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Unleashed! Second Edition (Unfinished Project)

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Page 1: Unleashed! Second Edition (Unfinished Project)
Page 2: Unleashed! Second Edition (Unfinished Project)

Unleashed! Adventures in the 41st Millennium / Second Edition, Core Rulebook

Written and Created by Neuicon, Edited by Kathy Ahern

About Unleashed!

You’ve stepped into a world of combat, conflict and the nightmare future of Warhammer 40,000. In this world, you either fight, or you die.

Welcome folks, to the latest version of what used to be known as Dungeon Squad: Adventures in the 41st Millennium and is sure to be just as fun, exciting and more. This version still uses Jason Morningstar’s original Dungeon Squad rules system but also has a few changes in store for the reader, including new races, weapons and skills. The room left open for this game, is very wide and will allow GMs to create epic conflicts, or simple skirmishes.

This book has been a long time coming, and has taken over a year to complete, what with work and all on my end. I no longer have the assistance I once had, so I worked on this rulebook myself, and hope that you enjoy the game as much as I had writing and testing it.

Aside from the small changes and updated look to the game, you’ll find that this is really still the same first edition super cool awesomeness that

you encountered, with small twists and turns, which will only really enhance the gameplay and make for a better experience.

Lastly, I would like to thank you for taking the time to download, print or even read this book and only hope that you enjoy it. Please, contact me with any concerns, questions or comments you may have, as they are always welcome.

This game is based off the original Dungeon Squad rules system, by Jason Morningstar. This book also contains artwork that is owned by Games Workshop; no profit is made from this creation, and no way is this book claiming the artwork as its own. This book is also a non-commercial release.

- Warmest Regards, Neuicon

Introduction

The sounds of bolter fire sent you down to the ground, pinning you in the crouched position you are now in. You’re hiding in a bunker, or what is

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left of it, at least. The constant screams send shivers down your spine as you await for the reinforcements to arrive and aid you in getting out, but before help comes, you are now about to face the threat of twelve massive green-skins that are hungry only for your blood.

You are carrying only a Slugga, which you found on a fallen Ork Boy. You tell yourself that this is it, and charge out to the enemy. Bullets fly past you left and right as you let loose a barrage into the Orks, but oh no, your gun is jammed.

What do you do?

Welcome to the nightmare future of the 41st Millennium; a universe where anything is possible and is limited only by your imagination and what you choose to do.

Unleashed! is a game that replaces the first edition of Dungeon Squad: Adventures in the 41st Millennium and expands the scope of the universe with new races, new race selections, new weapons and much more. Are you ready to enter the fray?

You’ll have the option of being an Imperial Space Marine, destroyer of enemies and loyalist of the Emperor of Mankind, or even a soldier in

the glorious Imperial Guard, servants of mankind’s ruler and master. Those two races, original to the first edition are just scratching the surface, because in this newest edition, you’ll be able to play as a Sister of Battle, a Squat (from the original Warhammer 40,000) or a Chaos Space Marine.

Some enemies in this latest edition include Tyranids, Orks and Necrons.

Getting Started with Unleashed!

In order to play the game, you’ll need to get started with a few things, so let’s go over some of these things you’ll need:

Dungeon Squad: You’re going to need a copy of the original Dungeon Squad rules, which can be found here:

http://www.1km1kt.net/rpg/dungeon-squad

This Book: C’mon, really. Yeah, if you haven’t figured that one out, of course you’ll need this book in order to play.

Character Sheet: You’ll need to print out your own character sheet, which you can find at the end of this book, and use it to keep track of your character throughout the game.

Dice: You’re going to need a set of dice, which include a d4, a d6, a d8, a d10 and a d12. You may just want to bring along a d20.

Creating Your Character

This is probably one of the real fun parts of any Role Playing Game, and once you finish up here, you’ll be ready to take on those untold legions of enemies in no time!

The person in charge of running the game, or story that your character will be involved in, is known as the GM, or Games Master. He or she will be in charge of playing the NPC’s, also known as non-player characters, which help to

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make up the many different characters in the stories you’ll be taking part of. These can be huge monsters on dead planets to men and women on planets overrun with Chaos.

Keep in mind that in this game, you will have the choice of playing in battles on untold worlds as any of the selectable races in this book; this latest edition does not contain an option for playing as Gang Members as in the first edition, so you are always free to take the rules for creation on those characters and play them within a setting created by the GM, using these updated rules.

Let’s now get that character created!

Character Skills

In Dungeon Squad, you have the skills Warrior, Wizard and Explorer. The following changes are made to those skills:

Skill in Dungeon Squad

Replacement usedin Unleashed!

Warrior Combat

Wizard Engineer

Explorer Explorer

All created characters to be played by players, not the GM, will start with fifty HP, otherwise referred to as Hit Points. A character’s HP can grow overtime through experience and when the GM sees fit to add to the player’s HP.

Whenever a character’s HP drops to zero or below, then the character is dead. You’ll need to create a new character.

Characters also begin play with seventy-five IC, also known as Imperial Credits. These Imperial Credits can be used to purchase such things as weapons, armour food and so on. The GM may distribute more to players when their characters

complete missions, or gain them through other means within the game itself. Imperial Credits are the currency to be used in the game.

Any damage taken by characters is taken directly; this is also stated in the original Dungeon Squad rules system.

Applying the Skills to Characters

In order to apply the skills located in the above table, simply assign a single die to each skill. To do this, simply take a d4, a d8 and a d12, and apply them to one of the skills.

For example, a Squat is created by a player, so he applies a d4 to his Engineer skill, a d8 to his Explorer skill and a d12 to his Combat skill. This created character is going to be one tough fighter; you can use the skills and dice applied to them to create a character that represents what you in the game, would like to achieve. For example, you can apply a d12 to your Explorer skill in order to quickly and easily search objects and obtain more loot. The choices are entirely up to you in this matter.

This game includes one scenario which will help in bringing the game to life. Your GM may want to create his or her very own games, which can either be a one-shot battle, or an ongoing campaign for you to go through.

Selecting the Race, or the Character

We say race, because it would be normal to, but you can now select what kind of character you will be playing as.

You’ll have the option of selecting to play as a Space Marine, an Imperial Guardsman, a Sister of Battle, a Squat or a Chaos Space Marine.

When playing, remember to pick a character you’d like to play, but select one with the group, so if you’re friends are playing Space Marines for a campaign, you can also pick a Space Marine, although a few selections can be mixed together, like a Sister of Battle, two Space Marines and an Imperial Guardsmen. You can say that they met under a secret meeting and

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have been sent out to vanquish a Chaos Cult on some planet. The only selectable choice, the Chaos Space Marine will prove difficult, since they cannot team with Imperial choices.

Should you select a Chaos Space Marine, please use it with a party of other Chaos Space Marines. One other thing you can do, is take an Imperial selection, and taint him or her with Chaos, making the character a Chaos selection and making it okay to join a party of Chaos Space Marines. Simply go over this with your GM and mark your character sheet as playing a Chaos character in the game.

When choosing your character, add any modifiers to his or her skill, HP or Imperial Credit amount. When applying a +1 modifier to a skill, you will simply be bumping up the value of the skill, so for example, if you add a +1 modifier to your original Combat skill of d6, it will be changed to a d10 (the next die value in order of dice; d4, d6, d8, d10, d12). No skill can ever go beyond a d12, there is no exception.

Let’s go through the choices available:

Space Marines

Template Modifier

Scout +5 to HP

Marine +1 to Combat

Techmarine +1 to Engineer

Master +15 to HP

Captain +1 to Combat

Space Marines make up the backbone of the Imperium of Man and are probably the most preferred selection in Unleashed! Players can create special characters, such as members of a

specific chapter which they may belong to, making them each unique. For example, a character can be a Scout belonging to the Black Templars or Blood Angels. Should you have any miniatures on hand to represent this, it would make the game a bit more authentic.

Imperial Guard

Template Modifier

Guardsman +5 to HP

Junior Officer +1 to Explorer

Senior Officer +1 to Explorer

Sanctioned Psyker +1 to Engineer

Commissar +15 to HP

Imperial Guardsmen make up the raw meat of any Imperial Army and fight in the name of the Emperor. If you take an Imperial Guardsman, look forward to some action.

Sisters of Battle

Template Modifier

Sister Repentia +1 to Combat

Mistress +15 to HP

Battle Sister +10 to HP

Sister Superior +1 to Combat

Seraphim +1 to Engineer

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Sisters of Battle are the Inquisition of the Imperium, striking at the source of Chaos. If you choose a Sister of Battle, look forward to taking Chaos for a real harsh ride.

Squats

Template Modifier

Warrior +1 to Combat

Thunderer +1 to Engineer

Pioneer +5 to HP

Commander +15 to HP

Ogryn Mercenary +1 to Combat

Squats are a very classic race in 40K. The idea to use them came from a few suggestions, and if you couldn’t tell the theme of this edition using older artwork, well then, now you know.

Selecting Ogryn Mercenaries

If you decide to choose an Ogryn Mercenary as your character, please keep the following in mind, and make note of it:

My Own Damn Weapon! Ogryn characters will not have their choice of a weapon when beginning the game however they can pick up a new weapon or loot one during the game. When creating an Ogryn Mercenary, it will start with the following two weapons:

Ripper Gun: +2 damage to tough characters.

Ogryn Close Combat Weapon: +3 damage to average enemies.

I Hate Nids! When fighting Tyranids, Ogryns are enraged beyond belief; this is shown by adding a +1 to damage against all types of Tyranids,

including weak, average and tough enemies, so Ogryns are in fact, pretty damn tough.

Am I Hit? When Ogryns are hit, any damage done to them is increased by one.

Chaos Space Marines

Template Modifier

Marine +1 to Combat

Champion +10 to HP

Chosen +15 to HP

Possessed +1 to Combat

Lord +1 to Engineer

Chaos Space Marines are sick, straight up. They can be used perfectly in campaigns of conquest against Imperial planets, or even in skirmish battles against Orks or Tyranids.

Chaos Space Marines also contain their own spells and weapons. This can be found later, as you read this book. Another thing to keep in mind is that if you choose to create a Chaos

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character tainted by Chaos, you will need to choose spells and weapons from the Chaos selections, not the Imperial selections.

Outfitting Your Character

Your character will now be given weapons, spells (if applicable) and armour.

In your character sheet, you find a section that is titled Weapons and is known as the Stuff section in Dungeon Squad. Here, you’ll be able to give your character two starting items which you will mark in your sheet.

Your character can carry two items at a single time, but you can only use one during a round of combat, so no cheating!

All armour is predetermined, so look through the Armour section and select the armour your character will be wearing. This can be Flak armour, Power armour or Leather armour. As you mark the item onto your sheet, notice the die that represents the armour you’re wearing, because it just may come in handy.

For example, if you are hit by a bullet from an Ork, you’ll have a chance to see if the armour you are wearing was able to stop the bullet from penetrating your skin. You’ll roll the appropriate die value for the armour, and try to score equal to or above a To Save value to succeed. If you fail, then you’ll take whatever damage is dealt.

Now, you can choose from the weapons below, but select according to your character.

Space Marines

Weapon Modifier

Bolt Pistol +1 damage to weak enemies

Boltgun +2 damage to average enemies

Heavy Bolter +2 damage to average enemies

Meltagun +3 damage to tough enemies

Flamer +3 damage to average enemies

Weapon Abilities

Only Meltaguns and Flamers carry special abilities, so follow the information below:

Meltagun: This gun deals +3 damage to tough enemies and +2 damage to all enemies within five feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Meltagun is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon.

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Flamer: This gun deals +3 damage to average enemies and +2 damage to all enemies within seven feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Meltagun is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon.

Imperial Guard

Weapon Modifier

Bolt Pistol +1 damage to weak enemies

Boltgun +2 damage to average enemies

Shotgun +2 damage to tough enemies

Flamer +3 damage to average enemies

Sniper Rifle +5 damage to weak enemies

Weapon Abilities

Only Flamers and Sniper Rifles carry special abilities, so follow the information below:

Flamer: This gun deals +3 damage to average enemies and +2 damage to all enemies within seven feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Meltagun is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You

can still carry another item, so long as it does not count as a weapon.

Sniper Rifle: This gun deals +5 damage to weak enemies but has the chance of jamming on you. When firing the Sniper Rifle, roll a d6 and see the table below:

Result is 1, 2 or 3: Your gun has not jammed, and you may continue playing as normal.

Result is 4, 5 or 6: Your gun has jammed. The enemy, if able to see you, will make one extra attack against you. You will also not be able to use your Sniper Rifle for three turns.

Sisters of Battle

Weapon Modifier

Bolt Pistol +1 damage to weak enemies

Boltgun +2 damage to average enemies

Storm Bolter +3 damage to tough enemies

Meltagun +3 damage to tough enemies

Flamer +3 damage to average enemies

Weapon Abilities

Only Storm Bolters, Meltaguns and Flamers carry special abilities, so follow the information below:

Storm Bolter: This gun deals +3 damage to tough enemies. You will need to brace in order to use the weapon, although if you choose not to brace, use the Failed Brace guide below.

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To brace, roll a d6 and consult the Making a Brace guide below.

Making a Brace:

Result is a 1, 2 or 3: You are able to brace normally and nothing negative happens.

Result is a 4, 5 or 6: You encounter a problem and must roll on the Failed Brace table.

Failed Brace:

Result is a 1 or 2: You fix the problem quickly and may continue with your attack.

Result is a 3 or 4: You drop the gun due to the heat of the weapon; you must select a new weapon to use for the duration of combat. If you do not have one, you must use your fists, which will do +1 damage to weak enemies.

You may recover the weapon at the end of combat.

Result is a 5 or 6: You may keep the weapon and use it as normal on your next turn, although you will take +1 damage from enemies until that next turn.

Meltagun: This gun deals +3 damage to tough enemies and +2 damage to all enemies within five feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Meltagun is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon

Flamer: This gun deals +3 damage to average enemies and +2 damage to all enemies within seven feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Meltagun is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon.

Let’s move on to the Squats.

Squats

Weapons Modifier

Bolt Pistol +1 damage to weak enemies

Boltgun +2 damage to average enemies

Lasgun +2 damage to weak enemies

Storm Bolter +3 damage to tough enemies

Autogun +1 damage to tough enemies

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Weapon Abilities

Only Storm Bolters carry special abilities, so follow the information below:

Please follow the information on Storm Bolters and use the chart located above.

Chaos Space Marines

Weapon Modifier

Bolt Pistol +1 damage to weak enemies

Plasma Pistol +1 damage to tough enemies

Boltgun +2 damage to average enemies

Doom Siren +3 damage to tough enemies

Heavy Flamer +5 damage to average enemies

Weapon Abilities

Only Plasma Pistols, Doom Sirens and Heavy Flamers carry special abilities, so follow the information below:

Plasma Pistol: This gun deals +1 damage to tough enemies. When using a Plasma Pistol in combat, you can also choose to use it as a close combat weapon, giving you a +2 against average enemies when in melee.

Doom Siren: This gun deals +3 damage to tough enemies and +1 damage to all enemies within seven feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Doom Siren is also considered heavy and counts as two weapons, so you if you carry this

weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon.

Heavy Flamer: This gun deals +5 damage to average enemies and +2 damage to all enemies within seven feet of the target enemy, regardless of their level. Your GM will decide who is within range of the target enemy.

The Heavy Flamer is also considered heavy and counts as two weapons, so you if you carry this weapon, you can carry only this weapon. You can still carry another item, so long as it does not count as a weapon.

About Chaos Space Marine Weapons

When you create your Chaos character, be it a Chaos Space Marine, a Traitor Guardsmen, a Chaos Squat or a Traitor Sister, they are only allowed to choose weapons from the Chaos listing. The same applies to any Chaos characters who wish to use spells; they may only be Chaos spells.

Assigning the Weapons to Characters

When you decide what your character will be using as a weapon or whatever two weapons he

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or she may be using, you’ll need to assign a die value to it, or them. Let’s go over this in detail so that it gets covered.

You have a d6 and a d10 to assign to your selected weapon or weapons. If you chose only one weapon to start out with, you’ll have a blank die value, but if you choose a double-handed weapon from the lists above, then you can assign but one die value to it.

Your character can only carry up to two single-handed weapons or one double-handed weapon at one time.

Let’s take a look at the table below:

Weapon Dice Value

Bolt Pistol d10

Lasgun d6

This character is a Squat, and he has assigned two dice to the Weapons section on the controlling player’s character sheet.

Using Weapons

When it’s time to use your weapon, you’ll know it. You’ll be attacking with your weapon using your combat skill, and if you’re successful, then your weapon will deal damage.

If the Squat we mentioned had a combat skill of a d12, and attacked a Ork Boy with his Bolt Pistol, he’d roll his d12 and try to score a four or better because the Ork Boy is an average enemy. Let’s say the hit is right on target, because the Squat scored an eight on his d12 combat skill. He’d then roll for damage; because he used his Bolt Pistol, he’d roll a d10, because a d10 is assigned to his Bolt Pistol. When the Squat player rolls, he scores a five, dealing five damage, dropping the Ork Boy’s HP to two, because his starting HP is seven.

You can see how useful the weapons and their die values are, especially when faced with combat; make sure to assign the better value to the better weapon, although you maye use a weapon with a modifier and simply assign the lower value to it, because it already deals the extra damage. It’s all up to you.

All characters can attack using their fists, though they need to let the GM know before making the attack; your fists have a d4 value. So, as in the example above, you’d replace the Bolt Pistol with your fists, attacking with your combat skill as normal, and using the d4 to deal damage.

Assigning and Using Equipment

Next, you’ll see the Equipment section next to the Weapons section; this area is where you’ll carry your items, not normally weapons.

Here’s an example:

Equipment

Rope, Demolition Wire, a Heavy Blanket, Wire Cutters and a First Aid Kit.

In the example above, the character is carrying a few things, which your GM will discuss with you as to the way in which you would use the items, in whatever the situation may be.

No die value is needed for these items, as they are not needed in combat, but you may need to roll a skill check with your GM if he or she thinks the item you are using may pose some difficulty during its usage.

Spells and Arcane Magic

Casting spells and assigning spells to your character works differently than the first edition, because you are not assigning it to your Weapons or Stuff section.

Spells can be purchased at any time the adventure is not going on, and before your

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character even begins playing. This means while creating your character, you can choose a spell or two and give it to your character; you cannot purchase spells during a mission, battle or during a campaign’s game. You can, however purchase them before, after or inbetween sessions or games.

Your character sheet has a Spells and Magic section where you will write down the spell or spells your character will have.

In order to purchase spells, a little bit of your life must be given up, either to the Emperor of Mankind, or the gods of Chaos. This is done by buying spells for ten of your Health Points.

So, if you want to buy one spell, you’ll pay ten HP from your character, subtracting ten from his or her HP and adding the spell to your Spells and Magic section. It’s that easy.

You are allowed a limit, however, on the number of spells you can have; all characters are allowed to carry up to a total of three spells. You can drop a spell you no longer wish to have later

and purchase a new one, but the Emperor and the gods of Chaos will not return that portion of life you had given up back to you.

Rules for Casting Spells

Here’s how casting spells works:

To cast a spell, you’ll need to roll against your Engineer skill; to cast the spell successfully, you’ll need a six or better. When your character is not in a dangerous situation, you’ll need to score a two or better.

It would be wise for characters specializing in spellcasting, take high die values in their Engineer skill location, while tough characters interested in beat-downs, take low die values in their Engineer skill location.

Spells and Magic

Here is a list of spells any character not of Chaos origins may select; this means that only Space Marines, Imperial Guardsmen, Squats and Sisters of Battle may select spells from this list. No exceptions.

Remember that each spell costs ten HP, and you are allowed a maximum of three spells.

Emperor’s Grace: Restores its die in HP to the character the casting character chooses. This spell can be cast once per battle can can assit only one character.

Hands of the Emperor: Allows the casting character to successfully dodge one oncoming attack. This spell can be cast only twice per adventure.

Ritual of Fate: Allows the casting character to add his or her die to another character’s roll, before they actually roll. The casting character can also choose to reduce an opponent’s roll by the same amount, before they actually roll. This spell can be cast once every turn.

Grace of the Emperor: Protects a single character of the casting character’s choosing (including the casting character if he or she

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chooses) from its die in damage, which will be slowly chipped away until the Grace of the Emperor disappears. This spell can be cast only once per battle and lasts until it is utterly destroyed in battle.

Hammer of the Emperor: Does triple its die in damage, but can only be cast twice in one adventure; it also deals one damage to the casting character when he or she casts Hammer of the Emperor. Roll the spell’s die, and multiply the result by three; anyone near the target takes the spell’s die in damage as well.

Ritual of Fire: Allows the casting character to set fire successfully to any target the casting character chooses. The spell does four damage every turn, until the fire is put out, or until the target is burnt to death; any other characters within five feet of the target are also caught by the flames, and will burn for two damage every turn until the fire is put out, or until they are totally destroyed by the flames. This spell can only be cast once per battle.

Bolts of Utter Damnation: Allows the casting character to successfully disperse bolts of lightning from his or her hands against any enemy target. The casting character rolls 1d6 for damage. This spell can only be cast once per turn; the casting character will also take one damage upon successful casting of Bolts of Utter Damnation.

Wrath of the Emperor: Deals 1d6 in damage to up to four target enemies; this spell will also deal two damage to the caster upon successful casting. This spell can only be used once per adventure.

Ritual of Destruction: This spell can only be used against Chaos characters. This spell grants a +1 to damage dealt, to up to five friendly characaters of the caster’s choosing; the bonus lasts two rounds and can only be cast once per battle.

Ritual of Protection: This spell grants the caster special protection from all oncoming attacks for the rest of the battle. Casting this

spell will deal three damage to the caster and gives a modifier of -2 to all damage dealt by all enemy characters. This spell can only be used once per adventure.

Chaos Spells and Magic

Here is a list of spells any character of Chaos origins may select; this means that Chaos Space Marines, or any other selectable characters tainted by Chaos may select spells from this list. No exceptions.

Remember that each spell costs ten HP, and you are allowed a maximum of three spells.

Renewal: Restores its die in HP to the character the casting character chooses. This spell can be cast once per battle can can assit only one character.

Dark Ritual of Black Protection: Allows the casting character to successfully dodge one oncoming attack. This spell can be cast only twice per adventure.

Void of Darkness: Allows the casting character to add his or her die to another character’s roll,

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before they actually roll. The casting character can also choose to reduce an opponent’s roll by the same amount, before they actually roll. This spell can be cast once every turn.

Unearthed: Allows caster to summon five zombies from under the ground; each zombie is treated with the following skills: Weak, Attack with a d6, Deals one point of damage, 1 HP. The zombies have a special ability called Bitten Flesh, which does the following: Any PC who takes any damage from a zombie takes one point of damage at the end of every round. PCs may be fully healed when all the zombies are destroyed and a character casts a healing spell on those characters infected. Caster must summon the zombies within three feet of him or herself. This spell can only be cast once every battle and deals one damage to the Caster.

Gift of Chaos: Protects a single character of the casting character’s choosing (including the

casting character if he or she chooses) from its die in damage, which will be slowly chipped away until the Gift of Chaos disappears. This spell can be cast only once per battle and lasts until it is utterly destroyed in battle.

Blood for the Blood God: Caster calls on the Chaos god, Khorne. Allows caster to grant +2 to damage dealt by up to three friendly Chaos characters. The effects of this spell last until the end of the battle and also cause those effected by the spell to hunger for blood; follow these special rules: Characters effected by Blood for the Blood God receive a +2 to damage bonus and decapitate enemies upon killing them. They will keep the heads and remove the flesh from them. Each skull collected is added to the character’s inventory and grants the characters effected a +1 to damage dealt when attacking any enemies for the rest of the adventure. When the adventure comes to an end, each skull becomes worthless. Each time a character with skulls attacks, success or not, he or she takes one point of damage.

For Chaos: This spell can only be used against non-Chaos characters. This spell grants a +1 to damage dealt, to up to five friendly characaters of the caster’s choosing; the bonus lasts one round and can only be cast once per battle.

Nurgle’s Rot: Allows the casting character to curse any target the casting character chooses. The spell does three damage every turn, rotting the target’s flesh until the curse is put out by any healing spell, or until the target has completley rotted to death. This spell can only be cast once per battle.

Chaos Wrath: Allows the casting character to successfully disperse bolts of chaotic lightning from his or her hands against any enemy target. The casting character rolls 1d6 for damage. This spell can only be cast once per turn; the casting character will also take one damage upon successful casting of Chaos Wrath.

Ritual of Terror: Does triple its die in damage, but can only be cast twice in one adventure; it also deals one damage to the casting character

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when he or she casts Ritual of Terror. Roll the spell’s die, and multiply the result by three; anyone near the target takes the spell’s die in damage as well.

Armour

Using armour is going to be very important when you get into the thick of combat, and it just may come in handy, so its up to you to choose your starting armour; you can change it inbetween adventures but not during. Consult your GM, because it’ll be up to him or her as to how armour is either sold or traded.

Please select armour from the list below; you’ll have to pay in Imperial Credits from which you have in your starting amount. If you prefer not to equip yourself with any, then be ready.

Armour To Save

None, 0 IC 6+

Leather, 10 IC 5+

Flak, 20 IC 4+

Power Armour, 30 IC 3+

Here’s how armour works:

When you are successfully hit by an attack, before taking any damage, you will roll 1d6 to see if your armour stopped the hit from going through to your flesh. Roll against the appropriate number; for example, if your Squat was wearing Flak armour, he or she would roll 1d6 and try to score a four or better. If the character fails, then damage is taken in full.

Keep in mind that you should add any modifiers that may be included, when rolling to save your character from taking damage.

Using armour is an important key to surviving in the world of Warhammer 40,000. Its up to you as to how you’re going to treat your character, because after all, everything he or she does, is really up to you, but keep in mind all the things that character will go through: enemies determined to kill him or her, curses, entering a battlefield full of combat and carnage.

Unleashed! Basic Game Rules

Let’s go over the mechanics of the game; this is what makes Unleashed! the brutal, fast, fun and exciting game it is. Should you have any questions or concerns about a specific rule, please refer to the original Dungeon Squad rules system for help, or you can simply add or change the rules to accomidate your game, so that things can flow smoothly during whatever campaign, mission or quick battle you may have set up for your group. Always play fair.

Game Mechanics

During the course of a game, characters can sneak around, cast spells, get into fights, loot items and use them. All difficulties within the game are reflected by a target number. The following guide below should help the GM in understanding these difficutlies.

Difficulty Target Number

Easy None

Average 2

Complex 4

Hard 6

When fighting, either in ranged combat or in melee, the following will apply:

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First, roll against your Combat skill; a two or better is needed to hit a Weak Foe, a four or better is needed to hit an Average Foe and a six or better will be needed to hit a Tough Foe. Should you assign a d4 to your Combat skill, it sure is going to be tough to hit anything.

If you choose to play with only pen and paper, making the game more of a story-telling theme than a visual game (using miniatures), then the GM will either tell you directly is such things as weapons make the range and hit the target.

Should you use a tabletop to represent the game and the battlefield, then you can consult the information below to see what the range is going to be in inches. You can also change the inches to yards if using the method mentioned above. Its up to the GM.

Weapons and their Range in Inches

Another little note: Ammo is basically unlimited, although the GM can change this rule to whatever fits his or her group.

Using weapons will prove to be a load of fun in this game, and these ranges should be able to fit in whatever game you are playing; they are very close in similarity to those found in the Warhammer 40,000 tabletop game.

Weapon Range

Bolt Pistol 12”

Boltgun 24”

Heavy Bolter 36”

Meltagun 12”

Flamer 12”

Heavy Flamer 18”

Shotgun 8”

Plasma Pistol 12”

Lasgun 24”

Autogun 24”

Storm Botler 36”

Doom Siren 24”

Sniper Rifle 36”

Should you ever come across enemies, you’re going to want to light things up with raw firepower; the weapons used in this game, will showcase each weapon’s own power and bring out the strengths of the characters who use

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those weapons. This game is trying to stay true to the fact that Warhammer 40,000 is about war, a future ravaged by it and the might and power of those powerful enough to rule.

So, basically, use your weapons and gun down a few foes with frenzied aggression!

Casting Spells

Rules for Casting Spells is located in the Rules for Casting Spells section above. Use that guide for casting spells in this game.

Using the Exploror Skill

Roll against your character’s Explorer skill to sneak around or carefully work your way past enemies in silence. You’ll need a two or better to move silently, a four or better to pick a lock or even climb a wall and a six or better to jump a chasm or disarm a trap. These rules can be related to the difficulties set on the difficulty chart, located on page fifteen.

Character Advancement

Throughout the campaigns or missions you will be playing, there is chance for you to gain new weapons, equipment or even Imperial Credits; some of these findings may even bump up your dice (a +1 would simply bump a d10 to a d12 and so on).

Imperial Credits can be used to increase any die one size between adventures (max. d12). 250 Imperial Credits can purchase this increase. The credits can also be used to increase your character’s HP; 75 Imperial Credits can be used to increase your character’s HP total by one.

Final Words

I’d like to thank you for reading through this journey; it’s been fun to work on, but without the constant support I have had from all my friends, and the people who shared the first edition of the game, I would not have the drive to even work on this latest edition. You’ll find that this

new edition will allow the universe to be opened up like it wasn’t able to be before. You can run several new races and host skirmish battles, missions and full-blown campaigns.

Be on the lookout for new additions to this game, which had been worked on when the creation of the first edition was released, but never finalized; some of the works in progress include even more selectable races, campaigns and missions, even more enemies and stats including weapons, rules for weapons and so much more goodness.

I’d also like to thank a few people who played the newest edition with me, and ran through a few games of skirmish awesomeness:

Sean Daniels (my favorite homeboy), Doug and Kathy Ahern, Kevin Daley, Michael Rodriguez, Richard Garcia and Esther Grant.

Remember to play the game, have fun and always enjoy the company of friends when having a good time. Many thanks, everyone!

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Unleashed! Adventures in the 41st Millennium / Forces Manual, Special Supplement

Written and Created by Neuicon, Edited by Kathy Ahern

About the Forces Manual


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