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Doom Squad QRS

Game Turn 5. Enemy troops move and or fire.


6. Test for Spawn points to see whether new Target Markers are revealed. If a new marker is revealed
Player’s Phase: the player does not test for its Reaction this turn but ill wait for the nest turn to test.
Test when firing figures are within 24. Score of 1 means a new target marker is placed. Do not test
1. Activate own troops to move, observe, shoot and fight. (in any order.) each team can use up to 2
if Doom Squad within 6.
actions. Move 4 per action.
7. Turn End.
Enemy Phase:
Spotting The Enemy –
2. Test for target marker reaction and then deploy any enemy forces. Test target markers that are
A team can attempt to spot a Target Marker within 24 if in the open and 12 if in cover. If spotted player looks
within 24 of a firing unit or observation range 12 in open and 8 in cover, if not firing.
at the marker and places it face down. Marker is unaware of the team.
Do not test for TM if they appear next to a spawn point in the turn that they appear.
1D6 Die Roll: Spotting Target Market
1D6 Die Roll: Target Market (TM) Reaction 1 Failed to spot TM
Marker revealed and new marker in placed next to 2-5 Marker Spotted
1 it, which is also revealed. If enemy troops their 6 Marker Spotted plus next nearest.
reaction will only be tested for. Scouting bonus adds 1 to the spotting die score.
Marker revealed. If enemy troops their reaction
2-5 Firing:
will only be tested for.
6 Marker is not revealed.
Doom Squad hit on 4+, enemy hit on 5+. Short range +1. Aiming +1.

Result <6 = suppression. 7+ = kill. Once hit roll on the defence table if score is achieved the hit is ignored.
3. Test for enemy unit reaction for any enemy troops that are already deployed or deployed this turn.
Target Suppression Kill
1D6 Die Roll: Enemy Unit Reaction
Open Ground 6 5+
1 figure fires an aimed shot.
Prone, Soft cover 5+ 4=
1-6 figures – Suppressed figures are rallied.
Hard Cover 4+ 3+
If the unit is out of range – make one move 6
Combat:
1 forward unless the unit is in cover and has no
suppression hits. Doom Squad hit on 4+, enemy hit on 5+.
Cavalry will charge towards the nearest Doom
Squad and will fire before contract if in range. Combat Factor Bonus [+]
2-5 figures in the unit fires. Pistol, Carbine, Shotgun 1
1 Suppressed figure is rallied but cannot fire. SMG 2
If the unit or vehicle is out of range it will Close Combat Specialist 2
2-5 advance one move 6 and can fire if the unit move Red dot sights 1
into range. Swords, Trench Weapons 1
Cavalry will charge towards the nearest Doom Team Risk:
Squad.
Unit will advance 6 and not fire if it has no If Team suffered a Kill result not saved. Roll 1D6; 1 = KIA, removed from play; 2-5 = wounded; 6 = Suppressed.
suppressed figures, vehicle will advance.
If the unit withdrew this turn it will make another
6
withdraw move and will loose a figure.
Cavalry will not move towards the enemy and will
not fire.

4. The player can test for firing for their own troops at this point if they ‘held fire’ during their own
phase.

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