to remain concealed.
Coordinating the 60mm Mortar attacks takes
full concentration; the Officer may not move,
shoot nor engage in Close Combat. This Skill
also unlocks the use of Anti-Personnel shells.
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Imperial Renegades Depot
IMPERIAL RENEGADES UNIT COST SUMMARY
Name
Limit Cost
Name
Officers
Recruits
Commander
Enforcer
Apostate Preacher
Renegade Sergeant
1
0-1
0-1
0-2
65
42
44
39
Limit Cost
Militiaman
Heavy Weapon Specialists
Workers
Renegade Ogryn
0+
0-2
0+
0-1
23
33
14
71
Rare
Cos
t
IMPERIAL RENEGADES AVAILABLE WEAPONS
Name
Rare
Cost
Name
Officers
Close Combat Weapons
Chainsword
Power Sword *
Recruits
Close Combat Weapons
8
8
27
37
Axe
Buzzsaw ∞
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword
Pistols
Bolt Pistol *
Hellpistol
Laspistol
30
31
27
Autopistol
Slugger
Assault Weapons
Rapid Fire Weapons
32
33
27
Autogun
Heavy Weapons
Template Weapons
31
25
-
21
6
8
16
40
3
27
6
-
14
16
10
7
19
7
Template Weapons
7
15
Special Weapons
Flamer (Burner)
Special Weapons
10
34
Grenades
Grenades
5
7
* Leader Only
5
7
Heavy Weapons
60mm Mortar
Heavy Stubber
Choke Gas Grenade
Hallucinogen Gas Grenade
14
21
Rapid Fire Weapons
7
9
3
Long-las Rifle
-
Assault Weapons
Ogryn Ripper Gun
Shotgun
Web Pistol (Glue Gun)
14
32
12
4
4
17
15
Pistols
7
9
3
Boltgun (Bolter) *
Hellgun
Lasgun
7
-
8
11
60mm Mortar Anti-Personnel Shell
60mm Mortar Frag Shell
Flash Grenade
Fragmentation Grenade
Incendiary Grenade
Smoke Gas Grenade
∞ Ogryn Only
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Name
Officers
Armor
AVAILABLE ARMOR LIST
Rare Cost
Name
Recruits
Armor
Carapace Armor *
Flak Jacket
8
5
17
20
Head Guard
Helmet
Kurizckan Armor ∞
Kurizckan Helmet ∞
Mesh Armor
4
5
5
5
-
8
17
20
12
17
∞ Ogryn Only
* Leader Only
AVAILABLE WARGEAR LIST
Name
Rare Cost
Name
Officers
Recruits
Wargear
Wargear
Banner
Bionic Arm, Eye or Leg Replacement
Cameleoline
Clip Harness
Hotshot Power
Infra-Red Goggles
Infra-Red Sight
Lucky Charm
Photo Enhanced Visor
Photo Visor
Red-Dot Sight
Resource Pendulum
Squad Shuttle
Tarot Cards
Telescopic Sight
Trademark Item
Rare Cost
8
8
9
7
7
7
9
7
8
9
11
9
7
8
22
30
27
9
13
16
11
21
29
28
15
22
28
17
16
27
Auspex
Bio-Scanner
Dum-Dum Bullets
Filter Plugs
Respirators
Rope & Hook
Shield, Combat
Vox-Caster
Rare Cost
7
6
4
6
6
* Leader Only
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28
21
12
8
21
14
19
16
Death Squads
Kroot
Mercenaries
The Kroot are expert jungle-Fighters and
trackers, who can be found fighting as
mercenaries across the Ultima Segmentum and
beyond. While the majority of Kroot warriors fight
in the armies of the Tau, some so remain
independent, travelling throughout the galaxy,
selling their expertise to the highest bidder or
simply on the hunt (much to the dismay of the
Tau Ethereals) with the goal of gathering new
genetic material to further advance the
evolutionary path of their race.
Capable close combat Fighters, the Kroot will
never shy away from combat. Rich merchants
and individuals in the Outter Fringes of Known
Space will hire and command the Kroot for their
own nefarious purposes.
Who are the Kroot?
The Kroot are a species of humanoids that
evolved from avian creatures. Kroot are tall
aliens (a good half-meter taller than most
humans), their avian ancestry giving them a birdlike beak and long quills protruding from their
heads like hair. Smaller quills, possibly the
evolutionary remnants of feathers, can be found
scattered over their bodies.
A unique feature of the Kroot is that they evolve
by selecting traits of their defeated foes to
absorb by eating their remains. Due to this, the
many Kroot groups across the galaxy often look
radically different. Kroot leaders, known as
Shapers, are generally recognized as having the
best ability for recognizing the desirable traits in
other species. They direct their Kindred (Kroot
clan) as to what to eat in order to promote their
species’ abnormally fast evolutionary potential,
and in turn absorb and develop particular
qualities associated with their prey’s DNA, thus
making them superior hunters within that
particular environment. This eating of their foes
ties in with the religious beliefs of the Kroot: they
believe that when a warrior of any race dies, his
warrior spirit should be kept, and the only way to
do this is by eating its flesh. The Kroot practice
this in their "burial" customs, in which the body
of the deceased is consumed by the Kindred.
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Their integration into the Tau Empire requires
them to provide troops to the Tau military, and
furthermore attempts to prohibit them from
fighting alongside the armies of other races.
Kroot evolution depends on their absorbing the
genetic traits of other races, selectively inheriting
the most desirable. Unfortunately, the Tau
insistence that the Kroot fight exclusively for
them would lead to a disastrous stagnation, as
they have absorbed the traits of most of the
creatures from within the Tau region.
Traditionally, and still now, in order to gather
genetic material from all over the galaxy, the
Kroot offer themselves as mercenaries, and sell
their services to anyone willing to pay them.
They travel the galaxy taking limited contracts
from both major and minor races, and are even
regularly employed by the Tau alongside their
conscripted Kindred. While the contract with the
Tau is supposed to be an exclusive one, the Kroot
regularly send out their warpspheres to continue
their mercenary trade amongst the wider
cosmos.
The result is that each of these mercenary bands
develops separately to the mainstream of Kroot
society. When they periodically return to the
Kroot home-world of Pech, they bring with them
a wealth of new traits to be absorbed by the race
at large. These itinerant bands often appear
radically different from the standard Kroot,
having absorbed all manner of outlandish genetic
data.
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AS YOUR 40K ARMY?
Yes, it is possible! Thanks to the efforts of
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a fan-based 5th Edition Codex for the
Kroot Mercenaries have been produced!
Join their great community at:
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We want to thank Turbo_MMX, Gniknok
and all our friends at Kompletely Kroot for
their critical feedback! Thank you for the
Kroot Codex and all your labor of love!
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Why Play Kroot Mercenaries?
Kroot Mercenaries are a good choice for those
players who wish to further explore the Kroot
units offered in the Tau 40k Codex. They excel in
Close
Combat
and
the
evolutionary
characteristics give them a wide array of units
and skills to choose from, which would make
each Squad develop slightly different and unique.
What is the Concept Behind the
Kroot Mercenaries Squad?
Our goal is to capture the aggressiveness of the
Kroot as well as giving the player a sense of
‘evolution’ for his Squad. While every Squad does
improve with experience, the Kroot Evolutionary
Path grants access and limitations to different
Skills, which in turn would yield a unique Squad.
Choice of Units:
A Kroot Squad at the start of a campaign has 750
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 have
more than six Officers.
•
•
•
•
•
•
•
•
•
Shaper: Each Squad must have one (1)
Shaper.
Headhunter: The Squad may include up to
two (2) Headhunters.
Stalkers: The Squad may include up to one
(1) Stalker.
Shaman: The Squad may include up to one
(1) Shaman.
Carnivores: The Squad may include any
number of Carnivores.
Mashkawizi: The Squad may include may
include up to two (2) Mashkawizi.
Hounds: The Squad may include up to ten
(10) Hounds, though it may not have more
than two of them per Carnivore.
Vultures: The Squad may include up to three
(3) Vultures.
Phantax: The Squad may include up to one
(1) Phantax.
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Squad Special Rules
Fieldcraft: Kroot rely on the element of surprise
and stealth to get close to their enemies. Rather
than an evolutionary trait, this is a carefully
studied behavior that is learned by imitating
veteran Kroot in battle. All Kroot Officers have
learned how to maximize the use of cover, thus
they all gain +1 to their Cover Save (but never
on the open). This benefit is not cumulative with
other Skills, wargear, etc unless specifically
stated.
Vicious Charge: An evolutionary adaptation
common to all Kindred, Vicious Charge is the
metabolic, nervous and muscular equivalent to
getting a final push before an attack. On the very
last moment before all Kroot commence the
assault on their prey, endorphins and adrenaline
inundate the Kroot giving them a great boot to
their attack. When any Kroot (unless specifically
mentioned) initiates Close Combat (must have
Declared Charge and managed to get in base to
base contact with the intended enemy model)
they get a +1 WS and +1 S bonus for the first
Turn of Close Combat. On the subsequent
rounds, their stats return as normal. This
temporary boost may take an individual beyond
racial maximums.
Unique Evolutionary Path: While a species
evolution tends to be slow and almost
unpredictable over hundreds of generations, the
Kroot can actively select for certain genetic traits
they believe will favor them (although they
cannot predict how new material would exactly
react and interact with current the current
genetic makeup) and see changes in as little as
one generation. This selective form of genetic
engineering is masterminded by the Kroot Master
Shaper, in accordance with the Shaper Council.
They decide which path different Kroot Kindreds
will take. Typically, they keep Kindred’s
evolutionary paths separate, in case of something
goes wrong. This avoids dead-end evolutionary
paths affecting the entire species. Only once a
particular trait is deemed desirable, beneficial
and safe it is incorporated to the whole Kroot
race.
Since different Kindreds are exploring their own
evolutionary paths, all Kroot Mercenary Squads
have characteristics of their kindred’s genetic
explorations, known as a Unique Evolutionary
Path.
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Upon the creation of the Kroot Mercenary Squad,
the player must choose one of the Unique
Evolutionary Paths detailed below at no additional
cost. Note that once the Unique Evolutionary Path
is chosen, it may not be changed and it will affect
every member of the Squad as described.
Pech Evolutionary Path: Rather than a chaotic
absorption of genetic material and letting nature
figure out the traits that best would benefit the
species, the Shaper Council takes great strides of
making control changes, usually on particular
self-contained Kindreds, thus minimizing errors
and dead-end evolutions. The Pech Evolutionary
Path serves as a standing point from which all
other possible evolutionary roads commence.
This path marks what the Shaper Council has
determined as being the most currently beneficial
characteristics the Kroot general population has.
The Shaper Council takes great pride and care to
maintain a healthy base for all the Kroot; the
very survival of the race depends on the Pech
Evolutionary Path’s health. While the potential of
development is within the Kindreds that follow
this path, they lay dormant until the Shaper
Council decides that their interaction with current
traits is not only safe, but beneficial to the race
as a whole. Calling the Pech Evolutionary Path a
way to retain the status quo is having no sense
of what the Shaper Council actually does.
o
When
Officers
that
follow
the
Pech
Evolutionary Path gain a New Skill, they may
only choose from the list designated to this
Unique Evolutionary Path.
Anghkor Prok Evolutionary Path: Named in honor
of Master Shaper Anghkor Prok, the Kindreds that
follow this path continue the teachings of the
grand leader; remaining true to the Kroot ways
of hunting prey and absorbing the best traits for
the benefit of all Kroot. Heavily influenced by
their ancestor's initial contact (and conflict) with
the Ork Roc, these Kroot tend to be stronger and
more aggressive that others of their kin, relying
on brute strength to execute their prey. For the
uninitiated, they appear to be no different than
any other Kroot, but for other members of their
race, followers of the Anghkor Prok Evolutionary
Path tend to be more brutish and prone to
physical combat than most, which make for
powerful shock troops.
o
o
When Officers that follow the Anghkor Prok
Evolutionary Path gain a New Skill, they may
only choose from the list designated to this
Unique Evolutionary Path.
Squads that follow this Unique Evolutionary
Path may Recruit 0-1 Vultures and 0-5
Hounds, instead of what is indicated on the
unit’s profile.
Kauyon Evolutionary Path: Several Kindreds near
the borders of the Y’gothlac Forest have learned
(the hard way) that becoming 'invisible' is not
only a great defense but also a great offense.
Many creatures that make this accursed forest
their home are deadly beyond reasoning and
Kindreds that use the land to hone their stealth
skills. The Shaper Council directs such groups to
practice what came to be known to the Tau as
the Kauyon (Tau word for patience and hunter)
Followers of the Kauyon Evolutionary Path tend
to move silently, lay out traps and deceive
potential prey into fighting in conditions that
favor the Kroot, rather than moving towards the
enemy. While many Kroot may see such behavior
as an exaggeration of their customs, none denies
their deadly results.
o
o
o
When Officers that follow the Kauyon
Evolutionary Path gain a New Skill, they may
only choose from the list designated to this
Unique Evolutionary Path.
When Carnivores that follow this Unique
Evolutionary Path rolls TLGT and becomes an
Officer, he becomes a Stalker unit. The new
Officer would not get a 2nd roll to see further
advancements as they gain all the skills of a
Stalker, including Infiltration.
Squads that follow this Unique Evolutionary
Path may not Recruit a Phantax, as they are
too ‘noisy’ for their tactics.
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Bakka Evolutionary Path: After the pact that lead
to the Kroot-Tau Alliance (as the Kroot
integration to the Tau Empire is referred on
Pech), several Kindreds were sent to serve
directly under Tau’s authority to aid in their
conflicts. The Kroot slowly understood that the
Tau not only relied on technology, but on tactics
and planning using such mechanical aids. The
Shaper Council understood that the Kroot lack
some
of
this
strong
characteristics
of
technological planning and strategy; it was
critical to acquire these traits from the Tau to
insure the Kroot a competitive edge on the race
for survival. As a matter of fact, the Kroot have
no word for such concepts such as detailed
planning and strategy using technology and
military tactics. Instead they have twisted and
adopted the Tau words B' Ka to create the
concept of Shepherd and Strike... Guided
Assault.
This is how the Bakka Evolutionary Path was
originated. While followers of this path could not
gather the understanding of how to create new
technologies, it was inevitable that they
'acquired' new genetic material from the Tau
themselves that allowed future generations a
faster learning and understanding on how to use
the technologies. Kindreds that follow this path
are masters of at figuring out the use of new
technologies for their own benefit. They are much
more efficient and capable than other Kroot of
maximizing all available resources (including
terrain, technologies and even the enemy’s
known behaviors) in a deadly and efficient
combination. For many Kroot, the reliance on
technology appears to be the result of a weaker
genetic pool, but those who defend this Path,
including the Shaper Council, understand that if
such characteristics can be integrated to the
commonly desired physical traits, the Kroot
would advance much farther as a race.
o
o
When Officers that follow the Bakka
Evolutionary Path gain a New Skill, they may
only choose from the list designated to this
Unique Evolutionary Path.
Squads that follow this Unique Evolutionary
Path may not Recruit a Phantax, as they rely
more on technology and tactics rather than
brute force.
Yeldi Evolutionary Path: It is a known fact for the
Kroot that with higher mobility, they can become
even deadlier warriors. Reaching advantageous
positions, or (better yet) the enemy, quickly
tends to lead to a more dangerous fighting force.
For this reason the Master Shaper introduced the
genetic material that lead to the evolution of the
Vulture; a Kroot capable of flight. While this kind
of individual sub-species is proving useful in
combat by providing diversionary tactics that
distract the enemy, thus allowing the rest of the
Kroot to engage them, they tend to be fragile in
frame. The Shaper Council is directing some
Kindreds to improve the original makeup of the
Vulture; their goal is to produce individuals
capable of flight who also retain the current
Kroot’ physical characteristics. Those that follow
the Yeldi Evolutionary Path (from the Tau word
Y'eldi, or Winged One) tend to already exhibit
vestigial and semi-vestigial wings without a
reduction on muscular or skeletal mass. Some
are capable of minimal hovering or flight, in
defiance of nature's concept of flight (which
requires hollow & fragile bones as well as isolated
muscles), but these provide no real advantage in
combat (like the Vultures.) With proper training,
strong individuals may learn how to engage in
true flight and even learn how to take advantage
of such rapid movement to engage in close
combat.
o
o
When
Officers
that
follow
the
Yeldi
Evolutionary Path gain a New Skill, they may
only choose from the list designated to this
Unique Evolutionary Path.
Squads that follow this Unique Evolutionary
Path may not Recruit Hounds or a Phantax, as
they do are not compatible with their overall
goals.
Starting Experience:
•
•
•
•
•
•
•
Shaper starts with 24 experience.
Headhunter starts with 10 experience.
Stalker starts with 10 experience.
Shaman starts with 12 experience.
Kroot Carnivores start with 2 experience.
Mashkawizi start with 4 experience.
Vultures start with 12 experience.
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Characteristic Increase:
Kroot 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
Kroot
M WS BS
S
T
W
I
A Ld
5
5
4
3
6
3 10
6
5
Kroot Available Skill Categories
•
•
•
•
Shaper may choose from the Academic,
Combat, Shooting, Speed, Stealth and Techno
Squad Skills.
Headhunter may choose from the Combat,
Shooting, Strength and Squad Skills.
Stalkers may choose from the Combat,
Stealth, Speed and Squad Skills.
Shaman may choose from the Academic,
Combat, Stealth, Techno and Squad Skills.
Officers
1 Shaper; 68 points to recruit
The Kroot Shaper is a leader appointed by the
race’s Master Shaper and Shaper Council, which
they represent on their hunts. Under their
guidance, the Shaper directs the absorption of
genetic material to bring back to their Kindred
and thus help guide its genetic structure along
favorable paths and avoid evolutionary deadends.
The Shapers are also in charge of negotiations
with the patrons that look for their mercenary
services. Not only they bargain payment, but
they are capable of using their vast experience to
obtain technological artifacts and weapons for the
groups use.
M
4
WS
4
BS
3
S
4
T
3
W
1
I
4
A
1
Ld
8
Weapons & Equipment: Shapers may use any
weapons, armor and wargear from the Kroot
Mercenary Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Ceremonial Kroot Rifle,
Combat Knife.
Special Rules:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
• Inspiring Leadership: Either by stimulation or
intimidation, this Fighter is capable of greater
efforts and results from those who follow him.
Any allied Fighter within 6” of someone with
this Skill may use this Fighter’s Leadership
Attribute (instead of his own) when taking
Leadership Tests.
• Understanding Captured Tech: While the
Kroot in general are incapable of creating
their
own
technology,
under
minimal
supervision they are capable of learning how
to use almost anything. The Shaper is capable
of figuring out how to use technology and
pass out the knowledge to other Kroot under
his command. He may figure out how to use
any Weapon, Armor or Wargear found during
the Exploration Phase (or as result of an
enemy being Captured) by passing a
Leadership Test. If the test is failed, the item
is ruined beyond repair, but further tries may
be attempted if similar items are available.
Items
that
require
a
particular
Unit
Classification (i.e. being part of a Squad
specific subclass, such as a Regional Platoon
or a having a specific Mark of Chaos) or
require additional Skills that the Shaper does
not currently know its use (such as Weapons
Training, Sniper which is required to use a
Long-Las) are beyond the understanding this
Skill allows.
• Passing Down the Knowledge: The Shaper
may teach any other Officer how to use any
Weapon, Armor or Wargear he himself has
learned to use (see Understanding Captured
Tech) by having the student pass a
Leadership Test. If the test is failed, the item
is ruined beyond repair, but further tries may
be attempted if similar items are available.
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•
Ceremonial Kroot Rifle: The Shaper uses his
Kroot Rifle as a symbol of power among his
peers. The Shaper starts with a Kroot Rifle (at
no additional cost) and any one Ceremonial
Item (at 50% of its cost, round down) for his
personal use, already attached to the Kroot
Rifle.
0-2 Headhunters; 53 points to recruit
Kroot Headhunters are an evolutionary success
story. By feeding upon the most poisonous
creatures
the
Headhunter’s
predecessors
managed to develop poison glands and a
biological adaptation that makes them capable of
spitting a highly corrosive acid at close range,
burning the exposed flesh of their foes and
causing horrific injuries.
M
4
WS
3
BS
3
S
4
T
3
W
1
I
4
A
1
Ld
7
Weapons & Equipment: Headhunters may use
any weapons, armor and wargear from the Kroot
Mercenary Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Acid Spit: The Headhunters engaged in Close
Combat may attempt to perform an Acid Spit
attack against his foes. At Initiative 1, use the
Headhunter’s WS to determine a successful
hit. The Acid Spit always wounds on 4+,
regardless of the targets toughness. The
victim is allowed to roll any applicable Saves
as normal, but Injury rolls are done at a -1
penalty.
Weapons & Equipment: A Stalker may use any
weapons, armor and wargear from the Kroot
Mercenary Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Keen Senses: The Stalker's enhanced senses
allow him to determine his enemies' exact
location, even if he does not see them. A
Stalker can attempt to Declare a Charge
against anyone within double his Initiative
Attribute in inches (no pre-measuring),
regardless if he has LoS or not. During the
Assault Phase, measure the distance from the
Stalker to the enemy Fighter as normal. In
order for the Charge to be successful, the
distance has to be at least equal or less to the
Stalker's double Movement Attribute (as
normal) and if the target is out of LoS, double
Initiative Attribute value, whatever is less. For
example, a Stalker with M4 and I3 could
Charge an enemy he could see a distance of
8" (as normal, double his Movement), but an
enemy out of LoS a distance of 6" (double his
Initiative, which happens to be the lesser of
the two Attributes.) If the distance is more
than either the double of those Attributes, the
attack is to be considered a Failed Charge and
thus the Stalker moves the distance indicated
by the lowest Attribute (in the example
above, Initiative is the lowest Attribute so the
Stalker moves only 6".)
• 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.
0-1 Shaman; 60 points to recruit
0-1 Stalker; 61 points to recruit
The Stalkers have sought out the stealthiest of
predators living within the depths of the galaxy's
jungle death worlds. By matching their skills
against these creatures and eating the kills, they
have become amongst the most deadly of
ambush specialists to be found in any warzone.
M
4
WS
4
BS
2
S
3
T
3
W
1
I
4
A
2
Ld
6
One of the roles of the Shaman within Kroot
society is to provide a focus for the practice of
ancestor worship. Those individuals with a
particular gift may gain the blessings of their
long-departed
predecessors
and
manifest
Shamanistic powers. The Shaman acts as the
Shaper Council’s representative in matters of
tradition and ritual. Their role in combat is to
disturb potential prey, thus giving advantage to
the other members of their group to complete
their attacks.
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M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
8
Weapons & Equipment: A Shaman may use
any weapons, armor and wargear from the Kroot
Mercenary Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Ritualistic Sampling: Kroot understand and
respect intelligent species that are capable of
standing their own against their race. When
such an enemy is captured, the Shaman
prepares a ritualistic combat against the foe;
a fight to the death between the prey and a
chosen warrior. If the prey is defeated, it is
killed and consumed; if the prey wins is
release untouched… only to be hunted down
once more at a later time. If an enemy
Officer, which had just fought against the
Kroot, rolls a Captured result on the postgame Injury Table, the Shaman must
determine if this is a worthy foe for Sampling
by passing a Leadership Test. If the test is
failed, the player is free to treat the captured
Officer as described on the general rules. If
the test if passed, the Shaman would
nominate one of the Kroot Officers to fight the
captured enemy. The chosen Kroot Fighter is
allowed to use any equipment he posses
(except long range weapons) while the prey is
thrown into combat without any gear. Players
are to place the models 12” apart and
randomly determine who takes first turn. The
combat lasts until one of the Fighters
becomes OOA. If the Kroot Officer becomes
OOA, he must miss the next encounter
(game) but is otherwise unharmed. The
captive enemy is deemed worthy of praise
and is set free with all his equipment. If the
captive enemy becomes OOA, he is killed. The
victorious Kroot gains +2 Experience.
•
Kroot Psyker: The Shaman is a natural
Psyker. They are able to tap into the forces of
the Immaterium to contact their ancestors for
aid on critical matters as well as to
manipulate the reality around them to their
benefit. In combat, Shamans tend to take a
more supportive role, aiding their fellow
Kroot, but the few offensive attacks they can
unleash are devastating. Under normal
circumstances, choose from the powers below
to determine the Difficulty Rating. Remember
that failing AND rolling natural doubles
(before any modifications to the dice) require
you to roll on the Perils Of The Warp table as
appropriate
SHAMAN’S PSYCHIC POWER TABLE
Difficulty
Rating
Result
+0
Reclaimed by Nature: Summoning his link with nature,
the Shaman is capable of accelerating the growth of the
natural vegetation of a small area, allowing it to grow and
reclaim its natural place. Target a piece of Terrain (one that
provides any Cover Save) no larger than roughly the size of
two Ordinance Templates before rolling the Psychic Test.
If passed, the terrain piece (along with 1" around its normal
structure) becomes Area Terrain, specifically dense
vegetation, until the Kroot's next Recovery Phase (in other
words, for one (1) full Turn.) For the duration, the new
Area Terrain would be considered to provide a 4+ Cover
Save; remember that any individuals who gain bonuses for
being in vegetation Area Terrain (i.e. Kroot) would need to
also add their bonuses. After this power ends, the area
Reclaimed by Nature returns to their previous state.
-1
Perilous Path: Ancient words of wisdom state that a
successful hunt depends on reaching the prey at ones
timing; either the hunter becomes faster, or the prey is
slowed down. The Shaman uses his power to manipulate an
area in such way that movement through it becomes
difficult and even dangerous. Target a location on the table
within LoS before rolling the Psychic Test. If successful,
place an Ordinance Template on the location and anything
under the Template will be considered to be Dangerous
Ground for D3 Turns. This power may never be used to
target models, friendly or unfriendly, for any reason.
-1
Jungle Mist: The Shaman chants an ancient tribal rite that
echoes through the woods awakening the spirits of the
ancestors, who coalesce around him, creating a thick fog of
protection. If successful, center a Blast Template on the
Shaman and any Fighters under or partially under the
Template are protected by the mist for one (1) Turn. All
ranged attacks directed to them do so at -1 BS.
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Starting Equipment: Combat Knife.
SHAMAN’S PSYCHIC POWER TABLE (CONT.)
Difficulty
Rating
Result
-2
Warp Conduit: By tapping his mind into indescribable
malice of the Warp, the Shaman risks his very sanity as he
channels a mighty wave of horrific telepathic visions
through him. The horror pierces the mind of every creature
with images of their own death and the horrors of the
universe. Designate a single enemy unit within 12” as the
target of this psychic shooting attack who is not in Close
Combat. If the Shaman passes his Psychic Test the victim
must immediately pass a Leadership Test of his own or
suffer from Panic (see Psychology Section for details.)
-2
Bio-Storm: The Shaman opens a small gate to the Warp
and summons the electrical energy in all the living things
around him, focusing it into a powerful lighting storm over
the Shaman. With intense concentration, the Shaman
unleashes a concentrated bolt to strike down his foes dead.
Select a Target within LoS for this psychic shooting attack.
If the Psychic Test is successful then measure the range and
place a Blast Template over the Target. Anyone (friend or
foe) under the Template will be affected by the attack.
Bio-Storm: Range: 18” Strength: 3 AP: 5 Blast
-2
Tangleroot: Some Shamans are able to manipulate any
environment to his will, making the earth turn to mud,
bushes to aggressive vines that slow down his foes. Select
a Target within LoS for this psychic shooting attack. If the
Psychic Test is successful then the Target may only Walk
(not Run or Charge) for the next Turn.
-4
Healing Power: The Shaman is one with nature and fully
understands the miraculous healing powers of within it. For
this psychic shooting attack, center an Ordinance Template
on the Shaman. If the Psychic Test is successful then any
allies under the Template that are Knocked Down will be
considered to have just “Stood Up”. Those Fighters may
act as if they have just "Stood Up" (i.e. -1 BS, Movement
reduced by 50%, etc.).
Recruits
0+ Carnivores; 31 points to recruit
The Carnivores represent the core of the Kroot
fighting force, be it a small mercenary band or an
invading army. They are flexible in battle and
their Shapers are always on the lookout for new
traits that the Carnivores could cannibalize.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Kroot Carnivores may
use any weapons, armor and wargear from the
Kroot Mercenary Depot, under the Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Special Rules:
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. If the
Maximum Number of Officers have been
reached, the player could retire (remove from
Roster) any current Officer and continue with
the promotion, select to become a new type
of Recruit or re-roll the Recruit Advancement.
See TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
0-2 Mashkawizi;
47 points to recruit
After Kroot Shaper Orak returned to Pech after
meeting with the Imperial Colonel Schaeffer, the
Master Shaper organized some Kindreds to
conduct secret infiltrations into Krourk to feast on
numerous Ogryns, in order to understand how
the physical effects of from high gravity worlds
could
permanently
affect
musculature
development on creatures that are born and
raised on normal gravity worlds. This was
combined with musculature strands from the
Trogs sub-race from the far eastern sectors of
Tau controlled space, which yielded a doublestranded myosin protein strand, and a hyperactive ATP hydrogenase metabolic cycle. These
Kroot were soon recognized as Mashkiwizi for
their high muscle density and ability to operate
during long periods of time without experiencing
much fatigue.
Unfortunately for them, part of the typical Ogryn
intellect was also passed along, resulting on
slower thinking individuals who had lost the
Kroot's precious predatory instincts. Compared
to the general population, they seemed to be
calmer or even sedated. The Master Shapers
deemed them unsuitable for use on major
conflicts, as Krootoxii seemed far more effective,
and rely on them a ranged support for small
mercenary bands as they can carry far heavier
weapons and larger amounts of ammunition than
most.
M
4
WS
3
BS
3
S
4
T
3
W
1
I
3
A
1
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Ld
6
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Weapons & Equipment: Mashkawizi may use
Pistols and any weapons from the Mashkawizi
Section, any armor and wargear from the Kroot
Mercenary Depot, under Recruits subsection.
Rules for single and double-handed weapons
must be followed when equipping weapons.
Starting Equipment: Combat Knife.
Special Rules:
• Weapon Field Expertise: Certain individuals
can learn how to master a particular type of
weapons with ease. They are quickly
identified during training and submitted to
specialized training. The unit may choose to
have the Weapon Training, Heavy Weapons or
Weapon Training, Flamer Skills. Only one Skill
may be chosen.
• Unevoloved Predator: The Mashkawizi are
being breed to have increased stamina, and
thus carry Heavy Weapons with ease, rather
than to fight in Close Combat. As such they
do not benefit from the Vicious Charge Squad
Special Rule.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
HONORING THE AMERICAN INDIAN
OJIBWE LANGUAGE
Ojibwe is an American Indian Native
Algonquian language, like Blackfoot,
Cheyenne, Cree and Wabanaki. It is
spoken by around 13,800 people in the
United States and by as many as
45,000 in Canada, making it the 2nd
most
commonly
spoken
Native
language in Canada (after Cree), and the
3rd most spoken in North America
(behind Navajo and Cree).
Mashkawizi in Ojibwe means 'to be
powerful'; a very fitting name for those
Kroot
who
specialize
in
Heavy
Weapons!
0-10 Hounds; 17 points to recruit
Some Kindreds are often accompanied by packs
of Kroot Hounds; viscous, grotesque creature
with a huge and powerful jaw. These are often
fielded as fast moving packs, with the Kroot
Fighters unleashing the wild creatures upon their
foe.
M
5
WS
3
BS
0
S
3
T
3
W
1
I
3
A
1
Ld
5
Weapons & Equipment: Kroot Hounds may
never use any weapons or wargear, as these are
beasts. Kroot Hounds only have their sharp teeth
and strong limbs to attack with.
Starting Equipment: None.
Special Rules:
• Too Puny to Count: These Fighters are not
expected to do anything in battle, except
annoy the enemy and die. Your Squad may
include up to ten (10) Hounds, though it may
not have more than two of them per “Kroot
Carnivore”, but count as one model for
Tactical Retreat purposes and Maximum
Number of Fighters.
• Unevoloved Predator: Since these creatures
are a dead-end evolution from the general
Kroot population, a Kroot Hounds do not
benefit from the Vicious Charge Squad Special
Rule.
• Dumb Beast: Kroot Hounds evolution geared
them for speed and sheer ferocity, but
rendered them little more than plain animals.
Kroot Hounds do not learn nor gain
experience.
0-3 Vultures; 51 points to recruit
The Vultures has an avian ancestry, and these
Kindreds have resurrected this aspect of their
evolutionary development by eating the flesh of
winged hunters. Although not suited for extended
flight, their wings allow them to spiral on warm
updrafts above the jungle canopy and then
swoop down upon the heads of their enemies.
M
5
WS
3
BS
3
S
4
T
3
W
1
I
4
A
1
Ld
6
Weapons & Equipment: Vultures may use any
weapons, armor and wargear from the Kroot
Mercenary Depot, under the Recruits subsections.
Rules for single and double-handed weapons
must be followed when equipping weapons.
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Starting Equipment: Combat Knife.
Special Rules:
• Natural
Wings:
Vultures
have
strong
functional wings that enable them capable of
Flight & Flight Charge.
• Unevoloved Predator: Do to their fragile
nature, Vultures do not benefit from the
Vicious Charge Squad Special Rule.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer. See TLRB:
Volume 1 – Core Rules under the Character
Advancement section for details.
0-1 Phantax; 73 points to recruit
The Phantax (plural Phantaxii) is yet another
evolutionary mishap on the Kroot's quest for
racial improvement. Seeking to grow more limbs,
genetic material from arthropod-based creatures
was incorporated to single kindred in the
southern continent of Pech. The results seemed
promising at first, subsequent generations
degenerated in what today are known as the
Phantaxii.
A Phantax looks like a Kroot version of a giant
scorpion; it has six legs, two powerful claws and
powerful tail. They are immensely strong (being
able to compare with a full grown Krootox with
ease) and superb hunters. Attempts to
domesticate the Phantax have been mildly
successful; a handler is able to direct a Phantax
(while riding it) to complete certain load-carrying
tasks as well as some directed attacks.
Unfortunately, the creatures are extremely
territorial and cannot be placed in captivity
among others of their kin. If two individuals find
each other, they will fight to the death ignoring
other potential threats, even during mating
season (much like Terra's Black Widow spider.)
This fact has prevented Kroot Shapers to
organize them to be used in larger conflicts,
although small mercenary groups have been
known to use them in battle.
Very few Phantax have the ability to spin
webbing. It is rumored than in the near future all
Phantaxii will be able to produce webs. At the
moment the web is seen in the wild on younger
individuals, attempting to protect their territory
but it seems that all Phantaxii are immune to the
web's properties. It has been recorded instances
in which wild Phantax use the web to capture
prey for consumption.
In captivity even the beasts handlers are unable
to make these individuals make web on
command with any reliability.
In combat, a Phantax would use their claws to
tear potential prey apart for consumption. Under
the direction of a handler, a Phantax can be a
considerably dangerous foe, but when left to
their
own
devices
they
are
completely
unpredictable animals.
M
6
WS
3
BS
0
S
5
T
4
W
2
I
2
A
2
Ld
6
Weapons & Equipment: Phantax may never
use any weapons or wargear, as these are beasts
incapable of learning. Phantax only have their
sharp teeth and strong limbs to attack with.
Starting Equipment: Claws, Scorpion Tail.
Base Size: The Phantax should be placed on a
40mm base size. You can create your own
Phantax… a great opportunity for a conversion,
so get your supplies and bits from your local
game store!
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
• Chitinous Exoskeleton: The Phantaxii have
and exoskeleton, with thick plates to protect
their bodies that makes them impervious to
most normal damage, even challenging
powerful weapons of war to injure the beast.
The Phantax has a 5+ Armor Save.
• Claws: Phantaxxi have a pair of Claws that
they use in Close Combat, attacking the
creature’s strength.
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•
•
•
•
Scorpion Tail: Phantaxii have a long barbed
tail with a venom tip, allowing him to make
an extra S 5 attack in each Hand-To-Hand
Combat phase at Initiative 1. If the Fighter hit
by the tail is Immune to poison, the Strength
of the hit is reduced to 2. Armor Saves are
allowed as normal.
Too Dumb To Care: The Phantax’s lack of
intelligence makes them incapable of feeling
much of anything as such are immune to
Psychology, except Stupidity and Frenzy.
Projectile Web: Certain individuals are
capable of projecting a sticky web substance
from the end of their massive tails, which is
similar to a Web Pistol. Upon recruitment, the
player may add the capacity to fire this
substance for an additional 25 credits. Once
the priced is paid the Phantax BS attribute
becomes 2, and the Projectile Web may be
available for used once per Turn on a 3+;
then the template maybe placed as normal.
Call Animal Control!: The Phantax is a dumb
beast, and without the expert control of a
handler becomes easily confused. The easiest
way for the handlers to control the Phantax is
by riding them; the handler and the Phantax
are treated as a single unit. After any
successful Wound that the Phantax receives,
roll a D6. On a 5+ the handler is removed
from play (he would return unharmed for the
next game) and the Phantax becomes Stupid
for the rest of the game.
•
•
•
Hate their Own: Phantax cannot stand the
presence of their own kind. How they
reproduce is source of great debate among
senior Xenobiologists near Tau controlled
space. If another Phantax is on the same
battlefield, both creatures will suffer from
Frenzy, as soon as becoming within Line of
Sight (LoS) of each other. As any other
Frenzied creature, they will Run towards each
other by the most direct route, even if it
takes them over Gaps, Difficult Ground,
Dangerous Ground or even Trampling units.
They will initiate combat as quickly as
possible and fight no one else until the rival
Phantax is taken OOA. Once the territorial
battle is over, the Phantax would return to
normal. Trampling: Any Frenzied Phantax is a
creature to fear indeed. The crazed creatures
will not respond to their handler's commands
and would flatten anything and anyone on
their paths. Everyone knows what they must
do... get out of the way! Any unit (friendly or
foe) that lies within 4" of the determined path
of the Frenzied Phantax maybe ran over by
the huge beast on a to-hit roll of 5+.
Trampled units will be wounded on a 3+,
regardless
of
the
victim's
Toughness.
Trampling can never cause Critical Hits.
Unevoloved Predator: Since these creatures
are a dead-end evolution from the general
Kroot population, a Phantax do not benefit
from the Vicious Charge Squad Special Rule.
Dumb Beast: A Phantax evolution exchanged
brains for brawls, to the point that it is
incapable to learn even the most basic of
tricks, much less new Skills. Phantaxii do not
learn nor gain experience.
{Image of Phantax}
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Death Squads
Squad Skills
Genetic evolution is a slow process in which
individuals, by mutation and trial & error,
manage to change a minuscule part of the
genetic code that is given to their progeny. After
many generations, a new trait may come to be.
The Kroot has found a way to eliminate this
lengthy and inaccurate process. Individuals Kroot
are capable of gathering and selecting specific
genetic queues from their environment (as well
as from enemies) and incorporate them into their
own genetic code for advanced evolution of
future generations by simply consuming them!
Although major changes are passed through the
next generation by the usual means, mature
individual may carry significant dormant traits
that may come out under stress or become
functional after practical use. Their genetic
imprinting allows Kroot to certain Skills, which
will be detailed below.
Available Skills for
Pech Evolutionary Path
Combat Skills
Strength Skills
Combat Master
Bulging Biceps
Expert Swordsman
Mighty Blow
Step Aside
Web of Steel
Shooting Skills
Speed Skills
Shoot From Hideout
Acrobat
Steady Shot
Catfall
Weapon Training, Flamer
Weapon Training, Heavy
Weapon
Dodge
Jump Up
Leap
Scale Sheer Surfaces
Academic Skills
Stealth Skills
Haggle
Dive for Cover
Iron Discipline
Evade
Resource Hunter
Infiltration
Short Barked Commands
Tech Skills
Field Medical Assistant
Kroot Skills
Bellowing Battle Roar
Commanding Presence
Depending on the specific Unique Evolutionary
Path selected for your Kroot Mercenary Squad,
your Officers may have access to certain specific
Universal and Kroot Skills as detailed on the
tables below.
Enhanced Reflexes
Hardened Epidermis
Thick Skull
Available Skills for
Anghkor Prok Evolutionary Path
Combat Skills
Strength Skills
Combat Master
Bulging Biceps
Expert Swordsman
Fearsome
Step Aside
Head Butt
Strike to Injure
Hurl Opponent
Unstoppable Charge
Weapons Training, Specific
Race Close Combat Weapons
Web of Steel
Iron Jaw
Shooting Skills
Weapon Training, Flamer
Weapon Training, Heavy
Weapon
Academic Skills
Haggle
Mighty Blow
Speed Skills
Jump Up
Scale Sheer Surfaces
Stealth Skills
Backstabber
Iron Discipline
Short Barked Commands
Tech Skills
Field Medical Assistant
Kroot Skills
Advanced Vicious Charge
Bellowing Battle Roar
Commanding Presence
Hardened Epidermis
Thick Skull
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Available Skills for
Kauyon Evolutionary Path
Combat Skills
Available Skills for
Bakka Evolutionary Path (cont.)
Strength Skills
Academic Skills
Combat Master
Haggle
Expert Swordsman
Resource Hunter
Strike to Injure
Streetwise
Web of Steel
Tactician
Shooting Skills
Stealth Skills
Evade
Speed Skills
Tech Skills
Kroot Skills
Eagle Eyes
Catfall
Demolition Specialist
Commanding Presence
Hip Shooting
Scale Sheer Surfaces
Field Medical Assistant
Fast Learner
Trap Disposal
Great Teacher
Shoot From Hideout
Trick Shooter
Thick Skull
Weapon Training, Flamer
Weapon Training, Sniper
Academic Skills
Stealth Skills
Hunch
Backstabber
Short Barked Commands
Dive for Cover
Tactician
Available Skills for
Yeldi Evolutionary Path
Escape Artist
Evade
Combat Skills
Flight Training, Combat
Tech Skills
Field Medical Assistant
Kroot Skills
Advanced Vicious Charge
Chromatophores
Enhanced Reflexes
Hyperactive Nymune Organ
Thick Skull
Fearsome
Step Aside
Strike to Injure
Shooting Skills
Hide in Shadows
Infiltration
Strength Skills
Speed Skills
Eagle Eyes
Acrobat
GunFighter
Catfall
Hip Shooting
Dodge
Shoot From Hideout
Flight Training, Movement
Trick Shooter
Jump Up
Weapon Training, Flamer
Leap
Weapon Training, Sniper
Scale Sheer Surfaces
Sprint
Academic Skills
Available Skills for
Bakka Evolutionary Path
Combat Skills
Strength Skills
Haggle
Stealth Skills
Dive for Cover
Hunch
Evade
Resource Hunter
Infiltration
Tactician
Tech Skills
Shooting Skills
Speed Skills
Eagle Eyes
Catfall
Steady Shot
Dodge
Trick Shooter
Jump Up
Weapon Training, Flamer
Weapon Training, Heavy
Weapon
Weapon Training, Plasma
Leap
Field Medical Assistant
Kroot Skills
Bellowing Battle Roar
Commanding Presence
Enhanced Reflexes
Hyperactive Nymune Organ
Six Sense
Thick Skull
Weapon Training, Sniper
Weapons Training, Specific
Race Ranged Weapons
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Kroot Skills & Adaptations
•
Advanced Vicious Charge: As Kroot
individuals mature, they are able to control
that virtual 'final push' that is the Vicious
Charge. Understanding how their bodies react
to that endorphin rush, they are able to make
a more deadly assault. The Kroot with this
Skill gains an additional +1 A only when
performing a Vicious Charge. This temporary
boost may take an individual beyond racial
maximums, and may never be used by
individuals without the ability to perform a
Vicious Charge, such as the Kroot Hounds.
•
Bellowing Battle Roar: The Kroot’s vocal
cords are able to emit a particularly disturbing
sound, which is disorientating to most nonKroot. Certain Kroot individuals have a
natural inclination to produce this sound and
with practice their vocal instrument becomes
stronger. The individual with this Skill has
learned how to roar near the threshold of pain
of many sentient beings. While not fatal, this
surprising sound is so distracting that
enemies are usually confused by it. Enemy
Fighters suffer a -1 to penalty to their to-hit
rolls during the first Turn of Close Combat
against an individual with the Bellowing Battle
Roar Skill.
•
Blood of the Stalker: Most of all Kroot have
an instinctive desire to silently wait and jump
on potential prey. Some individuals become
more adept to use this instinct to hunt prey in
the battlefield. Even fewer develop what is
collectively known as the Blood of the Stalker.
They are not only excellent trackers, but are
virtually undetectable by potential prey...
until is too late! Any Kroot with this Skill may
make an additional 4" move after Infiltration,
but before the first Turn.
•
Chromatophores: Certain Kroot Kindreds
have manage to evolved highly complicated
organelles in their lower epidermis that allows
them to flash mating displays, signal
warnings and disguise themselves from
predators. Known as Chromatophores, these
tens of thousands of organelles can form
intricate color patterns on the skin, as nerves
control the muscles surrounding the pigment
sacs. When the muscles around the
Chromatophores are relaxed, the pigment is
concentrated into a tiny point, making the
area of skin appear white. When the muscles
contract, the pigment stretches out and colors
the skin. Chromatophores contain red,
orange, yellow, black, and brown pigments,
thus allowing an almost unlimited color
combination to appear almost instantly. In
combat, a Fighter with this adaptation
changes color constantly to blend with his
environment. While this does not make him
invisible, it does make him harder to shot at
while behind Cover. The Fighter with this Skill
may re-roll a single failed Cover Save per
Turn; remember that you can never re-roll a
re-roll!
•
Commanding
Presence:
Kroots
are
members of intricate social web, in which age
is synonym of accomplishments and success.
Over times, as wrinkles and battle scars
appear, individuals excel themselves among
their peers. More notably, those who have
achieve certain ranks of power, such as
Shapers and Shamans could become an
inspirational sight for others to follow. The
individual with this Skill gains a +1
Leadership, which may take pass them past
their racial maximum.
•
Enhanced Reflexes: Kroots, in their never
ending quest for personal evolution, learn
how to take advantage of every situation and
learn how to increase their response time in
dire situations. While this is a learned
behavior, the Master Shaper is attempting to
introduce genetic material that would made
this a reality for all Kroot Kindreds. An
individual with this Skill gains a +1 Initiative,
which may take pass them past their racial
maximum.
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•
Fast Learner: The Master Shaper inculcates
on
his
Shapers
the
importance
of
understanding new technologies, as well as
obtaining new genetic material. The makes
everyone in charge of exploring new regions
of space that some species may have not
made any evolutionary advances, but that
their survival has been the result of new
technologies. He stresses the importance to
acquire those technological marvels, to
complement the Kroot Genome. The Shaper
with this skill may re-roll when testing for
Understanding Captured Tech. Only one reroll per post game; remember you can never
re-roll a re-roll! Shaper only.
•
Great Teacher: It is almost useless for any
one individual to learn new technologies, if he
cannot teach others on its use. Shapers that
can serve as instructors are regarded on high
esteem by the Kroot. The Shaper with this
skill may re-roll when testing for Passing
Down the Knowledge. Only one re-roll per
post game; remember you can never re-roll a
re-roll! Shaper only.
•
Hardened Epidermis: The epidermal skin
layer of the Kroot usually has the appearance
of hard leather. Over time, as certain
individuals are exposed to injuries, a dormant
reaction is triggered which makes his skin
capable of resisting substantial abuse and
punishment before allowing any significant
damage to the Fighter. The Kroot gain a +1
bonus to his Armor Save, cumulative to any
armor and protection worn; thus a Kroot with
a Mesh Armor would have an Armor Save of
5+.
•
Hyperactive Nymune Organ: While it is
rumored that the Nymune Organ is directly
linked to female Kroot reproduction, a
Hyperactive Nymune Organ infuses any Kroot
with substantial amounts of a hormone
similar to the human adrenaline. A Fighter
with a Hyperactive Nymune Organ is capable
of Running an additional D3” (movement x 2”
+ D3”). Under no circumstances the Fighter
may fire his weapon or Hide after such a
rushed movement. This adaptation cannot be
used or combined with Flying nor has no
effect on Charge.
•
Six Sense: Although common Imperial
doctrines denies this, part of the naturally
evolving process of any race includes the
development of Psykers. Kroot are far from
making such evolutionary leap, but some
individuals have exhibit a natural instinct to
find prey. May call this a Six Sense, other
calls it luck. Regardless, it makes a Kroot
even more deadlier. An individual with this
Skill to use triple his Initiative Range when
attempting to detect Hidden Fighters.
•
Thick Skull: A condition cataloged by the
Ordo Xeno's Inquisitor Ralei and Magos
Biologis
Darvus,
Acceleratum
Cranial
Hyperostosis of the Krootis aviana, is a known
condition, possibly an evolutionary trait or
mutation, which is triggered by severe head
trauma to the Kroot Skull. The epidermal
subcutaneous quills harder and the dermal
plates of the cranium become thicker. It gives
the appearance of a slightly enlarged head,
but nothing short of a Surgical-Chainsword
can cut through the massive bone structure.
For game purposes, the Kroot Fighter gains a
special 4+ Save on a D6 to avoid being
Stunned (just like the Helmet’s Avoid Stun
Special Rule.) If the save is made, treat a
Stunned result as Knocked Down instead.
This cannot be combined with any form of
head protection gear.
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Kroot Mercenary Depot
KROOT MERCENARIES UNIT COST SUMMARY
Name
Limit Cost
Name
Officers
Recruits
Shaper
Headhunter
Shaman
Stalker
1
0-2
0-1
0-1
68
53
60
61
Limit Cost
Carnivores
Mashkawizi
Hounds
Vultures
Phantax
0+
0-2
0-3
0-3
0-1
31
47
17
51
73
KROOT MERCENARIES AVAILABLE WEAPONS
Name
Rare Cost
Name
Rare Cost
Officers
Recruits
Close Combat Weapons
Close Combat Weapons
Chain Choppa
Chainsword
Eviscerator *
Shaman's Staff
6
7
7
4
21
27
25
17
Axe
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Sword
Two-Handed Axe, Club or Sword
Pistols
Assault Weapons
-
15
22
Assault Weapons
Rapid Fire Weapons
Rapid Fire Weapons
Autogun
Kroot Rifle
Heavy Weapons
-
22
27
7
40
-
27
5
-
11
8
19
8
Heavy Weapons
Heavy Stubber
Template Weapons
Template Weapons
6
15
Special Weapons
Flamer (Burner)
Special Weapons
Grenades
Choke Gas Grenade
Hallucinogen Gas Grenade
15
13
5
5
18
15
Pistols
Autopistol
Kroot Pistol
Web Pistol (Glue Gun)
-
Grenades
4
6
8
11
Flash Grenade
Fragmentation Grenade
Incendiary Grenade
Smoke Gas Grenade
* Leader Only
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Name
Officers
Armor
AVAILABLE ARMOR LIST
Rare Cost
Name
Recruits
Armor
Helmet
Reduced Flak Jacket *
4
3
17
18
Head Guard
Mesh Armor
Rare Cost
4
-
9
18
* Leader Only
AVAILABLE WARGEAR LIST
Name
Rare Cost
Name
Officers
Recruits
Wargear
Wargear
Banner
Bionic Arm, Eye or Leg Replacement Ω
Blood of the Stalker
Cameleoline Ω
Ceremonial Upgrade: Feather of the Kroothawk
Ceremonial Upgrade: Shard of the Path
Ceremonial Upgrade; Adamantium Blade
Ceremonial Upgrade; Bio-Electric Field
Ceremonial Upgrade; Echoes of the Dead
Ceremonial Upgrade; Expanded Ammo Clip
Ceremonial Upgrade; Extended Barrel
Ceremonial Upgrade; Gyro-Stabilizers
Ceremonial Upgrade; Krootox's Punch
Ceremonial Upgrade; Molded-Grip
Ceremonial Upgrade; Phyllobate Grip
Ceremonial Upgrade; Shrieking Bullets
Ceremonial Upgrade; Shrunken Heads
Ceremonial Upgrade; Vibroblade
Clip Harness
Kroothawk Totem
Lucky Charm
Red-Dot Sight Ω
Resource Pendulum
Respirators Ω
Squad Shuttle Ω
Tarot Cards
Telescopic Sight Ω
Trademark Item
7
7
6
8
9
9
6
7
7
6
6
9
5
9
7
8
7
6
3
8
6
7
8
5
10
8
6
7
22
30
16
27
28
21
21
20
22
23
15
18
14
26
22
22
22
21
5
22
21
15
22
21
28
17
16
27
Auspex
Bio-Scanner
Filter Plugs
Infra-Red Goggles Ω
Infra-Red Sight Ω
Photo Enhanced Visor Ω
Photo Visor Ω
Rope & Hook
Shield, Combat
Vox-Caster Ω
Rare Cost
6
5
3
6
6
8
6
3
5
Ω Bakka UEP Only
* Leader Only
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21
8
16
11
29
28
12
18
16
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Death Squads
Ork Mob
The Ork Boyz were rowdy. Surrounding a roaring
fire they were screaming and hollering at the
moon. Even the Gretchins were dancing in a
maddening rave, trying not to get stomped by
their bigger enslavers. Choppas and Blastas in
the air, the Orks were ready for battle. The only
Ork sitting quietly was The Albino. His muscles
glistened in the firelight while he held a datapad
almost undisturbed. Yes, this would-be Warboss
not only could read human, but he understood
the concept of passively acquiring knowledge and
its application to warfare. His massive physique
and his intelligence were only surpassed by his
desire to see the Galaxy burn in the biggest
Waaagh! since the great Ork Warlord Ghazghkull
Mag Uruk Thraka at Armageddon.
The humans had no idea… he already stashed
enough weapons to take this miserable planet.
Now, he was looking for something else. It was
time for his second plan to enter in motion. He
looked up, and saw the Boyz already in a fist
fight. They were good examples of young
inexperienced blood thirsty Fighters... but he was
not the one establishing the warmongering mood.
It was Warpedfang… again. This ‘Ard Boy had no
concept of patience and was eager to fight
barehanded a Hierophant biotitan at any
moment. He would have to deal with Warpedfang
soon.
The Albino raised his hand, expecting the Orks to
be quiet. Instead, the Boyz mistook his gesture
as one of encouragement and they started trying
to play ‘toos da Grot ova da fire’. Warpedfang
looked The Albino in the eye and in defiance
started screaming at the Boyz of dreams of war.
The Albino grabbed his Big Choppa, quickly stood
up and roared with such power that people at
Karameikos IX would had felt his might.
Everyone reacted. Most of the Boyz froze, the
Kommandoz sat… Warpedfang snarled at the
leader with one of the Boyz on his side, hand
reaching for his Choppa.
Before the ‘Arb Boy could do anything else, he
felt his own blood soaking his chest. Looking
down he could see a long Imperial issued glaive
sword pressed against his throat. The previously
polished Aquila now was stained with his blood. A
meaty hand yanked his hair back and he could
see Werzzhim’s profile. In his deep voice the
Sneaky Boss, imitating a human accent, said loud
enough for everyone to hear.
-
When da Boss raises ’is ’and, it means
everyone grows all quiet an’ sneaky. You be a
good Grot an’ do dat… or Werzzhim makes
you all quiet an’ sneaky foreva.
As soon as he spoke, the Kommandoz laughed in
approval mocking Warpedfang, impressed at the
speed of their boss. Even his allies abandoned
him, kicking him behind the knees forcibly sitting
him down. The Boyz looked sheepishly at The
Albino, with a nervous grin looking for any sign of
approval. The other Boyz started to grunt and
raised Choppas in expectation of a fight. Instead
The Albino raised his hand again. This time, the
only ones making sounds were the crickets.
-
Da time for Waaagh! is now! We is da
meanest. We is da strongest. Now, we need
da tanks an’ da planes. Soon Gorka an’ Morka
will cumm to us wiv deir presence... an’ we
will take dis miserable planet an’ den da
stars! Grab your Choppaz... its killin’ time!!!
That was the signal all Orks needed… the Fall of
Melkor was already in progress.
Who are the Orks?
Orks are a warlike, green-skinned race, spread
throughout the galaxy, seen by their enemies
(everyone else) as savage, warlike and crude but they also are the most successful species in
the whole galaxy, outnumbering possibly every
other race. However, this massive race is split
into hundreds of tiny empires, often warring
between themselves. But were the Orks ever to
unite, they would undoubtedly crush all
opposition.
WAAAGH!
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Orkoid physiology is a combination of both
animal and fungus in a way such that they both
augment the operation of the other and work in
perfect harmony. The fungus is what makes an
Ork tough, replacing several vital organs as well
as adding padding around those which remain.
The Orkoid ecosystem includes several species,
Gretchin, Snotlings and Squigs, as well as the
Orks themselves.
A typical Ork army is primarily made up Ork
Boyz; basic Orks armed in some way to make
them either combat or ranged specific. It also
contains several vehicles, mostly cobbled
together
from
stolen
pieces
or
crudely
constructed.
Some Orks are born with specific information
programmed into their DNA to be released as
they grow. They specialize in doing things that
most other Orks can't, although a standard Ork
Boy's genetically encoded knowledge allows him
to keep his weapons in working order. Often
there are competitions between these Orks to see
which can make the most Orky thing, be it
biological
or
technological.
The
Painboyz
(surgeons) and Weirdboyz are good examples.
Orks gather into various levels of organization.
The smallest battlefield grouping is the Mob, a
Squad-level unit of Orks with similar ideas of how
to act on the battlefield, generally led by a Nob
(short for "noble" but pronounced "knob").
A Squad is roughly equivalent to an Imperial
Guard company (although with a greater
variation in size), led by a Boss. The Squad
consists of several Mobs.
The largest organizational unit is the Tribe, a
horde of numerous Squads all under the
command of a Warlord or Warboss. Different
tribes can be united by a powerful Warlord when
he raises a Waaagh. Squads number between
600 and 3,000 Fighters plus associated war
machines and artillery.
It is the natural course of Ork Nobz to take their
Mobs into new territories, searching for grand
battles and even bigger scars. Eventually these
Nobz become powerful enough to challenge
Bosses and start their quest to become the
greatest Warboss ever lived.
Why Play Orks?
Orks are an ideal choice for players who prefer
simple in-your-face brutal tactics. Rather than
shooting the enemy, Orks prefer to get up close
and personal; they not only love to fight, but are
very good at it too!
The Orks main advantage is their high Toughness
value. It makes them extremely resistant to
injury. Their disadvantage lies in their lack of
long range weaponry and limited gear.
A successful Ork Mob will be the very beginning
of a green-tide, over running a planetary system
with the power of the Waaagh!
What is the Concept Behind the
Ork Mob Squad?
Ork armies are composed of thousands of
individuals; each of them following the strongest
individual, while abusing all the weaker ones. At
some point, one of the Nobz would get fed up
and leave the Tribe taking with him few Ork
Boyz. Promising a bigger chance for mayhem and
destruction, they follow their new Boss.
With the Ork Mob, players can put a background
to their favorite personal Warboss and how they
came to power leading a powerful army.
ORK TROPHIES
Orks judge the worth of a Warboss by
the quantity and quality of the enemies
he has overcome. The Warbosses of
ages past adorned their thrones and
trophy racks with the skulls of their
rivals. The modern space fearing Ork
has a far wider range of foes to
conquer, and takes great pleasure in
twisting off the heads of his hardiest
foes and displaying them for all to see.
Space Marine helmets usually occupy
pride place on a Warboss’s trophy rack.
To display the remains of the finest
warriors of Humanity upon a trophy
rack is a great testament to a Warlord's
prowess and right of leadership.
Furthermore, Space Marine helmets
come in a variety of bright colors; a real
plus for the most ostentatious Warboss.
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Choice of Units:
The Ork Mob at the start of a campaign has 750
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 18 models. You may not have
more than six Officers.
•
•
•
•
•
•
•
•
•
•
Nob: Each Ork Mob must have one Nob: no
more, no less!
Sneaky Boss: Your Mob may include up to
one Sneaky Boss.
Flash Gitz: Your Mob may include up to one
Flash Gitz.
‘Ard Boyz: Your Mob may include up to two
‘Ard Boyz.
Boyz: Your Mob may include any number of
Ork Boyz.
Painboy: Your Mob may include up to one
Painboy.
Weirdboy: Your Mob may include up to one
Weirdboy.
Kommandoz, Burna Boyz & Lootaz: Your
Mob may have a combined total of up a
maximum of three Kommandoz, Burna Boyz
and Lootaz.
Gretchin: Your Mob may include up to ten
(10) Gretchins, though it may not have more
than two Gretchins for each Ork Boy in the
Squad.
Trash-Kan: Your Mob may include up to one
Trash-Kan.
natural evolution the Leader is undertaking to
become a full-blown Warboss.
Leaders may learn to harness its power through
the Waaagh! and Dakka, Dakka, Dakka! Skills or
a Waaagh! Banner.
Starting Experience:
•
•
•
•
•
•
•
•
•
•
•
A Nob starts with 24 Experience.
The Sneaky Boss starts with 10 Experience.
The Flash Gitz starts with 10 Experience.
The ‘Ard Boyz starts with 8 Experience.
Boyz start with 0 Experience.
A Painboy starts with 6 Experience.
A Weirdboy starts with 12 Experience.
Komandoz start with 6 Experience.
Burna Boyz start with 2 Experience.
Lootaz start with 6 Experience.
Gretchins start with 0 Experience.
Characteristic Increase:
Ork 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
Squad Special Rules
Power of the WAAAGH!: When a group of Orks
get exited from engaging the enemy in battle,
they enter in an irrational state of frenzy, blazing
away with their shootas, waiving their choppas,
carelessly charging any enemy while screaming
Waaagh! at the top of their lungs. A wild psychic
wave that combines all the anger, bloodlust and
adrenaline of primal combat randomly feeds the
mob… until someone strong enough is capable of
harnessing this power to boost the Ork capacity
for destruction. The sheer momentum of their
attack is stunning and opponents are in extreme
danger of getting bowled over by a green tide of
Orks, all trying to get into combat first!
The Power of the WAAAGH! expresses itself with
an intensity that is proportional to the amount of
Orks psychically feeding it, different in an Ork
Squad than in an Army. This represents the
Profile
Ork
Gretchin (Ork)
M WS BS
S
T
W
I
A Ld
5
5
5
4
5
3
3
2
5
6
4
3
6
4
4
5
9
8
Ork’s Available Skill Categories
Officers may only choose from the approved
Universal Skills (US) detailed below, next to the
Squad’s Skills.
• Nob may choose from the Combat, Shooting,
Academic, Strength, Speed, Stealth and
Squad Skills.
• Sneaky Boss may choose from the Combat,
Speed, Stealth and Squad Skills.
• Flash Gitz may choose from the Shooting,
Strength, Techno and Squad Skills.
• ‘Ard Boyz may choose from the Combat,
Shooting, Strength and Squad Skills.
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Officers
1 Nob; 70 points to recruit
The Orks call their ruling caste Nobz. It is
believed to be short for a parody of the Gothic
word 'Nobles' but pronounced by the guttural
Orkish throats as 'Knobs'. Ork nobility is
determined not by some accident of birth or
sparkly heirloom, but by the sheer size and
belligerence of the Ork claimant. The only Ork
bigger and scarier than a Nob is a Warboss, and
the Nobz delight in reminding lesser Orks about
their natural supremacy using their scarred fists
and iron-shod boots. Nobz are usually found
barking orders to mobs of Boyz, but it’s not
uncommon to find them in elite Squads of their
own, or forming the bodyguard for the Warboss.
If the Warboss falls, the largest Nob will take his
place (after kicking in some heads to restore
order, of course!)
Along sheer body mass, decent wargear is the
sign of nobility and status amongst Orks. No
ordinary Ork Boy is allowed to keep wargear that
is better or more prestigious than the Nob, and
will have such items quickly ‘confiscated’.
Because of this, Nobz are usually armed and
equipped with a bewildering variety of killy stuff.
Their personalized wargear varies from metal
armor plates to smoke belching warbikes and
high-caliber weaponry. All Nobz love to flaunt
truly powerful guns. The richest can afford the
much-Feared kombi-weapons and up-gunned
Shootas; weapons capable of reducing everyone
in their vicinity to bullet-riddled corpses or
steaming piles of gore. Their tastes in Close
Combat weapons are equally as extravagant,
with chain-bladed Choppas and piston-driven
Power Klaws being the most popular of all.
Some Nobz prefer to lead mobs or Squads of
smaller Orks who they can boss around with
impunity. They lead by example, plunging into
the thick of the fighting and breaking skulls left,
right and center. In this way each Nob acts as a
Sergeant-at-Arms, Champion, Oppressor and
Role Model for the Boyz they lead. Nobz take any
opportunity they can to revel in cruel or casual
violence, and they have the muscle to back it up.
Nobz are arrogant in the extreme, inflicting onthe-spot punishment to any lesser Ork, Gretchin
or Snotling who speaks out of turn or otherwise
annoys them. This punishment takes the form of
a hefty whack on the head with a blunt
instrument... usually the Nob himself! Should the
crime be a serious one, such as forgetting to
bring the Nob's breakfast or to reload his prized
Shoota, this blow will be administered with the
business-end of a sharp Choppa.
These Nobz may leave their tribe entirely, in
search of an opportunity to gain influence over
many Orks and become Warbosses themselves,
often promising others ‘Da biggest and da badest
Waaagh Greenskins ‘ave ever sin!’
M
4
WS
4
BS
3
S
4
T
4
W
2
I
3
A
1
Ld
8
Weapons & Equipment: A Nob may use any
Weapons, Armor and Wargear from the Ork
Depot,
under
the
Officers
and
Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: None.
Special Rules:
• Squad Leader: This Fighter is considered to
be the Leader of the Squad. He gets access to
any Weapon, Armor, Wargear, Skill, etc.
marked as Leader Only.
• Fearless Leader: Orks instinctively understand
to follow only Da' Biggast and Da' Strongast
among them. As such Ork develops his
management skills he grows more daring and
confident. He understands that if Orks are
powerful and he is the most powerful among
Orks, then he should not fear anything or
anyone. If not, there is another Ork waiting to
replace him as leader. The Leader of the Ork
Mob is considered to be Fearless.
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Death Squads
•
•
•
Da’ Best For Da’ Boss: Nobz do not get any
free weapons, as no respectable Boss would
be caught dead touching such crappy tools of
war. Instead, the Nob has been busy
confiscating, selling and buying the best gear
for himself! Only during the initial recruitment
of Nob, the costs of all Weapons, Armor and
Wargear purchased for his immediate
personal use would be reduced by 50%
(round down). Note that the Officer may
purchase any allowed combination of items
that the game allow (for example an
Autopistol, Sword and 5 Grenades) and pass
them t other Fighters for the next game. You
may NOT buy an illegal combination of items
(for example 3 Autoguns) for this purpose.
The Officer must be able to use all purchased
items on the initial game, no exceptions.
Living Shield: A future Warboss is not above
picking up any of his minions and placing
them in harm’s way in order to protect
himself, using them as a shield. After the Nob
has been attacked from a long range weapon
(with the exception of Template and Blast
Weapons, such as Flamers and Grenades) and
a successful to-Hit roll has been made, but
before any to-Wound rolls are made, the Nob
may try (only once per Turn) to pick any
Recruit of the Ork Mob (except the TrashKan) within 2" on a 4+ and have it take the
damage. If a Recruit is picked up successfully,
any rolls to-Wound are made against the
Recruit’s Toughness (instead of the Nob's)
and resolved as normal. If the 'volunteer'
survives the Nob will discard him by throwing
him away as rubbish; roll a Scatter Die and
D6". On a 'HIT', the player may choose the
direction, but the distance is always random.
The 'discarded volunteer' may Fall (if he was
at a higher elevation) and take damage, but
never be thrown out of the board or into
another Fighter; in both cases, place the
'volunteer' just 1" away.
Throw-A-Grot: This unit has the Throw-A-Grot
Skill. See Ork Skill section for details.
0-1 Sneaky Boss; 59 points to recruit
Among Ork society, few Orks drive many sadistic
pleasures from treacherous and cunning attacks
to the enemy. They tend to be outcasts among
their peers, who prefer a much more noisy and
frontal assault approach to warfare. Among
them, few rise above the rest, and truly
understand the advantages of the ‘qwiet deff’ and
manage to survive long enough to collect serious
scars on the process. With experience, come the
understanding that humans have created certain
pieces of wargear that would allow them to be
even ‘more sneakier’! The Sneaky Boss is such a
leader; he would pound control over other
Kommandoz and lead them into battle, from
behind enemy lines. It is the Sneaky Boss who is
capable of using enemy equipment to the
advantage of his ‘Sneaky Boyz’, as they tend to
call the Kommandoz under their control.
Under the direction of a capable Warboss, the
Sneaky Boss could change the tide of any
encounter.
M
4
WS
3
BS
3
S
3
T
4
W
1
I
3
A
1
Ld
7
Weapons & Equipment: Sneaky Boss may use
any Weapons, Armor and Wargear from the Ork
Depot,
under
the
Officers
and
Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: None.
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.
• Move Through Cover: This unit suffers no
penalty for moving through any Dangerous
Ground.
• Shh! I Is Bein' Sneaky: The Sneaky Boss is
skilled in the art of sneakiness like no other
Ork. He appears to blend into the background
and move with almost supernatural speed,
yet makes no sound. Feared by other Orks for
his unorkish ways, many cunning Warbosses
are still ready to use the Sneaky Boss'
particular skills. The Sneaky Boss gains +1 to
Cover Saves, which is stackable with the
benefits of Laying Low and gains the skill Dive
for Cover.
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0-1 Flash Gitz; 47 points to recruit
Orks are not known for the modesty and
subtlety, but even by their standards Flash Gitz
are considered obnoxious... or would be if Ork
knew what obnoxious meant! They are the
richest Orks, having gambled, stolen and pillaged
enough teef and treasure to afford them a life
and relative extravagance. They adorn their
bodies in the most expensive and ornate
equipment, with rare animal furs and piercings.
With their armor covered in pretentious glyphs,
they flaunt their wealth at any opportunity in
front of other Boyz. Yet the item a Flash Gitz is
always most proud of will always be their
customized firearm, for they are still an Ork, and
all Orks love a good bit of old fashioned violence.
These scratch built weapons are known as
Snazzguns and they are all unique in design,
each with different gubbins bolted on by an overeager Mek who's had just the right number of
teef thrown his way to build 'da best blasta dis
side of Gazzgul's ulk', but all equally deadly in
their own individual way. Flash Gitz use their
riches to make the most noise in combat, and
thus be the envy and earn the admiration of
every Boy, for they are all attracted to loud
noises, bright flashes and deadly power.
M
4
WS
3
BS
4
S
3
T
4
W
1
I
3
A
1
Ld
7
Weapons & Equipment: The Flash Gitz may
use any Weapons, Armor and Wargear from the
Ork Depot, under the Officers and Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: None.
Special Rules:
• Noez Uumie Stuf: By putting a serious
amount of teef and resources (for an Ork),
the Flash Gitz is able to find someone to help
him locate, retrieve and understand human
equipment with surprising effectiveness. After
the first game, the Flash Gitz may acquire
and use any Weapons, Armor and Wargear
from the Imperial Guard Depot that Ork
Officers do not already have access to.
These items can be acquired while searching
the battlefield or purchased from any part of
the Imperial Guard Depot as long as all of the
items requirements are fully met (i.e. Power
Fist requires the Fighter to be the Squad
Leader, etc.)
•
In addition, no items specific to any Regional
Platoon may be purchased. Any item
purchased from the Depot is done so at +1 to
Rarity (min 3, max 12) and at +25% more to
its cost (rounding down). None of the items
acquired or used through this Skill may be
passed to other Ork Fighters, the Flash Gitz is
simply too greedy about his 'Umie Toyz to
share!
Usurping the Leader: Orks are attracted to
power. They spawn with the instinct to
become physically violent towards those who
are weaker and submissive towards those
who are obviously stronger. Through their
life-spans, Orks will constantly try to climb
this power hierarchy, usually in non-so-subtle
ways. When an Ork Officer’s Leadership
Attribute becomes equal or greater than the
current Leader’s, then they would challenge
him for the position of power and MUST fight
out to see who the new Leader would be. At
the end of the Post-Battle Sequence, the two
Orks will fight for supremacy. Separate the
two Fighters 8” apart and determine who will
start the fight by each rolling a D6 + Initiative
Attribute. The one with the highest result will
have the first Turn. The Fighters are free to
engage in Combat in any way they see fit, but
launching themselves into Close Combat
tends to be the preferred method. The winner
is whoever takes his opponent OOA, gaining
+1 XP. Resolve Serious Injuries as normal,
re-rolling any Dead, Multiple Injury, Captured
or Bitter Enmity results. A defeated Leader
will lose the Squad Leader and Fearless
Leader Special Rules and gains the Usurping
the Leader Special Rule, while the winner
gains the Squad Leader and Fearless Leader
Special Rules while losing the Usurping the
Leader Special Rule; the former Leader will
try to fight his way back to become a
Warboss! In case of multiple Officers meeting
the requirements for Usurping the Leader,
randomly determined who will fight the
current Leader first. After the battle is over,
the winner (and current Leader) must make a
Leadership Test, subtracting 1 to the roll. If
the Test is failed, the new Leader would be
challenged as normal.
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•
Snazzin' Up Da' Snazzgun: Flash Gitz have a
natural instinct that leads them to find usable
bits and pieces that they can use to try to
improve their portable weapons of mass
destruction for their own personal use. A
Flash Gitz may take any 'Ranged Weapon'
acquired during the Exploration Phase (PostBattle Sequence) and scrap it (destroy) for
parts and attempt to upgrade his Snazzgun.
Only one upgrade per weapon is possible,
regardless how many times you attempt to
complete the upgrade. Pay 5 credits and then
roll 2D6 on the Mo' Powa' To Da' Snazzgun
table below:
MO' POWA' TO DA' SNAZZGUN TABLE
Roll 2D6
2-3
BLOWN UP!: The Ranged Weapon used for parts
and Snazzgun are destroyed in a big explosion.
Although no damage was taken, everyone encourages
you to do it again!
4-5
JUNK!: The Ranged Weapon used for parts is
destroyed and lost. Nothing can be made of it, but the
Snazzgun is in (relatively) good condition.
6-8
UNUSABLE PARTS: The Ranged Weapon used for
parts does not have anything of use at the moment
and it is left in (semi) usable condition. It could be
given to anyone capable of using it as it is for use, or
in the next Post-Battle Sequence another attempt
made to use it for parts. The Snazzgun is in
(relatively) good condition.
9
MO' BULLETS!!: Conventional thinking set aside,
the Snazzgun has been retrofitted with a larger
ammunition chamber. As such, the Snazzgun has an
increased shot capacity. If the Flash Gitz does not
move, he may fire D2+1 shots. The Snazzgun still
accepts Dum-Dum Bullets. The rumors among
Gretchins everywhere is that you are looking for
some … volunteers.
10
BOOMSTICK!: "Alright you fick Orkses, listen up!
See dis? Dis... is... my boomstik! A big doublebarreled Shoota. S-Mek's top of da line. Ya'll can find
dis in the shooty stuff department. Dat's right! Dis
sweet baby was made in Grand Rapidz, Mekchigan.
Sells for about a hundred and nine, ninety five teef,
that's a lotsa teef! It's got a shiny wood stock, metal
wot don't rust, and a shooty trigger. Dat's right. Shop
smart. Shop S-Mek. You got dat?" The gases
expelled from the previous shot are re-compressed
and re-burned, basically acting like having permanent
Dum-Dum Bullets without the need of ever
purchasing them anymore.
11
BURNA BITZ!: In true Ork engineering, somehow a
Flamer Pistol has been attached to the end of his
Snazzgun! You notice how your fellow Orks started
sticking marshmallows on Gretchins' 'Ead Buckets.
12
MO' DAKKA!: Against all laws of physics, you
have made the impossible... a better orky weapon!
Not only you have modified the Snazzgun to have an
improved strength (S+1), but you have managed to
rectify the barrel so your weapon has a 24" range, but
it can no longer accept Dum-Dum Bullets. You start
to wonder if painting bulls-eye's on the back of
Gretchins could help you become more accurate.
Gretchins start weeping.
FIGHTIN’ SCARS
Orks who get the most respect from
other Orks are those with the most
impressive scars. A good thick scar
clearly shows that their owner is not
to be trifled with. Ideally, a fightin’
scar should run from the top of the
head to the bottom of the jaw, and
be nice and ragged. For added
kudos, any stitches or metal staples
used to suture the wound are left in
place. A veteran Ork is often called a
Skarboy because of this. Many Orks
sling grievous abuse to each other
purely to provoke a fight that will
earn them a good scar or two. The
generation of truly vile insults is
about the only exercise an Ork’s
imagination ever gets.
Result
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Death Squads
0-2 ‘Ard Boyz; 41 points to recruit
•
Ork society is a savage hierarchy where only the
toughest survive and rise through the ranks
(often atop the bodies of other challengers). ‘Ard
Boyz are such rising stars, and they carry out the
orders of the Nob. If the Boss ever falls, it is up
to the 'Ard Boyz to decide on a new leader;
usually through personal combat.
M
4
WS
4
BS
3
S
3
T
4
W
1
I
3
A
1
Ld
7
Weapons & Equipment: 'Ard Boyz may use any
Weapons, Armor and Wargear from the Ork
Depot,
under
the
Officers
and
Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: None.
Special Rules:
• Throw-A-Grot: This unit has the Throw-A-Grot
Skill. See Ork Skill section for details.
Usurping the Leader: Orks are attracted to
power. They spawn with the instinct to
become physically violent towards those who
are weaker and submissive towards those
who are obviously stronger. Through their
life-spans, Orks will constantly try to climb
this power hierarchy, usually in non-so-subtle
ways. When an Ork Officer’s Leadership
Attribute becomes equal or greater than the
current Leader’s, then they would challenge
him for the position of power and MUST fight
out to see who the new Leader would be. At
the end of the Post-Battle Sequence, the two
Orks will fight for supremacy. Separate the
two Fighters 8” apart and determine who will
start the fight by each rolling a D6 + Initiative
Attribute. The one with the highest result will
have the first Turn. The Fighters are free to
engage in Combat in any way they see fit, but
launching themselves into Close Combat
tends to be the preferred method. The winner
is whoever takes his opponent OOA, gaining
+1 XP. Resolve Serious Injuries as normal,
re-rolling any Dead, Multiple Injury, Captured
or Bitter Enmity results. A defeated Leader
will lose the Squad Leader and Fearless
Leader Special Rules and gains the Usurping
the Leader Special Rule, while the winner
gains the Squad Leader and Fearless Leader
Special Rules while losing the Usurping the
Leader Special Rule; the former Leader will
try to fight his way back to become a
Warboss! In case of multiple Officers meeting
the requirements for Usurping the Leader,
randomly determined who will fight the
current Leader first. After the battle is over,
the winner (and current Leader) must make a
Leadership Test, subtracting 1 to the roll. If
the Test is failed, the new Leader would be
challenged as normal.
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Death Squads
Recruits
0+ Ork Boyz; 32 points to recruit
Ork Boy is the Ork term for the numerous rank
and file Ork Fighters which form the core of any
Ork army. Boyz are the rank and file of Ork
Fighters, rank being the operative word! The core
of any Ork Squad, Boyz are usually led by a Nob
who epitomizes his mob’s Skills.
Boyz are tough and determined infantry who fall
upon the enemy in a great howling tide of
violence. Their battered and grubby armor
usually consists of no more than a few scraps of
flak jacket adorned with a shoulder or back plate
bearing their insignia. Boyz place great pride in
their weapons thought they are not above using
their fists, claws and teeth when face to face with
the enemy.
They are generally armed with heavy, solid-shot
pistols known as Sluggas and brutal melee
weapons known as Choppas. Though crude and
varied in design, Choppas are quite suitable for
hacking off limbs and caving in skulls. When a
large mob of Orks equipped with Sluggas and
Choppas Charge the foe, the mess they make of
their enemies is quite terrifying.
Ork Boyz with a preference for the shooty side of
combat are called Shoota Boyz and are armed
with Shootas instead of the basic Slugga and
Choppa.
Shoota
Boyz
however,
has
no
appreciation for marksmanship, and are more
addicted to the violent noise and heavy recoil of
automatic gunfire.
M
4
WS
4
BS
2
S
3
T
4
W
1
I
2
A
1
Ld
6
Weapons & Equipment: Ork Boyz may use any
Weapons, Armor and Wargear from the Ork
Depot, under the Recruits subsection. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: None.
Special Rules:
• Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a a Generic Officer (also
gaining the Usurping the Leader Special
Rule). See TLRB: Volume 1 – Core Rules
under the Character Advancement section for
details.
0-1 Painboy; 45 points to recruit
Painboyz (also known as 'Doks') are responsible
for fixing injuries that the Ork physiology can't
deal with, such as totally severed limbs and brain
damage and their chief passions are surgery and
extreme dentistry. They use "Stabby Bits" as
their medical tools.
An Ork will only go to a Painboy when he has no
other choice, as these OddBoyz are infamous for
trying out experimental procedures (such as the
greatly feared ‘Squig brain transplant’) on
patients while they are under anesthesia (known
as "concussion" to other races). Painboyz are
responsible for attaching bioniks, although
sometimes they aren't paying attention and
replace the wrong part of the patient's body.
More often than not, the replacement is
something from the 'cuttin' edge' of the local
Mek's craft. This can be distressing for the owner
of, for instance, a Rutgot Mk 2 Exploding Leg...
especially if it was his arm that needed the
attention. High-ranking Painboyz are called
Painbosses and are known to be accompanied by
Cybork bodyguards. Orks are surprisingly
resilient and have had arms, legs and even heads
swapped around and the Ork in question has
survived to tell the tale!
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Painboyz learn their craft through a mixture of
instinct, trial and error, and the time-honored
principles of 'Orky know-wotz'. A Painboy's
greatest joy in life is 'eksperimentin' as they
would relish in the implementation of 'bioniks'
produced by Meks. These Orks really come to
their own when their tribe is caught up in
Waaagh!
BAD DOKS
The eccentricity of the Painboy is as nothing
compared to that of a Bad Dok. These exiled
Painboyz are outcasts from their tribes who
practice extensive and unnecessary surgery
upon their prey patients. Their patients can
find themselves in possession of a set of
mechanical lungs, sporting an extra head or
limb, or even victims of the dreaded Squig
Brain Transplant.
A Painboy will follow the richest Orks into battle,
hoping they become grievously wounded enough
to need his services. Needless to say, times of
war are lucrative times for the Painboyz.
Painboyz are not quite right in the head. They do
not use anesthetic, preferring to know that their
patient is still alive and kicking (literally!) The
sadistic glee with which they burrow into their
patients with oversized medical implements is
off-putting, particularly for the patient. Still, such
is the usefulness of the Painboy in Ork society
that such eccentricities are often overlooked,
especially if the Warboss is the proud owner of a
shiny new bionik limb.
M
4
WS
3
BS
2
S
3
T
4
W
1
I
3
A
1
Though Bad Doks never asks for payment,
the price of seeking them out is always too
high.
•
Ld
6
Weapons & Equipment: Painboyz may use any
Weapons, Armor and Wargear from the Ork
Depot, under the Recruits subsection. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: None.
Special Rules:
• Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
•
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. During
the Post-Battle Sequence, a Fighter with this
Skill would be allowed to assist any one
individual injured Fighter, be an Officer or
Recruit, if he has not been taken Out Of
Action himself and cannot be combined with
any other Skill or item that would allow a reroll on the Serious Injury table. After the
result of the Serious Injury for a specific
Fighter has been determined, the player must
declare if assistance will be given for this
Fighter. If not, the Serious Injury is accepted
and the Fighter may no longer help. If the
player decides to use the Skill, then he may
re-roll the result of the Serious Injury
accepting the new roll as final; remember you
can never re-roll a re-roll!
Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer (also gaining
the Usurping the Leader Special Rule). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
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0-1 Weirdboy; 61 points to recruit
Weirdboyz (or Wyrdboyz) are Ork Psykers,
unique in that they act as psychic sponges,
absorbing and channeling the psychic energies
produced subconsciously by their greenskin
comrades, which binds all Orks in a common
purpose. All Orks are innately psychic, though in
only a few - the Weirdboyz - are their psychic
powers fully developed.
Unfortunately, Weirdboyz have no control over
their ability to absorb the Orkish psychic energy.
Even a close-run Squig-eating contest between
two rowdy Orks will cause waves of energy to
pulse powerfully through any Weirdboy that
strays near. Lights flash around his head, sparks
fly from his eyes, and raw power starts to dribble
from his mouth, nose and ears. Unless the
Weirdboy finds some way to release this pent-up
energy his head will explode, frequently
detonating the heads of nearby Orks (known as
an 'Eadbang) into the bargain. This can be highly
inconvenient.
Any Weirdboy lucky enough to reach maturity will
have learned how to release this power in a
controlled energy blast or destructive wave.
Though this makes the Weirdboy feel fantastic, it
can cause a messy and untimely death for
anyone in his vicinity. For this reason, Weirdboyz
live in special Weird-huts away from the other
Boyz, and are not allowed to wander about
unless they are wearing warning bells and
escorted by an entourage. Weirdboyz wear
brightly-colored and gaudy clothes and large,
conspicuous hats to mark them out from other
Orks, so they can be easily avoided - and also
because the discomfort and danger of being
psychic conduits often tempts them to hide or
even run off when they are most needed. For the
same reason, their clothing often incorporates
bells, rattles and other devices that make a noise
when the Weirdboy moves. They also carry
copper staffs around to help earth excess psychic
energy. If a Weirdboy is caught in the middle of a
group of excited Orks, things will quickly go from
bad to worse and furniture will start flying around
the room and guns will fire along with a variety of
other strange things.
Orks in battle are always chanting, stomping
their feet and brandishing their weapons in an
enthusiastic fashion. The anticipation and
excitement floods the battlefield in Orkish psychic
energy which is absorbed by Weirdboyz until they
are practically crackling with raw power. A
Weirdboy in battle trance is a terrifying sight.
His eyes pop and his limbs flail as he storms
toward the enemy, Waaagh! energy crackling
from his copper staff. During combat, a Weirdboy
can build up immense amounts of power, causing
him a lot of pain. His psychic outburst however is
highly effective at frying handfuls of the enemy
at once. Weirdboyz often find them dragged onto
the battlefield and used as living weapons,
usually involuntarily. The resulting green energy
will be discharged upon their enemies or into
other Orks. Regardless of the results, Orks are
guaranteed a great pyrotechnic show!
M
4
WS
3
BS
3
S
3
T
4
W
1
I
3
A
1
Ld
7
Weapons & Equipment: Weirdboyz may use
any Weapons, Armor and Wargear from the Ork
Depot,
under
the
Officers
and
Recruits
subsections. Rules for single and double-handed
weapons must be followed when equipping
weapons.
Starting Equipment: None.
Special Rules:
• Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
• Ork Psyker: Weirdboyz are natural wild
Psykers. While they cannot control their
powers, they enjoy releasing them constantly.
• Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer (also gaining
the Usurping the Leader Special Rule). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
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Weirdboy Psychic Powers: Weirdboyz cannot
control their psychic powers very well, so when
they fail, they do so miserably! Under normal
circumstances, choose from the powers below to
determine the Difficulty Rating. Feeding from the
violent energies released by other Orks on the
battlefield, the Weirdboyz serve as conduits to
the Warp and manipulate it to their own visions
of Waaagh! Their undisciplined minds (using such
word loosely) are more prone to the horrific &
deadly effects of the Perils Of The Warp (known
to Orks as having a ‘Eadbanger, for its tendency
of blowing the Weirdboy’s head off to everyone's
surprised amusement!) Failing the Psychic Test
AND rolling natural doubles (before any
modifications to the dice) require you to roll on
the Perils Of The Warp table, but the Weirdboy
receives a -1 penalty to the roll.
WARPHEADS
Warpheads are WeirdBoyz who
have survived enough battles
for their minds to become totally
saturated with psychic energy.
Full of maniac energy and
overconfidence,
Warheads
recklessly
plunge
into
the
thickest fighting and discharge
searing blast of energy into the
foe just for the hell of it.
Warheads
become
so
exhilarated by the release of
near-fatal energies that they
seek out battle wherever they
can. They gather a following of
like-minded Orks who are highly
entertained by the Warheads'
destructive antics, seeing the
occasional case of exploding
head as a small price to pay.
WEIRDBOY’S PSYCHIC POWER TABLE
Difficulty
Rating
Result
+0
Purty Lights: With a terrible howl, the Weirdboy
disperses the raw accumulated energy in an
expectable of light. While painful, the discharge is
too disOrderly to be more effective than a
pyrotechnic distraction. The Weirdboy becomes
harder to shoot at; anyone shooting at him receives a
-1 penalty to-Hit. Also any Hidden units within 12”
of the Weirdboy will be revealed by the strange
lights.
-1
Short Frazzle: The Weirdboy 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 the unit is hit on a 2+, but
it is unable to get a Critical Hit on a to-Wound roll.
Short Frazzle: 12” S3 AP 6 Special: Blast
-1
‘Ere We Go: The Weirdboy infuses Orks
primordial courage to Charge even the
Fearsome opponents. Orks within 12” ignore
tests when in Close Combat, as well as gaining
Strike until the beginning of the next Ork Turn.
-2
Lil’ Zzap: The eyes of the Weirdboy glow a blazing
green, discharging an incandescent beam that strikes
with the force of a thunderbolt. Choose an enemy
unit within LoS, if in range the unit is hit on a 2+.
Lil’ Zzap: 24” S3 AP 6 Special: Rending
-3
Warpath: The Weirdboy disperses the energy
coursing through his frame into the Ork Fighters 6”
around him with dramatic effect. All affected Orks
have a +1A until the beginning of the next Ork Turn.
It can be combined with the effects of Waaagh!
-3
Long Frazzle: The Weirdboy 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+ but it is
unable to get a Critical Hit on a to-Wound roll.
Long Frazzle: 24” S4 AP 6 Special: Blast
-4
Big’ Zzap: The eyes of the Weirdboy glow a blazing
green, discharging an incandescent beam that strikes
with the force of a thunderbolt. Choose an enemy
unit within LoS, if in range is hit on a 3+.
Big Zzap: 24” S5 AP 4 Special: Rending
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with
most
Fear
First
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Death Squads
0-3 Kommandoz; 43 points to recruit.
•
Ork Kommandoz epitomizes the Orky virtue of
low cunning. Nothing makes a Kommando
happier than creeping up on an unsuspecting
enemy, his mates slithering through the
undergrowth at his side. When the time is right
the
Kommandoz
will
burst
from
their
concealment, slashing, stabbing and shooting
their Stunned pretty before they have a chance
to strike back.
Kommandoz are viewed with suspicion by the
majority of Ork Boyz, on the rare occasions they
are viewed at all. These small-unit specialists do
not socialize with the other Orks, and sometimes
exile themselves from the tribe for months at a
time, even permanently divorcing themselves
from their Squad in more extreme cases.
On the field of battle, Kommandoz will
assassinate enemy sentries and destroy gun
emplacements to give the rest of the Boyz a
better chance of reaching enemy lines unscathed.
M
4
WS
3
BS
3
S
3
T
4
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Kommandoz may use
any Weapons, Armor and Wargear from the Ork
Depot under the Recruits subsection. Rules for
single and double-handed weapons must be
followed when equipping weapons.
•
Speshulistz: These units are specialists and as
such are rare commodities for any Nob. Few
Boyz appreciate the art of roasting anything
in their path like the Burna Boyz, the art of
sneakiness quite as well as the Kommandoz
or the passion for dakka like the Lootaz. The
rivalries between these three groups are
common, each preferring their own tactics.
Usually, these rivalries are kept in check by
segregating groups in a big army, but when
confined to small groups, fights may occur. A
player can have Burna Boyz, Kommandoz or
Lootaz totaling three (3) models, regardless
the combination. However, due to the
inherent rivalry between these three groups,
the Squad Leader must pass a Leadership
Test at the start of each game, to enforce his
will on the three sets of specialists and make
them fight together. If the Leadership Test is
failed, then the player must randomly select
one Fighter. The selected Burna Boy,
Kommando or Loota would suffer from
Animosity against all Orks on his Squad (see
Psychology section for details) for the rest of
the battle, as he would trust nobody. The
effects of Animosity will be removed at the
Post-Battle Sequence.
Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer (also gaining
the Usurping the Leader Special Rule). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
Starting Equipment: None.
Special Rules:
• Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
• 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.
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0-3 Burna Boyz; 40 points to recruit.
Flame has an undeniable appeal to the greenskin
race. The fascination with fire and the ignoble art
of setting light to things sometimes gets so
profound that an Ork will join the ranks of the
Burna Boyz.
Burna Boyz are dedicated arsonists all. They love
nothing more than burning other people’s stuff,
and the owners into the bargain. The dual
spectacle of leaping flame and frantically flailing
victim is a thing of beauty to a Burna Boy, they
will take any excuse to set someone on fire.
M
4
WS
3
BS
2
S
3
T
4
W
1
I
2
A
1
Ld
6
Weapons & Equipment: Burna Boyz may use
any Weapons, Armor and Wargear from the Ork
Depot under the Recruits subsection. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: None.
Special Rules:
• Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
• Pyromaniac!: Some Fighters take their love of
fire to the extreme! They learn how to
maintain, repair and use all kinds of
incendiary weapons and like nothing more
than showing of their talents on the
battlefield! The unit counts as having the
Weapon Training, Flamer Skill.
• Speshulistz: These units are specialists and as
such are rare commodities for any Nob. Few
Boyz appreciate the art of roasting anything
in their path like the Burna Boyz, the art of
sneakiness quite as well as the Kommandoz
or the passion for dakka like the Lootaz. The
rivalries between these three groups are
common, each preferring their own tactics.
Usually, these rivalries are kept in check by
segregating groups in a big army, but when
•
confined to small groups, fights may occur. A
player can have Burna Boyz, Kommandoz or
Lootaz totaling three (3) models, regardless
the combination. However, due to the
inherent rivalry between these three groups,
the Squad Leader must pass a Leadership
Test at the start of each game, to enforce his
will on the three sets of specialists and make
them fight together. If the Leadership Test is
failed, then the player must randomly select
one Fighter. The selected Burna Boy,
Kommando or Loota would suffer from
Animosity against all Orks on his Squad (see
Psychology section for details) for the rest of
the battle, as he would trust nobody. The
effects of Animosity will be removed at the
Post-Battle Sequence.
Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer (also gaining
the Usurping the Leader Special Rule). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
0-3 Lootaz; 43 points to recruit.
Lootaz are the most heavily-armed of all Orks,
because they steal the best weapons from
everyone else. They are light-fingered villains
who will pinch anything that is not nailed down.
No-one is safe around a mob of Lootaz.
M
4
WS
3
BS
3
S
3
T
4
W
1
I
3
A
1
Ld
6
Weapons & Equipment: Lootaz may use any
Weapons, Armor and Wargear from the Ork
Depot under the Recruits subsection. Rules for
single and double-handed weapons must be
followed when equipping weapons.
Starting Equipment: None.
Special Rules:
• More Ammo!: Some Orks are passionate
about guns and then there are those who are
true fanatics! They learn how to maintain,
repair and use all kinds of ranged weapons.
Their motto? Da’ bigga da' gun, da’ greata da'
fun! The unit counts as having the Weapon
Training, Heavy Weapons.
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•
•
•
Mob Mentality: Deep inside, young Orks are
just bullies in groups, cowards alone; thus
Orks prefer to be in large groups all the time.
On any test or situation that requires
Leadership, this Unit may use its Attribute or
the value provided by the Mob Strength,
whichever is higher. To calculate the Mob
Strength, count how many Ork models (all
except Gretchins) are on the table (even if
Knocked Down or Stunned) and divide by
two, round up. Add two extra points if a
Trash-Kan is present. For example, a Squad
composed of 18 Orks would have a Mob
Strength of 9, thus any Ork with Mob
Mentality would be considered to have its
Leadership either its Attribute or 9.
Speshulistz: These units are specialists and as
such are rare commodities for any Nob. Few
Boyz appreciate the art of roasting anything
in their path like the Burna Boyz, the art of
sneakiness quite as well as the Kommandoz
or the passion for dakka like the Lootaz. The
rivalries between these three groups are
common, each preferring their own tactics.
Usually, these rivalries are kept in check by
segregating groups in a big army, but when
confined to small groups, fights may occur. A
player can have Burna Boyz, Kommandoz or
Lootaz totaling three (3) models, regardless
the combination. However, due to the
inherent rivalry between these three groups,
the Squad Leader must pass a Leadership
Test at the start of each game, to enforce his
will on the three sets of specialists and make
them fight together. If the Leadership Test is
failed, then the player must randomly select
one Fighter. The selected Burna Boy,
Kommando or Loota would suffer from
Animosity against all Orks on his Squad (see
Psychology section for details) for the rest of
the battle, as he would trust nobody. The
effects of Animosity will be removed at the
Post-Battle Sequence.
Path of Promotion: When this Unit rolls Lad
Got Talent upon Advancement, the Recruit
could become a Generic Officer (also gaining
the Usurping the Leader Special Rule). See
TLRB: Volume 1 – Core Rules under the
Character Advancement section for details.
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0-10 Gretchins; 15 points to recruit.
Gretchin, or Grotz, have a similar physical
structure to Ork but are much smaller and
weaker. Gretchins are usually used as living
shields, to clear mine fields, are stepped on to
get through difficult terrain, and sometimes even
as emergency rations. They are quite low in Ork
society (the lowest being Snotlings) and are often
used for the dirtiest jobs like scavenging,
becoming living carpets and playing as the
football with when the Orks get bored.
Gretchins have short runty legs and grasping
fingers to employ their greatest Skill, low
cunning. They have large bulbous heads with
tatty ears which flatten when they are scared,
which is most of the time. They have sharp
fanged jaws which are their best physical weapon
and they use the hatred and fear generated by
their slavery to power them through dangerous
situations. They have an excellent sense of smell,
hearing and they have effective sight in the dark.
These traits aid their self-preservation allowing
them to survive in the harshest society produced
by Ork slavery. Some Gretchins have even
developed a sixth sense of sorts, allowing them
to survive long beyond the normal length of time
for a Gretchin.
As they are a bit more organized than Orks, they
are often used to maintain dangerous war
machines and artillery. Such work is considered
by Orks as undesirable, because it prevents them
from being in the heart of the battle. The life of a
Gretchin is hard; most of them end up being
used as toilet-seat warmers. Some of the more
talented or unlucky ones are dragged (usually
against their will) into the battlefield, to perform
some kind of specialized task for a bigger and
meaner Ork. These Gretchins are collectively
known as Grot Aids. Not so secretly, Gretchins
aspire to become Trash-Kan pilots… and those
who are truly ambitious (or insane) to become
part of the Fly’ng Booms.
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While Gretchins are not as aggressive as Orks,
they enjoy fighting weaker opponents and are
less likely to flee if they comfortably outnumber
their opponents. Although Gretchins are far more
numerous than Orks, they do the most
humiliating,
dangerous
and
pathetic
jobs
available. There are unconfirmed rumors that
some of them have rebelled against their
abusers, forming a faction of revolutionary Rebel
Grots.
M
4
WS
2
BS
3
S
2
T
2
W
1
I
4
A
1
•
Ld
5
Weapons & Equipment: Gretchins may only
use Weapons, Armor and Wargear with the
Gretchin Only characteristic, with the exception
of Combat Knives, Frag Grenades and ‘Ead
Buckets, from the Ork Depot under the Recruits
subsection. Gretchins may never use any kind of
Close Combat two-handed weapons.
•
Starting Equipment: None.
Special Rules:
• Small: These creatures are considered tiny
and insignificant. As such, they gain all
benefits and detriments of being a Small
Target; gain +1 to any Cover Saves, even in
the open (where they have a 6+ Cover Save.)
• Better Footing: Orks are also adept in using
Grots to clear path through Dangerous
Ground, sometimes by the simple act of
stepping on them! Any Ork (except Gretchins
or Trash-Kan) that would move through
Dangerous Ground could declare using a
Gretchin within 2" of their entry point to the
Dangerous Ground as their personal door-mat
before their start their movement and the Ork
would gain a re-roll when attempting a Hustle
Move Test. Whenever the re-roll was
successful or not (even if not used at all) the
Gretchin gets the worst part of the deal; roll a
D6 and on a result of 3+, the Gretchin goes
automatically Knocked Down (no Armor Saves
allowed.) Regardless of the result of this roll,
the Gretchin model is to be placed at just
outside, but as close as possible to the Ork's
entry point to the Dangerous Ground.
•
•
Coward to the Core: A solitary Gretchin will
never pick to start a fight, but will happily
jump into one if he is not the only one
involved! Any Gretchin that is attempting to
Charge a model by himself or that is not
currently engaged in Close Combat, must
pass a Leadership Test. If the test is failed,
the attack will be treated as a Failed Charge.
The test is not necessary if there is an Ork
Officer within 6” of the Gretchin’s starting
position, another Fighter (even another
Gretchin) also Declares a Charge on the same
target or the target is already engaged in
Close Combat. Gretchins wanting to Charge a
model that causes Fear, they must pass two
Leadership Tests.
Too Puny to Count: These Fighters are not
expected to do anything in battle, except
annoy the enemy and die. Your Squad may
include up to ten (10) Gretchins, though it
may not have more than two of them per
“Ork Boy”, but count as one model for
Tactical Retreat purposes and Maximum
Number of Fighters.
Da’ Right Grot For Da’ Right Job!: Few
Gretchins are recognized as being more fitted
to do a particular job and are ‘trained’
(usually by torture and intimidation) to
become Grot Aids. Upon recruitment of a
Gretchin, a player can pay an additional 15
credits to have the Grot become a specific
Grot Aids. Each of the Grot Aids is detailed
below.
No Hope of Command: Can never become an
Officer, if Lad’s Got Talent Skill is rolled, keep
rolling until another result happens.
Grot Aids
The life of a Gretchin is hard; most of them end
up being used as toilet-seat warmers. Few lucky
ones are dragged (usually against their will) into
the battlefield, to perform some kind of menial
task for a bigger and meaner Ork. These
Gretchins are collectively known as Grot Aids.
Few Gretchins are recognized as being more
fitted to do a particular job, even by Orks. Some
are ‘encouraged to volunteer’ or ‘trained’ (usually
by torture and intimidation) to do a particular
task. Others are devious enough to trick Orks
into becoming their puppets. The irony of such
small and pathetic creature telling an ill tempered
monstrosity what, when, how and whom to
squish is indeed a very dangerous game.
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Imperial Xeno Magii theorized that Gretchins
have no instinctual self preservation, which
allows them to live their short, miserable lives in
constant gamble. The fact that Grots are not too
bright either seems to be a contributing factor.
Those Grot Aids who can survive such close
relationships with Orks for a few weeks tend to
be seen as ‘larger than life’ by other Gretchins.
All Grot Aids are assigned to one specific Ork who
is known to the Gretchin as his Ork Master,
whom they would serve until either one of them
dies. If the Ork Master dies, the Gretchin enjoys
few seconds of freedom, until he is grabbed,
injured, threatened, re-chained and dumped to
serve a new Ork Master. Until that day, the Grot
Aid is ‘encouraged’ by his Ork Master to stay
close to him, regardless of the impossible tasks
they have been demanded to complete, such as
carrying 4 times their body weight in ammo
boxes or serving as a Psychic Lighting Rod.
All the Grunt Aids understand that if they get
distracted or out-performed by anyone else, they
will end up being stuffed inside a Zzap Gun. They
would kill anyone else trying to take their job,
not because they like it but because for them it is
simply a ‘old Grot kills new Grot or Ork kills old
Grot’ world.
A Grot Aid is not too concerned with shooting any
of his weapons as much as serving his Ork
Master, but he is free to do so. What he would
never do is ‘abandon’ his Ork Master to engage in
Close Combat. He may ‘assist’ his Master if
ordered, or may shoot into melee (in a futile
attempt to escape) if left to his own devices.
•
•
•
Only one (1) Grot Aid maybe attached to a
single Ork Master, regardless of any failed
logic you attempt to use to explain otherwise.
All Grot Aids may shoot their weapons at any
target his Master chooses, within range and
LoS, but may never initiate an Assault.
All Grot Aids could be dragged to defend his
Ork Master, joining the Close Combat as
normal. If so desired by his Master, the Grot
Aid may remain out of Close Combat, but will
instinctively shoot into the Close Combat his
Ork Master is involved with.
Grot Aid, Ammo Runt
This specialized Gretchin’s job is to carry huge
loads of ammunition for a particular Ork who
seems to love his Dakka and load his Big Shoota
faster, until a stray bullet hits him on his tiny
head, fulfilling the promise of his retirement plan.
Special Rules:
• Only Knows Works with Few Weapons: Let’s
face it… Gretchins are not too bright. The
Ammo Runt have limited knowledge and the
benefits they convey only work towards those
using a Big Shoota or a Snazzgun.
• More Dakka!: The Ammo Runt lives by the
amount of ammunition he can force feed a
Big Shoota; the more ammunition shove in,
the longer he lives! How they manage to bend
the laws of physics and make this weapon fire
faster? Fear is a powerful motivator. The Grot
Ammo Runt allows anyone firing a Big Shoota
to fire one (1) additional shot; basically
changing the weapon’s profile from D2+1
shots to D2+2 shots.
Special Rules Summary:
All Grot Aids have the following Special Rules,
besides all those of a Gretchin as well as the ones
specific to their kind.
•
•
•
All Grot Aids are assigned to one specific Ork
Master.
All Grot Aids will serve their Ork Master until
one of them is dead. If his Ork Master is
determined to be dead in the Post-Battle
Sequence, you must assign the Grot Aid a
new Ork Master; if none is available the Grot
Aid is to be considered to be an average
Gretchin and can’t ever become a Grot Aid
ever again.
All Grot Aids will always stay within 3” of their
Ork Master.
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Grot Aid, Futile Targeter
One the most common
(and deadly!) forms of
trickery is to manipulate
Orks to shot whoever the
Gretchin
wants,
in
exchange of more accurate
results. If the Grot survives
the
initial
negotiation
process, the little guy is
allowed to climb on the
Ork’s back and ‘point out’ where and when to
shot. Sometimes the Grot itself moves the Ork’s
head or, if the Gretchin has a death-wish, even
barely pushes the gun on the right direction!
Orks that love their Dakka seem to be
particularly excited when “da ‘ummies go splat!”
and may come to think of their new pets as an
integral part of their gun. Allowed to stay, the
Gretchin is referred as a Futile Targeter. The Grot
will gain the respect and fear of his peers, and
the Ork will get to blow more stuff up. It is a winwin symbiotic relationship, at least until the Ork
forgets why is there a Gretchin on his back… in
which case he is unceremoniously use as a buttscratcher and thrown to the enemy for
everyone’s amusement… except the Gretchin’s!
Special Rules:
• Only Knows Works with Few Weapons: Let’s
face it… Gretchins are not too bright. The Grot
Aids have limited knowledge and the benefits
they convey only work towards those using a
Big Shoota or a Snazzgun.
• Where Do Me Shoots?: The Futile Targeter
has keen sight to spot the enemy, as well as
communication skills. Somehow, they manage
to communicate to their Masters where to
point ‘the big boom stick’ and when to ‘make
a fist’, so the weapon is fired a little more on
target. The Futile Targeter allows his Ork
Master to gain a +1 on their to-Hit rolls.
Grot Aid, 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 Weirdboyz maintain control of their
powers. Chained to their masters, they live in
constant fear and terror of what will happen next.
Usually, if the Weirdboy is about to lose total
control of himself, a huge psychic blast is
channeled to the Living Battery instead of the
Weirdboy… ending very well for the Psyker, not
so much for the assistant.
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Nobody actually knows how a Gretchin is selected
for this job, but post-mortem evidence points
that is the size of their finger nails; the longer
they are, the easiest is to train the Gretchins to
absorb the powers of the Warp. Of course, all this
are just mere scientific speculations in an
attempt to explain why so many Grots have been
spotted compulsively biting their nails and why so
many tiny charred corpses have been found
without any fingertips. Living Batteries dream of
one day becoming Orderlies.
Special Rules:
• Psychic Lighting Rod: The 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 Gretchin’s 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
cause the Living Battery’s head to explode,
instantly taking him OOA.
• Weirdboy Only: The Living Battery can only
be acquired and used by the Weirdboy, unless
specifically stated on the Fighter’s entry.
Grot Aid, Orderly
Painboyz are, without a doubt, the most sadistic
of all Orks. They scavenge the battlefields for the
injured. Not to help them, but to harvest their
body parts. These are used as spare parts to
‘patch up’ more worthy Orks or eventually start
making monstrosities of their own. Painboyz that
can’t be bothered to do the menial tasks, such as
carrying Dok’s Tools or freshly collected limbs,
usually are accompanied by Ordelies.
These poor Gretchins believe that they would
enter the glamour of the medical field, soon to
found out that they are nothing more that
miniaturized walking morgues. Not all their jobs
are hard. Sometimes they just carry tools and
hold donors still for harvesting. Other times, they
find out that the donors are still intending of
using the parts the Painboy is trying to remove
and they put a complaint (usually with a
Choppa!) to the Orderly.
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On the bright side, they are not usually bothered
by any Green-Skin, as denying a Painboy of his
‘precious’ assistant is a sure way to enter oneself
on the Painboy’s short list of volunteers.
Unfortunately, as the Orderly is always at a hand
reach of his vicious Master, he is at the top of
such list. An Orderly has a miserable existence,
as he knows firsthand the sadistic tendencies of
his Master. Pretending to defend his Master and
making sure a fresh donor is always at the ready
is the only way that the Orderly has to attempt to
increase his own lifespan a few more days.
Special Rules:
• Gretchin Medical Assistant: The Orderly
allows a Painboy with the Mad Doc Skill to be
more efficient. The Orderly grants a +1 to the
Mad Doc’s rolls to determine if he may
operate on any one patient.
• Painboy Only: The Orderly can only be
acquired and used by the Painboy, unless
specifically stated on the Fighter’s entry.
0-1 Trash-Kan; 77 points to recruit
A Trash-Kan is a pathetic contraption, attempting
to become a poor-man’s version of a Killa-Kan,
which happens to be a mediocre warmachine
designed to emulate its larger cousin the Ork Deff
Dreads. They are essentially giant metal canisters
on piston-driven legs that sport lethal Close
Combat attachments and heavy-duty weaponry.
One of their limbs usually ends in deadly-looking
power shears or a great blood-encrusted buzz
saw, whilst the other is a large caliber weapon
welded to the opposite side. The Trash-Kanz
have less armor than the Trash-Kanz, but may
look fairly similar. However, it is inside the TrashKan
that
the
difference
becomes
more
pronounced, for the Trash-Kanz are piloted by
hardwired Grots rather than Orks.
Where it is often difficult to find pilots for Ork
Dreads, Grots are all too eager to get the chance
to pilot these smaller machines. Gretchins
practically queue up for the chance to become a
Trash-Kan pilot. After a lifetime of menial tasks
punctuated by casual violence, the idea of
striding about in a hulking metal body and
lording it over his Ork oppressors is irresistible to
a Grot. Nothing short of actually witnessing the
horrific implantation process can deter a
downtrodden Gretchin from pursuing his destiny
as a Kan pilot.
M
5
WS
4
BS
2
S
5
T
4
W
3
I
3
A
1
Ld
5
Weapons & Equipment: Trash-Kanz may only
use a Buzz Saw, Big Shoota or Flamer (Burner)
as Weapons, Armor with the Trash-Kan Only
characteristic, but not any Wargear (with the
exception of Red Paint) from the Ork Depot under
the Recruits subsection.
Starting Equipment: None.
Base Size: The Trash-Kan should be placed on a
40mm base size. You can create your own Trashor purchase one from your local game store!
Special Rules:
• Large: This is a huge creature that towers
above the heads of its fellow soldiers in the
battlefield, making him easy to spot. This Unit
follows the rules for Large Target; can always
be fire upon, even if there is a closer Fighter
(attackers can ignore Target Priority).
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•
•
•
•
•
•
•
Fear My Metal Coffin: Trash-Kanz are
frightening machines which cause Fear.
Stronger Than Gork AND Mork: Gretchin
pilots believe to be invincible in their TrashKanz, thus they are Immune to Fear.
Multiple Weapons: Trash-Kanz are mechanical
constructs and can actively carry two
weapons into combat. The Gretchin’s limited
attention span allows for only one to be use
every Turn. For example, a Trash-Kan may
carry a Big Shoota and a Flamer, but only one
may be fired per Turn. It may substitute (and
carry) one of the long range weapons with a
Buzzsaw.
‘Eavy Metal: The Trash-Kan hard metal
exterior protects the soft Gretchin interior; it
has an Armor Save of 6+.
Machine: A Trash-Kan is a machine and its
operator too crazy to ever learn any new
Skills. Trash-Kanz does not gain experience.
Da Charge: Orks believe that machinery
painted red can move at greater speeds.
Against all logic, this seems to be true for
Orks! A Trash-Kan is a huge lumbering
monster-machine, they are usually incapable
of moving faster than a slow walk, unless it
has some red elements painted on its chassis.
The Trash-Kan can always walk up to 5”,
unless its pilot decides to put "da pedal to da
metal" and Declares a Charge. If a Charge is
Declared then the mechanical monstrosity
may move up to 10" and charge as normal to
enter Close Combat as normal. When it
comes time to physically move the model, the
player rolls a second time under the
Unreliable rules (described below). Depending
on the result, the Charge may be performed
as normal.
Unreliable: Ork technology defies any
reasoning, including the Laws of Physics; the
MekBoyz build things by instinct and they just
work. No Ork (even the MekBoyz) knows how
or much less care. If the machine can fight, it
is sent to war. If the machine can't fight, it is
sent to war anyways. Some of the early
prototypes and first attempts to build warmachines by young and inexperienced
MekBoyz are pathetic versions of the
devastatingly powerful machines which are
then used by bigger Ork Hordes (such as
Killa-Kanz and Dreads). The Trash-Kanz are
such an example of rudimentary experimental
technology, even for Orks, that is neither safe
nor entirely reliable! At the beginning of each
Ork Turn (before any Declaration of Charges
are made), the player must roll a D6 to
activate and work the Trash-Kan.
On a roll of 2-6 everything is fine and the TrashKan may be used normally. On the roll of a 1,
something has gone drastically wrong — roll
again on the Malfunction Table:
MALFUNCTION TABLE
Difficulty
Rating
Result
1
KABOOM!: Minor leaks on fuel lines catch on fire,
making some of the inner workings of the Trash-Kan to
explode! Place a Blast Template centered on the TrashKan. Each of the models within the template, including the
Trash-Kan, takes D3 Strength 3 automatic hits from flying
shrapnel. Any Saves are allowed as normal. If the TrashKan is not damaged (Knocked Down, Stunned or OOA), it
may operate as normal.
2
GOES BERSERK: For D3 Turns, the Trash-Kan is out of
control. If the Trash-Kan is not engaged in Close Combat,
at the start of each of the Ork player's Turns, the TrashKan will move 5” in a random (use Scatter dice) direction.
If the Trash-Kan gets in base to base contact with any
friendly or enemy model, it will be engaged in Close
Combat or join the existing engagement. If the Trash-Kan
is already in Close Combat, move the model randomly
instead of attacking. Enemies with lower Initiative than the
Trash-Kan are surprised by the move and do not get to
attack. During this period, you must continue to roll for
Unreliability as normal.
3
UNDER CONTROL: Something has activated the
Gretchin's allergies that made him sneeze all over the
driving mechanisms; everything has returned to normal!
Remove any multi-turn effects that are affecting the TrashKan.
4
DAKA-DAKA-DAKA!: The Gretchin loses control and
fires at a random direction. If the Trash-Kan has no
shooting weapons, it will not move or enter Close Combat
this Turn. If the Trash-Kan has shooting weapons and is
not engaged in Close Combat, roll a scatter dice and fire
the weapon at the closest model in that direction. If the
Trash-Kan is engaged in Close Combat, it will still fire its
weapon at a random direction instead of attacking HandTo-Hand. As the Trash-Kan will be unable to move for this
Turn, it will be automatically hit if engaged in Close
Combat.
5
FREEZES: The Gretchin pilot gets over excited and pees
all over the cabin, causing a short circuit that freezes the
Trash-Kan on the spot! Besides a bad urine smell, the
Trash-Kan is unable to move, shot, or fight in Close
Combat for this Turn. It is hit automatically if engaged in
Close Combat. At the start of the next Ork's Turn, the
Trash-Kan returns to normal operation, although you must
still roll for Unreliability as normal.
6
POWER SURGE: The Trash-Kan’s electrical system goes
haywire and a power surge puts the engines in over-drive,
allowing the contraption to actually Run! The player may
Run as normal on its Movement Phase. If the player
decides to Declare a Charge, the second Unreliability test
must still be done, as described on the Red Goes Fasta’
entry.
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Squad Skills
Orks have a very different mentality than other
races when it comes to do thing. Their violent
nature only allows them to pick certain Skills,
which will be detailed below. Officers may use the
following Skill list, as well as any of the Universal
Skills (US) listed below.
Ork Skills
•
’Ard ’Ead: The Fighter has a thick skull even
for an Ork. He has a special 4+ Save on a D6
to avoid being Stunned (just like the Helmet’s
Avoid Stun Special Rule.) If the save is made,
treat a Stunned result as Knocked Down
instead. This cannot be combined with any
form of head protection gear.
•
’Ard Skin: The Ork has a thick, dark-green
skin, possibly indicating Black Ork blood.
Such is the toughness of the Ork that he may
add +1 to any Armor Saves.
•
’Eadbasher Ork: The Ork has massive
physical strength and some of them even
learn to aim their blows at the heads of their
opponents, with obvious results. Any Knocked
Down results which the Ork causes in HandTo-Hand count as Stunned results instead.
•
’Ere We Go!: Orks often Charge even the
most Fearsome opponents. The model may
ignore Fear and Terror tests when charging.
•
Da Cunnin’: The Sneaky Boss has learned
ways to join the fight from behind enemy
lines; they range from tunneling underground
to being launched from giant-catapults, from
being propelled by single use rokkits to being
dropped from orbit! The Sneaky Boss with
this Skill may choose to remain in Reserves
(not deployed at the beginning of the game)
along with D3 Kommandoz and attempt to
enter the battle via Deep Strike. After Turn 2,
the Orks could enter the battle (following
Deep Strike rules) on a 4+. Remember: this
is a risky maneuver and the Sneaky Boss
does not have to enter the battle on this
fashion if he doesn't see an advantage to it...
but once you declare you will do so, there is
no turning back! This is a Sneaky Boss only.
•
Dakka, Dakka, Dakka!: The Power of the
WAAAGH! expresses itself with an intensity
that is proportional to the amount of Orks
psychically feeding it. This raw power can be
harvested by an Ork that can exert control
over all other Orks around him. Powerful and
inspiring Leaders who are inclined to have
their Orks fire all their weapons and create a
rain of bullets upon anyone unfortunate
enough to be on their way manage to channel
this Power of the WAAAGH! energy in the
form of Dakka, Dakka, Dakka!
Once per Turn (regardless of how many Orks
could perform an attempt), an Ork with
access to the Dakka, Dakka, Dakka! (either
as a Skill or with Wargear) can attempt to call
upon this primal power. During the Declaring
A Charge phase, before any other Ork
declares any intention or does anything else,
the Leader attempting to use this power must
successfully pass a Leadership Test. If the
Leadership Test is failed, another attempt
may be tried on the next Turn; once the
effects of this Skill (Dakka, Dakka, Dakka!)
have been successfully used during the game,
it may never be used again until the next
battle (game).
If the Leadership Test is passed, any member
of the Ork Mob (except Gretchins & TrashKanz) within 12” of the Ork Leader who called
Dakka, Dakka, Dakka! will feel an urge to fire
their weapons in a mad fury, virtually
empting their ammo clips upon their enemies.
They all gain a re-roll on all their To-Hit rolls
during their Shooting Phase (except on any
Psykic Powers). Orks affected by Dakka,
Dakka, Dakka! May not shoot on the next
Turn, as they need time to re-load, but may
Move (Walk, Run and Charge), use Psychic
Powers or Wargear as normal. This is a
Leader Only Skill.
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•
•
Mad Doc!: The Painboy has learned to cut
corners and work faster… but that does not
means better! A Mad Doc armed can operate
in two Orks (and only Orks) in the Post-Battle
Sequence. Before the sequence starts, roll a
D6. On a 3+, the Mad Doc will be allowed to
use his Medic! Skill on his first patient
(victim). Once that situation has been
resolved, the Mad Doc can operate on a
second different patient by rolling a 5+. If
successful, the Mad Doc may us his Medic!
Skill as normal, regardless if he could help the
first patient or not; remember you can never
re-roll a re-roll! Painboy only.
Throw-A-Grot: The Ork with this Skill can
(literally) pick up and throw a Grot against
someone (or something!) Grots are always
unwilling to be thrown, unless wearing a Grot
Powa Sut… in which they are begging to be
launched! If unwilling, there is a 4+ chance
that the Grot would escape the grasp of the
bigger pitcher. While a Gretchin can be
thrown down a cliff, even Orks know that this
is a waste of a good Grot! They would prefer
to throw him to deactivate a booby trap, to
place him in a rooftop or to take an opponent
of balance. Any throwing (be so the Grot
lands on a place or on someone) is done
during the Shooting Phase and follows the
Thrown Object rules, thus susceptible to
Scatter. If someone is actually hit by a Grot,
then the poor diminutive body is considered
to have a Strength 2 to calculate to-Wound
rolls. Regardless if a Wound is inflicted, on a
4+ the Gretchin’s impact will cause the target
to be pushed at a random direction D3”. If
the Gretchin hits the opponent, he takes an
automatic hit equal to the Strength of the
thrower. If he survives, and the opponent
remains in place, the Gretchin will be
considered to be engaged in Close Combat for
the next Turn. A thrown Gretchin can be
‘intercepted’
following
normal
Charge
Interception rules; the interceptor would get
one change to-Hit and to-Wound the flying
Grot. If the Grot is killed by the interceptor’s
attack, its remains are sent at random
directions without any further effect.
•
Waaagh!: The Power of the WAAAGH!
expresses itself with an intensity that is
proportional to the amount of Orks psychically
feeding it. This raw power can be harvested
by an Ork that can exert control over all other
Orks around him.
Powerful and inspiring
Leaders who are inclined to have their Orks
fight in hand to hand combat manage to
channel this Power of the WAAAGH! energy in
the form of Waaagh!
Once per Turn (regardless of how many Orks
could perform an attempt), an Ork with
access to the Waaagh! (either as a Skill or
with Wargear) can attempt to call upon this
primal power. During the Declaring A Charge
phase, before any other Ork declares any
intention or does anything else, the Leader
attempting
to
use
this
power
must
successfully pass a Leadership Test. If the
Leadership Test is failed, another attempt
may be tried on the next Turn; once the
effects of this Skill (Waaagh!) have been
successfully used during the game, it may
never be used again until the next battle
(game).
If the Leadership Test is passed, any member
of the Ork Mob (except Gretchins & TrashKanz) within 12” of the Ork Leader who called
Waaagh! will become enraged with blood lust.
They all gain +1 to their base movement
(thus affecting the distance they Walk, Run or
Charge) and they gain an additional attack in
Close Combat. The effects of the Waaagh!
lasts until the beginning of the next Ork
player’s Turn. This is a Leader Only Skill.
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Universal Skills Available for Orks
Orks may choose only from the Universal Skills
mentioned below.
Universal Skills
Available for Orks
Combat Skills
Strength Skills
Combat Master
Parry
Step Aside
Unstoppable Charge
Strike to Injure
Shooting Skills
Eagle Eyes
GunFighter
Weapon Training, Heavy
Weapon
Weapon Training, Plasma
Weapon Training, Sniper
Weapon Training, Sniper
Bulging Biceps
Fearsome
Head Butt
Hurl Opponent
Iron Jaw
Mighty Blow
Speed Skills
Acrobat
Jump Up
Universal Skills
Available for Orks (Cont.)
Combat Skills
Strength Skills
Academic Skills
Stealth Skills
Haggle
Hunch
Resource Hunter
Short Barked Commands
Streetwise
Tactician
Dive
Escape Artist
Evade
Hide in Shadows
Infiltration
Techno Skills
Coolant King (Flash Gitz
Only)
Demolition Specialist
(Sneaky Boss Only)
Explosive Juggler
Leap
Scale Sheer Surfaces
Sprint
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Ork Depot
ORK UNIT COST SUMMARY
Limit
Cost
Name
Name
Officers
Nob
Sneaky Boss
Flash Gitz
‘Ard Boyz
Cost
0+
0-1
0-1
0-3
0-3
0-3
0+
0-1
32
45
61
43
40
43
15
77
Rare
Cost
Recruits
1
0-1
0-1
0-2
70
59
47
41
Ork Boyz
Painboy
Weirdboy
Kommandoz
Burna Boyz
Lootaz
Gretchins
Trash-Kan
ORK AVAILABLE WEAPONS
Rare
Cost
Name
Name
Limit
Officers
Close Combat Weapons
Big Choppa
Chain Choppa
Power Klaw *
8
6
9
Recruits
Close Combat Weapons
32
21
45
'Urty Syringe
Axe (Choppa)
Buzzsaw ≈
Chains & Flails
Clubs, Mauls & Bludgeons
Combat Knife
Two-Handed Axe, Club or Sword
Pistols
Assault Weapons
6
6
Blasta
26
Grot's Pea Shoota
Shoota
4
4
Template Weapons
Flamer (Burner)
Special Weapons
-
27
Special Weapons
Grenades
Grenades
4
* Leader Only
17
20
32
Template Weapons
± Flash Gitz Only
26
Heavy Weapons
6
Choke Gas Grenade
10
22
Rapid Fire Weapons
Heavy Weapons
Big Shoota
-
Assault Weapons
37
Rapid Fire Weapons
Snazzgun ±
18
15
32
13
5
5
15
Pistols
Grot Blasta
Slugger (Slugga)
Kustom Blasta
6
6
-
8
Frag Grenade
Incendiary Grenade
Smoke Gas Grenade
5
≈ Trash-Kan Only
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8
19
8
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Death Squads
AVAILABLE ARMOR LIST
Rare
Cost
Name
Name
Officers
Armor
Helmet
Looted Carapace Armor *
Rare
Cost
3
6
6
6
8
13
21
18
13
Rare
Cost
3
6
6
3
5
8
16
23
12
18
16
Recruits
Armor
4
7
17
17
'Ead Bucket
Grot's Power Sut ◊
Mega-Kan Armor ≈
Mesh Armor
Tin Foil Hat ∞
◊ Gretchin Only
≈ Trash-Kan Only
∞ Weirdboy Only
* Leader Only
AVAILABLE WARGEAR LIST
Rare
Cost
Name
Name
Officers
Wargear
Banner
Big Horns / Iron Gob *
Bionic Arm, Eye or Leg Replacement
Boss Pole
Clip Harness
Dum-Dum Bullets
Lucky Charm
Red-Dot Sight
Resource Pendulum
Squad Shuttle
Tarot Cards
Trademark Item
* Leader Only
Recruits
Wargear
7
7
7
6
3
6
7
8
10
8
7
22
30
30
28
5
13
21
15
22
28
17
27
Filter Plugs
Infra-Red Goggles
Red Paint ≈
Rope & Hook
Shield, Combat
Vox-Caster
≈ Trash-Kan Only
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Death Squads
Space
Marine
Scout Squad
When humanity's hope falter, their prayers are
heard by the Imperium's finest: The Space
Marines. While these super-soldiers are gods
among men, they are not born but forged from
the fires of never-ending sacrifice, rigorous
training, unmatched devotion and trials of the
battlefield.
Scouts are the new Recruits of a Space Marine
Chapter who have advanced far enough in their
training and biological transformation that have
begun to take part in battle with the rest of the
Chapter. More lightly armed and armored than
full Battle Brothers, their role is to range ahead
of the main Space Marine force, preparing the
way for the main advance by infiltrating enemy
lines, sabotaging and gathering.
Each Space Marine begins his combat life as a
Scout who is rigorously tested in all capacities.
The role of Scout in a Space Marine Chapter is
wide and all encompassing. On the field of battle
they fulfill many roles. Serving alongside Tactical
Squads, taking the fight to the enemy with the
Assault Squads, or providing long-range fire
support with the Devastators. In some rare
cases, Scouts might also take to the field on
Bikes.
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Off the battlefield, the Scouts train and learn
taking to heart the information and skill that will
one day see them elevated to the rank of a full
battle brother. The life of a Space Marine Scout is
one of grueling tasks and painful training. Few
individuals are handpicked to fulfill certain
specific missions behind the enemy lines with the
uttermost secrecy and limited resources. Success
would guarantee these individuals would receive
the final implant, the Black Carapace, which will
mark them as full Battle Brothers and allow them
to use Power Armor.
INTERESTED ON THE
SPACE MARINE SCOUTS?
Join
our
online
community
at
www.DeathSquadsGames.com and find
out how you can help us play-test this
upcoming Squad!
Who are the Space Marine Scouts?
A Space Marine Scouts Squad is a selective group
of Scouts, lead by a Scout Sergeant, who have
been sent in an important mission for their
Chapter. This mission is not as critical as to
deploy critical Space Marine Company (or even a
reduced part of it), but important enough not to
leave room for failure. Chapter Masters usually
use this opportunity to test future Space Marines.
This is their trial by fire; success would mean
they are to become full Space Marines and failure
imminent death.
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Death Squads
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Depending on circumstances, the Chapter’s
Librarian or Chaplain may send with them a
Space Marine that has caught their attention as
possible material to become one of their Novices.
This Space Marine is known as the Superior
Candidate. Their orders are to assist the Scouts
in the success of their mission and to complete
submissions of their own. Those who excel in
those tasks may be honored to become a Novice,
either Librarian or Chaplain, who may eventually
join the ranks of the elite in a distant future.
Why Play Space Marine Scouts?
Playing the Space Marine Scout Squad (SMSS) is
not for the faint of heart. With limited units as
well as resources, players would be constantly
challenged by the Scouts. Granted, they are
powerful units, they are designed to reward
players with superior tactical and strategic minds,
punishing players who rely solely on stats and
equipment.
The SMSS follows the advancement of the
Scouts, who start as Recruits, as they become
Officers just before they are to receive their final
promotion to full Battle Brothers. This is
technically different from other Squads, which
follow the advancements of Officers.
To make matters more challenging, you may
partake in experiencing the trials of the Superior
Candidate; mini-optional missions within the
Scenarios that would reward the victorious… but
careful, as this may be your enemy!
Our intent is to capture the pure essence of what
Space Marine Scouts role is on the battlefield.
Rather than the simplistic role that they had for
many years in 40k, we want you to expand on
their full potential. A true challenge waits for you!
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Death Squads
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 doesn’t affect your
income from selling resources. However, Hired
Guns do count as part of the Squad for game
purposes 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 reassigned, removed, traded or sold. This applies
to any equipment that the Hired Gun’s 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.
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 don’t 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
Squad’s treasury in the same way as buying new
weapons or Recruiting new Fighters. If you don’t
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 game’s
diversity has to offer, but robs
opponents of the fun factor.
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Death Squads
Assassin
It is not just upon the battlefield that one is in
danger. The political struggles that occur
continuously throughout the galaxy, deciding the
fate of thousands of individuals and even entire
worlds, are an arena where the risk of death runs
high. Every race will have certain members that
specialize in the removal of certain ‘obstacles’
with certain ‘discretion’, be they opposition
politicians, disloyal members in one’s own ranks
to enemy Commanders that threaten to usurp
those in power. These individuals range from
lowly street thugs to hitmen. Those most
specialized and notorious of them all are simply
known as Assassins.
Assassination is an age old profession steeped in
mystery and secrets. In every culture there are
those that tread in the shadows, spending their
lives in darkness. Assassins will sell their trade to
the highest bidder, offering their exceptional
macabre skills to whoever has the most credits,
regardless of the ethical or morality of the job.
They specialize in trickery, deception, deceit,
infiltration, impersonation and espionage. Their
uncanny stealth means it is rare for any one a
target ever is truly safe, able to be eliminated at
the opportune moment for the Assassin’s
employer. Yet their skill does not rest working
within the shadows behind the scenes, for
Assassins possess great martial ability and are
capable of defeating even the most seasoned of
warriors in combat.
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4
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Ld
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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 shoot
or Charge him.
Weapons & Equipment: The Assassin may use
any Weapons, Armor and Wargear from the
Squad’s 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, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered if
a method to do so is available.
Starting Equipment: The Assassin starts
equipped with a Sword, an Autopistol, the
complimentary Combat Knife, as well as Mesh
Armor.
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.
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: 42 Credits to Hire, + 16 to Upkeep
Rating: An Assassin increases the Squad’s rating
by +37 points, plus 1 point per additional
Experience point he gains with the Squad.
Experience: The Assassin starts with zero (0)
Experience.
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Death Squads
Catachan Devil
Master Drill Sergeant
The Catachan Devils are the most notorious,
skilled, fierce, brutal and elitist of all those
regiments that call Catachan their home. The unit
takes its name from the Death World's most
fearsome and deadly of native predators, the
Catachan Devil. These huge beasts that measure
over forty paces in length and are capable of
tearing through hardened plastisteel. The
strongest of the Catachan Jungle Fighters are
sent for specialist training, and the right to join
the elite unit, The Catachan Devils. Upon the
completion of their training, aspirants are airdropped, dressed in civilian clothes, armed with a
Catachan Fang and a prayer, deep within the
Catachan Jungles. Their mission is one of
survival; they are to do whatever it takes to
survive the many perils of the jungle and return
to base. It may take days or weeks for them to
make it back, if they do it at all.
The experienced of Catachan Devils fighters,
those that do not seek to lead whole regiments of
Jungle Fighters to war, will often become
promoted to the rank of Catachan Devil Drill
Sergeant. The responsibility of the Drill Sergeants
is to train the prospective applicants of the unit,
teaching them the skills and instilling the resolve
needed in order to survive the rigorous and
deadly training. Experience is not however
enough to become a Drill Sergeant upon
Catachan, for survival on the planet makes quick
learners out of all.
The true test for these great warriors is to prove
that they are capable of single handily hunting
and killing their namesake, an infamous
Catachan Devil. Once again, they are air-dropped
deep into the planet's jungle in military fatigues
and armed with a Catachan Fang. They must
survive long enough to best their foe, returning
to base with the Specusden, the last single tooth
in the back of the creature’s throat, as prove of
their victory. This tooth will then become the Drill
Sergeants' Lucky Charm, worn with pride round
the warrior’s neck. The greatest Catachan Devil
Master Drill Sergeant is, without a doubt, the
legendary Leon "The Groom" McClane. 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.
Yet the Catachan Devil Master Drill Sergeants will
often too be deployed into the thick of the
fighting during deployment; their exceptional skill
and reputation, for each is as much legend as
man, a great asset to those with which they
fight. For those that stand beside such great
fighters stand beside the strongest a man may
become without becoming a Space Marine.
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Who Can Hire? Only Imperial Guard Catachan
Jungle Fighters Regional Platoon may hire a
Catachan Devil Master Drill Sergeant. 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: 41 Credits to Hire, + 15 to Upkeep
Rating: A Catachan Devil Master Drill Sergeant
increases the Squad’s rating by +37 points, plus
1 point per additional Experience point he gains
with the Squad.
Experience: A Catachan Devil Master
Sergeant starts with zero (0) Experience.
Drill
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 Squad’s 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 Squad’s Depot
under the Officer and Recruits subsections. In
case of the Hired Gun’s death, items maybe
recovered if a method to do so is available.
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Starting Equipment: The Catachan Devil Master
Drill Sergeant starts equipped with a Devil’s
Claw, a Catachan Fang, the complimentary
Combat Knife as well as his Specusden (count as
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.
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Corrupt Cherubim
Cherubim are unique forms of Servitors, vatgrown tissue clones given artificial-life by the biomagus of the Adeptus-Mechanicus to serve
mankind. In appearance they are small angelic
winged infants, slightly more independentlyminded than most other Servitors. Cherubim
have the most complex of all Servitor neuralsystems because their Masters expect them to
fulfill a variety of tasks and to move fully,
mimicking child-like mannerisms and even
display
appropriate
emotional-responses.
Cherubim are unlike other Servitors because they
are not purely functional; the form of a small,
slow-moving, chubby child is not efficient for
undertaking heavy-lifting, perform complex
maintenance, vehicle-control, combat or any
other duty commonly associated with Servitors.
Though Cherubs are designed by the adepts for a
particular role at the time of their creation, the
primary use of all Cherubim is as a fashionstatement for the rich, a declaration of purity and
piety for the holy (or the would-be holy) and a
symbol of authority for the powerful, as the
appearance of the Cherub reinforces the idea that
the armored figure is divinely favored. At least
that is what the Imperial Inquisition says.
Conspiracy theorists argue that the truth is that
most Cherubim are in fact Nephilims. Nephilim is
a high-gothic word that literally translates as
'Half-Breed' and is a term used almost
exclusively
by
Adeptus-Biologicus
Adepts,
Inquisitors
and
Cherubim-connoisseurs
to
describe any advanced-form of Servitor creation.
The theory is that Cherubim are created not from
vat-grown clones, but from healthy children
enslaved into Servitors as part of the punishment
to their parents, sometimes Rogue Psykers
themselves, who are forced to witness this
painful transformation process. This inhumane
process maximizes the use of the already formed
a natural neural-system that is infinitely more
complex than any created by the AdeptusMechanicus.
The child below age of 6, due to problems with
bone-density after this age, is then lobotomized
and embalmed. They are fed growth-retardant
chemicals and what brain is left, is thoroughly
mind-scrubbed. A set of wings is retrofitted to
the spine, which must be severed in severalplaces before being re-spliced.
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Death Squads
Finally, they are implanted with inhibitors, fitted
with cranial-pacifiers and other bionic-equipment,
such as optics, tools and weapons, as required by
their future owners.
The procedure is not without its problems
though; as sentient (and sometimes Psychic)
beings, Cherubim may go insane as they come to
the realization of their nightmarish existence as it
clashes with their previous human nature. Using
the installed weaponry and latent psychic
powers, they tend to become psychotic,
paranoid, heavily armed, flying babies who hide
and wait until the right moment to start their
revenge on their Masters when they can tear out
their owners’ throats, complete with murderous
swooping and shooting. Such horrible acts of
violence please the Dark Gods, and a portal to
the Warp usually opens near to them, offering an
escape to some Daemon World.
These vile creatures are secretly known as
Corrupt Cherubim. The Corrupt Cherubim tend to
align themselves with anyone who actively works
on the destruction of the Imperium until the Dark
Gods interfere with their programming and
permanently attach them to the servitude to one
of their loyalists. The end result is a loyal servant
for the Chaos Champion, as a subtle way of
protecting the Dark Gods investments in
mayhem.
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Who Can Hire? Only Imperial Renegades and
Chaos Cultists with the Mark of Chaos Undivided
may hire a Corrupt Cherub. You may only have
one (1) Corrupt Cherub per Squad. There will be
no options to ever have more than one per
Squad.
Fees: 26 Credits to Hire, + 10 to Upkeep
Rating: Corrupt Cherub increases the Squad’s
rating by +15 points, plus 1 point per additional
Experience point he gains with the Squad.
Weapons & Equipment: The Corrupt Cherub
may use any Close Combat & Pistol Weapons as
any Wargear, but no Armor, from the Squad’s
Depot that has hired, under the Recruit’s
subsection. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold. Since a Corrupt Cherub is
Considered Equipment. If Captured, the Corrupt
Cherub’s equipment has been left with its Master
as they are equipped with sabotage mechanism
that releases the gear before the inevitable. In
case of the Hired Gun’s death, items maybe
recovered if a method to do so is available.
Starting Equipment: The Corrupt Cherubim
starts equipped with Daemon Talons and an
integrated Laspistol, but their Masters are free to
give it any allowed Close Combat or Pistol
weapon that it can use. For protection, their
cybernetic implant gives them an Armor Save of
6+, as they count as wearing a Helmet (including
protection against Stunned Injury results.)
Special Rules:
• Small: These creatures are considered tiny
and insignificant. As such, they gain all
benefits and detriments of being a Small
Target; gain +1 to any Cover Saves, even in
the open (where they have a 6+ Cover Save.)
• Close to His Master: Corrupt Cherubim maybe
psychotic, but they know what is best for
them. They always stay within 3” of the
Corrupt Cherub’s Master.
• Personal Protector: The Corrupt Cherub
continues to have the primal programming of
serving as a personal guard to those whom he
is attached to, regardless of circumstances.
Upon acquiring a Corrupt Cherub, you must
assign it to a specific Fighter in the Squad,
known as the Corrupt Cherub’s Master. The
first time the Fighter with a Corrupt
Cherubim, known as the Corrupt Cherub’s
Master, is wounded in a battle (be it by
shooting or Close Combat) they roll a D6. On
a 3+ the Wound is discarded and no damage
is suffered. The Corrupt Cherub may not be
combined with a Lucky Charm.
Experience: A Corrupt Cherub starts with zero
(0) Experience.
Skills: The Corrupt Cherub has no additional
Universal Skills. He may choose from the Stealth
Skill Categories when he rolls NEW SKILL upon
advancement.
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Death Squads
•
•
•
•
•
Act As A Living Shield: The Corrupt Cherub is
programmed to obey his Master and
protecting at all costs, even if it means its
own destruction. After a successful to-Hit
shooting attack against the Corrupt Cherub’s
Master, but before the to-Wound rolls are
made, the Corrupt Cherub’s Master can
psychically order the Corrupt Cherub to move
and intercept the attack. On a successful roll
of 4+, the Corrupt Cherub will take the
attack. Roll the to-Wound against the Corrupt
Cherub’s Toughness (instead of the Fighter’s)
and resolve as normal.
Fragile Organic and Mechanic Components:
Let's face it, the Corrupt Cherub is no bigger
than a human baby, and once his cybernetic
protections are defeated, it is fairly delicate.
If the Corrupt Cherub is wounded, roll to
determine
Injury
under
the
following
conditions: 1 Knocked Down, 2 Stunned, 3-6
Out Of Action.
Autonomous Ranged Attacks: A Corrupt
Cherub may shoot his weapon at any target
his Master chooses, within range and LoS.
Personal Guard: The Corrupt Cherub serves
as a bodyguard to its Master. While it may
never initiate an Assault, it could be dragged
to defend his Master, joining the Close
Combat as normal. If so desired by his
Master, the Corrupt Cherub may remain out
of Close Combat, but will instinctively shoot
into the Close Combat his Master is involved
with.
Man and Machine: Servitors do not learn from
experiences life sentient being do. Instead,
they can be upgraded with memory modules,
bionics, targeting systems, servo-harness,
etc. This process is difficult, even for highly
trained Tech-Priests, and requires time and
resources to complete the individual research.
For game purposes, keep track of experience
gained as you do with any other Hired Gun.
This represents the time it takes foe cyberengineers to research, design, tweak,
program,
grow
and/or
built
possible
upgrades. Once an Advancement is made, roll
on the table below and pay the required costs
for the rolled upgrade in order to obtain it. If
the costs cannot be paid (be either lack of
credits or player refusal) this would mean
that the upgrade was not acquired at all and
the opportunity to gain any Advancement lost
until the next Advancement is reached.
Servitors may reach the Racial Maximums for
Humans, Imperial Guard Recruit. If an
Attribute has already reached this maximum,
the Advancement maybe rerolled.
SERVITOR’S ADVANCEMENT TABLE
D6
Result
1
Powered-Exoskeleton Upgrade: The Servitor's
musculature has been increased by the addition of an
external mechanical harness.
Gain +1 S at a cost of 15 credits.
2
Sub-Laser Optical (SLO) System: The basic visual
systems of the Servitor have been upgraded with a
superior optical targeting system, which incorporates
a sub-laser allowing for pin-point accuracy even in
the most difficult circumstances.
Gain +1 BS at a cost of 15 credits.
3
Neural Combat Enhancement: The Servitors
combat responses have been increased substantially
through the integration of millions of artificial
neurons into the remaining neural network (its 'Brain'
if such a term could accurately describe the Servitors
biological cogitator). The blessed machine spirits of
several new nano-cogitators drive these neurons,
allowing the Servitor to act beyond simple selfpreservation and action-reaction.
Gain +1 WS at a cost of 15 credits.
4
Mechadendrite: The Servitor has been equipped
with a basic Mechadendrite. A tendril-like prosthetic,
which acts as an additional appendage, many of
which are upgraded to include a simple close combat
device. This provides the Servitor within
significantly enhanced close combat capability.
Gain +1 Attack at a cost of 15 credits.
5
Dermal Plating: The Servitor has been grafted with
plates of reactive Duraplast between the skin and
muscle in an attempt to protect its more fragile
biological components.
Gain +1 T at a cost of 20 credits.
6
Program Module: Through the skill of a worthy
Tech Priest the Servitor has managed to be blessed
new machine spirits in the form of a program capable
of enhancing the its primary functions.
Gain a NEW SKILL at a cost of 20 credits.
Thought of the Day
Heresy grows from idleness
and it must be met hastily…
with Hatred.
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Death Squads
•
•
•
Complete Dependence: A Corrupt Cherub is
completely dependent and psychically bonded
on its Master and may revert to its psychotic
tendencies without directives. If his Master is
taken OOA, the Corrupt Cherub must pass a
Leadership Test every Turn, or suffer the
effects of Animosity towards the closest
Fighter (friend or foe) until the battle is over
or the Corrupt Cherub is taken OOA itself.
See TLRB Vol. 1 – CORE RULES, Psychology
for details.
Considered Equipment: A Corrupt Cherub is
always considered equipment. As such, he be
lost, stolen or captured, his elimination does
not count towards earning any Experience, do
not
count
towards
Tactical
Retreat
calculations or towards the Squad’s maximum
size. If Captured, the Corrupt Cherub’s
equipment has been left with its Master. It
could can be reprogrammed to serve a new
Master, as long as the conditions under Who
Can Hire? are meet; only upkeep must be
paid. If his Master is determined to be dead in
the Post-Battle Sequence, the Corrupt Cherub
is always lost, as they can't take the psychic
backlash.
Lobotomized: Servitors have been surgically
altered and parts of their brains are missing.
They are Immune to Psychology effects, such
as Fear, caused by the enemy; as such they
don’t have to take these tests.
Jump to Table of Contents
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 Quartermaster’s 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 Krieg’s 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 Emperor’s Peace’ was given – an honorable
field execution. This onerous task, along with the
recovery and redistribution of the fallen soldier’s
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.
Quartermasters are given training in Field
Medicine,
basic
tech-lore,
and
extensive
indoctrination into Kreig’s 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.
The Quartermasters 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 Krieg’s
struggle is the last sight a dying trooper should
see.
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Death Squads
Off the battlefield a Quartermaster’s 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.
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Who Can Hire? Only Imperial Guard Death
Korps of Krieg Regional Platoon may hire a
Quartermaster. You may only have one (1)
Quartermaster 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 Quartermaster increases the Squad’s
rating by +24 points plus 1 point per additional
Experience point he gains with the Squad.
Experience: The Quartermaster starts with zero
(0) Experience.
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 Squad’s 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, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered if
a method to do so is available.
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-Battle Sequence 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.
• Emperor’s 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.
Demolition Expert
Specialized in the manufacture, placement and
removal of explosive devices, the Demolition
Expert is part of a dangerous trade. It takes a
unique sort of individual to become a Demolition
Expert; one that must truly be dedicated to their
trade, for every day that they practice it their
lives are at stake. If they survive long enough,
they become adept in the placement of
explosives, as well as the safe removal of any
explosive device found on the battlefield.
Interestingly every advanced race that in some
way deals with explosives seems to have
individuals that fall into this category, from the
human ‘Demo-man’ to the Ork ‘Boom-Boy’ their
role and function remains the same.
The very specialized set of skills of a Demolition
Expert could be used to the advantage of those
who can control their unique personalities.
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3
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Death Squads
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: 31 Credits to Hire, + 12 to Upkeep
Rating: A Demolition Expert increases the
Squad’s rating by +27 points plus 1 point per
additional Experience point he gains with the
Squad.
Experience: The Demolition Expert starts with
zero (0) Experience.
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 Squad’s 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, but may
be Captured. In case of the Hired Gun’s death,
items maybe recovered 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 opponent’s 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 enemy’s 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.
o Trap’s Effect: Any Fighters within 3” of a
trap’s 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 of race certain individuals are drawn
to help others, and a fortunate few of these will
learn the necessary skills with which to heal
those injured. In the constant state of war that
has engulfed the 41st Millennium; those
medically trained are most commonly found upon
the battlefield as Medics. A number of Healthcare
Professionals recognized the potential for great
profit within this area, for not all forces have
immediate access to such personnel yet all
require aid, and hence they now sell their
services to the highest bidder.
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2
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Death Squads
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: 20 Credits to Hire, + 7 to Upkeep
Rating: A Healthcare Professional increases the
Squad’s rating by +17 points plus 1 point per
additional Experience point he gains with the
Squad.
Experience: The Healthcare Professional starts
with zero (0) Experience.
Skills: The Healthcare Professional has no
additional Universal Skills. He 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
Squad’s 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, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered 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.
Jump to Table of Contents
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. During
the Post-Battle Sequence, a Fighter with this
Skill would be allowed to assist any one
individual injured Fighter, be an Officer or
Recruit, if he has not been taken Out Of
Action himself and cannot be combined with
any other Skill or item that would allow a reroll on the Serious Injury table. After the
result of the Serious Injury for a specific
Fighter has been determined, the player must
declare if assistance will be given for this
Fighter. If not, the Serious Injury is accepted
and the Fighter may no longer help. If the
player decides to use the Skill, then he may
re-roll the result of the Serious Injury
accepting the new roll as final; remember you
can never re-roll a re-roll!
Imperial Commissar
The Imperial Commissar is the embodiment of
Imperial Doctrine; stern, unwavering loyalty and
uncompromising. They move through the ranks
of the Imperial Guard, black shapes spreading
order with every step with such rigid adherence
to Imperial Creed and Devotion, that any
compassion or mercy for their fellow man is
overridden. Imperial Commissars are entrusted
with the right to execute any member of the
Imperial Guard found wanting, to extinguish any
sign of cowardice, to exterminate any signs of
weakness, to eradicate any sign of taint and
corruption. Their duty is to show the might of the
Imperium of Men to all in doubt, ally or not.
Imperial Commissars are recruited into the
Departmento
Munitorum
for
the
Schola
Progenium, the rigorous orphanages for families
of Adepts in which they become indoctrinated to
the Imperial Faith. It is common practice for
many Commissars to be experienced members of
the elite Storm Trooper regiments; they are no
strangers to war or fighting.
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Death Squads
The Guardsmen of a regiment to which an
Imperial Commissar is attached, will often hate
and fear him more than they do their enemy, for
with the Commissar their fate is certain; it is this
fear that allows the Imperial Commissar to drive
the men under their command to feats far
beyond that which their normal loyalty would as
these Officers do much more than mere combat
and maintaining discipline within a regiment.
The ever watchful Imperial Commissar is in
constant vigil for spies, mutants, xeno-philic
bastards and agents of corruption that seek to
undermine the great power of their beloved
Imperium.
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Who Can Hire? Any Imperial Guard Regional
Platoon may hire an Imperial Commissar. You
may only have one (1) Imperial Commissar per
Squad. There will be no options to ever have
more than one per Squad.
Fees: 43 Credits to Hire, + 16 to Upkeep
Rating: An Imperial Commissar increase the
Squad’s rating by +40 points plus 1 point per
additional Experience point he gains with the
Squad.
Special Rules:
• Issuing Commands: An Imperial Commissar
acts as the voice of the Emperor in the field of
battle. His words inspire greatness in the
heart of brave men and his actions punish
those who are too weak to answer the
Emperor's call to arms. Be that inspirational
speech or the threat of a bolt shot to the
head, every Guardsman knows that victory
follows to those who have their faith on the
Emperor. If an Imperial Commissar has not
Ran, he may Issue a Command instead of
shooting or assaulting. Select the desired
Command from the chart below, select the
Targets within LoS and range (where
applicable) and take a Leadership Test by
rolling 2D6 and applying the modifier
indicated by the Command to the Leadership
Attribute. Some Commands are easier to
issue (i.e. +0 to the Leadership Attribute),
while others are much more difficult to
enforce (i.e. -3 to the Leadership Attribute.)
If the result is equal to or less than the
Commissar’s Leadership Attribute, the Test
has been passed and the Command Effects
take place. If the Test is failed, the intended
target may have not received the Command
on time (or his faith is failing him!) and the
Commissar may perform no further action
(i.e. he may not shoot or assault).
Experience: The Imperial Commissar starts with
zero (0) Experience.
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 Squad’s Depot that has hired,
under any subsections. Any items that are
assigned to the Hired Gun may not be reassigned, removed, traded or sold, but may be
Captured. In case of the Hired Gun’s death, items
maybe recovered 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.
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Death Squads
•
Make an Example Out of... YOU!: Serving the
Emperor implies having blind faith on His
divine wisdom. Any Imperial Commissar is
willing to risk anyone else to drive this point
to every Guardsman with ruthless brutality,
even if it means shooting point blank a soldier
who lacks faith and is intended to flee or a
condecorated veteran hero who thinks he is
above the Commissar's Issued Commands.
Nobody is above the Commissar; anyone is to
be used as an example. Before Issuing a
Command, the Commissar may attempt to
capture his subordinates' attention by
demonstrating his vile intentions against
those that do not comply to his orders with
blind obedience. Before rolling the Leadership
Test, the Player selects any allied Fighter
within the Commissar's weapon's range and
LoS and shoots him, by rolling to-Hit and toWound, as normal including any special
effects, ammunition or Critical Hits. If the toWound roll is successful (regardless if the
Target makes his Save or what kind of Injury
he receives) the Commissar will only fail the
required Leadership Test to Issue a Command
if he rolls a natural 12 on the Test. The Target
may take any Armor, Cover or Invulnerable
Saves as normal and if failed, roll for Injury
as normal.
IMPERIAL COMMISSAR’S COMMAND CHART
Ld
Modifier
Command Effect
+0
Fear Nothing, but the Wrath of The Emperor!:
The Commissar makes a moving speech, usually
accompanied by threatening gestures with his Bolt
Pistol, causing everyone near him to disregard
dangerous situations ahead. On a successful Issued
Command, all allies within the Commissar's
Leadership Range (LoS not required) become Immune
to Fear until the start of the Imperial Guard next
Turn's Recovery Phase.
-1
You Want to Live Forever?: The Commissar singles
out a subordinate and inspires him to do better, either
by a heartfelt talk or the threat of 'brain matter
distribution by bolt round' if he doesn't. On a
successful Issued Command, a single Fighter within
the Commissar's Leadership Range and LoS gains a
+1 to WS or BS (player's choice, but not both) until
the start of the Imperial Guard next Turn's Recovery
Phase.
-2
Hold the Line!: The Commissar makes it clear that
anyone who retreats from the incoming assault can
expect a smoking hole in their head. On a successful
Issued Command, all allies within the Commissar's
Leadership Range and LoS that are Charged before
the Imperial Guard next Turn's Recovery Phase
negate the enemies' First Strike rule (therefore the
combat is fought based in order of Initiative).
-2
Forward!: The Commissar spurs the men into
rushing towards the enemy. On a successful Issued
Command, all allies within the Commissar’s
Leadership Range and LoS that had Declared
Charges gain +1 Movement for the Assault. For
example, Fighters with Movement 4 that may Charge
up to 8" are considered to be Movement 5, thus may
Charge up to 10".
-3
The Emperor Protects!: The Commissar re-ignites
the flames of Faith within one of the Emperor's
Servants. On a successful Issued Command, a single
Fighter within the Commissar's Leadership Range
and LoS gains a 4+ Invulnerable Save until the start
of the Imperial Guard next Turn's Recovery Phase.
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Death Squads
•
•
No
Retreat,
No
Surrender!:
Imperial
Commissars
are
renowned
for
their
unwavering faith and aggressive posture in
battle. They never give an inch of ground to
the xeno, the mutant nor the heretic. The
Emperor never backs down and neither do his
servants. In very few cases, a Commissar
may be directly involved in a situation in
which commanders see best to leave, only to
return with fierce resolution. Although
unorthodox, this has been known to happen.
The Player may declare a Tactical Retreat as
normal, but the Commissar will later evaluate
this act as an act of bravery or proof of
wavering Faith by judging the one who gave
such order, be the Squad Leader or if he was
taken OOA, the most experienced Officer. On
the
Post-Battle
Sequence,
before
the
Exploration Phase, the Officer responsible for
the order must pass a Leadership Test at -1
penalty, as he tries to explain to the
Commissar why he conveyed the retreat
order. If the Test is failed, the Officer may not
participate in the Exploration of the Battlefield
or Rare Acquisitions sections of the PostBattle Sequence. This means that the Officer
would spend his time with the Commissar
(usually under the barrel of a Bolt Pistol)
reviewing the Imperial Code of Conduct; the
Officer may not search for Exchangeable
Resources (roll one less die on the Exploration
Phase), use any Skills or Items to aid on
gathering of resources nor search and buy
Rare Items.
Born to Lead!: Only if the Imperial Commissar
is currently assigned to the Squad when the
current Squad Leader (i.e. Captain) falls OOA
and dies as determined on the Post-Battle
Sequence, roll a D6 to determine if the
Imperial Commissar will take over the Squad.
On a result of 3+, the Commissar takes over
and becomes the new Squad Leader gaining
the Squad Leader Special Rule and +1 to his
Leadership
Attribute.
As
the
new
Commanding Officer, only death will remove
him from his Sacred Duty. He starts diverging
resources to continue severe indoctrination
schedules, training in Imperial Procedures
and Protocol as well as submitting the Squad
to Imperial Tithe. The Imperial Commissar’s
Upkeep is increased by eight (8) credits and
must be paid at all costs.
Jump to Table of Contents
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 a Jenkala Urban Sharpshooter in
combat is to support combat operations by
delivering precise long-range fire on selected
targets. By this, the 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 Jenkala 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
Jenkala Urban Sharpshooters are trained to
maximize such features as well as navigating the
treacherous terrain.
A well-trained Jenkala Urban Sharpshooter,
combined with the inherent accuracy of his LongLas Rifle and ammunition, is a versatile
supporting arm available to an infantry
Commander. The importance of the Sharpshooter
cannot be measured simply by the number of
casualties he inflicts upon the enemy. Realization
of the Sharpshooter's presence instills fear in
enemy troop elements and influences their
decisions and actions.
A Jenkala Urban Sharpshooter enhances a unit's
firepower and augments the varied means for
destruction and harassment of the enemy. The
Sharpshooter’s 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. 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.
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Last, but not least, Jenkala 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? Only Imperial Guard Jenkala's
Urban Fighters Regional Platoon may hire a
Urban Sharpshooter. You may only have one (1)
Urban Sharpshooter per Squad. There will be no
options to ever have more than one per Squad.
Fees: 36 Credits to Hire, + 14 to Upkeep
Rating: An Urban Sharpshooter increases the
Squad’s rating by +23 points plus 1 point per
additional Experience point he gains with the
Squad.
Experience: The Urban Sharpshooter starts with
zero (0) Experience.
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 Squad’s 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 Squad’s Depot
under the Officer and Recruits subsections. In
case of the Hired Gun’s death, items maybe
recovered if a method to do so is available.
Starting Equipment: The Urban Sharpshooter
starts equipped with a Long-las Rifle, the
complimentary Combat Knife, a Climbing
Harness, Rope & Hook as well as a Mesh Armor.
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.
Kasrkin Veteran Sergeant
Deep within the already superior Imperial Guard
of Cadia, those who distinguish themselves while
still serving as Whiteshields (young Recruits or
orphans yet to prove themselves to become full
Guardsmen) in the Cadian armed forces will
eventually become part of the ultra elite troopers
known as the Karskin Division of the Imperial
Guard.
Kasrkin are the equivalent of the Cadian Storm
Troopers, yet they are considered better trained.
Storm Troopers are highly-trained shock troops
forming the elite force that is a Storm Trooper
Regiment. They are trained to carry out special
operations such as deep strike assaults,
reconnaissance, and infiltration beyond enemy
lines. Storm Troopers are the very best soldiers
the Imperial Guard has to offer, being trained to
the peak of human perfection, their combat skills
are unmatched within the ranks of the Imperial
Guard. Kasrkins are utterly dedicated to the
preservation of Cadia, whereas Storm Troopers
are indoctrinated to the defense of the entire
Imperium.
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Kasrkins are highly trained in the use of
numerous weapons and are armored with
Carapace Armor. They have an ethos of duty and
honor and a devotion to the Emperor that is
impressive for members of the Imperial Guard.
Whereas the standard Storm Trooper is looked
down upon in envy by Imperial Guardsmen, the
standard Kasrkin is looked up to with favor. They
are the ultimate warrior to fight against the
enemies of the Imperium (such as the forces of
Chaos) and they lead the charge in the defense
of Cadia.
To be a Kasrkin is to hold a position of honor, and
all Cadians recognize this.
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Who Can Hire? Only Imperial Guard Cadian
Shock Troops Regional Platoon may hire a
Kasrkin Veteran Sergeant. You may only have
one (1) Kasrkin Veteran Sergeant per Squad.
There will be no options to ever have more than
one per Squad.
Fees: 39 Credits to Hire, + 14 to Upkeep
Rating: Kasrkin Veteran Sergeant increases the
Squad’s rating by +28 points, plus 1 point per
additional Experience point he gains with the
Squad.
Experience: The Kasrkin Veteran
starts with zero (0) Experience.
Sergeant
Skills: The Kasrkin Veteran Sergeant has the
following
additional
Universal
Skills:
Hip
Shooting. He may choose from Combat, Speed &
Shooting Skill Categories when he rolls NEW
SKILL upon advancement.
Weapons & Equipment: The Kasrkin Veteran
Sergeant may use any Weapons, Armor and
Wargear from the Imperial Guard’s Depot, under
any subsections. Any items that are assigned to
the Hired Gun may not be re-assigned, removed,
traded or sold, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered if
a method to do so is available.
Starting Equipment: The Kasrkin Veteran
Sergeant starts equipped with a Hellgun, a
Sword, the complimentary Combat Knife as well
as a Carapace Armor and Helmet.
Special Rules:
• Bulky Armament Training: The Kasrkin have
extensive training beyond that offered to the
regular
Cadian
Imperial
guardsmen,
specifically on how to engage the enemy in
close combat while carrying cumbersome
gear, such as the Hellgun. The Kasrkin
Veteran Sergeant receives extensive training
in how to use this most unmanageable
equipment, which normally hinders the soldier
in Close Combat, to his advantage. The
Kasrkin Veteran Sergeant removes the Bulky
Armament Special Rule of any weapon he is
currently using and treats it as if it was
absent from its profile.
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 Fighters. 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? Only Imperial Guard Lyubov's
Ice Guards Regional Platoon may hire a Maccabee
Priest. You may only have one (1) Maccabee
Priest 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 Maccabee Priest increases the Squad’s
rating by + 28 points plus 1 point per additional
Experience point he gains with the Squad.
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Experience: The Maccabee Priest starts with
zero (0) Experience.
Skills: The Maccabee Priest has no additional
Universal Skills. He may choose from the Combat
or Strength Skill Categories when he rolls NEW
SKILL upon advancement.
Weapons & Equipment: The Maccabee Priest
would not use any other weapons from the
Squad’s 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 Squad’s Depot
under the Officer and Recruits subsections. In
case of the Hired Gun’s death, items maybe
recovered if a method to do so is available.
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.
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? Only Imperial Guard Mordian
Iron Guard Regional Platoon may hire a Mordian
Field Coordinator. 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: 39 Credits to Hire, + 14 to Upkeep
Rating: A Mordian Field Coordinator increases
the Squad’s rating by + 37 points plus 1 point
per additional Experience point he gains with the
Squad.
Experience: The Mordian Field
starts with zero (0) Experience.
Coordinator
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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 Squad’s 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 Squad’s Depot under the Officer and Recruits
subsections. In case of the Hired Gun’s death,
items maybe recovered if a method to do so is
available.
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 Special Rule 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 Coordinator’s
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.
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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Ld
8
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Death Squads
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.
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.
Fees: 29 Credits to Hire, + 11 to Upkeep
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.
Rating: A Rogue Psyker increases the Squad’s
rating by +28 points plus 1 point per additional
Experience point he gains with the Squad.
Experience: The Rogue Psyker starts with zero
(0) Experience.
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.
Weapons & Equipment: The Rogue Psyker may
use any Weapons, Armor and Wargear from the
Squad’s 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, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered if
a method to do so is available.
ROGUE PSYKER’S PSYCHIC POWER TABLE
Ld Value
Result
+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 player’s 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 player’s 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 player’s 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 Psyker’s 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 rerolls are allowed when determining the type of injury.
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Servitor, Gun
Fees: 26 Credits to Hire, + 10 to Upkeep
Servitors are mindless human drones of flesh and
metal used to carry out simple, manual tasks.
While many are vat-grown, often a criminal will
be sentenced to "Servitude Imperpituis" and will
be handed over to the Tech-priests of the
Adeptus
Mechanicus
to
be
mind-wiped,
reprogrammed, and cybernetically-enhanced to
serve some specific, rudimentary function. In the
Imperium of Men, there is no such thing as a
wasted individual.
Rating: Gun Servitor increases the Squad’s
rating by +17 points, plus 1 point per additional
Experience point it gains with the Squad.
A Servitor's brain possesses only the most basic
and rudimentary of instincts, along with the
required instructions to execute the monotonous
task they were designed for. The altered and
fragmented brain of a Servitor functions poorly
unless constantly supervised. Most Servitors will
go into a state of mind-lock, babbling incoherent
nonsense as they try to assert some form of
awareness.
There are many types of Servitors, each designed
for a certain task; some garbage pickup to street
sweeping. Few Servitors are designed to
accompany men to the battlefield to aid in the
repair of vehicles, serve as personal guards or
carry large and dangerous heavy weapons. The
latter are known as Gun Servitors.
A Gun Servitor has been created with the intent
to provide fire support for the individual who he
works, usually (but not necessarily) a TechPriest. Their minds and bodies are cybernetically
modified to use most kind of attached weapons
for prolonged periods of time. Often they will
have whole limbs replaced with implant weapons
and their back and legs reinforced to manage the
weight and recoil of their weaponry. Many will
have ammunition hoppers mounted somewhere
on their bodies so they can lay down continuous
curtains of fire without needing to reload. In most
cases, they are little more than a moving
weapons platform. Resourceful individuals may
find ways to upgrade their Servitors, by adding
enhanced cybernetics and mental hypnotic
training, to increase their capacities.
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Experience: The Gun Servitor starts with zero
(0) Experience.
Skills: The Gun Servitor has the following
additional Universal Skills: Weapon Training,
Flamer and Weapon Training, Heavy Weapons. It
starts with zero (0) Experience and may choose
from the Shooting Skill Categories when it rolls
NEW SKILL upon advancement.
Weapons & Equipment: The Gun Servitor may
use any Weapons and Wargear, but no Armor,
from the Squad’s Depot that has hired, under any
subsection. Any items that are assigned to the
Hired Gun may not be re-assigned, removed,
traded or sold, but may be Captured. In case of
the Hired Gun’s death, items maybe recovered if
a method to do so is available.
Starting Equipment: A Gun Servitor starts with
no weapons; this allows their new owners to
customize it as they see fit. Upon acquisition of
the Servitor, you may equip it with any one (1)
weapon, as long as it meets all requirements for
the weapon’s use, of Rarity 7 or less without
rolling for Rarity by paying for the weapon's full
price. For protection, its cybernetic implants give
the Servitor an Armor Save of 5+, as they count
as wearing a Mesh Armor and Helmet (including
protection against Stunned Injury results.)
Ld
5
Who Can Hire? Only Imperial Guard (all
Regional Platoons) and Imperial Renegades may
hire a Gun Servitor. You may only have one (1)
Gun Servitor per Squad. There will be no options
to ever have more than one per Squad.
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Special Rules:
• Lobotomized: Servitors have been surgically
altered and parts of their brains are missing.
They are Immune to Psychology effects, such
as Fear, caused by the enemy; as such they
don’t have to take these tests.
• Man and Machine: Servitors do not learn from
experiences. Instead, they can be upgraded
with memory modules, bionics, targeting
systems, servo-harness, etc. This process is
difficult, even for highly trained Tech-Priests,
and requires time and resources to complete
the individual research. For game purposes,
keep track of experience gained as you do
with any other Hired Gun. This represents the
time it takes foe cyber-engineers to research,
design, tweak and re-program, grow and/or
built
possible
upgrades.
Once
an
Advancement is made, roll on the table below
and pay the required costs for the rolled
upgrade in order to obtain it. If the costs
cannot be paid (be either lack of credits or
Player refusal), the upgrade was not acquired
at all and the opportunity to gain any
Advancement
is
lost
until
the
next
Advancement is reached. Servitors may reach
the Racial Maximums for Humans, Imperial
Guard Recruit. If an Attribute has already
reached this maximum, the Advancement
maybe re-rolled.
SERVITOR’S ADVANCEMENT TABLE
D6
1
Result
Powered-Exoskeleton Upgrade: The Servitor's
musculature has been increased by the addition of an
external mechanical harness.
Gain +1 S at a cost of 15 credits.
2
Sub-Laser Optical (SLO) System: The basic visual
systems of the Servitor have been upgraded with a
superior optical targeting system, which incorporates
a sub-laser allowing for pin-point accuracy even in
the most difficult circumstances.
Gain +1 BS at a cost of 15 credits.
3
Neural Combat Enhancement: The Servitors
combat responses have been increased substantially
through the integration of millions of artificial
neurons into the remaining neural network (its 'Brain'
if such a term could accurately describe the Servitors
biological cogitator). The blessed machine spirits of
several new nano-cogitators drive these neurons,
allowing the Servitor to act beyond simple selfpreservation and action-reaction.
Gain +1 WS at a cost of 15 credits.
4
Mechadendrite: The Servitor has been equipped
with a basic Mechadendrite. A tendril-like prosthetic,
which acts as an additional appendage, many of
which are upgraded to include a simple close combat
device. This provides the Servitor within
significantly enhanced close combat capability.
Gain +1 Attack at a cost of 15 credits.
5
Dermal Plating: The Servitor has been grafted with
plates of reactive Duraplast between the skin and
muscle in an attempt to protect its more fragile
biological components.
Gain +1 T at a cost of 20 credits.
6
Program Module: Through the skill of a worthy
Tech Priest the Servitor has managed to be blessed
new machine spirits in the form of a program capable
of enhancing the its primary functions.
Gain a NEW SKILL at a cost of 20 credits.
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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 Character’s 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 Character’s
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 don’t 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 Squad’s treasury in the same way as buying
new weapons or Recruiting new Fighters. If you
don’t 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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Death Squads
Cristina Rodriguez, Field Nurse
Life was peaceful and prosperous on Hess; the
society
started
to
have
great
scientific
discoveries. Hess was entering their Golden Age.
Particular advances in the field of general
medicine proved to be a booming field of
expansion, stressing among the populace the
importance of not relying on the military. This
fact would prove to be Hess' undoing and
salvation. Cristina Rodriguez, or Musinha as her
closed ones knew her, was a common nurse. She
believed on the power of medicine, helping
others and on the Superior Being, who was all
powerful and impartial force. He was always
watching over them but never interfering on the
will and interests of the people.
That is... until they arrived.
From giants space fortresses the first visitors
were the giants in colored armor and gleaming
weaponry. With little effort they had took
ownership and control of everything; the peaceful
people and nations. If there had been any kind of
organized defensive, the death tolls had been on
the billions and the results had been the same.
With disregard to everyone's desires, the visitors
unified all the people under their leadership,
renaming the planet Zeebius IV and the largest
city as Zeebius Prime.
It took no time at all for more of them to arrive;
men and women, wearing all the type of armor
and weapons. A group of women wearing white
and silver-plated armor took the greatest
cathedral of Zeebius Prime as her own. Millions of
cyberneticaly lobotomized men worked until
collapse to build a sumptuous golden altar. It was
here that the warrior women started preaching a
new and compulsory religion for Zeebius IV.
Cristina learned about the Light of the Emperor
and came to realize that it was Him, all the way
from Sacred Terra and The Golden Throne that
watched over all humanity, in every corner of the
Universe. Musainha also came to realize that
when there is Light, there is also Darkness. The
threat of Chaos stalks us all in our day-by-day
life; ominous and insidious.
The universe suddenly became a much larger
place. Humans were not alone, but there was no
place for the Xeno or the Heretic. Joining a sect
of the Monodominant Ordo Xenos, she managed
to obtain sensitive information and then learned
about the alien's behavior, physiology and
anatomy. Her affairs with higher education took
her beyond the point of tolerance, and was
sentenced to a five years Penal Legion Service
branded on the left shoulder as a "Xenofilic
Minor". The newly formed Imperial Guard trained
every viable man for war, including the Penal
Servants. She received rudimentary combat
training and was shipped to another part of the
galaxy to die for the Emperor in suicide raids.
Such fate did not happen. Having been a nurse,
on what seemed four eternities ago, she not only
managed to survive, but to thrive. It was
expected that she would not only be an easy
mark for the enemy, but a distraction for other
men. If something she had learned is that she
would be nobody's play thing. After the first
attempt to degrade her that she found her new
partner, an old beat-up shotgun. Using it as a
club, she cracked the skull of her assailant. She
uttered passionately before the final bow,
"Here... meet The Doctor. When The Doctor
talks, EVERYONE listens!" She would not be
ignored.
Her no-nonsense stance earned the respect of
everyone on the Penal Legion. Shear cunning and
survival instincts earned her a position with the
Imperial Command. She was promoted to Chief
Medical Officer among the Penal Servants. With
The Doctor, now fully restored, by her side she
assisted the Penal Servants to surpass their life
expectancy of 4 hours.
After serving her full sentence, something that
not many claim to do, she is now a free woman.
Considered by many an outlaw, and by very few
a true hero, she has become a mercenary for
hire. She boasts the rank of Chief Medical Officer
and is willing to join small Imperial Combat Units
in short term assignments... if they can afford
her price.
M
4
WS
3
BS
4
S
3
T
3
W
2
I
3
A
1
Ld
1
Who Can Hire? Imperial Guard, any Regional
Platoon. No other Healthcare Professional may be
hired while Cristina, Field Nurse is with the
Squad.
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Fees: XX Credits to Hire, + XX to Upkeep
Rating: Cristina, Field Nurse increases the
Squad’s rating by +XX points, plus 1 point per
additional Experience point he gains with the
Squad.
Experience: The Cristina starts with zero (0)
Experience.
Skills: The Cristina has no additional Universal
Skills. She may choose from the Shooting or
Technical Skill Categories when she rolls NEW
SKILL upon advancement.
Weapons & Equipment: Cristina would not use
any other Weapons or Armor from the Squad’s
Depot, but may use any Wargear provided as
normal under any subsection. Any items that are
assigned to her 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; Cristina knows to destroy the gear
before the inevitable. If his gear is destroyed in
such manner (i.e. if Captured) then Cristina has
lost the gear permanently and now may acquire
and use any equipment from the Squad’s Depot
under the Officer and Recruits subsections.
Starting Equipment: Cristina Rodriguez, Field
Nurse starts equipped with an exclusive item,
The Doctor. She is also equipped with an 'Urty
Syringe, a Combat Knife, as well as a Flak Jacket
and a Helmet.
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!
•
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 rerolling of any one single dice on a Serious
Injury roll, at the end of the game on any
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!
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
Catachan’s 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 Lord’s
head at his feet. He shrugged off the Officer’s
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”.
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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 Catachan’s 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 “It’s 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… it’s 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 base’s
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 Catachan’s 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
2
Ld
8
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: 74 Credits to Hire, +37 to Upkeep
Rating: McClane increases the Squad’s rating by
+46 points plus 1 point per additional Experience
point he gains with the Squad.
Experience:
Experience.
McClane
starts
with
zero
(0)
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 Squad’s
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
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and use any equipment from the Squad’s Depot
under the Officer and Recruits subsections.
Starting Equipment: McClane starts equipped
with an exclusive item: Mabel’s Revenge. He is
also equipped with a Catachan Fang, a Shotgun,
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 Fighter.
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.
FAN FICTION
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 Catachan’s 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.
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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 Catachan’s
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. Leon’s men
lead insurgency attacks upon the Chaos
forces
for
weeks.
The
Catachan’s
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 Catachan’s 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.
A TRIBUTE TO ACTION HEROES
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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.
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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Matthias “Silent Death” Riel
Despite being born the son of a regional lord on
the world of Vardan, Matthias Riel was never
comfortable in the sheltered and doted existence
his birth right entailed. The materialistic life his
father wished for Matthias was one he detested,
throughout his childhood he remained alone,
driving those sent to care for him away and
exploring the hallways and passages of his
monastic prison in an attempt to escape from his
reality. Leaving the confines of his father’s house
the day he turned fifteen, Matthias volunteered
for the Imperial Guard. During his training
Matthias aptitude for marksmanship was of great
note, it came as natural to him as did breath. Yet
it was not just marksmanship but stealth and
subversion, an excellent grasp of tactics and
geography too. It was these characteristics that
destined Matthias to become a member of the
prestigious sniper units, and that ultimately lead
to his deployment with the 902nd Jenkala Rifles,
for snipers were a valuable asset within the
urban environments that they specialized in.
His first deployment was upon the world of
Boucheroc, were the Jenkala 722nd, 831st and
902nd Regiments had been deployed to defend
the valuable crude promethium from an
encroaching Ork Waaagh!. The dense urban
terrain meant a war of attrition soon unfolded,
the
Ork
forces
unable
to
bring
their
overwhelming numbers to bear and the Imperials
unable to effectively deploy their ordinance, and
unwilling to implement Exterminatus due to the
planets material importance. It was upon
Boucheroc that the scope of Matthias’s skill at
arms came to be truly apparent. Single handily
accounting for the highest number of confirmed
kills, along with a rumored one to one shot-kill
ratio he became a hero to the Imperial Guard and
something to fear for the Orks, an invisible
specter that struck from the shadows, taking life
where it pleased.
As the war dragged on it soon became apparent
that Imperial forces were not going to repel the
invaders unless decisive action were to be taken.
Matthias Riel, ‘Silent Death’ as was his moniker,
and other snipers were deployed to eliminate the
Ork Warboss. His death would cause the Orks to
descend into a self-destructive anarchic state. For
a week nothing was heard from the sniper team,
the fighting continued. On the eighth day
Matthias returned, alone. He was bloodied and
scarred; his right eye nothing but a hole and his
Long-las out of charge.
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Based on his intelligent reports, a detailed sector
sweep was performed by an Imperial patrol. They
came to be on an area apparently long deserted
by the greenskins. All that remained of their
presence was a single massive rotting corpse
with a single shot to its skull. Vid-logs showed
that few moments prior to the kill-shot that took
the Warboss an uncharacteristically accurate
Gretchin ‘sniper’ shot rang out, grazing Matthias’
helmet and bouncing down into his eye.
Unperturbed by the tragic event, he picked up his
Long-las and sighted down the barrel with his
remaining eye into No-Man’s 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 las-shot streaked across the
field, hitting him in the same eye that Matthias
had just lost, penetrating into its tiny brain.
Seconds later, a second shot took the Warboss
down. Not soon after Ork attacks became
infrequent and disorganized, thus they were soon
defeated.
Matthias was awarded numerous medals for his
actions and an ornate bionic eye to replace the
one he’d lost, which contained an inbuilt refractor
field. Such a valuable asset was one that could ill
afford to be lost.
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 shooting
accounted for no less than 183 of the Orks’
deaths, but his entire Squad was lost. 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. When his
superiors had attempted to reassign Matthias to a
team, he simply replied with ‘I work better
alone’.
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Death Squads
Riel soon after became an independent agent, his
skills to valuable and in too great a demand for
him to remain attached to one force. He is
deployed as to the wishes of his superiors; he
cares not where or to whom, simply the target.
He will appear and disappear without warning,
moving from planet to planet, sector to sector,
carrying with him his signature Triplex pattern
Long-las and bringing death to those who oppose
the Imperium.
M
4
WS
3
BS
5
S
3
T
3
W
2
I
3
A
2
Ld
8
Who Can Hire? Imperial Guards, Jenkala’s
Urban Fighters Regional Platoon only. No other
Jenkala Urban Sharpshooters may be hired while
Matthias “Silent Death” Riel is with the Squad.
Fees: 58 Credits to Hire, +29 to Upkeep
Starting Equipment: Riel starts with a Triplex
Long-Las, a Laspistol, the complimentary Combat
Knife, a Climbing Harness, a Rope & Hook,
Seeker Bionic Eye, and Mesh Armor. Riel may
never wear a Helmet.
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.
Rating: Riel increases the Squad’s rating by +38
points, plus 1 point for each Experience point he
has.
Experience: Riel starts with zero (0) Experience.
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 Armor from the Squad’s 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 Squad’s Depot under the
Officer and Recruits subsections.
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Appendix A: Squad Roster - Officers
Officers’ Squad Roster
Name:
M
Bs
Ws
Type:
S
T
W
Equipment
I
A
Ld
Skills
Injuries
Sv
Racial
.
Max
Academic
Combat
Shooting
Speed
Stealth
Strength
Techno
Special
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Equipment
Type:
S
T
W
I
A
Ld
Skills
Injuries
Sv
Racial
.
Max
Academic
Combat
Shooting
Speed
Stealth
Strength
Techno
Special
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Type:
S
T
W
Equipment
I
A
Ld
Skills
Injuries
Sv
Racial
.
Max
Academic
Combat
Shooting
Speed
Stealth
Strength
Techno
Special
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Type:
S
T
W
Equipment
I
A
Ld
Skills
Injuries
Sv
Racial
.
Max
Academic
Combat
Shooting
Speed
Stealth
Strength
Techno
Special
Experience
Total:
Next Lv:
Notes:
Death Squads
Roster Sheet – Officers
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Appendix B: Squad Roster - Recruits
Recruits' Squad Roster
Name:
M
Bs
Ws
Type:
S
T
W
Quantity:
I
A
Ld
Equipment
Sv
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Type:
S
T
W
Quantity:
I
A
Ld
Equipment
Sv
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Type:
S
T
W
Quantity:
I
A
Ld
Equipment
Sv
Experience
Total:
Next Lv:
Notes:
Name:
M
Bs
Ws
Type:
S
T
W
Quantity:
I
A
Ld
Equipment
Sv
Experience
Total:
Next Lv:
Notes:
Squad Name:
Officers' Total Experience:
Recruits' Total Experience:
Large Units:
Hired Guns:
Special Characters:
Total Squad Rating:
Squad Type:
x5 =
x20 =
Death Squads
Roster Sheet – Recruits
Edited: August 5, 2011
Number of Units:
Routing:
Credits:
Stored Equipment
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Appendix C: Post-Game Battle Report
Post-Game Battle Report
WEEK:
PLAYER:
SQUAD:
PLAYER:
SQUAD:
NOTABLE EVENTS:
GAME:
WINNER
RESOURCES
CREDITS
#MODELS
EXP.
RATING
EXPLORATION ROLLS: NOTE THE D6S YOU ROLLED & THE EVENT THAT YOU FOUND (CORPSE, TAVERN, ETC).
DID YOU HAVE ANY MODIFIERS ON EXPLORATION ROLLS?
Notable Death & Injuries
Name
Type of Injury
How was the Officer Injured?
1)
2)
3)
4)
5)
Advancements
Name
Roll
Result
Which New Skill (if any)?
1)
2)
3)
4)
5)
New Recruits
Name
Type of Officer or Recruit
1)
2)
3)
4)
5)
New Equipment
Item
Item
Item
1)
11)
21)
2)
12)
22)
3)
13)
23)
4)
14)
24)
5)
15)
25)
6)
16)
26)
7)
17)
27)
8)
18)
28)
9)
19)
29)
10)
20)
30)
Death Squads
Post Game-Battle Report
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Games Workshop Limited. Please reproduce for personal use.
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Copyright Information
GENERAL: Games Workshop
This document is completely unofficial and in no way endorsed by Games Workshop Limited.
40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl
Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark
Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire
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the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne logo,
Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull devices,
Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau
caste designations, Tomb Kings, Trio of Fighters, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer, Warhammer Historical, Warhammer
Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles,
locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright
Games Workshop Ltd 2000-2005, 2008 variably registered in the UK and other countries around the world.
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
GENERAL: Word in Arms
We used several elements that appear or were introduced on the fan-based system, World in Arms. Initial concept and design by
Ryan “kidsyndrome” Downs & Drew Babkirk. Revised Design and Playtesting Garrett “LuckyG” Everett & Jeff Honsberger. If
interested, check out their work at http://www.worldinarms.info.
GENERAL: Thunderhawk Down
We used several elements that appear or were introduced on the fan-based system, Thunderhawk Down. Initial concept and design
by Adam Laforet & Nate Stevens. If interested, check out their work at http://www.warmasterschallenge.com/40kSkirmish.
GENERAL: Death Squads
All individual members that have helped create the Death Squad Game accept the
ascendancy of Games Workshop Limited copyright, as presented above and
unequivocally intent no challenge to said copyright. However, contained herein are
concepts and approaches to the Games Workshop Limited’s Intellectual Property (GW
IP) that is unique to Death Squads and, as such, we reserve the right to publish or
material and ask anyone who uses this material to correctly cite its sources as Death
Squad Game. That is, all rights that do not contradict the GW IP or extended
copyright are reserved to the Death Squad Project.
The initial concepts for Death Squads and Squad adaptations are copyright of Edwin
Molina & Andy Tabor. The current concept of Death Squads, Death Squads Game, its
logo, its forum, The Living Rulebook (TLRB) in all its Volumes and Squad adaptations
are copyright by Edwin Molina & The Death Squads Game Development Team @
2008, 2009, 2010, 2011 under the appropriate General Public License Agreements. All
Rights Reserved. Credit and acknowledgment will be given to all those who want
mentioned for their work. All work submitted for the inclusion of Death Squads Game
is assumed to become property of the Death Squad Game.
It is intended as a fan-based system, not intended for sale, re-package and/or
redistribution. You may print part or the whole of this guide for personal use. No part
of this body of work can be sold on its own or as part of any other product.
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