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(1)

IMPERIAL

COMMAIYDER

(2)

IMPERIAL

Imperial Commander

is

built

and are designed

to

give a

*

lr/hen you

first

start

using the rules

it is

suqested that only small forces are used but once you are familiar

uith

the rules'mechanics than you

can:-Lead fanatic hordes

of

Redemptionists

to

cleanse, purify

and generally obliterate everything and every one

in

the very heart

of

the Imperium

.

Ride the massive 2500cc Poruerbike

at

the head

of

a grim entourage

to

the greatest and bloodiest drugs bust

of

all

time.

Teleport doun

into

the merciless maelstrom

of

a relentless assault on the desert outpost

of

the Red Redemption. tlate people g }ot.

Copyright Tabletop Games & Richart Halliruell December IgBl

Illustrations

by Tony Yates.

\'/zl.'

\

COMMAIYDER

around the Tabletop Figures range of

fast, skiltful

game uhen using around

15mm Sci

Fi

figures,

(3)

TREDP

f,LflSSIFIERTION

Ihe points value Lists

detail

all

the troops, !/eaponry

and-equipment used

in

the rules" Most are

of'a fairly'

self-explanatary nature

uith

more detail.

to

be found

in

the rLaserburnr rules.

Troops are classified as

fo]lous:-Light

Infantry (LI)

Troops ruearing very

littJ.e

or no armour,

at

most a helmet, flak

or mesh jacket. Some may ruear

light

armour plates on legs

or

arms. Armoured lnfantry (AI) Troops ruearing a helmet and plasteel

plate armour eovering the torso and possibly legs and arms.

Pourer

Armour (PA)

Strengthened armourplas plates,

in-corporates a poulered excO-skeleton

vhich duplicates the motions

of

the

individual inside.

Pouer armour often ineorporates

ueaponry and jetpacks.

Dreadnought

2

(DN)

Toughened, thick complete armourplas plate

uith

J.ov density carbon foam

padding

to

absorb impact. The great

ueight

of

the armour

is

carried by

an immensely poverful exc-skeleton. Training

J I

Troops are also classified by training rui.lich ruitl

effeet

their

veapons

skill.

These

ctaisiiications

are:_

Guard Veteran

Elite

Regular

-

Average

Conscript

Rav

-

Extrerely

poor.

:

Squads

Troops are normally organised

into

squads

of I

to

g

men, and

all

members

of

a squad must remai.n

uithin

Bcm

of

another rember.

If

a squad

is split

by more than

*

this

distance

it

must regroup before

it

can advance.

(4)

POINTS

URLUES

Basic Figures Lighf Infantryman Armoured InfantrY Pover Armoured Dreadnought tJeapons Hand Flamer Enforcer pistol Pistol Ramjet pistol Cartridge pistol Laser pistol Laser

rifle

Heavy laser Auto-Laser Bolt pistol Bolt

rifle

Rapid Fire Bolter Heavy Bolter Support

Bolter

r Machine pistol Sub-Machine gun Plasma gun Sun gun Grenade launeher Missile Launcher Riot gun Autoblaster Bike Cannon Conversion Beamer Laser Cannon (LI ) (Ar ) (PA) (DA) B 5 2 0 -1 _? 5 B 14 22 T raining Guard Veteran Elite Regular Conscript Rau Jumpacks For

LI

& AI For PA For DN Imperial Scout jumpack 3 6 9

,

5 1 3 1

Sry,".

Effi_==IT

HG.*

2 5.

I

5 3 4 5 6 10 3 5 t5 15 3 6 '2 6 10 15 l0 Imperial Dreadnought grenade

launcher (2 shots per barrel)

Basic grenade pack

for

infantryman

Advanced grenade pack Equipment

Computor control

for

bike ueapons Robo

turret for

vehicle capable of

mounting up

to

three ueapons.

Foruard

firing

veapon mount AutoraRger'

Support-Autoranger

Advanced sight

for

SMG or m,/C pistot

Designator

Each module

of roff

tabler

fire

support 2 1 1 6 10 free 3 B 2 5 15 tf $gtt' zau,r'cHt€

(5)

ta'---

lr

FORCE SHIELDS

Energy disapation shieLd

for

a single figure Anti-Matter shield

for

a single figure Holtymesh shield-f.or a single figuie

Invisibility

cloak

for

a single iigure

VEHICLES (ryith creru)

Transport Jetcopter

to

camy up

to

12 fi.gures Hover APC

to

carry up

to

10 figures

Anti-Grav APC

to

carry up

to l0

figures Wheeled APC

to

carry up

to l0

figuies Tracked. APC

to

carry up

to l0

figures

Hover Scout car

to

carry up

to

5 figures Light Attack Jetcopter

Teleport Bay,capable

of

holding up

to

5 figures

or

one

light

vehicJ.e

Motorbike Trike 7 7 q B 50 30 40 25 25 20 20 40 5 B TROOP CHARACTERISTICS

l-eadership

B

Fanatic

3

llero

15

Sniper

3

HAND TO HAND COMBAT I,,EAPONS Svord, Axe, Vibro-Knife or Club

Force Suord, Pover Suord

or

Riot Stick

Pover Glove Pouer Axe 1 2 2 5 5u?/o,q7 6or.ral

-=,

r/Il'lrtd

(6)

THE

HULES

TURN SEQUENCE

The game

is split

up

into

a number

of

GAME TURNS, each

of

ryhich

is split

doun

into

truo

PLAYER TURNS. Each game turn should follory

this

sequence:-Player Ars

First

Movement Phase

-The player may move any

or

all

of his

figures as outl-lned

in

the movement rules.

Fire Phase

Both players may

fire

ruith any elligable figures

-

see

firing

ruLes. Firing

is

treated

as simuftaneous so easualties are not removed

until

the very end

of

the

fiie

phase. Player Ars Second Movement Phase

The player may again move

uith

any or

all

of his

figures

-

even

if

they have already

moved during the

first

movement phase. Player Ars Close Combat Phase

Player A_may attempt

to

mover_fire or engage

in

close combat

lrith

any figures elligable,

as detaiLed

in

the Combat Ru1es.

Player Brs Player Turn nov follorus and should follou, the same sequence as Ars above. The game turn

is

then completed, go on

to

the next Game Turn and player Ats player Turn.

(7)

@--I I

i:

MDUEMENT

)uring each

of

the turo movement phases

of

his Player Turn, the player may either move his

figures up

to

the distances gi.ven on Chart 1

or

the figures may perform any one

of

the

aetions

listed

on Chart 2.

gSEf_I,

Move Rates

Troop Type Move Rate

(in

cmts)

Road Open Ground

DifficuLt

Ground

Light infantry Armoured infantry

Pouer Armoured infantr

72

I

t2 10 6 6

I

4 4 Dreadnought infantry Motorcycle, Irike tlJheeled vehicle d 45 30 4 20 20 t 15 10 I rackeo ven].cle Anti-Grav, Hover GEV APC lu ?5 25 ZU ?5 25 15 B

I

Lighter Anti-grav, Hover or GEV 35 ,5 l0

A11 hover and ground effect vehlcles hover

at

up

to

tuo metres above the ground

-

so

if

the obstacles causing ground

to

be

difficult

are Lourer than

this

(eg. small bolders, a

marsh

etc.)

the vehicle may

fIy

right

over these and

treat

the ground as'opent.

Anti-grav vehicles may go even higher and can clear obstacles up

to

15 metres high.

CHART

2:

Actions

Action Description

Entre

or

leavea

vehicle

Troops may leave vehicles through any door

to

any point

vithin

J-cm. avay, entering

is

the reverse.

The vehicle

itself

must not move

at

all in

this movement phase.

Enter

or

leave a

building Move ruithin lcm. from any

of

point inside the building any

exit,

entering

is

the

to

reverse.outside Attempt

to

Reload/

Repair a Weapon

See the arrnunition-Breakdolrn rules, note that as

this is

an action

it

finans

that

the figures can not

move

in

any movement phase

in

vhich such an attempt

is

made.

Beam Doun Be beamed from a teleport bay

to

anyuhere on the

table.

Beam Up Be beamed from anyuhere on the table

to

a teleport

bav. Examples of Movement Rufes

First

Movement Phase Fire' Phase Second Movement Phase

Move

Leave vehicle

Move

into

teleport bay Move

to

building Halt Fire Fire Fire Fire Move Move Beam Dourn Enter building Move FLYING VEHICLES

Beeause flying vehicLes are so fast during each of the playerrs movement

ing:

-thay are given no movement rates as such; instead

phases they are alLorued

to

do any one

of

the

(8)

Take Off A

vertical

take

off

to

someuhere immediately above uhere

it

took

off

from.

Land Again a

vertical

landing.

Move 0nce airbourne the

aircraft

may move

to

anyurhere on the table-there are no distance limitations.

Hover Remains airbourne and stationary.

Halt Remains stationary uhen landed Examples

0f

Flying Movement Rules

First

Movement Phase Fire Phase Second Movement Phase Take

off

Move Move Hover Fire Fire Fire Fire Move Move Hover Move

Aircraft

Heiqht Bands, Range Modifiers

*"""""""lortgroundskimmin9l.Iftheaircraftishigh

it

can see over, and be seen over, any

hills,

ruoods or buildings

etc.

Figures

firing

at

it

add 50em.

to

the range.

If

the

aireraft

is

ground skimming

it is

assumed

to

be no more than 5 metres above the

ground. Woods, Buildings and

hills

etc.

completely block the

flne

of fire.

No modification

is

made

to

the range.

Aircraft

may freely change height bands

in

any move phase they are airboufne.

Note on Flying VehicLes

The best vay

to

simulate

aircraft fliqht is

to

buy some

of

the tQT Models' uire Lnd

perspex stands. Using a Imm.

bit, drill

a hole

into

the

aircraft - it

can be stobd on the stand vhen

ih flight,

taken

off

ruhen landed.

If

you canrt run

to different

siezed stands then height markers can be used.

JUMP PACKS

Like normal movement, a jumpack move can be made

in

either or both

of

the player,s

move-ment phases. A single jump may be up

to

the distance given on the follouing

chart:-Wf,

xamples o Moves

Troop Type

First

l4ovement Phase Fire Phase Second Movement Phase Explanation Aircraft Land Move Must be airbournt

to

move

Infantry

Vehicle

Move Move

l- ire Get into VehicLe

Move Off Vehicle stationary must uhenbe

embarking

inf.

Infantry

Aircraft Get

into aircraft

Land Fire Move

Again the

air-craft

must be stationaiy.

Distance (cmts) Light infantry

Armoured infantry

Pover Armoured infantry Dreadnought infantry Imperial Scout jumpack

30

20

15 15

(9)

Troops may jump over obstacLes. The jump follorus a smooth trajectory

-

the figure

is

half

as high as the jump

is

long

at

the jumprs mid-point, a quarter as high one or three quar-ters

of

the ruay along and so on. So

if

a figure makes a 20cm. jump he can clear a building 10cm. high

if it is

at

the jump's mid-point.

Diagram

M:

Jump Trajectory

,-+

---\

i\

TI

\

nl

\

-

k"-- --

-*l\

-tlr

L

l-/d,

t

l_l

s.a

4

/Ocr'l

ExampIes of Moves Involv

First

Movement Phase Fire Phase Second Movement Phase

JumP

Jump

to

ruithin lem. of house door. HaIt Fire t rre Fire Jump Enter house JumD

Jump Limitations and Risks

Troops may not jump out

of or into

uoods. They may not jump

into

or out

of

buildings or

vehicles

-

other than speeially adapted Seythe Jetcopters. Provided that the Jetcopter

is

hoverlng troops may jump out

-

they make a jump

of

the normal length and land on the

ground.

If

troops jump someuhere they canrt see

at

the beginning

of

the movement P\ase (for

example,

if

they jump over a ruood) there

is

a

risk

of

accidents. For eabh f,igure jumping throv 2 D6, and consuLt the folloruing

chart:-CHART M4: Jump Risks

Troop Type Accident Score L rgn[ Armoured Pouler Armoured Dreadnouoht Armoured L1 11 10 9

If

the score

is

equal

to

or more than the accident score then

that

figure has broken his

neck

or

something and

is

removed from play.

TELEPORT BAYS

Each bay can beam up

to

5 figures or a

light

vehicle

in

each move phase. Beaming doun

is

very precise and troops are placed anyvhere on the table the player pleases

-

he may

choose the inside

of

a building etc.

i t I I I !

Examp es of lvloves e-tepor

ati

on

First

Move Phase Fire Phase Second Move Phase Move

into

bay

Beam Up

Move Fire

Beam Doun

Move Off Bay Beam Up

Note that as troops must move

into

or out

of

a teleport bay the bay can

in

fact

only be

used

in

one move phase per ptayer turn so

it

spends the other one vaiting

for

the troops

to

enter or clear the bay.

I

(10)

FIRINE

V'Jhen one

of

your figures

fires at

an enemy, ro11 tvo D6ts and add the tvo scores

to-gether. Nov proceed

to

Chart

Fl

and find

ihe section

for

the ueapon being fired.

Read across the chart

to

the

first

column

tuhich gives the ammunition,/breakdoun number

for

the ueaPon.

If

the

total

score

is

equal

to,

or

louer than this

number then the ueapon has either maI-functioned

or

run out

of

amrnuniti-on

-see ammunition-breakdorvn rules.

If

the score

is

higher, measure the range

and read across on the chart

to

the

appropriate range band,

this

gives the HIT NUMBER. Go the Chart F2 and see

if

any

of

the factors

listed

apply.

If

they

do then add

or

subtract the number shoun.

If

your

total

score

is

nov equal

to

or

greater than the

hit

number then your

shot has

hit

the target,

if it is

less

then you've missed.

If

you have ecored a

hit

fihd

the ueapon's IMPACT TYPE urhich

is

given

in

the second

to last

column on Chart

FI.

Noru go

to

seetion

Fl

and

find

the IMPACT TABLE

for

this

veapon

type.. RolI a. further D6 and read across on

this

number

until

you come

to

your targets armour type

- this

gives you the result of the shot.

AEq!-9E-EIBE

Troops. may only

fire

at

f:"a"

ruhich are ruithin 90o

l\.

of their

direction

of

facing

ie:-I f___=-Arc

of

Fire

-+

Figure/ t

I

....---<--

straight ahead

r'

Bike cannon may only

fire

straight ahead, the same applies

to

any other bike mounted u,eapon.

Vehicle fixed mounts are treated

in

the same uay as bike cannon. Turrets and robot ureapon

pods have complete J50o

traverse.

/

WEAPON USE

Figures may

fire

only one ueapon

in

any given

fire

phase. Exceptions are:-Heroes

MultipJ.e ueapon packs on PA or DN troops.

(Several ureapons are strapped

to

the same arms- you can

fire

alL on any one arm) laleapon pods on vehicles- a1l the vehicles ueapons may

fire.

,

Contd.

(11)

-'--Hand Flamers

-

a ueapon that doesntt

really

need aiming so can

be

fire

vrong handedly.

Bike cannon

-

simple

fire

stud on handLebar

grip,

so

rider

may

fire

both the cannon and his orun pistol

In

all

cases throv

to

hit

for

each lreapon separately.

T argets

Normally

all

the ueapons a vehicle

or

figure

fires

must be aimed

at

the same target.

Exceptions

are:-Heroes Hand Flamers

Robot VJeapon Pods

- self

training so each may

fire

independently

Bike Cannon ruith computer control uni.t

-

again

self

targeting so

rider

may

fire

seperately.

[,,Jeapon DepLoyment

Machine guns must be deployed before being used. Support Autorangers ruith veapons carried by

Iiqht

infantry

or

armoured infantry must be deployed

to

give

their

hit

bonus. Deployment takes an entire move phase, use the counters provided.

It

takes no time

at

all

to

pick up and move a deployed ueapon but

it

then must be deployed

again.

(12)

trleapon rmmunition/ Breakdovn Range Bands (cmts) Impact Tvoe Remarks 0-10 10-50 50+ Max Ranoe Pistols Enforcer Pistol Ramjet Cartridge 7

t

5 4 5 6

I

7 10 B 9 20 15 10 ,o High or Stun Loru Poruer

May

fire

any

advanc-ed orenade or ramiet-Lasers Pistol Rifle Heavy Auto 2 2 2 2 5 5 5 4 6 6 6 10 B

I

,o 100 200 20 Standard Standard Standard Standard

May

fire

2 shots

at

same target/phase

May

fire

template 2

Bolters Pistol Rifle Rapid Fire Heavy Support 5

,

4 3 4 5 6 ,6 7

I

7 B 9 9 10 11 t0 2A 75 50 100 200 Hiqh High High Pouer

Pouer May

fire

2 shots at

same target/Phase Automatics Machine pistol SMG Assault Rifle MG 5 4 3 4 3 4 5 4 I 6

I

l0 10 50 100 Anti-Per Loru Standard' Standard Fires template 2 Fires template 2

May

fire

template 2

May

fire

anl templatr

F1ame trleapons Hand ilamer Flamethrouer P1asma Gun Sun Gun 5 5 5 5 6 4

,

2 5 10 7!" 15 10 Standard High Pouer TotaI Fires template 2 Fires template 1 Fires template 5 Fires template 2 -aunehers lrenade |lissi 1e

liot

Gun 3 3 4 7 7 6 B B 7 10 50 150 l0

Fires any advanced Fires any advanced Fires any advanced Miscell.aneous Auto-BIaster Bike Cannon Above + Comput Conversion Ber Throving Grene Laser Cannon Imperial back-mounted gren-ade -l-auncher

L";

fi2 Ldes5

l;

I 5 5

t

7 7 6 B

I

'l 4 5 7 6 40 10 100 .10 500 50 Standard Hish

Infinite

repeater.* Fires template 2xx Jtlt*

see grenade section

Fires advanced

expl-osvi,

1 shot onIy.

IHAELEI;

Firins Chart

*

Never runs out

of

ammunition

or ma]functions.

x* Makes 2 attacks on a1l

figures

in

cone

-

one

at

high impact, one at

anti-personell.

,+** Thro\y a D5

for

impact,

1= Stun, 2= Anti-persone.ll, J= Lorur {= Standard, 5= Hiqh, 5= Pouer.

(13)

CHART F2: Factors.

*{r#

irers

Rati

rd

l-j

ran

I -2

Iite

I -1

ipt

I +l +2 lover

Target

in

soft

cover

Target

in

hard cover

Target i,n reinforced cover +I +2 +4 ta'1,. {}*SCn;,,9-j.t

k

I Auto Ranger

at0-20cm.

l-I

At20cm+

l-Z

Uther

Firing on Building rather than

troops

I

inside

it

I

-4 Robo

Turret

I

-1 STUN LI AI PA DN I Near Miss Near Miss Miss Stun .? Stun 1 St un tt Near Miss 5 Stun Near Miss 6 Stun

Forceshield

-

against Lasers, I

Conversion Beamers and

Auto-

I

Blasters

I -l

Shields

Anti-Matter Shield

-

against

Blasters, Explosive projectile ueapons, Pistols and Ramjet

shots

I

-3 ANT I-PERSONELL LI AI PA DN

t

NearMiss Near Miss NE i ,, NE 2 Ki11 3 4 Ki11 5 6 NearMiss STANDARD LI AI PA DN I MissNear Near

Miss NE NE 2 Ki11 3 Ki11 Near Miss 4 Ki11 5 NearMiss 6 Ki11

(14)

HIGH LI AI PA DN I Near Miss Near Miss NE NE 2 Ki11

*/'tt

i 3

Kill

lV/4

4 Ki11 5 Ki11 6 POU,lER LI AI PA DN

I

Ki11

Nrvlt

ffi

NE 2 KiIl Ki11 Near

,

Kilt

4 5 6

Near

Miss

'

The target may not move

or

fire until

after

the next

fire

phase. He may

defend himself

in

hand-to-hand combat

if

attacked. Usd the 'near miss' markers

Provided, place them next

to

a'figure ruhen

it

suffers a near miss. Take the marker auay

at

the end

of

the nex[

fire

phase.

rOTAL

LI AI PA DN

I

Kill

Ki11 Ki11

Near Miss 2 Ki11

,

4 5 6 Explanation

of

Results

Ki11 Ihe figure

is

removed from play.

NE

No effect. Examples

of

Firing

An Imperial

Elite

trooper

is firing

a BoIt

rifle

ruith autoranger

at

a Pouer Armoured

Redemptionist ruho

is

]Ocmrs. auay. The

hit

score ryi1l

be:-BoIt

Rifle

at

10-50

Elite firer

Autoranger

at

20+

5

The player has throun a

total of l0

on his tryo dice so the shot

hits.

A Bolt

rifle

has

a'High'impact

so go

to

the High Impact Chart

in Fl.

The player throus

a D5 and scores a 5

-

ruhich

is

a

rkill'

against pouer armour. ldeapons

vith

Cone Templates

Some ueapons are given the option

of

using rcone templates', others have

to

use them.

Place the

thin

end

of

the template against the

firing

figure, urj-th the cone pointing in

any directionto the

front

of

the

figure.

Anything

in

the cone

is

nov a target. Throv sep-erately

in

the normal uay

for

each

of

these targets.

t3

I

-1

(15)

ERENROES

Combatants can

hit

as normal.

effect.

If

you

hit

then place the eentre

of

the,blast template over the template area are effected.

Lhe taeget. A11 figures in

The choice

of

grenade type

is

restricted by the rpacktuhich the fiqures has,

ie.

either the standard

or

the advanced packs..

@f],

Standard Grenades

Description Effect Blast Template Number

Explosive

Armour Piercing

Smoke

Standard Impact

High Impact

Bloeks vision

for

rest

of

qame.

? 1 2

!]j@:

Advanced Grenade Pack

Description Effect Blast Template Number

Explosive Standard lmpact

,

bmoke -Blocks vision

for

rest

of

qame.

Z

L impet Effects only one figure.

Deduct 2 from Your

hit

ro11

If it hits

treat

as rPouer!

Stun Stun Impact 7

Stasis Area

ot

template 1s nelo ]^n

stasis

.until

end

of

next

fire

phase. Time

is

frozen, figure

cannot move,

fire

or be fired at.

Launchers Grenade Launchers

These should be treated

in

the same uay as grenades. Each have the

full

selection from the advaneed paek. In addition, missilL Iaunchers may

fire

self-guided AT ramjet shot.

Add 2

to

your

hit

dice and all.

hits

are'pouer

impact'hits'

HITS ON VEHICLES

If

you have scored a

hit

on a vehicJ.e, use Chart F4 bel,our

to

find

the score you have to throu on a D5

to

penetrate the vehicles armour. Roll the dice,

if

you

fail

to

penetrate

the shct has had no

effect,

otheruise go

to

Chart F5

to

find

the

effect of

the penetration.

throru grenades instead

of firing

other ueapons

in

any

fire

phase. Throu to

If

you miss then

it is

assumed

ihat

the throru

is

uay

off

target and has no

Armour Penetration

VEHICLE ARMOUR TYPE

Firirrg Weapon

Impact Type

Air

Assault

Vehicle

Jetcopter,

Air

Raft, GEV Car,

Civilian Vehicles. No effedt Anti-PersoneI

I

No effect No effect Automatic Soft Skinned Automatic

Lt.

Armoured Iotal

(16)

CHRRT

f::

Results

of

Armour Penetration

Throu a

D5:-Hits on Motorbikes

Dice Score Result

1 2

314 516

Vehicle immobilised, no effect on anyone inside' A11 vehicle's \ueapons systems K0rd, no effect on anyone inside.

Veiricle knocked

out,

any occupants escape on a D6

throrv

of

5r4r5

ot 5,

otheruise they are

killed'

Vehicle knocked out., 0ccupants escape on a D5 throv

^f S nn A

-and kes

If

you score a

hit

on a bike

or

trike

throru a D5 before you do anything else.

If

the. score

is

1r4r5

ot

6 you have

hit

the

rider.

Throv

for

impact as normal on the chart'in

Fl

for

the

riderts

armour.

ii y;;

threlr a

I

or

2 in"n you have

hit

the

bike/trike

-

throur

for

penetration as

for

a

lightly

armoured target.

DEMULITION

-

Hits on Buildinqs, Doors and Fortifications

To use these rules

it

ruitl

be necessary

to

drau simple

floor

plans

of afl

the buildings

on the tabIe.

flhenever such targets are

hit

throv a D10 and consult the foloruing Chart'

TARGEl t,JEAPON Laser, Bolt Guns Blaster, HE Gre-nade, Flame

thr-ouer, Hand flamer

Pouer

or

Totaf

Impact ueapons' HE missife or PLasma Gun.

Sun Gun Any otner lrleapon

Light,

domestic door

Heavy, leinforeed door Armoured securitY door Room

in

ruood, brick or

Plasfab building

Reinforeed Bunker

Lenath

of

fortress rlall

4

I

10 IO NE NE

,

6 9 NE 10 Demo Demo 5 5 9 9 Demo Demo

,

Demo 7 7 I 10 10 NE NE NE f1f = No effeet Demo = Demolished Number = Dl.0 throru required

to

demolish hlhen a ueapon

falls

into

ttuo categories use the'better category

for

demolition

If

a room

is hit

and collapses then

aII its

occupants

rolL

for. a'standard impactt

hit.

A11

figu"""

not

killed

can escape and are placed adjacent

to

the room but outside the

building.

A demolished door

falls

over, rooms or bunkers rvhich are demolished co]1apse. Collapsing

rooms have the same effect on

their

occupnats

astlo!,

impactr

hits.

Any troops

or

equipment surviving a roomrs collapse are placed adjacent

to

and outside the room

in

any position desired by the PIaYer.

trlhen a Uuitainq'ha! more tharl one room (most do) the collapse

of

one room may cause others

to

eollapse. 56

in

such buildings everytime a room collapses throu a1 D6.

If

the score is

2 D6then that room also co11aps6s. (ani

of

course yout1l have

to

throru again

for

the other

rooms).

Where the target

is

a fortress rualL then demolition causes the

uall

to

collapse 5cm'.on

either side

oi

the point

of

impact

- killing

any figures on top

of

the collapse section'

(17)

SNIPERS RULE AND FOLLObJ ON FIRE

These rules only apply

to

Snipers, Machine Guns and Laser Cannon.

At ranges over 45cm.

if

any

of

these ueapon types score. a

hit

on any target they are said

io

be ion targetr

- this

means that the gunner has got the range and direction dead on. Jnce gn-Target the gunner may no!, sruitch

to

other targets. Any.such target must be ruithin

5em.

of

the

first. io hit this

second target the gunner doesnrt

fire in

the normal uay

:ut

just

throus a D6.

If

the seore

is

a 5 he has

hit

and can throru again

for

effect. If

ne

hlts this

second target he may nou select a

lrd.

target uhich must be ruithin 5cm. of t,he secbnd. To

hit this

he needs

to

throu a 5

or

5 on a D6.

If

he

hits

he throus for

effect

.

He nou may select a 4th. and

final

target. This final_target must again be uithin

5cm.

of

the previous target and

to

hit

he needs

to

throu a

4,

5 or 6 on a D6.

:xample

The gunner

fires in

the normal rlay and

scores a

hit

on target A. "Greattt, he gruntst

I'I'm on-target". He canrt select tarqet D

as

his

2nd. target as

itrs

too

far

from A

so he goes instead

for

target B. He throus

:he D6 and gets a

6.

He throrvs

for

effect and mutters t'0.K.,

still

on-target". He

selects C as

his

3rd. target and throrvs the )6 needing a 5 or 5

to

hit

and staY

on-target. He throrus a

l.

"Damn" he exclaims,

he

is

not happy as he has missed and is

therefore no longer on-target and canrt

have a go

at

D.

/\

\

c D

lemember that the effect

of

a shot has no bearing on the on-target rule

- all

that matters

is

ruhether you

hit

or not.

(18)

EIFF.Tff

BLE

FIRE

SUPPDRT

Support may be given

to

troops

in

action by Off Table

units,

either

artillery

bases, Starships

in

1ou

orbit

or stand-off

aircraft.

These are represented as tsupport modules.r.

Any fiqures on the table ruho are equiped ruith a designator may designate any target that they are

in

a position

to fire

on. The figure may then caL-I dovn as many moiu-Les-as are available. Throv

for

each on a D6.

If

the score obtained

is

a 5 or 5

thln treat

the target as

hit

by the advanced grenade

of

your choice.

Designation take place

in

the

fire

phase and does not expose the designator

for firing

purposes.

0n1y one request may be made on each module per

fire

phase.

Example An imperialist scout designates an enemy

figure.

There are 4 moduLes available but another figure has already, unsuccessfully

tried

to

calL dovn truo

of

them. The scout therefore throvs for the remaining tvo getting

I

4 and a 5.One request has been

successful so he places any advanced grenade template immediately

over the target and throrus.for impact normall.y.

17

(19)

ftTNTRUNITIEN

E

BREftHODUJNEI

When you throv a

total

less than your ueapons ammunition/breakdoun number on therdice throru

to

hitt

then your !/eapon has either'run out

of

ammunition or has broken doun' Whichever

it

isrthe ru"pon can not be

fired

again

until

the

fault

has been dealt urith' a

ilgu""

may at[empt

to

get the rueairon uorking again by^spending an

entire

rplayers mov-emenf phasei stattbnary.'ior each slch attemp[,

i"]]

q D6-

If

the score

is

5

or

5 the

!,eapon

is

uorking again,

if

not the attempt has

failed

- try

again'

Note that you can't

try to fix

a veapon during an opBonents move phase'

To save recording, use therammormarkers provided.-

just

place them next

to

figures that

have run out

of

immunition or suffered a breakdorun' Examole

of

Ammunition Rules

A figure ruith a Support Bolter

is firing.

He throrus the truo dice

to

hit

and gets a total

of li

Tnis means tire gun

is

out

of

ammunition or has malfunctioned.

It.

is

the opponent,stplayer

turntso

the figure does not get..a chance

to

get-the gun

Uorking

until

the

firsi

m6ve phase

of his

ovi

'player

turnr.

He makes

this

attempt' throus a 6 anJ so

is

successful. He can no!,

fire

the ueapon again'

MULTIPLE WEAPON PACKS

when you are

firing

a multiple ueapon pack, such as. the

fitted

lreapons on Dreadnought

n"*ori'or

!/eapon p6d" on aircraftr'vehicles

etc.,

the normal ammunition rules get too

complex

to

use.

Instead

of

follorling the normal rules

for

these throru a D6 before you

fire' If

the score

is

a

I

then the uhole veapon pack

is

out

of

action'

To get the pack uorking again folloru trr"

norr"i-rri"s

ro" reloading/repair

I

counting the ulhole pack as one ueaPon.

Note that

aircraft

must land

to

attempt

to

reload/rePair ueapons.

4

.2

18

(20)

EEUEFT

Troops vho are

in

cover are C0NCEALED and can not be

flred at

unless they EXP0SE them-selves by

firing

or are picked up by

life

sensors.

Exposed Troops

Before each

fire

phase both players,

in

secret, rurite doun uhich

of

their

concealed units are going

to fire.

Such troops get a special FIRST SH0T. This means that vhen they

fire,

the casualtise they cause are-removed from play immediately and thus have no chance of returning

fire.0nce

all 'first

shotsr have been dealt

uith

the

fire

phase goes on as normal.

The troops

in

cover vho have

fired

are nou exposed and can be

fired

on by any enemy.

this fire

does not give your position auay permanantly

- if

you choose not

to fire

in the next

fire

phase you are again concealed and can not be

fired

at.

,v;'t

Life

Sensors

Various sorts

of

life

sensors, including infra-red and

ultra

violet

sights, are

fitted

to

most lreapons as standard. These a1loru you

to

see through cover and thus alloru

fire

on

concealed targets.

Regardless

of

uhether

or

not they

fired,

concealed troops can be fi.red

at

ruithin the ranges given

belov:-Iype

of

Cover Examples Ranges

at

uhich they can

be

fired

at Soft

Hard

Reinforced

Scrub, brush, uoods, crops

and foliage generally

Bui lding , ualls

Bunkers, vehicLes

15cm

10cm

5cm

The only ueapqns unabLe to do this sort of firing are SMGts and machine pistols, unless

they have paid extra points for advanced sights.

r9

(21)

r

:: ii ii ii trloods

woods are a special case

- in

no circumstances

at

all

may you

fire

through a uood further than 5cm.

at

an infanlry tarqet or 20cm.

at

a vehicle target or

building'

So,

-for

example,

i;;;"t"t

6cm. auay

rro*'Le

Jdge

of

a uood may not be

fired

at,

nor may they

fire

out' Example

of

Cover Rules

FEREESHIELES

!

Forcesshields are devices giving limited protection

to their

uearer

or

the

'dhi"t"

to urhich they are

fitted.

Turning them on or

off is

an action and takes an entipe stationary

,o,ru pn""lr,

or

in

the ease

of

a vehicle ereuman he may not

fire

a ureaPon

in

that turn' When shields are sruitched on

slip

a circLe

of

card under the figure/vehicle. The card

should be coloured as

follotYs:-Explanation

1

-

Can

fire

2

-

Can onlY

fire if

target exPoses

itself

by

firing.

J

-

Cantt

fire in

anY circumstances

as there

is

too much tuood

in

the

uay.

4

-

Can

fire

using life_sensors.

Blue lrjhite Black Energy Disapation Anti-Matter Holtzmann

You can

fire

normally ruhen protected by Energy Disepation

or

Anti-Matter shields, you can not

fire

at

aII if

you

"r"

in

a Holtzmann shield or an

Invisibility

Cloak.

ENERGY DISAPATION SHIELD

Is

effective against lasers, conversion beamers and auto-blasters.

If

you are

hit

by-such ,""pon" ruhen tfre shield

is

on then deduct

I

from the enemies

rhitt rolls

for

Charts FJ

and F4.

qNTI-MATTER SHIELD

0n1y effective against blasters, explosives, projectile ueapons, plstols and ramjet shots'

\gain

if

you are

hit

deduct

J

from the

rolls of

these ueapons'

HOLTZMANN SHIELD

idhen

this

shield

is

on you cantt be effected by any ueapon

of

any description

-

but you

can not

fire

at

a]l

either.

INVISIBILITY CLOAK

when the shield

is

on you can not be seen

at alt.

Unfortunately

it is

not

all

that

reLiable. At the end

oi

each

of

your move phases ro11 2

D5's:-T arget Firer A B C D E A 4 2 4 2 R 4 5 5

t

,

I D 1 3

I

I E 2 3 2 I 20

(22)

Dice Score Besult

I2 S.hie1d has broken dorun and

,uit

O"

""p"l"ua (ru" repair rules

in

ammunition,/breakdoun lectionj

and then be suitched on again.

11 Shield has suitched

off

and must be suitched on again.

10 Sli:19 not vorking

to

ryell

realIy.

The gamemaster

tuill tell

your opponent R0UGHLY ,,,f,"""

t6.

figures

are .and R0UGHLY hou many there are. The shield

is

still

gperatinq.

Invisibility

cloaks qive no protection

at

all -

shoufd the uearer be

hit

by a stray

gr.en-::ir::

be

in

a cone template throu

ror r,its

and i.mpact

""

no",n"i, deducting

J

from the

hit

ELOSiE

EEMERT

PHflSE

Each player turn represents an aruful

lot

of

elapsed time. Norma-U.y much of

this

ruould be tuastedr ruh6n lroops

are halted, resting, communicating or

just

having a good look roundi l,lhen,

houeverr. opposing forces come

to

grips

uith

each other and meet

at

realli

close quarters the aetion

ruill

inlvit_

ably speed up a 1ot. The close combat phase represents

this,

the rules are

as

fol.lorus:'-Whenever any member

of

a squad is ruithin 5cm. of.an enemy

in

the close

eombat phase then the uihole squad

is

at

rClose Quartersr. For

each member

of

the squad, even though some fig_

ures uont be ryithin 5cm.

of

any eiemy, throu a D6

- if

the score

is

a 5 or

5^then the figure may perform any one

of

the folloving CIose Combat Options.

Move.5cm. and engage any enemy figure

in

hand

to

hand combat (see b6four)

*These are any

pistor,

Auto-Laser,

r4achine

pistbl,

sMG, AssauJ,t

Rifle,

Flame !/eapons

and Bike Cannon.

If

a figure does throv a 5 or 6 and carries out his chosen action then dice

for his

figure

again immediatery

-

agai.n t.hioru a D5 and

if

the resu-rt

is a-:

or

5 he may chose a 2nd.

cLose combat option. Keep throruing

until

the figure

fairs io

tr,ro, a

l oi e.

ti,j.

-,,.

21

(23)

h--Example lalhite Squad

-pD

Bpc

-vi+

1.d

.jl

It is

White's player turn and

is

nou the

"ios"

i"*.

"o*u"t pi',"sl. As figure A

is

ruithin

"f

on"

oi

BLack's figures the ruhole.

souad

is at

!Close Quarters' (even though

ii-tr"ri"

example figures B, C and D are not

,itnin

5cm.

of

an enemy. figure)

'

tnlhite chooses

to

throu

for

D

first'

The score

i"-"

+ so D can not do anything' He throvs

for

C and scores a

5.

White chooses Uptlon i-"nO C

fires

his SMG. After uorkinq out

tn"

fi"ing

he throrus aqagin

for

C.- a 4'

"o-C

".n

do nothing else.

He nour throus

ior

g

-

a

5.

B chooses 0Ption

I

and the orenade

kills

both figures

I

and

2'

White iou throrus agagin

for

B

-

a

5'

B can choose

"""tft""

opti6n]

in this

case 0pti'on 3.again

-

tni." time the grenade misses' Throruing

.o"in

fo"

Heroic B he gets a

4,

damn shame' HJ throus

for

A, the

final

figure,

and gets a

4.

The close ccmbat phase

it

over'

d2

3 Black Squad

HRnE*to'-HftnO

EOSnBflT

Hand-toHand combat can happen in either of the prayers move phases or his close combat

phase. Whenever a playermo'uu on" of his fiqures next to an enemy figure hand-to-hand combaL foflorus. B.th ;;"y;;;-ir,"., " oio-ro"'tneir figure adding or subtracting the folloruing

factors:-+) If

Hero.

*l if

armeo ruith force svord, pouer suord'

riot

stick or

Pouer glove'

-2 If

Rau.

-l If

ConscriPt

+1 If

Elite

+7

I

I

Veteran

+5 If

Guard

+2 If

HeavY InfantrY

+5 If

Poruer Armoured

+6 If

Dreadnought Armoured

-, If

you are not earryinq a hand-to-hand combat ureapon.

Nou compare the trlo scores

- if

the attacker's ,score

is

louer or equal

to

the defenderrs then

-ni"-iiqu."

is killed. If

the attackers score

is

higher the defender

is killed'

Players should note the follouing rules pertaining

to

Hand-to-Hand combat'

1)Ifyoumoveintohand-to-handcombatduri.ngthemovementphase,ruhichruhilerare,is permitted,

t6" attlller;"

iigu"u,

if

successful may move no further durinq the move

Phase. r rh^ 6++a^r,6rl

Inu-pf"V." vhose turn

it is is

qly"y:

regarded

astthe

attacker"

A figure may only *ou"-inio hand-to'-hand-combat ruith one enemy

-

attacks can not be

,"0"'on

ttuo or more figures

at

once'

In cases

of

extreme stress the attaeker may

right

cigarettes, the defender may only do

so

if

he throus an odd number

5

{.-?')

7) 4)

A

,kirl,result

uhen using a

riot

stick

means the defender

is

stnned

for

J0 turns not

killed.

Example:-lJhite,sfigureattacksoneof^Blackts.WhitefigureisasuordarmedEliteso adds

I

to

his dice throru; BLack's

is in

PA so aaos 5. h,hit; throvs

I

making

his

total

9

Black throus +

ratinq'[ii t"t"i s.

As

this is

a drau and tn/hite

is

attacking' lrJhite's figure

is killed.

zz

(24)

I i I I L i.

THE

MORRLE TEST

At the beginning

of

each lrargame uork out your armies Morale Strength Value by adding:_

1 point

for

each

light

or

heavy infantry man

2 points

for

each pA infantryman

3 points

for

each DN infantryman J poinfs

for

each Motorcycle.

5 points

for

each vehicle.

5 points

for

each Hero and 1eader. The keep a record

of total

losse's using

the same points scheduLe. The moment

.l.oses come

to

a haLf

of

the

oriinal

total

the armyrs morale

is

said

to

be rshakenr. A shaken army must take a morale check at the end

of

each rounr player

turn.

To do

thie

throv 2xD5 and add the scores together.

If

the result

is

7 or more the army

ii

broken anC

in

a broken army

all

the trooos have

to

retreat

at full

rate

in at

least'

f

Tgy".phase per player

turn,

except those

rallied

by leaders.

Before the game commences the Gamemaster rray add points

to

an armies.Morale strength

vaLue

for

positions held such as bridges, passes

etc.

These are added

to

the

"co"J-norm"rry

and treated as

lost

uhen.captured by [he'enemy;:

if

captured back they stop being treated

as

lost'

rn

this

ruay

it is

possibre'for an army

to

become shaken as a result

of

loosing

some position but stop being shaken by recapturing

it.

.E

Note that-an army that.has broken

it's

opponents has a morale boost and needs

t6

suffer

60"'6 casuarties before

it is

shaken, and needs

to

throur a 9

to

be broken instead.of a 7.

Example

Ars army suffer's 50,'6 easualties and

is

shaken. A throvs but passes the morale errect<. In

Brs player turn Bis army reaches 51,'6 casublties and

is

nou siraken. B also survives the morale check' A

in

his player turn suffers and causes no more casual.ties..stirl shaken

he feu figures but the throus

for

morale and rest

ruitl

fails

the check. He

is

nou broken. His leaders manage

to

ralJ-y a

have

to

start

retreating

in

Ars next pJ.ayer turn.

B has broken therefore A's army gets the morale boost and

is

no longer shaken, he remains

halted'

A's leaders nou launch

i

desperate counter attack and manage

to

get B's casualties

up

to

51,"6'.8

in

his plalgr.turn hoLds'his position but

is

shaken and so must take a morale

;1":l;",;"ll:::" "

r0 ruhich

is

more rhan e

("ucri".J-i"-[""li"r'irl,ni"r.,

means-i,i"-""*y

The outcome

of this

encounter

is

nov up

to

the leaders and the troops they

have managed

to

rally.

LEREERSHIP

In

an army some fiqures are deemed

to

be rLeader,st. Each rleader,

is

represented by a

fiq

urel costing an extra 3 points

for

the leadership factor (see the army

rists.for

exampreJ

of

unit

commanders

uith

leadership values).

The moment-an army breaks (as detailed above) the Leaders may

ralry

troops around them. For every leader figune throu a D5. This

is

the number or trlops he has

rarlyed and stay

tuith him' For instance,

if

a

4

vere throun then 4 men

(of

ihe'ieaders choice) urould be

ral]ied,

and therefore do not have

to

retreat ruith the rest

of

the army.

rn""" r"ili"o

fiqures

ruill

houever break

if

the leader fJ.gure

is

killed.

Typically ruithin Imperiar units arreaderr figure

vill

be

in

control

of

three units each

of

five

men. some command units might contain three high

"".r.ing-iiir"""'i"iriliilj

"io

tvo

I non-leader

t infantrymen.

- -" '-"Y

Figures

rallied

by a reader must be

vithin

r5cm..of him

at

time

of

ralryi.ng.

23

(25)

--*--ii-I I I I I I I lf llL :ANATICS

Fanatics ignore the morale rules and

uillt

also subject

to

the folloruing

rule:-Any fanatics tuho uere not

fired

on

in

the last

;;;" -

unless they are

uithin

5cm'

of

a leader'

Example

ItisA'sfirstmovephase-afanaticsquadvasnrtfiredoninthefirephase

in

Bts turn so

it

must advanee'

if

necessary

fight to

the

bitter

end' They are

fire

phase must aduance a

full

lrzr31415 = Halts

RDEDTS

RobotsarefiredandmovedinthesameUayasothertroops.Houever,beforelP}ayer.

begins his turn nu

rr"[-i6rov

a.D6

for

eath-robot he has'.

If

the score

is

a 6 the robotrs

proq*amme has an

"norliy-"na-i[

Lun"r""

"t""ngly.

Place a.lProgramme

Anomolyrmarker next

to

the robot

in

question. such robots

""" "[iii'fired

in

the

firing

phase.and moved.in

the movement phases

url

in"-pi"ver_should.move and

fire

them

after

doing

this for

arr other troops. l,/hen

tn"-tir"

Lome"

for firing

ieven

if

the player doesntt ruant the thing

Dice score Result Note

!r2rt

4

5

6

Does not

fire.

Fires

at

nearest enemY target Fires

at

building, vehicle or

flying

figure

(in

ttrat order)

Fires

at

nearest target (fri6nd

or

foe)

rTargetr means figure vehicle, suPPort u,eaPon or enemy building knoun

to

be occuPied.

In

the movement phases throv a Dr0.

If

the score

ls

a

rr2r3r4

or

5 the robof

halts,

if

"nv-"inu"

result

it qo""""i-"t r"""t

r,"rr

speed

in

the direction indicated belov'

to fire)

throv a

D6:-

?-a

Should

it

encounter an impassible object throu another DlO

!-Dice Score Result

1 2'1

415 6to10

Goes straight

into

it

Goes round

,

moving

to

the

left.

Goes round, moving

to

the

right'

Halts

0ncearobqtissubjecttoaprogrammeanomolyitcontinuesuntiltheplayereanremoye

il

uy th"oring a 5 or 5 on

"

bg

it

the end

of

any move phase'

(26)

HEROES

]l-Iou

are using Heroes uho are already elassified under

either

tLaserburnr

or

rCombat

J000t ruLes a means

of

converting them

to

Imperial commander

is

given

i"-"pp""alr-al-'

0therrvise

for

each hero.present throu a D6

to

give a bonus

to

all his

tto

hitr fire

throus:

-Dice

Score

Bonus

l+2

2+2

3+3

4+4

5+5

6+6

Noru throu an average dice

(ie.

dice ruith Zrt13r4r4)5, numbers)

tp."g".horu many special

abitities

the figure has. Throu

to

see

tuhich these are on the chart belov. Houeier, you can only have

each

ability

once so throv again

for

duplicatls.

Dice lhrou skil1 Description

1-5

lrJeapons knouledge May repair !/eapons on a throu

of

Z

to

5 instead of the normal 5

ot

6,

5-10

li-15

[n/eaponsmith Services \ueapons before

gam

is

redueed by 2.

hapro I Lre

16-?O Doubleshot llqy

Iire

at

a

different

targeEEacF-EF6:E-It-25

26 - 5t)

Initiative

olit- #d';"'

tt-35

Agress].ve Ivlay throu, for cLose eombat@ tuithin l0em- nf him

36-40

Ambidexterity ,rqy rrrE Lvu pfuLur ueapons srmuJ.taneously _ but

gfgy_ry9!_!9!h be

fired

at

the same tarqet. .

41-45

Iledical Skil

rt

you ean get

to

any

fiqum

tuithin-the

last

truo player turns and spend an entire

friendly movement phase

uith

the victim he ean be healed

46-50

Nerves of Steel

>t->>

Luck

ir

you surfer

a

,k111, resuLt

roll

a Del-a-EE6ie-oF

5

or

6 reduces the effeqt

to

a

rnear missr.

>6-50

Dodge Tvice during eacn

uattt@

dodge a shot before the dice are throun

to

hit.

9uQtrac! 2 from the

firers hit roll

score. 6l 65 Constitution

56-70

5\u0rdsman rjl?y aoo 4

to

dice throu

in hanffi

Fioure mav ed

77 75 Accuracy

Hil )naI:Dsnooter l].qure rol.l-s

an ext_ra D4 em

HI . H5 Ufen€d1er

a6-90

Dash I rdy ilruvtr a uuuore move ]n elther move phase _

but

not

bofh-91 95 Cyborg Eye ,tar .:'

::,l"yg'_,- cuver aE up to tlr-t'ce the distqnces

qlven in the rlifc qenqnnt eoali^^

y5

-

100 5nrper

aurrrLIEU ur silrpef _ See,tOllOU, On fife

section.

(27)

RRMY

LETS

These

lists

may be used

to

ehoose armies

of

roughly.equal strength

for

competitive games' The

lists

are

in

part based ontForees

of

the Impeiium' ancl

for

more

detail

and

explana-iion-pf"y"""

shouid read

this

volume. The armies draun fromtForces

of

the Imperiumrhave

been modified

to refleet

losses

in

action, absent elements

of

units etc.

Armies

of

about 1,000 points

uirl

give a good

fast

1-2 hour game. Larger.

fo""""

saY- 1750

;;;;a;

snouro ue crrosel-io"

9"*""

iasting-a uhole eveningr

or to

games !'here one player

is

Aefenaing and the larger iorce (up

to

5096 greater) attacking'

lmperial

fssault

ErouP

This qives a

typical

field

forces

of

Mid-Imperium prior lmogen.

Regular armoured infantry

uith

advanced

grenade

66 points P""

Vr,

or6k.

Jrrr""k, vith

four men armed ruith BoIt

Rifle

sOyad,

X+

:il^;";;;l'ri[r,

"

Heavv

Bolter'

4

to

I

squads'

Regular armoured

infantry.

One-man ruith

leadership,

114 points per

foice suord and laser

piitot.

Four men

ruith

squad'

grenade launcher, support autoranger and

laser

I

to

2 squads

pistol.

A11 ruith JumPacks.

Regular, Light infantry

uith

scout

jumpack,

150 points per laser

pistol,

forces,loid and advanced

grenade

' squad

Xf

pact. 'One

ofiicer

urith grenade.launcher,

four

Up

to

2 squads

-9

men ruith lleavy Bolter.

AII

equiped

uith

autoranger' \

to

the teforms

of

the EmPress Combat Squad

Command Squad

Scouts

xtra for Scouts

tercenaries

.xtras

\,tJ

To give scouts designators Up

fo

maximum

of

one Per squad'

Reqular

light

infantry ruith grenade-pack

,and

I0

points

p"t X 5

ij"ii-"rri"'"r

iNc.

tui

to

a 6ax

of

12

individuals)

figure'

To give mercenaries jumPacks

To give mercenaries Laser

rifle

instead

of

BoIt

rl

fle

5 points Per figure.

)

points Per figure 1 point per figure.

Guard, armoured infantry

vith

advanced grenade

pack,

78 points per force

suord.

4 men rvitir BolL

rifles

and one man ruith souad.

t-vo laser

pistols

and leadershj'p' A1I ruith jumpacks' Up

to I

squad. 26

Back Guard

(28)

Pl.atoon command squad Three

officers

ruith leadership. Guard, armoured

infantry ruith force suord, laser

pistol

and

jumpacks. One ruith energy diserpation shield. Tuo infantrymen, guard, armoured infantry ruith

Heavy Bolter, advance grenade pack and jumpacks.

Off Tab1e

Hodules

Up

to

5 support modules

I09 points per

squad. Up

to I

squad. 15 points each. )15 points per squad.

I

to

2 squads. 234 points per squad. 2

to

6 squads.--=. ..-.'

lmperial

Ereadnrught

flrmsur furce

(see Forces

of

the Imperium)

F-.. I t F Combat Squad Scouts Extras

Off Table Modules

Five fj.gures,

Elite

in

Drgadnought armour

uith

345 points per

jympgck. One figure ruith

leadership.

squad. Right Arm h/eapon Pack:-

Autoranger

Truo heaJy

bolters

2 Lo 5 squads Left

Arm:-

Pouer G10ve'

Heavy Laser

Back:-

3 x L shot grenade Launchers

Five'figi.res, regular

light

infantry ruith

scout

130 points per jumpaek, laser

pistol,

force suord and

advance

squad. grenade pack. One

officer

ruith grenade launcher

and leaderehip. Four figures rui[h Heavy

Bolters.

up

to ,

squads A11 figures ruith autorangers.

To give seouts designators, up

to

one per

squad.

.5 points

To make Dreadnoughts veterans

er.erans

3 poiqts each.

Up

to

10 support

modules

15 points each.

xLr

YL

lmperial

Psuer,ffrmsur

Platosn

(see Forces

of

the Imperium)

Command Sguad

Combat Squad

Five E1ite, Pouer Armoured infantry

all

ruith

leadership and jumpacks.

Tuo

uith

Holztman shield and

right

arm

pack:-Autoranger 2 Laser.Bifles

I

Grenade Launcher

pouer G1ove. Left arm Pack:-,

Hand FLamers

Three ruith

right

arm pack

of

;-Autoranger

2 Support Bolters

Left arm Pack;-,

Hand Fl"amers.

Five

Elite,

Pover Armoured infantry urith

jumpack.

Three

uith right

arm pack

of:-Autoranger 2 Laser Rif1es Grenade Launchei poryer Glove 27

(29)

t--Left arm Pack

of;-2 Hand Flamers Two

vith

Plasma Gun, Autoranger and

Pover Glove.

Veteran, Armoured infantrYman'

ie"o-"ni"a"teristics

and

leadershiPt

-armed

uith

force suord and ramjet

pistol'

E1ite, Armoured infantry

ulth

Bolt.

rifle

"u[o""ng"" and advance

grenade pack'

Extra

to

make a Knight a leader' Up

to

one per squad.

Conscript, Armoured infantry ruith Bolt

rifle

ahd'advanced grenade Pack'

Conscriot. Armoured infantry ruith-grenade

il;;;;;'Jpfort

autoransei and laser pistor'

Conscript, Armoured infantry ruith rapid

fire

Bolterr' autoranger and advanced grenade pack'

Regular, Light infantry ruith SMG and basic

grenade Pack.

Extra

to

give mercenaries Assaul"t Rifles

in

stead

of

SMGrs.

Extra

to

give any troop type jumpacks'

Attack Jetcopter, 2 Pods

of

fonuard

firing

Heavy Bo)Lers

;;-gi";

-opters Robo-Turrets

vith I

Conversjon

Beamers.

28

36 points.

I

on1y.

20 points Per -sguad 2 Lo 1 squads

of

5

knights Per squad. 1 points

17 points Per squad'

2 Lo 5 squads

of

5

20 points Per squad' Up

to

2 squads

of

5'

18 points Per squad'

Up

to

2 squads

of

5.

I0 points Per squad ' Up

to

4 squads

of

8' 2 points "ach. Any

or aII.

3 points each. Up

to

5 squads. 55 points each

upto5

55 points each

uptol

Feudal

Dutursrld

flsmg

\r-r'

Thisforcerepresentsthesmall,almo5fprivatearmiesofasmalloutuorldFi,pfdom. Lord Knight Knights Extras ConscriPts ConscriPts Conscri?ts Mercenaries Extras Jetcopter Extras

(30)

Earlg Fledemptionist Fsrce

From the period

of

the inception

of

the Holy lrlar, uhen the desert races

of

the planet Imor attacked the Imperium.

Irikes Warrior Lord Extras Redemptionist Warrior Fanatic Extrhs Redemptionist rDevoutr Extras

Elite,

Pouer Armoured infantryman uith

leadership. Armed ruith forcestuord and Sun

Gun. Fanatic.

Extra

to

give l,rlarrior Lord a Laser Pisto].

in

addition

to

other ueapons.

Extra

to

give Warrior Lord an Anti-Matter shiefd.

Extra

to

give U/arrior Lord

istics

)9 points each. Up

to

15 2 points each. Up

to

15 3 points each, Up

to

15

Hero

Character-

15 points each.

Upto5

60 points per

unit.

.i 4

to

6 uAits. 50 points per unit. Up

to

12 units. Free 3 points. per squad. Trike urith Cannon. Rider

is

regular,

light

45 points eaeh.

infantry,

fanatic ruith laser

pistol.

Gunner

is teguiar,

light

infantry,

fanatic

ruith

Up

to

20. force suord, laser

pistol

and hand fl,amer.

(Riders often dismount

to fight).

Trikes operate independently.

r

Deduction

to

give l,/amior Lord a pouer-axe -12 points.

instead

of

Force Suord and Sun

Gun.

Up

to

15

Regular, Light infantryman, Fanatic armed tuith Force Suord and Laser

pistol.

0perate

in

units

of

five

men.

Extra

to

give uamiors Laser

Rifle

instead

15 points per

of

Laser

Pistol.

Up

to

2

units.

unit.

Extra

to

give uarriors Auto-Lasers

instead

15 points pef

of

Laser

Pistol.

Up

to

one

unit.

unit.

Extra

to

give uarriors Flame

Throuer

3 points per instead

of

Laser

Pistol.

One figure per

unit.

fiqure. Extra

to

give uarriors Mi.ssile Launcher.

Up

6 points per

to

one figure per

unit.

figure. Extra

to

give ruamiors Anti-Matter

shj.eld.

15 points per Up

to

tuo

units.

unit.

Extra

to

give uarriors Heavy Lasers

instead

40 points per

of

Laser

Piptol.

Up

to

one

unit.

unit.

Conscript, Light infantryman urith Laser

rifle

and grenades.

In

units

of

five

men.

Extra

to

give devout Auto-Laser instead of

Laser

Rifle.

Up

to

2 units.

fxtra

to

give devout leadership. Up

to

one.

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