Dungeon Squad Warhammer 40 K

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DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM

Introduction

when he created Dungeon Squad, and we


can only hope to further the advancement
and excitement this game has to offer; such
things as classes, racial traits and more, so
get set to enjoy the fun and total
awesomeness
of
Dungeon
Squad:
st
Adventures in the 41 Millennium, and
remember to visit the official 1KM1KT
website and comment our games.

This is a Role Playing Game set in the


futuristic nightmare of Warhammer 40,000
and this game comes off the hinges of the
wonderful creation by Jason Morningstar,
Dungeon Squad.

Finally, wed like to thank you all for the


support and the growing fan-base we have
received over the past few months; we hope
to continue in the expansion of these and
other fun games.
Now, for the legal stuff: all of the images in
this
booklet
are
copyright,
Games
Workshop, Inc. and we do not choose to
claim these as our own property; the
Warhammer 40,000 title itself is copyright,
Games Workshop, Inc. and again, we
choose not to claim ownership of any kind to
the Warhammer 40,000 title. We simply
claim that is a fan-created rules system, free
and non-commercial.
This game was originally created by Jason
Morningstar, so all originality goes to him;
and guys thank him for such an awesome
rules system and game setting!

Understanding the Game


Creators Neuicon and Sean Daniels have
delved into the world of 40,000 when they
were introduced to Dark Heresy (the official
Role Playing Game of Warhammer 40,000),
and quickly fell in love with it. Neuicon,
having played Dungeon Squad, opted for
something simple and fun to get those
interested in Warhammer 40,000 into
gameplay using an exciting system,
designed to entertain you and keep you on
the edge of your seat!

In order to fully understand the game, well


be going over some of the basics youll need
to get a few games going. Always remember
to play fair and have fun while playing.
Each player will need the following in order
to play the game: a copy of this book, a copy
of the original Dungeon Squad book, a copy
of the Character Sheet at the end of this
book, and a set of dice, which include a D4,
a D6, a D8, a D10 and a D12.

This game comes off the release of


Starcraft: Tactical Miniatures Combat, where
you command skirmish-sized squads into
battle against your foes! The fun of that
game has helped in the inspiration to
continue releasing new, fun and awesome
games available to everyone!

Dont forget to grab some snacks, because


who can play without munchies, right?

Character Creation
Creating your character is just one of the
many fun parts of this game; youll be
playing the role of this character and soon

Our work on this game will help showcase


the standard that Morningstar set down

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


fight your way through stories created by the
GM, also known as the Game Master. This
is the guy who comes up with the scenarios
and storylines you and your group will be
playing through.

them to Military Choices for completing


missions and such, and to Basic Choices by
having them either rob, or earn it in
whatever home world theyll be playing in.
Damage taken to your characters is taken
directly. This is also stated in the original
Dungeon Squad.

A not to the Game Master: always play fairly


and never cheats someone out of something
in the game; I myself played along with
some bad players in the past, and it was
horrible to see them ruin the game for
everyone. So, in the spirit of fun and having
a good time, always be fair.

So, using your characters traits, assign to


them a D4, a D8 and a D12; for example, an
Imperial Guardsman can assign a D12 to his
Combat trait, a D4 to his Engineer trait and
a D8 to his Explorer. These stats prove that
he is a fighter, not a character in need of
spell casting and still able to manage a train
of thought to go about and search, and
intimidate others into giving him information
and more. The dice are used to characterize
the person youll be playing as, from a tough
Space Marine Veteran to a Nomad who
walks the streets of Imperial worlds.

Should you come up with any questions,


please refer to the original rules of Dungeon
Squad, because it sets the standard for this
game, and how it plays out.
So, using the Dungeon Squad book and the
character sheet at the end of this book,
make your character (the rules on creating
characters are the same). Instead of
Warrior, Wizard and Explorer, this game
uses the following traits:

Combat

Replaces Warrior

Engineer

Replaces Wizard

Explorer

Remains the Same


Making a character in this game should
allow you to play through something you
created from scratch and involve him or her
in awesome adventures, scenarios and even
campaigns, which well provide to you.

As you can see above, the traits Combat,


Engineer and Explorer are used in this
game, as opposed to the original traits used
in Dungeon Squad, but remain the same in
what they do and how they play out.

At the end of this book, youll notice that we


are providing two scenarios for you to play,
where you can lead a created character, like
a Space Marine into battle of large-scale;
the GM only needs to run the world around
you as you play it out. When playing, you
might even be playing out the characters
regular daily life, such as talking with friends,
so long as the character you control serves
no ultimate duty to the Emperor; so, without
any additional nonsense, lets get into the
selection of a character-type.

All characters begin play with 20 Hit Points,


or HP; this can grow over time and through
experience in gameplay. When a players
character has fallen to 0 HP, then the
character is dead, and well, you need to
make a new character. Hey, dont complain,
weve all died in RPG games every now and
then, so hey, chin up dudes.
All characters also start with 50 Wealth,
which is like Gold in Dungeon Squad, and
is used to buy items such as weapons,
armor, food and so on. In order to obtain
more Wealth, your GM may distribute

Please select a character-type from the


following list (unlike most RPG systems

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


where you randomly select, you can select
these characters yourself, allowing you to be
in control of what and who you will be
playing the roll as); apply any modifiers that
are attached to the character-type.

team of Imperial Guardsman or even a team


of Nomads who walk the home world of the
GMs choosing. This allows the game to run
smoother and can allow for better gameplay
and atmosphere to all players.

Space Marine Choices:

Imperial Guard Choices:

Space Marine

+1 to Combat Trait

Guardsman

+1 to Explorer Trait

Scout

+5 to starting HP

Junior Officer

+1 to Explorer Trait

Techmarine

+1 to Engineer Trait

Senior Officer

+1 to Explorer Trait

Master or Captain

+15 to starting HP

Sanctioned Psyker

+1 to Engineer Trait

Storm Trooper

+1 to Combat Trait

Commissar

+15 to starting HP

As you can see in the list above, we are only


offering four choices, but they can be
applied to characters that will be engaging
into combat, battle and war. These
characters can also live out their normal
lives in normal play, while walking the
streets and socializing with others, or their
team, which may consist of several different
types of characters.

The Imperial Guard have many fantastic


choices for you to choose from, and may
even be helpful for your group, because in a
game where you all play as Imperial
Guardsman, the setting may be a war-torn
world in where you all have to band together
and fight invading forces through the
shredded areas of the town, and can be
anything from Tyranid hordes to Tau
invaders bent on enslaving your team.
Unlike a game played by a team of Space
Marines, you all have a wide variety of
things to choose from, but the weapons may
come in handy, and having a Sanctioned
Psyker on your team may prove to be
helpful if you need to cast spells to protect
your team from oncoming damage or
attacks; if you are looking to play an RPG
where all you do is land on planets and look
to fight in the name of the Emperor, youve
got it good with either Space Marines or the
Imperial Guard.

When selecting a character-type, be sure


that all players playing this game, that is,
when readying for a game and you have a
group of anywhere from three to five friends
all creating characters, that all of you choose
from the same Choices list, that way,
ensuring that you have all become close
together because you share similar qualities;
for example, a team of Space Marines or a

Other selective choices to come are:


Deamonhunters, Witch Hunters, Chaos
Space Marines, Eldar and Tau; these are
due to come out in a supplement titled,
st
Complete Doctrine of the 41 Millennium.
This of course, will be free to you.

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


Use the tables below to determine what you
will start out with; you can choose one
weapon and one armor or one weapon and
one spell or even two things from the same
category, just make sure that you note it in
the Weapons and Items section of your
Character Sheet.

Home World Choices:

Scum

+1 to Explorer Trait

Assassin

+5 to starting Wealth

Gang Member

+1 to Combat Trait

Nomad

+1 to Combat Trait

In Dungeon Squad, you have what is known


as the Stuff section of a character; in this
game, it is known as Weapons and Items
and is used to describe what is being carried
by a character, either weapons like Bolters,
Lascannons or Chainfists or Armor like
Power Armor, this is where you can
remember what your character is carrying at
all times during gameplay.
Now, when applying modifiers, just like in
Dungeon Squad, when purchasing gear that
allows you +1 bonuses, it means that the
Trait which carries the die is bumped up to
the very next level; note that you cannot
gain a die higher than a D12.
From Dungeon Squad: Some expensive
gear affords a +1 bonus to a specific activity,
effectively bumping the die up one rank.
Your D4 Explorer becomes D6, for example,
when sneaking in Elven boots.
To determine what you will be carrying at
the beginning of your characters gameplay,
roll a D100 (a hundred-sided die), or simply
roll five D10 to determine what you receive;
remember that you can choose any two
things from any of the following three
selective tables and only two. Your
character will have a limit; that limit is ten
things he or she can carry throughout the
game. If at any time you wish to purchase
something or pick something up and you are
already full in your Weapons and Items
area, then simply drop something and take
the new thing into your collection.

So, as you can see in the example above,


applying modifiers to your characters gives
you a slight advantage during gameplay. We
hope that applying modifiers is seen as what
it really is: simple and understandable.
Now, we head back to the Stuff or
Weapons and Items section of your
character; this is what the character will be
carrying, such as weapons, extra clothing,
armor and more.
When you begin the game, you will be
allowed to carry only two things in your
Weapons and Items area; select these
before while creating your character.

Now, pick your supply and remember to be


wise in what you choose. Importantly, you
should note that you assign these things to a

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


sweet, huh? The hits just keep on coming,
and your weapons should kick the crap out
of tons of things.

D6 and a D10; for example, a tough Space


Marine might have a D10 Bolter and D6
Armor. Apply any modifiers that are attached
to the things in the following tables.

Spells & Arcana:

Roll

Spell

01-30

Healing

31-50

Save Thyself

51-70

Grande Luck

71-90

Arcane Shield

91-100

Monstrous Attack

Weapons:

Roll

01-30

31-50

51-70

71-90

91-100

Weapon

Bolt Pistol

Boltgun

Shotgun

Plasmagun

Meltagun

Modifier

+1 Damage
to Tough
Characters

Descriptions of Spells:
Healing: Restores its die in hit points to the
person the casting character chooses. This
spell can be cast once per battle, and can
only assist one person.

+2 Damage
to Average
Characters

Save Thyself: Allows casting character to


successfully dodge one oncoming attack;
this can be cast once per adventure.

+1 Damage
to Tough
Characters

Grande Luck: allows you to add your die to


another person's roll, before they make it! Or
reduce an opponents roll by the same
amount, before they make it; this can be
cast every turn.

+2 Damage
to Weak
Characters

Arcane Shield: protects a single person the


casting character chooses (including the
casting character if she desires) from its die
in damage, which is chipped away until it is
gone; this can be cast once per battle.

+3 Damage
to Average
Characters

Monstrous Attack: does triple its die in


damage but can only be used once per
adventure! Roll the Monstrous Attacks die,
and then multiply the result by three. Anyone
near the target takes the straight, premultiplication Monstrous Attack die in
damage as well.

When we say +1 or +2 Damage, that means


if you would normally deal 7 Damage to a
character and your character is carrying a
Meltagun, hed be dealing 3 more if he
attacked an Average Character, meaning
instead of 7, hed now be dealing 10. Pretty

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


Armor and Shields:
All Armor is Power Armor and where you
choose to place this, is up to you. It should
be noted that later through your adventures,
you might find equipment that boosts your
armor up one die, or you can find armor on
an Ork that is automatically a D10 Power
Armor; and yeah, you can steal it from the
dead Ork, he aint gonna need it, right?
From Dungeon Squad: Armor reduces
damage taken by a roll of its die. Thus, if
you are hit for 7 points of damage and have
armor, you can roll that die and reduce
damage taken by that amount, possibly all
the way to zero. D10 armor is powerful stuff!
Other armor rated at D4, D8, or even D12
might be found as treasure!

Combat, Actions and Mechanics


Characters can fight, cast spells, sneak
around and even use items during the
game, difficulty is reflected by a target
number, and is as follows:

Easy

No Roll Needed

Average

Complex

Hard

If you choose to play by Pen and Paper


only, where story-telling is how the game is
being played, then discuss the range of your
weapons with your GM; if you are playing
with figures on a tabletop, then the following
should be used to determine the range of
the weapons your character starts with:

The GM may even make certain actions a


lot harder to complete by raising the difficulty
level, so be careful how often you show off,
hotshot. It may bite you in the ass.
While in Combat, either Ranged or Close
Combat, youll need to perform the following
to attack someone in the game:
Roll against Combat to hit in combat. A 2 or
better is needed to hit a weak foe, a 4 or
better to hit an average foe and a 6 or better
to hit a tough foe. Obviously, if you assign
D4 to Combat, direct combat will prove a
challenge, if not impossible.

Bolt Pistol

12 Inches

Boltgun

24 Inches

Shotgun

12 Inches

Plasmagun

36 Inches

Meltagun

24 Inches

To cast spells, follow the rules below to use


spells and other things in the game:

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


Roll against Engineer to cast a spell. A 6 or
better is needed to cast a spell successfully,
or a 2 or better if the caster is not in a
dangerous situation. One peaceful option
would be to assign D4 to Engineer and take
"Healing" as a spell, casting it only between
battles.

Wealth and Advancement


Throughout the home worlds, other worlds
you may be fighting on, you may come
across wealth, which could be anything from
Money to Armor and Weapons that may
even bump up the dice you are using (as
stated earlier in this book; a +1 would mean
that a normal die of D6 becomes a D8).
Wealth can also be used to increase any die
one size after each adventure, up to D12.
100 Wealth Points equals a one die
increase. Wealth can also be used to buy
increased hit points. 20 gold increases
permanent hit point total by one.

Welcome to the Ending


Thats it, folks. We have had fun working on
this, and we hope you enjoy it as much as
we enjoyed playing it out on the battlefield,
and to be honest, Neuicon played the GM
while Sean Daniels, Kathy Ahern and Kevin
Daley were the Player Characters; heres
what took place during our game.
The team chose to be a team of Imperial
Guardsman; Sean was the Sanctioned
Psyker, Kathy was a Storm Trooper, and
Kevin was also a Storm Trooper.
The team was running tests and crash
landed on an unknown world, which was
soon infested with Tyranids. Kathy and
Kevin were in a holdout position while Sean
tried to get into communication with any
Imperial Forces; while he was gone, he had
to run through several obstacles, including
running from a Carnifex, fighting off a small
swarm of Hormagaunts and reaching a
location where the communication could be
set up properly.

Lastly, Roll against Explorer to sneak


around and be a thief or sneak up on
enemies; youll need a 2 or better to move
silently, a 4 or better to pick a lock or climb a
wall, and a 6 or better to disarm a trap or
jump a chasm. Again, these rules follow the
difficulty chart located on page 7.

A Note on Other Equipment


As stated in Dungeon Squad, follow these
rules as they apply in this game as well.

Sean and Kevin soon found themselves in a


position overrun with two swarms of
Genestealers and a Broodlord; they did,
however manage to survive! Whew!

From Dungeon Squad: Anyone can do D4


damage with their fists or a dagger, if they
have no better weapon. Ropes, picks and
shovels, and other equipment can be
purchased, but has no "stuff" die associated
with it. There is no limit to the amount of
regular stuff you can carry.

Thanks again, and enjoy! You make the


adventures, and you have the fun!

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM

ATTENTION TO THE IMPERIAL POPULATION:


GM INFORMATION ON RUNNING GAMES IN HOME WORLDS
To: Game Master
From: Imperial Authorities
Subject: Running Games in Home Worlds
Transcript: It seems that if you wish to run games in home worlds, you
may choose from four, and only four. This is not the case is you
already know the Warhammer 40,000 Universe; then, you may work with a
home world already known to you, or one you can create from scratch,
but hey, do your homework. You wanna make it fun and pleasant to play
in, rather than horrible and lacking realism.
Below is information on the four available home worlds any of the three
Selective Choices may play in. When playing a team of Space Marines
or Imperial Guard, they are the only two that may be in a battle
situation, because why would you have ladies, kids and gang members
fighting in the middle of a war against hordes of Tau Fire Warriors?
That would just look totally odd to most players.
Imperial World: Imperial citizens come from all sorts of different
planets and cultures, so make great characters if you want to play
someone who is a good all-rounder. This is a great and industrious
world which is run on Terra (earth).
Feral World: Feral worlders are big, strong and tough; perfect if you
want to play a character that is good at fighting.
Hive World: Hivers are fast-talking, quick-thinking individuals,
perfect if you want to play a character who can bluff their way out of
anything.
Void Born: Void Born are weirdly lucky and strong-willed; perfect if
you want to play a character who is a Psyker, or Assassin.

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


NPC Selections

inhabiting any home world; the boundaries


are endless, so what the hell are you waiting
for? Make the world you and your players
will play in and begin the campaign of total
death, destruction and pain! The more you
create the more fun you and the other party
members will have.

Here you are, youve made it this far; now


you get to see the characters that can
inhabit the home worlds and the creatures
your party can face in planets war-torn and
full of death and destruction.

Please note that NPC Selections in this


book are very basic, and that is because this
is practically a beginners introduction to the
game; GM, you can feel free to change
things up and create your own enemies to
use in this game. Later, well be releasing a
few
supplements
containing
several
enemies your parties can fight against.

Note that all NPC Selections need a 4+ to


hit a Player Character.
When attacking these NPC Selections, the
GM may determine what roll is needed
(either a 2, 4 or 6) in order to hit them.
Home World NPC Selections:

Enemy NPC Selection:


Street Walker
3 HP

Attack with a D4
Fists; 1 Point of
Damage

Necrons

Warrior
Street Thug
5 HP

Attack with a D4
Pocket Knife; 3
Points of Damage

5 HP

Immortal
Patrol Officer
10 HP

Attack with a D6
Bolt Pistol; 5 Points
of Damage

7 HP

Destroyer
Rats, other Vermin
1 HP

Gang Member
15 HP

Mutant
15 HP

Attack with a D4
Bite; 1 Point of
Damage

10 HP

Attack with a D6
Chains; 5 Points of
Damage

Scarab Swarm

Attack with a D6
Fists; 5 Points of
Damage

Lord

1 HP

25 HP

The Nightbringer

You can create other characters to play as


NPC Selections in a game you (the GM) are
running, and remember to be fair.

30 HP

Another idea is to take creatures from the


original Dungeon Squad game; and
something you might want to think about, is
making enemies to fight against when

Attack with a D6
Gauss Blaster; 8
Points of Damage

Attack with a D8
Gauss Cannon; 10
Points of Damage

Attack with a D10


Heavy Gauss
Cannon; 12 Points of
Damage

Attack with a D4
Bite; 1 Point of
Damage

Attack with a D10


Staff of Light; 10
Points of Damage

Attack with a D12


Particle Whip; 15
Points of Damage

As you can see above, the listing is not as


thorough as wed like it to be, but since this
is still in the beginning stages, this book

10

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


is a starting tool to get games going; as we
have stated before, the GM may create
armies based on other armies of the
Warhammer 40,000 Universe to open a
wider range of characters involved in the
game. We hope that you can use what we
have provided in the scenarios located
towards the end of this booklet. The
following list below will provide the
information for a Tyranid-based scenario,
which will prove to be a task to be handled
by steady characters.

complete when trying to hold off an army of


Tyranids, even when you are being assisted
by other squads in the scenario or storyline
you would be playing with.

Tyranids

Genestealer
7 HP

Termagaunts
3 HP

Hormagaunts
3 HP

Carnifex
30 HP

Broodlord
25 HP

Gargoyle
15 HP

Hive Tyrant
20 HP

Attack with a D8
Rending Claws; 10
Points of Damage

Above: Armies of Imperial Guard alongside


a team of Player Characters hold off an
oncoming invasion.

Attack with a D4
Deathspitter; 3
Points of Damage

Attack with a D6
Scything Talons; 6
Points of Damage
Above: A Brood of Tyranids search for a
team of Player Characters (Space Marines)
in the jungles of a lost world.

Attack with a D12


Venom Cannon; 10
Points of Damage

Attack with a D10


Rending Claws; 10
Points of Damage

Attack with a D8
Deathspitter; 3
Points of Damage
Above: An entire army of Imperial Guard
groups alongside a team of Player
Characters before an oncoming attack by
Chaos Space Marines.

Attack with a D10


Barbed Strangler; 10
Points of Damage

Now, this list just above, is smokin because


of the total death that they can bring to a
whole squad of even 10 PC players! Now,
the GM has to play fairly, but as you can
see, it can be a very tough task to

In the coming months, you will find new


books containing entire armies, selectable
for war using this RPG system. Look for
more weapons, too; coming very soon.

11

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM

MEN, HOLD THE LINE!

A Scenario for Dungeon Squad: Adventures in the 41st Millennium


Attention, you have been selected to aid a fallen army of the Imperial
Guard in holding a sector, located in the northeast section of Zolarian
World, a newly found world, infested with the Necrons.
You and your men are to quickly land on the exact location in which your
fellow men are needed. You are to locate Commissar Dagoth and report
for active duty. You are then to assist the Imperial Forces in the northeast
section of Zolarian World in holding off the Necrons, destroying them
until they have fallen and can arise no more!
Know that although many of you will die, the Emperor holds in his heart
a love for his children, and will guide you in your journey.
Good Luck.

12

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


Introduction

and assist the Imperial Forces in holding


their position until more units of Imperial
Guard and Space Marines arrive; this is
because your team is the closest and most
available in assisting the forces on the
ground in Zolarian World.

Zolarian World was thought to have been a


non-existent planet; that was until Imperial
Fleets discovered the planet, or at least they
had thought they were the first to discover
the lifeless planet. This all ended the day
Imperial Forces sent a small platoon to
investigate the planet.

Playable Characters
This game may only be played by
characters of Imperial Guard or Space
Marines Selections, that means no Home
World Selections, whatsoever.

The platoon, headed by Sergeant Pontius


Xasthur, found themselves quickly lost about
10 miles from their original deployment
zone. Radio contact was unavailable and
the situation grew worse when scouts
discovered seven Monoliths about 200 yards
from their location. Sergeant Xasthur
decided to try and locate the original
deployment zone, but soon found that his
platoon had been discovered; none of the
Imperial soldiers were heard from again.

If the PCs are Imperial Guard


The team must find and locate Commissar
Dagoth. They must await the Space
Marines arrival in the Red Block of the
included map. Your team is deployed in the
upper right section of the map where the
Brown Black begins. When Commissar
Dagoth is reached (he is in the upper Black
Block fighting an oncoming assault), the
team must then assist the Imperial Forces in
fighting Necron hordes (the GM may create
several NPCs to signify who is who, and the
death toll as it is sure to rise).

One month had passed, and Imperial Fleets


deployed an army of Imperial Guard and a
unit of Space Marines from the Adeptus
Imperialis Chapter to locate the missing
platoon and return them to Imperial World. It
was only when the army and the unit of
Space Marines were deployed that all hell
broke loose.

When they reach Commissar Dagoth, the


Adeptus Imperialis Space Marines arrive in
the Red Block and begin to make their way
to the location in which Commissar Dagoth
and your team is located. When the Space
Marines arrive, the mission is completed.

Once the landing was cleared and units


began moving, they were quickly ambushed
and assaulted by an entire Necron army; the
forces of the Imperial Guard began to fall
quickly as the Necrons swept across the
blackened
asphalt
of
the
ground.
Commissar Dagoth called a quick retreat,
and found the Space Marines moving
towards the enemy, rather than back.

If the PCs are Space Marines


The team are Space Marines from whatever
Chapter they choose, meaning they are
special forces sent to restore balance in the
fight against the Necrons.

The unit of Space Marines numbered 200,


and were quickly dismembered. Commissar
Dagoth, realizing that his forces were now
almost annihilated, called for reinforcements
to aid him in holding a position in the
northeast sector of the planet. The reason
given for holding the position, was that the
Emperor must and shall spread his might
and power through the worlds, and this new
world must belong to Imperial World, no
matter the cost.

The team must find and locate Commissar


Dagoth. They must await the Space
Marines arrival in the Red Block of the
included map. Your team is deployed in the
upper right section of the map where the
Brown Black begins. When Commissar
Dagoth is reached (he is in the upper Black
Block fighting an oncoming assault), the
team must then assist the Imperial Forces in
fighting Necron hordes (the GM may create

So now, as the call is made to you to come

13

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


several NPCs to signify who is who, and the
death toll as it is sure to rise).
When they meet up with Commissar
Dagoth, the Adeptus Imperialis Space
Marines arrive in the Red Block and begin to
make their way to the location in which
Commissar Dagoth and your team is
located. When the Space Marines arrive, the
mission is completed.

Notes for the GM


Above: After reaching Commissar Dagoth,
Kathy, Sean and Kevin are about to face an
oncoming Necron assault.

When the GM creates the world the team


are in, it is important that he or she uses a
kind of story-telling style that creates a vivid
world around the Player Characters. Another
great idea is to use miniatures to represent
what goes on during the scenario.

As the GM, it should be your job to illustrate


the situation for the team as much as
possible; talk of where they are, what they
are doing and what they are seeing while
they tour Zolarian World.

About Zolarian World


The areas marked in Green in the included
map are plain terrain areas; the areas
marked in brown are rocky terrain, full of
surprises and enemies waiting to ambush
the team of soldiers as they march through
to find their fallen comrades.
The GM should try and place a few
encounters around the area while the team
search for their Imperial allies.

Above: Kathy, Kevin and Sean play as


Ultramarines, just deployed and searching
for their Imperial allies.

Fell free to place dead Imperial Forces


around and have members of the team find
weapons and armor.

Ending the Scenario


When the team has completed the scenario,
they may earn the following: 5 Wealth Points
if a PC killed at least one enemy, 15 Wealth
Points for the best-acting PC and 25 Wealth
Points to each PC if the team contacted
Commissar Dagoth.
If the team wishes to stay and fight to the
very end, you, the GM, may handle a final
story with the Necrons finally being beaten.
Award Wealth Points if necessary.

Above: Kathy and Kevin wait for Sean as he


scans the area in front of the team for any
enemy units in the area.

14

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM

This is the Zolarian Sector, which needs holding; the sections above in color will be explained in
full detail to you. The GM may determine how much length a one inch square may represent; for
example, a one inch square on the above grid represents 1 foot.
Brown: This is the available area that the team will travel in order to get to Commissar Dagoth.
Once you are met by him, the holding begins, and when it is over, the team decides to stay or
not. If not, the action only gets more and more intense.
Note: Player Characters arrive at the upper right corner and work downward.
Black: This is the area that needs holding. The team may split up and move to two separate
locations, or the entire team may travel to one. This does not matter, because regardless of which
area they choose, they will reach Commissar Dagoth and have their orders.
Red: This is the area that the Space Marines will arrive in; when they arrive, they move towards
the area occupied by Imperial Forces (either split up or not). They move one square each turn
until they have reached the area they are needed in.

15

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM

JUDGMENT NIGHT

A Scenario for Dungeon Squad: Adventures in the 41st Millennium


Your gang is being targeted for being involved in a fight that cost the
lives of several members of a rival gang. Before peace could be restored in
Hive World, members of a rival gang framed you in the killing of an
Inquisitor; now, several gangs in Hive World are searching for your gang
in what looks like a dash to stay alive, because Inquisitor Asphixious has
promised wealth and fortune to whomever brings your gang to him.
Your gang must annihilate the opposing gangs, or die trying.
In order to create peace, you must locate Dragoul of the gang, the Raging
Furies and bring him to Inquisitor Asphixious in Hive World Sector 183
and convince him that he was responsible for the death of the previous
Inquisitor. If not, hell be fighting your team, and you must kill him in
order to silence his tongue before your gang can be cleared.

16

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


Introduction

believes what the gang tell him to be true,


and takes Dragoul off into death.

Hive World is filled with gangs and those


who fill the atmosphere with their scum-like
presence tend to cause a lot of trouble, but
tonight, something far worse has happened,
because your gang is at the very edge of
being annihilated by many gangs that inhabit
Hive World; the reason they want you dead
is because your gang has a huge bounty
hanging over your heads.
A fight broke out two weeks ago in an alley
that cost the lives of members from a gang
known as the Raging Furies. When news of
this spread back to the Raging Furies boss,
Dragoul, he set out a plan to have his
revenge, and one night, they assassinated
an Inquisitor named Soldarius and the
blame was shifted on you, when Raging
Furies gang members claimed to have
witnessed members of your gang perform
the killing. Later, a high Inquisitor named
Asphixious sent out word that he would pay
whomever brought you to face him, dead or
alive. Your gang must now survive the
oncoming onslaught from gangs throughout
Hive World, and fight the Raging Furies,
bringing Dragoul to Asphixious and
convincing him that you are clear of the
charges, but if he does not believe you, your
gang is in for one hell of a furious fight.

Above: Kathy, Sean, Kevin and friend Alex


playing as the gang, Bloody Scars, as they
descend into the black of night.

Playable Characters
Above: Rival Gang, the Raging Furies lying
in wait for the Bloody Scars. This battle was
gruesome, and the Bloody Scars captured
Dragoul into their captivity.

This game may only be played by


characters of Home World Selections, that
means no Imperial Guard or Space Marines
Selections, whatsoever.

Notes for the GM


This scenario is left up to the GM to create
by exploring new kinds of enemies and ways
to drag the story on in a fun and exciting
fashion that will surely bring the players to
fight on in their battles with the gangs of
Hive World. This scenario should prove to
be an exciting and fun way of introducing
story-telling and story-creation to the GM,
because of the gangs he or she must create
and the story that will lead to the ending,
where either the gang fights Inquisitor
Asphixious, or wins his trust in that he

Above: Inquisitor Asphixious waits for the


Bloody Scars with his own back-ups.

17

DUNGEON SQUAD: ADVENTURES IN THE 41ST MILLENNIUM


About Hive World

and a working class, although with


populations so tightly packed there develops
a lower class that become violent street
gangs. As can be expected, the upper
classes are situated in the affluent upper
areas of the hive, whilst the middle classes
are situated in the middle areas, whilst the
worker classes are packed together in the
lower areas. The very bottom sections are
often areas where the underclasses and
criminals are sent to be forgotten about and
obviously anarchy rules.

The following information is from an online


article containing information to Hive World
(note that Hive World represents one world,
and the term Hive World is used to describe
a planet being populated):
Hive worlds are worlds that have an
extremely high population, which is confined
in massive arcologies called "hives", each of
which is essentially an individual nation
occupying a single massive hive city. Of the
species in the Warhammer 40,000 universe,
only the humans of the Imperium are known
to live on such worlds. The world outside the
hives is usually heavily polluted and
desolate, and most hivers live their entire
lives without ever having seen the outside of
the tunnel network of their hive. Hive worlds
often possess extensive manufacturing
districts. It has been said that the sacrifice of
over a million soldiers is worth "one day's
hive world production" in weapons and
armor.

Some extensively developed hive worlds do


not even simply consist of various enclosed
arcologies surrounded by wasteland, jungle,
ice, or plains. These hive worlds are
completely urbanized and stacked with
hundreds of layers of arcologies, covering
the entirety of the planet, effectively being
an Ecumenopolis. Holy Terra is an example
of this "super hive world".
Notable hive worlds include Holy Terra
(where the whole planet is one hive),
Armageddon, Necromunda and Verghast.

Perhaps even more valuable is what at first


glance seems to be a byproduct of the
monolithic city's design. The population of
any given world* approximately doubles
every 100 years. With each hive housing
between 10 - 100 billion people and 5 - 20
hives per planet the sheer number of
citizens is staggering. And each of those
citizens is a potential soldier for the
Emperor's already unmatchably vast armies.
Hives manufacture far more than mere steel
and silica, they are vast factories for the
most useful possible resource: people. It is
no accident that hive worlds contribute the
vast bulk of the recruits for the Imperial
Guard. The often violent gangland lifestyle
which most residents are forced to live is
also semi-deliberate. Almost every recruit
will already know how to handle a gun. Hive
worlds also serve to populate newly
discovered planets. Imperial citizens are
gathered from various hive worlds (willingly
or unwillingly) and shipped off to distant
colonies. Examples of this include Medusa V
and Armageddon.

Ending the Scenario


This is done when the gang either fights and
beats the Inquisitor with or without back-up
or convince him that the gang is innocent of
the charges (this is done by each member of
the gang or PC rolling their explorer dice
and taking the highest results from the
players; for example, a party of three roll
their die and two of the three succeed and
therefore convince him they are innocent).

Final Notes on Judgment Night


Hey, GM, place traps, gangs, weapons,
armor and robbable money from people
inhabiting Hive World. Distribute Wealth
Points as you see fit, and be fair.
Its up to you to make a great scenario out of
this, and since there is no map for this
scenario, plan it out and take your time. We
all had a blast playing this scenario!

In common with most other Imperial worlds,


hive worlds are often based on a very
obvious class system, with a ruling class

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