Deathzap Rules



Each player rolls a dice, high roller decides which edge of the battlefield is their base line and deploys first, their opponent then deploys on the opposite side. At the start of the game all figures must be within 6” of their board edge. The game then is played in turns, each turn being made up of 4 phases and played in the order listed below. If you are playing an advanced game, roll for objectives after the impetus roll for the first turn.


Figures are often grouped into units. A unit is any group of figures of the same type where each member of the group is within 1” of another member of the same group. Figures within units do not have to be armed the same.

Select one figure in your force to be your general. This is only for the purpose of objectives and has no other effect on the game.


Dice for impetus add 1 for each panicked unit on the opposing side. The higher roller determines the order of the next three phases, movement, shooting or melee. The final phase of the turn is always morale.

PHASE: Movement

The side with the impetus moves their figures first. A unit is any group of figures in base to base contact.

Infantry/ Monsters/Vehicles Heavy Infantry Light Vehicle/ Beasts/ Big Beasts
9” 6” 12”

Panicked units cannot move towards the enemy. 1 figure infantry/beast/ heavy infantry units are automatically panicked. Units in melee combat cannot move. If a panicked unit is moved into by another non-panicked friendly unit forming a single unit out of the two, roll 1D6 and multiply the result by the number of panicked figures in the newly formed unit it, then roll another die and multiply the result by the number of non-panicked figures in the unit. If the result for panicked figures exceeds the result for non-panicked figures the unit is panicked. If the non-panicked figures win the roll then all figures in the unit are no longer panicked.

PHASE: Shooting

Shooting is resolved for both sides simultaneously. Units engaged in melee combat cannot shoot or be shot at. Panicked units only hit on rolls of 6 regardless of cover. The owner of the unit that takes casualties decides which figure in the unit is killed. Units can split their fire across multiple targets. First roll 1 die to hit for each gun firing, then your opponent makes saving throws for each hit. Each failed saving throw results in a casualty.

BASIC WEAPON 24 4+ 5+ 6+ 4+ 2+ SAFE
ADVANCED WEAPON 24 3+ 4+ 5+ 5+ 2+ SAFE
AUTO-HEAVY WEAPON* 36 3+ 4+ 5+ 5+ 3+ SAFE
HEAVY WEAPON 36 3+ 4+ 5+ DEAD 5+ 4+
RADIUS WEAPON** 36 4+ 4+ 4+ 5+ 4+ 2+

*Roll 6 dice to hit. Each die representing a single shot.

**Select a target figure or point on the ground; you roll to hit all figures within 3” of that figure (including that figure) or point on the ground.

Supression – If a unit takes casualties roll 1D6 and multiply the result by the number of figures remaining in it, then roll another die and multiply the result by the number of figures killed in the unit. If the result for killed figures exceeds the result for remaining figures the unit is panicked.

PHASE: Melee Combat

Roll a number of dice per figure in the combat as per their attacks stat. Total the results of both sides and divide by their power always rounding down any fractions, if a side has multiple unit types then roll for each type separately and total the final result. Each side scores a number of hits equal to its score. A saving throw is rolled for each hit, each failed save results in a casualty. If there are mixed unit types, then when making saves divide the hits up between types as evenly as possible. They player in control of the unit making the saves decides where any odd hits are allocated.

Infantry 1 6 6+
Heavy Infantry 1 5 4+
Beasts 1 4 6+
Big Beasts 2 3 4+
Light Vehicles 2 2 5+
Vehicles 2 2 3+
Monsters 2 1 3+
Panicked Figures 1 6 As above

At the end of melee roll 1D6 for each side and multiply the result by the number of figures remaining on that side plus the number of figures killed by that side. The side that scores lowest retreats a full move towards its base line and is marked as being panicked.

PHASE 4) Morale

Roll 1D6 for each panicked unit, on a 4+ it is no longer panicked. On a 1-3 it moves double the number rolled back towards its deployment zone and remains panicked. If a unit was panicked this turn it automatically fails its panic test, but does not move. Any units made up of a single infantry/ heavy infantry/ beast figure are automatically panicked and automatically fail panic tests until they can join another friendly unit of the same type.


For basic games a side wins when the other side has no units remaining, or only panicked units remaining. For advanced games roll for two objectives, one from each table, each objective achieved scores victory points and at the end of 6 turns when the game automatically ends. The player with the most victory points wins.


1-2 Assassinate – 3VP for killing your opponents general.
3-4 Hard Hitters – 3VP for being the first to eliminate half your opponents force, vehicles and monsters count as 5 figures.
5-6 Extermination – 1VP per 5 enemy casualties, or single vehicle or monster.


1-2 Hold – 1VP per board quarter you have figures in at the end of the game.
3-4 Push – 3VP for having your general in your opponent’s deployment zone at the end of the game.
5-6 MacGuffin – A counter is placed in the centre of the table. If one side can collect it and carry it off of the board then they get 3VP. The MacGuffin is moved with any figure in base to base contact with it.