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Rogue Trooper 2013 Rebellion Developments Ltd. All rights reserved.

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credits contents
Writer
Matthew Sprange
Layout & Graphic Design
Will Chapman
Interior Illustrations
Interior Illustrations Copyright Rebellion Developments ltd.
Used under licence
Cover Illustration
Richard Elson

INTRODUCTION 2
BUILDING AN ARMY 4
UNITS 5
THE GAME TURN 7
MOVE ACTIONS 8
SHOOT ACTIONS 9
CHARGE ACTIONS 12
SPECIAL ACTIONS 13
REACTIONS 14
TRAITS 15
ADVANCED RULES 17
STRUCTURES 20
AIR UNITS 22
BATTLEFIELDS OF NU-EARTH 25
ENGAGEMENTS 27
SOUTHERS 31
NORTS 36
SKIRMISHES ON NU-EARTH 44
WAR IN MEGA-CITY ONE 51
MEGA-CITY ONE FORCE LIST 54
EAST MEG ONE FORCE LIST 60
2
Welcome to Nu Earth, Soldier!
Rogue Trooper is a fast-paced and easy to learn miniatures game, with
enough tactical depth to keep you hooked for years. You will command
platoon and company-sized forces, and attempt to overwhelm your
opponents with tactical skill, secret weapons and a dose of luck!
Miniatures Gaming
Miniatures gaming is a hobby in which players collect armies of model
soldiers and vehicles, and then take part in games against like-minded
opponents. Played on a table featuring terrain ranging from open
felds to burnt out city streets, miniatures gaming allows you to act as
a general, directing your forces in a cunning battle plan designed to
bring you total victory!
You can think of it as chess but;
With freeform movement you are not restricted to squares.
With random elements troops pinned down by enemy fre are
likely to be in real trouble, but they might surprise you and start
fghting back.
With far prettier models!
Using the rules of a miniatures game aided by a few models, some
dice and a tape measure you will be able to lead your armies across
the battlefeld, dodging a hail of incoming
fre, before unleashing your fnest troops
against your enemy.
The joy of miniatures games like this
one is that they are fexible (no two
games will play out quite the same way),
challenging (with all the different models
you can use there a lot of different tactics
possible) and visually appealing (nothing
beats the clash of two forces over some
nice model terrain). Miniatures gaming
is a fascinating hobby that appeals to
all ages and walks of life. If these are
your frst steps into the hobby then you
are doubly welcome you have just
found something that may well keep your
interest for a long time.
Your local hobby store can be a great
resource for learning about the game. Many
stores run their own clubs, tournaments and
ongoing campaigns, which offer a great
INTRODUCTION
chance to fnd opponents. Additionally, the Internet hosts a cornucopia of
sites and forums about miniatures gaming.
The Rogue Trooper
Miniatures Game
Humanity is engaged in a vicious, galaxy-spanning civil war. The
Souther Confederacy (the Southers) are pitched in perpetual confict
against the Northerner Unionists (the Norts).
Nu Earth, a planet vital in its strategic location, lies close to a wormhole
that acts as a gateway to the rest of the galaxy. Whoever controls Nu
Earth will have a powerful advantage in the overall war.
Once a beautiful paradise, Nu Earth has been turned into a blasted
ruin, as both sides have employed all forms of biological and chemical
weapons. Their soldiers are now forced to wear chemsuits just to
survive the battlefelds and live in sealed environments. To walk
across Nu Earth without a chemsuit is to die a terrible, though
mercifully quick, death.
Both the Southers and the Norts have engaged in a dreadful escalating
arms race, as they rush to employ devastating new weapons. This has
culminated in the Southers Genetic Infantry, a programme to create
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a super soldier capable of surviving Nu Earths hostile environment
unaided, but treachery has ensured the deployment of these new
troops was a disaster.
The war continues
Needed For Play
In addition to this rulebook, you will also need several other items to
begin playing this game. While additional materials such as terrain
pieces and counters for various conditions are also useful, they are
optional and not required for basic games.
Two or more players.
A playing surface, such as a tabletop or unobstructed foor space.
A selection of miniatures.
A tape measure or ruler of a minimum 12 inches in length.
Several six and ten-sided dice (at least two of each).
Rolling Dice
This game uses two kinds of dice the ordinary, humble six-sided
dice and the chunky, exotic ten-sided dice. You will fnd it benefcial to
have perhaps a dozen D6s on hand as it greatly speeds up play. D10s
are used more rarely and you should not need more than a couple of
these. The size or variety does not matter they will suffce as long as
they are six-sided (numbered 1 through 6) and ten-sided (numbered
1 through 10).
You will sometimes be instructed to read the results of dice rolls in
different ways. If you are simply told to roll a dice in the rules, roll it
as normal and read the number or pips on the top. However, you will
sometimes see references telling you to roll 4xD6, 6xD6, 2xD10+1,
etc. These are dice shorthand references.
A number before a xD tells you how many dice you need to roll. The
number after a D tells you whether to roll D6s or D10s. For example,
4xD6 means roll four six-sided dice (you can see why we shorten it
to 4xD6). If there is a + after the dice add the number to each dice
rolled so 4xD6+1 would tell you to roll four six-sided dice and add
one to the resulting score on each.
Some rules may ask you to add dice rolls together, such as 2xD10+D6.
In this case, you would roll two D10s, one at a time, adding a separate
Natural 1s
These rules assume that an unmodifed roll of 1 on a D6 or D10 is
automatically a failure. Even if subsequent bonuses raise the result to
above 1, it is still a failed roll. This is referred to as rolling a natural 1.
The natural 1 rule applies to all rolls in this game unless specifcally
mentioned otherwise.
Re-Rolls
Some special situations may call for you to re-roll a dice. This
simply means you ignore the first result rolled and roll the dice
again. All modifiers or conditions that affected the first roll are also
present and must be accounted for on the re-roll. You must always
accept the result of the second roll, even if it was worse than
the first re-rolls can be used to get you out of a tricky situation
but they are never guaranteed! Also, you may only ever re-roll a
specific dice result once, even if you have multiple opportunities
to re-roll a dice result.
Turns
Players take turns to play Rogue Trooper. Throughout these rules, a
turn is used to describe the process a player goes through before his
opponent takes his turn and repeats that process. A Game Turn is two
of these player turns.
Pre-Measuring Distances
You may always pre-measure distances in Rogue Trooper, allowing
you to check to see if an enemy is within range before making the
decision to fre, for example.
Preparing for Play
Once you have your army and an opponent, there are just a couple
of things you need to do before battle can commence. You will need
a fat playing surface, such as a kitchen or dining room table though
many players invest in a dedicated gaming table, complete with
modelled terrain.
Your playing surface should have plenty of terrain placed upon it.
You can use piles of books or boxes to simulate buildings, walls and
hills, though many players soon progress onto model houses, woods,
factories, ruins and so on.
D6 roll to each (the D6 is rolled each time you
roll a D10).
Where multiple dice of the same type are
rolled and added together it will be noted
as the number of dice only, without the x
symbol. For example, 2D6 (giving you a total
of 2 to 12), 3D6 (3 to 18) or 2D10 (2 to 20). A
numerical addition (such as the 2 in 3D10+2)
is added to the total value. Thus, if you were
intended to roll four six-sided dice, add their
total together and then add a fxed value of 1,
it would be written as 4D6+1.
4
Before you can start fghting huge and involved battles, you will need
to build an army. An army can be as small as a single squad or feature
over a hundred soldiers, supported by vehicles, command units
and aircraft. You can go on to feld a whole company of troops with
additional support, limited only by the size of your wargaming table!
Every unit in the game is assigned a points value, as shown in the army
lists on pXX. As you collect units, add their points values together, as
this will show you just how large and powerful your army is.
When you come to play a game, the force you use may only be a
fraction of your collected army. This is because the points system is
used to ensure a fair match between yourself and your opponent. Two
forces of the same points value should be roughly equal in power,
BUILDING AN ARMY
meaning it will be your skill and tactical ability that will be the deciding
factor for victory.
We recommended your frst battles were played with forces of no
more than 1,000 points each. This will give you a game that will last
up to two hours.
Ultimately, there is no limit to the size of armies that can be played, and
you will fnd that even games involving thousands of points can still be
completed within a fairly short period of time, so long as both players
are familiar with the rules. The only real restraint is the size of your
gaming table, and your ability to actually place all your models on it.
However, even games involving armies of 6,000 or 8,000 points can still
be realistically played on an average 6 ft. by 4 ft. gaming table, though
larger forces may require you to use a wider table or even the foor!
5
UNITS
Models are grouped into units, which act together on the battlefeld.
A unit may be several models, such as a squad of soldiers or a single
larger or important model, such as an armoured vehicle.
A unit is defned by its entry in the army lists, as shown below.
Title: The name of the unit.
Points Cost: The total points value of the unit. These are added
together to obtain the points value of your whole army.
Type: The name of individual models in a unit.
Value: The individual points value of each model in the unit.
Move: How far each model in the unit can normally move across the table
in inches with a single Move action. Movement is explained on pXX.
Close Combat: How many dice each model in the unit rolls when it
engages an enemy model in close combat. Close combat is explained
on pXX.
Target: The number an enemy has to roll equal to or greater than on a
single dice when shooting at a model in this unit.
Armour: The number that must be rolled if a model in the unit is hit by an
enemy attack. If a second score is present here, this will mean the model
can make a Dodge save (see pXX for details).
WtF: This stands for Will to Fight, a measure of the units
determination to carry on fighting when under tremendous
adversity.
Traits: Traits allow models to do special things, such as deliver
powerful attacks or withstand a great deal of damage. Traits are
explained on pXX.
Unit: Which models are included in the unit as standard, before
any options are taken, along with the weapons they carry.
Unit Options: Any options the unit can take are listed here, along
with any relevant changes in its Value.
Special Rules: Many units have special rules not covered by
Traits that allow them to do things in the game that other units
cannot even attempt. Special rules also allow you to do things not
normally permitted in the rules!
Unit Leaders
Every unit in the game has a unit leader, as listed in its army list entry.
If a unit consists of only one model, then that model is assumed to be
the unit leader.
Lieutenant 50 points
Young, inexperienced, but well-trained, the Lieutenant is the heart of any well-
functioning platoon.
Type Move Close Combat Target Armour WtF Traits
Lieutenant 4 D6 4+ 4+ 4+ Independent
Captain 4 D6+1 4+ 4+/6+ 3+ Independent
Unit: Lieutenant with LA2 Battle Rife.
Leadership: Any unit within 6 of the Lieutenant may use his WtF score for any
Will to Fight checks.
Options
The Lieutenant may be equipped with a Las-Sword for +10 points.
Upgrade to Captain for +30 points.
Ride in a Staff Car for +40 points.
6
All models in the unit must end every action within 6 of their unit
leader. This is the unit leaders Command Range.
If a model is ever more than 6 away from its unit leader, then it will
be out of command. The entire unit will be out of command if it loses
its unit leader and has been reduced to less than half the models it
started the battle with.
Models that are out of command may only make Reactions (see pXX).
If a unit loses its unit leader but has not been reduced to less than
half the models it started the battle with, designate any model to
become a temporary unit leader. This model is not as experienced
as the original unit leader, but knows enough to get the unit moving.
All models must remain within 6 of the temporary unit leader, any
who do not will be out of command. If the temporary unit leader is
killed, you may immediately nominate another model to take over,
so long as the unit is still at half strength or greater.
A unit led by a temporary unit leader suffers a 1 penalty to all WtF
checks it is called upon to make.
A unit leader of one unit may not act as the unit leader of another,
though some models have special rules that do allow them to
command other units.
If a model becomes separated from its unit by any means and is
not within 6 of its unit leader, then it may only make Reactions
as stated above. As soon as the models unit leader completes
an action within 6, the model may rejoin the unit and be within
command once more.
Facing
The majority of units on the battlefeld of the
future are fast-moving and agile. In most
cases, you do not need to worry about which
way a model is pointing when you move it, as it is
assumed it can turn quickly enough to face any threat
and target any enemy.
Some models (such as armoured vehicles) have special
rules that require you to know where it is facing. Some
weapons, for example, may only be permitted to fre into
one facing, or the unit may have weaker armour to the sides
and rear that enemies can take advantage of.
The diagram below shows a unit and its Front, Side and
Rear facings.
fore
aft
left right
7
THE GAME TURN
A battlefeld is a confusing place, with many things happening at once.
In order to make sense of things, games take place over several turns.
The player who set up his army frst will take the frst turn. In your turn,
you will have a chance to move and fght with each unit you have
on the table. Once you have fnished, your opponent then has his
turn to move and fght with his units. This continues until the battle is
complete and a victor is declared!
Actions
Whenever you decide to do something with a unit in your army it will
have two actions and every model within the same unit will perform
the same action. There are four types of action.
Move: Allows the unit to walk, run, drive or otherwise travel across
the battlefeld.
Shoot: Allows the unit to begin gunning down the enemy!
Charge: Allows the unit to rush into close combat to tear the enemy
apart!
Special: Allows the unit to prepare itself to do something unusual, like
load a complicated weapon or plant a bomb.
A unit can do any combination of two actions. For example, a squad
about to be overrun by the enemy might choose two Shoot actions.
Their allies trying to fank the enemy might choose two Move actions,
while another squad near the frontline might choose a Move action
followed by a Shoot action.
A unit must complete both of its actions
before you can start making actions with
another unit. A unit need not take one or
both actions if you do not want it to you
are never forced to take an action.
Over the next few pages, we take a look
at these different actions more closely.
The important thing to remember is that
each unit gets two actions of your choice
in a turn. Once all your units have taken
two actions, your turn is over and your
opponent does the same thing.
Victory and Defeat
The game will continue until either one side
gains victory by achieving its objectives or
when a certain number of turns have been
completed.
8
MOVE ACTIONS
Every unit in Rogue Trooper has a Move score (found in its army list
entry) which shows how far its models can travel across the table, in
inches, with a single Move action. A model need not move in a straight
line and can make any number of turns to face in any direction you
wish.
A Move action does not have to be taken to its full possible length
and a unit can travel any decided distance up to its maximum value.
Models may move through any friendly units freely but may not move
through an enemy model unless they have a greater Size score.
All models in a unit must end their movement within the 6 command
range of their unit leader.
Terrain
Terrain in Rogue Trooper is anything that is placed on the table that is
not a model this can be anything that is part of the landscape, such
as buildings, ruins, rivers and hills. You will quickly fnd that the more
terrain you use, the better the game, as your units will have a chance
to leap behind walls and dodge behind buildings in an effort to avoid
incoming fre. If you just play on a fat desert you will soon discover
your troops get mowed down by the frst weapon fred!
There are three different types of terrain;
Clear Terrain: Includes roads, low hills and shallow streams
anything that appears to be easy to move over. Clear terrain will
not hinder movement at all, and so no reduction in the Move score
occurs.
Diffcult Terrain: Includes steep hills, woods, and marshes anything
that looks like it would be diffcult for most units to cross. Units moving
through diffcult terrain will fnd their progress hindered, counting
every 1 moved as 2 (effectively halving your movement while on
the terrain).
Impassable Terrain: Includes tall buildings, cliffs and quicksand. This
will block all normal movement, and no model without special rules
that ignore terrain may cross it.
Cover
Some terrain will provide cover for models that take advantage of
it. This is discussed more thoroughly under Shoot actions on pXX.
Structures
While structures (the term used for buildings) are a type of terrain,
they use their own rules as it is possible to move inside a building,
travel between foors and turn them into temporary fortresses. They
are covered later on pXX.
9
SHOOT ACTIONS
Simple manoeuvring will not win you a battle you have to destroy
the enemy as well, and ranged weaponry is always a good way of
doing that!
Weapons
The descriptions of every weapon an army uses can be found in the
appropriate army list. An example is given here;
Weapon Range Shooting Traits
Nor-98 Assault rife 16 3xD6 -
Weapon: The name of the weapon.
Range: How far the weapon can shoot.
Damage: How many dice are rolled against a target.
Traits: This lists any special Traits the weapon possesses. See pXX
for more details.
Special Ranged Weapons
Some weapons may not have a Range score. Instead, one or more
delivery modes may be stated. The delivery modes are Dropped and
Placed.
Dropped munitions are released by Air Units. See pXX for more
details.
Placed munitions can be planted using the rules found on pXX.
Line of Sight
Before you can shoot at an enemy, the models in your own unit must
have a Line of Sight to their intended targets.
In all cases, Line of Sight is traced as a straight line from the base of
each of the fring models to any other model in the enemy target unit.
When you roll dice for your units shooting, you can only attack models
within the target unit that are also within Line of Sight. All models in
the unit must attack the same target unit any models that cannot
draw Line of Sight to any model in the enemy unit may not join in on
the attack.
Line of sight has three possible categories.
Clear: No terrain (or terrain that does not block Line of Sight, such as
a river or road) exists between attacker and target. No effect, shooting
is possible.
Obscured: Terrain interrupts Line of Sight but both models can still
partially see one another (that is, terrain hides any part of the target
model).
If an attacking model can only draw an obscured Line of Sight to
models in the enemy unit, the enemy unit gains a +1 bonus to its
Target score against its Shooting Dice.
Note that if some models shooting at a unit can draw a clear Line of
Sight to an enemy model or deprive him of Cover, while other models
in the same attacking unit cannot, you should roll your Shooting Dice
separately for them.
Blocked: Terrain interrupts Line of Sight so neither model may see
any part of the other. No shooting possible.
Note that models within the same unit will never block or obscure Line
of Sight for each other effectively, you can shoot through models
in the same unit, as it is assumed they will manoeuvre out of each
others line of fre or provide opportunities for being shot at. This
means one model in a unit cannot block or obscure Line of Sight to the
other models in the unit they are all potential targets when under fre!
Models not in the same unit can block or obscure Line of Sight.
Every model with a weapon can use it to attack any enemy unit that
it can draw Line of Sight to and is within range. Range is always
measured from the edge of the attacking models base to a target
models base.
Unless it has special rules, each model can only use one weapon in a
Shoot action, no matter how many weapons it possesses.
Every weapon has a set number of Shooting Dice, which are rolled to
see if a target has been hit and wounded or killed.

10
Shooting
Roll Shooting Dice for your entire unit. Discard all Shooting Dice that
roll a natural 1, along with any that fail to equal or exceed the Target
score of the unit being attacked. These represent missed shots or
ammunition jams.
The player whose unit is being attacked then allocates each successful
Shooting Dice that equalled or exceeded his units Target score as
he sees ft. However, Shooting Dice should be allocated as evenly
as possible. All models in the unit should be allocated at least one
Shooting Dice before any excess Shooting Dice are allocated.
All models have a Target score which you need to aim for when
attacking them. For each Shooting Dice that rolls equal to or greater
than the models Target score, your opponent must roll one six-sided
dice and score equal to or greater than his models Armour or Cover
score in order to survive. A roll of 1 for Armour or Cover is always a
failure. A model can be saved from a Shooting Dice by Armour or
Cover, but not both the models player must decide which he will use
against each successful Shooting Dice.
Failure will result in the model being removed from the table as a
casualty.
Cover
Most types of terrain will also provide Cover for models, effectively
shielding them from shooting attacks. Different terrain will provide
different amounts of cover a thick reinforced wall, for example, will
provide better protection than tall grass!
There are three different types of terrain that can provide Cover, as
listed below.
Type of Cover Example Terrain Cover Provided
Light Tall grass, crops, marshland 5+
Medium Woods, buildings, walls 4+
Heavy Fortifed walls, rocks, ruins 3+
A model has to be touching (on the opposite side of the terrain to the
fring model) or completely within suitable terrain to take advantage of
Cover. Otherwise, the terrain can only obscure or block Line of Sight.
Models within terrain may always claim Cover rather than just have an
obscured Line of Sight.
Summary of Cover, Terrain &
Line of Sight
It is important to understand the relationship between Cover, terrain
and Line of Sight.
Terrain can block or obscure Line of Sight.
In some circumstances, terrain can also provide Cover.
Being able to trace a clear Line of Sight does not necessarily
mean a model is deprived of Cover.
A model can be Obscured and gain Cover at the same time.
Splitting Attacks
A unit can opt to split fre between different enemy units if you wish,
thus engaging more targets. The downside to this tactic is that the
units frepower is weakened by being spread in this way.
Any two Shooting Dice of your choice must be discarded for each
extra enemy unit attacked and the remaining Shooting Dice must be
divided between the two or more units before any of them are rolled.
Each individual weapon may only allocate dice to a single unit. You
can only split the fring of a unit, not a single weapon!
Damage Bonuses
Some weapons have a damage bonus because they are extremely
accurate, have a high rate of fre or possess exceptional penetration.
If a damage bonus applies, you may need to roll different coloured
dice for that weapon when fring. Each damage roll adds the damage
bonus before comparing its value to the Target characteristic of the
attacked model.
For example, a 3xD6+1 damage weapon adds one to the score on
each of the three dice rolled for it.
Some attacks receive a random damage bonus by rolling an extra
dice (this being the differently coloured dice). Remember, this is not
a Shooting Dice so does not count as an extra hit on its own, nor is
it ignored if it rolls a 1; the bonus dice is purely there to boost the
weapons Shooting Dice scores. Only one such bonus dice is ever
rolled and applied to all Shooting Dice during an attack, regardless of
how many Shooting Dice the weapon actually rolls.
Fire Arcs
Some models, usually large and ungainly units, have limited felds
of fre, and are unable to react quickly when enemies start crowding
around them. Some weapons on such units will have a designated
fre arc detailed in parentheses in their army list description. Such
weapons may only place Fire Zones within their fre arc.
Fore: Forward
Left: Left
Right: Right
Aft: Aft
Destruction of Large Models
If a large model, such as a vehicle, is destroyed, it should be left on
the battlefeld as wreckage, counting as terrain and possibly providing
Cover or obscuring Line of Sight. You may fnd it visually appealing
to either turn the model upside down, cover it with cotton wool to
represent smoke, or even create your own destroyed vehicle terrain.
Dodge Saves
Some models will have two scores listed for their Armour the second
will be a Dodge save. This represents the model to nimbly jumping out
11
of harms way in the last instant, getting a sixth sense intuition to get
his head down, or being just plain lucky.
A models Dodge score is never modifed and will always be a straight
roll on a six-sided dice. An Armour score, for example, can be modifed
by a Piercing weapon, but Dodges cannot.
A Dodge may be attempted after a failed Armour or Cover roll, giving
the model a second chance at survival.
Remote Weapons
A Remote weapon is Placed at the location of the model carrying
it by using a Special action; use a marker to show the weapons
location once placed. It can then be triggered with any subsequent
Special action taken by any model in the unit that placed it. If the unit
is destroyed the Remote weapon is lost as well. These two Special
actions can be separated by any number of other actions this
normally involves the placing model taking Move actions to get out of
the Remote weapons Blast Zone!
Artillery Weapons
Artillery fre allows some weapons to attack targets that are hidden
and not in Line of Sight, effectively raining fre down from the sky.
Mortars and some missiles are examples of weapons that can be fred
in this manner.
Note that a weapon with the Artillery trait may always be fred normally,
as detailed earlier in this chapter, though the inherent inaccuracy of
the weapon means its Shooting Dice always suffer a 1 penalty.
The following rules are only used when the player wishes to attack a
target that is not in Line of Sight. This is called Indirect Fire.
Indirect Fire
In order to perform Indirect Fire, the Artillery weapon does not need
Line of Sight to its target unit, but an Independent model (or model
with the Spotter trait) in the Artillery weapons army must have Line
of Sight this is the model that is calling for the Indirect Fire and is
acting as its spotter.
The spotting model must perform a Special action in order for an
Artillery weapon unit to use Indirect Fire. If it performs two Special
actions, it can call in fre from two different Artillery weapon units.
Once the spotting model has performed a Special Action, one Artillery
weapon may make an Indirect Fire attack in the same turn. Indirect
Fire may target either a unit or a piece of terrain a unit is within.
Indirect Fire is notoriously inaccurate and it is the role of the spotter to
make corrections to subsequent shots. Whenever a Shooting attack is
made with Indirect Fire, roll one six-sided dice. On a 6, the shot is on target
and its Shooting Dice are rolled as normal. Any other result is a miss.
A +1 bonus is added to this roll if the target is terrain rather than an
enemy unit.
A cumulative +1 bonus is also added if a spotter calls in Indirect Fire
from the same weapon against the same target in each subsequent
turn, so long as the target has not moved. As soon as the Indirect
Firing weapon attacks another target, this cumulative bonus is lost
(though it can be built up again in future turns).
If, however, the six-sided dice rolls a natural 1, then something has
gone wrong with these sometimes unpredictable weapons. Roll on
the table below.
D6 Effect
1 Enemy player chooses any opposing unit within 24 of
original target this is attacked instead.
2 Enemy player chooses any opposing unit within 12 of
original target this is attacked instead
3-4 The closest terrain piece or unit is attacked instead
(whichever is closest).
5 Attacking player chooses any opposing unit within 6 of
original target this is attacked instead.
6 Attacking player chooses any opposing unit within 12 of
original target this is attacked instead.
12
CHARGE ACTIONS
If an enemy is in cover, he can be very hard to defeat sometimes, you
might fnd it useful to simply charge and root him out with close combat!
While this can be exceedingly dangerous (you will present an easy target
as you come rushing in), it is usually decisive, one way or the other.
When a Charge action is made, you may move your models up to
their Move score towards an enemy unit. Note that your models must
still end the Charge action within the 6 command range of their unit
leader, and that terrain will slow or halt their progress as with normal
Move actions.
If you succeed in getting into base contact with any enemy models,
you immediately fght in close combat.
Fighting in Close Combat
Roll the Close Combat Dice for all the models in your unit that have at
least one enemy model in contact with their base.
As with shooting, if you beat your enemys Target score, you will force
an Armour roll (Cover rolls are never made in close combat, though
defenders in Cover gain a different advantage see pXX). Discard
all Close Combat dice that fail to roll equal to or more than the units
Targets score.
The player whose unit is being attacked then allocates each successful
Close Combat Dice that equalled or exceeded his units Target score as
he sees ft. However, Close Combat Dice should be allocated as evenly
as possible. All models in the unit should be allocated at least one Close
Combat Dice before any excess Close Combat Dice are allocated.
Armour rolls are then made as normal. Failure will result in the model
being removed from the table as a casualty.
Ongoing Close Combat
Units are not locked in combat in any way as the normal action
rules are designed to recreate the fuidity and deadliness of close
quarters battle. If a unit wishes to continue a combat, it merely
keeps taking Charge actions until it achieves victory, is defeated or
chooses to disengage on its turn taking a Move (or Charge) action
in a different direction.
However, you will fnd that once enemy units are within 10 of one
another, combat becomes very deadly. The Reaction rules (on page
XX) mean that each time a unit completes an action, all the surviving
enemy models nearby may take a Reaction. In practice, two opposing
units will be quickly driven apart or annihilated by the interchange of
actions and Reactions.
Cover
Where close combat is concerned, Cover is not used in the same
way as it does for shooting. However, there are benefts from being
concealed in cover when an enemy rushes forward to engage you.
See the section on Reactions on pXX for more details.
13
SPECIAL ACTIONS
A unit taking a Special action is preparing either themselves or an item
of equipment for special use. Some heavy or complicated weapon
systems, for example, require a Special action before they can be fred.
In effect, the Special action is the do something unusual action.
What a Special action actually does will be covered by the special
rule it is using, usually found in the units or weapons Traits or special
rules. Sometimes, a Special action will be used to actually accomplish
something (such as planting a bomb), while others must be performed
before using another action (such as when using a Complex weapon).
However, there are some rules common to all Special actions, no
matter what they are used for.
A unit performing a Special action may neither move nor shoot. It
stands stationary, performing the Special action until taking a different
action completes it.
A unit may have the ability to perform Special actions for a variety of
different tasks. However, each Special action may only ever be used
for one task, no more.
If a unit performs a Special action after its frst action, the Special
status may be carried over into the next turn (or during a Reaction)
if desired.
14
REACTIONS
What makes Rogue Trooper different from many other games is that
units get to react to enemies who get too close. After all, if you saw
several enemy soldiers charging towards you, you would not wait
around to get beaten up, would you? Also, if you are playing a game,
you will not want to hang around for twenty minutes or more while your
opponent moves all his models you want to play as well!
Reactions allow you to take an active part in your opponents turn, and
they may just save a few of your own units from certain death.
Whenever an enemy unit completes an action within 10 of any model
in one of your units, that unit may immediately make a free Shoot or
Move action. This is called a Reaction. You may move in any direction
but any shooting must be aimed at the unit that triggered the Reaction.
You may also react when you get shot at! Whenever an enemy unit
completes a Shoot action against one of your units, that unit may
make an immediate Move or Shoot action. If a Shoot action is taken,
the target must be the enemy unit that triggered the Reaction.
A unit may only make one Reaction in every turn, no matter how many
times an enemy moves close by or shoots it.
Finally, you can never react to a Reaction!
Special Actions
Units that took a Special action as their last action in their players turn
still count as having performed that Special action in the opposing
players turn as well. This means they can potentially use Complex
weapons during a Reaction.
Reactions Within Cover
Units within Cover have a certain advantage when an enemy charges
them. In a defended position, they have the opportunity to fee before
the enemy gets too close or gun the attackers down before reaching
them,
If a unit is in Cover and is reacting to a Charge action, it may make the
Reaction after the target models have moved but before any Close
Combat dice are rolled.
Laying Low
A unit does not have to react if it does not want to. This will often
happen to units within Reaction range of the enemy who do not wish
to call undue attention to themselves or are waiting for a different
enemy to make a tactical mistake. In real terms, the unit might be
hiding out as best it can while it awaits reinforcements or retrieval, or
locked in an eyeball to eyeball confrontation with the enemy
15
TRAITS
Both models and weapons can have traits that mark them as special.
A trait is a special rule that can allow a unit to move in a special way,
for example, or make a weapon more powerful.
This chapter lists all the traits used in Rogue Trooper, and you should
refer to it when coming across a trait in a weapon or unit description
later in the book.
AA: This is an anti-aircraft weapon. Only weapons with this trait are
capable of affecting Air Units moving at Loiter speed or faster; all
others are too limited in their ability to target such rapid enemies.
AA-Only: This weapon may only be used against Air Units that are
fying. It may not be used against other units or Air Units that are
grounded.
Accurate: Accurate weapons may re-roll any Shooting Dice that fail to
hit their targets. The Accurate trait is ignored if the weapon performs
Indirect Fire.
Artillery: The weapon may be fred as Artillery an perform Indirect
Fire. See pXX for more details.
Blast X: This weapon creates an explosion when it impacts a target,
potentially destroying several models at once. Multiply the Shooting
Dice of the weapon frst by the Blast score and then by the number of
models in the target unit.
Complex: A Complex weapon can only be fred by a unit whose
preceding action was a Special action (see pXX).
Flame: Flame weapons engulf their targets with a torrent of fre. They
ignore any Cover the target may be in and no Dodge roll is possible
against their effects.
Hits X: Each time a model with multiple Hits fails an Armour or Cover
roll, it loses one Hit. If a model with 6 or more Hits is reduced to just 1,
it will become Crippled, taking only one action every turn, and unable
to make Reactions.
Immobile: This model may never take a Move action. With a Special
action, it may turn in place to a new facing. If other models in the unit
do not have the Immobile trait, they may freely move away from this
model at any time, leaving it out of command.
Independent: Independent models have a great deal of fexibility on
the battlefeld. They can function as a one-model unit if they wish or
join a friendly unit. They can make these choices as they go, so one
could potentially join a unit and then leave it later to join another unit
or revert to operating as a one-model unit again.
Independent models can join a unit simply by moving within 6 of its
unit leader. From this point, the unit will use the models WtF score.
It can also form a new unit from any out of command models within
6. The Independent model becomes the new units leader for the
remainder of the game, using its WtF score.
Independent models are limited to a maximum of two actions per turn
as usual. They may also act as spotters for Indirect Fire as detailed
on pXX.
Lumbering: This model is large, has limited vision, or is just slow. It
may never make a Reaction.
Multifre X: Sporting multiple weapon systems, this model can lay
down a hail of fre. The Multifre trait shows how many weapons the
model can use in a single Shoot action. Any weapons carried may be
used, and may freely target any number of enemy units without having
to Split Fire (as detailed on pXX). If a model has the Multifre All trait, it
may fre all of its weapon systems in a single Shoot action.
Multihit: High penetration or massive frepower allows this weapon to
rip through larger targets such as armoured vehicles. Multihit weapons
that damage a model will deduct not one Hit but two Hits.
One-Shot: A One-Shot weapon may only be used in one Shoot action
during the entire battle. Once used, it is gone!
Parry X: A model with the Parry trait or carrying a weapon with the
Parry trait can force a single enemy model attacking it to re-roll one
of its Close Combat dice during an enemy Charge action. Parry 2 or
Parry 3 weapons allow the model to parry two or three Close Combat
dice respectively against any opposing models attacking it.
Piercing X: The models attacks are naturally lethal and can carve
through the heaviest armour and cover with ease. The Armour or
Cover roll of models struck by the models Shooting Dice is reduced
by the Piercing value. For example an Armour score of 6+ will be
impossible to succeed with if struck by a Piercing 1 weapon. If this
16
Trait is possessed by a model, it will affect only its Close Combat
attacks.
Slow: Some weapons take time to aim, recharge or require constant
reloading. A Slow weapon may only fre once every turn, and may not
fre during a Reaction.
Sniper: This model is highly trained and able to pick out valuable
targets from amidst the chaos and confusion of a battlefeld, such as
offcers and soldiers carrying heavy weapons. Whenever this model
successfully hits an enemy unit with a weapon that has the Accurate
trait, make a WtF check. If successful, the models player selects
casualties it causes, rather than his opponent.
Spotter: This model has both the communications and authority to
call in artillery strikes, whether from close by support weapons or long-
ranged guns and rockets.
Stealthy: If a model from this unit is in Cover and did not make a
Shoot action or Reaction in the last turn, enemy models more than
10 away may not draw Line of Sight to it. No enemy unit may draw a
Line of Sight to this unit from more than 20 away, regardless of what
actions or Reactions have been made, unless the enemy unit also has
the Stealthy trait.
Tracked: Covering vehicles that use tracks for movement, such a unit
ignores Diffcult terrain.
Transport X: Some vehicles are designed to carry infantry models.
The full rules for doing so are covered on pXX. The Transport score
shows ho many infantry models can be carried by this vehicle.
Wheeled: Covering vehicles that use wheels for movement, such a
unit doubles its Move score whenever it is on a road.
17
ADVANCED RULES
The rules in this section are not necessary to play the game and
can be added when you are comfortable with the previous sections.
They will add greater depth to your battles and provide you with more
tactical options for your army. Many of the scenarios found later in this
book also use the rules detailed here.
Covered Advance
A typical playing surface for any miniatures game is fat with various
terrain pieces placed upon it. In the real world, however, very few
battlefelds are like this. The ground tends to be uneven, flled with
patches of vegetation or rock, all of which can be used to gain a little
protection from enemy fre.
To represent this, any unit of infantry may make a Covered Advance
by performing a Special action before a Move action. If attacked by an
enemy, they will count as being in an obscured Line of Sight, even if
they would normally be in a clear Line of Sight.
This only applies to enemy shooting attacks made in the enemys next
turn. Models do not receive the beneft of obscured Line of Sight if the
enemy is shooting at them because of a Reaction, as they are able to
catch the unit as it moves from concealment.
Elevated Firing Positions
Infantry nested within terrain or structures can be incredibly diffcult
to shift without a costly frontal assault or sustained bombardment.
However, there are other reasons for infantry to take terrain and
dominate the battlefeld. Troops that gain a good height advantage
over their enemies can often target weak areas of armoured vehicles
and similar units, making them extremely vulnerable.
If a unit is more than 6 above an enemy it makes a shooting attack
against, and is within 15 on a horizontal level, it is said to be in an
Elevated Firing Position.
If the enemy unit has the Hits trait, then all attacks made from an
Elevated Firing Position increase their Piercing traits by +1 (gaining
Piercing 1 if they do not possess the trait).
Reserves
Reserves are units held back from an initial advance. Tactically
speaking, they allow a commander to assess the power of an enemy
before committing his full force to battle and also allow greater
fexibility in unit placement to attack at the weakest point.
Units using the Reserve rules can arrive on the table during your
second player turn. You may voluntarily delay a reserved units arrival
to a later turn if you wish. Reserves can move on from any table edge
in your deployment area, ignoring the proximity of enemy units (unless
otherwise specifed).
To bring a unit that is in Reserve into play, it must pass a WtF check.
Success indicates it arrives as planned. If the check is failed, the unit
does not appear in this turn but further attempts may be made in
subsequent turns.
A +1 bonus may be applied to the WtF check if the unit has the
Wheeled or Tracked trait, or if it is on board a unit with these traits.
Reserve units must come on the table before the last turn of the game,
or they are considered destroyed for the purposes of Victory Points
you can assume they were engaged by roving enemy forces or
perhaps they simply got lost. In scenarios with no fxed turn length,
you must judge when to bring on Reserves very carefully, or risk
losing them altogether!
The scenario you are playing will say whether Reserves can be used
and how many units you can place in Reserve.
Suppression
Another important factor in warfare is Suppression. When the bullets
start fying, even the most hardened troops have a tendency to keep
their heads down!
If every model in a unit is allocated a Shooting Dice in a single Shoot
action, then every infantry model will immediately lose its next action,
and the only Reaction possible is Move. If this happens more than
once during a single turn, it will lose a total of two actions, though may
still React by moving. A unit may never lose more than two actions in
a single turn from Suppression.
18
Suppression can only affect models that do not have the Hits trait
larger models simply shrug off the effects.
Tactical Withdrawals
Occasionally, you may have to concede defeat. For all your efforts,
the enemy has out-fought you every step of the way and there is little
choice left but to die or retreat. In many games, you may fnd it makes
little difference whether your army lives or dies (!) but for certain
scenarios and when playing campaigns, getting your men out of the
line of fre can make a huge difference.
If you intentionally move a unit off the table, you immediately cede
25% of its value to your opponent in Victory Points. If that unit would
normally earn your opponent more Victory Points, perhaps because
of scenario conditions or because the unit has been reduced to below
half strength, then your opponent earns the higher amount for it
instead.
This rule does not apply to Air Units, which will spend a great deal of
time off the table anyway.
Transport Vehicles
Some vehicles are capable of carrying other units into battle. Normally,
these will be squads of infantry, but some very large vehicles can
carry smaller vehicles inside them as well.
Vehicles capable of acting as transports have the Transport trait,
which also lists how may infantry models the vehicle can carry.
Models may enter a transport vehicle simply by moving on to it, and
may leave with a Move action in the same way. If models either
enter or leave the transport vehicle, than both those models and the
transport vehicle may only take a single action in that turn.
If the transport vehicle is destroyed, every model on board will be
immediately removed as a casualty.
Vehicles
Vehicles will often have different Target and Armour scores in their
army list description for each facing, since many vehicles have weaker
armour to the sides and rear that enemies can take advantage of. If
a vehicle is attacked, use the appropriate Target and Armour scores,
depending on which facing the enemy is within.
In addition, vehicles often have several weapon systems. The fre arcs
of these weapons are listed in the vehicles description, along with any
new traits those particular weapons have. If not fre arc is listed, the
weapon can be fred at any target within Line of Sight of the vehicle.
Damage
Vehicles, especially armoured vehicles, can withstand a great deal
of damage before they are destroyed but sustained attacks will soon
take their toll, even if the vehicle is still functional. Whenever a vehicle
loses one or more Hits from an attack, roll on the table below, adding
the Piercing score of the weapon to the total. Apply the additional
effects immediately.
D6 + Piercing Effects
1-3 No additional effect
4 Reduce Move by half
5 Gain Immobile trait
6 Lose one random weapon
7+ Double the number of Hits taken
8+ Triple the number of Hits taken
Crippled Vehicles
Any model with the Hits trait that is reduced to 1 Hit will be crippled. It
may only take one action every turn. Air Units must exit the table as
quickly as possible and may not return.
Victory Points
Many of the scenarios included later in this book use Victory Points to
fnely grade the level of victory. Often in battle, simply smashing the
enemy is not suffcient to gain total victory instead, you will have a
mission to perform and it is your success at this that will be measured,
as much or even more than your ability to destroy the enemy.
When Victory Points are used to fnd out who wins a battle, you will
earn them in the following ways.
You will gain Victory Points equal to the Value of every unit you
completely destroy.
If you do not completely destroy a unit, you will gain Victory
Points equal to half the Value of the unit if you destroy at least
half the models within it.
If a unit comprises a single model and you do not completely
destroy it, you will gain Victory Points equal to half its Value if
you reduce its Hits below half its starting total.
A destroyed unit will always yield its full Victory Points,
regardless of whether any One-Shot weapons or other limited
forms of equipment have been used or not.
You may also have a chance to gain bonus Victory Points
these will be noted in the scenario you play.
Will to Fight
A units WtF score (Will to Fight) is a measure of its leadership,
courage and determination to carry on fghting and achieve battlefeld
objectives.
At various times, a unit may be called upon to pass a Will to Fight
check. This is done by rolling a six-sided dice and comparing the
result to the units WtF score. If the result is equal to or higher than the
WtF score, the test has been passed.
Some of the Will to Fight checks a unit may be called to make are
listed below, together with the consequences for failing the check.
Retreating From Shooting
As soon as units take casualties from shooting attacks, they have
a tendency to retreat from combat. It is one thing to just keep your
head down when the bullets starts to fy, but to see a comrade die
from enemy fre is something else. Whenever a unit has to remove
19
a model from the battlefeld because of an
enemy Shoot action, it has to pass a Will to
Fight check or retreat a short distance.
Roll a die for the unit, deducting 1 if the unit has lost more
than half of its models since the battle started. If the result is less
than the units WtF score, it must retreat.
The unit has to move 1 inch for each model that has been
removed because of the Shoot action. The unit must either move
into Cover or directly away from the source of the shooting. The
only exceptions are listed below.
A unit in Cover does not have to retreat, but
may do so if the player chooses. Please note
that units that are only Obscured must still retreat
as normal.
A unit with more than one Hit never retreats.
A unit that reaches any edge of the gaming table while retreating is
removed immediately as a casualty.
The Retreat movement happens directly after the opponents Shoot
action and before any Reactions. It can happen more then once per
game turn when an unfortunate unit comes under fre multiple times.
Routing From Close Combat
Whenever a unit loses at least half its models because of an enemy
Charge action, it has to pass a Will to Fight check or rout.
Roll a die for the unit, deducting 1 if the unit has already lost more
than half of its models since the battle started. If the result is less than
the units WtF score, it routs. Remove the entire unit as casualties
immediately.
20
STRUCTURES
Battles are often dictated by key structures forts, bridges, cities,
factories, harbours and the like. Military forces use defensive
emplacements to help secure rear areas against threats, while
many commanders are forced to engage enemies within an urban
environment, a great equaliser of armies where cunning and local
knowledge can make up for an imbalance of weapons and frepower.
A structure is any building placed on the battlefeld and is a type of
terrain. All structures have the following scores.
Size: The Size score of a structure is equal to the number of inches
(rounded up) measured on its longest side, from the lowest point on
one corner, to the highest point on the opposite one.
Target: This works in the same way as for units with multiple Hits.
Hits: This is how many Hits a structure can withstand before being
destroyed, and it works in the same way as the Hits trait for models.
Multiply the structures Size score by 1.5 (rounding up) to see how
many Hits it can withstand.
Moving Into a Structure
A structure can only be entered and exited by openings already in
it doors, windows, ramps and so on. Any number of models can
use the same the entryway providing they can ft through it and have
suffcient movement to do so. Models inside a structure are said to
have Occupied it.
If a model is within a multi-level structure it may move up or down one
level with a single Move action (with no horizontal movement).
Fighting From a Structure
Each window, door or other opening on a structure is considered to
be a Firing Point. Each Firing Point allows one model inside to make a
shooting attack against enemies outside the structure. Any model can
use any Firing Point that is on the same level of the structure.
A model within a structure cannot have a Line of Sight drawn to it from
the outside, nor may it be attacked by Artillery weapons, unless it uses
a Firing Point to make an attack itself.
If a model inside a structure uses a Firing Point, it may have a Line of
Sight drawn to it for the next full turn (use the Firing Point itself to work
out Line of Sight), but will gain the effects of Cover (normally Medium
Cover for most buildings, though military and heavy commercial style
buildings will grant Heavy Cover).
Fighting Within a Structure
If a structure is Occupied by an enemy unit, a Charge action is needed
to enter it. The defending models count as being in Cover (see pXX).
After any Reactions have been resolved, one model on each side
must fght in close combat for every Firing Point. Defending models
may use a shooting attack (so long as their weapons do not have the
Slow trait) instead of their Close Combat dice for this.
If the attacking models destroy more models in close combat than
they lose during this close combat, they move inside the structure
(the rest of their unit may follow using subsequent actions). After this,
immediately resolve the fght between as simultaneous Charge or
Shoot actions by both units. All models may use either Close Combat
dice or shooting weapons as they wish, though all models will beneft
from Cover. The fghting is close and furious so no more actions take
place until the combat is completely resolved. Keep rolling for close
combat or shooting until one unit or the other has been wiped out.
As you can see, fghting in built-up areas is vicious and nasty!
If the attackers do not destroy more models in the initial close combat,
then they have been barred from entry and the close combat ends
immediately (though they are free to perform another Charge against
the structure in their next action).
Attacking a Structure
Shooting and close combat attacks will not harm a structure unless it
is specifcally declared as the target otherwise, models are assumed
to be trying to shoot through openings at what is inside rather than
blast the structure itself. If the structure is declared as the target,
models inside will not be affected by the attack (unless, of course, the
structure is destroyed).
21
Structure Collapse
If a structure is destroyed, it collapses. Anything inside or near a
structure when it collapses is in deep trouble. The collapsing structure
rolls a Shooting Dice of D10 against every model inside. Within its
Size in inches, to a maximum of 6, a Shooting Dice of D6 is rolled
against every model. Cover rolls cannot be made against this but
Armour and Dodge rolls can.
You can replace the structure with a ruined version or otherwise
remove it and scatter rubble around its position.
Example Structures
You should agree with your opponent what scores each structure on
the table should have. However, the table below should make this
an easy process, allowing you to select type of structure that closest
resembles what you have on the table, and simply measuring it to
obtain its Size.
Structure Type Target
Housing Block 7+
Commercial Block 8+
Industrial Block 9+
Military Building 10+
Bunker 10+
Very Large Structures
Some structures can be very large, representing huge military
complexes or civilian factories. Where it is not practical to split these
into several separate structures, use the following rule.
For every multiple of 8 a structures Size is, add +1 to its Target score,
to a maximum of 14+, increasing its Hits appropriately.
Solid Structures
A structure that cannot be entered by models is deemed to be a Solid
Structure (such as a large chemical tank or fortifed wall).
Solid Structures use the same rules as structures for determining
their Target, Armour and Hits scores, as well as for being attacked,
but no models can enter them at any time. In all other respects, they
are counted as terrain that provides Cover (usually providing Medium
Cover, though fortifed walls will provide Heavy Cover). They are also
counted as impassable terrain, except by any models able to move
onto any fat surface on them by an access way, such as stairs.
22
AIR UNITS
The use of air power can fundamentally change the balance between
otherwise equal armies and he who holds superiority of the air will
have a great advantage over his enemy. Air Units are expensive in
terms of points but, while unable to take ground and thus win battles
by themselves, can swing the game in your favour if used properly.
Air combat forms a mini-game in its own right over the battlefeld.
If either player is using air power, the game gains an additional Air
Phase after both players have taken their turns, as shown below.
Game Turn Start
First Players turn
Second Players turn
> Air Phase <
Game Turn End
Both players act in the Air Phase, taking turns to move and fght with
their Air Units. Each Air Unit gets two actions in the Air Phase, just
like ground units do in their turns. Only Air Units may perform actions
in the Air Phase, though other units may have the chance to React.
Entering the Battle
All Air Units use the Reserves rule (see pXX). As such, they will enter
the battlefeld in the second turn or later from off-table. An Air Unit that
is moving onto the battlefeld is placed at any edge of the board at the
beginning of the Air Phase. This placement indicates its entry point
and heading.
Who Goes First
If both players have Air Units on the tabletop in an Air Phase, the
player who deployed his army frst will move one Air Unit of his choice
frst. After the frst Air Unit has taken its two actions, the opposing
player then takes two actions with one of his Air Units. Both players
alternate units in this way until all Air Units have taken their actions.
Flight Speeds
Air Units do not have a Move score rated in inches like other models.
Instead, the Move score details the fight speeds the Air Unit is
capable of.
You must decide what fight speed an Air Unit will use at the start of its
frst action in the Air Phase. It may not alter its fight speed during the
rest of its actions in that phase. An Air Unit may not use a fight speed
that is not listed in its Move characteristic it simply cannot fy in a
manner contrary to its design.
Players do not have to declare fight speed at the start of the Air Phase
that decision is made when an Air Unit takes its frst action.
The possible fight speeds are as follows.
V/STOL: V/STOL is only available to Air Units capable of staying aloft
without horizontal movement.
Loiter: A highly manoeuvrable fight state where the Air Unit is being
kept aloft primarily by its motive power source rather than its lift
surfaces (wings).
Cruise: Medium speed fight, balanced against good manoeuvring
ability. Most Air Units capable of long-distance fight use the Cruise
fight speed for this purpose but faster aircraft can throttle back to this
speed too.
Burn: Full power, throttle to the wall, roaring along with every ounce of
power to push the Air Unit forward. Not very manoeuvrable but very,
very fast.
Air Unit Target Score
An Air Unit has a Target score to represent its size and sturdiness like
any other model. Fast moving targets are harder to hit, however, so an
Air Unit always uses the highest of its own Target score and its fight
speeds Target score, as shown on the table.
Air Actions
During the Air Phase, players alternate taking two actions with their
Air Units, until all Air Units have taken two actions and the Air Phase
fnishes. An Air Unit must always take two actions, unlike other units
which do not have this requirement.
Flight Speed Min. Move per Move Action Max. Move per Move Action Max. Turn Angle Target Crash Distance
V/STOL 0 10 180
o
5+ D6
Loiter 20 30 90
o
6+ D10
Cruise 30 40 45
o
7+ 2D10
Burn 40 60 45
o
8+ 3D10
23
All Air Units must take a Move (Fly) action as their frst action. What an
Air Unit does for its second action is entirely up to you, chosen from
the list below.
Unless otherwise stated, all Air Units will ignore all terrain for the
purposes of movement. All weapons may only fre into the fore facing,
unless otherwise stated.
Move (Land)
This action may not be performed if the Air Unit is using the Burn
fight speed. The Air Unit moves directly forward any distance up
to its minimum Move. If, at the end of this movement, there is any
impassable terrain within 6 of the Air Units Fore facing, it remains
an Air Unit. If not, it lands and is now treated as a ground unit (see
page XX).
Move (Fly)
The Air Unit moves forward any distance between its minimum
and maximum Move according to its fight speed. At the end of this
movement it may turn up to its Maximum Turn Angle.
Shoot (X)
Having deliberately slowed its movement to stabilise its attack run,
the Air Unit unleashes its frepower upon the enemy, whether this is
through bombing, strafng or dogfghting. Note that all weapons fred
or deployed by an Air Unit must create Fire Zones in its forward facing,
unless specifcally stated otherwise in its army list entry.
Shoot (Bomb): The army list entry of an Air Unit will determine
how many ordnance munitions may be deployed in a single
Shoot (Bomb) action. All ordnance dropped will hit an Impact
Point nominated by you anywhere along the fight path the Air
Unit moved along in the current turn. Once the Impact Point has
been nominated, roll 1D10. Move the Impact Point this many
inches towards your Air Unit. Then roll another 1D10 and move
the Impact Point this many inches directly away from your Air
Unit. Shooting Dice are then rolled against all enemy units within
2 of the Impact Point.
Shoot (Dogfght): The Air Unit may fre any and all weaponry
other than ordnance at another Air Unit. The weapons usual
Range scores are used for these attacks. All weapons must
target one enemy Air Unit.
Shoot (Strafe): The Air Unit may fre any and all weaponry other
than ordnance at any ground unit. The weapons usual Range
scores are used for these attacks. All weapons must target the
same enemy unit.
Reactions
Air Units may never make Reactions.
Returning to the Battle
Air Units can pass completely over the battlefeld during their Air Phases
and, because of their speed, can fy off a table edge. If an Air Unit leaves
the table, it may try to turn about and head back to the battlefeld.
Unfortunately events in the wider world can prevent this it might
run into anti-aircraft fre or enemy aircraft, get called on to help
somewhere else or decide it is too badly damaged to continue the
mission. To represent these conditions an Air Unit that has left the
table may make a WtF check at the beginning of each subsequent
Air Phase. If it succeeds, it will re-enter the battlefeld that turn. If the
roll is failed, it can try again at the beginning of each subsequent Air
Phase. You can choose to forgo this roll if you wish, in order to attempt
to bring the Air Unit back in a later turn.
When returning to the table, Air Units can come on from any table
edge with any initial heading.
If several Air Units are entering or re-entering the battlefeld in the
same Air Phase, players alternate placing their models at the
beginning of the phase, with the player who deployed his army frst
placing the frst Air Unit.
Air/Ground Interaction
There are a number of key rules that govern the interaction of Air Units
with those on the ground.
Air Units can attack ground units with any weapons.
Air Units that land during the Air Phase become ground units until
such time as they take off again (see pXX).
Ground units can only attack Air Units with AA weapons.
Ground units can React against Air Units that complete an action
within 20 (rather than the usual 10). However, they may only
choose Shoot as a Reaction.
When determining Line of Sight to or from Air Units, assume they
are 24 above the table, regardless of how high the model really
is on its stand.
Destroyed Air Units
Unlike normal models, Air Units are not simply removed from play
when they are destroyed they crash to the ground, and woe betide
anything that gets caught underneath
When an Air Unit is destroyed, consult its most recent fight speed on
the table on pXX, and roll the Crash Distance dice listed. The Air Unit
must move directly forwards precisely this distance. Every model and
structure then within 6 of the Air Unit will immediately b attacked by
all of the Air Units Close Combat dice. The destroyed Air Unit is then
left on the table as wreckage.
Air Units that have landed and subsequently destroyed while on the
ground do not crash and are simply left on the table as wreckage.
24
Air Transport
Some Air Units are capable of carrying other units for deployment onto
the battlefeld. This will be noted in their army list entries. Air Units
capable of acting as transports have the Transport trait, which also
lists how may infantry models the Air Unit can carry.
In order to do so, the Air Unit must carry them onto the table as
Reserves, and land on the battlefeld during the Air Phase. Units within
an Air Unit that has landed must
use a Move action to disembark but
may take no other actions in that
turn.
To enter an Air Unit capable of
transport, a model must move on
to it, using a Move action. The
model is then removed from the
table, as it has boarded the aircraft.
Models removed in this manner do
not count as casualties; they are
assumed to be within the Air Unit.
Any units that are within an Air Unit
that is destroyed are counted as
casualties.
Landed Units
Air Units are signifcantly impaired
when they have landed. Landed
Air units count as ground units in
all respects and no longer take
actions in the Air Phase. The only
actions they may perform are
Move (Take Off) or Shoot (Strafe),
though only weapons listed in their
army list entry as being capable of
shooting while on the ground may
be used.
Move (Take Off): This action requires the Air Units previous action
was Special. Choose a fight speed it is capable of and check to see
if any impassable terrain is blocking the Air Unit within its minimum
Move for that fight speed. If it is blocked, the Air Unit may be
turned to face any direction. The Air Unit then moves its minimum
Movement directly forwards and is now considered a full Air Unit.
It does not perform any actions in the Air Phase at the end of this
Game Turn, however.
25
BATTLEFIELDS OF NU-EARTH
Nu-Earth has suffered under the constant warfare, murderous battles
and ever more inventive methods developed for effcient killing, by
both Souther and Nort. The land itself has changed, twisted and
mutated under this onslaught, creating unique fghting conditions
which the soldiers of both sides must learn to circumvent or adapt to.
Amount of Terrain
When it comes to games of Rogue Trooper, the more terrain you have
on the table, the better! The general rule of thumb is that around three-
quarters of your playing surface should have some terrain feature
upon it. Remember to leave enough room for non-tracked vehicles to
pass and a few direct fre lines running right across the table are never
a bad thing. However, when in doubt, add more terrain!
Nu-Earth Terrain
The following are types of terrain you might like to add to your games
of Rogue Trooper.
Chem Clouds
On some battlefelds, Southers and Norts still use chem-strikes.
Though they are useless against suited troops, they are still an
effective manner for creating temporary cover for advancing troops.
In other areas of Nu-Earth, thick chem clouds hang over vast regions,
too thick and sluggish to be moved far by weak breezes. Pooling in
valleys and ravines, these clouds, impenetrable to sight, often hide
lethal dangers.
Chem clouds of any size may be placed on any part of the table that is
not a hill or other raised surface. Models at the edge of a chem cloud
count as being Obscured while those fully within are have Blocked
Line of Sight. Because it is so diffcult to see within a thick chem cloud,
they also count as Diffcult terrain.
Alternatively, you may like to try a game where the entire table (except
for any hills or structures more than one level high) is under a chem
cloud! In this case, all models count as Obscured and those more
than 12 away from an enemy have Blocked Line of Sight. However,
all movement is as if in Diffcult terrain.
Neverglades
These areas of swampland are now home to mutated wildlife that
hungers for blood, and is fully capable of ripping apart an armoured
chemsuit in order to get it!
Neverglades are Diffcult terrain. However, every model entering that
does not have the Hits trait will have a single Shooting Die rolled
against it at the end of every action that is completed within the
Neverglades.
Nu-Earth Deserts
There are few deserts more inhospitable than those on Nu-Earth.
Even if you survive the creatures that lurk beneath the sands, there
are other dangers to be wary of.
If Nu-Earth deserts are used, the whole table is considered to be
desert. Any unit performing two Move and/or Charge actions in
the same turn will raise a tell-tale rad-cloud behind it as it kicks up
irradiated sand and dust. This in turn grants the enemy a +1 bonus to
all attacks made against the unit in the same or subsequent turn by
Artillery weapons.
In addition, at the start of every turn, a player should roll one die.
On the roll of a 1, a vicious sandstorm whips up, cloaking the entire
battlefeld as if it were under a chem cloud. At the start of every
subsequent turn, continue rolling the die, as the sandstorm will abate
on the roll of a 1 again.
Sludge Rivers
Even the most sophisticated suits will not protect against the foul mix
of chemical and biological weapons that have found their way into Nu-
Earths twisted ecology.
Sludge Rivers are Impassable to all models that do not have the Hits trait.
27
ENGAGEMENTS
This chapter shows you how to create scenarios that will allow for a
variety of different battles. An Engagement is the default type of battle
in this game and features two balanced forces on the battlefeld, each
with a mission. This mission is what gives a player his goals for an
Engagement and will be of key importance to the tactics he employs.
Both players will need to know the following information in order to
generate an engagement:
* The agreed total points value of the armies, which represents
how large a force you are using. Both you and your opponent will
have the same amount of points to spend on your army.
* What specifc tactics you wish to use (choosing from Attack,
Defend or Probe).
Points Value
The total points value is used to ensure both sides have an equivalent
strength in the battle. All units are allotted a points value to assist
in constructing forces. It is customary for players to agree to a pre-
arranged total points value for each force. The totalled points values of
all units in your army, including any options, cannot exceed this value.
Common points totals are:
* 500 to 1,000 points for small, skirmish games. These small
points totals are often used to come to grips with the rules or to
play quick games.
* 1,000-3,000 points is the range in which most games are played
this produces a decent sized game with a variety of different
units in play. Most players aim for points totals in this range when
constructing their forces.
* More than 3,000 points makes for a highly involved and varied
engagement, usually involving multiple platoons and huge
armies.
Tactics
Your tactics are part of your battle plan and you must decide on your
overall strategy before you begin deploying your troops, giving you a
chance to look at the battlefeld and know which army you are fghting
before committing to a course of action. By matching your tactics
against those of your enemy, the type of mission you are fghting will
be determined.
Your choices of tactics are;
Attack: Throw your force into a thrust on a narrow frontage, sacrifcing
mobility to put pressure on a critical point.
Defend: Aim to avoid close encounters and put emphasis on a tough
deployment.
Probe: Adopt a more mobile and fexible approach, able to fght
battles on the spur of the moment.
Once you have chosen your tactics, you should consult the Mission
Table to fnd out what your specifc objectives are.
Both you and your opponent should be honest about what missions
you are using, as knowing what the enemy is up to will prove to be
very important. It is likely that you will be able to win a battle as much
by stopping the enemy achieving his objectives as by achieving your
own.
You will earn bonus Victory Points (see pXX) for achieving your
mission objectives.
Mission Table



















O
p
p
o
n
e
n
t

s

T
a
c
t
i
c
sP
r
o
b
e
Overrun Delay Hold
D
e
f
e
n
d
Overrun Hold Overrun
A
t
t
a
c
k
Annihilate Last Stand Delay
Attack Defend Probe
Your Tactics
Missions
The following descriptions list the mission objectives you must
attempt to complete and what bonus Victory Points can be earned by
completing them.
28
Annihilate
Your orders are for you to rack up the body count. You have been
commanded to eradicate everything you can. Anything you cannot
kill, at least soften up so someone else can come along behind you
and fnish the job.
Bonus: Earn a +25% bonus on all Victory Points earned for completely
wiping out an enemy unit.
Penalty: Lose all bonus Victory Points if no unit in your force is above
half strength.
Delay
It is short straw time for you and your command. You have been
issued orders to delay the enemy at any cost. Your casualties are
irrelevant; engage their attention and infict casualties wherever and
whenever you can but do not let them overrun your own positions in
the process.
Bonus: If the battle ends and you still have at least one unit that has
not been reduced to half strength, add a +25% bonus to your Victory
Points total.
Penalty: Deduct the full points value of every enemy unit that is
within your deployment zone at the end of the game, regardless of its
remaining strength in models.
Hold
Do not quit, it is as simple as that. Engage the enemy if you have to
but do not give up an inch of ground doing it. Crush them if you can
and do not get too badly hurt in the process. How hard can it be?
Bonus: Full points value of every unit in your starting force that
survives above half strength.
Penalty: Deduct half the points value of every enemy unit outside their
deployment area at the end of the game, regardless of its remaining
strength in models.
Last Stand
Just stay alive as long as you can. Reinforcements may or may not be
coming but it does not matter either way. The enemy is closing in and
one way or another you are not going to make victory cheap for them.
Fight, kill and stay alive.
Special Rules: Divide your force into two groups with at least a third
of your total number of units in both and then choose which will be
deployed at the beginning of the game. The other force becomes
available as Reserves at the beginning of your third turn.
Bonus: You will receive the full points value of every friendly unit that
survives the game above half strength.
Penalty: Lose full the full points value of every friendly unit completely
wiped out.
Overrun
The enemy force are screening a tactical position behind their lines.
They need to be knocked aside and overrun to gain ground. Victory is
29
just beyond that next hill; unfortunately there are a lot of enemy troops
between you and it.
Bonus: Full points value of every unit you have in the enemy
deployment area at the end of the game, regardless of its remaining
strength in models.
Penalty: Deduct the full points value of every one of your units that
still has models within your deployment area at the end of the game.
Deployment
Once you have determined which missions you and your opponent
will be using, it is time to see what kind of deployment zones you will
be using. These can radically affect the type of battle you fght, and
the player who can select the ground upon which he will fght will have
an advantage.
The player who chooses what type of deployment you will use and
which side of the table each army will set up is based on the tactics
selected. Consult the Battle Advantage Chart below. The player with
the highest level of tactics will choose which type of deployment will be
used and on which side of the table he will deploy his army.
Battle Advantage
Defend
Probe
Attack
If both players have chosen the same tactics, each should roll a dice.
The highest rolling player will have the Battle Advantage, and can
choose the deployment type and where he will deploy his army.
Deployment Zones
The three types of deployment you can choose are Battle Line,
Deep Defence and Encounter. Each of these is defned by where the
centreline of the table runs, as shown on the tables here. This ensures
any size of table can be used.
Deployment Restrictions
All models in an army (other than those kept as Reserves or otherwise
not placed on the table) must be deployed within its own deployment
zone. Every model must be;
* More than 12 from any centre line.
* Within 6 of its unit leader.
Who Goes First?
The player who did not gain the Battle Advantage and choose the
deployment zones must now choose whether he should set up his
army frst and take the frst turn, or whether he should force his
opponent to do so.
Deep Defence
Forces set up in opposite short edge halves.
Encounter
Forces set up in opposite corner quarters.
Battle Line
Forces set up in opposite long edge halves.
12
12
12
12
12
12
12
12
30
Tactical Advantages
Attack and Probe tactics have their own advantages beyond
infuencing deployment zones and who goes frst.
Attack: This tactic allows an army to keep up to half of its
units in Reserve (see pXX).
Probe: This gives the option keeping up to half an armys
units off the table until their frst turn, instead of deploying
them at the start of the battle. Units may move on from any
table edges of the players deployment zone but they may not
move on within 12 of any centre line or any enemy model.
Reserves
As stated under Tactical Advantages, forces using Attack
tactics can place up to half of their units in Reserve. Forces
using Probe or Defend tactics may always have one unit
kept in Reserve.
Battle Length
Using the Engagements system, battles will go on for six
turns.
Winning the Game
Players total their Victory Points (see pXX) at the end of the
game, using the criteria given in their mission description.
The player with the most Victory Points wins.
31 31
SOUTHERS
The Souther army is designed to hold the enemy at bay, utilising long-
ranged weapons and relying on superior chemsuits to resist incoming
attacks. Souther infantry are very stable, and rarely run from bad odds
so long as their chain of command is kept intact.
Platoon Structure
The on paper squad size for most infantry platoons is 8 soldiers. The
squad is led by a Sergeant.
Three such squads make up a standard infantry platoon, led by a
Lieutenant or Captain.
A platoon that has been on operational duty for some time may vary
wildly from this, however. Heavy losses can result in fewer and smaller
squads, while a platoon involved in heavy combat may become
reinforced with more soldiers, giving it more squads.
You can make any platoon with the Souther force list, from one that
has just been deployed, to a grizzled set of veterans that have taken
heavy losses or been reinforced.
Each unit in a platoon is considered to be an Asset of some type. You
may include the following Assets for every platoon in your army, so
long as you obey the minimum and maximum units listed for each.
You may have any number of platoons in your army, but each must
have at least 1 Squad Asset.
0-1 Command Asset
1-4 Squad Assets
0-1 Support Asset per Squad Asset
0-1 Armour Asset per Squad Asset
Special Rules
The following special rules are used for all Souther forces.
Disciplined
The soldiers of the Southern Confederacy are very well trained. They
are able to adapt quickly to changing battlefeld conditions and have
a structure within their forces that allows junior offcers and non-
commissioned offcers to quickly take over should their leaders be
killed or wounded.
Unless otherwise stated, all units in a Souther force ignore the 1
penalty to WtF checks for having temporary unit leaders.
Souther Armoury
Weapon Range Shooting Dice Traits
LA2 Battle Rife 24 2xD6 -
Lazooka 36 1xD10+4 Complex, Multihit, Piercing 2
Las-Sword - - Parry 1, Piercing 2
Heavy Cannon 48 1xD10+5 Multihit, Piercing 3, Slow
Heavy Machine Gun 36 4xD6+1 Piercing 1
Light Machine Gun 24 3xD6 -
Gunnar 24 3xD6+1 Accurate, Piercing 1
32
Lieutenant 75 points
Young, inexperienced, but well-trained, the Lieutenant is the heart of any well-
functioning platoon.
Type Move Close Combat Target Armour WtF Traits
Lieutenant 4 D6 4+ 4+ 4+ Independent
Captain 4 D6+1 4+ 4+/6+ 3+ Independent
Unit: Lieutenant with LA2 Battle Rife.
Defensive Mentality: Souther Captains have a lot of experience and are canny
foes, but can always be relied upon to go on the offensive strategically but be
defensive tactically. When playing an Engagement, a Souther Captain (not
Lieutenant) may always change his tactics to Defend after his opponent has
revealed his tactics.
Leadership: Any unit within 6 of the Lieutenant may use his WtF score for any
Will to Fight checks.
Options
The Lieutenant may be equipped with a Las-Sword for +10 points.
Upgrade to Captain for +30 points.
Ride in a Staff Car for +40 points.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Command Assets
The following are all the Command Assets available to a Souther force.
Infantry Squad 100 points
Well-disciplined, Souther infantry can handle most battlefeld situations,
whatever the threat.
Type Move
Close
Combat Target Armour WtF Traits
Sergeant 4 D6+1 4+ 4+ 4+ -
Soldier 4 D6 4+ 4+ 4+ -
Unit: Sergeant (unit leader) with LA2 Battle Rife, 4 Soldiers with LA2 Battle
Rifes.
Options
Up to 5 Soldiers with LA2 Battle Rifes may be added for +20 points each
1 Soldier may swap his LA2 Battle Rife with a Lazooka for +25 points
Ride in a Southern Comfort Battle Wagon for +80 points.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Squad Assets
The following are all the Squad Assets available to a Souther force.
33
Chem-Strike 25 points
Like the Norts, the Southers have huge armouries packed with obsolete
weapons. The chemical barrages that won battles in the past are now useless
when employed against chem.-suit troops. However, the rolling clouds can still
provide cover for an advance.
Unit: D6 Chem-Strikes
Chem-Strike: Each Chem-Strike comprises D6 smoke clouds of 3 diameter.
Place them all in contact with one another, anywhere within the line of sight of a
model with the Spotter or Independant trait, at the start of any Souther turn. At
the start of each subsequent Souther turn, roll a D6 for each cloud. On a roll of
a 1, the cloud is removed.
Options
Up to two more Chem-Strikes may be added for +25 points each. These
Chem-Strikes count as one Support Asset but may be employed on
different turns.
Lazooka Team 75 points
Feared by Nort tank crews, these brave soldiers place themselves in harms way
in order to get one, perfect shot at armoured vehicles.
Type Move Close Combat Target Armour WtF Traits
Corporal 4 D6+1 4+ 4+ 4+ -
Soldier 4 D6 4+ 4+ 4+ -
Unit: Corporal (unit leader) with LA2 Battle Rife, 1 Soldier with Lazooka.
Options
Up to two more teams may be added for +50 points each. These teams
count as one Support Asset but are separate units on the battlefeld.
Ride in a Southern Comfort Battle Wagon for +80 points.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Scout Car 60 points
Based on the staff car of offcers, the scout car utilises the originals speed
and low profle, along with a healthy disposition among its drivers to avoid
enemy fre.
Type Move
Close
Combat Facing Target Armour WtF Traits
Scout Car 8 2xD10 Front 8+ 5+ - Hits 2,
Spotter,
Tracked
Sides 7+ 5+
Rear 6+ 5+
Unit: Scout Car with light machine gun.
Support Assets
The following are all the Support Assets available to a Souther force.
34
Carter Main Battle Tank 300 points
Popular with its crews, the Carter is a very capable tank though it gives away a
lot in both size and frepower to the Nort Blackmare. Cart squadrons are advised
not to engage Nort forces unless they have numerical superiority.
Type Move
Close
Combat Facing Target Armour WtF Traits
Carter 5 3xD10 Front 11+ 3+ - Hits 5,
Lumbering,
Tracked
Sides 10+ 3+
Rear 8+ 4+
Unit: Carter with heavy cannon and heavy machine gun.
Rogue Trooper 100 points
The only survivor of the Quartz Zone Massacre that all but destroyed the GIs,
Rogue pursues his own agenda of vengeance, but can often be found fghting
alongside Souther forces.
Type Move
Close
Combat Target Armour WtF Traits
Rogue 6 3xD6+1 6+ 6+/3+ - Independent, Hits
3, Parry 2, Sniper,
Stealthy
Unit: Rogue with Gunnar, Bagman and Helm.
Genetic Bravery: Rogue automatically passes all Will to Fight checks.
Genetic Superiority: Roguecan make any number of Reactions in a turn.
Personal Vengeance: Rogue is no longer under Souther command and though
he remains sympathetic to their cause, he can never be completely relied upon.
Rogue always starts in Reserve, regardless of the scenario being played.
Options
Rogue may be equipped with a Lazooka for +25 points.
Armour Assets
The following are all the Armour Assets available to a Souther force.
35
Staff Car 50 points
A basic but comfortable tracked vehicle, the Souther staff car is fast and
designed to protect offcers from incoming fre.
Type Move
Close
Combat Facing Target Armour WtF Traits
Staff Car 8 2xD10 Front 8+ 5+ - Hits 2,
Tracked,
Transport 5
Sides 7+ 5+
Rear 6+ 5+
Unit: Staff Car.
Command Suite: The Staff Car comes equipped with command-level
communications and tactical displays that allow the offcer on board to review
the development of the battle. Any models in Reserve may re-roll a failed WtF
check to enter the battle.
Options
Equip with light machine gun for +10 points.
Southern Comfort Battle Wagon 95 points
The Southern Comfort is a purpose-built carrier, designed to take personnel and
supplies into the heart of a battle, and deliver them safely.
Type Move
Close
Combat Facing Target Armour WtF Traits
Southern
Comfort
7 2xD10 Front 10+ 5+ - Hits 3,
Tracked,
Transport
12
Sides 10+ 5+
Rear 8+ 5+
Unit: Southern Comfort Battle Wagon.
Options
Equip with light machine gun for +10 points.
Transports
The following are all the Transports available to a Souther force.
36
NORTS
Nort forces are characterised by fearless, almost fanatical infantry,
superior armoured vehicles and a huge array of secret weapons
designed to bring the Southers to their knees! The Norts are best
on the assault, constantly moving position to out-manoeuvre their
enemies and overwhelm key areas with heavy frepower.
Platoon Structure
The on paper squad size for most infantry platoons is 8 soldiers. The
squad is led by a Sergeant.
Four such squads make up a standard infantry platoon, led by a
Leutnant or Kapitan.
A platoon that has been fghting for some time may vary wildly from
this, however. Heavy losses can result in fewer and smaller squads,
while a platoon involved in heavy combat may become reinforced
with more soldiers, giving it more squads.
You can make any platoon with the Nort force list, from one that has
just been deployed, to a grizzled set of veterans that have taken heavy
losses or been reinforced.
Each unit in a platoon is considered to be an Asset of some type. You
may include the following Assets for every platoon in your army, so
long as you obey the minimum and maximum units listed for each.
You may have any number of platoons in your army, but each must
have at least 1 Squad Asset.
0-1 Command Asset
1-6 Squad Assets
0-1 Support Asset per Squad Asset
0-1 Armour Asset per Squad Asset
0-1 Secret Asset
Special Rules
The following special rules are used for all Nort forces.
Courageous
Nort soldiers are capable of holding frm even in hopeless assaults or
against overwhelming odds. Whether this courage comes from total
devotion to the Northener Union or from fearing their offcers more
than whatever the Southers might do to them, the effect is much the
same. Charging into enemy fre or holding a defensive position with a
single squad, Nort courage verges on recklessness.
Unless otherwise stated, all units in a Nort force may re-roll any failed
WtF check.
Nort Armoury
Weapon Range Shooting Dice Traits
Nor-98 Assault Rife 16 3xD6
Nor-98k Carbine 12 3xD6
Rotary Cannon 20 6xD6 Piercing 1
Light Firebeam 12 1xD6 Blast 1, Flame
Light Kannon 36 1xD10 Piercing 2
Missile Launcher 48 1xD10 Multihit, Piercing 1, Slow
Barrage Mortar 12-36 2xD6 Artillery, Blast 2
Souther Battle Rife 24 2xD6
Vibro-Dag - - Piercing 1
Scoped Laser Rife 36 1xD6 Accurate, Piercing 1, Slow
Death Blades - - Parry 2, Piercing 1
Heavy Kannon 60 1xD10+6 Multihit, Piercing 4, Slow
Tri-Kannon 36 3xD10 Piercing 2, Slow
Heavy Firebeam 16 1xD6 Blast 2, Flame
Beam Laser 24 2xD6 Piercing 2
37
Leutnant 75 points
Trained to push his men to the limit, the Leutnant is a truly dangerous and
sadistic warrior.
Type Move
Close
Combat Target Armour WtF Traits
Leutnant 5 3xD6 4+ 5+ 3+ Independent
Kapitan 5 3xD6+1 4+ 5+/6+ 2+ Independent
Unit: Leutnant with Nor-98 Assault Rife and Vibro Dag.
Leadership: Any unit within 6 of the Leutnant may use his WtF score for any
Will to Fight checks.
Options
Upgrade to Kapitan for +30 points.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Command Assets
The following are all the Command Assets available to a Nort force.
Infantry Squad 75 points
Trained to attack with utter ruthlessness, Nort infantry are extremely capable.
Type Move Close Combat Target Armour WtF Traits
Sergeant 5 2xD6+1 4+ 5+ 4+ -
Soldier 5 2xD6 4+ 5+ 4+ -
Unit: Sergeant (unit leader) with Nor-98 Assault Rife and Vibro-Dag, 4 Soldiers
with Nor-98 Assault Rifes and Vibro-Dags.
Options
Up to 5 Soldiers with Nor-98 Assault Rifes and Vibro-Dags may be added
for +15 points each
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Transport (choose one)
Skorpion Fightingwagon for +90 points (maximum squad size of 5 models)
Squad Assets
The following are all the Squad Assets available to a Nort force.
38
Assault Squad 100 points
The frst into the breach, the elite assault squads of the Northerner Union are
extremely well-trained, practically fearless, and equipped with an array of lethal,
albeit short-ranged, weaponry.
Type Move Close Combat Target Armour WtF Traits
Sergeant 6 3xD6+1 4+ 5+ 3+ -
Soldier 6 2xD6+1 4+ 5+ 3+ -
Unit: Sergeant (unit leader) with Nor-98k Carbine and Death Blades, 4 Soldiers
with Nor-98k Carbines and Death Blades.
Attack!: If the Nort force chooses Attack tactics in an Engagement, the Assault
Squad may take two free Move actions before the frst turn.
Options
Up to 5 Soldiers with Nor-98k Carbines and Death Blades may be added
for +20 points each
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Transport (choose one)
Skorpion Fightingwagon for +90 points (maximum squad size of 5 models)
Sniper Team 75 points
Feared by Souther soldiers, these lethally accurate snipers can cause havoc,
stalling the advance of much larger units and picking off vital squad members.
Type Move
Close
Combat Target Armour WtF Traits
Korpral 5 2xD6+1 4+ 5+ 4+ Sniper, Stealthy
Soldier 5 2xD6 4+ 5+ 4+ Sniper, Stealthy
Unit: Korpral (unit leader) with scoped laser rife and Vibro-Dag, 1 Soldier with
scoped laser rife and Vibro-Dag.
Options
Up to two more teams may be added for +50 points each. These teams
count as one Support Asset but are separate units on the battlefeld.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Support Assets
The following are all the Support Assets available to a Nort force.
39
Chem-Strike 25 points
Like the Southers, the Norts have huge armouries packed with obsolete
weapons. The chemical barrages that won battles in the past are now useless
when employed against chem.-suit troops. However, the rolling clouds can still
provide cover for an advance.
Unit: D6 Chem-Strikes
Chem-Strike: Each Chem-Strike comprises D6 smoke clouds of 3 diameter.
Place them all in contact with one another, anywhere within the line of sight of a
model with the Spotter or Independant trait, at the start of any Nort turn. At the
start of each subsequent Nort turn, roll a D6 for each cloud. On a roll of a 1, the
cloud is removed.
Options
Up to two more Chem-Strikes may be added for +25 points each. These
Chem-Strikes count as one Support Asset but may be employed on
different turns.
40
Blackmare Main Battle Tank 500 points
Blackmare offcers consider themselves the kings of the battlefeld and on Nu-Earth, they may have a point. The most devastating armoured vehicle
yet constructed, the mere presence of a Blackmare can force a Souther company to retreat.
Type Move Close Combat Facing Target Armour WtF Traits
Blackmare 6 4xD10+2 Front 12+ 2+ - Hits 8, Lumbering, Multifre All, Tracked
Sides 12+ 2+
Rear 9+ 3+
Unit: Blackmare with heavy kannon, Tri-Kannon, and 2 Heavy Firebeams (forward).
Options
Add a beam laser for +20 points.
GPZW Glasshouse Pacifcation Wagon 80 points
A fne anti-infantry vehicle, the Glasshouse suffers when placed against other armoured vehicles (even those of the Southers!), but in tight, twisting
terrain, it is hard to beat.
Type Move Close Combat Facing Target Armour WtF Traits
Glasshouse 6 1xD10 Front 9+ 4+ - Hits 2, Lumbering, Tracked
Sides 7+ 5+
Rear 6+ 5+
Unit: Glasshouse with rotary cannon (forward).
Options
Up to two more Glasshouse pacifcation wagons may be added for +50 points each. These wagons count as one Armour Asset but are
separate units on the battlefeld.
Any Glasshouse may swap its rotary cannon for a Light Firebeam for +0 points.
Armour Assets
The following are all the Armour Assets available to a Nort force.
41
Skorpion Battlewagon 150 points
Designed as a light armoured vehicle, the Skorpion is extremely versatile and is capable of punching far above its own weight. However, care must
be taken not to engage in sustained duels with enemy armour.
Type Move Close Combat Facing Target Armour WtF Traits
Skorpion 6 2xD10 Front 10+ 3+ - Hits 3, Lumbering, Tracked
Sides 8+ 4+
Rear 7+ 5+
Unit: Skorpion with light kannon and missile launcher (forward).
Options
Swap the missile launcher for a barrage mortar for +0 points.
42
Filth Columnist Squad 100 points
Disguised as Southers, the Filth Columnists attempt to close range on Souther
positions, getting lethally close before unleashing a devastating attack.
Type Move Close Combat Target Armour WtF Traits
Sergeant 4 2xD6+1 4+ 4+ 4+ -
Soldier 4 2xD6 4+ 4+ 4+ -
Unit: Sergeant (unit leader) with Souther Battle Rife and Vibro-Dag, 4 Soldiers
with Souther Battle Rifes and Vibro-Dags.
Filth Columnist: So long as this unit is more than 24 away from another Nort
unit, it may not be attacked in any way by Souther units unless it attacks a
Souther unit frst. A Souther unit within 12 of this unit may make a WtF check. If
successful, all Souther units may then attack this unit freely.
Is That Frank?: If the Nort force chooses to Probe tactics in an Engagement,
the Filth Columnist Squad may be deployed anywhere on the table that is more
than 12 away from the nearest Souther unit. This deployment takes place after
all other models have been deployed.
Options
Up to 5 Soldiers with Souther Battle Rifes and Vibro-Dags may be added
for +20 points each.
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Black Dome Sniper 125 points
Having earned the Black Dome of a thousand sealburst marks, this sniper works
alone but is often the deadliest man on the battlefeld..
Type Move Close Combat Target Armour WtF Traits
Black
Dome
Sniper
5 2xD6+1 4+ 6+ 2+ Independent,
Sniper, Stealthy
Unit: Black Dome Sniper with scoped laser rife and Vibro-Dag.
Super Stealthy: No unit may draw a Line of Sight to the Black Dome Sniper
from more than 20 away, even if they have the Stealthy trait. In addition, the
Black Dome Sniper gains a +1 bonus to all Cover rolls.
Superior Marksman: The Black Dome Sniper has a very steady hand and can
shoot pinpoint targets at massive ranges. He increase the range of his Scoped
Laser Rife to 48.
Options
This unit may have upgraded Suit Sensors allowing it to make two Reactions
every turn for +5 points per model.
Secret Assets
The following are all the Secret Assets available to a Nort force.
43
Skorpion Fightingwagon 100 points
The Skorpion is a readily adaptable design and, with the removal of the secondary weapon system, makes for an excellent carrier of small squads.
Type Move Close Combat Facing Target Armour WtF Traits
Skorpion 6 2xD10 Front 10+ 3+ - Hits 3, Lumbering, Tracked, Transport 5
Sides 8+ 4+
Rear 7+ 5+
Unit: Skorpion with light kannon.
Transports
The following are all the Transports available to a Nort force.
Hammerfre Pillboxes 40 points
Dropped from hoppers or even ships in orbit, these automated pillboxes deploy
immediately, ready for action. When used in large numbers, they can form a
lethal barrier in no-mans land faster than any squad can be deployed.
Type Move
Close
Combat Facing Target Armour WtF Traits
Hammer-
fre
- - Front 8+ 3+ - Hits 2,
Immobile
Sides 8+ 3+
Rear 8+ 3+
Unit: Hammerfre with Light Firebeam.
Aerial Deployment: Hammerfres may be kept in Reserve and deployed by air
or from orbit. As a move action, a Hammerfre may be placed from Reserve
onto any part of the table that is clear of terrain or other models. Roll a die for
every Hammerfre deployed in this way, on a roll of a 1, your opponent may
move the Hammerfre up to 6 in any direction. If the Hammerfre lands on
terrain or another model, it is immediately destroyed. AA weapons may react to
Hammerfres in the turn they are deployed in this fashion.
Options
Up to nine more Hammerfres may be added for +40 points each. These
Hammerfres count as one Secret Asset but are separate units on the
battlefeld.
Swap the Light Firebeam for a rotary cannon for +15 points.
Swap the Light Firebeam for a missile launcher for +15 points.
Swap the Light Firebeam for a barrage mortar for +15 points.
44
SKIRMISHES ON NU-EARTH
The small forces and campaign rules in the Judge Dredd miniatures
game are readily adaptable to Rogue Trooper and the battlefelds
of Nu-Earth. Rather than commanding a huge army, you will take
command of a small force, engaging in diffcult missions that could
change the course of an upcoming battle just as surely as fully-
equipped armoured tank column!
Judge Dredd Equipment
Only the following close combat weapons may be
purchased; axe, cleaver, club, knife, large club
Only the following pistol weapons may be purchased;
handgun
Only the following rife weapons may be purchased; laser
rife, stump gun
Any grenade weapons may be purchased
No heavy weapons or armour may be purchased
Only medi-kits and rife scopes may be purchased from
equipment
Any cybernetics may be purchased
Justice Department weapons and equipment is not
available
Judge Dredd Talents
The following Talents trees may not be used;
Connected
Healthy Body, Healthy Mind
No Judge Talents are permitted
No Psi Talents are permitted
Fighting on Nu-Earth
The very atmosphere on Nu-Earth, poisoned by years of chemical and
biological warfare, is lethal. Exposure will kill within seconds.
This makes rips and tears in chemsuits a matter of supreme terror for
soldiers on Nu-Earth, as even a scratch from a vibro-dag can cause
almost instant death. Even with armoured chemsuits, the only hope of
survival from such a hit is to quickly patch the hole before the poisoned
atmosphere can make its way into the suit!
If a model with more than one Hit receives any damage from any
attack, it must make an immediate Agility check. Failure will result in
the model being removed as a casualty as it is overcome by poison
gases.
Using Rogue Trooper Forces
By choosing models from the following force lists to the usual 500
Credit limit, you can use Rogue Trooper forces with all the rules
present in the Judge Dredd miniatures game. The following exceptions
should be borne in mind.
45
Lieutenant 70 Credits
Young, inexperienced, but well-trained, the Lieutenant is the heart of any well-functioning platoon.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Lieutenant 4 +0 +1 +1 2D +1 +6 2
Type: Hero
Equipment: Souther Chemsuit
Options
May be purchased up to 100 Credits of weapon, armour and equipment.
True Leader: So long as the lieutenant is still alive and on the table, all failed Will to Fight checks for all friendly models may be re-rolled.
Soldier 50 Credits
Well-disciplined, Souther soldiers can handle most battlefeld situations, whatever the threat.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 4 +0 +1 +0 2D +0 +6 1
Type: Minion
Equipment: Souther Chemsuit.
Options
Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
May be purchased up to 80 Credits of weapon, armour and equipment, or lose all current weapons and be purchased any heavy weapon.
Souther Force
Souther Mercenary List
The following may be used as Mercenaries by a Souther force.
Soldier 75 Credits
Well-disciplined, Souther soldiers can handle most battlefeld situations, whatever the threat.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 4 +0 +1 +0 2D +0 +6 1
Type: Minion
Equipment: Battle Rife Bayonet, LA2 Battle Rife, Souther Chemsuit.
46
Souther Armoury
The following weapons are allowed for purchase by Souther forces, along with those permitted from the Judge Dredd miniatures game rulebook.
Close Combat Weapons
Weapon Damage AP Special Rules Cost
Battle Rife Bayonet 1 -1 5
Las-sword 1 -5 Parry 25
Rife Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
LA2 Battle Rife 24 2D 1 -1 20
Heavy Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
Lazooka 36 1D 8 -5 Complex, Limited Ammo 1 80
Missile Launcher 60 10
AP Missile 1D 2 -6 50
HE Missile 1D 4 -3 Explosive 2 50
47
Leutnant 50 Credits
Trained to push his men to the limit, the Leutnant is a truly dangerous and sadistic warrior.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Lieutenant 5 +1 +0 +1 3D +1 +4 2
Type: Hero
Equipment: Nort Chemsuit
Options
May be purchased up to 100 Credits of weapon, armour and equipment.
Frightening Leader: Everyone fears Niort offcers, terrifed of what they may do if presented with failure. Any friendly model within 15 and in line
of sight of the leutnant may use his Will score instead of their own for any Will check.
Soldier 30 Credits
Trained to attack with utter ruthlessness, Nort infantry are extremely capable.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 5 +0 +0 +0 2D +0 +4 1
Type: Minion
Equipment: Nort Chemsuit.
Options
Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
May be purchased up to 80 Credits of weapon, armour and equipment, or lose all current weapons and be purchased any heavy weapon.
Assault Soldier 40 Credits
Trained to attack with utter ruthlessness, Nort infantry are extremely capable.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 6 +0 +0 +1 3D +0 +4 1
Type: Minion
Equipment: Nort Chemsuit.
Options
Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
May be purchased up to 60 Credits of weapons, armour and equipment.
Nort Force
48
Nort Mercenary List
The following may be used as Mercenaries by a Nort force.
Soldier 55 Credits
Trained to attack with utter ruthlessness, Nort infantry are extremely capable.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 5 +0 +0 +0 2D +0 +4 1
Type: Minion
Equipment: Nort Chemsuit, Nor-98 Assault Rife, Vibro-Dag
Filth Columnist 30 Credits
Disguised as Southers, the Filth Columnists attempt to close range on Souther positions, getting lethally close before unleashing a devastating
attack.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Filth Columnist 4 +0 +0 +0 2D +0 +6 1
Type: Minion
Equipment: Souther Chemsuit.
Filth Columnist: So long as a Fiolth Columnist is more than 24 away from another Nort model, it may not be attacked in any way by Souther models
unless it attacks a Souther model. A Souther model within 12 of this unit may make a Will check. If successful, all Souther models may then attack
this model freely, along with any otherFilth Columnists currently on the table.
Options
Upgrade to Sergeant (a Level 1 Hero) for +50 Credits.
May be purchased up to 25 Credits of Souther weapons, armour and equipment.
Nort Armoury
The following weapons are allowed for purchase by Nort forces, along with those permitted from the Judge Dredd miniatures game rulebook.
Close Combat Weapons
Weapon Damage AP Special Rules Cost
Vibro-Dag 1 -1 5
Death Blades 2 -2 Parry 10
Rife Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
Nor-98 Assault Rife 16 3D 1 -1 20
Nor-98k Carbine 16 3D 1 -1 50
Scoped Laser Rife * 36 1D 2 -4 Explosive 2 50
* Any missed Shooting Dice may be re-rolled on this weapon.
Heavy Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
Missile Launcher 60 10
AP Missile 1D 2 -6 50
HE Missile 1D 4 -3 Explosive 2 50
49
Rogue Mercenary List
The following may be used as Mercenaries by a Rogue.
Rogue
While Rogue has many sympathies with the Souther cause, he is driven to pursue his own agenda. This has taken him into battle against his Souther
allies in the past.
Rogue 500 Credits
The only survivor of the Quartz Zone Massacre that all but destroyed the GIs, Rogue pursues his own agenda of vengeance, but can often be found
fghting alongside Souther forces.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Rogue 6 +2 +2 +3 4D +3 +2 9
Type: Level 8 Hero
Talents: Accurate, Agile, Aim, Crackshot, Light Foot, Martial Artist, Medic, Stealthy, Suppressing Fire
Equipment: Gunnar, Bagman and Helm
Options
May be purchased up to 200 Credits of Rogue, Nort or Souther weapon, armour and equipment.
Genetically Engineered: Rogue automatically passes all Will to Fight
checks. In addition, he ignores the poisoned atmosphere of Nu-Earth
and is never removed for failing to apply a seal on his chemsuit (he
does not wear one!).
Bagman: Bagman always has an abundance of kit and will never let
Rogue run out of any item during battle. He allows Rogue to re-roll
any failure of Limited Ammo, as well as allowing him to carry any
purchased equipment.
Gunnar: As a Special action, Rogue may place Gunnar in a suitable
location to watch for enemies and shoot them! Gunnar may only
perform one Shoot action in each turn, and may only attack targets
within his front arc (treating him as if he were a vehicle for this). Rogue
cannot, of course, use Gunnar himself until he picks him up by moving
into contact with the weapon and performing a Special action.
Helm: Keeping a watchful eye out for nearby enemies, Helm allows
Rogue to make unlimited Reactions in each turn.
Souther Soldier 75 Credits
Well-disciplined, Souther soldiers can handle most battlefeld situations, whatever the threat.
Move Agility Shoot Melee Melee Dice Will Armour Hits
Soldier 4 +0 +1 +0 2D +0 +6 1
Type: Minion
Equipment: Battle Rife Bayonet, LA2 Battle Rife, Souther Chemsuit.
50
Rogue Armoury
The following weapons are allowed for purchase by Rogue, along with those permitted from the Judge Dredd miniatures game rulebook.
Close Combat Weapons
Weapon Damage AP Special Rules Cost
Las-Knife 1 -4 10
Rife Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
Gunnar 24 3D 2 -2
Heavy Weapons
Weapon Range Shooting Dice Damage AP Special Rules Cost
Plasma Spheres 10 1D 1 -2 Explosive 2, Limited Ammo 3 20
Equipment
Camoufage Cape (30 Credits): This requires a Special action to don and take off. While worn, Rogue gains the beneft of the Silent Action and
Infltrator talents.
Micro-Mines (20 Credits): These can be dispensed, just once per game, as a Special action. Until Rogue takes a Move or Charge action, any
model approaching within 6 of him will automatically be attacked by as many Shooting Dice as it moved, with Damage 1 and AP 1.


51
While most violent actions in Mega-City One are generally
restricted to firefights, shoot-outs between perps and
judges, and block wars, there have been some very large
confrontations in the citys history. Perhaps the greatest of
these was the Apocalypse War, a full assault by East Meg
One that saw the city disrupted by Block Mania, half of
its sectors nuked, and then invaded by East Meg judges.
The Rogue Trooper miniatures game is easily adapted
bring the Apocalypse War to your tabletop!
East Meg and Mega-City One force lists follow this
chapter, allowing you to build complete forces that can be
used in these battles but fighting in a city, especially one as
developed and complicated as Mega-City One, brings its
own unique challenges and opportunities.
Fighting within a city is possibly the worst place for a
pitched battle to take place. Combat is vicious and deadly,
with both sides quickly neither giving or accepting any
quarter actions that may be commonplace in other
battles, such as the safe treatment of prisoners, may
disappear completely in a city fight.
We reflect this by introducing a choice of Ruses for each
player to adopt during a battle. A Ruse is a special plan,
dirty trick, or otherwise lethal tactic employed by one side
to turn the environment of a city against the enemy.
These are reflected with the addition of Ruses.
Ruses
A force fighting within a city environment can freely
choose one Ruse for every 500 points of the scenario.
Additional Ruses may be taken at a cost of +50 points per
extra Ruse, and no Ruse may be selected more than once.
Ruses are chosen from the list below, paying attention to
any special restrictions listed.
Where Ruses require physical models or counters to be
placed on the battlefield, the player taking the first turn
places one of his Ruses first, followed by his opponent.
They then continue alternating the deployment of Ruses
until both have finished.
A Ruse cannot be placed on the same structure or piece of
terrain as a Ruse that has already been placed, nor can it
be placed within 6 of another Ruse.
War in Mega-City One
Ammunition Cache
Small, pre-deployed caches of ammunition and other
supplies are sometimes planted ahead of an assaulting
force. Upon locating these caches, a force can be kept
fighting in the field for an extended period of time.
Before deployment, select one structure outside the
enemy deployment zone to locate the ammunition cache.
Any friendly unit that is in this structure will ignore the
One-shot trait on any weapons they carry.
Barricades
Makeshift barricades are a common sight on a city
battlefield. Easier to construct than trenches, barricades
can be quickly assembled to provide units with cover
across what might otherwise be open ground. They are
usually found placed across streets, parks and junctions.
Up to five barricades may be placed anywhere on the
battlefield outside the enemy deployment zone. Each
barricade may be up to 6 long and must be less than 1
high.
A barricade provides Medium Cover to any unit of
infantry placed in contact behind it.


52
Booby Traps
Using demolition charges, grenades and spare shells, a
variety of booby traps can be employed to make entire
areas of the battlefield extremely hazardous to the enemy.
They are often placed by infiltrators within buildings,
cleverly hidden so their discovery is usually made by an
unfortunate soldier triggering them.
Choose one structure or piece of terrain outside of the
enemy deployment zone to booby trap and secretly write
down where this Ruse has been placed. You must declare
you are using booby traps but are not required to tell
your opponent where they are. The first time an enemy
unit enters it, the booby traps are triggered. Immediately
resolve them as a shooting attack with the following
characteristics.
Range Damage Traits
- D6 Blast 1, Flame
Bunker
Given time, any building, collapsed or intact, can be made
into a makeshift bunker. From simple sandbags and metal
plates to protect against shrapnel and snipe rounds, to whole
scale rebuilding and reinforcing of existing structures, these
strongholds can form centre points in a battle.
Before deployment, choose any one structure or ruin
outside the enemy deployment zone. Any units that move
inside this structure or ruins will gain a +1 bonus to their
Cover rolls.
Command Post
Staffed by a higher ranking judge and his sub-ordinates,
the command post is connected to the wider battle zone,
by radio, wired communications or even (in desperate
times) runners. The presence of a command post ensures
tactics and planned assaults go a lot more smoothly,
maintaining a clear view of the battle and its place within
the fighting throughout the city.
Choose one structure outside of the enemy deployment
zone. This is the location of the command post.
The command post allows any forces kept in Reserve to
re-roll any failed WtF check made in order to appear. In
addition, the command post grants a +1 bonus to all WtF
checks made by any friendly units within 12. However,
if an enemy unit captures the command post and holds
it until the end of the battle, the opposing force gains a
bonus of +100 Victory Points.
Demolition Charges
A building suspected of being a target of the enemy has
been rigged for demolition, and is set to be demolished
upon command. Timed correctly, it will bury the enemy
in its ruins.
Choose one structure outside of the enemy deployment
zone to demolish and secretly write down where this
Ruse has been placed. You must declare you are using
demolition charges but are not required to tell your
opponent where they are.
The demolition charges may be triggered at any time
by a unit with the Spotter trait and Line of Sight to the
structure performing a Special action. The structure
will immediately collapse (see pXX for details on what
happens to any models inside and nearby) and should be
replaced with ruins.
Foxholes
Quick to construct, foxholes are small defensive
emplacements, using camouflage as much as the
surrounding terrain for defence. A squad can occupy a
short line of foxholes, using them to hold firm against a
large assault.
Before deployment, place up to five foxholes anywhere
on the battlefield outside the enemy deployment zone.
Each foxhole is a Structure that can hold up to three
infantry models. If foxholes are placed close enough
together to keep a unit in command, then a unit inside
them will remain in command even if some foxholes are
destroyed and some models would otherwise be out of
command, so long as the unit does not leave the foxholes.
A foxhole has the following characteristics. It provides
model inside with Very Heavy Cover, and has a Front
facing Firing Point that all three occupants can use.
Target Armour Hits Traits
8+ 3+ 3 Hits 3, Immobile
Infiltration
Whether using the cover of collapsed buildings or the
dark of night, squads will sometimes edge close to enemy
lines before an attack is launched. From these forward
positions, they can strike quickly at crucial targets or
launch ambushes before the enemy force can gain
momentum.


53
Before deployment, any units consisting of less than ten
infantry models may make a WtF check. If successful,
they may deploy in any terrain more than 12 away from
the enemy deployment zone. Units that have the Stealth
trait on every unit may automatically deploy in this
manner without having to pass the WtF check.
Las-Fences
Las-fences are small, easily sited posts that link together
to form a lethal chain of laser death. By either slowing an
infantry assault down or channelling them into clear areas
that can quickly be turned into killing zones, an attack can
be slowed down to a lethal crawl.
Up to five sets of las-fences may be placed anywhere on
the battlefield outside the enemy deployment zone. Each
set of las-fences may be up to 6 long.
A barricade provides Light Cover to any unit of infantry
placed in contact behind it and counts as Difficult terrain
to any who try to cross it. In addition, an infantry unit
attempting to cross a las-fence will suffer a single Shooting
Dice D6 attack that ignores Cover rolls.
Any model with Hits 2 or more will completely ignore
las-fences.
Observation Post
The use of observation posts is vital in city fighting. With
a commanding view of the surrounding area, enemy
movements can be watched and recorded with much
greater ease. This advantage can tip the balance of a battle.
Before deployment, choose one piece of terrain or
structure at least 4 high. Any models occupying this
terrain or structure will gain the Spotter trait. In addition,
the unit can attempt to spot one enemy unit that would
otherwise be in Line of Sight but has the Stealthy trait.
Make a WtF check before the unit takes any actions. If
successful, the unit in the observation post can ignore the
effects of the Stealthy trait for the rest of the turn.
Undercity Attack
The Undercity of Mega-City One was turned into a
battleground during the Apocalypse War, hidden from
the eyes of those fighting above ground. Small teams of
judges on both sides used the Undercity to outflank the
enemy and launch surprise assaults.
Before deployment, place five Undercity exits anywhere
on the battlefield outside the enemy deployment zone. An
infantry unit that has not taken a transport option and has
been kept in Reserve may enter the table from one of the
Undercity exits instead of their table edge. However, their
WtF check to join the battle suffers a 1 penalty, due to
the difficulty of navigating the Undercity correctly.
If both players choose this Ruse, then both place five
Undercity exits as normal, but their units are able to use
any of them to enter the battlefield, even those placed by
the opposing force.
Tank Traps
Consisting of plascrete teeth or hastily welded metal
pylons, tanks traps are solid enough to stop even the
largest armoured vehicles in their tracks, forcing them
to bypass the area and find another route forward. With
clever positioning, engineers can channel vehicles into
pre-defined killing zones where multiple heavy weapons
can be employed against them simultaneously.
Up to five sets of tanks traps may be placed anywhere on
the battlefield outside the enemy deployment zone. Each
set of tanks traps may be up to 6 long.
Tank traps provide Medium Cover to any unit of infantry
placed in contact behind it and counts as Difficult terrain
to any who try to cross it. Tank traps are Impassable
terrain to any model with Hits 2 or more.
Turncoat
When the citizens of Mega-City One were finally released
from the clutches of Block Mania, they found themselves
in the middle of an invasion. Both Mega-City One and East
Meg judges used these citizens for a variety of duties, and
both were betrayed by a small number of them. Whether
from a loyalty to their own city, fear of torture or a simple
desire for food, these citizens played a very dangerous
game, playing one force against the other while revealing
what they knew of enemy movements and tactics.
You may choose any one Ruse of your opponent, as he
declares it. This Ruse is immediately nullified and will
have no effect in the battle.
Modelling Ruses
Where possible and practical, players should make efforts
to create physical models of their Ruses. This is necessary
for Ruses such as Tank Traps and Undercity Attack,
but making models of other Ruses will make for a more
dynamic and interesting battlefield to fight over!


54
The East Meg invasion during the Apocalypse War had
Mega-City One against the ropes, and fighting on the
streets was desperate. Normal rules and Laws broke
down as the judges tried to scrape together any measure
of resistance against the invaders, forming small ad
hoc units that operated autonomously by necessity.
Comprising judges and what few citizens and Citi-Def
who had not succumbed to Block Mania, these units
fought many heroic actions always outnumbered,
and forever lacking proper equipment, resources and
ammunition.
This is a mixed force featuring elite judges and lowly
punks working together to beat the Sovs! It is suitable
for players who like a challenge on the tabletop, and
perhaps want their judges looking battered and dirty,
rather than in pristine uniforms!
Mega-City One
Force Structure
You may include the following Assets for every in your
army, so long as you obey the minimum and maximum
units listed for each.
For every Command Asset in your force, you may
include
2-6 Squad Assets
1-2 Support Assets
1 Armour Asset for every two Squad Assets
Special Rules
The following special rules are used for all Mega-City
One forces.
East Meg Propaganda
Millions of hypno-pamphlets were dropped onto
Mega-City One by the invasion force, encouraging
citizens to welcome the Sov judges with open arms.
Every unit in this force that does not have a judge in it
must roll a D6 before the game starts. On a 1, they have
been influenced by a hypno-pamphlet and suffer a 1
penalty to all WtF checks.
Mega-City One
Force List


55
Command Assets
The following are all the Command Assets available to a Mega-City One force.
Judge Dredd 250 points
While there were many heroes in the Apocalypse War, no one did more to
defeat the East Meg invaders than Judge Joe Dredd.
Type Move
Close
Combat Target Armour WtF Traits
Judge Dredd 5 3xD6+2 5+ 5+/3+ - Hits 5,
Independent,
Parry 2
On Lawmaster 12 3xD6+2 5+ 4+ - Hits 7,
Independent
Unit: Judge Dredd with Lawgiver.
Senior Judge 100 points
While there are technically no ranks among the street judges, years spent
policing citizens and raw ability automatically command respect. Senior
judges were the core of resistance against the invasion.
Type Move
Close
Combat Target Armour WtF Traits
Senior Judge 5 3xD6+1 4+ 5+/5+ 2+ Hits 3,
Independent
On Lawmaster 12 3xD6+1 4+ 4+ 2+ Hits 5,
Independent
Unit: Senior Judge with Lawgiver.
Leadership: Any friendly unit within 12 of Judge Dredd will automatically pass any Will to Fight checks,
including Judge Dredd himself!
Options
Ride a Lawmaster for +50 points. A Lawmaster is equipped with Bike Cannon.
Leadership: Any friendly unit within 12 of the Senior Judge may use his WtF score for any Will to Fight checks.
Options
May be given a Day Stick for +10 points.
Ride a Lawmaster for +50 points. A Lawmaster is equipped with Bike Cannon.


56
Squad Assets
The following are all the Squad Assets available to a Mega-City One force.
Judge Patrol 150 points
Once the face of Law and order in Mega-City One, the street judge is now
representative of freedom and liberty!
Type Move
Close
Combat Target Armour WtF Traits
Street Judge 5 2xD6 4+ 5+ 3+ -
On Lawmaster 12 2xD6 4+ 4+ 3+ Hits 3
Unit: Street Judge (unit leader) with Lawgiver, 2 Street Judges with Lawgivers.
Options
Up to 7 Street Judges with Lawgivers may be added for +50 points each
Citi-Def Unit 125 points
The Apocalypse War is what many in the Citi-Def have long been living for.
East Meg invaders are not a nightmare, they are a dream come true!
Type Move Close Combat Target Armour WtF Traits
Officer 5 1xD6 4+ 6+ 4+ -
Soldier 5 1xD6 4+ 6+ 4+ -
Unit: Officer (unit leader) with Spit Pistol, 4 Soldiers with Spit Guns.
Options
Up to 5 Soldiers with Spit Guns may be added for +25 points each
Up to 2 Soldiers may exchange their Spit Guns for a Laser Cannon, a
Heavy Spit Gun, or a Missile Launcher for +25 points.
1 Street Judge may be given a Lazooka, an Anti-Personnel Rotary Cannon, or a Stub Gun for +30 points.
Any Street Judge may exchange his Lawgiver for a Widowmaker 2000 for +20 points or a Lawrod for +10
points.
Any Street Judge may be given a Day Stick for +5 points.
All Street Judges may ride Lawmasters for +50 points each.
Any Soldier may exchange his Spit Gun for 2 Spit Pistols for +0 points. This will give him a bonus Shooting
Dice on the Spit Pistol.
1 Soldier may be upgraded to a Medtech for +5 points. This will allow the squad to automatically pass one
Armour or Cover roll in every turn.


57
Support Assets
The following are all the Support Assets available to a Mega-City One force.
Street Punk Gang 60 points
Street gangs may not see eye to eye with the judges most of the time, but they
can agree that an East Meg invasion is just plain wrong. They will defend their
turf from the invaders as vigorously as they do from an enemy gang!
Type Move
Close
Combat Target Armour WtF Traits
Gang Leader 5 1xD6 4+ 6+ 5+ -
Punk 5 1xD6 4+ 6+ 5+ -
Street Judge 5 2xD6 4+ 5+ 3+ -
Unit: Gang Leader (unit leader) with Spit Pistol, 4 Punks with Hand Guns.
Holocaust Squad 300 points
Though few in number, the Holocaust Squads tipped the balance in many
confrontations against the East Meg invaders, selflessly sacrificing themselves
to destroy war machines, command centres and other vital targets.
Type Move
Close
Combat Target Armour WtF Traits
Holocaust HS/1
Judge
5 3xD6+1 5+ 3+/6+ 2+ Hits 3
Holocaust HS/2
Judge
4 3xD6+1 5+ 2+ 2+ Hits 4
Unit: Holocaust HS/1 Judge (unit leader) with Lawgiver, 2 Holocaust HS/1
Judges with Lawgivers.
Jet Packs: Holocaust HS/1 Judges may take a Special action to increase their Move to 12 for their next Move
action only. This Move action must be the next action they take. During this Move action, the Holocaust HS/1
Judge may ignore all terrain and other units.
Options
Up to 2 Holocaust HS/1 Judges with Lawgivers may be added for +100 points each
Any Holocaust HS/1 Judge may swap their Lawgiver for a Widowmaker for +0 points.
Any Holocaust HS/1 Judge may upgrade to a Holocaust HS/2 Judge with Street Cannon for +100
points.
Options
Up to 15 Punks with Hand Guns may be added for +10 points each
The Gang Leader may exchange his Spit Pistol for a Spit Gun for +10 points, a Laser Rifle for +20 points,
or a Stump gun for +0 points.
Up to 3 Punks may exchange their Hand Guns for a Laser Cannon, a Heavy Spit Gun, or a Missile Launcher
for +25 points.
Any Punk may exchange his Hand Gun for a Spit Gun for +10 points.
A Street Judge with a Lawgiver may be added to the unit, becoming the unit leader, for +50 points.


58
Pat Wagon 125 points
The Mk III Pat Wagon became the principle armoured vehicle of the Mega-
City One defence, proving its superb utility and durability when engaging the
military might of East Meg One.
Type Move
Close
Combat Facing Target Armour WtF Traits
Pat
Wagon
10 3xD10 Front 8+ 5+ - Hits 5,
Wheeled
Sides 7+ 5+
Rear 6+ 5+
Unit: Pat Wagon with Street Cannon.
Armour Assets
The following are all the Armour Assets available to a Mega-City One force.
Manta Prowl Tank 450 points
Though not available in large numbers, each Manta was a combined main
battle tank and command centre, providing invaluable support to the areas
where fighting was at it thickest.
Type Move
Close
Combat Facing Target Armour WtF Traits
Manta 12 4xD10 Front 11+ 3+ - Hits 8, Hover,
Lumbering,
Transport 30
Sides 10+ 3+
Rear 8+ 4+
Unit: Manta with High Intensity Laser Cannon and two Anti-Personnel
Laser Cannon.


59
Mega-City One Armoury
Weapon Range Shooting Dice Traits
Anti-Personnel Laser Cannon 36 3xD10 Piercing 3
Anti-Personnel Rotary Cannon 24 8xD6 Piercing 1
Bike Cannon 18 4xD6+1 Piercing 2
Day Stick - - Parry
Hand Gun 12 1xD6
Heavy Spit Gun 24 4xD6+1 Piercing 1
High Intensity Laser Cannon 60 1xD10+6 Multihit, Piercing 5
Laser Cannon 48 1xD10+4 Complex, Multihit, Piercing 4
Laser Rifle 48 1xD6+1 Accurate, Complex, Piercing 3
Lawgiver 18 3xD6 Special
Lawrod 24 3xD6 Accurate
Lazooka 36 1xD10+2 Complex, Multihit, Piercing 3
Missile Launcher 60 1xD10+3 Accurate, Complex, Multihit, Piercing 3
Spit Gun 20 3xD6
Spit Pistol 12 3xD6
Street Cannon 48 4xD6+1 Piercing 2
Stub Gun 20 1xD10 Multihit, Piercing 4
Stump Gun 12 1xD6+1
Widowmaker 2000 12 3xD6+1
Lawgiver: When using a Lawgiver, a player can
voluntarily choose to change its Shooting Dice to
1xD6. If this is done, one of the following options can
be chosen as well;
Armour Piercing: The Lawgiver gains the Piercing
2 trait.
Heatseeker: The Lawgiver gains the Accurate trait.
High-Explosive: The Lawgiver changes its Shooting
Dice to 1xD10 and gains the Piercing 1 trait.
Incendiary: The Lawgiver gains the Flame trait.
Lawrod: When using a Lawrod, a player can voluntarily
choose to change its Shooting Dice to 1xD6. If this is
done, one of the following options can be chosen as
well;
Armour Piercing: The Lawrod gains the Piercing
2 trait.
High-Explosive: The Lawrod changes its Shooting
Dice to 1xD10 and gains the Piercing 1 trait.
Incendiary: The Lawrod gains the Flame trait.
Stub Gun: The Stub Gun is as dangerous to its user as
the enemy! If its Shooting Dice ever rolls a 1, apply its
damage against the model using it.


60
After years of meticulous planning, Supreme Judge
Bulgarin of East Meg One launched the Apocalypse
War against Mega-City One. Through the use of
nukes, the Apocalypse Shield and a full scale invasion
under Warmarshal Kazan, Mega-City One was
subjugated quickly, with half of its 800 million citizens
killed. Through the heroic actions of a handful of
judges, Mega-City One was able to finally win the war,
destroying East Meg One in the process. However,
there are many in East Meg Two who plan revenge
against the west
An East Meg Invasion Force is designed to eradicate
all resistance in Mega-City One. With well-equipped
and well-trained judges, not to mention the dreaded
Sentenoids, it is very much an elite force.
East Meg One
Force List
East Meg Force
Structure
You may include the following Assets for every in your
army, so long as you obey the minimum and maximum
units listed for each.
For every Command Asset in your force, you may
include
2-4 Squad Assets
1-3 Support Assets
1 Armour Asset per Squad Asset


61
Command Assets
The following are all the Command Assets available to a East Meg force.
East Meg Officer 100 points
While not used to putting his life on the line, the East Meg Offcer knows that
the Apocalypse War is the best opportunity for promotion he is likely to see, and
he is quite happy spending the lives of his men to gain it.
Type Move
Close
Combat Target Armour WtF Traits
East Meg
Officer
5 3xD6+1 4+ 5+/5+ 3+ Hits 3, Independent
Satellat 6 1xD6 5+ 6+/4+ -
Unit: East Meg Offcer with Krashnikov 99 Sidearm.
Never Retreat!: If a friendly unit within 12 of the East Meg Offcer fails a WtF check, the East Meg Offcer will
execute one retreating model immediately. The WtF check is then automatically passed.
Options
May be given an Energy Shield, gaining Hits +5 for +50 points.
May be given a Satellat with Laser Pistol for +25 points. So long as the Satellat is present, both it and the East
Meg Officer may make unlimited Reactions in a turn.
Squad Assets
The following are all the Squad Assets available to a Mega-City One force.
Judge Squad 250 points
These judges form the military arm of east Meg and are far more used to open
warfare than their counterparts in Mega-City One.
Type Move Close Combat Target Armour WtF Traits
Senior Judge 5 3xD6 4+ 5+/6+ 4+ -
Judge 5 2xD6 4+ 5+ 4+ -
Unit: Senior Judge (unit leader) with Krashnikov 99 Sidearm, 4 Judges with
Krashnikov 99 Sidearms.
Options
Up to 7 Judges with Krashnikov 99 Sidearms may be added for +50 points
each
Up to 2 Judges may swap their Krashnikov 99 Sidearm for a Flamethrower for +10 points.
Any model may exchange their Krashnikov 99 Sidearm for a Krashnikov 97 Carbine for a +10 points.


62
Support Assets
The following are all the Support Assets available to a East Meg force.
Secret Agent 75 points
Before the invasion, several highly skilled secret agents were sent into Mega-
City One to commit acts of sabotage and assassination. When the war began,
those who still survived acted in concert with the East Meg judges.
Type Move Close Combat Target Armour WtF Traits
Secret
Agent
6 3xD6+1 5+ -/3+ 2+ Hits 3, Parry,
Sniper,
Spotter,
Stealthy
Unit: Secret Agent with Krashnikov 99 Sidearm.
Sentenoid 75 points
Many of these robots were deployed ahead of the main East Meg forces in
search-and-destroy missions. Armed with street cannon and mechanical arms
that rendered enemy judges or barricaded defences apart with equal ease, they
were a feared sight during the Apocalypse War.
Type Move Close Combat Target Armour WtF Traits
Sentenoid 4 2xD10 5+ 3+ - Hits 3
Unit: Sentenoid with Street Cannon and Flamethrower.
Robotic: The Sentenoid automatically passes all WtF checks.
Options
May swap his Krashnikov 99 Sidearm for a Laser rifle for +25.
May be given an Energy Shield, gaining Hits +5 for +50 points.
May be given a Satellat with Laser Pistol for +25 points. So long as the Satellat is present, both it and the
Secret Agent may make unlimited Reactions in a turn.


63
East Meg Armoury
Weapon Range Shooting Dice Traits
Krashnikov 97 Carbine 24 4xD6
Krashnikov 99 Sidearm 15 3xD6 Pier
Street Cannon 24 4xD6+1 Piercing 2
Flamethrower 12 1xD6 Blast 2, Flame
Laser Pistol 12 1xD6+1 Piercing 2
Krashnikov 97 Carbine: If only one Shooting Dice is
rolled for the Krashnikov 97 Carbine, it may instead fre
an energy pulse, gaining the Slow and Piercing 3 traits.
Krashnikov 99 Sidearm: If only one Shooting Dice is
rolled for the Krashnikov 99 Sidearm, it may instead fre
an energy pulse, gaining the Slow and Piercing 2 traits.

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