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IMPERIAL

COMMAIYDER

by Richard

Halliwell & Bryan Ansell

IMPERIAL
COMMAIYDER
Imperial

is built around the Tabletop Figures range of


to give a fast, skiltful game uhen using around

Commander

and are designed

15mm

Sci Fi figures,

50 figures per side.

\'/zl.'

lr/hen you

first start using the rules it is suqested that only small forces are used but
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

once you are

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.

TREDP f,LflSSIFIERTION
Ihe points value Lists

detail all the troops, !/eaponry


in the rules" Most are of'a fairly'
self-explanatary nature uith more detail. to be found
in the rLaserburnr rules.
and-equipment used

Troops are

classified as fo]lous:-

Light Infantry (LI)

Troops ruearing very littJ.e or


no armour, at most a helmet, flak

or
Armoured

jacket. Some may ruear light


plates on legs or arms.

mesh

armour

lnfantry (AI) Troops ruearing a helmet and plasteel


plate armour eovering the torso and
possibly legs and arms.

Pourer

Armour (PA)

Strengthened armourplas plates, incorporates a poulered excO-skeleton

vhich duplicates the motions of the


individual inside.

Dreadnought

(DN)

Pouer armour often ineorporates


ueaponry and jetpacks.
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.


J

Training

I
classified by training rui.lich
ruitl
effeet their veapons skill. These ctaisiiications are:_

Troops are also

Guard

Veteran

Elite

Regular - Average
Conscript
Rav

Squads
't*

- Extrerely poor.

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.

POINTS URLUES
Basic Figures

Lighf Infantryman

Armoured InfantrY

Pover Armoured

(LI

(Ar )
(PA)
(DA)

Dreadnought

raining

Jumpacks

Guard

Veteran

14

Elite

22

Regular

Conscript

-1
_?

Rau

For
For
For

LI

& AI

DN

Imperial

Scout

jumpack

tJeapons

Hand Flamer

Enforcer pistol

Pistol

Ramjet

3
1

pistol
Cartridge pistol
Laser pistol
Laser

Auto-Laser

Bolt pistol
Bolt rifle
Rapid Fire Bolter

Heavy Bolter

Bolter

6
10

Machine pistol
Sub-Machine gun
Plasma gun
Sun gun

3
5

t5
15

Grenade launeher

Missile Launcher
Riot gun

'2

Autoblaster

Cannon

10

Conversion Beamer

Laser

HG.*

5.

Heavy laser

Bike

Effi_==IT

rifle

Support

Sry,".

15

l0

Cannon

Imperial Dreadnought grenade


launcher (2 shots per barrel)
Basic grenade pack

for

infantryman

Advanced grenade pack

Equipment

control for bike ueapons


turret for vehicle capable of
mounting up to three ueapons.
Foruard firing veapon mount
Computor

Robo

10

AutoraRger'

Support-Autoranger
Advanced

sight for

Designator

Each module

support

SMG

or

m,/C

pistot

free
B

2
5

of roff tabler fire

15

PA

tf $gtt'

zau,r'cHt

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

7
7
q

creru)

to camy up to 12 fi.gures
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

40

or one light vehicJ.e


Motorbike

40

Transport Jetcopter

Hover APC to carry up

Light Attack Jetcopter


Teleport Bay,capable of holding up to 5 figures

50
30
25
25

20
20

Trike

-=,
r/Il'lrtd

TROOP CHARACTERISTICS

l-eadership
Fanatic
llero
Sniper

3
15
3

HAND TO HAND COMBAT I,,EAPONS

Svord, Axe, Vibro-Knife or Club

Force Suord, Pover Suord


Pover Glove
Pouer Axe

or Riot Stick

2
2
5

5u?/o,q7

6or.ral

THE HULES
TURN SEQUENCE

The game

is split

PLAYER TURNS.

up

into a number of GAME TURNS, each of ryhich is split


turn should follory this sequence:-

Each game

Player Ars

First

The player

may move any

Fire

Movement Phase

doun

into

truo

or all of his figures as outl-lned in the movement rules.

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.

@-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

Light infantry
Armoured infantry
Pouer Armoured infantr
Dreadnought infantry
Motorcycle, Irike
tlJheeled vehicle
I

cmts)

Road

Open Ground

72

10

6
4
20

t2

45
30

Hover

GEV APC

Lighter Anti-grav,
Hover or GEV

DifficuLt

Ground

I
4
4

t
15

20

lu

rackeo ven].cle

Anti-Grav,

(in

Move Rate

Troop Type

10

ZU

15

?5
25

?5
25

35

,5

l0

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.
A11 hover and ground

CHART

2:

Actions

Action
Entre or leavea
vehicle

Description
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
building

Attempt to Reload/
Repair a Weapon

point inside the building to outside


ruithin lcm. of any exit, entering is the reverse.
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
Move from any

is

Beam Doun

made.

Be beamed from

table.

Beam Up

Examples

of

First

Movement Phase

Leave vehicle

Halt

Be beamed from anyuhere on


bav.

the table to a teleport

Movement Rufes

Move

Move
Move

a teleport bay to anyuhere on the

into teleport bay


to building

Fire'
Fire
Fire

Second Movement Phase

Phase

Move
Move

Beam Dourn

Enter building

Fire
Fire

Move

FLYING VEHICLES

flying vehicLes are so fast thay are given no movement rates as such; instead
during each of the playerrs movement phases they are alLorued to do any one of the follotuBeeause

ing: -

vertical take off to someuhere immediately above uhere it


off from.
Again a vertical landing.
0nce airbourne the aircraft may move to anyurhere on the tablethere are no distance limitations.

Take Off

took

Land
Move

Examples

Hover

Remains airbourne and

Halt

Remains

stationary uhen landed

0f Flying Movement Rules


First Movement Phase
Take off
Move
Move

Hover

Aircraft Heiqht

stationary.

Fire
Fire
Fire
Fire
Fire

Second Movement Phase

Phase

Move
Move

Hover
Move

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.
xamples

Moves

Troop Type

First

l4ovement Phase

Aircraft

Land

Infantry

Move
Move

Vehicle

Infantry
Aircraft

Get

into aircraft
Land

Fire

Phase

Second Movement Phase


Move

l-

ire

Get into VehicLe


Move

Fire

Off

Move

Explanation
Must be airbournt

to

move

Vehicle must

stationary

be
uhen

embarking inf.
Again the aircraft must be

stationaiy.
JUMP PACKS

Like normal movement, a jumpack move can be made in either or both of the player,s movement phases. A single jump may be up to the distance given on the follouing chart:-

Wf,

Distance (cmts)

Light infantry
Armoured infantry
Pover Armoured infantry
Dreadnought infantry
Imperial Scout jumpack

30
20
15
15

tt0

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 quarters of the ruay along and so on. So if a figure makes a 20cm. jump he can clear a building

if it is at the jump's

10cm. high

Diagram

M:

mid-point.

i\
nl
TI

/d,
l_l
L s.a
Examp

Ies of

l-

Moves Involv

First

Movement Phase

t
/Ocr'l

4
Fire

k"-- --

-tlr

to ruithin lem. of

house door.

HaIt

-*l\

Second Movement Phase

Phase

Fire
t rre
Fire

JumP

Jump

---\

,-+

Jump Trajectory

Jump

Enter house
JumD

Limitations and Risks


Troops may not jump out of

Jump

or into uoods. They may not jump into or out of buildings or


- 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
vehicles
ground.

If troops jump someuhere they canrt see at the beginning of the movement P\ase (for
if they jump over a ruood) there is a risk of accidents. For eabh f,igure jumping

example,

throv 2 D6, and consuLt the folloruing chart:Jump Risks

CHART M4:

Accident Score

Troop Type
L

rgn[

L1

Armoured
Pouler Armoured
Dreadnouoht Armoured

11

10
9

If the score is equal to or more than the accident score then that figure has broken his
or something and is removed from play.

neck

TELEPORT BAYS

to 5 figures or a light vehicle in each move phase. Beaming doun


and troops are placed anyvhere on the table the player pleases - he may

Each bay can beam up

is very precise

choose
i

Examp

t
I

the inside of a building etc.

es of

First

Move Phase

Move

I
!

e-tepor

lvloves

into

Beam Up
Move

ati on
Fire

Second Move Phase

Phase

Beam Doun
Off Bay
Beam Up

bay

Move

Fire

that as troops must move into or out of a teleport bay the bay can in fact only be
in one move phase per ptayer turn so it spends the other one vaiting for the troops
to enter or clear the bay.

Note
used

FIRINE
V'Jhen

one

of your figures fires at

an enemy,

ro11 tvo D6ts and add the tvo scores together. 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

to, or louer than this


the ueapon has either maIfunctioned 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.

score

is

equal

number then

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

Figure/
Bike cannon

may

f:"a"
l\.

ruhich are ruithin 90o

f___=-Arc

r'

-+t

of Fire

....---<--

only fire straight ahead, the

of their direction of facing ie:-

straight
same

ahead

applies to any other bike

mounted

u,eapon.

in the same uay as bike cannon. Turrets


traverse.

Vehicle fixed mounts are treated


pods have complete J50o

and robot

ureapon

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.

to the same arms- you can fire alL on any one arm)
a1l the vehicles ueapons may fire.

(Several ureapons are strapped


laleapon

pods on vehicles-

fr -'--

Contd.

Hand Flamers

- a ueapon that doesntt really

be fire vrong handedly.


Bike cannon - simple fire stud on handLebar

In all
T

cases

fire both the cannon and his orun pistol


throv to hit for each lreapon separately.

need aiming so can

grip,

so

rider

may

argets

Normally all the ueapons a vehicle


Exceptions are:-

or figure fires

Heroes
Hand Flamers

Robot VJeapon Pods

- self training

Cannon ruith computer


rider may fire seperately.

Bike

must be aimed

at the same target.

so each may

fire

independently

control uni.t - again self targeting

so

[,,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

It

takes no time

entire

move phase, use

the counters provided.

at all to pick up and move a deployed

again.

10

ueapon

but it then must be deployed

IHAELEI; Firins

Chart
Range Bands (cmts)

rmmunition/

trleapon

Breakdovn

0-10

10-50

50+

Impact

Max Ranoe

Remarks

Tvoe

Pistols
Enforcer

Pistol

10

20
15
10

,o

Ramjet

Cartridge

5
5
5

High or Stun
Loru

Poruer

Lasers

Pistol
Rifle

Heavy

Auto

,o

6
B

10

100

200

Standard
Standard
Standard

20

Standard

2A

Hiqh
High
High

May fire any advanced orenade or ramiet-

fire 2 shots
May fire template
May

at

same target/phase
2

Bolters

Pistol
Rifle

Rapid Fire

10

Heavy

,6

11

Support

9
9

75
50
100

t0

200

Pouer
Pouer

May

fire 2 shots at

same target/Phase

Automatics
Machine pistol

l0

Anti-Per

SMG

Loru

10

Standard'
Standard

May

50
100

Hand ilamer

Flamethrouer

6
4

Sun

Standard
High

P1asma Gun

10
7!"
15
10

Fires
Fires
Fires
Fires

1e

3
3

Gun

7
7
6

l0

40

Assault Rifle
MG

Fires template
Fires template

2
2

fire template 2
May fire anl templatr

F1ame trleapons

Gun

Pouer

TotaI

template
template
template
template

2
1

5
2

-aunehe rs

lrenade

|lissi

liot

Fires any
Fires any
Fires any

50

10

150

advanced
advanced
advanced

Miscell.aneous

Auto-BIaster

Bike

Cannon

Above

Comput

L";

Conversion Ber fi2

l;

Throving Grene Ldes5


Laser Cannon

Imperial

back-

mounted gren-

ade -l-auncher

'l

7
7

of
or ma]functions.

ammunition

x*

100
.10
500

see grenade section


Hish

2 attacks on a1l
figures in cone - one
at high impact, one at
anti-personell.
Makes

It

Infinite repeater.*
Fires template 2xx
Jtlt*

50

Never runs out

Standard

10

Fires advanced explosvi, 1 shot onIy.


,+** Thro\y a D5 for impact,
1= Stun, 2= Anti-persone.ll,
J= Lorur {= Standard, 5= Hiqh,
5= Pouer.

Factors.

CHART F2:

irers Rati
rd
l-j
ran
I -2

Iite

ipt

I
I

lover
Target in soft cover
Target in hard cover
Target i,n reinforced cover
ta'1,. {}*SCn;,,9-j.t

-1

+l
+2

Auto Ranger

+I
+2
+4

at0-20cm.
At20cm+

l-I
l-Z

*{r#

Shields

Forceshield

- against Lasers,
Auto-

Conversion Beamers and

Blasters

Anti-Matter Shield

Uther
I

Turret

LI
I

shots

-1

ANT I-PERSONELL

STUN

AI

PA

Near

Miss

Near

Miss

.?

LI

DN

Miss

Miss

Miss
Near

Stun
6

NE
NE

Near
St un

,,

Miss

DN

Near

Stun
Stun

PA

Near

1
tt

AI

Miss
Stun

Ki11

Ki11
6

Near

Miss

STANDARD

LI

AI
Near

Miss

NE

Near

NE

Miss
Ki11
Ki11

DN

Near

Miss

PA

Ki11

I -l

against

Blasters, Explosive projectile


ueapons, Pistols and Ramjet

Firing on Building rather than troops


inside it
I -4
Robo

Near

Miss
Ki11

-3

HIGH

POU,lER

LI

AI

Near

Near

Miss

Miss

*/'tt

PA

I
i

PA

ffi

2
NE

lV/4

Kill

Ki11

AI

Nrvlt

NE

LI

DN

Ki11

DN

NE

Near

KiIl

Ki11

Ki11

Ki11
6

Kilt

rOTAL

LI

AI

PA

DN

Near

Miss

Kill

Ki11

Ki11

Ki11

Explanation

of

Miss '

Results

Ki11

or fire until after the next fire phase. He may


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.
Ihe figure is removed from play.

NE

No

Near

The

target

may

defend himself

not

in

move

hand-to-hand combat

effect.

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
I
Elite firer
-1
Autoranger at 20+
-2
Examples

total of l0 on his tryo dice so the shot hits.


Bolt rifle has a'High'impact so go to the High Impact Chart in Fl.
a D5 and scores a 5 - ruhich is a rkill' against pouer armour.
The player has throun a

ldeapons

vith

The player throus

Cone Templates

are given the option of using rcone templates', others have to use them.
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 seperately in the normal uay for each of these targets.
Some ueapons

Place the

t3

ERENROESgrenades instead of firing other ueapons in any fire


Combatants can throru
hit as normal. If you miss then

it is assumed ihat the


place the eentre of the,blast template

effect.

throru

is

uay

phase. Throu to

off target and has no

over Lhe taeget. A11 figures in


you hit then
the template area are effected.
rpacktuhich the fiqures has, ie. either
The choice of grenade type is restricted by the
packs..
the standard or the advanced

If

Standard Grenades

@f],

Explosive

Armour Piercing
Smoke

Standard Impact

High Impact
Bloeks vision

1
2

of

!]j@:

for rest

qame.

Advanced Grenade Pack

Blast Template Number

Effect

Description

Standard lmpact
-Blocks vision for rest

Explosive
bmoke
L

Blast Template Number

Effect

Description

of

qame.

Effects only one figure.


Deduct 2 from Your hit ro11
rPouer!

impet

If it hits treat as

Stun Impact
Area ot template 1s nelo

Stun

Stasis

stasis .until end of next fire


phase. Time is frozen, figure
cannot move,

at.

Launchers

7
]^n

fire or

be fired

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

hit on a vehicJ.e, use Chart F4 bel,our to find the score you have to
penetrate
the vehicles armour. Roll the dice, if you fail to penetrate
to
throu on a D5
the shct has had no effect, otheruise go to Chart F5 to find the effect of the penetration.
If

you have scored a

Armour Penetration

Firirrg

VEHICLE ARMOUR TYPE

Weapon

Jetcopter, Air Raft,

Impact Type
Anti-PersoneI

GEV

Air

Car,

Assault

Vehicle

Civilian Vehicles.

No effedt

I
No

effect

Automatic
Automatic

Iotal
Soft

Skinned

Lt.

Armoured

No

effect

CHRRT

f::

of

Results

Throu a D5:-

Armour Penetration

Result

Dice Score

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

1
2

314
516

^f

Hits on Motorbikes

S nn

kes

and

If- the.
hit on a bike or trike throru a D5 before you do anything else. chart'in
ot 6 you have hit the rider. Throv for impact as normal on the
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.
If

you score a
score is 1r4r5

DEMULITION

- Hits

on Buildinqs, Doors and

To use these rules

on the tabIe.

it ruitl

flhenever such targets are

be necessary

Fortifications

to drau simple floor plans of afl the buildings

hit throv a D10 and consult the

foloruing Chart'

t,JEAPON

Laser, Bolt

TARGEl

Guns

HE Gre- Pouer or Totaf Sun Gun


nade, Flame thr- Impact ueapons'
ouer, Hand flamer HE missife or

Blaster,

Any otner
lrleapon

PLasma Gun.

Light,

domestic door

Heavy, leinforeed door


Armoured securitY door
Room

in

ruood,

brick or

Plasfab building
Reinforeed Bunker
Lenath

Demo

Demo

Demo

Demo

10

10

IO
NE

of fortress rlall

NE

f1f = No effeet

Demo

= Demolished

,
Demo

10
NE

NE

NE

10

NE

Number = Dl.0 throru

required to demolish

the'better category for demolition

falls into
impactt hit.
If a room is hit and collapses then aII its occupants rolL for.thea'standard
room
but
outside the
to
placed
adjacent
are
and
escape
A11 figu""" not killed can

hlhen

a ueapon

ttuo categories use

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.


others
trlhen a Uuitainq'ha! more tharl one room (most do) the collapse of one room may cause
a1 D6. If the score is
to eollapse. 56 in such buildings everytime a room collapses throu
2 D6then that room also co11aps6s. (ani of course yout1l have to throru again for the other
rooms).

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'

Where

l5

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

fires in the normal rlay and


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 ontarget. 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.
lemember that the effect of a shot has no bearing
is ruhether you hit or not.

The gunner

scores a

/\
\
c

on the on-target

l6

rule - all that matters

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.

M6t
17

ftTNTRUNITIEN

E BREftHODUJNEI

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'
dealt urith'
Whichever it isrthe ru"pon can not be fired again until the fault has been rplayers
movan
entire
by^spending
again
uorking
rueairon
get
the
to
a ilgu"" may at[empt
is 5 or 5 the
emenf phasei stattbnary.'ior each slch attemp[, i"]] q D6- If the score

When

is uorking again, if not the attempt has failed - try again'


phase'
Note that you can't try to fix a veapon during an opBonents move
that
To save recording, use therammormarkers provided.- just place them next to figures
have run out of immunition or suffered a breakdorun'

!,eapon

of Ammunition Rules
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 gunthrous
Uorking until the firsi m6ve phase of his ovi 'player turnr. He makes this attempt'
a 6 anJ so is successful. He can no!, fire the ueapon again'

Examole

MULTIPLE WEAPON

when you

are

PACKS

ueapon pack, such as. the fitted lreapons on Dreadnought


aircraftr'vehicles etc., the normal ammunition rules get too

firing a multiple

n"*ori'or !/eapon p6d" on


complex to use.

Instead of follorling the normal rules for these throru a D6 before you fire' If the score
then the uhole veapon pack is out of action'
the
To get the pack uorking again folloru trr" norr"i-rri"s ro" reloading/repair I counting
ulhole pack as one ueaPon.

is a I
Note

that aircraft must land to attempt to reload/rePair

ueapons.

.2

4
;#'''
18

EEUEFT
in cover are C0NCEALED and can not be flred at
firing or are picked up by life sensors.

Troops vho are

selves by

unless they

EXP0SE

them-

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.

in cover vho have fired are nou exposed and can be fired on by any enemy.
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.
The troops

this fire

,v;'t

Life

Sensors

Various sorts

to

of life sensors, including infra-red and ultra violet sights, are fitted
to see through cover and thus alloru fire on

most lreapons as standard. These a1loru you


concealed targets.
Regardless of uhether
ranges given belov:-

Iype

of

or not they fired,

Cover

Soft
Hard

Reinforced
The only ueapqns unabLe

concealed troops can be fi.red


Ranges

Examples

the

at uhich they can


fired at

be

Scrub, brush, uoods, crops


and foliage generally
Bui lding , ualls
Bunkers, vehicLes

15cm
10cm
5cm

to do this sort of firing are

they have paid extra points for advanced sights.

SMGts and machine

r9

at ruithin

__*

pistols, unless

r
::
ii

trloods

through a uood further


- in no circumstances at all may youorfire
example,
So,
building'
target
vehicle
a
at
20cm.
or
tarqet
infanlry
than 5cm. at an
-for out'
fire
may
they
nor
at,
fired
be
not
may
a
uood
of
i;;;"t"t 6cm. auay rro*'Le Jdge
Example of Cover Rules

are a special case

woods

ii

ii

Firer

arget
A
A
R

Explanation

,
3
3

fire

uay.

Can
Can

onlY fire if target exPoses


itself by firing.
J - Cantt fire in anY circumstances
as there is too much tuood in the

t
I

2-

4 - Can fire using life_sensors.

FEREESHIELES

Forcesshields are devices giving limited protection to their uearer or the 'dhi"t" to
stationary
urhich they are fitted. Turning them on or off is an action and takes an entipe
,o,ru pn""lr, or in the ease of a vehicle ereuman he may not fire a ureaPon in that turn'
The card
When shields are sruitched on slip a circLe of card under the figure/vehicle.
should be coloured as follotYs:Energy Disapation

Anti-Matter

Blue

lrjhite
Black

Holtzmann

shields,
fire normally ruhen protected by Energy Disepation or Anti-Matter
Cloak.
Invisibility
or
an
shield
Holtzmann
a
you
in
if
at
aII
fire
not
"r"
You can

you can

ENERGY DISAPATION SHIELD

If you are hit by-such


Is effective against lasers, conversion beamers and auto-blasters.
rhitt
for Charts FJ
rolls
enemies
the
from
I
deduct
then
is
on
shield
,""pon" ruhen tfre
and F4.
qNTI-MATTER SHIELD

effective against blasters, explosives, projectile ueapons, plstols and ramjet shots'
\gain if you are hit deduct J from the rolls of these ueapons'

0n1y

HOLTZMANN SHIELD

this shield is on you cantt


can not fire at a]l either.

idhen

INVISIBILITY

be effected by any ueapon

of

any description

- but you

CLOAK

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:-

when

20

Dice Score
I2

11

Besult

S.hie1d has broken dorun and ,uit O"


(ru"
repair rules in ammunition,/breakdoun""p"l"ua
lectionj

and then be suitched on again.


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 in a cone template throu ror r,its and i.mpact
no",n"i,
::ir::
""

be hit by a stray gr.endeducting J from the hit

ELOSiE EEMERT PHflSE


Each player

turn represents an

aruful

lot of elapsed time. Norma-U.y much


this ruould be tuastedr ruh6n lroops of
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
and Bike Cannon.

If a figure

does throv a 5

again immediatery

pistbl,

sMG, AssauJ,t

Rifle,

Flame !/eapons

or 6 and carries out his chosen action then dice for his figure
if the resu-rt is a-: or 5 he may chose a 2nd.
the figure fairs io tr,ro, a l oi e.

agai.n t.hioru a D5 and


cLose combat option. Keep throruing until

ti,j.

-,,.

21

h--

Example

lalhite Squad

-pD

-vi+Bpc
1.d

.jl

d2
3

Black

Squad

the
It is White's player turn and is isnou
ruithin
pi',"sl. As figure A
"ios"
on" oi BLack's figures the ruhole.
i"*. "f"o*u"t
souad is at !Close Quarters' (even though
are not
ii-tr"ri" example figures B, C and D
tnlhite
figure)
enemy.
an
of
5cm.
'
,itnin
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
C.- a 4'
tn" fi"ing he throrus aqaginHefor
nour throus
do nothing else.
"o-C
ior g".n
- a 5. B chooses 0Ption I and the
orenade kills both figures I and 2' White
choose
iou throrus agagin for B - a 5' B can3.again
opti6n] in this case 0pti'on
misses' Throruing
"""tft""
- tni." time the grenade
shame'
.o"in fo" Heroic B he gets a 4, damn
HJ throus for A, the final figure, and
gets a 4. The close ccmbat phase it over'

EOSnBflT
HRnE*to'-HftnO
can happen in either of the prayers
Hand-toHand combat

move phases

or his close

combat

to an enemy figure hand-to-hand


phase. Whenever a playermo'uu on" of his fiqures next
oio-ro"'tneir figure adding or subtracting the
B.th
foflorus.
folloruing factors:-

combaL

;;"y;;;-ir,".,

"

+) 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


then
is louer or equal to the defenderrs
,score
-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
no further durinq the move
permitted, t6" attlller;" iigu"u, if successful may move
Phase.
r rh^ 6++a^r,6rl
attacker"
?')
Inu-pf"V." vhose turn it is is qly"y: regarded astthe
one enemy - attacks can not be
ruith
7) A figure may only *ou"-inio hand-to'-hand-combat
,"0"'on ttuo or more figures at once'
do
may right cigarettes, the defender may only
4) In cases of extreme stress the attaeker
number
so if he throus an odd
is stnned for J0 turns
A ,kirl,result uhen using a riot stick means the defender
killed.
not
Example:-lJhite,sfigureattacksoneof^Blackts.WhitefigureisasuordarmedEliteso
h,hit; throvs I making his total 9
adds I to his dice throru; BLack's is in PA so aaos 5.
is a drau and tn/hite is attacking' lrJhite's
Black throus + ratinq'[ii t"t"i s. As this
zz
killed.
figure is

.t.,,,*dt

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


2 points for each pA infantryman

man

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

the

of total

losse's using

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


vaLue for positions held such as bridges, passes etc. Thesean armies.Morale strength
are added to the
and treated as lost uhen.captured by [he'enemy;:
"co"J-norm"rry
captured back they stop being
treated
if
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

i
I

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

i.

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 throus for morale and fails the check. He is nou broken. His
leaders manage to ralJ-y a
feu figures but the rest ruitl 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
r0 ruhich is
more rhan

;1":l;",;"ll:::" "
The outcome

to rally.

of this

encounter

is

nov up

e ("ucri".J-i"-[""li"r'irl,ni"r., means-i,i"-""*y

to the leaders and the troops they

LEREERSHIP

have

managed

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
ralry troops around them.
For every leader figune throu a D5. This is the number or may
trlops
he has rarlyed and stay
tuith him' For instance, if a 4 vere throun then 4 men (of ihe'ieaders
urould be
ral]ied, and therefore do not have to retreat ruith the rest of the army.choice)
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 - -" '-"Y
tvo I non-leader t infantrymen.
"".r.ing-iiir"""'i"iriliilj
"io
Figures rallied by a reader must be vithin r5cm..of him at time
of ralryi.ng.
23

E-

--*--ii-

:ANATICS
I

I
I
I

Fanatics ignore the morale rules and uillt

if

necessary

fight to the bitter end'

They are

also subject to the folloruing rule:fire phase must aduance a full


Any fanatics tuho uere not fired on in the last
leader'
a
of
5cm'
;;;" - unless they are uithin
Example

ItisA'sfirstmovephase-afanaticsquadvasnrtfiredoninthefirephase
in Bts turn so it must advanee'
I
I
lf
llL

RDEDTS
RobotsarefiredandmovedinthesameUayasothertroops.Houever,beforelP}ayer.
has'. If the score is a 6 the robotrs
begins his turn nu rr"[-i6rov a.D6 for eath-robot he
a.lProgramme Anomolyrmarker next
Place
Lun"r""
proq*amme has an
"t""ngly.
the firing phase.and moved.in
in
"norliy-"na-i[
to the robot in question. such robots """ "[iii'fired
them after doing this for arr
fire
and
in"-pi"ver_should.move
url
phases
the movement
player doesntt ruant the thing
other troops. l,/hen tn"-tir" Lome" for firing ieven if the
to fire) throv a D6:Note

Result

Dice score

not fire.
Fires at nearest enemY target
Fires at building, vehicle or
flying figure (in ttrat order)
Fires at nearest target (fri6nd

!r2rt

Does

4
5

or

rTargetr means figure


vehicle, suPPort u,eaPon
or enemy building knoun

to

be occuPied.

foe)

score ls a rr2r3r4 or 5 the robof halts, if


In the movement phases throv a Dr0. If thespeed
in the direction indicated belov'
r,"rr
result it qo""""i-"t r"""t

"nv-"inu"

?Should

lrzr31415 = Halts

a
throu another
object
it encounter an impassible
Result

Dice Score
1

2'1
415

6to10

DlO !-

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'

"

24

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:

Noru

Score
l+2
2+2
3+3
4+4
5+5
6+6

Dice

Bonus

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

1-5
5-10
li-15
16-?O

It-25
26 - 5t)

tt-35
36-40
41-45

skil1

hapro I Lre
Doubleshot
Agress].ve

Ambidexterity

Iledical Skil

6l

Constitution

77

75

HI

Hil
H5

a6-90
91

y5

llqy

Initiative

Dodge

65

repair !/eapons on a throu of Z to 5 instead of


the normal 5 ot 6,
Services \ueapons before gam
is redueed by 2.

May

[n/eaponsmith

46-50
>t->>
>6-50
56-70

Description

lrJeapons knouledge

Nerves of Steel
Luck

5\u0rdsman

Accuracy
)naI:Dsnooter
Ufend1er
Dash

95

Cyborg Eye

100

5nrper

Iire at a different targeEEacF-EF6:E-

olit- #d';"'

throu, for cLose eombat@


tuithin l0em- nf him
,rqy rrrE Lvu pfuLur ueapons srmuJ.taneously _ but
gfgy_ry9!_!9!h be fired at the same tarqet. .
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
Ivlay

healed

ir you surfer a ,k111, resuLt roll a Del-a-EE6ie-oF


5 or 6 reduces the effeqt to a rnear missr.
Tvice during eacn uattt@
dodge a shot before the dice are throun to hit.

firers hit roll


rjl?y aoo 4 to dice throu in hanffi
9uQtrac! 2 from the

Fioure mav ed
l].qure rol.l-s an ext_ra D4 em

rdy ilruvtr a uuuore move ]n elther move phase _ but


not bofh,tar .:' ::,l"yg'_,- cuver aE up to tlr-t'ce the distqnces
rlifc
qlven
I

in

section.

25

E*--

score.

the

qenqnnt

eoali^^

aurrrLIEU ur silrpef _ See,tOllOU, On fife

RRMY LETS
for competitive games'
These lists may be used to ehoose armies of roughly.equal strength
for
more detail and explanaancl
Impeiium'
the
of
ontForees
part
based
in
are
lists
The
the Imperiumrhave
iion-pf"y""" shouid read this volume. The armies draun fromtForces of
etc.
been modified to refleet losses in action, absent elements of units

saY- 1750
about 1,000 points uirl give a good fast 1-2 hour game. Larger. fo""""
uhole eveningr or to games !'here one player
iasting-a
crrosel-io"
ue
snouro
9"*""
;;;;a;
is Aefenaing and the larger iorce (up to 5096 greater) attacking'

Armies

of

ErouP
lmperial fssault
forces of Mid-Imperium prior
This qives a typical

field

to the teforms of the EmPress

lmogen.
Combat Squad

infantry uith advanced grenade


or6k. Jrrr""k, vith four men armed ruith BoIt Rifle

Regular armoured

Scouts

xtra for Scouts


tercenaries

.xtras

To
Up

5 points
figure.

give scouts designators

fo

maximum

of

one Per squad'

Per

I0 points p"t X
light infantry ruith grenade-pack ,and
5
figure'
individuals)
of
12
6ax
to
a
iNc.
tui
ij"ii-"rri"'"r
) points Per
To give mercenaries jumPacks
Reqular

To give mercenaries Laser

rl fle
Back Guard

P""

Vr,
sOyad,
X+
4 to I squads'

Heavv Bolter'
"
points per
Regular armoured infantry. One-man ruith leadership, 114
squad'
foice suord and laser piitot. Four men ruith
\,tJ
grenade launcher, support autoranger and laser
I to 2 squads
pistol. A11 ruith JumPacks.
150 points per
Regular, Light infantry uith scout jumpack,
squad
grenade
advanced
and
forces,loid
pistol,
'
laser 'One
Xf
-9
ofiicer urith grenade.launcher, four
pact.
Up to 2 squads
autoranger'
men ruith lleavy Bolter. AII equiped uith

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

66 points

rifle instead of

BoIt

figure
1 point per

figure.

infantry vith advanced grenade pack, 78 points per


4
force suord. men rvitir BolL rifles and one man ruith souad.
t-vo laser pistols and leadershj'p' A1I ruith jumpacks' Up to I squad.

Guard, armoured

26

YL

officers ruith leadership. Guard, armoured


infantry ruith force suord, laser pistol and

Pl.atoon command squad Three

jumpacks. One ruith energy diserpation shield.


Tuo infantrymen, guard, armoured infantry ruith
Heavy Bolter, advance grenade pack and jumpacks.

Off

Tab1e

Hodules

to

Up

5 support modules

I09 points per


squad.
Up

to I

squad.

15 points each.

lmperial Ereadnrught flrmsur furce


(see Forces of the Imperium)
F-..

Combat Squad

Five fj.gures, Elite

in

Drgadnought armour

figure ruith leadership.


Right Arm h/eapon Pack:Autoranger

jympgck. One

uith

heaJy bolters
Pouer G10ve'
Truo

Left Arm:-

Off Table

Five'figi.res, regular light infantry ruith scout


pistol, force suord and advance
grenade pack. One officer ruith grenade launcher
and leaderehip. Four figures rui[h Heavy Bolters.
A11 figures ruith autorangers.
To give seouts designators, up to one per
To make Dreadnoughts veterans
er.erans
Modules

Up

to

squads

xLr

3 x L shot grenade Launchers

jumpaek, laser

Extras

2 Lo 5

Heavy Laser

Back:Scouts

345 points per


squad.

up

to ,

squads

squad. .5 points

modules

10 support

130 points per


squad.

3 poiqts each.
15 points each.

lmperial Psuer,ffrmsur Platosn


(see
Forces

of the

Command Sguad

Imperium)

Five E1ite, Pouer Armoured infantry


leadership and jumpacks.
Tuo

uith

Holztman

all

ruith

shield and right arm pack:-

Autoranger

)15 points per


squad.

I to 2 squads.

2 Laser.Bifles

Left

arm

Pack:-,

Three ruith

Combat Squad

Grenade Launcher

pouer G1ove.

Left

arm

Five

Elite,

jumpack.

Three

right

Hand FLamers

arm pack

of ;-

Autoranger
2 Support Bolters

Pack;-,

Hand Fl"amers.

Pover Armoured

uith right

arm pack

infantry urith

of:-

Autoranger

2 Laser Rif1es

Grenade Launchei
poryer Glove
27

t--

234

points per

squad.

2 to 6

squads.--=.
..-.'

YL

Left

arm Pack

of;2

Two

vith

Hand Flamers

Plasma Gun, Autoranger and

Pover Glove.

\r-r'
flsmg
Feudal Dutursrld

Thisforcerepresentsthesmall,almo5fprivatearmiesofasmalloutuorldFi,pfdom.
Lord Knight

36 points.

Veteran, Armoured infantrYman'

ie"o-"ni"a"teristics and leadershiPt


pistol'
armed uith force suord and ramjet

20 points Per -sguad


2 Lo 1 squads of 5

Extras

rifle
E1ite, Armoured infantry ulth Bolt.
and advance grenade pack'
"u[o""ng""
Extra to make a Knight a leader' Up to one

ConscriPts

Conscript, Armoured infantry ruith Bolt

17 points Per squad'


2 Lo 5 squads of 5

ConscriPts

Conscriot. Armoured infantry ruith-grenade


pistor'

20 points Per squad'

Conscri?ts

rapid fire
Conscript, Armoured infantry ruith
autoranger and advanced grenade pack'

18 points Per squad'

Knights

per

knights Per squad.


1 points

squad.

rifle

ahd'advanced grenade Pack'

autoransei and laser

il;;;;;'Jpfort
Bolterr'

and basic

Mercenaries

Regular, Light infantry ruith

Extras

Extra to give mercenaries Assaul"t Rifles

SMG

grenade Pack.

in

on1y.

stead

of

SMGrs.

Extra to give any troop type jumpacks'


Jetcopter

Attack Jetcopter, 2 Pods

Extras

;;-gi";
Beamers.

Heavy Bo)Lers
-opters

of

Robo-Turrets
28

fonuard

vith I

firing
Conversjon

Up
Up

to 2 squads of

to 2 squads of

5'
5.

I0 points Per squad '


to 4 squads of 8'

Up

2 points "ach.
Any or aII.
3 points each.
Up

to 5 squads.

55 points each

upto5

55 points each

uptol

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

Trike urith Cannon. Rider is regular, light


infantry, fanatic ruith laser pistol. Gunner
is teguiar, light infantry, fanatic ruith
force suord, laser pistol and hand fl,amer.
(Riders often dismount to fight). Trikes

45 points eaeh.

Elite,

)9 points
Up to 15

to

Up

20.

operate independently.

Warrior Lord

Pouer Armoured infantryman uith


Armed ruith forcestuord and Sun

leadership.

Gun. Fanatic.
Extras

each.

to give l,rlarrior Lord a Laser Pisto].


in addition to other ueapons.

2 points each.

Extra to give Warrior Lord an Anti-Matter


shiefd.

3 points each,

Extra to give U/arrior Lord Hero

15 points each.

Extra

istics

Character-

to

Up
Up

to

15

15

Upto5

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


instead of Force Suord and Sun Gun.
Up to 15

Deduction
Redemptionist Warrior

Fanatic
Extrhs

Redemptionist rDevoutr

Regular, Light infantryman, Fanatic armed


tuith Force Suord and Laser pistol. 0perate

60 points per

Conscript, Light infantryman urith Laser

50 points per

unit. .i
in units of five men.
4 to 6 uAits.
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.
and grenades.

In units of five

rifle

men.

unit.
Up

Extras

Extra to give devout Auto-Laser instead of


Laser Rifle. Up to 2 units.
fxtra to give devout leadership. Up to one.

29

to

12 units.

Free

3 points.
per squad.

ry
'l

Halding Partg
Fledemptionist
Guard class ruith Hero and Leadership
Warrior Lord

and
Sruord.

Up

ruith Sun Gun and Force


Guard class uith Hero and Leadership

armed

!'Jarrior Lord

52 points each.

characteristics. In Pouer Armour

51 points each.
Up to 1.

characterlstics. In Dreadnought Armour


and armed urith Poruer Axe, Hand Flamer
and Advanced Grenade Pack.

,ii
i

l,

Extras

Extra to give lrlarrior Lord


shield.

Lords Household

Elite, Light infantry, Fanaties. Armed


vith Force Sruord and advanced grenade
pack. Up to 5 men Per squad.

Troops.

Disciple

Suordsmen

to

li

to

6.

15 points eaeh.
Up

to I

squad

per Warrior Lord.


25 points Per squad.

Holtzmann

Any

or all.

10 points each.

5-15 squads.

10 men Per squad.

iil:!"ilhh:3:"i:[:l'lkl3l3li!"sr"n"d"
pack. Up

liL

lr

Up

Conscript, Light infantry, Fanatics. Armed


ruith Force Suords and basic grenade pack.
Up

DisciprePioneers

5 points each.

Holtzmann

Extra to give Household troops


shield.

Extras

il

to ).

to five

men

Per squad.

Disciple Skirmishers Conscript, Light infantry, Fanatics' Armed


ruith Auto-Laser, basic grenade pack and
jumpacks. Up to four men Per squad.

75 points Per squad.


Up

to I

sqaud.

55 points per squad.


up to isquads.

fi

Late [qnastic ffedemptionist Fsrce


Trikes IIi::;r::1"-"i?;;[';;::i$:;il:i:i-,lli, l,,::T:
vith Laser Pistol. Gunnet - Light infantry,
Regular armed urith Laser

Warrior Lord

Hand Flamer. The

E1ite, Pover

creu often dismount

Armoured

infantry with leadership'

ruith Force Suord and Sun Gun' In


up to 5 men.

Armed

of

uith

units

Pouer Axe instead of

Warrior Lord

As above but

Devout

ReguJ.ars, Armoured

Extras

Force Suord

to fight'
11 points each
Extra to give Trike creus Heavy Laser and
advanced lrenade pack to be used dismounted' A11 or none'
ani

Extras

Pistol,

"*^

other ueaPons. Fanatics.


armed vith
and advanced

infantry

Laier Rifle or Auto-laser


grenade pack. In units of 5
Extra to
Less

make one man Per

unit a leader'

to give units missile


of other \ueaponry.

instead

30

men.

launchers

points per unit'


Up to 4 units.
180

21 points each.

Upto5

80 points Per

unit.

4-10 units.

3 points Per unit.


-10 points Per unit.
Up

to 4 units.

Eslonial Poliee
t

Thi.s list is modelled


t!9 typicar field forces
revolt and the Judges 9n
Rebellion.

Bikes

used by both the Frontier r,rorlds

Regular, Light infantry, armed ruith Enforcer


Motorbike has bike cannon ruith eump_
utorised aiming unit. These usualy act ind_

pistol.

ividually.
Extras

Extra to
Extra to

Riot

Squads

Police

Squad

make
make

bikes Guard class rsentinel-sr

Jeteopters

Regular, Light infantry armed ruith Enforeer

42 points pe:r squad.

TTG

Jetcopter

four

Extras

man squads.

figure 100). Ae[ independently.

uith

forward

machineguns.

firing

ueapon pack of

flFPENOH
h/eaponskill
110-120

121-1r0
i

1l 1-150
151-150
16

1-170

171-180

181-190
191-200
200+

COMBAT ]OOO

IMPERIAL

COMMANDER

Hit Diee Bonus

Accuracy

to +15
to +20
+27 to +25
+25 to +3O
+f5 to +40
+40 to +50
+5I to +50
+51 to +70

+B

+71 higher

+9

+10
+16

+I
+2
+7
+4
+5
+6
+7

31

l,E,.:":

to 5 squads.

to 3 squads.

20 points each.
Up

to 6 men.

52 points each
to 5.

Up

LASERBURN

72 points per squad.

Up

Extra to give jetcopter a robo-turret vith


three missile launchers.

Ito8.
I points each
Up to 10.
Up

(tlse

3 points each.

Eliie, Light infantry, sniper armed uith


Laser rifLe uith autoranger and laser pistol

Snipers

5 Lo 25 bikes.

Regu1ar, Armoured infantry armed ruith Riot


gun and Riot stick. Sj.x man squads.

pistoJ.. Six

bikes leaders.

31 points each.

28 poin!,s per

turret.r'

Losrnt$t*
Combat

IMPERIAL

COMBAT ]OOO

gkill Total dexteritY


+Re

flex/Strength

Hand-to-Hand
Combat Bonus

50

+1

+1

BO

+2

+?

100

+3

+1

120

+tt

+4

140

+5

+5

150

+6

+6

180

+7

+7

INITIATIVE

COMMANDER

LEVEL

the normal Imperial


ini.tiative use the 'Laserburnr initiative rules treating
7'
of
initiative
an
as
troops

For

COMBAT }OOO
Re

INITIATIVE

flex
+1
9

+2

10

+3

I1

+4

t?

+5

32

Commander

----"/

oi

i;*,ts,::.1:

,:f.i

-.i t. !.
'. , i;t,

'5+.
1l

:i:

ATabletop Games
Product

\i.
F.

r-\ -