IMPERIAL
COMMAIYDER
IMPERIAL
Imperial Commanderis
built
and are designed
to
give a*
lr/hen you
first
start
using the rulesit is
suqested that only small forces are used but once you are familiaruith
the rules'mechanics than youcan:-Lead fanatic hordes
of
Redemptioniststo
cleanse, purifyand generally obliterate everything and every one
in
the very heartof
the Imperium.
Ride the massive 2500cc Poruerbikeat
the headof
a grim entourageto
the greatest and bloodiest drugs bustof
all
time.
Teleport doun
into
the merciless maelstromof
a relentless assault on the desert outpostof
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 offast, skiltful
game uhen using around15mm Sci
Fi
figures,TREDP
f,LflSSIFIERTION
Ihe points value Lists
detail
all
the troops, !/eaponryand-equipment used
in
the rules" Most areof'a fairly'
self-explanatary nature
uith
more detail.to
be foundin
the rLaserburnr rules.Troops are classified as
fo]lous:-Light
Infantry (LI)
Troops ruearing verylittJ.e
or no armour,at
most a helmet, flakor mesh jacket. Some may ruear
light
armour plates on legsor
arms. Armoured lnfantry (AI) Troops ruearing a helmet and plasteelplate 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
theindividual inside.
Pouer armour often ineorporates
ueaponry and jetpacks.
Dreadnought
2
(DN)
Toughened, thick complete armourplas plateuith
J.ov density carbon foampadding
to
absorb impact. The greatueight
of
the armouris
carried byan immensely poverful exc-skeleton. Training
J I
Troops are also classified by training rui.lich ruitl
effeet
their
veaponsskill.
Thesectaisiiications
are:_Guard Veteran
Elite
Regular
-
AverageConscript
Rav
-
Extrerelypoor.
:
Squads
Troops are normally organisedinto
squadsof I
to
gmen, and
all
membersof
a squad must remai.nuithin
Bcmof
another rember.If
a squadis split
by more than*
this
distanceit
must regroup beforeit
can advance.POINTS
URLUES
Basic Figures Lighf Infantryman Armoured InfantrY Pover Armoured Dreadnought tJeapons Hand Flamer Enforcer pistol Pistol Ramjet pistol Cartridge pistol Laser pistol Laserrifle
Heavy laser Auto-Laser Bolt pistol Boltrifle
Rapid Fire Bolter Heavy Bolter SupportBolter
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 ForLI
& AI For PA For DN Imperial Scout jumpack 3 6 9,
5 1 3 1Sry,".
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 grenadelauncher (2 shots per barrel)
Basic grenade pack
for
infantrymanAdvanced grenade pack Equipment
Computor control
for
bike ueapons Roboturret for
vehicle capable ofmounting up
to
three ueapons.Foruard
firing
veapon mount AutoraRger'Support-Autoranger
Advanced sight
for
SMG or m,/C pistotDesignator
Each module
of roff
tablerfire
support 2 1 1 6 10 free 3 B 2 5 15 tf $gtt' zau,r'cHt€ta'---
lrFORCE SHIELDS
Energy disapation shieLd
for
a single figure Anti-Matter shieldfor
a single figure Holtymesh shield-f.or a single figuieInvisibility
cloakfor
a single iigureVEHICLES (ryith creru)
Transport Jetcopter
to
camy upto
12 fi.gures Hover APCto
carry upto
10 figuresAnti-Grav APC
to
carry upto l0
figures Wheeled APCto
carry upto l0
figuies Tracked. APCto
carry upto l0
figuresHover Scout car
to
carry upto
5 figures Light Attack JetcopterTeleport Bay,capable
of
holding upto
5 figuresor
onelight
vehicJ.eMotorbike Trike 7 7 q B 50 30 40 25 25 20 20 40 5 B TROOP CHARACTERISTICS
l-eadership
BFanatic
3llero
15Sniper
3HAND TO HAND COMBAT I,,EAPONS Svord, Axe, Vibro-Knife or Club
Force Suord, Pover Suord
or
Riot StickPover Glove Pouer Axe 1 2 2 5 5u?/o,q7 6or.ral
-=,
r/Il'lrtdTHE
HULES
TURN SEQUENCE
The game
is split
upinto
a numberof
GAME TURNS, eachof
ryhichis split
douninto
truoPLAYER 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-lnedin
the movement rules.Fire Phase
Both players may
fire
ruith any elligable figures-
seefiring
ruLes. Firingis
treatedas simuftaneous so easualties are not removed
until
the very endof
thefiie
phase. Player Ars Second Movement PhaseThe player may again move
uith
any orall
of his
figures-
evenif
they have alreadymoved during the
first
movement phase. Player Ars Close Combat PhasePlayer A_may attempt
to
mover_fire or engagein
close combatlrith
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 onto
the next Game Turn and player Ats player Turn.@--I I
i:
MDUEMENT
)uring each
of
the turo movement phasesof
his Player Turn, the player may either move hisfigures up
to
the distances gi.ven on Chart 1or
the figures may perform any oneof
theaetions
listed
on Chart 2.gSEf_I,
Move RatesTroop Type Move Rate
(in
cmts)Road Open Ground
DifficuLt
GroundLight infantry Armoured infantry
Pouer Armoured infantr
72
I
t2 10 6 6I
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 BI
Lighter Anti-grav, Hover or GEV 35 ,5 l0A11 hover and ground effect vehlcles hover
at
upto
tuo metres above the ground-
soif
the obstacles causing ground
to
bedifficult
are Lourer thanthis
(eg. small bolders, amarsh
etc.)
the vehicle mayfIy
right
over these andtreat
the ground as'opent.Anti-grav vehicles may go even higher and can clear obstacles up
to
15 metres high.CHART
2:
ActionsAction Description
Entre
or
leaveavehicle
Troops may leave vehicles through any door
to
any pointvithin
J-cm. avay, enteringis
the reverse.The vehicle
itself
must not moveat
all in
this movement phase.Enter
or
leave abuilding Move ruithin lcm. from any
of
point inside the building anyexit,
enteringis
theto
reverse.outside Attemptto
Reload/Repair a Weapon
See the arrnunition-Breakdolrn rules, note that as
this is
an actionit
finansthat
the figures can notmove
in
any movement phasein
vhich such an attemptis
made.Beam Doun Be beamed from a teleport bay
to
anyuhere on thetable.
Beam Up Be beamed from anyuhere on the table
to
a teleportbav. Examples of Movement Rufes
First
Movement Phase Fire' Phase Second Movement PhaseMove
Leave vehicle
Move
into
teleport bay Moveto
building Halt Fire Fire Fire Fire Move Move Beam Dourn Enter building Move FLYING VEHICLESBeeause 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 oneof
theTake Off A
vertical
takeoff
to
someuhere immediately above uhereit
took
off
from.Land Again a
vertical
landing.Move 0nce airbourne the
aircraft
may moveto
anyurhere on the table-there are no distance limitations.Hover Remains airbourne and stationary.
Halt Remains stationary uhen landed Examples
0f
Flying Movement RulesFirst
Movement Phase Fire Phase Second Movement Phase Takeoff
Move Move Hover Fire Fire Fire Fire Move Move Hover MoveAircraft
Heiqht Bands, Range Modifiers*"""""""lortgroundskimmin9l.Iftheaircraftishigh
it
can see over, and be seen over, anyhills,
ruoods or buildingsetc.
Figuresfiring
atit
add 50em.to
the range.If
theaireraft
is
ground skimmingit is
assumedto
be no more than 5 metres above theground. Woods, Buildings and
hills
etc.
completely block theflne
of fire.
No modificationis
madeto
the range.Aircraft
may freely change height bandsin
any move phase they are airboufne.Note on Flying VehicLes
The best vay
to
simulateaircraft fliqht is
to
buy someof
the tQT Models' uire Lndperspex stands. Using a Imm.
bit, drill
a holeinto
theaircraft - it
can be stobd on the stand vhenih flight,
takenoff
ruhen landed.If
you canrt runto different
siezed stands then height markers can be used.JUMP PACKS
Like normal movement, a jumpack move can be made
in
either or bothof
the player,smove-ment phases. A single jump may be up
to
the distance given on the follouingchart:-Wf,
xamples o Moves
Troop Type
First
l4ovement Phase Fire Phase Second Movement Phase Explanation Aircraft Land Move Must be airbourntto
moveInfantry
Vehicle
Move Move
l- ire Get into VehicLe
Move Off Vehicle stationary must uhenbe
embarking
inf.
Infantry
Aircraft Get
into aircraft
Land Fire MoveAgain the
air-craft
must be stationaiy.Distance (cmts) Light infantry
Armoured infantry
Pover Armoured infantry Dreadnought infantry Imperial Scout jumpack
30
20
15 15
Troops may jump over obstacLes. The jump follorus a smooth trajectory
-
the figureis
halfas high as the jump
is
longat
the jumprs mid-point, a quarter as high one or three quar-tersof
the ruay along and so on. Soif
a figure makes a 20cm. jump he can clear a building 10cm. highif 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.a4
/Ocr'lExampIes of Moves Involv
First
Movement Phase Fire Phase Second Movement PhaseJumP
Jump
to
ruithin lem. of house door. HaIt Fire t rre Fire Jump Enter house JumDJump Limitations and Risks
Troops may not jump out
of or into
uoods. They may not jumpinto
or outof
buildings orvehicles
-
other than speeially adapted Seythe Jetcopters. Provided that the Jetcopteris
hoverlng troops may jump out-
they make a jumpof
the normal length and land on theground.
If
troops jump someuhere they canrt seeat
the beginningof
the movement P\ase (forexample,
if
they jump over a ruood) thereis
arisk
of
accidents. For eabh f,igure jumping throv 2 D6, and consuLt the folloruingchart:-CHART M4: Jump Risks
Troop Type Accident Score L rgn[ Armoured Pouler Armoured Dreadnouoht Armoured L1 11 10 9
If
the scoreis
equalto
or more than the accident score thenthat
figure has broken hisneck
or
something andis
removed from play.TELEPORT BAYS
Each bay can beam up
to
5 figures or alight
vehiclein
each move phase. Beaming dounis
very precise and troops are placed anyvhere on the table the player pleases-
he maychoose the inside
of
a building etc.i t I I I !
Examp es of lvloves e-tepor
ati
onFirst
Move Phase Fire Phase Second Move Phase Moveinto
bayBeam Up
Move Fire
Beam Doun
Move Off Bay Beam Up
Note that as troops must move
into
or outof
a teleport bay the bay canin
fact
only beused
in
one move phase per ptayer turn soit
spends the other one vaitingfor
the troopsto
enter or clear the bay.I
FIRINE
V'Jhen one
of
your figuresfires at
an enemy, ro11 tvo D6ts and add the tvo scoresto-gether. Nov proceed
to
ChartFl
and findihe section
for
the ueapon being fired.Read across the chart
to
thefirst
columntuhich gives the ammunition,/breakdoun number
for
the ueaPon.If
thetotal
score
is
equalto,
or
louer than thisnumber then the ueapon has either maI-functioned
or
run outof
amrnuniti-on-see ammunition-breakdorvn rules.
If
the scoreis
higher, measure the rangeand read across on the chart
to
theappropriate range band,
this
gives the HIT NUMBER. Go the Chart F2 and seeif
anyof
the factorslisted
apply.If
theydo then add
or
subtract the number shoun.If
yourtotal
scoreis
nov equalto
orgreater than the
hit
number then yourshot has
hit
the target,if it is
lessthen you've missed.
If
you have ecored ahit
fihd
the ueapon's IMPACT TYPE urhichis
givenin
the secondto last
column on ChartFI.
Noru goto
seetionFl
andfind
the IMPACT TABLEfor
this
veapontype.. RolI a. further D6 and read across on
this
numberuntil
you cometo
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 90ol\.
of their
directionof
facingie:-I f___=-Arc
of
Fire-+
Figure/ t
I
....---<--
straight aheadr'
Bike cannon may only
fire
straight ahead, the same appliesto
any other bike mounted u,eapon.Vehicle fixed mounts are treated
in
the same uay as bike cannon. Turrets and robot ureaponpods have complete J50o
traverse.
/
WEAPON USE
Figures may
fire
only one ueaponin
any givenfire
phase. Exceptions are:-HeroesMultipJ.e ueapon packs on PA or DN troops.
(Several ureapons are strapped
to
the same arms- you canfire
alL on any one arm) laleapon pods on vehicles- a1l the vehicles ueapons mayfire.
,
Contd.-'--Hand Flamers
-
a ueapon that doesnttreally
need aiming so canbe
fire
vrong handedly.Bike cannon
-
simplefire
stud on handLebargrip,
sorider
mayfire
both the cannon and his orun pistolIn
all
cases throvto
hit
for
each lreapon separately.T argets
Normally
all
the ueapons a vehicleor
figurefires
must be aimedat
the same target.Exceptions
are:-Heroes Hand Flamers
Robot VJeapon Pods
- self
training so each mayfire
independentlyBike Cannon ruith computer control uni.t
-
againself
targeting sorider
mayfire
seperately.[,,Jeapon DepLoyment
Machine guns must be deployed before being used. Support Autorangers ruith veapons carried by
Iiqht
infantryor
armoured infantry must be deployedto
givetheir
hit
bonus. Deployment takes an entire move phase, use the counters provided.It
takes no timeat
all
to
pick up and move a deployed ueapon butit
then must be deployedagain.
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 6I
7 10 B 9 20 15 10 ,o High or Stun Loru PoruerMay
fire
anyadvanc-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 StandardMay
fire
2 shotsat
same target/phaseMay
fire
template 2Bolters Pistol Rifle Rapid Fire Heavy Support 5
,
4 3 4 5 6 ,6 7I
7 B 9 9 10 11 t0 2A 75 50 100 200 Hiqh High High PouerPouer May
fire
2 shots atsame 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 2May
fire
template 2May
fire
anl templatrF1ame 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 1eliot
Gun 3 3 4 7 7 6 B B 7 10 50 150 l0Fires 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 Ldes5l;
I 5 5t
7 7 6 BI
'l 4 5 7 6 40 10 100 .10 500 50 Standard HishInfinite
repeater.* Fires template 2xx Jtlt*see grenade section
Fires advanced
expl-osvi,
1 shot onIy.IHAELEI;
Firins Chart*
Never runs outof
ammunitionor ma]functions.
x* Makes 2 attacks on a1l
figures
in
cone-
oneat
high impact, one atanti-personell.
,+** Thro\y a D5
for
impact,1= Stun, 2= Anti-persone.ll, J= Lorur {= Standard, 5= Hiqh, 5= Pouer.
CHART F2: Factors.
*{r#
irers
Ratird
l-j
ran
I -2Iite
I -1ipt
I +l +2 loverTarget
in
soft
coverTarget
in
hard coverTarget i,n reinforced cover +I +2 +4 ta'1,. {}*SCn;,,9-j.t
k
I Auto Rangerat0-20cm.
l-I
At20cm+
l-Z
UtherFiring on Building rather than
troops
Iinside
it
I
-4 RoboTurret
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 StunForceshield
-
against Lasers, IConversion Beamers and
Auto-
IBlasters
I -l
ShieldsAnti-Matter Shield
-
againstBlasters, Explosive projectile ueapons, Pistols and Ramjet
shots
I
-3 ANT I-PERSONELL LI AI PA DNt
NearMiss Near Miss NE i ,, NE 2 Ki11 3 4 Ki11 5 6 NearMiss STANDARD LI AI PA DN I MissNear NearMiss NE NE 2 Ki11 3 Ki11 Near Miss 4 Ki11 5 NearMiss 6 Ki11
HIGH LI AI PA DN I Near Miss Near Miss NE NE 2 Ki11
*/'tt
i 3Kill
lV/4
4 Ki11 5 Ki11 6 POU,lER LI AI PA DNI
Ki11Nrvlt
ffi
NE 2 KiIl Ki11 Near,
Kilt
4 5 6Near
Miss
'
The target may not moveor
fire until
after
the nextfire
phase. He maydefend himself
in
hand-to-hand combatif
attacked. Usd the 'near miss' markersProvided, place them next
to
a'figure ruhenit
suffers a near miss. Take the marker auayat
the endof
the nex[fire
phase.rOTAL
LI AI PA DN
I
Kill
Ki11 Ki11Near Miss 2 Ki11
,
4 5 6 Explanationof
ResultsKi11 Ihe figure
is
removed from play.NE
No effect. Examplesof
FiringAn Imperial
Elite
trooperis firing
a BoItrifle
ruith autorangerat
a Pouer ArmouredRedemptionist ruho
is
]Ocmrs. auay. Thehit
score ryi1lbe:-BoIt
Rifle
at
10-50Elite firer
Autorangerat
20+5
The player has throun a
total of l0
on his tryo dice so the shothits.
A Bolt
rifle
hasa'High'impact
so goto
the High Impact Chartin Fl.
The player throusa D5 and scores a 5
-
ruhichis
a
rkill'
against pouer armour. ldeaponsvith
Cone TemplatesSome ueapons are given the option
of
using rcone templates', others haveto
use them.Place the
thin
endof
the template against thefiring
figure, urj-th the cone pointing inany directionto the
front
of
thefigure.
Anythingin
the coneis
nov a target. Throv sep-eratelyin
the normal uayfor
eachof
these targets.t3
I
-1
ERENROES
Combatants can
hit
as normal.effect.
If
youhit
then place the eentreof
the,blast template over the template area are effected.Lhe taeget. A11 figures in
The choice
of
grenade typeis
restricted by the rpacktuhich the fiqures has,ie.
either the standardor
the advanced packs..@f],
Standard GrenadesDescription Effect Blast Template Number
Explosive
Armour Piercing
Smoke
Standard Impact
High Impact
Bloeks vision
for
restof
qame.? 1 2
!]j@:
Advanced Grenade PackDescription Effect Blast Template Number
Explosive Standard lmpact
,
bmoke -Blocks vision
for
restof
qame.Z
L impet Effects only one figure.
Deduct 2 from Your
hit
ro11If it hits
treat
as rPouer!Stun Stun Impact 7
Stasis Area
ot
template 1s nelo ]^nstasis
.until
endof
nextfire
phase. Time
is
frozen, figurecannot move,
fire
or be fired at.Launchers Grenade Launchers
These should be treated
in
the same uay as grenades. Each have thefull
selection from the advaneed paek. In addition, missilL Iaunchers mayfire
self-guided AT ramjet shot.Add 2
to
yourhit
dice and all.hits
are'pouerimpact'hits'
HITS ON VEHICLES
If
you have scored ahit
on a vehicJ.e, use Chart F4 bel,ourto
find
the score you have to throu on a D5to
penetrate the vehicles armour. Roll the dice,if
youfail
to
penetratethe shct has had no
effect,
otheruise goto
Chart F5to
find
theeffect of
the penetration.throru grenades instead
of firing
other ueaponsin
anyfire
phase. Throu toIf
you miss thenit is
assumedihat
the throruis
uayoff
target and has noArmour Penetration
VEHICLE ARMOUR TYPE
Firirrg Weapon
Impact Type
Air
AssaultVehicle
Jetcopter,
Air
Raft, GEV Car,Civilian Vehicles. No effedt Anti-PersoneI
I
No effect No effect Automatic Soft Skinned AutomaticLt.
Armoured IotalCHRRT
f::
Resultsof
Armour PenetrationThrou 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 D6throrv
of
5r4r5ot 5,
otheruise they arekilled'
Vehicle knocked out., 0ccupants escape on a D5 throv^f S nn A
-and kes
If
you score ahit
on a bikeor
trike
throru a D5 before you do anything else.If
the. scoreis
1r4r5ot
6 you havehit
therider.
Throvfor
impact as normal on the chart'inFl
for
theriderts
armour.ii y;;
threlr aI
or
2 in"n you havehit
thebike/trike
-
throurfor
penetration asfor
alightly
armoured target.DEMULITION
-
Hits on Buildinqs, Doors and FortificationsTo use these rules
it
ruitl
be necessaryto
drau simplefloor
plansof afl
the buildingson 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 flamerPouer
or
TotafImpact ueapons' HE missife or PLasma Gun.
Sun Gun Any otner lrleapon
Light,
domestic doorHeavy, leinforeed door Armoured securitY door Room
in
ruood, brick orPlasfab building
Reinforeed Bunker
Lenath
of
fortress rlall4
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 requiredto
demolish hlhen a ueaponfalls
into
ttuo categories use the'better categoryfor
demolitionIf
a roomis hit
and collapses thenaII its
occupantsrolL
for. a'standard impactthit.
A11
figu"""
notkilled
can escape and are placed adjacentto
the room but outside thebuilding.
A demolished door
falls
over, rooms or bunkers rvhich are demolished co]1apse. Collapsingrooms have the same effect on
their
occupnatsastlo!,
impactrhits.
Any troopsor
equipment surviving a roomrs collapse are placed adjacentto
and outside the roomin
any position desired by the PIaYer.trlhen a Uuitainq'ha! more tharl one room (most do) the collapse
of
one room may cause othersto
eollapse. 56in
such buildings everytime a room collapses throu a1 D6.If
the score is2 D6then that room also co11aps6s. (ani
of
course yout1l haveto
throru againfor
the otherrooms).
Where the target
is
a fortress rualL then demolition causes theuall
to
collapse 5cm'.oneither side
oi
the pointof
impact- killing
any figures on topof
the collapse section'SNIPERS RULE AND FOLLObJ ON FIRE
These rules only apply
to
Snipers, Machine Guns and Laser Cannon.At ranges over 45cm.
if
anyof
these ueapon types score. ahit
on any target they are saidio
be ion targetr- this
means that the gunner has got the range and direction dead on. Jnce gn-Target the gunner may no!, sruitchto
other targets. Any.such target must be ruithin5em.
of
thefirst. io hit this
second target the gunner doesnrtfire in
the normal uay:ut
just
throus a D6.If
the seoreis
a 5 he hashit
and can throru againfor
effect. If
ne
hlts this
second target he may nou select alrd.
target uhich must be ruithin 5cm. of t,he secbnd. Tohit this
he needsto
throu a 5or
5 on a D6.If
hehits
he throus foreffect
.
He nou may select a 4th. andfinal
target. This final_target must again be uithin5cm.
of
the previous target andto
hit
he needsto
throu a4,
5 or 6 on a D6.:xample
The gunner
fires in
the normal rlay andscores a
hit
on target A. "Greattt, he gruntstI'I'm on-target". He canrt select tarqet D
as
his
2nd. target asitrs
toofar
from Aso he goes instead
for
target B. He throus:he D6 and gets a
6.
He throrvsfor
effect and mutters t'0.K.,still
on-target". Heselects C as
his
3rd. target and throrvs the )6 needing a 5 or 5to
hit
and staYon-target. He throrus a
l.
"Damn" he exclaims,he
is
not happy as he has missed and istherefore 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 mattersis
ruhether youhit
or not.EIFF.Tff
BLE
FIRE
SUPPDRT
Support may be given
to
troopsin
action by Off Tableunits,
eitherartillery
bases, Starshipsin
1ouorbit
or stand-offaircraft.
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 positionto fire
on. The figure may then caL-I dovn as many moiu-Les-as are available. Throvfor
each on a D6.If
the score obtainedis
a 5 or 5thln treat
the target ashit
by the advanced grenadeof
your choice.Designation take place
in
thefire
phase and does not expose the designatorfor 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, unsuccessfullytried
to
calL dovn truoof
them. The scout therefore throvs for the remaining tvo gettingI
4 and a 5.One request has beensuccessful so he places any advanced grenade template immediately
over the target and throrus.for impact normall.y.
17
ftTNTRUNITIEN
E
BREftHODUJNEI
When you throv a
total
less than your ueapons ammunition/breakdoun number on therdice throruto
hitt
then your !/eapon has either'run outof
ammunition or has broken doun' Whicheverit
isrthe ru"pon can not befired
againuntil
thefault
has been dealt urith' ailgu""
may at[emptto
get the rueairon uorking again by^spending anentire
rplayers mov-emenf phasei stattbnary.'ior each slch attemp[,i"]]
q D6-If
the scoreis
5or
5 the!,eapon
is
uorking again,if
not the attempt hasfailed
- 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 nextto
figures thathave run out
of
immunition or suffered a breakdorun' Examoleof
Ammunition RulesA figure ruith a Support Bolter
is firing.
He throrus the truo diceto
hit
and gets a totalof li
Tnis means tire gunis
outof
ammunition or has malfunctioned.It.
is
the opponent,stplayerturntso
the figure does not get..a chanceto
get-the gunUorking
until
thefirsi
m6ve phaseof his
ovi
'playerturnr.
He makesthis
attempt' throus a 6 anJ sois
successful. He can no!,fire
the ueapon again'MULTIPLE WEAPON PACKS
when you are
firing
a multiple ueapon pack, such as. thefitted
lreapons on Dreadnoughtn"*ori'or
!/eapon p6d" on aircraftr'vehiclesetc.,
the normal ammunition rules get toocomplex
to
use.Instead
of
follorling the normal rulesfor
these throru a D6 before youfire' If
the scoreis
aI
then the uhole veapon packis
outof
action'To get the pack uorking again folloru trr"
norr"i-rri"s
ro" reloading/repairI
counting the ulhole pack as one ueaPon.Note that
aircraft
must landto
attemptto
reload/rePair ueapons.4
.2
18
EEUEFT
Troops vho are
in
cover are C0NCEALED and can not beflred at
unless they EXP0SE them-selves byfiring
or are picked up bylife
sensors.Exposed Troops
Before each
fire
phase both players,in
secret, rurite doun uhichof
their
concealed units are goingto fire.
Such troops get a special FIRST SH0T. This means that vhen theyfire,
the casualtise they cause are-removed from play immediately and thus have no chance of returning
fire.0nce
all 'first
shotsr have been dealtuith
thefire
phase goes on as normal.The troops
in
cover vho havefired
are nou exposed and can befired
on by any enemy.this fire
does not give your position auay permanantly- if
you choose notto fire
in the nextfire
phase you are again concealed and can not befired
at.,v;'t
Life
SensorsVarious sorts
of
life
sensors, including infra-red andultra
violet
sights, arefitted
to
most lreapons as standard. These a1loru youto
see through cover and thus allorufire
onconcealed targets.
Regardless
of
uhetheror
not theyfired,
concealed troops can be fi.redat
ruithin the ranges givenbelov:-Iype
of
Cover Examples Rangesat
uhich they canbe
fired
at SoftHard
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
r
:: ii ii ii trloodswoods are a special case
- in
no circumstancesat
all
may youfire
through a uood further than 5cm.at
an infanlry tarqet or 20cm.at
a vehicle target orbuilding'
So,-for
example,i;;;"t"t
6cm. auayrro*'Le
Jdgeof
a uood may not befired
at,
nor may theyfire
out' Exampleof
Cover RulesFEREESHIELES
!Forcesshields are devices giving limited protection
to their
ueareror
the'dhi"t"
to urhich they arefitted.
Turning them on oroff is
an action and takes an entipe stationary,o,ru pn""lr,
or
in
the easeof
a vehicle ereuman he may notfire
a ureaPonin
that turn' When shields are sruitched onslip
a circLeof
card under the figure/vehicle. The cardshould be coloured as
follotYs:-Explanation
1
-
Canfire
2
-
Can onlYfire if
target exPosesitself
byfiring.
J
-
Canttfire in
anY circumstancesas there
is
too much tuoodin
theuay.
4
-
Canfire
using life_sensors.Blue lrjhite Black Energy Disapation Anti-Matter Holtzmann
You can
fire
normally ruhen protected by Energy Disepationor
Anti-Matter shields, you can notfire
at
aII if
you"r"
in
a Holtzmann shield or anInvisibility
Cloak.ENERGY DISAPATION SHIELD
Is
effective against lasers, conversion beamers and auto-blasters.If
you arehit
by-such ,""pon" ruhen tfre shieldis
on then deductI
from the enemiesrhitt rolls
for
Charts FJand F4.
qNTI-MATTER SHIELD
0n1y effective against blasters, explosives, projectile ueapons, plstols and ramjet shots'
\gain
if
you arehit
deductJ
from therolls of
these ueapons'HOLTZMANN SHIELD
idhen
this
shieldis
on you cantt be effected by any ueaponof
any description-
but youcan not
fire
at
a]l
either.INVISIBILITY CLOAK
when the shield
is
on you can not be seenat alt.
Unfortunatelyit is
notall
thatreLiable. At the end
oi
eachof
your move phases ro11 2D5's:-T arget Firer A B C D E A 4 2 4 2 R 4 5 5
t
,
I D 1 3I
I E 2 3 2 I 20Dice Score Besult
I2 S.hie1d has broken dorun and
,uit
O"""p"l"ua (ru" repair rules
in
ammunition,/breakdoun lectionjand then be suitched on again.
11 Shield has suitched
off
and must be suitched on again.10 Sli:19 not vorking
to
ryellrealIy.
The gamemastertuill tell
your opponent R0UGHLY ,,,f,"""t6.
figuresare .and R0UGHLY hou many there are. The shield
is
still
gperatinq.Invisibility
cloaks qive no protectionat
all -
shoufd the uearer behit
by a straygr.en-::ir::
bein
a cone template throuror r,its
and i.mpact""
no",n"i, deductingJ
from thehit
ELOSiE
EEMERT
PHflSE
Each player turn represents an aruful
lot
of
elapsed time. Norma-U.y much ofthis
ruould be tuastedr ruh6n lroopsare halted, resting, communicating or
just
having a good look roundi l,lhen,houeverr. opposing forces come
to
gripsuith
each other and meetat
realli
close quarters the aetionruill
inlvit_
ably speed up a 1ot. The close combat phase represents
this,
the rules areas
fol.lorus:'-Whenever any member
of
a squad is ruithin 5cm. of.an enemyin
the closeeombat phase then the uihole squad
is
at
rClose Quartersr. Foreach member
of
the squad, even though some fig_ures uont be ryithin 5cm.
of
any eiemy, throu a D6- if
the scoreis
a 5 or5^then the figure may perform any one
of
the folloving CIose Combat Options.Move.5cm. and engage any enemy figure
in
handto
hand combat (see b6four)*These are any
pistor,
Auto-Laser,r4achine
pistbl,
sMG, AssauJ,tRifle,
Flame !/eaponsand Bike Cannon.
If
a figure does throv a 5 or 6 and carries out his chosen action then dicefor his
figureagain immediatery
-
agai.n t.hioru a D5 andif
the resu-rtis a-:
or
5 he may chose a 2nd.
cLose combat option. Keep throruing
until
the figurefairs io
tr,ro, al oi e.
ti,j.
-,,.
21
h--Example lalhite Squad
-pD
Bpc
-vi+
1.d
.jl
It is
White's player turn andis
nou the"ios"
i"*.
"o*u"t pi',"sl. As figure Ais
ruithin"f
on"oi
BLack's figures the ruhole.souad
is at
!Close Quarters' (even thoughii-tr"ri"
example figures B, C and D are not,itnin
5cm.of
an enemy. figure)'
tnlhite choosesto
throufor
Dfirst'
The scorei"-"
+ so D can not do anything' He throvsfor
C and scores a5.
White chooses Uptlon i-"nO Cfires
his SMG. After uorkinq outtn"
fi"ing
he throrus aqaginfor
C.- a 4'"o-C
".n
do nothing else.He nour throus
ior
g-
a5.
B chooses 0PtionI
and the orenadekills
both figuresI
and2'
White iou throrus agaginfor
B-
a5'
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 a4,
damn shame' HJ throusfor
A, thefinal
figure,
and gets a4.
The close ccmbat phaseit
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
II
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 ,scoreis
louer or equalto
the defenderrs then-ni"-iiqu."
is killed. If
the attackers scoreis
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 movePhase. r rh^ 6++a^r,6rl
Inu-pf"V." vhose turn
it is is
qly"y:
regardedastthe
attacker"A figure may only *ou"-inio hand-to'-hand-combat ruith one enemy
-
attacks can not be,"0"'on
ttuo or more figuresat
once'In cases
of
extreme stress the attaeker mayright
cigarettes, the defender may only doso
if
he throus an odd number5
{.-?')
7) 4)
A
,kirl,result
uhen using ariot
stick
means the defenderis
stnnedfor
J0 turns notkilled.
Example:-lJhite,sfigureattacksoneof^Blackts.WhitefigureisasuordarmedEliteso adds
I
to
his dice throru; BLack'sis in
PA so aaos 5. h,hit; throvsI
makinghis
total
9Black throus +
ratinq'[ii t"t"i s.
Asthis is
a drau and tn/hiteis
attacking' lrJhite's figureis killed.
zzI 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
eachlight
or
heavy infantry man2 points
for
each pA infantryman3 points
for
each DN infantryman J poinfsfor
each Motorcycle.5 points
for
each vehicle.5 points
for
each Hero and 1eader. The keep a recordof total
losse's usingthe same points scheduLe. The moment
.l.oses come
to
a haLfof
theoriinal
totalthe armyrs morale
is
saidto
be rshakenr. A shaken army must take a morale check at the endof
each rounr playerturn.
To dothie
throv 2xD5 and add the scores together.If
the resultis
7 or more the armyii
broken anCin
a broken armyall
the trooos haveto
retreatat full
ratein at
least'f
Tgy".phase per playerturn,
except thoserallied
by leaders.Before the game commences the Gamemaster rray add points
to
an armies.Morale strengthvaLue
for
positions held such as bridges, passesetc.
These are addedto
the"co"J-norm"rry
and treated as
lost
uhen.captured by [he'enemy;:if
captured back they stop being treatedas
lost'
rnthis
ruayit is
possibre'for an armyto
become shaken as a resultof
loosingsome position but stop being shaken by recapturing
it.
.E
Note that-an army that.has broken
it's
opponents has a morale boost and needst6
suffer60"'6 casuarties before
it is
shaken, and needsto
throur a 9to
be broken instead.of a 7.
Example
Ars army suffer's 50,'6 easualties and
is
shaken. A throvs but passes the morale errect<. InBrs player turn Bis army reaches 51,'6 casublties and
is
nou siraken. B also survives the morale check' Ain
his player turn suffers and causes no more casual.ties..stirl shakenhe feu figures but the throus
for
morale and restruitl
fails
the check. Heis
nou broken. His leaders manageto
ralJ-y ahave
to
start
retreatingin
Ars next pJ.ayer turn.B has broken therefore A's army gets the morale boost and
is
no longer shaken, he remainshalted'
A's leaders nou launchi
desperate counter attack and manageto
get B's casualtiesup
to
51,"6'.8in
his plalgr.turn hoLds'his position butis
shaken and so must take a morale;1":l;",;"ll:::" "
r0 ruhichis
more rhan e("ucri".J-i"-[""li"r'irl,ni"r.,
means-i,i"-""*yThe outcome
of this
encounteris
nov upto
the leaders and the troops theyhave managed
to
rally.
LEREERSHIP
In
an army some fiqures are deemedto
be rLeader,st. Each rleader,is
represented by afiq
urel costing an extra 3 points
for
the leadership factor (see the armyrists.for
exampreJof
unit
commandersuith
leadership values).The moment-an army breaks (as detailed above) the Leaders may
ralry
troops around them. For every leader figune throu a D5. Thisis
the number or trlops he hasrarlyed and stay
tuith him' For instance,
if
a4
vere throun then 4 men(of
ihe'ieaders choice) urould beral]ied,
and therefore do not haveto
retreat ruith the restof
the army.rn""" r"ili"o
fiqures
ruill
houever breakif
the leader fJ.gureis
killed.
Typically ruithin Imperiar units arreaderr figure
vill
bein
controlof
three units eachof
five
men. some command units might contain three high"".r.ing-iiir"""'i"iriliilj
"iotvo
I non-leadert infantrymen.
- -" '-"YFigures
rallied
by a reader must bevithin
r5cm..of himat
time
of
ralryi.ng.23
--*--ii-I I I I I I I lf llL :ANATICS
Fanatics ignore the morale rules and
uillt
also subject
to
the folloruingrule:-Any fanatics tuho uere not
fired
onin
the last;;;" -
unless they areuithin
5cm'of
a leader'Example
ItisA'sfirstmovephase-afanaticsquadvasnrtfiredoninthefirephase
in
Bts turn soit
must advanee'if
necessaryfight to
thebitter
end' They arefire
phase must aduance afull
lrzr31415 = Halts
RDEDTS
RobotsarefiredandmovedinthesameUayasothertroops.Houever,beforelP}ayer.
begins his turn nu
rr"[-i6rov
a.D6for
eath-robot he has'.If
the scoreis
a 6 the robotrsproq*amme has an
"norliy-"na-i[
Lun"r"""t""ngly.
Place a.lProgrammeAnomolyrmarker next
to
the robotin
question. such robots""" "[iii'fired
in
thefiring
phase.and moved.inthe movement phases
url
in"-pi"ver_should.move andfire
themafter
doingthis for
arr other troops. l,/hentn"-tir"
Lome"for firing
ievenif
the player doesntt ruant the thingDice score Result Note
!r2rt
4
5
6
Does not
fire.
Fires
at
nearest enemY target Firesat
building, vehicle orflying
figure(in
ttrat order)Fires
at
nearest target (fri6ndor
foe)rTargetr means figure vehicle, suPPort u,eaPon or enemy building knoun
to
be occuPied.In
the movement phases throv a Dr0.If
the scorels
a
rr2r3r4or
5 the robofhalts,
if
"nv-"inu"result
it qo""""i-"t r"""t
r,"rr
speed
in
the direction indicated belov'to fire)
throv aD6:-
?-a
Should
it
encounter an impassible object throu another DlO!-Dice Score Result
1 2'1
415 6to10
Goes straight
into
it
Goes round
,
movingto
theleft.
Goes round, movingto
theright'
Halts
0ncearobqtissubjecttoaprogrammeanomolyitcontinuesuntiltheplayereanremoye
il
uy th"oring a 5 or 5 on"
bgit
the endof
any move phase'HEROES
]l-Iou
are using Heroes uho are already elassified undereither
tLaserburnror
rCombatJ000t ruLes a means
of
converting themto
Imperial commanderis
giveni"-"pp""alr-al-'
0therrvisefor
each hero.present throu a D6to
give a bonusto
all his
tto
hitr fire
throus:
-Dice
Score
Bonusl+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. Throuto
seetuhich these are on the chart belov. Houeier, you can only have
each
ability
once so throv againfor
duplicatls.Dice lhrou skil1 Description
1-5
lrJeapons knouledge May repair !/eapons on a throuof
Zto
5 instead of the normal 5ot
6,5-10
li-15
[n/eaponsmith Services \ueapons before
gam
is
redueed by 2.hapro I Lre
16-?O Doubleshot llqy
Iire
at
adifferent
targeEEacF-EF6:E-It-2526 - 5t)
Initiative
olit- #d';"'
tt-35
Agress].ve Ivlay throu, for cLose eombat@ tuithin l0em- nf him36-40
Ambidexterity ,rqy rrrE Lvu pfuLur ueapons srmuJ.taneously _ butgfgy_ry9!_!9!h be
fired
at
the same tarqet. .41-45
Iledical Skilrt
you ean getto
anyfiqum
tuithin-the
last
truo player turns and spend an entirefriendly movement phase
uith
the victim he ean be healed46-50
Nerves of Steel>t->>
Luckir
you surfera
,k111, resuLtroll
a Del-a-EE6ie-oF5
or
6 reduces the effeqtto
a
rnear missr.>6-50
Dodge Tvice during eacnuattt@
dodge a shot before the dice are throun
to
hit.
9uQtrac! 2 from the
firers hit roll
score. 6l 65 Constitution56-70
5\u0rdsman rjl?y aoo 4to
dice throuin 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 5nrperaurrrLIEU ur silrpef _ See,tOllOU, On fife
section.
RRMY
LETS
These
lists
may be usedto
ehoose armiesof
roughly.equal strengthfor
competitive games' Thelists
arein
part based ontForeesof
the Impeiium' anclfor
moredetail
andexplana-iion-pf"y"""
shouid readthis
volume. The armies draun fromtForcesof
the Imperiumrhavebeen modified
to refleet
lossesin
action, absent elementsof
units etc.Armies
of
about 1,000 pointsuirl
give a goodfast
1-2 hour game. Larger.fo""""
saY- 1750;;;;a;
snouro ue crrosel-io"9"*""
iasting-a uhole eveningror to
games !'here one playeris
Aefenaing and the larger iorce (upto
5096 greater) attacking'lmperial
fssault
ErouP
This qives a
typical
field
forcesof
Mid-Imperium prior lmogen.Regular armoured infantry
uith
advancedgrenade
66 points P""Vr,
or6k.Jrrr""k, vith
four men armed ruith BoItRifle
sOyad,
X+
:il^;";;;l'ri[r,
"
HeavvBolter'
4to
I
squads'Regular armoured
infantry.
One-man ruithleadership,
114 points perfoice suord and laser
piitot.
Four menruith
squad'grenade launcher, support autoranger and
laser
I
to
2 squadspistol.
A11 ruith JumPacks.Regular, Light infantry
uith
scoutjumpack,
150 points per laserpistol,
forces,loid and advancedgrenade
' squad
Xf
pact. 'Oneofiicer
urith grenade.launcher,four
Upto
2 squads-9
men ruith lleavy Bolter.
AII
equipeduith
autoranger' \to
the teformsof
the EmPress Combat SquadCommand Squad
Scouts
xtra for Scouts
tercenaries
.xtras
\,tJ
To give scouts designators Up
fo
maximumof
one Per squad'Reqular
light
infantry ruith grenade-pack,and
I0
pointsp"t X 5
ij"ii-"rri"'"r
iNc.
tui
to
a 6axof
12individuals)
figure'To give mercenaries jumPacks
To give mercenaries Laser
rifle
insteadof
BoItrl
fle
5 points Per figure.)
points Per figure 1 point per figure.Guard, armoured infantry
vith
advanced grenadepack,
78 points per forcesuord.
4 men rvitir BolLrifles
and one man ruith souad.t-vo laser
pistols
and leadershj'p' A1I ruith jumpacks' Upto I
squad. 26Back Guard
Pl.atoon command squad Three
officers
ruith leadership. Guard, armouredinfantry ruith force suord, laser
pistol
andjumpacks. One ruith energy diserpation shield. Tuo infantrymen, guard, armoured infantry ruith
Heavy Bolter, advance grenade pack and jumpacks.
Off Tab1e
Hodules
Upto
5 support modulesI09 points per
squad. Up
to I
squad. 15 points each. )15 points per squad.I
to
2 squads. 234 points per squad. 2to
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 armouruith
345 points perjympgck. One figure ruith
leadership.
squad. Right Arm h/eapon Pack:-Autoranger
Truo heaJy
bolters
2 Lo 5 squads LeftArm:-
Pouer G10ve'Heavy Laser
Back:-
3 x L shot grenade Launchers
Five'figi.res, regular
light
infantry ruithscout
130 points per jumpaek, laserpistol,
force suord andadvance
squad. grenade pack. One
officer
ruith grenade launcherand leaderehip. Four figures rui[h Heavy
Bolters.
upto ,
squads A11 figures ruith autorangers.To give seouts designators, up
to
one persquad.
.5 pointsTo make Dreadnoughts veterans
er.erans
3 poiqts each.Up
to
10 supportmodules
15 points each.xLr
YL
lmperial
Psuer,ffrmsur
Platosn
(see Forces
of
the Imperium)Command Sguad
Combat Squad
Five E1ite, Pouer Armoured infantry
all
ruithleadership and jumpacks.
Tuo
uith
Holztman shield andright
armpack:-Autoranger 2 Laser.Bifles
I
Grenade Launcherpouer G1ove. Left arm Pack:-,
Hand FLamers
Three ruith
right
arm packof
;-Autoranger2 Support Bolters
Left arm Pack;-,
Hand Fl"amers.
Five
Elite,
Pover Armoured infantry urithjumpack.
Three
uith right
arm packof:-Autoranger 2 Laser Rif1es Grenade Launchei poryer Glove 27
t--Left arm Pack
of;-2 Hand Flamers Two
vith
Plasma Gun, Autoranger andPover Glove.
Veteran, Armoured infantrYman'
ie"o-"ni"a"teristics
andleadershiPt
-armed
uith
force suord and ramjetpistol'
E1ite, Armoured infantry
ulth
Bolt.rifle
"u[o""ng"" and advancegrenade pack'
Extra
to
make a Knight a leader' Upto
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 Riflesin
steadof
SMGrs.Extra
to
give any troop type jumpacks'Attack Jetcopter, 2 Pods
of
fonuardfiring
Heavy Bo)Lers;;-gi";
-opters Robo-Turretsvith I
ConversjonBeamers.
2836 points.
I
on1y.20 points Per -sguad 2 Lo 1 squads
of
5knights Per squad. 1 points
17 points Per squad'
2 Lo 5 squads
of
520 points Per squad' Up
to
2 squadsof
5'18 points Per squad'
Up
to
2 squadsof
5.I0 points Per squad ' Up
to
4 squadsof
8' 2 points "ach. Anyor aII.
3 points each. Upto
5 squads. 55 points eachupto5
55 points eachuptol
Feudal
Dutursrld
flsmg
\r-r'
Thisforcerepresentsthesmall,almo5fprivatearmiesofasmalloutuorldFi,pfdom. Lord Knight Knights Extras ConscriPts ConscriPts Conscri?ts Mercenaries Extras Jetcopter ExtrasEarlg Fledemptionist Fsrce
From the period
of
the inceptionof
the Holy lrlar, uhen the desert racesof
the planet Imor attacked the Imperium.Irikes Warrior Lord Extras Redemptionist Warrior Fanatic Extrhs Redemptionist rDevoutr Extras
Elite,
Pouer Armoured infantryman uithleadership. Armed ruith forcestuord and Sun
Gun. Fanatic.
Extra
to
give l,rlarrior Lord a Laser Pisto].in
additionto
other ueapons.Extra
to
give Warrior Lord an Anti-Matter shiefd.Extra
to
give U/arrior Lordistics
)9 points each. Upto
15 2 points each. Upto
15 3 points each, Upto
15Hero
Character-
15 points each.Upto5
60 points perunit.
.i 4to
6 uAits. 50 points per unit. Upto
12 units. Free 3 points. per squad. Trike urith Cannon. Rideris
regular,light
45 points eaeh.infantry,
fanatic ruith laserpistol.
Gunneris teguiar,
light
infantry,
fanaticruith
Upto
20. force suord, laserpistol
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 SunGun.
Upto
15Regular, Light infantryman, Fanatic armed tuith Force Suord and Laser
pistol.
0peratein
unitsof
five
men.Extra
to
give uamiors LaserRifle
instead
15 points perof
LaserPistol.
Upto
2units.
unit.Extra
to
give uarriors Auto-Lasersinstead
15 points pefof
LaserPistol.
Upto
oneunit.
unit.Extra
to
give uarriors FlameThrouer
3 points per insteadof
LaserPistol.
One figure perunit.
fiqure. Extrato
give uarriors Mi.ssile Launcher.Up
6 points perto
one figure perunit.
figure. Extrato
give ruamiors Anti-Mattershj.eld.
15 points per Upto
tuounits.
unit.Extra
to
give uarriors Heavy Lasersinstead
40 points perof
LaserPiptol.
Upto
oneunit.
unit.Conscript, Light infantryman urith Laser
rifle
and grenades.In
unitsof
five
men.Extra
to
give devout Auto-Laser instead ofLaser