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DeathshipOne Ebook v2

Deathship One is a solo or cooperative miniatures game where players control a squad of warriors navigating through five deadly rooms filled with traps and alien threats. The game emphasizes quick play and minimal components, allowing for various historical or fictional miniatures to be used. Players must choose their squad type (low-tech, middle-tech, or high-tech) and strategize to survive the challenges presented in the game, with the understanding that winning is unlikely but the experience is the main focus.

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0% found this document useful (0 votes)
383 views59 pages

DeathshipOne Ebook v2

Deathship One is a solo or cooperative miniatures game where players control a squad of warriors navigating through five deadly rooms filled with traps and alien threats. The game emphasizes quick play and minimal components, allowing for various historical or fictional miniatures to be used. Players must choose their squad type (low-tech, middle-tech, or high-tech) and strategize to survive the challenges presented in the game, with the understanding that winning is unlikely but the experience is the main focus.

Uploaded by

saxon halfling
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 59

Deathship One

BY JOSEPH A. MCCULLOUGH
Contents
Introduction 04

Choosing a Squad 07

The Rules 16

Alien Menaces 29

Selecting Rooms 31

Roster Sheet 46

Asset Cards 48

Alien Cards 53

Cover and Interior Artwork: Barrett Stanley


Graphic Design and Layout: Steven Meyer-Rassow

Deathship One is copyright Joseph A. McCullough, except for the artwork which
remains the copyright of Barrett Stanley. No part of this book may be reproduced
or transmitted in any form or by any electronic or mechanical means, including
photocopying, recording or by any information storage and retrieval system,
without the express written permission of the author and publisher, except where
specifically permitted by law.

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W
elcome to Deathship One. Better listen up, because the truth is, you probably
won’t live long. You see, you’ve been brought here to die. I don’t know why.
Maybe it’s a test or an experiment to measure the capability of warriors from your
planet. Maybe it’s just entertainment, like a circus or gameshow. Or maybe this is
punishment, a personal purgatory for your sins. Now, I don’t mean to bring you
down. I just don’t want to fill you with any false hopes either.
On the other side of that door is a room, and beyond that another, and
another, and another. In fact, there are five rooms in total. Each of those rooms is
designed to kill you in different ways. Traps, monsters, automated weapons systems,
you name it. No, I can’t tell you what the next room looks like, even if I wanted to.
It changes every time. The rooms shift around you see. But you’ve got one chance.
You’ve got to fight your way through all five rooms. In the unlikely event you
survive, you get to go home.
So, it’s that simple. You fight your way through, you survive. You might even
find a few things to help you on the way. Seriously though, make your peace before
you open that door, because once you do, there’s going to be no time for praying…
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Introduction
Deathship One is a solo or co-operative miniatures game in which the player controls
a small squad of warriors attempting to fight their way through an alien death trap.
It’s designed to be fast and fun and to use a minimum of miniatures and terrain. It’s
also designed to be limited. The whole game consists of 5 scenarios or ‘rooms’. The
order and make-up of those rooms can change from game-to-game, but you always
play five, assuming you live that long.
The first part of this book explains how to assemble your squad. There are
three squads available: low-tech, middle-tech, and hi-tech. This means you can play
the game using miniatures from any setting or time-period. So, if you want to try
the game with Greek hoplites, or US Marines from the Vietnam War, or power
armoured space commandos, you can. In fact, why not try all three and see which
group lives the longest?
The second part contains the rules you need to play the game. These have
been purposely kept as simple as possible, so that you can jump in and start playing
quickly, and so there isn’t too much to remember that might slow down the action.
After that comes the scenarios. Each of the scenarios represents one of the
rooms in the Deathship. It tells you how to set-up the terrain, what markers or
monsters are required, and any special rules that are in play. There is also a roster
sheet for your team, a set of asset cards, and an easy reference card for each of the
four alien menaces.
Finally, one last word about this game. It is not designed for you to win. Quite
the opposite, in fact. It is the Deathship after all. That’s not to say that winning is
impossible. The Deathship can be beaten, it just isn’t very likely. The fun is in the
trying, in the desperate attempt, and seeing how far your guys make it. If you keep
trying, who knows, someone might just make it out that last door!

WHAT YOU NEED TO PLAY


Aside from these rules, you are going to need a few things to play. First, you’ll need
a set of miniatures to represent your squad. This will be 4 – 10 figures, depending
on the type of squad. If you don’t want to use miniatures, you can use paper stand-
up figures, plastic army men, or even two-dimensional tokens. They’ll all work
fine. You’ll also need some aliens. There are four different types of aliens, which are
detailed later. Again, you can represent these with miniatures or whatever works

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for you. Terrain-wise, mostly you need walls. You will need lots of different sizes of
walls, and you will need to be able to move the walls around during play, so really, it
might be best to just get a set of blocks. You can also just use strips of paper, if you
are happy with a two-dimensional set-up (height plays no part in this game). There
are a few other bits you will need for specific rooms, but they are simple to obtain or
make. You will also need a few tokens or markers. Little ammo crates or computer
terminals work great for this, but again, anything will work. Beyond that, all you
will need is a few ten-sided dice, a copy of the roster, a pencil, and a set of the asset
cards which you can print and cut out.

Deathship One originally appeared as part of the Blaster Game Anthology


Vol. 4, which is no longer available. This edition includes everything in the
original, but adds more options for low-Tech squads, two new rooms, a
new alien threat, a new asset card, and a bunch of great new artwork
from Barrett Stanley.

Choosing a Squad
Before you attempt to survive the Deathship, you’ve got to choose a squad. There are
three different squads available: low-tech, middle-tech, and high-tech. Each squad
comes with a fixed number of soldiers, but also allows a little bit of choice in the
make-up of those soldiers. Each of these soldiers has a ‘stat block’ which defines
their effectiveness during the game. Don’t worry too much about these stats for the
moment, they will be explained in the rules section.
For now, select which squad you would like to play, what soldiers are in the
squad, and then transfer all that information to the roster sheet. You can name your
soldiers if you want to… that way you can shout their names as they are horribly
mauled by an alien, fried by an energy weapon, or crushed by moving walls.
If you are playing the game co-operatively, then the players should decide
together what type of squad they wish to run and then divide up the members of
that squad between them.

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LOW-TECH SQUADS
This squad is composed of ten soldiers who come from a time before most soldiers
were equipped with firearms. So, anything up to and including the medieval period.
The exact time-period is not important, so feel free to have your squad composed
of Hittites, Ancient Egyptians, Roman legionaries, Vikings, or Norman knights.
You then must decide the make-up of your squad. Each squad must include at least
three fighters and at least three shooters. Each squad may also include a maximum
of one leader, one healer, and one seer. Once you have decided, write the stats for
each of your soldiers on the roster sheet.

Low-tech Fighter

These are soldiers that are trained to fight in hand-to-hand combat. They carry no
missile weapons and thus cannot make shooting attacks. Most fighters are armed
with either a combination of a hand weapon such as a sword, spear, or axe, and a
shield, but some will carry heavier two-handed weapons. There is no distinction
made in these rules.

Low-tech Fighter
Shoot Fight Health
NA (2) 7+ 12

Low-tech Healers

Most low-tech societies possess only rudimentary knowledge of battlefield medicine,


but this varies hugely from culture to culture. A low-tech squad may contain a
maximum of one soldier who specializes in the healing arts. At the end of any room,
a squad that contains a low-tech healer my restore up to 6 lost points of Health to
their squad, with the limitation that no soldier may regain more than 2 after each
room. So, the healer could restore 1 lost point to six different soldiers (including
itself ) or 2 lost points to three different soldiers, or any such combination.

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Low-tech Healer
Shoot Fight Health
NA (1) 8+ 12

Low-tech Leader

In most low-tech societies, military leaders fought from the front with personal
courage and strength being more important than tactical acumen. This soldier may
hold an actual rank such as a Roman centurion but could also just be the best
warrior of the tribe that the other soldiers look to in times of crisis.
Leaders give bonuses to asset cards as explained later in the rules.

Low-tech Leader
Shoot Fight Health
NA (2) 7+ 12

Low-tech Seer

Some low-tech societies had priests, seers, mystics, or witch-doctors that aided them
in battle. The exact nature of this soldier, and the explanation behind their abilities
is left up to the player. A low-tech squad that includes a seer gets to start the game
with 4 asset cards, instead of the usual three. Additionally, after any movement
action made by the seer, the player may roll a die. On a roll of ‘10’, the player may
draw an asset card – if they currently have less than 3. Alternatively, they may take
the last used asset card and return it to the bottom of the asset card deck.

Low-tech Seer
Shoot Fight Health
NA (1) 8+ 12

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Low-tech Shooter

These are soldiers that are primarily trained to use missile weapons such as javelins,
bows, slings, crossbows, or even very early gunpowder weapons. The exact weapon
is not important. They also carry some type of hand weapon but have only minimal
training in its use.

Low-tech Shooter
Shoot Fight Health
(1) 7+ (1) 7+ 12

MIDDLE-TECH SQUAD
This squad is composed of 6 soldiers who come from a time when most soldiers
were equipped with firearms. This could be a unit of Napoleon’s Old Guard, British
‘Tommies’ from World War I, Special Forces from the ‘War on Terror’ or even near
future mercenaries. Obviously, there is actually a lot of capability difference between
these different soldiers, but for game purposes, we lump them all together. When
selecting a middle-tech squad, the player may replace 1 soldier with a special weapon
trooper, 1 soldier with an officer, and 1 soldier with a medic. The player may make
all or none of these substitutions, and this is where a player can bring in some of the
period distinction if they wish. For example, a unit of Napoleonic soldiers is unlikely
to have a special weapon trooper or a medic, though they might have an officer. A

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modern special-forces unit probably would have a special weapons trooper, might have
a medic, but likely would not have a distinct officer. Really though, the choice of which
of these selections to take and how to depict them on the table is left to the player.

Middle-tech soldier

These are soldiers that are trained to fight primarily with a firearm that fires either
individual shots or short bursts, so these soldiers might be equipped with firelocks,
bolt action rifles, M16s, or P90s. While these soldiers are likely trained in some
hand-to-hand fighting, it is not their preferred method of combat.

Middle-tech Soldier
Shoot Fight Health
(2) 7+ (1) 7+ 12

Middle-tech officer

These soldiers are dedicated leaders. Their job is less about directly fighting the
enemy than it is organizing the rest of their unit and maximizing their abilities.
Officers generally do not carry long-range firearms and instead carry a pistol and
possibly a close-combat weapon such as a sword. Officers give bonuses to asset cards
as explained later in the rules.

Middle-tech Officer
Shoot Fight Health
(1) 7+ (2) 7+ 12

Middle-tech Medic

This is a soldier that has specialized in battlefield medicine. Although they are less
effective in the middle of a firefight, they are one of the few ways that soldiers can
recover lost Health during the game. After each room, if there is a living medic in

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the squad, each squad member regains up to 3 points of lost Health. This includes
the medic.

Middle-tech Medic
Shoot Fight Health
(1) 7+ (1) 7+ 12

Middle-tech Special Weapons Trooper

This soldier has traded in their standard firearm for a heavier support weapon. When
selecting a Special Weapons Trooper, you must also select one of the following
weapons for this trooper to carry: machine-gun, grenade launcher or flamer-
thrower. A full explanation for each of these weapons is given in the rules section.

Middle-tech Special Weapons Trooper


Shoot Fight Health
(2) 7+ (1) 7+ 12

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HIGH-TECH SQUAD
This squad is composed of 4 soldiers, all of them wearing full-suits of powered
battle-armour that increases their strength, durability, and even provides medical
assistance when necessary. This squad is a chance for a player to use any of their
heavily armoured, science-fiction miniatures. For futuristic squads not wearing
battle-armour, the player should probably use the middle-tech squad instead.
The player may choose to replace one of the soldiers in the squad with a
High-Tech Special Weapons Trooper. Because their battle armour includes medical
assistance all of the soldiers regain up to 2 lost Health after every room.

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High-tech Soldier

These are the greatest soldiers humanity has ever produced. Highly trained, possibly
even genetically enhanced, and equipped with power and agility-enhancing battle-
armour.
High-tech Soldier
Shoot Fight Health
(2) 6+ (2) 6+ 15

High-tech Special Weapons Soldier

This soldier has traded in their standard firearm for a heavier support weapon. When
selecting a Special Weapons Trooper, you must also select one of the following weapons
for this trooper to carry: machine-gun, heavy beamer, grenade launcher, or flame-
thrower. A full explanation for each of these weapons is given in the rules section.

High-tech Special Weapons Soldier


Shoot Fight Health
(2) 6+ (2) 6+ 15

MIXED SQUADS
While these rules don’t allow for the mixing of soldiers between
different types of squads, there is nothing to stop a player from mixing
soldiers within a squad. For example, a middle-tech squad could consist
of a colonial ranger, a Confederate sharpshooter, a British redcoat, two
German fallschirmjäger, and a modern Chinese special forces trooper.
By the same token, a low-tech squad could consist of two Samurai,
three medieval crossbowmen, a pair of Pictish warriors, and three
Varangian Guard. It really doesn’t matter, so just go with whatever is
most fun to you. Some players will probably prefer to keep their
squads focused on one period, others might like the idea of individual
warriors plucked out of different eras of history.
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The Rules
A ‘game’ of Deathship One comprises one squad’s attempt to make it through all five
rooms and escape. In this way, it may include 1 – 5 rooms, depending on how long
the squad survives. Each room is like a separate scenario, having a specific set-up,
alien menace, and special rules. Essentially, for each room, the player is attempting
to get as many members of the squad from the entrance to the exit. Once this is
accomplished, the player should check which room is next and re-arrange the table.

SET-UP
To begin, the player should roll on the ‘Random Room Table’ found in the next
section. This will tell the player which room they will attempt to cross first. Each
room has a complete set of instructions on how to arrange the terrain, including
placement of walls and asset tokens, where to start the members of the squad, and
where to place alien menaces.

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DRAW ASSET CARDS
Once you have the table set-up for your first room, the player should draw three asset
cards from the asset deck found at the back of the book. If playing cooperatively,
have each player draw one or two cards, whichever result ends up closer to 3. Asset
cards are only drawn in this way before the first room. Additional cards can only
be drawn by recovering asset tokens or by having an officer or leader. The rules for
using Asset Cards are found below.

THE TURN
Games of Deathship One are played as a series of turns. Each turn is divided into
three phases, the Soldier phase, the Event Phase, and the Alien Menace phase,
which are always played in that order.

The Soldier Phase

During the soldier phase, the player may activate all the soldiers in their squad in
whatever order they wish. When activated, a soldier may make one move action and
one shoot action in whichever order they choose. Both actions are optional, but a
figure must complete all actions it wishes to take before another soldier is activated.
Figures that have ‘NA’ written under the Shoot Stat do not have any kind of ranged
weapon and may never take a shoot action.
If playing co-operatively, the players can decide which order to activate their
soldiers.

Move Action

To move a soldier, simply move the figure up to 6” in any direction. It doesn’t matter
which direction the figure is facing at the beginning or the end of its move. In fact, the
facing of the figure plays no part in this game, so just have them face whichever direction
looks best. Movement does not have to be in a straight line and can include as many
turns as the player desires, so long as the actual distance covered isn’t greater than 6”.
If a soldier elects not to take a shooting action (or can’t) then it can increase
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It is not possible to climb over any walls as these are assumed to run to the
ceiling of the room.
As soon as a squad member contacts an alien, its movement ends for the turn,
and it must fight a round of combat as explained below.
A soldier that moves into contact with the exit has escaped the room and
should be removed from the table. There is no other way to leave the table alive.

Asset Tokens

Some rooms contain Asset Tokens. These can be represented by any kind of token,
but little ammo boxes or other scenic pieces look good. If a soldier is adjacent to an
asset token, they may sacrifice either their move or shoot action to recover the asset.
Soldiers that don’t have a shoot action, may still sacrifice it, to pick up an asset token,
but they can then only move 6” that activation. As soon as an asset token is picked
up, the player should draw a card from the Asset Deck and add this to their hand.

Fighting

Whenever a soldier and an alien move into contact, regardless of which figure
actually moved, the two figures must fight a round of combat. The player should
then refer to the soldier’s Fight Stat. This will contain two numbers. The first
number, listed in parenthesis, is the number of dice that should be rolled. This will
either be (1) or (2). The second number is the target number for those dice.
So, to fight, the soldier rolls however many dice they are allowed and compares
the results to the target number. For every result that is equal to or higher than the
target number, a hit has been scored. If the result of the dice that hit is even (i.e.
6, 8, or 10) the alien has been killed and the figure should be removed from the
table. If the result of the die that hit is odd (i.e. 7, 9), the alien has been knocked
down – lay the figure on its side. Aliens with ‘Armour’ are only killed on a result of
10, otherwise they are just knocked down, even if the die roll was even. If an alien is
already knocked down, a second knocked down result kills it, even if it has Armour.
If a figure scores two hits, they may apply them in whichever order they choose.
If, however, the soldier fails to roll any hits, then the soldier has been hit instead.
Take the highest number rolled by the soldier in the combat, and compare that to the
specific alien’s damage track. This gives the amount of damage done to the soldier.

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This damage should be immediately deducted from that soldier’s Health Stat. If this
takes a soldier’s Health to 0 or less, they have been killed and are out of the game.
Once the results have been determined, if both figures are still alive, move
them both 0.5” directly away from one another. If this would move them into
contact with another enemy figure, move them the maximum amount before they
make contact with an enemy figure.

Example
Let’s say an alien Rieger moves into contact with a low-tech warrior. The low-tech
warrior’s Fight Stat is (2) 7+. This means the warrior should roll two dice, looking
for a 7 or above to score a hit. The warrior rolls the two dice and gets a ‘1’ and a ‘4’.
Since neither die scored a hit, the low-tech warrior has been hit instead. The low-
tech warrior compares his highest die result, the ‘4’ to the Rieger’s damage track,
which shows that 6 damage has been inflicted. The low-tech warrior must subtract
this damage from his Health Stat. So, a full Health low-tech warrior would drop
from Health 12 down to Health 6. If it suffers 6 more damage, he will be killed. The
two models should now be separated.
Let’s say, instead, the warrior had rolled a ‘7’ and an ‘8’. Both of which are
hits. Since one hit was an even number, the warrior has scored a kill and the rieger is
removed from the table. The 7 in this instance is wasted. However, if the soldier had
rolled two ‘7’s, then it would have scored two knockdown results, which would also
kill the Rieger, as the first hit would knock it down, and the second, which would
normally knock it down, kills it, since it is already knocked down.

Shoot Action

To shoot, a soldier must have an alien in line of sight. To check line of sight, simply
draw a line straight from the base of the shooter to the base of the alien. So long as
this line does not pass through a wall or another figure, then the shooter has line
of sight.
The player should then refer to the soldier’s shoot stat. This will contain two
numbers. The first number, listed in parenthesis, is the number of dice that should
be rolled. This will be (1), (2), or (3). The second number is the target number for
those dice.
So, to shoot, the soldier rolls however many dice they are allowed and
compares the results to the target number. For every result that is equal to or higher
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than the target number, a hit has been scored. If the result of the dice that hit is
even (i.e. 6, 8, or 10) the alien has been killed and the figure should be removed
from the table. If the result of the die is odd (i.e. 7, 9), the alien has been knocked
down – lay the figure on its side. Aliens with ‘Armour’ are only killed on a result of
10, otherwise they are just knocked down. If an alien is already knocked down, a
second knocked down result kills it, even if it has Armour. If a figure scores two hits,
they may apply them in whichever order they choose.
If no hits are rolled then the shot has missed.

Example 1
Let’s say a middle-tech soldier is shooting at a slathek. The soldier’s shoot stat is (2)
7+, so they roll two dice needing an 7 or higher to score hits. The soldier rolls the
two dice and gets a ‘2’ and ‘9’. The 2 misses, but the 9 scores a hit. Since the hit is
an odd number, the slathek is knocked down.

Example 2
A high-tech soldier is shooting a drekyl. The soldier’s shoot stat is (2) 6+. The soldier
rolls the two dice and gets a ‘7’ and an ‘8’. Normally, an 8 would be a kill result,
however, since the drekyl is armoured, it is only knocked down. Thankfully, the
soldier scored two hits, and since the drekyl was knocked down by the first, the 7,
which would normally just cause a knock-down result, kills it.

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Special Weapons

Some soldiers carry special weapons that have their own specific rules for making
shooting attacks. These are listed below.

Flame-thrower – These weapons spray flames or burning chemicals that can


incinerate most targets. To use this weapon, you will need a ‘flamer-thrower
template’. This should be a cone about 8” long and 3” wide at its widest. Similar
templates are used in many science-fiction wargames, such as Stargrave*, and any
will work. Place the pointed end against the figure using the flame-thrower, then
roll 2 dice against each model that is fully or partially under the template, using the
figure’s shoot stat to determine the target number. If any rolls see two dice showing
the same result, however, then the flame-thrower has temporarily run dry and must
be refilled. Resolve all the attacks as normal, but the figure must spend a shoot or
move action reloading before the flame-thrower can be used again.
If a soldier is under the template, roll three dice. The soldier takes damage equal
to the highest result on the three dice. If two or three of the dice have the same number,
add them together and treat this as one result for determining the highest result.

Machine Gun – This is any kind of personal weapon with a very high rate of fire.
When making a shooting attack with a machine gun, choose a target and roll 3
dice using the figure’s shoot stat to determine the target number. Once the dice are
rolled, one die must be applied to the target alien. The others can also be applied to
the target, or any other alien within 1” of the original target, but still within line of
sight. If the rolls see any two dice showing the same result, however, the machine gun
has exhausted its ammunition and must be reloaded. Resolve the attack as normal,
but the figure spend a shoot or move action reloading before the machine gun may
be fired again.

Heavy Beamer – This is a focused energy weapon that usually requires a heavy power
pack. When making a shooting attack with a heavy beamer, roll 2 dice against each
alien in a straight line from the shooter, using the shooter’s shoot stat to get the
target number. Apply the effects of both dice to each figure. If any roll sees the two

*You can download Stargrave templates at ospreypublishing.com/uk/


discover/gaming-resources/frostgrave-stargrave/

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dice showing the same result, however, the heavy beamer has temporary run out of
charge. Resolve the attacks as normal, but the figure using the heavy beamer must
spend a shoot or move action reloading before the heavy beamer can be fired again.
If a soldier is in the line of fire, roll 2 dice. The soldier suffers damage equal
to the higher roll of the two dice. If the results on the dice are the same, add them
together to determine the damage.

Grenade Launcher – These weapons fire fragmentation grenades that strike all targets
within a given area. When making a shooting attack with a grenade launcher,
choose a target figure and roll 2 dice against it using the shooter’s shoot stat to get
the target number. Then roll 1 die against every other figure within 1”. If the initial
roll sees the two dice showing the same result, however, the grenade launcher has
jammed and must be cleared. Resolve the attacks as normal, but the figure using
the grenade launcher must spend a shoot or move action clearing the jam before the
grenade launcher can be fired again.
If a soldier is within the blast radius of a grenade launcher attack, roll 1 die.
The soldier suffers damage equal to the roll.

The Event Phase

Once all the soldiers on the table have activated, the turn proceeds to the Event
Phase. What happens in this phase is determined by the specific room being played.
Normally, this phase will involve placing new aliens on the table and/or rolling for
events.
Note, this means that aliens will potentially show up and act before the soldiers
can react. That’s the horrors of the Deathship, I’m afraid, so watch your back.
Once this phase is completed, proceed to the Alien Menace Phase.

The Alien Menace Phase

During this phase, the aliens will activate. Aliens should activate in the order of
proximity to a squad member – the closest alien should always go first. Don’t worry
about being exact about this. If you aren’t sure which alien is the closet, just pick one
and go with that. As long as all the aliens activate, the exact order isn’t usually that
important. Whenever an alien activates, it will shoot if it has a weapon and move.

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Alien Shooting

If an alien with a shooting attack (which is only the drekyl in these rules) activates
with a soldier in line of sight and within 16”, it will make a shooting attack against
the closest soldier. To make this attack, roll one die and compare that to alien’s
Shooting Damage track, found under its description or on its card. The target
soldier immediately suffers the amount of damage listed on the track. If this reduces
the soldier to 0 Health or less, they have been killed and should be removed from
the table.
Otherwise, if no soldier is in line of sight the alien will move first. If it then has
a target, it will make a shooting attack, otherwise, it will be done. Note that aliens
move the same distance, regardless of whether or not they make a shooting attack.
If the alien is knocked over, it is allowed to stand up, make a shooting attack,
and then take its move action – though subtract 3” from its move in this case.

Example
A drekyl activates with a low-tech warrior in line of sight. It immediately makes
a shooting attack. It rolls one die, which results in a ‘5’. Comparing that to the
drekyl’s Shooting Damage Track, it shows that 3 damage has been inflicted. This
damage is immediately subtracted from the warrior’s Health. The drekyl will then
move – towards the same soldier if it is still alive – and fight if it moves into contact.

Alien Movement
Each of the alien menaces has their own rate of movement. This is listed in their
description in the Alien Menaces chapter and listed on their card. Whenever an
alien moves, it will move its maximum movement towards the closest soldier, via
the shortest, unimpeded route. No line of sight is necessary. If an alien moves into
contact with a soldier, it’s movement ends, and fighting occurs.
If an alien is knocked over, it should stand up first. It should then follow the
normal rules for its activation but subtract 3” from its total movement.

Intercept Moves

Whenever an alien moves within 1” of a soldier, the soldier may immediately move
to intercept it. End the alien’s movement, move the soldier into contact with it,
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and fight a round of combat. If a soldier ever moves within 1” of an alien, the same
thing happens. Cease the soldier’s movement, move the alien into contact, and fight
a round of combat.
An alien that is currently knocked down cannot intercept.
This rule keeps figures from running right passed one another and allows
soldiers to bodyguard one another.

ASSET CARDS
There are fifteen total asset cards, including some duplicates. One of these is
discarded before play depending on which type of squad is used. A player should
draw three cards at the start of a game and then another one whenever an asset
token is recovered. Each card states when it can be used and what effect it has.
Alternatively, any Asset Card may be discarded after any room to restore 2 points of
lost Health to a soldier (that is still alive!).
If the squad features an officer or leader, that officer or leader may forgo their
move or shoot action on any turn, to place one of their asset cards on the bottom
of the deck and draw a new one from the top. Also, a squad with a leader or officer
that has one or fewer asset cards when they begin a new room gets to draw another
one for free.
When asset cards are used, they are discarded. If the asset deck is exhausted,
no more asset cards may be gained or used during the game.

COMPLETING A ROOM AND THE GAME


Once there are no soldiers left on the table, the room has ended. If all the soldiers
that started the room were killed, then their attempt to escape from the Deathship
has failed and the game has been lost. If any soldiers managed to make it through
the exit, however, then the game continues.
Soldiers do not heal between rooms unless some specific rule (like having a
medic) specifically allows it, and any soldiers that were killed in a room are dead and
out of the game. The player keeps any asset cards they still have but should not draw
any new ones, unless another rule allows it, such as the presence of a leader or officer.
The player should now roll for a second room. The player should continue
playing through rooms until five have been completed. If the player manages to
get any figures through the exit of the fifth room, these soldiers are immediately
transported to their normal time and space, and the game has been won!

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Alien Menaces
This game features four varieties of alien menace which are detailed here.

RIEGER
Tall, gangly humanoids, rieger feature shark-like heads, completely dominated by a
mouth filled with hundreds of jagged teeth. These creatures like to grasp onto prey
with their long arms, and hooked, four-fingered claws, and then deliver a killing
bite. While their emaciated form looks frail, rieger are immensely strong and tough.

Rieger Movement: 7”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 12 9 8 6 4 2 1 1 1

SLATHEK
Resembling earth cephalopods, these human-sized, boneless creatures glide through
the air, using some unknown form of propulsion. Although they are slow, their
seeming lack of any critical internal organs makes them especially difficult to kill.
When they get close to prey, they use their many long tentacles to pull their victim
apart into small, edible chunks.
When a Slathek is knocked down, a second knock-down result has no effect.
They may only be killed by achieving a kill result on the dice.

Slathek Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 7 6 5 5 4 3 3 3 3
Special: Knocked down results while already knocked down have no effect.

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DREKYL
It’s not clear if drekyl are aliens wearing a form of combat armour or if they are
truly cybernetic organisms. From the outside, they look like rather crude robots
that walk on a short set of spider-ish legs and feature one extendable ‘arm’. Don’t be
fooled by the crude appearance, however, as the arm features a deadly beam weapon
that can slice through even the toughest amour, while their own shell is extremely
thick and resistant to damage.

Drekyl Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 4 4 3 3 2 2 1 1 1

Shooting Damage Track


Roll 1 2 3 4 5 6 7 8 9 - 10
Damage 5 5 4 3 3 2 1 1 0
Special: Armoured

CAPHID
These alien insects stand about a meter tall and vaguely resemble Earth’s camel
crickets. Most notably, they possess long, powerful back legs that give them an
incredible leap. Despite their serrated mandibles, an individual caphid is only a
minor threat. Unfortunately, caphids are almost never encountered individually as
they are pack hunters that use their leaping ability to surround and peck their prey
to death. Caphids are not particularly tough, so any result that would normally
knock them down, kills them instead.

Caphid Movement: 8”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 3 2 2 2 2 1 1 1 1
Special: Treat all ‘knock down’ results against them as ‘killed’ instead.

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Selecting Rooms
A full game of Deathship One consists of five rooms, but there are seven possible
rooms to choose from. To select a room, get a standard deck of cards and pull out
the cards shown on the Deathship One Room Table below. Shuffle this small deck
of seven cards and then draw one. This will give you your starting room. Whenever
you complete a room, draw the next card in the deck to find out the next room.
Once you have completed five rooms, the game ends. The remaining two cards/
rooms will not be used in that game.

Deathship One Room Table


Card Room
Ace of Spades Room Alpha
King of Spades Room Beta
Queen of Spades Room Gama
Jack of Spades Room Delta
Ten of Spades Room Epsilon
Nine of Spades Room Zeta
Eight of Spades Room Kappa

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5 Riegers Asset
Token
Drekyl

Slathek Slathek

Drekyl
Entry Exit

ROOM ALPHA
This room is a 2.5 x 2.5’ square. One corner is designated as the squad entry door.
All soldiers must be placed within 4” of this corner. The exit door is one corner
away. The room is divided into 4 sections, each 7.5” wide by 2.5’ long. The sections
are separated by three walls, each 2’ long. Each wall is flush against one table edge,
leaving a 6” gap between it and the opposite edge of the table. The middle wall starts
against the opposite side of the room from the entry and exit door. The other two
walls start flush against the same side as the entry door. These walls will potentially
slide across the room during the game.

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Place five riegers in the section containing the entry door, but in the other
corner. Place one slathek in the middle of each of the next two sections, and one
drekyl in each of the far corners of the final section. Also place an asset token in the
far corner of the final section that does not contain the exit door.
During the event phase of each turn, roll once on the Room Alpha Event
table. If this results in a wall moving, move it directly across the table so that it is
flush with the wall opposite to the one it was previously flush with. If an alien was
standing in the gap between this wall and the edge of the table, it is squashed and
killed, remove it from the table. If a soldier is standing in that gap, it immediately
suffers d10 damage. If it survives, roll randomly to see which side of the wall it ends
up on, and move it the minimum amount required to get it there.

Room Alpha Event Table


Die Roll Result
1 Move Wall 1, place 1 rieger in a random table corner.
2 Move Wall 2, place 1 slathek in a random table corner.
3 Move Wall 3, place 1 drekyl in a random table corner.
4 Move Wall 1, place 4 caphids in a random table corner.
5 Move Wall 2, place 2 drekyls in a random table corner.
6 Move Wall 3, place 2 riegers in a random table corner.
7 Place 2 sletheks in front of the exit doorway.
8 Place 1 drekyl in front of the entry doorway.
The player may choose to move one wall of their choice. Place 1 rieger in each
9
of the three corners of the table, except the one containing the exit doorway.
10 Move all the Walls.

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Entry Asset Token Drekyl
2 Rieger
Slathek

Slathek
2 Rieger
Asset Token Drekyl Exit

ROOM BETA
This room is 3' long, but only 1.5' wide. Place the entry door in one corner of
one short wall. Place the exit door in the diagonally opposite corner. Place two
rows of six columns running the length of the room. Each row of columns
should be 6” away from one of the long walls. The first column in each line
should be 6” from the short wall containing the entrance, the next 6” further,
and so on, until the last column is flush with the wall containing the exit door.
Place two asset tokens on the table, each adjacent to the centre point of
one long wall.
Place two Rieger and one slathek next to each asset token. Place one drekyl
in each corner of the table adjacent to the exit edge.

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During the event phase of each turn, select one random column from each
row. Every soldier with 6” of that column is hit by a mild electric shock that does 1
point of damage. Aliens are immune to this damage. Then roll once on the Room
Beta Event Table.
Place all the soldiers within 3” of the entry door.

Room Beta Event Table


Die Roll Result
1 No Event
2 No Event
3 Place 1 slethek in front of the exit.
4 Place 1 rieger next to a random column.
5 Place 1 rieger next to a random column.
6 Place 1 slethek next to a random column.
7 Place 3 caphids next to a random column.
8 Place 1 drekyl next to a random column.
9 Place 1 drekyl next to a random column.
Roll 3 Times on this table and apply all results. If this includes another 10, do
10
not roll 3 more times, instead place a drekyl in front of the exit doorway.

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Asset Token
2 Slathek
Rieger

Drekyl
Entry Exit
Drekyl

Rieger
2 Slathek
Asset Token

ROOM GAMMA
This room is 3' long, but only 1.5' wide. Place the entry door in the centre of
one short wall, and the exit door in the centre of the other. Place 4 glowing
discs of power (4” diameter circles) in a line running down the centre of the
room. The centre of the first disc should be 8” away from the short edge
containing the entry door. The centre of the next disc should be 8” further
down the line, and so on.
Place two asset tokens on the table, each adjacent to the centre point of
one long wall. Place a one rieger and two slathek next to each asset token. Place
two drekyl in front of the exit doorway.
During the Event Phase each turn, starting with the disc closest to the edge

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containing the entry door, move each disc 6” in a random direction. If this moves a
disc into contact with a table edge, or another disc, generate a new random direction
that moves it out of contact and continue its move. If a disc moves onto, or into
contact with, a soldier, that soldier must roll a die. The soldier takes damage equal
to the amount rolled on the die, divided by 3, rounded up to a maximum of 3 (so a
roll of 1 would be 1 damage, a roll of 10 would be 3 damage). Aliens are unaffected
by the discs. Soldiers can move through the discs and immediately take damage on
contact, but do not take damage again if the disc moves over them. Discs block all
line of sight through them, but not from two figures that are both touching the
disc.
After moving the discs, roll once on the Room Gamma Event Table.
Place all the soldiers within 3” of the entry door.

Room Gamma Event Table


Die Roll Result
1 No Event
2 No Event
3 Place 1 rieger in front of the exit.
4 Place 1 rieger in the centre of a random disc.
5 Place 2 riegers in the centre of a random disc.
6 Place 1 slethek in the centre of a random disc.
7 Place 4 caphids in the centre of a random disc.
8 Place 1 drekyl in a random table corner.
9 Place 1 drekyl in a random table corner.
The player may choose one disc and remove it from the table. Place a rieger in
10
front of the exit doorway.

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Exit

2 Aliens 2 Aliens

Sentry Sentry
Gun Gun
Sentry Sentry
Gun Gun

2 Aliens 2 Aliens

Entry

ROOM DELTA
This room is a 2.5 x 2.5’ square. One corner contains the squad entry door; the
diagonally opposite corner contains the exit door. The table is split into four equal
sections by a ‘+’ section of walls placed in the centre of the table. This cross should
leave 6” of room to pass between each of the sections.
Place one ‘sentry gun’ in the corner of each part of the ‘+’, so that there is
one gun in each of the four sections. In each event phase, these guns will fire at the
closest soldier in line of sight, as though it were a drekyl (use their stat card). These
guns can be targeted by shooting attacks. Any shooting attack against them that
scores a ‘10’ on a die, destroys them. Any other result has no effect. Alternatively,

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any soldier that moves into contact with a gun automatically attacks it. The soldier
should roll its Fight dice as normal but must score a 10 to destroy the gun. The
soldier does not take any damage if it fails this attack.
Place 2 randomly determined aliens in the centre of each of the four sections
(accept for caphids which don’t appear in this room).
During the Event phase of the first turn, randomly determine one end of
the ‘+’. This end is suddenly blocked by a wall (so the clear 6” is filled by a wall),
making movement between those two sections impossible. If a figure is standing
in this area, roll randomly to see which side they end up on and move them the
minimum required distance to do so. During all subsequent Event Phases, remove
this wall and roll again. This can place the wall back where it was or blocking one
of the other three ends of the ‘+’. After this is done, roll on the Room Delta Event
Table.
Place all the soldiers within 3” of the entry door.

Room Gamma Event Table


Die Roll Result
Place an asset token in a random corner of the table. This can happen a
1
maximum of 3 times in the room, then treat this as No Event.
Place an asset token in a random corner of the table. This can happen a
2
maximum of 3 times in the room, then treat this as No Event.
3 Place 1 slethek in a random table corner.
4 Place 1 rieger in a random table corner.
5 Place 2 riegers in a random table corner.
6 Place 1 slethek in a random table corner.
7 Place 2 sletheks in a random table corner.
8 Place 1 drekyl in a random table corner.
9 Place 1 drekyl in a random table corner.
A random sentry gun that was destroyed suddenly reactivates. If there are no
10
destroyed sentry guns, place a slethek in a random table corner.

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Exit
Drekyl
Asset
Token
3 Rieger 3 Slethek

Drekyl
Asset
Token
3 Rieger
Entry

ROOM EPSILON
This room is a 2.5 x 2.5’ square. One corner contains the entry doorway. The corner
diagonally opposite contains the exit door. This corner is a completely walled off 1
x 1’ square. Note that three 6” sections of this wall should be removable – the two
sections that touch the perimeter wall of the room, and the middle 6” that forms
the corner pointing into the rest of the room.
Another wall, approximately 12” long, should sit between the entry corner
and the corner of the smaller square, but leaving an opening on both ends.
Place two asset tokens on the table, each 6” in from the two corners that don’t

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contain a doorway on a line towards the centre of the table. Place 1 drekyl and 3
rieger next to each of these. Place 3 slethek in the centre of the smaller square.
During the first event phase, randomly remove one of the 3 ‘removable’
sections of the smaller square, thus giving access to that smaller square. For each
subsequent event phase, return the removed section and then remove another
random section (this can be the same section). Then roll once on the Room Epsilon
Even Table.
Place all the soldiers within 3” of the entry door.

Room Epsilon Event Table


Die Roll Result
1 No Event
2 No Event
3 Place 1 rieger in a random table corner.
4 Place 2 riegers in a random table corner.
5 Place 1 rieger in a random corner of the smaller square.
6 Place 2 sletheks in a random table corner.
7 Place 3 caphids in a random corner of the smaller square.
8 Place 2 drekyl in a random table corner.
9 Place 1 drekyl in a random corner of the smaller square.
10 The floor momentarily becomes electrified. All soldiers that are outside of the
smaller square, immediately suffer 1 point of damage, though ignore this for
soldiers that currently only have Health 1.

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Asset Token Drekyl
Rieger

Entry 6 Caphids Exit


Door Door

Rieger
Asset Token Drekyl

ROOM ZETA
This room is a rectangle 36” long by 20” wide. Place the entry door in the centre
of one of the short table edge and the exit door directly opposite in the other short
table edge. Place 5 glowing discs of power, each 4” in diameter, so that they form
a line running across the table from one long table edge to the other. The centre
point of these discs should be 8” away from the edge containing the exit. Place one
asset token adjacent to the centre point of each long table edge. Place 6 caphids in a
cluster 12” directly away from the entry door. Place one rieger adjacent to each asset
token. Place 1 drekyl in each of the corners of the table nearest the exit.
At the end of each turn, roll a die for each of the discs of power and move the
disc that many inches directly towards the edge containing the entry door. If this

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moves the disc into contact with that table edge, pick up the disc and place it at
the corresponding spot adjacent to the table edge containing the exit door – then
complete any movement the disc has remaining. In this way, each disc should move
across the table at a variable rate and when it reaches the end, starts its journey over.
Discs should always maintain their position in the line, so to speak, so that no discs
should ever overlap.
If a disc moves onto, or into contact with, a soldier, that soldier must roll a
die. The soldier takes damage equal to the amount rolled on the die, divided by
3, rounded up to a maximum of 3 (so a roll of 1 would be 1 damage, a roll of 10
would be 3 damage). Aliens are unaffected by the discs. Soldiers can move through
the discs but take damage as soon as they make contact. If this leaves them in
contact with the disc, they do not take damage again if the disc moves over them.
Discs block all line of sight through them, but not from two figures that are both
touching the disc.
During the event phase of each turn roll on the Room Zeta Event table.
All soldiers should start the game within 3” of the entry door.

Room Zeta Event Table


Die Roll Result
1 Place 4 caphids in a random table corner.
2 Place 4 caphids in a random table corner.
3 Place 1 rieger in the centre of a random disc.
4 Place 1 rieger in the centre of a random disc.
5 Place 1 caphid in each table corner.
Move all disks 3” along their track towards the entry edge. Place 2 caphids in
6
the centre of a random disc.
Move all disks 3” back along their track towards the exit edge – stopping if the
7
disc contacts the edge. Place 2 caphids in the centre of a random disc.
8 Place 1 drekyl in a random corner adjacent to the exit edge.
9 Place 1 caphid in the centre of each disc.
10 Place 1 slethek in the centre of two different random discs.

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1 2 3 Asset 4 Slathek
Caphid Caphid 2 Caphids Token 2 Caphids

Rieger
Entry 9 10 Exit
Door Door

Caphid Caphid 2 Caphids 2 Caphids


Asset
5 6 7 Token 8 Slathek

ROOM KAPPA
This room is a rectangle 36” long by 20” wide. Place the entry door in the centre
of one short table edge and the exit door in the centre of the opposite table edge.
Adjacent to one long table edge, place markers numbered 1 – 4. The marker 1
should be 12” from the entry edge, marker 2 should be 18”, marker 3 should be 24”
and marker 4 should be 30”. Adjacent to the other long table edge, place markers
5 – 8 so that they are directly opposite 1 – 4. Place a marker numbered 9 on a line
running between the entry and exit doors, so that it is 15” away from the entry
door. Place a marker numbered 10 so that it is on the same line 27” away from the
entry door.
Place an asset token adjacent to markers 3 and 7. Place one caphid adjacent
to markers 1, 2, 5, and 6. Place 2 caphids adjacent to markers 3, 4, 7, and 8. Place

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a slathek in each corner of the table adjacent to the exit table edge. Place a rieger
adjacent to marker 10.
At the end of each turn there is a chance that force walls will appear on the
table. Roll two sets of 2d10. For each set, draw a line between the two markers
designated by the dice (string is useful for this). This represents an impenetrable
wall that will remain in place for the next turn. If the two dice roll the same number,
or the two numbers would just create a wall along the table edge, then no wall is
created by that roll. In this way, each turn will see 0, 1, or 2 walls created. If a figure
is standing on the line of wall when it appears, roll randomly to see which side of
the wall they end up on and move the figure the minimum distance to accomplish
this. All the force walls vanish at the end of the turn, right before new ones are
rolled (which could result in those same walls reforming).
All soldiers must start within 3” of the entry door.
During the event phase of each turn, roll once on the Room Kappa Event
Table.

Room Kappa Event Table


Die Roll Result
1 Place 4 caphids adjacent to marker 3.
2 Place 4 caphids adjacent to marker 4.
3 Place 4 caphids adjacent to marker 7.
4 Place 4 caphids adjacent to marker 8.
5 Place 1 rieger adjacent to marker 9.
6 Place 1 drekyl adjacent to marker 10
7 Place 1 drekyl in a random table corner.
8 Place 1 caphid in each table corner.
9 Move the exit door 6” in a random direction along the edge of the table. Place a
slethek directly in front of it.
10 Move the exit door 6” in a random direction along the edge of the table. Place a
drekyl directly in front of it.

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1: Soldier Type
Shoot Fight Health Current Health

Notes:

2: Soldier Type
Shoot Fight Health Current Health

Notes:

3: Soldier Type
Shoot Fight Health Current Health

Notes:

4: Soldier Type
Shoot Fight Health Current Health

Notes:

5: Soldier Type
Shoot Fight Health Current Health

Notes:

6: Soldier Type
Shoot Fight Health Current Health

Notes:

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7: Soldier Type
Shoot Fight Health Current Health

Notes:

8: Soldier Type
Shoot Fight Health Current Health

Notes:

9: Soldier Type
Shoot Fight Health Current Health

Notes:

10: Soldier Type


Shoot Fight Health Current Health

Notes:

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Asset Cards
There are fifteen total asset cards, including some duplicates. If playing with a Low-
tech squad, remove the ‘Quick Reload/Clearance’ card. If playing with a Middle-
tech or High-tech squad, remove the ‘Beserk’ card. Shuffle the cards. A player
should draw three cards at the start of a game and then another one whenever an
asset token is recovered. Each card states when it can be used and what effect it has.
Alternatively, any Asset Card may be discarded after any room to restore two points
of lost Health to a soldier (that is still alive!).

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Hand of Fate Hand of Fate Quick Reload/
Clearance
You may play this card You may play this card
any time you roll one or any time you roll one If you have a special
more dice. You may re- more or dice. You may weapon that either runs
roll any one die. re-roll any one die out of ammo or jams,
you may play this card
instead of having a figure
spend an action to reload
or clear the jam.

Sprint Head Shot Cleave

You may play this card You may play this card You may play this card
whenever you move a whenever an alien is whenever an alien is
soldier. Move that figure knocked down by a knocked down in a fight.
an extra 3”. shooting attack. Treat the Treat the result as killed
result as killed instead. instead.

Miraculous Dodge Parry Lure


You may play this card You may play this card You may play this card
whenever a soldier takes whenever a soldier takes whenever an alien is
damage from a shooting damage from an alien within line of sight of
attack. The soldier in a fight. Reduce the more than one soldier.
manages to dodge the amount of damage by 3. You may decide which
shot and takes 0 damage. soldier the alien moves
towards.
Asset Asset Asset
Card Card Card

Asset Asset Asset


Card Card Card

Asset Asset Asset


Card Card Card
Full Auto Note Quite Dead Healing Kit

You may play this card You may play this card You may play this card
whenever a soldier makes whenever a soldier is during any soldier’s
a shooting attack. This reduced to 0 Health or activation. That soldier
soldier can make two less. That soldier instead must sacrifice either its
shoot actions but does remains on the table with Move or Shoot Action
not get a move action. 1 Heath remaining. but regains up to 5 lost
Health.

Healing Kit Take It With Me Berserk

You may play this card You may play this card This card can be played
during any soldier’s whenever a soldier is whenever a soldier
activation. That soldier killed by an alien during completes a move action
must sacrifice either its a fight. The alien is also – even one that resulted
Move or Shoot Action killed. in combat. This soldier
but regains up to 5 lost may immediately make
Health. an additional move
action, but only if that
move brings it into
combat with an alien.

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Asset Asset Asset
Card Card Card

Asset Asset Asset


Card Card Card

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ALIEN STAT CARDS

Rieger
Rieger Movement: 7”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 12 9 8 6 4 2 1 1 1

Slathek
Slathek Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 7 6 5 5 4 3 3 3 3
Special: Knocked down results while already knocked down have no effect. h
53
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O M De One ME eath e AL NA hsh LIE CE ip O EN E D One ME eath ne A NAC h-
a C M e N
ME Deat ne A ENA ths ALIE NAC ship IEN E D ip On N M Deat ne A EN aths ALIE AC ship LIEN E
e
NA hsh LIE CE hip N E D On ME eat e A EN hsh LIE AC hip N M E D On
L i O M e e N h A i E e
Drekyl
Drekyl Movement: 5”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 4 4 3 3 2 2 1 1 1

Shooting Damage Track


Roll 1 2 3 4 5 6 7 8 9 - 10
Damage 5 5 4 3 3 2 1 1 0
Special: Armoured

h
55
De p O M Dea e A MEN ths AL ACE shi EN CE On N M Dea ne EN ths AL NAC s
a
ME ths ne A ENA ths LIEN AC hip IEN De p On ME Deat e A ENA thsh ALI ACE hip IEN E D
AL NA hip LIE CE hip M E De One ME ath e AL NA hsh LIEN CE ip O EN De One ME e
ip e M at e
IEN CE On N De On EN ath AL NA shi IE CE ip
A s I C p N D O M De ne ME ath AL NA
a A N s I C
On ME Deat AL ENA hsh ALIE CE hip EN M E De One ME eath ne A ENA thsh LIE ACE hip EN M
N h I
sh e AL AC shi EN CE D ip On N M Deat One A EN aths ALI NAC ship LIEN CE D ip On N M Dea One E
n
ip IEN E D p O ME ea e EN hs L AC hi EN E D O M ea e EN th AL
O e n N t A h IE E p t A A s I
De ne A MEN aths e AL AC hsh LIEN ACE ip On N M Dea One MEN eath e AL ENA hshi LIEN CE hip O EN
at LI A h IE E ip
hs EN C ip N De On ME Deat e A ENA thsh ALI ACE ship IEN CE D p On ME Deat ne A
CE hip M E D On ME ath e A NA hs LIE CE ip EN D On ME eat e A NA hsh
h
De On EN eat e AL NA shi LIE CE hip N M De One ME eath e AL NA hsh LIE CE ip
O
EN aths e AL ACE shi IEN CE p On N M Deat One EN aths ALI NAC ship IEN CE D ip O N M Deat n
h
AC hip IEN De p On M Dea e A EN hs AL AC hip EN E D On ME eat ne EN hs
E E t L A h IE E A
ME Dea One MEN aths e AL NAC hshi IEN CE ip O N M Dea One MEN eath e AL NAC hshi LIEN ACE i
N t A A h IE E p De n E t A A s IE E p D
AL AC hshi LIEN CE ip On N M Dea One MEN aths e AL NA hshi LIEN CE hip O N M Dea One MEN ea
IEN E D p O M De e EN ths AL AC hi IEN CE p O M Dea ne E ths AL A
On M eath ne A ENA aths ALIE AC hip IEN E D p On ME Dea ne A ENA ths ALI NAC hip IEN CE
e A EN sh LI C hi N E D On M eat e A N ths L C hip EN E On M
E p A I E D E
n
sh LIEN ACE ip O EN M Dea One MEN eath e AL ENA hsh LIEN CE hip O EN M Dea One ME eat e AL N
ip s C i N h I
On ME Deat e A ENA thsh ALI ACE hip IEN E D p On ME Deat ne A EN thsh ALIE AC ship EN M
t
at e A NA hs LIE C ip EN D On ME ea e A NA hs LI AC ip N E D O
hs L C hi N E D O M ea e
hip IEN E p O M ea ne E th AL NAC hsh LIE CE hip O EN M E De One MEN eath ne A
CE O M De ne EN th AL NA sh IE E ip N Dea ne E at AL A sh L
n
De e EN ath AL AC shi IEN CE ip O N M Dea One ME ths AL NA hsh IEN CE ip O
s
NA aths ALIE ACE hip IEN E D p On ME Deat ne A ENA thsh ALI NAC hip IEN CE D ip O ME Deat ne
CE hip N
O M De One ME eath e AL NA hsh LIE CE ip O EN E D One ME eath ne A NAC h-
a C M e N
ME Deat ne A ENA ths ALIE NAC ship IEN E D ip On N M Deat ne A EN aths ALIE AC ship LIEN E
e
NA hsh LIE CE hip N E D On ME eat e A EN hsh LIE AC hip N M E D On
L i O M e e N h A i E e
Caphid
Caphid Movement: 8”
Damage Track
Fight Roll 1 2 3 4 5 6 7 8 9
Damage 3 2 2 2 2 1 1 1 1
Special: Treat all ‘knock down’ results against them as ‘killed’ instead.

h
57
De p O M Dea e A MEN ths AL ACE shi EN CE On N M Dea ne EN ths AL NAC s
a
ME ths ne A ENA ths LIEN AC hip IEN De p On ME Deat e A ENA thsh ALI ACE hip IEN E D
AL NA hip LIE CE hip M E De One ME ath e AL NA hsh LIEN CE ip O EN De One ME e
ip e M at e
IEN CE On N De On EN ath AL NA shi IE CE ip
A s I C p N D O M De ne ME ath AL NA
a A N s I C
On ME Deat AL ENA hsh ALIE CE hip EN M E De One ME eath ne A ENA thsh LIE ACE hip EN M
N h I
sh e AL AC shi EN CE D ip On N M Deat One A EN aths ALI NAC ship LIEN CE D ip On N M Dea One E
n
ip IEN E D p O ME ea e EN hs L AC hi EN E D O M ea e EN th AL
O e n N t A h IE E p t A A s I
De ne A MEN aths e AL AC hsh LIEN ACE ip On N M Dea One MEN eath e AL ENA hshi LIEN CE hip O EN
at LI A h IE E ip
hs EN C ip N De On ME Deat e A ENA thsh ALI ACE ship IEN CE D p On ME Deat ne A
CE hip M E D On ME ath e A NA hs LIE CE ip EN D On ME eat e A NA hsh
h
De On EN eat e AL NA shi LIE CE hip N M De One ME eath e AL NA hsh LIE CE ip
O
EN aths e AL ACE shi IEN CE p On N M Deat One EN aths ALI NAC ship IEN CE D ip O N M Deat n
h
AC hip IEN De p On M Dea e A EN hs AL AC hip EN E D On ME eat ne EN hs
E E t L A h IE E A
ME Dea One MEN aths e AL NAC hshi IEN CE ip O N M Dea One MEN eath e AL NAC hshi LIEN ACE i
N t A A h IE E p De n E t A A s IE E p D
AL AC hshi LIEN CE ip On N M Dea One MEN aths e AL NA hshi LIEN CE hip O N M Dea One MEN ea
IEN E D p O M De e EN ths AL AC hi IEN CE p O M Dea ne E ths AL A
On M eath ne A ENA aths ALIE AC hip IEN E D p On ME Dea ne A ENA ths ALI NAC hip IEN CE
e A EN sh LI C hi N E D On M eat e A N ths L C hip EN E On M
E p A I E D E
n
sh LIEN ACE ip O EN M Dea One MEN eath e AL ENA hsh LIEN CE hip O EN M Dea One ME eat e AL N
ip s C i N h I
On ME Deat e A ENA thsh ALI ACE hip IEN E D p On ME Deat ne A EN thsh ALIE AC ship EN M
t
at e A NA hs LIE C ip EN D On ME ea e A NA hs LI AC ip N E D O
hs L C hi N E D O M ea e
hip IEN E p O M ea ne E th AL NAC hsh LIE CE hip O EN M E De One MEN eath ne A
CE O M De ne EN th AL NA sh IE E ip N Dea ne E at AL A sh L
n
De e EN ath AL AC shi IEN CE ip O N M Dea One ME ths AL NA hsh IEN CE ip O
s
NA aths ALIE ACE hip IEN E D p On ME Deat ne A ENA thsh ALI NAC hip IEN CE D ip O ME Deat ne
CE hip N
O M De One ME eath e AL NA hsh LIE CE ip O EN E D One ME eath ne A NAC h-
a C M e N
ME Deat ne A ENA ths ALIE NAC ship IEN E D ip On N M Deat ne A EN aths ALIE AC ship LIEN E
e
NA hsh LIE CE hip N E D On ME eat e A EN hsh LIE AC hip N M E D On
L i O M e e N h A i E e

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