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IMPERIAL, RED

REDEMPTION, MERCENARY
and MERCHANT BARON
ARMY LISTS
VERSION 1
AN UNOFFICIAL IMPERIAL COMMANDER 2 SUPPLEMENT

Original material by Don Clarke. Illustrations copyright various sources.


Introduction
Imperial and Red Redemption Army Lists is an unofficial Imperial Commander 2 supplement
designed to present two new, alternative, one-stop army lists for Red Redemption and Imperial
forces, and new army lists for Merchant Baron, Company, and Mercenary forces.

A Note About Epochs


The concept of time in the Laserburn universe being divided into epochs was introduced in Don
Clarkes Borrowed Time 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.

A Note About Heroes


If two armies are eligible to field the same hero, and both wish to, then the issue is decided by
the toss of a coin.

Additional Sample Vehicle


Vehicle Type Hull Shield Move Main Aux Gun Points Troop Model Avail. Pts.
Class Type Gun Capacity Cost

Outrider APC 2 - wheeled - Support bolter in pintle 5 Old Crow: 38


mount. Outrider Scout
APC/Scout Vehicle

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.

AI, bolt rifle


Army Lists
The army lists are designed for 1000pt armies. For 500pt armies halve the given maximums,
rounding fractions up. Morale points values for 1 figure of the relevant element are given in
brackets at the end of the details section of the elements entry, e.g. (13).

Red Redemption/AARF Army List

Element Details Points Min-Max


Cost Number
The Red Monk Guard, AI, bolt pistol with autoranger. 40 0-1
Hero: hit bonus +6, constitution, ambidextrous, sniper, nerves of steel.
(RR and
Act independently. (6)
AARF) Hero of the Red Redemption, the Red Monk assassinates prominent Imperial officials on
a regular basis. See Robot, P.19. His weakness is his hatred of the Imperium.
Zandrig Guard, PA, Holtzmann shield, custom pistol equivalent to gauss rifle with autoranger. 59 0-1
Hero: hit bonus +7, leadership, constitution, luck, dodge.
(RR and
Act independently. (12)
AARF) Leader of the AARF and lead figure in the Red Redemption, Zandrig is continually
recruiting and promoting the cause. See Forces of the Redemption supplement for
more details. His weakness is his lack of anything other than driven passion to see the
end of the Imperium.
Prophet Egor Guard, PA, anti-matter shield, sun gun with autoranger. 58 0-1
(RR) Hero: hit bonus +3, leadership, constitution, luck, rapid fire.
Act independently. (12)
Leader of the ILF, a one of the breakaway Red Redemption factions, Egor preaches the
values of the old dynasty and promotes direct military hit and run/guerrilla actions
against the Imperium. His weakness is his utter distain for New Dynasty followers.
Trikes Trike with bike cannon. 38 each 0-10
Rider: regular, LI, fanatic, laser pistol.(1)
Gunner: regular, LI, fanatic, laser pistol, hand flamer, force sword. (1)
Trikes act independently. Rider and gunners are a squad if dismounted.
Trikes may be upgraded to have computer control units for their cannon at an additional
cost of 6pts each.
Skimmers Skimmer with bike cannon. 65 each 0-10
Rider: regular, LI, fanatic, laser pistol.(1)
2 x Gunner: regular, LI, fanatic, laser pistol, hand flamer, force sword.(1)
Skimmers act independently. Rider and gunners are a squad if dismounted.
Command Skimmer with command array. 40 each 1-2
Rider: regular, LI, fanatic, laser pistol.(1)
Skimmer
2 x passenger spaces usually taken by warrior lords (priced separately).
Skimmers act independently. Rider and gunners are a squad if dismounted.
Heavy Skimmer with laser cannon in roboturret. 95 each 0-4
Weapons Rider: regular, LI, fanatic, laser pistol.(1)
Gunner: regular, LI, fanatic, laser pistol, hand flamer, force sword. (1)
Skimmer Skimmers act independently. Rider and gunners are a squad if dismounted.
Zandian Veteran, PA, leadership, fanatic, sun gun, force sword. 47 each 0-2
Act independently. (7)
Warrior Lord
Imorian Veteran, PA, leadership. 46 each 0-2
Left arm pack: missile launcher with autoranger.
Warrior Lord
Right arm pack: heavy laser, power glove.
Act independently. (7)

Allorian Guard, PA. 70 each 0-2


Warrior Lord Hero: hit bonus +4, leadership, swordsman, nerves of steel.
Left arm pack: sun gun.
Right arm pack: heavy laser, force sword.
Act independently. (12)

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)

Omicronian Veteran, PA, leadership, designator. 61 each 0-2


Left arm pack: sun gun, advanced grenade pack with support autoranger.
Warrior Lord
Right arm pack: missile launcher.
Act independently. (6)
Lords 5 x elite, LI, fanatic, force sword, advanced grenade pack.(1) 75 per 1 squad may
be attached to
Household squad
each Warrior
Troops Lord fielded
Devout Squad 5 x conscript, LI, fanatic, laser rifle, basic grenade pack, force sword.(1) 75 per 0-4
Whole squad may be upgraded to advanced grenade pack for an additional cost of 10pts. squad
Devout 4 x conscript, LI, cringer*, laser rifle, basic grenade pack, force sword.(1) 32 per 0-12
Cringer Squad squad
Warrior Squad 4x regular, AI, laser rifle, advanced grenade pack, force sword.(1) 72 per 0-6
squad
Disciple 4 x elite, LI, fanatic, basic grenade pack, force sword.(1) 52 per 0-4
Swordsman squad
Squad
Disciple 4 x elite, LI, fanatic, hand flamer, advanced grenade pack, force sword.(1) 72 per 0-4
Pioneer Squad squad
Disciple 2 x elite, LI, AT launcher with autoranger, hand flamer, force sword.(1) 46 per 0-3
Pioneer Anti- squad
Tank Squad
Disciple 4 x elite, LI, fanatic, jump pack, autolaser, basic grenade pack, force sword.(1) 84 per 0-4
Skirmisher squad
Squad
Disciple Scout 3 x veteran, LI, jump pack, laser rifle, force sword.(1) 60 per 0-2
Squad squad
Assassin Veteran, LI, sniper laser rifle, force sword. 36 each 0-2
Hero: hit bonus +5, sworsdsman, constitution, aggressive, sniper.
Act independently.(1)
Red Paradise Raw, civilian, fanatic, demolition pack. 21 each 0-3
Martyr Hero: hit bonus +0, aggressive, dash, dodge, luck.
Act independently.(5)
The demolition pack may be detonated at any time chosen by the player, in his own or
his opponents movement phase or any fire or combat phase. The Martyr takes damage
from the blast template 1 explosion as normal. Does not need sapper skill or a move to
set up the charge. Roll D6 as on P.27 of the IC2 rules if figure hit by fire at any time.
Red Vehicles may be fielded from tables 1 and 2 on P.53/4 of the IC2 rules, including the variable 0-variable
dropship, and/or the additional vehicles in the Borrowed Time supplement if fighting in
Redemption
the Borrowed Time epoch, keeping within the restrictions given on P.47.
Vehicles
Off-Table Fire Off table fire support modules. 15 each 0-8
Support

*New skill: CRINGER


Cringe is a drug explained on P.33 of the official Laserburn rules. Basically, it takes away free will and makes people unable to
resist the commands of a leader. The drug is used in many cases to convert civilians to the Red Redemption. In Imperial
Commander, any troop with the Cringer skill cannot function without a leader (must have leadership skill) within cohesion
distance of them (8cm). If their leader is killed or moves out of cohesion range they simply stand still until any figure with
leadership skill of either side in the battle moves within cohesion range of them. They then follow this leader until he/she moves
out of cohesion range, and so on. Cringers add 2 to the score they need to hit in ranged fire, and deduct 2 from their hand-to-
hand combat die roll. Their points cost is reduced by one third rounding fractions up, e.g. a figure normally costing 17 points
would cost 11 points if a cringer. There is no additional points cost of choosing cringer as a skill.

Red Redemption Briefing Notes


The Red Redemption seeks to convert others to their way of life and thinking, as have many other religious groups
through the ages. Therefore, the decay of the Imperium is not seen as mission accomplished for the
Redemptionists. They merely see this momentous process as marking the end of the beginning of their campaign to
bring Redemption law, as defined by the Kastor Artifacts, to the entire universe. This brings them into conflict with
the Nine the nine major trading organisations that are taking over administration of the dying Empire and with
most governments large and small, human and alien, as the Redemption movement spreads beyond the Dark Worlds
and into the rest of the known universe.

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

Imperial Briefing Notes


This list covers all Imperial armies, including private armies of independent Lord Knights resisting the takeover of
the Empire by the Nine. Imperial armies at times find themselves in conflict with all other Imperial epoch armies
except the Police who, in that epoch, are appointed by the Imperium.

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.

Mercenary Briefing Notes


Mercenary armies have been in demand since the early days of the Imperium. Both the Imperium and the Red
Redemption use mercenary squads to bolster regular battlegroups, and sometimes employ whole armies to tackle
missions that would otherwise be impossible due to lack of manpower. Mercenary armies are sometimes gathered
by wealthy individuals to defend private interests, or to support private causes and agendas. Mercenary armies might
therefore find themselves ranged against any army in any epoch.

Steele Luther
Merchant Baron Army List

Element Details Points Min-Max


Cost Number
Donovaan Veteran, LI, 2 x laser pistol, force sword, Holtzmann shield. 39 0-1
Hero: hit bonus +6, leadership, ambidextrous, rapid fire, dodge.
Slaan
Act independently.
(Merchant Infamous organ-legger Baron Donovaan is a great shot, but knows when running for
Baron) dear life is the better part of valour. His weakness is his cowardice.
Jenno Veteran, LI, laser pistol, force sword, Holtzmann shield. 36 0-1
Hero: hit bonus +5, leadership, constitution.
Cranvoll
Act independently.
(Merchant Jennos turned a fast credit in most of the bars of the Centaurus-Carina arm at one time
Baron) or another. His weakness is his drinking.
Princess Ann Veteran, LI, laser pistol, force sword, Holtzmann shield, skimpy outfit. 35 0-1
Eeta Hero: hit bonus +4, leadership, swordswoman, rapid fire, dodge.
Act independently.
(Merchant She tells everyone shes a princess, but she was born in a ramshackle shed in a
Baroness) backwater town on Imor. Escaping the Redemption press-gangs, she told her family that
one day shed really be someone. Shes well on the way now to amassing a huge fortune.
Her weakness is her love for Captain Jakk SParo.
Captain Jakk Veteran, LI, cartridge pistol, force sword, Holtzmann shield. 40 0-1
Hero: hit bonus +4, leadership, swordsman, luck, dodge.
SParo
Act independently.
(Merchant Once employed by the Imperium, Jakk used to trade gadgets for raw materials in the
Pirate) fringe worlds. On one infamous occasion, he refused to bring back slaves as ordered.
Instead he set them free in the Dark Worlds. This infuriated the local Lord Knights, and
his ship, the Wicked Wench, was destroyed by a small Imperium task force. Jakk was
branded a pirate and went on the run. He began to enjoy his life on the edge, and even
had his old ship salvaged for him by Redemption specialists, on the understanding that
he would smuggle for the Redemption an agreement he promptly ignored, much to the
embarrassment of the Redemption. He rechristened his ship the Black Pearl. SParos
most obvious physical characteristic is a slightly drunken stagger, accompanied by
awkwardly flailing hand gestures that make him look unfocused. His seemingly perpetual
drunkenness could also be why he often slurs his speech. The letter "P" (for pirate) was
branded on his right wrist by the Imperium. His weakness is his love of his ship.

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.

Merchant Baron Briefing Notes


Skirmishes, battles and small wars are common on the frontier worlds of the outer fringe where many rival traders
and merchants jostle for power and trading opportunities. The politics and disposition of Merchant Barons varies
greatly; some sympathise with local rebel groups and the Red Redemption, while others may back the Imperium.
Pirate forces frequently attack shipments of goods, either in space or on the land and oceans of a worlds surface.
Certain goods attract more attention than others; cargos such as narcotics, firearms, computers, gemstones and
precious metals fetch a high price anywhere in the galaxy, and any Baron trading in these items needs to have forces
protecting them. Some Barons now trade with some of the alien races which have made themselves known to man.
Froogs, Szithks and Centulons are quite keen to trade with humanity, but the vicious Calmin and Pohe-neds just take
whatever they come across.

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.

Princess Ann Eeta


Company Army List (the Nine)
Element Details Points Cost Min-Max
Number
Orson Ad- Guard, DA, jump pack, designator, anti-matter shield. 129 0-1
Hero: hit bonus +5, leadership, ambidextrous, constitution, cyborg eye.
Man Xymox
Right arm pack: 2 x sun gun with autoranger.
Left arm pack: 2 x sun gun, power glove.
Act independently.(13)
Orson Xymox will do anything for a sale. He started his career in advertising, but
soon exhibited such a ruthless, sacrificial dedication to the Company that his bosses
made him swap his palmtop for a battlesuit. Orson is rotund, creative, flamboyant,
sharp-eyed, and quick-tempered. His weakness is his fragile ego.
Lieutenant Veteran, DA, leadership, jump pack, designator, anti-matter shield. 95 each 0-3
Rear-mounted 3-shot grenade launcher.
Right arm pack: 2 x gauss rifle with autoranger.
Left arm pack: sun gun, power glove.
Act independently.(3)
Combat Squad 4 x elite, AI, jump pack, gauss rifle, laser pistol, advanced grenade pack, force 148 per squad 1-6 squads
sword.(1)
1 x elite, AI, jump pack, AT launcher, laser pistol, advanced grenade pack, force
sword.(1)
Scout Squad 3 x elite, LI, scout jump pack, gauss rifle, laser pistol, advanced grenade pack, force 87 per squad 0-4
sword.(1)
Anti-Tank 2 x elite, AI, AT launcher with autoranger, laser pistol, force sword.(1) 50 per squad 0-2
Squad
Combat Medic Regular, AI, medic, jump pack, gauss rifle, force sword. 26 each 0-4
Act independently.(1)
Sniper Elite, LI, sniper, laser sniper rifle, force sword. 22 each 0-2
Act independently.(1)
Human 4 x regular, LI, bolt rifle, standard grenade pack.(1) 40 per squad 0-4
Mercenaries
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 Variable 0-variable
additional 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

Company Briefing Notes


Invisibility Cloak
The armies of the Nine (the nine major trading organisations)
are organised along broadly similar lines to the armies of the
Imperium. The doctrine is slightly different in that more
money is spent on each soldier, making them of higher
quality and giving them slightly better equipment. Also the
weapons are more long-ranged, the idea being to eliminate
the enemy at a distance before he can close and do damage,
thus saving money by spending money. Although the armies
of the Nine fight the Lord Knights for mastery of the
decaying Empire, they also naturally come into conflict with
the Redemption, who see them as more-of-the-same after the
Imperium. The Nine also quell the uprisings of the exploited
and downtrodden citizenry, who suffer low pay and high
prices, on a fairly regular basis. Other enemies include
colonising bugs, alien mercenaries and armies of conquest,
other mercenary armies probably hired by Lord Knights or
the Redemption, independent-minded Merchant Barons and
Pirates, and rival companies. In short, the Nine have
inherited all of the enemies of the old Imperium, as well have
having to fight the last vestiges of that dying colossus.

More information about the Nine can be found in the official


Laserburn supplement Advanced Laserburn and Aliens.
Bug Colony Army List
This list is duplicated in Don Clarkes unofficial Borrowed Time supplement.

Element Details Points Min-Max


Cost Number
Queen Same stats as Terror bug except: guard, leadership, act independently. 28 1
Move: 15 road, 12 open, 12 difficult.(8)
Cerebral Elite, DA carapace, leadership, no claws (-3 H/H), barb shooter (=SMG for hit and 24 each 0-2
damage stats, template 2).
Act independently.
Move: 4 road, 4 open, 3 difficult. OR tunnel 15cm per move phase. Clarification: when
tunnelling, the direction of the tunnelling doesnt have to be declared, just the
distance.(8)
Runner Pack 6 x regular, LI carapace, fanatic, claws (+0 H/H). 42 per 0-4 packs
Move: 18 road, 14 open, 12 difficult.(1) pack
Includes face-huggers and swarm aliens.
Terror Pack 5 x elite, PA carapace, fanatic, claws jaws and tail (+3 H/H, roll twice and choose 100 per 1-6 packs
highest), spit venom/acid (10cm range, template 2, 7+ to hit, standard impact). pack
Ignores near misses.
Move: 15 road, 12 open, 12 difficult.(2)
Flyer Pack 3 x same stats as Terror bug. 75 per 0-3 packs
Air target (+3 penalty to score needed to hit it).
pack
Move: 35 road, 30 open, 30 difficult.(2)
Hunter Elite, AI carapace, fanatic, aggressive, jaws and claws (+3 H/H). 14 each 0-10
Ignores near misses. Cover level one higher than normal. Concealment range half that of
humans.
Act independently.
Move: 14 road, 12 open, 10 difficult.(1)
Colossus Veteran, DA carapace, fanatic, aggressive, massive claws jaws and tail (+5 H/H), 2 x 35 each 0-10
poison barb shooter (=rapid fire bolters for hit and damage stats, can be fired at different
targets).
Walker (-3 bonus to score needed to hit it).
Ignores near miss. Act independently.
Move: 22 road, 16 open, 12 difficult.(3)

Bug Colony Briefing Notes


Bugs are cunning and ruthless. They have a hive mentality powered by the instinct to hunt and kill, and some
varieties are starfaring.

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

Red Redemption 1*, 2*, 1, 2 - 3 3 3 3 1, 2, 3 1, 2, 3 1, 2, 3 1 1


3*
Planetary/Colonial Police - 1, 2 - - 3 3 1, 2, 3 1, 2, 3 1, 2, 3 1 -

Rioting Rabble 1, 2*1 - - - 3 1, 2, 3 - 1, 2, 3 1 1

Order of the Wheel 3*2 3*3 3 3 3 3 3 - -

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

Company (The Nine) 1, 2

Where there is a number in the relevant matchup


box in the table above, that matchup is historically
feasible. After the publication of this unofficial
Borrowed Time supplement there are three distinct
epochs covered by Imperial Commander. Most of
the matchups only work in one epoch. Of course,
you can just completely ignore this table and pit
anyone against anyone! Key:

1 = the Imperial epoch 2900AD 4220AD


2 = the Great Ten Thousand Year War (humanity
against the alien coalition) epoch 10764AD
20843AD
3 = the Borrowed Time epoch UCH1 UCH600
* = civil war, inter-faction conflict, or rival groups
*1 = gang warfare
*2 = Continuationist faction v. Interventionist
faction
*3 = Continuationist faction v. Sacred Band

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.

*see the unofficial supplement Borrowed Time

Sof, of the Order of the Wheel*