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 Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 2 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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 Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 3 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 4 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 5 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 6 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 7 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 8 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 9 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 10 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 11 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 12 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 13 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 14 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • • • • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 15 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 16 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 17 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 6 Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 18 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 19 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 20 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 21 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 22 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 23 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 24 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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+. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 25 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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+. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 26 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 27 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 28 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 29 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 30 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 31 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 8 19 Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 32 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 33 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 34 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 35 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 36 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 37 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 38 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 39 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 40 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 41 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 . TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 42 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 43 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 44 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 45 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 46 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 47 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 48 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 49 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 50 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 51 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 52 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 53 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 54 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 55 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 56 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 57 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 58 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 59 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads Special Rules: • Medic!: Given enough time and supplies, anyone could help a fallen comrade. Only those few with extensive training and natural aptitude can really make a difference. 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 60 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 7 Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 61 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 62 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 63 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 64 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 65 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 66 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 9 Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 67 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 68 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 69 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 70 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 71 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 72 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads • 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. Jump to Table of Contents TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 73 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 74 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 75 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. WANT TO PLAY KROOT MERCENARIES AS YOUR 40K ARMY? Yes, it is possible! Thanks to the efforts of great folks of Kompletely Kroot (Wetcorps, Uber_Kroot, Kris.Sherriff, Turbo_MMX, Gniknok and many others) a fan-based 5th Edition Codex for the Kroot Mercenaries have been produced! Join their great community at: http://z8.invisionfree.com/KompletelyKroot 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 76 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 77 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 78 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 79 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 80 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 81 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 82 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 83 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 6 Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 84 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 85 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • • • • 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} TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 86 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 87 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 88 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 89 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 90 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 91 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 92 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 28 21 8 16 11 29 28 12 18 16 Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 93 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 94 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 95 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 96 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 97 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 98 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 99 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 100 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 101 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 102 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 103 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 104 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com with most Fear First Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 105 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 106 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads • • • 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 107 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 108 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 109 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 110 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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). TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 111 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • • • • • • • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 112 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 113 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads • • 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 114 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 115 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 116 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 8 19 8 Jump to Table of Contents 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 117 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 118 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads Jump to Table of Contents 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! TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 119 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 120 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. M 4 WS 4 BS 4 S 3 T 3 W 1 I 5 A 2 Ld 8 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 121 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. M 4 WS 4 BS 3 S 4 T 3 W 2 I 3 A 2 Ld 8 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 122 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 123 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. M 4 WS 2 BS 2 S 2 T 2 W 2 I 4 A 1 Ld 6 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 124 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 125 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 126 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 9 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. M 4 WS 3 BS 4 S 3 T 3 W 1 I 4 A 1 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 127 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 7 Jump to Table of Contents 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. M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 128 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 7 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 129 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. M 4 WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 130 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 131 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 132 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. M 4 WS 2 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 7 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 133 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. M 4 WS 3 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 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. M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 9 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 134 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. M 4 WS 3 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 135 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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… M 4 WS 4 BS 4 S 3 T 3 W 1 I 3 A 1 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 136 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Ld 8 Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 137 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. M 4 WS 1 BS 3 S 2 T 3 W 2 I 2 A 1 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 138 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 139 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 140 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 141 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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”. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 142 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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 TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 143 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents Death Squads 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 144 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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 Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 145 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Death Squads 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. Jump to Table of Contents 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’. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 146 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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. TLRB - Volume 3, Squads v0.6.4.docx Edited: August 5, 2011 Page 147 of 151 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Jump to Table of Contents Visit us at www.DeathSquadsGame.com Jump to Table of Contents 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 Edited: August 5, 2011 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Please reproduce for personal use. Visit us at www.DeathSquadsGame.com Support your local gaming store! Jump to Table of Contents 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 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Please reproduce for personal use. Visit us at www.DeathSquadsGame.com Support your local gaming store! Jump to Table of Contents 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 Edited: August 5, 2011 This document is completely unofficial and in no way endorsed by Games Workshop Limited. Please reproduce for personal use. Visit us at www.DeathSquadsGame.com Support your local gaming store! Copyright Information GENERAL: Games Workshop This document is completely unofficial and in no way endorsed by Games Workshop Limited. 40k, Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Fighter, the Fire Fighter logo, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Games Workshop, GWI, the GWI logo, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, the Khorne logo, 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. If you paid for this guide, you have been hoodwinked. We do NOT accept donations in exchange for any of the materials either! Our labor of love, for all to enjoy! Join our community at: www.DeathSquadsGame.com Support Your Local Gaming Store!