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THUNDERHAWK DOWN©
The Ruins of Icarus Prime
40k Skirmish Beta Version 0.04
Introduction
The Imperial hiveworld of Icarus Prime, once located in the Agrippinaa system, a mere handful of
light years from the Eye of Terror, mysteriously disappeared in the year 850.M41. Ninety-nine years
later, sporadic reports of a world matching its atmospheric signature appeared deep within the
Eastern Fringe, near Tau space and directly in the path of Hive Fleet Leviathan. Forces from all over
the Eastern fringe are being dispatched to investigate the ruins of this once mighty hiveworld.
Hopefully you will enjoy playing this game as much as we did putting it together. At this early stage,
we want constructive criticism on everything. We want additional ideas. We want ways to improve
on what we have begun here.
Written by
Adam Laforet
Nate Stevens
June 19, 2009
Legal Disclaimer
This document is completely unofficial and in no way endorsed by Games Workshop Limited, or any other corporate entity.
40k, Adeptus Astartes, Black Library, the Black Library logo, BL Publishing, Blood Angels, Cadian, Catachan, Chaos, the Chaos device, the Chaos
logo, Citadel, Citadel Device, Cityfight, City of the Damned, Codex, Daemonhunters, Dark Angels, Darkblade, Dark Eldar, Dark Future, Dawn of
War, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fire Warrior, Forge World, Games
Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, GW, GWI, the GWI logo, Inquisitor, the
Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, the Khorne logo, Kroot, Lord of Change, Marauder,
Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, the Nurgle logo, Ork, Ork skull
devices, Sisters of Battle, Slaanesh, the Slaanesh logo, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the
Tau caste designations, Tyranid, Tyrannid, Tzeentch, the Tzeentch logo, Ultramarines, Warhammer 40k Device, Warhammer World logo, White
Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and
images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the
UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their
respective owners.
© All work not part of the legal disclaimer are the property of Nathan Stevens and Adam Laforet. All Rights Reserved.
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Table of Contents
THUNDERHAWK DOWN........................................................................................................................... 1
Rules Additions and Amendments ........................................................................................................... 5
Additional Phase: Recovery Phase ....................................................................................................... 5
Universal Special Rules (USR) ............................................................................................................... 5
Movement Rule Changes ..................................................................................................................... 5
Climbing, Falling and Jumping .......................................................................................................... 6
Shooting and Combat Additions........................................................................................................... 7
Injuries Table ................................................................................................................................... 7
Critical Injuries ................................................................................................................................. 7
Shooting .......................................................................................................................................... 8
Close Combat .................................................................................................................................. 9
Weapon Definitions. ........................................................................................................................ 9
Terminator Armour.......................................................................................................................... 9
Psychology .......................................................................................................................................... 9
Other New Rules ............................................................................................................................... 10
Auras ............................................................................................................................................. 10
Terrain ........................................................................................................................................... 10
Booby Traps ................................................................................................................................... 11
Starting a Strike Force ........................................................................................................................... 12
Heroes and Henchmen ...................................................................................................................... 12
Strike Force Roster......................................................................................................................... 12
Composition Rules ......................................................................................................................... 12
Mobile Storage Locker ................................................................................................................... 13
Space Marines ................................................................................................................................... 16
Black Templars .................................................................................................................................. 17
Blood Angels...................................................................................................................................... 18
Dark Angels ....................................................................................................................................... 19
Space Wolves .................................................................................................................................... 20
13th Company .................................................................................................................................... 21
Imperial Guard ...................................................................................................................................... 22
Daemonhunters................................................................................................................................. 23
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Despite moving together, models are never considered to be a “unit” for any other purposes. The
same models do not have to be involved in each group move. Models can be added or dropped
from the group at each phase freely.
Moving Through Difficult Terrain: All Heroes count as independent characters and thus roll an
extra die when moving through difficult terrain.
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Hiding: A model may hide if it can end its movement with a piece of terrain between itself and all
enemy models with line of sight to it. The terrain piece must be large enough to reasonably conceal
the model from all enemy models. The model may not run, shoot, or assault for the rest of its turn.
The enemy may not shoot a Hidden model unless it is within a number of inches equal to its
Initiative (2” for an Ork boy). Hidden models may be spotted in this way at two specific times in a
turn – at the end of the Movement phase, and the end of the Shooting phase. In other words, a
model may not run forward in the shooting phase and reveal hidden enemy models for the rest of his
Strike Force to target.
Hiding will not prevent a model from being charged in the Assault phase. A Hidden enemy may be
assaulted so long as the charging unit can make a legal charge move to reach the model. A Hidden
model that is charged in hand to hand may also not make use of the Bar the Doors special rules
described in the rules for Enclosed buildings.
Exception: Models in base to base contact with a wall at the start of their movement phase (not the
assault phase) may ignore the difficult terrain test and just take the initiative test to climb one level.
Ladders: the presence of a ladder allows models to move up or down a level without an initiative test
being required.
Falling: If a model is knocked down or stunned while within 1” of a ledge or perch, the model must
take an Initiative test. If the test is passed then all is well. If the test is failed, then the model falls. The
model suffers a hit with a strength equal to the distance fallen, with normal armour saves. The model
is still knocked down or stunned when they hit the ground.
Jumping: Models may choose to jump from the top of a building. To successfully jump down, a
model must take an Initiative Test for every 3” (rounding up) of vertical movement covered. If all tests
are successful, the model lands safely. Every 3” of vertical movement counts as 1” of the models
normal movement. If the test is failed, the model suffers a hit with a strength equal to the total
distance fallen, with normal armour saves, and is knocked down.
Diving Charges: In the Assault Phase a model may perform a Diving Charge provided they are in an
elevated position, within 1” of the edge of a ledge or perch, and the target of their charge is at least
on level below them and within 1” of where your model will land. The charging model takes one
initiative test for every 3” they are falling. If the tests are passed, the model counts as having the
Furious Charge universal special rule and may be placed in base-to-base with the model they
charged. If the test is failed, the model falls, and does not count as being engaged with the enemy,
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but is knocked down. Models that already have Furious Charge must still pass the Initiative test to
perform a Diving Charge.
Knocked Down
A model that was knocked down at the start of its turn and has now stood up has the following
restrictions: half movement; may not assault; and strikes at Initiative 1 in combat.
Stunned
A model that was stunned at the beginning of its turn becomes knocked down in the Recovery
phase, and may move 2” in any direction, unless engaged in combat. This may be done even if the
model has gone to ground.
Critical Injuries
If a model rolls a 6 to wound, a critical effect takes place. Roll on the appropriate table to determine
the bonus effect.
Exception: If a 6 is required to wound the target model, no critical effects take place. Also, any
weapon with the template rule will also not perform a critical hit on the roll of a six (i.e. any weapons
that use the Flame Template)
Ranged Attacks
D6 Result Effect
1-3 Marksman Enemy models must apply a -1 penalty to any armour or cover saves
taken against this wound.
4-5 Sniper
No cover saves are allowed.
6 Bulls eye
No armour or cover saves are allowed.
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D6 Result Effect
1-3 Blade Storm
Enemy models must apply a -1 penalty to any armour saves taken against this
wound.
4-5 Master Strike
No armour saves are allowed.
6 Decapitation
No armour saves are allowed, and add +1 to the injury roll.
“Special” Close Combat Weapons (Any melee attack that ignores Armour saves)
D6 Result Effect
1-3 Stab
Add +1 to the injury roll.
4-5 Body Blow
Your opponent staggers, allowing you to take an additional attack.
6 Eviscerated
The enemy model is automatically taken out of action.
Shooting
Target Priority: In Thunderhawk Down, models must shoot the closest enemy model.
Exceptions: Knocked down and stunned models may be ignored.
A model may shoot the closest model outside of cover or the closest model in cover.
Models may choose any target in sight when firing from an elevated position (but not the
other way around).
Pinning
A model must test for pinning if it suffers an unsaved wound from a weapon with the pinning special
rule. This includes models who are Knocked Down or Stunned by a Pinning weapon. In addition,
any model within 2” of such an affected model must make a separate pinning test of its own.
Specialist Grenades
Thunderhawk Down includes special grenade types that may be thrown instead of firing another
weapon. See the Exotic Wargear section of this rule set for details on grenade effects. Unless
otherwise noted each uses the small blast template and will hit using BS as normal, with a range of
the throwing model’s S x 2”. On a miss the grenade will scatter d6 inches in a random direction.
Following Fire
A model shooting a heavy weapon that fires multiple shots may choose to target more than one
enemy model. The shooter simply allocates dice to models he can see that are within 2” of his
primary target, and rolls to hit for each one. Divide the dice as evenly as possible among all targets.
No secondary model may have more hits allocated to it than the original target. Cover saves should
be determined separately for each model hit. All target priority rules and Line of Sight rules still apply
for the primary target.
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Close Combat
Counter-Assault: Any model within 2” coherency may chose to pile into combat when another
member of their strike force is assaulted. The model(s) do not count as having assaulted.
Finish Him! If an enemy model is in combat with only knocked down or stunned models at the
beginning of its activation in the combat phase (and is not knocked down or stunned itself) then the
following rules apply:
1. A knocked down model is hit automatically in combat. Any successful wounds automatically
take him out of action. Armour saves are allowed
2. A stunned model is automatically taken out of action if in combat with an enemy model. A
single stunned model can be removed per attack. No saves of any kind are allowed.
Leaving Combat. A model may not leave a combat unless all its opponents are knocked down or
stunned.
Weapon Definitions.
Some rules in Thunderhawk Down refer generically to ‘Heavy’ and ‘Special’ weapons. These two
terms are defined as follows:
Heavy Weapon: Any weapon with the Heavy X rule, with the exception of Sniper weapons.
Special Weapon: Any Assault or Rapid Fire weapon with any of: Range -Template; Strength 5 or
more; AP 3 or less. Exceptions include the Tau Plasma Rifle and Imperial Guard ‘Hot-Shot’ Las
Weapons. Combi weapons are not special weapons and can include more than one type of
Weapon, and any Gun Mods or abilities will affect any allowable combi-weapon shooting (generally
the Mods and Skills won’t work on the Special portion of the combi-weapon).
Special Close Combat Weapon: Any weapon that ignores armour saves (including rending wounds)
is considered a special close combat weapon.
Terminator Armour
Terminator Armour works slightly differently in Thunderhawk Down than it does in standard 40K.
The Armour still provides a 2+ Armour Save, a 5+ Invulnerable Save, gains the relentless USR, and
may enter play via Deep Strike if they wish. In addition, models in Terminator Armour are also
immune to Critical Hits and Instant Death.
In any Strike Force only the Captain may ever wear Terminator Armour.
Psychology
Leader: A unit with the leader ability allows all models within 6” to use that model’s leadership for
any required morale and pinning tests.
Stupidity: A model that suffers from stupidity must take a leadership test each turn. If passed, the
model may behave as normal. If failed, the model wanders D6” in a random direction, determined
by the scatter dice, and may not shoot or assault. Models subject to Stupidity can use the Leadership
of models with the Leader ability for this test.
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Terrain
Enclosed Buildings: For Thunderhawk Down, ignore the normal 40K rules for enclosed buildings
altogether. Instead, treat the building in the following manner.
Buildings can be entered from any opening, both windows and doors (and any other openings you
might have modelled). Models inside a building can be placed on the roof to show their rough
location, but remember to mark them as ‘inside’ with a die or a counter. Remember, these rules only
apply to fully enclosed buildings, not ruins.
Hard Cover: For shooting purposes, unless hidden, a model inside a building may be
targeted if it is within 1” of an opening that the shooting model has line of sight to, which
means that strict Line of Sight to the actual model is not necessary. Models inside the building
receive a 3+ cover save from such shooting, modified as normal. Such models are
considered to be in hard cover. As well, models may shoot from one level of a building to the
level directly above or below, but all target models will benefit from the hard cover save.
Models inside buildings may be directly assaulted. Use the following process to combat in
enclosed buildings. Assaults are declared as normal, and models are moved into base to base
in the normal fashion, treating the building as difficult terrain. If a model is assaulted through
an opening from which it could have claimed hard cover then the Bar the Doors! (see below)
special rule applies. Otherwise treat the assault as any normal assault into terrain.
Any assaults from one level of an enclosed building to another will also be subject to the Bar
the Doors! special rule below.
Bar the Doors! Models gain an additional advantage in combat if they are defending an
entrance to a building. Any time a model is assaulted through an opening that would have
provided it hard cover, as described above, then that model will count as Initiative 10 against
any enemies that assault through that opening. This Initiative 10 is not modified by any kind
of grenade, although it may be matched or altered by other special rules.
Note that model can be assaulted as normal even when in a building, provided the assaulting
model makes it’s assault move into the building via an entrance that would not have provided
the target model with hard cover.
Multi-level Enclosed Buildings: In the case of enclosed buildings with more than one floor treat
each floor as separate. It is possible to have opposing Strike Forces occupying different floors of the
same building. In these cases a model can only move into an enemy occupied floor by assaulting it,
and these assaults use the rules above. It is possible to bypass an occupied floor by climbing the
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exterior of the building, any such attempt uses the standard climbing rules and the climbing model
must have a window or opening to exit and/or enter from.
Booby Traps
Heroes that have both the Demolitions Expert skill and booby traps in their possession have the
ability to booby trap D3 pieces of terrain before the battle.
Setting the Trap: Each hero with the Demolitions Expert skill may booby trap D3 pieces of terrain.
Roll for the number of traps in full view of your opponent, then secretly note down which pieces are
trapped on a scrap of paper and which type of trap is being used.
Triggering the Trap: A trap is triggered at the end of a movement phase in which a model enters the
terrain piece. The first model to enter the terrain is the point of origin for the trap. Be sure to keep
track of this model, for if the player forgets, the trap is wasted. Any critical hits caused by a Booby
Trap are resolved using the table for Ranged attacks.
Trap Types
Plasma Charge: St 7 AP 2
Automatically hits the model that triggers it.
Shredder Mine: St 3 AP 5
The mine is located D6” from the triggering model, determined using the Scatter Dice (use the arrow
on the “hit” facing as well). The player in control of the mine places the flame template, in such a
manner that the triggering model is hit by the template.
Spring Mine St 4 AP 6
Centre the large blast template over the triggering model, then scatter the template a D6”.
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Each Strike Force starts with 750 Imperial Credits to spend on models and their equipment. Use the
briefing pages that follow to determine eligible heroes and henchmen for your Strike Force, as well as
the credit cost per model. Use the appropriate codex entry to determine which equipment is
available to each model.
The briefing pages also include which skill sets are available for each hero type in your army. They
will gain access to these skills via experience gained in battle (explained in the campaign section)
Heroes have the potential to become great warriors of their races, with access to equipment and
skills that set them apart from mere mortals. A Strike Force can never have more than 6 heroes. All
Heroes have the Skilled Rider and Move Through Cover special rules.
Henchmen make up the bulk of your forces. Most are capable of gaining experience and a lucky few
become true heroes themselves. A few others are savage beasts that cannot gain experience.
Henchmen may use any special, heavy weapons or wargear allowed in their Codex entry. They
cannot use the special equipment and items found throughout a campaign or from any other source.
Composition Rules
1. A Strike Force is led by one (and only one) Captain. Any model with the Captain rule in its
notes may be selected as the roster’s captain. This model gains the leader ability.
2. A Strike Force may only purchase up to 5 heroes.
3. The only way to reach a total of 6 heroes is through one of your henchmen advancing
through a Lad with Talent result (see pg46 for details).
4. A starting Strike Force must contain at least 2 henchmen.
5. Units with enhanced movement are limited to 2 models in starting Strike Forces.
6. The 0-X reference for henchmen means that the maximum number of models of that type
allowed in a Strike Force is X.
7. All heroes and henchmen are limited at all times to taking heavy and special ranged weapons
allowed by their Codex entry. (Heroes may gain skills that allow them to purchase a wider
variety of ranged weapons)
8. Heroes may select any item from their armoury, except for heavy and special ranged
weapons, unless specified otherwise in their codex entry.
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9. All Strike Forces that can use Equipment will start with one Medi-pack at Force creation.
For example, if you Strike Force had one Heavy Bolter (Mass four) and two Melta Guns (Mass two each),
those three weapons would take up a total of 8 Storage locations in your Mobile Locker.
Items are assumed to be those from the most recently published Codex (i.e. Storm Shields provide a 3+
Invulnerable Save)
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Space Marines
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran Sgt ü ü ü
Sternguard ü ü ü
Vanguard ü ü ü
Scout ü ü ü
Devastator ü ü ü
Techmarine ü ü ü
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Black Templars
Terminator Honours may be purchased for allowed models at a cost of 75 Credits
Starting Skills
Character Combat Shooting Academic Strength Speed
Sword Brthn ü ü ü
Assault ü ü ü
Note – The Captain of the Templars Strike Force also has access to Academic Skills
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Blood Angels
Maximum Roster Size: 15
Blood Angels may have one more Movement Enhanced unit than normal
Starting Skills
Character Combat Shooting Academic Strength Speed
Tac Vet. Sgt ü ü ü
Vet Assault Sgt ü ü ü
Scout Sgt ü ü ü
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Dark Angels
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran Tac ü ü ü
Assault ü ü ü
Techmarine ü ü
Devastator ü ü
Scout Sgt ü ü ü
Note – Strike Force Captain gains access to Academic Skills
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Space Wolves
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Wolf Guard ü ü ü ü
Long Fang ü ü ü
Note – The Captain of the Space Wolves Insertion Strike Force also has access to Academic Skills
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13th Company
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Storm Claw ü ü ü
Grey Hunter ü ü ü
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Imperial Guard
Maximum Roster Size: 20
Starting Skills
Character Combat Shooting Academic Strength Speed
Company Cmd ü ü ü
Platoon Cmd ü ü
Commissar ü ü ü ü
Priest ü ü ü
Veteran Sgt ü ü
Techpriest ü ü
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Daemonhunters
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed G. Knight
Inquisitor ü ü ü ü ü
Grey Knight ü ü ü* ü ü
Storm Trpr ü ü
Note: A Grey Knight Hero only gets access to Academic Skills if he is the Captain of the Strike Force
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Witch Hunters
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Palatine ü ü ü ü
Sister Sup ü ü
Celestan ü ü ü
Inquisitor ü ü ü ü ü
Priest ü ü
Storm trooper ü ü
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Captains with a Mark of Chaos allow one more marked Marine of that type, see below.
Starting Skills
Character Combat Shooting Academic Strength Speed
Veteran ü ü ü
Nurgle ü ü ü
Slaanesh ü ü ü
Khorne ü ü ü
Sorcerer ü ü ü
Note – Strike Force Captain gains access to academic skills
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Wargear: Ignore references to the Chaos Space Marine Armoury; instead, choose items from the
option list for Aspiring Champions in Codex: Chaos Space Marines.
Marks of Chaos: The Effects of the Marks of Chaos are as per Codex: Chaos Space Marines
Starting Skills
Character Combat Shooting Academic Strength Speed
Aspiring Chp ü ü ü ü
Agitator ü ü
Big Mutant ü ü
Mutant ü ü
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Chaos Daemons
Maximum Roster Size: 12
Daemonic Assault: Daemons may enter play using these rules OR deploy normally.
Daemonic Instability: When a hero or henchman dies in the post-battle sequence, take a leadership
test on the model’s unmodified leadership. If passed, the model misses D3 games. If failed, the
model is banished to the warp forever.
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Dark Eldar
Maximum Roster Size: 15
May have 3 movement enhanced units to start
Starting Skills
Character Combat Shooting Academic Strength Speed
Haemonculus ü ü
Incubus ü ü ü
Wych Suc. ü ü
Sybarite ü ü
Beast Master ü ü
Note: Dark Eldar are not automatically the attacker in Thunderhawk Down scenarios.
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Eldar Armoury
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Eldar
Maximum Roster Size: 15
Eldar Unit Abilities and psychic powers that affect units count as Auras
Exarch Powers: Exarchs may not start with their Exarch abilities. Instead, they may choose their skill
options from the codex when they roll as skill result on the Advancement Table (see page 47).
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Starting Skills
Character Combat Shooting Academic Strength Speed
Warlock ü ü ü ü
Exarch ü ü* ü* ü
Harlequin ü ü ü
Death Jester ü ü ü
Shadowseer ü ü ü
Note: The Striking Scorpion Exarch gains access to Strength Skills instead of Shooting skills
Eldar Skills
· Farseer: Warlock Only; Captain Only, 50 XP required: The Warlock gains access to Farseer
Psychic Powers
· Autarch: Exarch Only; Captain Only; 50 XP required: The Exarch gains access to Autarch only
items
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Necron Armoury
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Necrons
Maximum Roster Size: 12
Necron Skills
· Adamantium Body: All injury results except Dead are treated as “full recovery”
· Phase Shifter Components: The hero gains +1 to his invulnerable save. This skill may be
taken three times (providing a maximum of a 4+ Invulnerable Save).
· Nano-bot Information Assimilation: Immortals gain warscythes, Pariahs gain “We’ll be back”
· Advanced Gauss Weapons – Gauss weapons gain rending
· Lightning Field:- Aura – inflicts a strength 1 hit each time a Necron is wounded (after saves);
may be stacked 3 times, providing +1 strength each time it is taken
· Veil of Darkness. As codex, but is an Aura. May only be taken by the captain after he has
taken all 5 other skills at least once.
Starting Skills
Character Combat Shooting Academic Strength Speed Necron
Immortal ü ü
Pariah ü ü
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Ork Armoury
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Orks
Maximum Roster Size: 20
Starting Skills
Character Combat Shooting Academic Strength Speed
Nob ü ü ü
Mega Nob ü ü
Stormboy ü ü ü
Flash Git ü ü
Mek ü ü
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Tau Armoury
Close Combat Weapons Wargear
Description Cost Rarity Mass Notes Description Cost Rarity Mass Notes
Close Combat Weapon 5 C 0 Blacksun Filter 15 6 4
Honour Blade 50 12 0 1 Drone Controller 0 7 4
Ejection System 75 9 2
Ranged Weapons Failsafe Detonator 75 9 2
Description Cost Rarity Mass Notes Iridium Armour Plates 100 12 2
Airbursting Frag. Projector 100 12 3 2, Spcl Multi-tracker 25 6 2
Burst Cannon 40 7 1 4, Spcl Photon Grenades 5 C
Twin Linked Burst Cannon 60 9 2 2, Spcl Positional Relay 75 10 2
Cyclic Ion Blaster 75 12 3 2, Spcl Shield Generator 100 10 4
Flamer 30 9 2 2, Spcl Stimulant Injector 50 10 2
T-L Flamer 45 10 3 2, Spcl Targetting Array 50 9 4
Fusion Blaster 60 10 2 4, Spcl Vectored Retro-thrusters 50 10 2
T-L Fusion Blaster 90 11 3 2, Spcl
Missile Pod 60 10 3 2, Spcl Drones
T-L Missile Pod 90 11 4 2, Spcl Description Cost Rarity Mass Notes
Plasma Rifle 75 10 2 2, Spcl Gun Drone 50 8 0
T-L Plasma Rifle 125 11 3 2, Spcl Marker Drone 150 10 0
Pulse Carbine 5 C 0 Shield Drone 75 9 0
Pulse Pistol 5 C 0
Pulse Rifle 5 C 0 Notes:
Rail Rifle 50 8 2 5 1 - Ethereal Only
Kroot Gun N/A 2 - Tau Crisis Suit Only
Kroot Rifle 5 C 0 6 3 - Stealth Suit Only
Vespid Neutron Blaster N/A 4 - Crisis and Stealth Suits Only
5 - Pathfinders Only
6 - Kroot Only
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Tau Empire
Maximum Roster Size: 15
Starting Skills
Character Combat Shooting Academic Strength Speed
Crisis Suits ü ü ü ü
Stealth Suits ü ü
Ethereal ü ü ü
Kroot Shaper ü ü ü
F. W. Shas’ui ü ü
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Tyranid Bio-Morphs
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Tyranids
Maximum Roster Size: 15
Tyranid Skills
· Regenerate - the model gains +1 to its invulnerable save. This may stack up to three times
· Superior Exo-skeleton – the model gains +1 armour save
· Extended synapse +6 “ to synapse.
The Tyranid Max Statline is based on a Tyranid with full biomorph enhancements.
Starting Skills
Character Combat Shooting Academic Strength Speed Tyranid
Ty. Warrior ü ü ü ü
Lictor ü ü ü
Genestealer ü ü ü ü
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Campaign Rules
The following section details the rules for your Strike Force to take part in a campaign.
Underdog Bonus
Occasionally, a matchup will take place between an experienced strike force and a relative new
comer. In order to quickly bring the inexperienced strike force up to par with its opponents, an
experience bonus is awarded to the underdog.
Difference in Rating Experience Bonus
0-50 None
51-100 +1
101-150 +2
151-200 +3
201+ +4
Data-slates:
There are several rules about Data-slates that apply in Thunderhawk Down.
1. Models may only pick up a Data-slate by ending their movement phase on top of the Data-
slate marker.
2. No model may begin the game in possession of or on top of a Data-slate.
3. At the end of a game, each unclaimed Data-slate may only be claimed by the winning Strike
Force if that Force has a model within 6” of that Data-slate. That model counts as holding the
Data-slate for experience purposes.
4. A model holding a Data-slate may leave the table by moving off his own board edge. Models
removed in the way count as casualties for all Rout tests.
Deepstrike
The rules for Deepstriking in Thunderhawk Down differ slightly from the standard 40K rules. Players
make a separate reserve roll for each model with the Deepstrike ability, and any Codex rules that
allow a set portion of the army to Deepstrike together will apply, counting each model as a separate
unit for this purpose.
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For example, Codex: Daemons allows half of the army to Deepstrike on the first turn, so in
Thunderhawk Down that would mean that half of the individual Daemon models would Deepstrike on
the first turn.
Place each Deepstriking model on the board, and then scatter it 2d6 inches as normal. If a model
appears in impassable terrain (like in the middle of a wall) move the model out of the terrain by the
shortest route, and then that model must make an Initiative test. If that test is failed the model must
roll on the Injuries Chart (with no saves of any kind allowed). This replaces the normal 40k rules for
Deepstriking into terrain.
Infiltrate
Infiltrate works as normal, with the additional rule that Infiltrating models may start the game Hidden,
and that in order to do so the model must satisfy all the requirements in the Hidden rules. This could
allow a model to begin the game technically within line of sight of an enemy model. Each player
must declare that a model is hiding when that model is placed. Note that an enemy Scout move
might reveal that Hidden model before the game begins.
Scenarios
Thunderhawk Down is generally played on a 4’ x 4’ table. The game is designed to be played on
tables that are at least 50% covered with terrain. Heavy urban terrain, especially multi-level ruins and
buildings, best suit the rules.
The Standard 40K rules for Deployment and determining first turn should be used. The players each
roll a D6, and the player with the highest roll will chose a deployment zone and deploy his strike
force. The other player then deploys his strike force.
· Any model with the Deepstrike ability may be kept in reserve and enter play via Deepstrike,
unless the scenario dictates otherwise.
· Any model with Scout or Infiltrate that is kept in reserve may outflank.
· After initial deployment the players take turns placing any Infiltrating models, with the player
who deployed first deploying his infiltrating models first.
Seize the Initiative: The player that deployed second may attempt to take the first turn. Roll a D6.
On the result of 6, the player takes first turn.
Determine Scenario
A scenario is determined by three factors: Deployment, Tactical Objectives, and Time of Day. Before
each game use the following three tables to determine the scenario.
Deployment: Roll a d6
· 1-3: Board Edges. Players deploy on opposite board edges, within 8” of the board edge.
· 4-6 Board Quarters. Players deploy in opposite board quarters. No model may be set up
within 12” of an enemy model or 12” of the centre of the board. The player that is to deploy
second may choose which two table edges (they must be the opposite edges) are to be used
for Outflanking.
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Disbanding Strike Forces: you may disband your band after any game and start a new one
Death of a Warrior: A dead Force Member’s equipment and items are lost upon his death.
Death of a Leader: If your Captain dies, the hero with the next highest leadership takes his place. If
there are multiple models with the same leadership, the one with the most experience becomes the
leader. If that is still tied, the player may choose.
Injuries: All models that go out of action must test to see if they have suffered serious injuries.
Henchmen with serious injuries must roll a D6. On a roll of a one or a two the model dies of its
injuries. On a 3+ the model will be available for the next battle, ready for action.
Heroes with injuries must roll on the table below to determine the extent of their injuries. Roll one
D6 for the 10s column and a second D6 for the 1s column.
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Experience
Every hero and henchman group gains experience in the following manner:
+1 For participating in and surviving a battle (i.e. doesn’t roll a 11-15 on the hero chart
or a 1-2 on the henchmen roll) gains one experience point.
+X Extra experience may also be gained via the Underdog rules described above.
+1 The Tactical Objective of each scenario grants experience for completing specific in-
game tasks – see the Scenario rules for more details.
+1 The winning Captain gains an additional experience
Some heroes will begin the game with experience, reflecting the skills that they have already earned.
Heroes gain no advances for this experience. You should track your Hero and Henchmen experience
on your roster sheet using the chart provided.
Experience Advances
As warriors earn experience, they are entitled to make Advance Rolls. The Strike Force Roster Sheet
indicates when heroes and henchmen are entitled to make a roll on the table. This is indicated by
the bold boxes on the experience chart. Note that henchmen in a group all gain the same advance.
Advance Rolls
Roll 2d6 for each advance and consult the appropriate table below. If the model has maxed out a
stat, you may re-roll any further results for that stat.
Heroes
Roll Result
2-5 New Skill. Choose a skill from the appropriate skill list
6 +1 Attack (or strength if available)
7 +1 WS or BS
8 Roll a D6: on a 1-3 gain +1 initiative; on a 4-6 gain +1 Ld
9 +1 Wound (or toughness if available)
10-12 New Skill. Choose a skill from the appropriate skill list
Henchmen
2 +1 Ballistic Skill
3-4 +1 Initiative
5 +1 Attack
6-8 +1 Weapon Skill
9 +1 Leadership
10-12 The lad’s got talent. One model in the group becomes a hero. Choose two skill
sets for the hero to choose from. The new hero may make an immediate roll on
the hero table. Roll again for the group, ignoring further results of 10-12.
Maximums Statlines
Warriors can only push themselves so far. As such they have maximum stats that they can reach.
Max Stats WS BS ST T W I A Ld
General Hero +2 +1 - - +1 +1 +1 +1
General Warrior +2 +1 - - - +1 +1 +1
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Skills Lists
The skill lists are used to pick skills as heroes advance. Your heroes are restricted to choosing from the
skill lists allowed in the appropriate briefing page. Each skill may only be chosen once per character.
Some skills have other skills as prerequisites which a hero must have to take such a skill.
Combat Skills
Melee Expert. The hero may re-roll one missed Combat Master. The hero gains +1 attack when
attack on the turn he charges. fighting two or more enemy models.
Precision Strike. The hero gains +1 to rolls on Weapons Training. The hero may use any close
the injury table when fighting in close combat combat weapon from his Codex, purchased at
Requires Melee Expert the listed cost. All rarity rules apply as normal.
Weapons from other Codexes may be purchased
at 50% over the listed cost, and the rarity is
increased by +2 (max 12)
Assassin. The Character gains +1 on the critical Interjection. While within 6” of the captain, on a
hits table in close combat 4+the hero and the captain switch positions
Requires Melee Expert during close combat.
Evasion. The hero gains a 5+ invulnerable save
against all close combat wounds.
Requires Melee Expert and Combat Master
Shooting Skills
Gunslinger. The hero may re-roll one die to hit Trick Shooter. The hero reduces the cover save
when using a non-special or heavy weapon. of his opponent by -1
Double Tap. The hero may fire one additional Weapons Expert. The hero may use any ranged
shot per turn, if he does not move and does not weapon from his Codex, purchased at the listed
have a heavy or a special weapon. cost. All rarity rules apply as normal. Weapons
Requires Gunslinger from other Codexes may be purchased at 50%
over the listed cost, and the rarity is increased by
+2 (max 12)
Nimble. The hero may move and fire with a Bionic Eye. The hero may add 6” to the range of
heavy weapon any weapon he uses.
Requires Gunslinger and Trick Shooter
Academic Skills
Haggle. The hero reduces the cost of one item Psychic Control. May only be taken by psykers.
by D6 points per post-game sequence. This skill adds +1 to the psyker’s leadership
when testing for psychic powers.
Streetwise. The hero gains +2 to his roll when Forbidden Lore. The hero may learn a lesser
searching for rare items psychic power if he possesses a Psychic Amplifier
Requires Haggle
Data Tech. The hero allows one re-roll on the Demolitions Expert. The hero may use booby
exploration chart per exploration phase. traps. The hero may place D3 traps per game.
Battle Vox. Captain only. The leader ability is
increased to 12”
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Strength Skills
Unstoppable Charge. The Warrior adds +1 WS Shake It Off. Enemies must subtract one from
when he charges. any the die roll to determine critical hits against
the hero in hand to hand.
Mighty Blow. The hero gains +1 strength in Resilient. Apply a -1 strength modifier to all
combat. close combat attacks against the hero
Requires Unstoppable Charge Requires Shake it Off
Bionic Strength. The warrior may wield initiative Hardened. The warrior gains Feel No Pain.
reduced weapons (powerfists, etc) at their normal Requires Shake it Off and Resilient
initiative.
Requires Mighty Blow and Unstoppable Charge
Urban Warrior. The Warrior gains +1 WS and
+1 Attack when fighting inside a ruin.
Speed Skills
Leap. The Warrior may leap a D3 + 3” instead Acrobat. The Warrior ignores damage from
of moving in the movement phase. The distance jumping or falling from heights of up to 12” if he
rolled for the leap may be used to jump from passes an additional initiative test, and is not
one ledge to another or over top of an enemy knocked down.
model. The commitment to leap must be made
before rolling. If the distance rolled isn’t enough
to cross the gap, the hero falls.
Sprint. The warrior gains fleet. If he naturally has Lightning Reflexes. The hero gains +1 initiative
fleet, he may roll two dice and pick the highest. in the first round of combat, regardless of
whether he charged or not.
Scale Sheer Surfaces. The hero does not have to Jump Up. The hero ignores knocked down
roll for difficult terrain when moving vertically. results on the injury table.
Requires Lightning Reflexes
Bodyguard. While within 6” of the captain, on a Dodge. The hero gains a 5+ invulnerable save
4+ the hero can take one ranged hit for the against ranged attacks.
captain per round. Requires Lightning Reflexes & Jump Up
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Rolling Multiples: In addition to retrieving Data-slates, the Strike Force may come across other
interesting locations and salvage. If you rolled two or more of the same number for Recon then the
Strike Force has found something else of value. Consult the Recon Chart and refer to the appropriate
entry for details. Any salvage found in these locations is added directly to the Strike Force’s treasury.
Recon Procedure
1. Roll 1d6 for each of your heroes who survived the battle, plus one extra d6 if you won. You
may only roll a maximum of 6 dice, regardless of how many you roll.
2. Some skills and equipment allow you to re-roll Recon dice; each die may only be rerolled
once.
3. If you roll any double, triples, etc you have found a location of interest. Refer to the following
Recon chart to see what you’ve found. Always refer to the largest and then highest multiple.
4. Add the dice together and consult the Data-slate Recovery table below to see how many you
found.
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Recon Chart
Two of a Kind
(11) Data Cache – Chose a hero, if he can pass a (44) Imperial Refugee – Information; on your next
toughness test you recover one Data Slate. exploration roll you may role an extra d6 and discard a die
of your choice
(22) Corpse – Roll a d6: (55) Wrecked Transport – Roll a d6:
· 1-4 = d6 credits; · 1-2= Holo Map
· 5= 2d6 Credits · 3-4= 2d6 Credits
· 6 = Medi-pack · 5-6= Ornate Chainsword (worth 3D6 credits)
(33) Ministorum Stores – find 1d6 Credits (66) Ruined Housing – find 1d6 credits worth of loot
Three of a Kind
(111) Seedy Bar – You found Imperial Ale! Your Captain (444) Weapons Cache – You may purchase a Special
must make a Leadership test or the Strike Force will drink Weapon upgrade for your Strike Force at half cost
all the beer. If he passes you get 4D6 credits, if he fails you
get 1D6 credits for the dregs. Witch Hunters, Daemon
Hunters, Necrons, and Daemons automatically pass this
test.
(222) Manufactorium – Roll a d6: (555) Hover Market – You find 2d6 credits worth of loot in
· 1-3= 2d6 credits worth of raw materials; the ruins.
· 4-5= 10 Credits;
· 6= 15 credits
(333) Prisoners – They can be interrogated for (666) Returning a Favour – Your Strike Force may add one
information, which grants D3 experience to split amongst Mercenary for the next game. The Mercenary can be
your heroes; or they can be ransomed off, which gains the retained by the Force if you chose to begin paying his
Strike Force 3D6 Credits upkeep at the end of that first game.
Four of a Kind
(1111) Techpriest's Workshop – Choose one of the (4444) Imperial Armory – Roll a D6:
following for your Strike Force: · 1-5 2D6 credits;
· Receive one free Special Weapon upgrade, · 6 – Nano-bonded Armour
· OR purchase one half price Heavy weapon
upgrade (which must be purchased this recon
phase)
(2222) Imperial Shrine - You find artifacts worth 3D6 (5555) Saint's Tomb – 1D6 x 10 Credits in loot. Witch
credits. Daemonhunters and Witch Hunters may instead Hunters or Daemon Hunters restore the tomb and gain D6
bless one of their heroes' weapons, which will count as experience to split amongst their heroes.
Master crafted for the next battle.
(3333) Magistrate's Quarters – 3D6 credits worth of loot (6666) Catacombs – You find a tunnel system. In its next
game your Strike Force may set up three models anywhere
on the board that is more than 8” away from an enemy
model. Models with enhanced movement or on 40mm
bases may not be set up this way.
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Five of a Kind
(11111) Rogue Trader Compound – D6 x 10 credits in (44444) Imperial Bank – 2D6 x 5 Credits
loot
(22222) Chem Lab – you find 3D6 credits and an Adeptus (55555) Com Center – you find d3 Data Slates
Mechanicus Tome of Instruction. One of your heroes may
read the Tome and gain one the following:
· Gain access to Academic skills
· If the hero already knows Academic skills, gain a
new skill from the Academic skill set
(33333) Jewel Trader's Shop – Roll a D6: (66666) Entrance to the Catacombs – Your Strike Force
· 1-2= d6 x 5 Credits; may permanently re-roll one exploration die every game
· 3-4= 20 Credits;
· 5= 50 Credits;
· 6= d6 x 15 Credits
Six of a Kind
(111111) Astropath's Corpse – Booby traps! A hero may (444444) Slaughtered Insertion Strike Force – Roll once
choose to try and avoid the traps and loot the corpse. If for the presence of each of the following:
he does roll a d6 – · 3D6 x 5 Credits automatically;
· on the roll of a one the corpse explodes and the · d3 Data Slates on a 4+;
hero is killed, · Free Close Combat or Special Weapon Upgrade
· on a roll of 2+ your Strike Force finds d6+1 Data on a 5+;
Slates · Free Heavy Weapon on a 5+
(222222) Legendary Encounter – (555555) Pit fighting Arena – You find a Training Manual,
· The Strike Force encounters a Hero of Legend, which can either be sold for 100 credits or read by one of
who agrees to fight for the Force in its next your heroes.
engagement. A Strike Force can, at its discretion,
choose to keep the hero on by paying the A hero who reads the manual gains one of the following
appropriate upkeep cost. The Hero must be one · Access to Close Combat Skills
that the Force is allowed access to in the Hero’s · If the hero already knows Close Combat skills,
description. gain a new skill from the Close Combat skill set
· Gains +1 Weapon Skill which may be beyond
the normal racial cap.
(333333) Techmarine's Cache – Roll a D6: (666666) Governor's Villa – Roll a d6:
· 1-2= d3 Master Crafted Close Combat weapons · 1-2= 1d6 x 10 Credits
· 3-4= Power Weapon · 3-4= d6 vials of Combat Drugs
· 5= Power Fist · 5-6= Techno-artifact, roll on the Artifact table to
· 6= Nano-Bonded Armour determine what is found.
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Selling Data-slates
Data-slates from the fallen world are tremendously valuable, and the Strike Force will be well
rewarded for any ‘slates they decide to sell or pass on to their superiors. Consult the following chart
to determine the profit from selling Data-slates. The numbers in the middle of the chart represent the
profit from the sale in Imperial Credits.
1 65 60 55 50 45 40
No. Of Data-slates Sold
2 80 75 70 65 60 55
3 95 90 85 80 75 70
Spending Income
You can spend your accumulated Imperial Credits on new henchmen weapons, armour and various
sorts of exotic Wargear. See the Trading section for more details.
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Trading
Spending Credits Planet Agrippa is an industrial planet, and even in the midst of war there are always
Rogue Traders willing to drop supplies into even the most hotly contested landing zone.
There is one key component to making purchases in Thunderhawk Down: Rarity Rolling.
Replacing Dead Henchmen and Heroes: If a Strike Force is replacing a hero or henchman who
died in their most recent game, they may do so by paying 50% of its listed cost. If the Strike Force is
replacing a dead henchman or hero who requires a rarity role they must still pass that role in order to
purchase his replacement at the reduced rate. The rules for adding henchmen to an existing
henchman group also apply if appropriate.
Rarity Rolling: Henchmen, Items and Equipment are often difficult to acquire. Heroes must spend
time searching for these items. A Strike Force may make a rarity roll for each hero that was not killed
in the game or missed the game due to injury. A Strike Force always gets at least one Rarity Roll. A
rarity roll is taken in the following manner:
1. Pick a surviving hero (or make your one minimum roll) to attempt the search.
2. Pick a henchman, item or piece of equipment to search for.
3. Roll 2d6 If the roll is equal to or greater than the listed rarity the item is found.
If the roll is lower that the listed rarity, the hero finds nothing
New Recruits
New Strike Force members may be recruited if the following conditions are met:
· Pay for the model’s Imperial Credit cost.
· New Heroes that are basically equipped with any wargear, weapon or movement
enhancements require a single Rarity Roll of 9. Any weapon upgrades or other enhancements
must be rolled for and paid for as normal.
· Henchmen Models with any wargear, weapon or movement enhancements require a single
Rarity Roll of 7.
For example, finding a henchman on a bike armed with a powerfist will require one roll to find both
pieces of equipment.
As with other new Henchmen, you must pay the cost in credits for any extra equipment he carries. In
addition, you must also pay a premium of 2 Credits for every point of experience the recruit comes
with.
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Purchasing from an Armoury: Strike Forces may purchase new wargear and weapons from their
armoury. This equipment is paid using the Imperial Credits and by making the appropriate Rarity
Roll. Any item with a number listed in the Roll Required column is a rare item and requires a Rarity
Roll to be found.
Purchasing from Exotic Wargear: Strike Forces may also purchase equipment from the Exotic
Wargear chart. Items on this chart are paid for in Imperial Credits and may also require rarity rolls,
Selling
Any weapons or wargear that are no longer in use by the band may be sold. The Strike Force will
receive half of the new purchase cost in credits when they sell an item. In the case of items with
variable costs, take the lowest variable and the Strike Force will receive half of that cost for their sale.
A Strike Force may also horde any extra equipment they have to equip future recruits.
Price Chart
Specialist Grenades
These special grenade types may be thrown instead of firing another weapon. Unless otherwise
noted each uses the small blast template and will hit using BS as normal, with a range of the throwing
model’s S x 2”. On a miss the grenade will scatter d6 inches in a random direction.
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Booby Traps
Plasma Charge 20 7 See Booby Traps, one use only
Shredder Charge 15 6 See Booby Traps, one use only
Spring Mine 15 6 See Booby Traps, one use only
Miscellaneous
Psychic Amplifier 100 12 Allows access to minor psychic powers as skills
Medi-pack 25 6 Re-roll one injury role for either a hero or henchman (one
use only)
Digi-Weapons 75 10 One extra attack at basic S and +2 In
Grapple Gun 25 5 Re-roll failed climbing tests
Night vision Goggles 30 7 Re-roll Nighfighting spotting rolls.
Psychic Wards 25 8 5+ cancels any psychic power targeted at bearer
Camelioline 50 8 +1 Cover save
Bio-Scanner 25 7 reveals hidden models within 2d6, use instead of
shooting
Locator Beacon 100 10 see Codex Space Marines
Bionics 50 10 If put out of action the model will stand back up on a roll
Of 6+
Refractor Field 50 8 6+ Invulnerable save
Conversion Field 100 9 5+ Invulnerable save
Displacer Field 120 10 4+ Invulnerable save, in addition, a successful save
teleports the bearer d6” in a random horizontal direction;
In assault, all attacks are resolved before the teleport.
Nano-Bonded Armour 100 10 Increases a models base armour save by +1
Holomap 20 + 9 See table below
4d6
Cyber-Surgery 50 9 One use only, a hero may remove one permanent Injury
suffered on the Injury Chart.
If you purchase a Holo Map, roll a d6 and consult the following table:
1. Fake. The map is a fake! You opponent may chose the scenario in your next battle
2-3 Data Corruption. You may reroll one Recon die after your next game
4 Map of the Service Tunnels. You may choose the scenario in your next game.
5 Accurate. The map is in excellent condition. You may re-roll up to three dice during the next
Recon phase.
6 Master Survey Map. You may always re-roll one die in the recon phase provided the Hero
who carries the map was not taken out of action in the previous game.
Techno-Artefacts
This table can be accessed in one of two ways.
· First, a roll of six sixes on the recon chart might allow a Strike Force to randomly acquire one
of these powerful artefacts.
· Second, a Strike Force can spend 10 credits greasing the right palms and this allows one (and
only ever one) of their heroes to roll a rarity check for one of the items. Which item is
available is determined by rolling a d6 after the 10 credits have been spent (there are no
refunds in the black market techno-artefact trade). To see which artefact is available, roll 1d6
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and consult the following table. All the listed artefacts can only be found on an unmodified
rarity roll of 12.
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In Ruins of Agrippa, Strike Forces may seek out the services of various sorts of mercenaries. These
guns for hire are divided into two general categories: Mercenaries and Heroes of Legend. Mercenaries
represent general types of Warriors that can be found for hire across Agrippa, while Heroes of
Legend are unique individuals who have carved their names into Agrippa’s bloody history. Following
are the rules for including these fell warriors in you Strike Force.
Recruiting Mercenaries
The following rules govern Mercenaries that you include in your Strike Force
· Mercenaries do not count towards the maximum size of the Strike Force
· Mercenaries do not affect your income from Selling Data-slates
· Players may not buy extra Weapons or Equipment for Mercenaries
· Players may not sell a Mercenary’s Weapons or Equipment
· Players may not remove equipment from mercenaries and give it to their warriors
· Only one of each type of Mercenary may be included in a Strike Force
· Mercenaries use the henchman injury rules if they are put Out of Action
· Mercenaries start with no experience and use the Henchman progression chart to record
their earned experience (14 boxes long with 4 bolded boxes for advances)
· When Mercenaries role for an Experience Advance they roll on the Hero table (and so may
have skills etc.)
· Dark Angels and Necrons may not hire Mercenaries
· Chaos Daemons can only hire Mercenaries or Heroes of Legend if the entry specifically
allows it
Mercenaries are hired differently from standard Heroes and Henchmen in Ruins of Agrippa. There
are two factors to a Mercenaries total cost – the Hire Fee and the Upkeep Cost.
Mercenaries can be hired in the Recon phase after any game. First, you must pay the Mercenaries
Hire Fee, which is listed in the individual Mercenary entries. As well, Mercenaries must be paid every
game, and the player must pay the Mercenaries Upkeep Cost after every game they play, including
the first. The credits to pay the Mercenary come from the proceeds of the Strike Force’s sales of
Data-slates. If, after any game, the Strike Force does not have the Credits to pay a Mercenary then he
will leave the Strike Force. If a Mercenary dies then all his experience is lost, even if the Strike Force
hires another Mercenary of the same type. Each Mercenary can be hired only by certain Strike
Forces, which will be listed in each Mercenaries entry.
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Battle Psyker
100 Credit Hire Fee + 20 Credit Upkeep Cost
May be hired by Any Marine (except DA), Imperial Guard, Chaos Marines, and Lost and the Damned Strike
Forces
Battle Psyker
WS BS S T W I A Ld Sv Equipment: Close Combat Weapon, Laspistol, Flak Armour,
3 3 3 3 1 4 1 9 5+ Psychic Amplifier, Psychic Wards
Skills: Lightning Reflexes, Two rolls on either the Powers of Special Rules:
Light or the Powers of Darkness Minor Psychic Powers table
The Battle Psyker has access to Combat, Academic, and Speed skills
Mercenary Experience oooooooooooooo Total Experience:
May be hired by Any Marine (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Marines,
Lost and the Damned, and Ork Strike Force
The Gland War Veteran has access to Combat, Strength, and Speed Skills
Mercenary Experience oooooooooooooo Total Experience:
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Gunslinger
100 Credit Hire Fee + 20 Credit Upkeep
May be hired by Any Marine (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Marines,
Lost and the Damned, and Tau Strike Force
Gunslinger
WS BS S T W I A Ld Sv Equipment: Two Bolt Pistols, Flak Armour, Frag Grenades
3 4 4(3) 3 1 4 1 8 5+
Skills: Dodge, Eagle Eye, Gunslinger Special Rules: Gun-fu - The Gunslinger may use his Bolt Pistols
in HtH, providing him with Stregnth 4 in close combat.
The Gunslinger has access to Shooting and Speed Skills
Mercenary Experience oooooooooooooo Total Experience:
May be hired by Tau, Eldar, Imperial Guard, and Lost and the Damned Strike Force
The Kroot Bounty Hunter has access to Combat, Shooting, and Speed skills
Mercenary Experience oooooooooooooo Total Experience:
May be hired by Imperial Guard, Daemonhunters, Witch Hunters, Chaos Marines, Lost and the Damned, and
Ork Strike Force
The Ogryn Body Guard has access to Combat and Strength skills
Mercenary Experience oooooooooooooo Total Experience:
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Rogue Trader
150 Credit Hire Fee + 20 Credit Upkeep Cost
May be hired by All Marines (except DA), Daemon Hunters, Witch Hunters, Imperial Guard, Eldar, Dark Eldar,
Tau, Chaos Space Marines, and Lost and the Damned Strike Force
Rogue Trader
WS BS S T W I A Ld Sv Equipment: Close Combat Weapon, Hot-shot Las Pistol,
3 4 3 3 1 4 1 8 5+/5+ Conversion Field, Digi-weapons
Skills: Expert Swordsman, Haggle Special Rules:
The Rogue Trader has access to Combat, Shooting, and Academic Skills
Mercenary Experience oooooooooooooo Total Experience:
Sniper
125 Credit Hire Fee + 25 Credit Upkeep Cost
May be hired by All Marines (except DA), Daemonhunters, Witch Hunters, Imperial Guard, Chaos Space
Marine, Lost and the Damned, and Tau Strike Force
Sniper
WS BS S T W I A Ld Sv Equipment: Sniper Rifle, Camo Cloak, Flash Supressor
3 4 3 3 1 4 1 8 5+
Skills: Scale Sheer Surfaces, Trick Shooter Special Rules:
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Like Mercenaries, the cost of including a Hero of Legend on your Strike force is governed by the Hire
Fee and Upkeep costs of each particular Hero of Legend. Failure to pay the Hero’s upkeep cost will
result in his leaving the Strike Force, just as with a Mercenary.
Heroes of Legend come with their own equipment which may not be changed in any way, nor sold.
Heroes of Legend do not gain experience, although they do suffer serious injuries if they are taken
out of action, just like Strike Force Heroes.
Each Hero of Legend’s entry below tells you what his Hire Fee and Upkeep is, as well as which Strike
Forces may hire him, as well as how much they add to your Strike Force’s rating for including them
(taking into account their experience and abilities).
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· Pre-game Stratagems: These cards provide players with an advantage during the set-up portion
of the game.
· Dirty Tricks: These cards provide players with in-game bonuses that can be used to benefit
themselves or harm their foes
· Post-game Bonuses: These cards provide players with post game bonuses in the post-game
sequence.
· Each player automatically starts the game with one battle card.
· Players with an underdog bonus gain one card for each underdog bonus point they receive
· Players receive one card for every 50 Data-slates they collect over a campaign. This will require
players to keep track of the number of slates they collect.
Selecting Cards
· A player’s first card may come from the deck of their choice.
· Players must select a card from each deck before taking a second card from the same deck.
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HEROIC
FORWARD ACTION MASTER OF STEALTH INTERVENTION
One model gains D3 +1 models may 1 model may enter play
infiltrate or scout begin the game hidden via deepstrike and may
assault the turn it arrires
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PRESS THE
FOCUSED STRIKE ADVANTAGE
FOUL!
Re-roll a single To One model may re-roll
Add +1 to an injury roll
Wound dice roll all To Wound dice rolls
for one turn
COVER OF DARKNESS
Your opponent must roll
STEADY, AIM, FIRE! POLYMORPHINE
for Night Fighting for
One Model may re-roll One model may not be
one turn; if the game is
all failed To Hit rolls for shot at or assaulted for
taking place at night,
one turn one turn
halve the spotting
distance
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INCREDIBLE
YOU CAN'T HURT LUCKY FIND
FORTITUDE
ME! Re-roll an Injury Modify one Recon roll
One hero does not roll
result by +1/-1
on the injury table
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Data Cache
Data Slates: Credits:
Notes:
Mobile Storage Locker - One mass point fills one storage location
1 2 3 4
5 6 7 8
9 10 11 12
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
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Henchmen
Name: Equipment: Special Skills:
Number: Type:
WS BS S T W I A Ld
oooooooooooooo Group Experience:
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Heroes
Name: Equipment: Skills, Injuries. Etc
Type:
WS BS S T W I A Ld
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
Experience: oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
oooooooooooooooooooooooooooooo
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