DeathshipOne Ebook v2
DeathshipOne Ebook v2
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
    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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    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!
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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.
                     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
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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
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.
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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
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.
                        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.
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
its move to 9” for that activation.                                                           h
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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.
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
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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.
     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.
     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.
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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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                                                                                       29
                                            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
                                               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.
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                                                                                    31
       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.
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                                                                                             33
      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.
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                                                                                                35
                                       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.
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                                                                                             37
                                                                                        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.
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                                                                                           39
                                                                                      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.
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                                                                                              41
                                           Asset Token                           Drekyl
                                        Rieger
                                        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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42
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.
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                                                                                               43
                       1              2             3 Asset 4            Slathek
                     Caphid         Caphid     2 Caphids Token 2 Caphids
                                                          Rieger
       Entry                    9                           10                   Exit
       Door                                                                      Door
                               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.
                                                                                               h
                                                                                               45
     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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46
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:
Notes:
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                                                         47
                                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.
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.
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.
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.
                                                                              h      51
     Asset   Asset   Asset
     Card    Card    Card
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52
             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
     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
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
                                                                  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
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