Академический Документы
Профессиональный Документы
Культура Документы
REDEMPTION, MERCENARY
and MERCHANT BARON
ARMY LISTS
VERSION 1
AN UNOFFICIAL IMPERIAL COMMANDER 2 SUPPLEMENT
Human and alien intelligence, evolution, and technological development was secretly capped by
the Shepherds around the time of the Laserburn/Imperial Commander universe. Whilst there has
been some development in the effectiveness and deployment of weapons since that time, the
basic types have not changed. Hence weapons patterns from that time are still the most common
in the Borrowed Time universe.
There is an awareness amongst the intelligent races that the lack of evolution is problematical,
and there a large number of religious and scientific theories have been propounded to explain the
phenomenon.
Any vehicle may be given smoke tubes at the additional cost of 3pts. Which vehicles have smoke must be declared
to the opponent before the start of the battle.
Draconisian Guard, PA, hand flamer, advanced grenade pack, force sword. 47 each 0-2
Warrior Lord Hero: hit bonus +5, leadership, swordsman, aggressive, constitution.
Act independently. (12)
Cancrian Veteran, PA, leadership, sun gun, force sword. 44 each 0-2
Warrior Lord Act independently. (7)
The Redemption is widely spread, and many cells and units are out of regular contact with Imor, operating on a
semi-autonomous basis. Further, some factions refuse to accept the validity and teachings of the Kastor Artifacts,
and likewise refuse to comply with the new organisation structure. Add to this the frequent explosions of armed
conflict between different races, cultures, cults, and other factions within the Redemption, and it is clear that
Redemption organisation and equipment is much more flexible and variable than that for the Imperium and other
organised forces. Hence, the above list is largely an amalgam of the early and late dynasty Redemption lists found in
Imperial Commander 2, with new provision for the use of cringers, martyrs, and assassins.
Redemption forces at one time or another find themselves in conflict with all other armies in all epochs except
Rioting Rabble. This is largely because the rabble, more often than not, have Redemption sympathies, but by the
time they realise the Redemption are as oppressive as the Imperium, they are already cringers. More information on
the Red Redemption can be found in the unofficial supplement Forces of the Red Redemption.
Imperial Battlegroup Army List
Element Details Points Min-Max
Cost Number
High Lord Guard, PA, heavy bolter with autoranger, power glove. 43 0-1
Hero: hit bonus +6, leadership, swordsman, constitution, accuracy.
Tamlin
Act independently.(12)
Single-minded, and deadly in close combat, Tamlin is not a stand-back leader. He can
often be found at the spearhead of a prominent Imperial assault. Destined for great
things, if he can live long enough to see the benefits! Tamlin is a master of close combat
techniques. His weakness is his care for his troops.
General Turan Veteran, AI, rapid-fire bolt rifle with autoranger. 37 0-1
Hero: hit bonus +4, leadership, aggressive, constitution, nerves of steel.
Act independently.(11)
Tough as old boots and an old-style general, sworn to rid the universe of the Red
Redemption threat, Turan is one of the key powers of the Imperium. He doesnt mind
getting his hands dirty on the ground. His weakness is his hatred of the Redemption.
Captain Rasch Veteran, AI, anti-matter shield, bolt rifle with autoranger, advanced grenade pack. 41 0-1
Hero: hit bonus +3, leadership, grenadier, sniper, nerves of steel.
Act independently.(11)
Dashing young Imperial crusader, close in line of succession for Imperial High Lord
Status, and eager to impress. His weakness is his belief in his own invincibility.
Battlegroup 4 x regular, AI, jump pack, laser pistol, grenade launcher with support autoranger.(1) 119 per 0-1
1 x regular, AI, leadership, jump pack, laser pistol, force sword.(6)
Command squad
Squad
Heavy Elite, DA, jump pack. 61 each 0-4
Rear-mounted 3-shot grenade launcher.
Battlesuit
Right arm pack: 2 x heavy bolter with autoranger, power glove.
Trooper Left arm pack: heavy laser.
Act independently.(3)
Medium Elite, PA, jump pack. 51 each 0-4
Battlesuit Right arm pack: laser rifle, grenade launcher, autoranger.
Left arm pack: plasma gun, autoranger.
Trooper Act independently.(2)
Imperial Elite, AI, jump pack, leadership, bolt rifle, advanced grenade pack, force sword.(6) 30 each 0-4
Lieutenant
Combat Squad 4 x regular, AI, jump pack, bolt rifle, advanced grenade pack, force sword.(1) 92 per 4-8 squads
1 x regular, AI, jump pack, heavy bolter, advanced grenade pack, force sword.(1)
squad
Scout Squad 3 x regular, LI, scout jump pack, pulse rifle, laser pistol, advanced grenade pack, force 75 per 0-4
sword.(1) squad
Inquisition Veteran, AI, leadership, designator, enforcer pistol, force sword.(6) 33 0-1
Advisor
Inquisition 3 x veteran, AI, fanatic, pulse rifle, enforcer pistol, force sword.(1) 93 per 0-3
Combat Squad squad
Combat Medic Regular, LI, medic, jump pack, bolt rifle, force sword. each 0-2
Act independently.(1)
Sniper Elite, LI, sniper, sniper rifle, force sword. 18 each 0-2
Act independently.(1)
Heavy Support 1 x tripod mounted bolt cannon with autoranger, 1 x tripod mounted missile salvo with 103 per 0-2 squads
autoranger.
Squad squad
4 x crew: regular, AI, bolt pistol, force sword.(1)
Human 4 x regular, LI, bolt rifle. standard grenade pack.(1) 40 per 0-4
Mercenaries squad
Alien Any mixture of squads or captains to a maximum of 4 squads and 2 captains can be Variable 0-4 squads,
chosen from the Alien Battlegroup Army List. Alien mercenary captains may lead and 0-2
Mercenaries
human troops. captains
Vehicles Vehicles may be fielded from tables 1 and 4 on P.53/4 of the IC2 rules, or the additional Variable 0-variable
vehicles in the Borrowed Time supplement, keeping within the restrictions given on P.47
of IC2.
Off Table Fire Off table fire support modules. 15 each 0-12
Support
Additional information about Imperium forces can be found in the official supplement Forces of the Imperium.
Mercenary Army List
Element Details Points Min-Max
Cost Number
Steele Luther Guard, AI, bolt rifle with autoranger. 41 0-1
Hero: hit bonus +6, ambidextrous, sniper, nerves of steel.
Act independently.(6)
A lone adventurer, despised by both Redemption and Imperial forces alike because of his
assassinations on both sides, Steele is a true bounty hunter, hiring out to whoever pays
the most. Any army of the Imperial epoch may field Steele Luther. His weakness is his
lack of caution.
Deathlok Guard, AI, jump pack, bolt rifle with autoranger, advanced grenade pack, knife. 47 0-1
Hero: hit bonus +5, cyborg eye, sniper, nerves of steel.
Act independently.(6)
Once a high-ranking Inquisition combat advisor, Deathlok was betrayed by the
Imperium. He was promised a Lord Knighthood if he could destroy a particularly
troublesome Redemption base at Alpha Cas just 250 light years from Earth. He did this
with ruthless aplomb, but his Lord Knighthood was blocked for unknown reasons by the
Empress. He seeks revenge, plotting to kill the Empress herself. See Robot, P.18.
Deathlok may also be fielded by any Imperial epoch army in a battle against Imperium
forces. His weakness is his blind desire for revenge.
Lacksie Blue Guard, LI, scout jump pack, pulse rifle, enforcer pistol, force sword. 49 0-1
Hero: hit bonus +4, leadership, rapid fire, weaponsmith, luck.
Act independently.(11)
Another ex high-ranking Inquisition trooper. Lacksie was transferred to the Inquisition
from the Imperial forces when her unusually sharp cruelty and lack of scruples was
noticed by her CO. She rose quickly through the Inquisition ranks, but soon became
bored with rooting out Redemptionists and other rebels and traitors. She realised she
could amass a much bigger fortune striking out on her own with a private army. Now
she is hunted by Inquisition agents, and feared by everyone else. She has a powerfully
magnetic personality, and those who follow her, both men and women, do so in awe of
her, and in love with her. Her weakness is her vanity.
Neiolos Guard, PA, gauss rifle with autoranger, force sword. 52 0-1
Hero: hit bonus +5, leadership, sniper, rapid fire, luck.
Supranomicon
Act independently.(7)
70% human, 30% cyborg, adventurer and leader/hirer of mercenary forces, Neiolos
made his name in the battle of Imor. At the head of 500 mercenary troops he supported
Redemption troops against an Imperial surprise attack and helped turn the tide of the
battle. His weakness is his impetuousness.
Yangtze Veteran, DA, jump pack, automedic, invisibility cloak forceshield. 111 0-1
Hero: hit bonus +6, ambidextrous, dodge, initiative, aggressive.
Back-mounted missile launcher.1
Right arm pack: 2 x support bolter with autoranger.
Left arm pack: plasma gun, power glove.
Act independently.(13)
Disillusioned combat monk of an ancient religious order, Yangzte often appears on the
side of troops fighting tyranny, usually in the form of the Imperium or corporate based
armies. Manages to hide away in suspended animation between epochs, therefore any
army except Imperial armies, armies of the Nine, or Profiteer armies may field Yangtze
in any epoch. Yangtze believes in peace and compassion after the oppressors have
been blasted. His weakness is his obsessive belief in absolute fairness.
Mercenary Elite, PA, jump pack, automedic. 71 each 0-4
Battlesuit Back-mounted AT launcher (single shot).
Right arm pack: 2 x gauss rifles with autoranger.
Trooper Left arm pack: heavy laser, force sword.
Act independently.(2)
Mercenary 4 x Regular, LI, jump pack, bolt rifle with autoranger, force sword. 87 per 0-10
Combat Squad 1 x as above but with heavy bolter instead of bolt rifle. squad squads
The whole squad may be made AI at a cost of 15pts. (1)
Mercenary 4 x Elite, LI, jump pack, rapid-fire bolter with autoranger, advanced grenade pack, force 92 per 0-6 squads
Scout Squad sword.(1) squad
Untrained 3 x raw, LI, laser pistol, force sword.(1) 21 per 0-4 squads
Mercenary squad
Squad
Alien Any mixture of squads or captains to a maximum of 4 squads and 2 captains can be variable 0-10 squads,
chosen from the Alien Battlegroup Army List in the unofficial Borrowed Time and 0-3
Mercenaries
Supplement. Alien mercenary captains may lead human troops. captains
Mercenary 1 x tripod mounted laser cannon with autoranger, 1 x tripod mounted missile salvo with 108 per 0-2 squads
autoranger.
Support Squad squad
4 x crew: regular, AI, bolt pistol, force sword.(1)
Heavy Battle Robot, elite, fanatic, PA armour, DA move, 2 x missile launchers, near miss results 26 each 0-6
Robot have no effect. Weapons are linked and may both fire at the same target.
Act independently.(2)
Mercenary Trike with bike cannon. 38 each 0-6
Trikes Rider: regular, LI, bolt pistol, force sword.(1)
Gunner: regular, LI, bolt pistol, force sword. (1)
Trikes act independently. Rider and gunner are a squad if dismounted.
Mercenary Vehicles may be fielded from tables 1, 2, and 4 on P.53/4 of the IC2 rules, or the variable 0-variable
Vehicles additional vehicles in this supplement, keeping within the restrictions given on P.47 of
IC2.
Mercenary See Enterprise dropship in vehicles section.(10) 86 each 0-2
Dropship
Off-Table Fire Off table fire support modules. 15 each 0-4
Support
1
See unofficial Borrowed Time supplement.
Steele Luther
Merchant Baron Army List
Schaan Szithk, veteran, AI, fanatic, leadership, laser pistol, force bayonet, Holtzmann shield. 62 0-1
Hero: hit bonus -2, aggressive, constitution.
Smickk
Szithk warbird.
(Merchant Act independently.(11)
Baron) Schaan is an adventurer Baron who enjoys trading with human worlds. He is honourable
and valiant, but ruthless when betrayed. Theres a saying amongst the galaxies greatest
traders; You only cross Schaan Smickk once. He is an impressive sight leading his
human bodyguard astride Kaa TAa, his faithful warbird. His weakness is his poor
eyesight.
Merchant Veteran, LI, leadership, laser pistol, force sword, Holtzmann shield. 27 0-2
Act independently.(6)
Baron
Merchant Veteran android, armour class AI, move class AI, leadership, laser pistol. Holzmann 28 0-1
Droid shield.(6)
Barons Senior Elite, LI, hand flamer, enforcer pistol, force sword. 33 Up to 1 per
Bodyguard Hero: hit bonus +4, ambidextrous, swordsman, aggressive, constitution.(6) Hero/
May never move beyond cohesion distance (8cm) of the Baron to whom he/she is Merchant
attached at the start of the battle, even if the Baron dies (must stay within 8cm of the Baron/ Pirate/
Barons body, which may not be moved during the battle). Droid fielded
Barons 3 x regular, AI, auto-laser, laser pistol, force sword.(1) 51 per Up to 1 squad
Bodyguard May never move beyond cohesion distance (8cm) of the Baron to whom they are squad per Hero/
attached at the start of the battle, even if the Baron dies (must stay within 8cm of the Merchant
Squad Barons body, which may not be moved during the battle). Baron/ Pirate/
Droid fielded
Scout Trader Scout Trader: Elite, LI, scout jump pack, leadership, laser pistol, force sword, Holtzmann 105 per 0-4
shield.(6)
Squad squad
Crew: 4 x regular, LI, scout jump pack, auto-laser, laser pistol, force sword.(1)
Robber Baron Robber Baron or Pirate Merchant: Elite, LI, leadership, cartridge pistol, force sword, 85 per 0-4
Holtzmann shield.(6)
or Pirate squad
Crew: 4 x regular, LI, cartridge pistol, force sword.(1)
Merchant
Squad
Spaceways 5 x conscript, LI, slug pistol, knife.(1) 37 per 0-4
Scum 1 x conscript, LI, slug pistol, basic grenade pack, knife.(1) squad
Human 4 x Regular, LI, jump pack, bolt rifle with autoranger, force sword.(1) per squad 0-4 squads
Mercenaries 1 x Regular, LI, jump pack, heavy bolter with autoranger, force sword.(1)
The whole squad may be made AI at a cost of 15pts.
Alien Any mixture of squads or captains to a maximum of 4 squads and 2 captains can be variable 0-4 squads,
Mercenaries chosen from the Alien Battlegroup Army List in the unofficial Borrowed Time and 0-2
Supplement. Alien Mercenary captains may lead human troops. captains
Vehicles Merchant Baron armies may field any dropship, light tank (this would be a mercenary variable 0-variable
crew and their vehicle), APC, or unarmoured vehicle, most commonly Outrider and
Glaive APCs, keeping within the restrictions given on P.47 of IC2.
With regard to the actual army list, the Scout Trader and Robber Baron/ Pirate Merchant squads include the
merchant and a landing party of his or her crew. With regard to the Merchant Droid, sending a droid in ones place
to do business may be frowned on, but sending a droid in ones place to do combat will be positively laughed at -
but it does happen.
Merchant armour is a fusion of light and mesh armour, woven into a fashionable and durable, yet comfortable outfit,
often brightly coloured, or highly decorated. Their weapons tend to be close range, getting most use when inter-
merchant negotiations suddenly break down, or when bodyguards have to eliminate assassins and other such whites-
of-their-eyes threats. Pirates favour cartridge pistols, tending to find themselves in combat situations a little more
often than the average merchant. Barons traditionally wear concealed Holtzmann shield generators for last gasp
defense. Its a jungle out there
Barons have been known to join forces with each other against mutual threats, for example Redemption or alien
invasions of affluent or resource rich systems. Some merchant coalitions sometimes even take on Imperial forces in
cases where they have been double-crossed by the local Lord Knight or such. See Neil Coopers unofficial
supplement Forces of the Merchant Barons for more details.
Starfaring colonisation works through the psionic capabilities of the Cerebral bug. Towards the end of its days a
typical Cerebral will ingest anything up to 100 of the eggs laid by the Queen. Inside, the eggs will be bound together
by a secretion similar to concrete, and the Cerebrals internal pressure begins to rise. Meanwhile, the Cerebrals
psionic ability allows it to reach with its mind to identify, and precisely locate, a suitable planet for colonisation in a
nearby star system. Struggling to the surface, it calculates the exact velocity and direction that is required to launch
the egg cluster towards the found planet, taking into account relative movement and gravity. Using the massive
internal pressure build-up, the egg cluster is then, with Herculean effort, fired from the Cerebrals body towards the
planet in question. The Cerebral explodes and dies in the process.
On the new host world the eggs hatch and the Runners are born. They then find warm blooded creatures within
which to deposit an embryonic Terror bug. They paralyse the creature and deposit the embryo through any
convenient orifice. The creature remembers nothing of the process due to the secretion of a rohypnol like drug by
the Runner during the impregnation. The embryo continues to develop inside the living creature, until eventually it
bursts from the host in an explosion of blood and bone. The newly born Terror bug keeps a low profile and grows to
full size within a few standard days. As they grow, some Terror bugs mutate and develop into Queens, Cerebrals,
Flyers, Hunters, or Colossuses. The new Queen will begin to lay eggs almost immediately, and a planet can be
overrun within a few months. The Cerebrals sense when the planet has been pushed to its limits in terms of
supporting a bug colony, and the whole process begins again.
Bugs live in tunnel complexes centred around one Queen. One bug colony never goes to war against another,
recognising fellow links in a chain of higher consciousness and purpose. There is still much to learn about the bugs.
Bugs are likely to come into conflict with, and eat, any of the other sentient races. They are unlikely to face rioting
rabble, since the rabble will likely be running the other way, nor will they ever fight other bug colonies.
Historical Matchups
Imp. Red Police Rab. Order Band Isolate Profit Alien Bug Merc Baron Nine
Army
Imperium 1* 1 - 1 - - - - 1 1 1 1 1
Sacred Band - 3 3 3 3 3 - -
Isolate 3* 3 3 3 3 - -
Profiteer 3* 3 3 3 - -
Alien Battlegroup 3* 3 1, 2, 3 1, 2 1, 2
Bug Colony - 1, 2, 3 1, 2 1, 2
Mercenary 1, 2, 3 1, 2 1, 2
Merchant Baron 1, 2 1, 2
Acknowledgments
Original material copyright Don Clarke 2006.
Other material and inspiration Richard Halliwell,
Bryan Ansell, Tony Ackland, Neil Cooper
(particularly for IC2 and the bugs!). No breach of
copyright is intended in the use of found artwork.