Deathzap 3

So I’ve been working over the past week on something fairly sizeable, it wont have any pictures but it is something I’ve had a few comments and messages about, so here goes, as always questions, comments and suggestions are very much appreciated, the current state of affairs rules wise and fluff wise for Deathzap:

THE RULES

The game is played on a 2’x2’ board and the figures used are 1/72 or 20mm, it would also be fine to use 15mm figures. If using 25mm figures or higher I recommend you use a 4’x4’ board and double all movement distances and weapon ranges. The board should be fairly dense with terrain, with a mix of soft and hard cover. Soft cover is defined as something that a bullet is pretty likely to pass through but that does provide more protection that just being in the open. Hard cover is something that stops bullets.

THE BATTLEFIELD

Players roll off and the higher roller decides which board edge is their ‘Home’ edge, and the opposing player takes the opposite edge. No figures begin the game on the board.

THE COMMAND HAND

The game uses a standard deck of playing cards (see ‘playing the game’ below) to determine the order in which units activate. Before the game separate the black and red cards from each other and decide which player will be the red and which will be the black. The players will then draw a number of cards each randomly in their assigned colour. The number of cards a player draws is equal to their chosen force’s Command Rating. Then shuffle all the remaining black and red cards together including jokers.

The cards each player has drawn should be kept secret from their opponent. This is their Command Hand.

PLAYING THE GAME

At the start of the game decide which player is the red player and which player is the black player. Then shuffle a deck of standard playing cards including the jokers and place it face down. Then flip the top card. If it is a number card the corresponding player (red or black) can activate a unit. If it is a face card the corresponding player can activate 2 units, if it is an ace the corresponding player can activate 3 units. If the joker is drawn all units have their activation tokens removed (see ‘finishing activations’).

Players can use cards from their Command Hand to interrupt a card that is drawn, to successfully interrupt the card must be of an equal or lower value (aces always count as high) than the card drawn in which case it is used for activations first and then the card drawn is used. Otherwise the card drawn is played first and then the interrupting card afterwards. You cannot interrupt your own colour cards with cards from your command hand and command hand cards cannot be interrupted.

ACTIVATIONS

When a unit activates it can do one of the following:

  1. Move up to the unit’s run movement distance in inches.
  2. Move up to their run distance into base to base contact with an enemy unit and make melee attacks against them. Only a single figure needs to make it into base to base contact for the entire unit to count.
  3. Make melee attacks against an enemy unit already in base to base contact.
  4. Move up to the units walk movement distance and Shoot.
  5. Make aimed shots.
  6. Disengage from melee contact.
  7. Recharge Shields.

MOVING ON TO THE TABLE

When a unit activates for the first time it comes on from its controlling player’s home board edge. You can attempt to have the unit come on from a side of the board as if it were performing a flanking manoeuvre. In this case roll a die, on a 4+ it comes in from the side edge of your choice. If you roll a 1-3 however the unit does not come on and your activation is spent. You cannot bring a unit on from your opponent’s home edge.

MOVING

When a unit makes a move it must move around terrain and intervening figures, other than friendly figures which can be moved through.

If a unit uses its move to disengage from melee combat that unit cannot move into contact with any enemy figures or shoot.

SHOOTING

When a unit shoots first check the range and line of sight, and then check the shooting table for the number of shots each weapon has at the relevant range and gather your dice. Then roll a die for each shot to see if you damage the target depending upon their cover, whether they are in the open, in soft cover or in hard cover. If a unit is split between two types of cover use the majority cover type. If the target unit is split evenly between two types of cover use the worst form of cover the target unit has.

If you are making an aimed shot you can re-roll 1s to damage. A die can only ever be re-rolled once.

Here is an example weapons table so you get the idea, a force’s specific weapons table may vary:

Shooter0-12”12-24”24”+OpenSoft CoverHard CovRULES
Small Arms1114+5+6+ 
Repeater5314+5+6+ 
Destroyer1113+4+5+Explosive
Grenades1002+3+4+Explosive

First a unit takes damage to its shields – each unit begins the game with a number of shields according to their shield stat (this is per unit not per figure). Each point of damage removes 1 shield and when shields are reduced to 0, each point of damage kills a figure.

The explosive rule means that for each hit the target takes D6 points of damage.

MELEE ATTACKS

When a unit makes a melee attack against another they must be in base to base contact. Roll a number of dice per figure in the attacking unit according to that unit’s melee attacks stat. A hit on the enemy unit is achieved according to the force’s melee damage stat. Damage is dealt as it is with shooting.

RECHARGING SHIELDS

When a unit recharges its shields the unit regains a number shields equal to its recharge stat (this is per unit not per figure), a unit can never have more than its starting number of shields.

FINISHING ACTIVATIONS

Place a counter next to the unit to show it has activated, the unit cannot activate again until its activation counter is removed. Once all units in play on one side have activation tokens all activation tokens on all units on both sides are removed. All tokens on both sides are also removed if a joker is drawn from the deck.

DEATHZAP 3: FORCE LISTS

Forces for playing within the Deathzap universe are as follows. Heavy weapons referred to in the lists are Repeaters or Destroyers, normally you have a choice of which heavy weapon to take. Some lists refer to Leaders within Platoons, however this is purely for modelling purposes and has no impact on the rules.

There are as yet no points values, this is intentional, it was my intention to base forces around platoons and then to balance each platoon against each other platoon so no points were required. Additional equipment such as vehicles will most likely be scenario specific and will take part once I have thought up and written some scenarios. Everything should currently ‘work’ although as with anything as complex as a wargame there will no doubt be glaring omissions and mistakes. Apologies in advance.

The stat abbreviations on each unit and weapon profile are as follows:

UNITS

WL – Walk distance.

RN – Run distance.

MA – Melee Attacks: The number of dice rolled per figure in the unit when they make a melee attack.

MD – Melee Damage: The target number for a melee attack roll to hit.

SH – Shields (per unit not per figure).

SR – Shield Recharge (per unit not per figure).

WEAPONS

12 – Number of shots for the weapon from 0-12” range.

12+ – Number of shots for the weapon at a range further than 12”.

O – The target number to hit for targets in the open.

SC – The target number to hit targets in soft cover.

HC – The target number to hit targets in hard cover.

Small Arms consist of pistols, rifles, SMGs etc.

Repeaters are larger machinegun like weapons.

Destroyers are missile launchers.

Unless otherwise stated a trooper armed with grenades only carries grenades.

THE XOLAR SYSTEM

The Xolar System consists of 5 planets in the following order of distance from the star Xol:

  1. Mordrac – Super hot and uninhabitable.
  2. Kannis
  3. Jendar
  4. Gnossos
  5. Ashnyr
  6. Eridai – Not currently inhabited, but colonisation is possible with current technology.

The first colonists in the Xolar system arrived from the Solar system over 2000 years ago, and landed on the planet Jendar.

Additionally another planetary system has been discovered through reverse engineering alien Selenoid technology, and other planets have been observed, none other than Gnojen are currently colonised:

The star has been named Geist.

  1. Calonar
  2. Ordax
  3. Teelo
  4. Gnojen
  5. Cassus Minor
  6. Cassus Major

THE GUARDIANS OF KANNIS

Kannis  is a partially terraformed planet and is rich in natural resources, but strange occurrences have put a stop to progression. It is uninhabitable in the north and south, but habitable around the equator. Mortan’s Men a faction of terraformers and miners turned religious zealots has arisen on the planet and are hostile to any outside activity. There is a lot of fighting on Kannis’ moon Oltra, as all factions attempt to gain a foothold for an invasion of Kannis due to its resources. Unfortunately since all factions fight each other as much as they attack Mortan’s Men it is almost impossible for any real invasion to take place, and enables Mortan’s Men to defend their own territory in spite of their limited military power.

MORTAN’S MEN

Mortan’s Men were formerly members of House Barnonor, with most of the workers coming from Volkovia. Led by the enigmatic and charismatic Darros Mortan the people stopped working in the mines and started setting up defences and buying in black market weaponry. It is as yet unknown to anyone outside of Mortan’s cult followers as to why.  

Command Rating: 6

UNITWLRNMAMDSHSR
Cultist3”6”15+6D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms114+5+6+ 
Repeater534+5+6+ 
Destroyer103+4+5+Explosive
Grenades104+5+6+Explosive

Platoon Organisation

All members of Mortan’s Men platoons are Cultists.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 5x Troopers w/ Small Arms, 1x Trooper w/ Destroyer

Squads 2-4 are identical:

6x Troopers w/ Small Arms, 1x Trooper w/ Repeater

THE EXILED TRIBES

Whatever Mortan’s Men are involved in occasionally causes strange mutations in the cultists. Those cultists found without pure DNA are exiled to wander the barren surface of Kannis.

Command Rating: 2D6-1

UNITWLRNMAMDSHSR
Pariah4”8”D34+7D3
Afflicted5”10”D65+7D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms104+5+6+ 
RepeaterD6D34+5+6+ 
DestroyerD606+6+6+Explosive
Grenades106+6+6+Explosive

Platoon Organisation

Most members of Exiled Tribe platoons are Pariahs, however you can replace a single squad with a squad of Afflicted if you chose.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 5x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

6x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Afflicted Squad:

5x Troopers w/ Grenades.

THE ARMIES OF JENDAR

The planet Jendar is mostly covered with water but has two large  and fertile landmasses and is home to the Jendari Collective and House Baronor. The Collective is a democratic collection of countries lead by Prime Coldan Thrane, and House Baronor is lead by Queen Ora Baranor, which is a powerful royal dynasty that rules over the rest of the nations on the lanet. Full scale planetary civil war is a rare occurrence; however Proxy wars for the Jendari and Baronors between nations are almost continual.  The Camerian Civil war is one example, which has lasted almost 100 years starting in 1901AC, as the powerful nation of Cameria was undecided as to whether it would join the Jendari Collective or House Barnonor. A decision which would undoubtedly make one side more powerful than the other and most likely lead to a global war. In wider conflicts the Jendari Collective and House Baronor are usually allies, however it is not unknown for them to turn on each other for the right reasons.

THE JENDARI COLLECTIVE – The Rin Empire

The Rin Empire were the founders of the Jendari Collective and maintain a well trained and disciplined army. Soldiers are trained in the ancient mountain fortress Hadradok that has served as a symbol of the Rin Empire’s might for centuries.

Command Rating: 7

UNITWLRNMAMDSHSR
Infantry3”6”13+6D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms114+5+6+ 
Repeater534+5+6+ 
Destroyer113+4+5+Explosive
Grenades103+4+5+Explosive

Platoon Organisation

All members of Rin Empire platoons are Infantry.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

3x Troopers w/ Small Arms, 1x Trooper w/ Grenades, 1x Trooper w/ Heavy Weapon

THE JENDARI COLLECTIVE – National Guards

National Guards are raised from each nation within the Jendari Collective and form the majority of Collective military forces.

Command Rating: 6

UNITWLRNMAMDSHSR
Guards3”6”14+6D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms114+5+6+ 
Repeater534+5+6+ 
Destroyer113+4+5+Explosive
Grenades103+4+5+Explosive

Platoon Organisation

All members of National Guard platoons are Guards.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 4x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

5x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE JENDARI COLLECTIVE – Jendari Rangers

Jendari Rangers are a feared and elite force, their skill and brutality are a dangerous and cutthroat combination.

Command Rating: 10

UNITWLRNMAMDSHSR
Ranger4”8”22+83

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Repeater633+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Jendari Ranger platoons are Rangers..

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2+3 are identical:

2x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squad 4 – Grenadiers:

3x Troopers w/ Grenades

HOUSE BARONOR – Baronor Legions

The Legions of House Baronor are not recruited; all people under the House’s rule must spend at minimum two years in the military.

Command Rating: 6

UNITWLRNMAMDSHSR
Conrcripts3”6”15+6D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms114+5+6+ 
Repeater534+5+6+ 
Destroyer103+4+5+Explosive
Grenades104+5+6+Explosive

Platoon Organisation

All members of Legion platoons are Conscripts.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 5x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

6x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

HOUSE BARONOR – Knights Order

The Knights Order are hand selected from among the ranks of the Legions by the current ruling Monarch of House Baronor. They form into three separate Knightly Orders the Harkovian – Speed and Cunning, the Volkovian – Martial Prowess, and the Reddinist – Honour and Fortitude.

Command Rating: Harkovian 10, Volkovian 9, Reddinist 9.

UNITWLRNMAMDSHSR
Harkovian5”10”23+83
Volkovian4”8”32+93
Reddinist4”8”23+103

Weapons Table

Shooter1212+OSCHCRULES
Small Arms113+4+5+ 
Repeater633+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Knights Order platoons must come from the same order – Harkovian, Volkovian or Reddinist.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2+4 are identical:

1x Trooper w/ Small Arms, 1x Trooper w/ Grenades, 1x Trooper w/ Heavy Weapon

THE FORCES OF GNOSSOS

Gnossos is a completely constructed planet which must have been built by an unknown race before man had even developed star travel on Earth. An entire society of scientists have attempted to unearth the technology of Gnossos and any information about its creators. They form the Allegiance of Gnossos lead by Technocrat Lohin Scard and are extremely protective of the information they have gained, keeping it from the outside, and are not afraid to use violence to achieve this end. Suggestions and rumours of an ancient war between the creators of Gnossos and whatever is causing the strange occurrences on Kannis are now widespread.

ALLEGIANCE OF GNOSSOS – Sector Armies

The Sector Armies of the Allegiance of Gnossos are the backbone of their military might. They are highly trained and well equipped.

Command Rating: 8

UNITWLRNMAMDSHSR
Infantry4”7”13+7D3
Engineers3”6”14+8D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms113+4+5+ 
Repeater533+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

Squads as standard use the Infantry profile above, however any number of squads in the Platoon can instead use the Engineers profile.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 1x Trooper w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2+3 are identical:

3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squad 4 – Secondary Command:

1x Platoon Subleader w/ Small Arms, 2x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

ALLEGIANCE OF GNOSSOS – Master Core

The Master Core of the Allegiance of Gnossos are the elite of the elite. They are responsible for carrying out the most dangerous and secretive of operations.

Command Rating: 10

UNITWLRNMAMDSHSR
Core Engineer4”8”23+83

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Repeater633+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Master Core platoons are Core Engineers.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2+3 are identical:

1x Trooper w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squad 4 – Secondary Command:

1x Platoon Subleader w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Heavy Weapon

ALLEGIANCE OF GNOSSOS – Prosecution Directive

The Prosecution Directive are a force as elite as the Master Core however their methods and reason for existing are focused solely on the preservation and protection of Gnossian technology. If a criminal gang were attempting to steal and sell Gnossian tech to the Jendari Collective they would have the Prosecution Directive to deal with and would most likely never be seen or heard from again.

Command Rating: 10

UNITWLRNMAMDSHSR
Prosecutor Agent4”8”33+73

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Repeater633+4+5+ 
Destroyer113+4+5+Explosive
Grenades114+4+4+EMP

If an EMP grenade hits is target then the target unit loses all of their shields.

Platoon Organisation

All members of Prosecution Directive platoons are Agents.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Small Arms

Squads 2+3 are identical:

1x Trooper w/ Grenades, 2x Troopers w/ Small Arms

Squad 4 – Secondary Command:

1x Platoon Subleader w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE WARRIORS OF ASHNYR

Ashnyr was a colony turned empire by two twin brothers Zandor and Kharthion. Upon their assassination and failed attempt by their various advisors to name an heir civil war broke out. They are now settled as two independent empires The League of Zandor and Legion of Kharthion. There is continual war making the League and Legion smaller players in any planetary conflicts, however both lend troops if called upon and for the right price. The state of continual warfare has lead to huge leaps in the technological advancement of the two empires, which has greatly increased their wealth. Warfare is no longer a matter of territory or resources but pride. The war is highly regulated and fighting only takes place in designated battle zones between small groups of highly trained and extremely well equipped soldiers. The Warsport is also televised, large portions of which are rumoured to be scripted and war heroes are like celebrities or sports stars.

THE LEGION OF KHARTHION – Legionnaires

The Legionnaires of the Legion of Kharthion only rarely take part in Warsport, their main function is the protection of the Legion.

Command Rating: 7

UNITWLRNMAMDSHSR
Legionnaire4”7”24+7D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms113+4+5+ 
Repeater533+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Legionnaire platoons are Legionnaires.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE LEGION OF KHARTHION – The War Teams

The War Teams are normally confined to Warsport, however in the off season War Teams can be seen training in real military conflicts.

Command Rating: 10

UNITWLRNMAMDSHSR
Player4”8”34+7D6

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Repeater633+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of War Team platoons are Players.

Squad 1 – Platoon Command:

1x Team Captain w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2-4 are identical:

1x Trooper w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE LEAGUE OF ZANDOR – Invaders

Invaders are the standard League troop, they like all other warriors of Ashnyr are well equipped and deadly.

Command Rating: 7

UNITWLRNMAMDSHSR
Invader4”7”13+73

Weapons Table

Shooter1212+OSCHCRULES
Small Arms113+4+5+ 
Repeater533+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Invader platoons are Invaders.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 2x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE LEAGUE OF ZANDOR – Conquerors

Conquerors form the special forces of the League of Zandor, however they are also responsible for taking part in Warsport.

Command Rating: 10

UNITWLRNMAMDSHSR
Conqueror4”8”12+83

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Repeater723+4+5+ 
Destroyer113+4+5+Explosive
Grenades102+3+4+Explosive

Platoon Organisation

All members of Conqueror platoons are Conquerors.

Squad 1 – Platoon Command:

1x Team Captain w/ Grenades, 2x Troopers w/ Heavy Weapons

Squads 2-4 are identical:

1x Trooper w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE COLONISTS OF GNOJEN

The Selenoids are an alien race that had no known home or base of operations, small groups of them seemingly appear and attack colonies, or military bases at random. It was rumoured that they were from an alternate dimension, and this may have recently been proved true. After a Selenoid was captured and its strange, biological form of power armour analysed, Gnossian scientists, working with the Jendari Collective (who captured the creature) managed to open a portal to a strange seemingly uninhabited planet. It is undecided as to whether this new world named ‘Gnojen’ exists within our universe albeit some considerable distance away, or exists within a separate universe. It may only be a matter of time however before all other races capture and reverse engineer Selenoid technology and Gnojen becomes a warzone all factions have easy access to, and could be used as a staging ground for invasion of any location. Gnojen is a strange world, with entirely alien environments and plantlife.

THE VANDRAKKAR

The Vandrakkar are a small but deadly force of former Jendari researchers infected with the fearsome X-7 pathogen found on the planet Gnojen. The Pathogen itself seems to be intelligent, and greatly alters the biology of its host. Each infected gains a heightened strength, speed and also becomes immune to pain and fear. They also have the ability to recover quickly from the deadliest of wounds by regenerating even entire limbs, additionally their nervous system is also greatly expanded allowing almost any part of the body to act independently any other part. Even a decapitation is not a guaranteed kill. Intelligence reports have shown the Vandrakkar behaving in an almost civilised fashion with a simple culture of their own and even a hierarchy. However once distance is closed with uninfected hosts they become increasingly animalistic and prone to extreme acts of violence. Any host must be entirely destroyed to avoid any further hostility.

Command Rating: 8

UNITWLRNMAMDBDRG
Host6”12”43+103

The Vandrakkar do not carry any weaponry instead relying on their increased strength and speed to get in close and attack the enemy in melee combat. Vandrakkar also do not have shields and their profile has been altered to reflect this, BD stands for Body and RG regeneration, for all game purposes however they work identically to shields. It is assumed that any force that would use EMP weapons has instead brough Bio-Inhibiting weapons that have the same effect on the Vandrakkar.

Pack Organisation

All members of Vandrakkar Packs are Hosts.

Squads 1-4 are indentical:

2x Troopers w/ no weapons.

THE PILGRIMS OF SOL

Coming from the old Solar System, the Solar Raiders are extremely violent and brutal. As the Solar System descended into full scale apocalyptic war, the Solar Raiders are what’s left of Man’s first Planetary Empire. Hardened by millennia of war, and now formed into ‘Wartribes’, the Solar Raiders are disorganised, fighting among themselves as much as they fight anyone else, but extremely effective when they do engage as a cohesive force. New tribes of Solar Raiders arrive in the Xolar System on a fairly regular basis, with only the largest and most deadly not being destroyed upon arrival in accordance with the Xol Defence Agreement. Captured raiders under interrogation, have expressed fear of something coming from the Old Empire, something which they are all fleeing.

The Solar System consists of 6 planets in the following order of distance from the star Sol:

  1. Mercury
  2. Venus
  3. Earth
  4. Jupiter
  5. Saturn
  6. Uranus

THE SOLAR RAIDERS

The Solar Raiders are refugees from the Sol system, after millennia of constant war they have been transformed into brutal and ruthless Wartribes.

Command Rating: D3+4

UNITWLRNMAMDSHSR
Raider3”6”24+6D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms204+5+6+ 
Machine Gun10D65+5+6+ 
Missile Launcher205+4+5+Explosive
Grenades104+5+6+Explosive

Platoon Organisation

All members of Solar Raider platoons are Raiders.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 1x Trooper w/ Grenades, 3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

1x Squad Leader w/ Small Arms, 1x Trooper w/ Grenades, 3x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE DAVIAN SUPREMACY

In recent times the Davian Supremacy have emerged as something altogether different from your average Solar Raider Wartribe, their troops are much better trained and equipped and their technology seems far in advance of the rest of the Tribes and even exceeds some Xolar factions.

Command Rating: 10

UNITWLRNMAMDSHSR
Supremacist4”8”45+8D3

Weapons Table

Shooter1212+OSCHCRULES
Small Arms213+4+5+ 
Death Lance102+3+4+Pulse
Bolt CasterN*03+4+5+ 
Grenades115+4+3+Explosive

The Death Lance is a Pulse weapon that looks a lot like a repeater the Pulse rule means it bypasses shields and if it hits automatically causes a casualty (also the bolt caster coincidentally looks like a Destroyer).

*N = The number of figures in the target squad.

Platoon Organisation

All members of Davian Supremacy platoons are Supremacists.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Death Lance

Squads 2+3 are identical:

1x Trooper w/ Grenades, 1x Troopers w/ Small Arms, 1x Trooper w/ Bolt Caster

Squad 4 – Secondary Command:

1x Platoon Subleader w/ Grenades, 1x Trooper w/ Small Arms, 1x Trooper w/ Death Lance

THE TRAVELLERS

THE HEGEMONY OF SYNTHOS

After fleeing from the combined forces of the League of Zandor and the Legion of Kharthion, the Hegemony of Synthos have looked for revenge. All members of the Hegemony are synths, synthetic soldiers, free from fear and pain.

Command Rating: 7

UNITWLRNMAMDSHSR
Synth3”5”14+91

Weapons Table

Shooter1212+OSCHCRULES
Small Arms114+5+6+ 
Repeater534+5+6+ 
Destroyer103+4+5+Explosive
Grenades104+5+6+Explosive

Platoon Organisation

All members of Hegemony platoons are Synths.

Squad 1 – Platoon Command:

1x Platoon Leader w/ Small Arms, 5x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

Squads 2-4 are identical:

6x Troopers w/ Small Arms, 1x Trooper w/ Heavy Weapon

THE VEL FLEETS

Despite their small numbers the Vel are feared, it is assumed that they are currently only a probing force gathering intelligence and looking for weaknesses before a full scale invasion is mounted, an invasion which no Xolar faction or even alliance could withstand. It is rumoured that they are the race responsible for Gnossos, however early analysis of their technology suggests they are not.

Command Rating: 12

UNITWLRNMAMDSHSR
Grey3”6”24+12D6

Weapons Table

Shooter1212+OSCHCRULES
Deathzap6D62+3+4+ 

All members of Vel Platoons are Greys.

Squads 1-4 are indentical:

1x Trooper w/ Deathzap.

THE SELENOIDS

It was believed that Selenoids came from the planet Gnojen after captured Selenoid technology was reverse engineered and a portal opened to the strange planet. However after further reach was carried out it seems Gnojen may only be a buffer world, since direct teleportation for their home planet would leave them open to direct invasion. Selenoids appear huge, but their actual form is much smaller and that they are wearing a kind of biological power suit.

Command Rating: 11

UNITWLRNMAMDSHSR
Warrior4”8”32+123

Weapons Table

Shooter1212+OSCHCRULES
Energy Spike: Slay112+3+4+Explosive
Energy Spike: Vex602+3+4+ 

Energy Spikes can be fired either as Slay or Vex weapons and switched in battle, declare which weapon profile you are using before any dice are rolled.

All members of Selenoid Platoons are Warriors.

Squads 1-4 are indentical:

1x Trooper w/ Energy Spikes.

6 thoughts on “Deathzap 3

  1. Wow, an entire imagi-solar system! Wonderful stuff. This is going to take some serious reading. I’ll be back in a day or so with comments…

  2. some fun ideas, i look forward to our conversations about the rules sometime

  3. No problem, I used to analyse documents as my day job and I can’t shake the habit. Love the simplicity of the rules, and the faction outlines. They really are well-suited to campaigns or tournaments. Rules questions/observations for your consideration:
    a) what happens once the deck of cards is exhausted? Shuffle, replace and continue?
    b) the movement rules say that units must move around terrain, but surely they can enter it (otherwise how do units get a cover bonus)? Maybe movement through terrain should be allowed but at a movement penalty. Any impenetrable terrain edges could be (subtly) marked on the terrain piece itself.
    c) heavy weapons don’t seem to impose any penalties on the troopers using them, so why in your universe wouldn’t everyone have them? If you wanted to impose some penalties, you could e.g. disallow shooting on the move; disallow melee attacks.
    d) aimed shots only improve the chance of hitting marginally. For example, to hit someone in hard cover you might need a 6 (6 chances out of 36). If you aim, then you need a 6 or a 1 AND THEN 6 (7 chances out of 36). Why not just allow +1 on the dice roll (or conversely -1 if you move and shoot)?
    e) shields – I can’t visualise these. If I think of a forcefield around a unit helping to reduce incoming fire, then surely they wouldn’t help vs melee? If shields are armour of some sort worn by individuals, then why not allow figures so equipped to count as in soft or hard cover even when they are not (it’s less book-keeping)?
    f) what, no command or morale rules? Are all battles to the death? It would be nice if those commanders had some sort of role.

  4. Wow! I do love your replies they always make me think.
    A) no game has ever lasted to the end of the deck, but thanks I’ll put a line in for reshuffle and continue.
    B) I’ll add a little more to terrain rules, yes it is intended that you can move in and out of buildings, just that the rule means you can’t pass through walls. I’ll add a little more clarification.
    C) I don’t worry about heavy weapons too much, in game terms they’re essentially a balancing thing for me, a squads fire power isn’t massively reduced as it takes casualties because you have to chew through the whole squad to get to the heavy weapon so a lucky roll won’t cripple a squad. I didn’t want to hamper movement because it would slow the game down. Could go down the melee route though I’ll give it a think. I imagine they don’t issue heavy weapons to all guys because they cost more to manufacture and use more ammo.
    D) Aimed shots are a re-roll rather than a +1 purely because of the D6 issue. I don’t like the +1 to a 2+ and with a D6 a +1 is huge. It’s just a nice bonus to a unit that has gotten to where it needs to be, so they can sit back and shoot without getting too killy. In the full force lists there are guys elite enough to hit people in hard cover on a 4+, giving a +1 to them would be too much I think.
    E) yeah shields are a personal device imagine shields in Halo (if you’ve played that). The mechanic is pretty subtle and something I’m actually really proud of. It’s on the squad basis rather than the individual to keep book-keeping down and it doubles as a morale system (answers F too) as you can effectively suppress units by taking out they’re shields, because they’ll be recharging them instead of shooting back, or else they’ll start losing guys.
    F) there’s the command hand which plays a big part and shows the abilities of your leader to some extent, but similar to Donald featherstone since this is a skirmish level game really and the actual time the firefights in the game would last would at most be a couple of minutes it’s not really long enough to see the full effects of morale. Scenarios when I’ve written them out properly normally end the game before everyone’s dead too. I’m worried about adding things for leaders since I find they then become liabilities rather than assets as you either hide your leader away or your opponent kills them off immediately. Either that or you go the 40k route and turn them into supermen that can’t be killed.
    I’ll be putting the rules and force lists in the menu so it’ll hopefully be like a living rulebook. Thanks for the suggestions!

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