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IMPERIAL

COMMAIYDER

by Richard Halliwell & Bryan Ansell


\

IMPERIAL
COMMAIYDER Sci Fi figures,
Imperial Commanderis built around the Tabletop Figures range of 15mm
and are designed to give a fast, skiltful game uhen using around 50 figures per side.

*
\'/zl.'

lr/hen you first start using the rules it is suqested that only small forces are used but
once you are familiar uith the rules'mechanics than you can:-
Lead fanatic hordes of Redemptionists to cleanse, purify
and generally obliterate everything and every one in the
very heart of the Imperium
. Ride the massive 2500cc Poruerbike at the head of a grim
entourage to the greatest and bloodiest drugs bust of all
time.
Teleport doun into the merciless maelstrom of a relentless
assault on the desert outpost of the Red Redemption.
tlate people g }ot.

Copyright Tabletop Games & Richart Halliruell December IgBl


Illustrations by Tony Yates.
TREDP f,LflSSIFIERTION
Ihe points value Lists detail all the troops, !/eaponry
and-equipment used in the rules" Most are of'a fairly'
self-explanatary nature uith more detail. to be found
in the rLaserburnr rules.
Troops are classified as fo]lous:-
Light Infantry (LI) Troops ruearing very littJ.e or
no armour, at most a helmet, flak
or mesh jacket. Some may ruear light
armour plates on legs or arms.
Armoured lnfantry (AI) Troops ruearing a helmet and plasteel
plate armour eovering the torso and
possibly legs and arms.
Pourer Armour (PA) Strengthened armourplas plates, in-
corporates a poulered excO-skeleton
vhich duplicates the motions of the
individual inside.
Pouer armour often ineorporates
ueaponry and jetpacks.
Dreadnought (DN) Toughened, thick complete armourplas
plate uith J.ov density carbon foam
padding to absorb impact. The great
ueight of the armour is carried by
an immensely poverful exc-skeleton.
J

Training I
Troops are also classified by training rui.lich ruitl
effeet their veapons skill. These ctaisiiications are:_
Guard
Veteran
Elite
Regular - Average
Conscript
Rav - Extrerely poor. :
Squads Troops are normally organised into squads of I to g
men, and all members of a squad must remai.n uithin Bcm
of another rember. If a squad is split by more than
this distance it must regroup before it can advance.
't*

2
POINTS URLUES
Basic Figures T raining Jumpacks

Lighf Infantryman (LI ) 5 Guard B For LI & AI 3


Armoured InfantrY (Ar ) B Veteran 5 For PA 6
Pover Armoured (PA) 14 Elite 2 For DN 9
Dreadnought (DA) 22 Regular 0
Imperial Scout
Conscript -1 jumpack
Rau _?

tJeapons
Hand Flamer ,
Enforcer pistol
Pistol
Ramjet pistol
5
1
3
Sry,".
Cartridge pistol 1

Laser pistol 2 Effi_==IT


Laser rifle
Heavy laser
Auto-Laser
5.
I
5
HG.*
Bolt pistol 3
Bolt rifle 4
Rapid Fire Bolter 5
Heavy Bolter 6
Support Bolter r 10

Machine pistol 3
Sub-Machine gun 5
Plasma gun t5
Sun gun 15

Grenade launeher 3
Missile Launcher 6
Riot gun '2

Autoblaster 6
Bike Cannon 10
Conversion Beamer 15
Laser Cannon l0
Imperial Dreadnought grenade 2
launcher (2 shots per barrel)
Basic grenade pack for infantryman 1
Advanced grenade pack 1

Equipment
Computor control for bike ueapons 6
Robo turret for vehicle capable of 10
mounting up to three ueapons.
Foruard firing veapon mount free
AutoraRger' 3
Support-Autoranger B
tf $gtt'
Advanced sight for SMG or m,/C pistot 2 zau,r'cHt€
Designator 5

Each module of roff tabler fire 15


support
ta'---
lr

FORCE SHIELDS

Energy disapation shieLd for a single figure 7


Anti-Matter shield for a single figure 7
Holtymesh shield-f.or a single figuie q
Invisibility cloak for a single iigure B

VEHICLES (ryith creru)


Transport Jetcopter to camy up to 12 fi.gures 50
Hover APC to carry up to 10 figures 30
Anti-Grav APC to carry up to l0 figures 40
Wheeled APC to carry up to l0 figuies 25
Tracked. APC to carry up to l0 figures 25
Hover Scout car to carry up to 5 figures 20
Light Attack Jetcopter 20
Teleport Bay,capable of holding up to 5 figures
or one light vehicJ.e 40 5u?/o,q7
Motorbike 5
Trike 6or.ral
B

-=,
r/Il'lrtd

TROOP CHARACTERISTICS

l-eadership B
Fanatic 3
llero 15
Sniper 3

HAND TO HAND COMBAT I,,EAPONS


Svord, Axe, Vibro-Knife or Club 1
Force Suord, Pover Suord or Riot Stick 2
Pover Glove 2
Pouer Axe 5
THE HULES
TURN SEQUENCE
The game is split up into a number of GAME TURNS, each of ryhich is split doun into truo
PLAYER TURNS. Each game turn should follory this sequence:-
Player Ars First Movement Phase -

The player may move any or all of his figures as outl-lned in the movement rules.
Fire Phase
Both players may fire ruith any elligable figures - see firing ruLes. Firing is treated
as simuftaneous so easualties are not removed until the very end of the fiie phase.
Player Ars Second Movement Phase
The player may again move uith any or all of his figures - even if they have already
moved during the first movement phase.
Player Ars Close Combat Phase
Player A_may attempt to mover_fire or engage in close combat lrith any figures elligable,
as detaiLed in the Combat Ru1es.

Player Brs Player Turn nov follorus and should follou, the same sequence as Ars above.
The game turn is then completed, go on to the next Game Turn and player Ats player Turn.

5
@--
MDUEMENT
I
)uring each of the turo movement phases of his Player Turn, the player may either move his
I figures up to the distances gi.ven on Chart 1 or the figures may perform any one of the
i: aetions listed on Chart 2.

gSEf_I, Move Rates

Troop Type Move Rate (in cmts)


Road Open Ground DifficuLt Ground
Light infantry 72 10 I
Armoured infantry I 6 4
Pouer Armoured infantr t2 6 4
Dreadnought infantry d 4 t
Motorcycle, Irike 45 20 15
tlJheeled vehicle 30 20 10
I rackeo ven].cle lu ZU 15
Anti-Grav, Hover ?5 ?5 B
GEV APC 25 25 I
Lighter Anti-grav, 35 ,5 l0
Hover or GEV

A11 hover and ground effect vehlcles hover at up to tuo metres above the ground - so if
the obstacles causing ground to be difficult are Lourer than this (eg. small bolders, a
marsh etc.) the vehicle may fIy right over these and treat the ground as'opent.
Anti-grav vehicles may go even higher and can clear obstacles up to 15 metres high.

CHART 2: Actions

Action Description
Entre or leavea Troops may leave vehicles through any door to any
vehicle point vithin J-cm. avay, entering is the reverse.
The vehicle itself must not move at all in this
movement phase.
Enter or leave a Move from any point inside the building to outside
building ruithin lcm. of any exit, entering is the reverse.
Attempt to Reload/ See the arrnunition-Breakdolrn rules, note that as
Repair a Weapon this is an action it finans that the figures can not
move in any movement phase in vhich such an attempt
is made.
Beam Doun Be beamed from a teleport bay to anyuhere on the
table.
Beam Up Be beamed from anyuhere on the table to a teleport
bav.

Examples of Movement Rufes


First Movement Phase Fire' Phase Second Movement Phase
Move Fire Move
Leave vehicle Fire Move
Move into teleport bay Beam Dourn
Move to building Fire Enter building
Halt Fire Move

FLYING VEHICLES
Beeause flying vehicLes are so fast thay are given no movement rates as such; instead
during each of the playerrs movement phases they are alLorued to do any one of the follotu-
ing: - 6
Take Off A vertical take off to someuhere immediately above uhere it
took off from.
Land Again a vertical landing.
Move 0nce airbourne the aircraft may move to anyurhere on the table-
there are no distance limitations.
Hover Remains airbourne and stationary.
Halt Remains stationary uhen landed
Examples 0f Flying Movement Rules
First Movement Phase Fire Phase Second Movement Phase
Take off Fire Move
Move Fire Move
Move Fire Hover
Hover Fire Move

Aircraft Heiqht Bands, Range Modifiers

*"""""""lortgroundskimmin9l.Iftheaircraftishigh
it can see over, and be seen over, any hills, ruoods or buildings etc. Figures firing at
it add 50em. to the range.
If the aireraft is ground skimming it is assumed to be no more than 5 metres above the
ground. Woods, Buildings and hills etc. completely block the flne of fire. No modification
is made to the range.
Aircraft may freely change height bands in any move phase they are airboufne.

Note on Flying VehicLes


The best vay to simulate aircraft fliqht is to buy some of the tQT Models' uire Lnd
perspex stands. Using a Imm. bit, drill a hole into the aircraft - it can be stobd on
the stand vhen ih flight, taken off ruhen landed.
If you canrt run to different siezed stands then height markers can be used.
xamples o Moves
Troop Type First l4ovement Phase Fire Phase Second Movement Phase Explanation
Aircraft Land Move Must be airbournt
to move
Infantry Move l- ire Get into VehicLe Vehicle must be
Vehicle Move Move Off stationary uhen
embarking inf.
Infantry Get into aircraft Again the air-
Aircraft Land Fire Move craft must be
stationaiy.

JUMP PACKS
Like normal movement, a jumpack move can be made in either or both of the player,s move-
ment phases. A single jump may be up to the distance given on the follouing chart:-
Wf,
Distance (cmts)
Light infantry 30
Armoured infantry 20
Pover Armoured infantry 15
Dreadnought infantry 15
Imperial Scout jumpack tt0
Troops may jump over obstacLes. The jump follorus a smooth trajectory - the figure is half
as high as the jump is long at the jumprs mid-point, a quarter as high one or three quar-
ters of the ruay along and so on. So if a figure makes a 20cm. jump he can clear a building
10cm. high if it is at the jump's mid-point.
Diagram M: Jump Trajectory
,-+ ---\
i\
/d, nl
TI \
\
t
l_l
L s.a /Ocr'l -
-tlr
k"-- -- -*l\
l- 4
Examp Ies of Moves Involv
First Movement Phase Fire Phase Second Movement Phase
JumP Fire Jump
Jump to ruithin lem. of t rre Enter house
house door.
HaIt Fire JumD

Jump Limitations and Risks


Troops may not jump out of or into uoods. They may not jump into or out of buildings or
vehicles - other than speeially adapted Seythe Jetcopters. Provided that the Jetcopter
is hoverlng troops may jump out - they make a jump of the normal length and land on the
ground.
If troops jump someuhere they canrt see at the beginning of the movement P\ase (for
example, if they jump over a ruood) there is a risk of accidents. For eabh f,igure jumping
throv 2 D6, and consuLt the folloruing chart:-
CHART M4: Jump Risks

Troop Type Accident Score


L rgn[ L1
Armoured 11
Pouler Armoured 10
Dreadnouoht Armoured 9

If the score is equal to or more than the accident score then that figure has broken his
neck or something and is removed from play.
TELEPORT BAYS
Each bay can beam up to 5 figures or a light vehicle in each move phase. Beaming doun
is very precise and troops are placed anyvhere on the table the player pleases - he may
choose the inside of a building etc.

i
Examp es of lvloves e-tepor ati on
t
I
I
First Move Phase Fire Phase Second Move Phase
I
Move into bay Beam Doun
!
Beam Up MoveOff Bay
Move Fire Beam Up

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

I
FIRINE
V'Jhen one of your figures fires at an enemy,
ro11 tvo D6ts and add the tvo scores to-
gether. Nov proceed to Chart Fl and find
ihe section for the ueapon being fired.
Read across the chart to the first column
tuhich gives the ammunition,/breakdoun
number for the ueaPon. If the total
score is to, or louer than this
equal
number then the ueapon has either maI-
functioned or run out of amrnuniti-on -
see ammunition-breakdorvn rules.
If the score is higher, measure the range
and read across on the chart to the
appropriate range band, this gives the
HIT NUMBER. Go the Chart F2 and see if
any of the factors listed apply. If they
do then add or subtract the number shoun.
If your total score is nov equal to or
greater than the hit number then your
shot has hit the target, if it is less
then you've missed.
If you have ecored a hit fihd the ueapon's
IMPACT TYPE urhich is given in the second
to last column on Chart FI. Noru go to seetion
Fl and find the IMPACT TABLE for this veapon
type.. RolI a. further D6 and read across on
this number until you come to your targets
armour type - this gives you the result of
the shot.
AEq!-9E-EIBE
Troops. may only fire at ruhich are ruithin 90o of their direction of facing ie:-
f:"a"
l\.
I f___=-Arc of Fire
-+t ....---<--

Bike cannon
Figure/

may
r' I

only fire straight ahead, the same


straight ahead

applies to any other bike mounted


u,eapon.

Vehicle fixed mounts are treated in the same uay as bike cannon. Turrets and robot ureapon
pods have complete J50o traverse. /
WEAPON USE
Figures may fire only one ueapon in any given fire phase. Exceptions are:-
Heroes
MultipJ.e ueapon packs on PA or DN troops.
(Several ureapons are strapped to the same arms- you can fire alL on any one arm)
laleapon pods on vehicles- a1l the vehicles ueapons may fire.
Contd.
,

fr -'--
Hand Flamers - a ueapon that doesntt really need aiming so can
be fire vrong handedly.
Bike cannon - simple fire stud on handLebar grip, so rider may
fire both the cannon and his orun pistol
In all cases throv to hit for each lreapon separately.
T argets
Normally all the ueapons a vehicle or figure fires must be aimed at the same target.
Exceptions are:-
Heroes
Hand Flamers
Robot VJeapon Pods - self training so each may fire independently
Bike Cannon ruith computer control uni.t - again self targeting so
rider may fire seperately.

[,,Jeapon DepLoyment
Machine guns must be deployed before being used. Support Autorangers ruith veapons
carried by Iiqht infantry or armoured infantry must be deployed to give their hit bonus.
Deployment takes an entire move phase, use the counters provided.
It takes no time at all to pick up and move a deployed ueapon but it then must be deployed
again.

10
IHAELEI; Firins Chart
trleapon
rmmunition/ Range Bands (cmts)
Breakdovn Impact
0-10 Remarks
10-50 50+ Max Ranoe Tvoe
Pistols
Enforcer 7 5 10 20 High or Stun
Pistol t 6 B 15 Loru
Ramjet 5 I 10 Poruer
Cartridge 4 7 9 ,o May fire any advanc-
ed orenade or ramiet-
Lasers
Pistol 2 5 6 ,o Standard
Rifle 2 5 6 B 100 Standard
Heavy 2 5 6 I 200 Standard May fire 2 shots
at same target/phase
Auto 2 4 10 20 Standard May fire template 2

Bolters
Pistol 5 5 7 2A Hiqh
Rifle , 6 B 10 75 High
Rapid Fire 4 ,6 50 High
Heavy 3 7 9 11 100 Pouer
Support 4 I 9 t0 200 Pouer May fire 2 shots at
same target/Phase
Automatics
Machine pistol 5 3 l0 Anti-Per Fires template 2
SMG 4 4 10 Loru Fires template 2
Assault Rifle 3 5 I 50 Standard' May fire template 2
MG 4 4 6 I 100 Standard May fire anl templatr

F1ame trleapons
Hand ilamer 5 6 10 Standard Fires template 2
Flamethrouer 5 4 7!" High Fires template 1
P1asma Gun 5 , 5 15 Pouer Fires template 5
Sun Gun 5 2 10 TotaI Fires template 2

-aunehe rs
lrenade 3 7 B 50 Fires any advanced
|lissi 1e 3 7 B 10 150 Fires any advanced
liot Gun 4 6 7 l0 Fires any advanced

Miscell.aneous
Auto-BIaster 5 I 40 Standard Infinite repeater.*
Bike Cannon 5 10 Fires template 2xx
Above + Comput L"; t 'l
Conversion Ber fi2 7 7 100 Jtlt*
Throving Grene Ldes5
Laser Cannon
Imperial
mounted gren-
back- l; 7
6

B
4

5
6
.10
500

50
Hish
see grenade section

Fires advanced expl-


osvi, 1 shot onIy.
ade -l-auncher I
* Never runs out of ammunition x* Makes 2 attacks on a1l ,+** Thro\y a D5 for impact,
or ma]functions. figures in cone - one 1= Stun, 2= Anti-persone.ll,
at high impact, one at J= Lorur {= Standard, 5= Hiqh,
anti-personell. 5= Pouer.

It
CHART F2: Factors.
irers Rati lover Auto Ranger
rd l-j Target in soft cover +I at0-20cm. l-I
ran I -2 Target in hard cover +2 At20cm+ l-Z
Iite I -1 Target i,n reinforced cover +4
ipt I +l ta'1,. {}*SCn;,,9-j.t k I
+2
*{r#
Shields
Forceshield - against Lasers, I
Conversion Beamers and Auto- I

Blasters I -l
Uther Anti-Matter Shield - against
Blasters, Explosive projectile
Firing on Building rather than troops I ueapons, Pistols and Ramjet
inside it I -4 shots I -3
Robo Turret I -1

STUN ANT I-PERSONELL

LI AI PA DN LI AI PA DN

Near Near
I
Miss Near
t Miss
Near i
.? Miss ,,
Miss 2
Miss
Stun
1 3 NE
NE
Near Ki11
tt Stun 4
Miss
St un
Near
5 5
Miss Ki11
Stun Near
6 Stun 6
Miss

STANDARD

LI AI PA DN

Near
I Miss Near
NE
Miss
2
NE
Near
3
Miss
4 Ki11
Ki11
Near
5 Ki11
Miss
6 Ki11
HIGH POU,lER

LI AI PA DN LI AI PA DN

2
I Near
Miss
Near
Miss
*/'tt i
NE
I
2
Nrvlt ffi NE

Near
NE
3 lV/4 , Ki11 KiIl
4 Ki11 Kill 4
Ki11 Ki11
5 5
Ki11 Kilt
6 6

rOTAL

LI AI PA DN

I Near
Miss
2

, Kill Ki11 Ki11


4 Ki11

Explanation of Results
Near Miss ' The target may or fire until after the next fire phase. He may
not move
defend himself in if attacked. Usd the 'near miss' markers
hand-to-hand combat
Provided, place them next to a'figure ruhen it suffers a near miss. Take the
marker auay at the end of the nex[ fire phase.
Ki11 Ihe figure is removed from play.
NE No effect.
Examplesof Firing
An Imperial Elite trooper is firing a BoIt rifle ruith autoranger at a Pouer Armoured
Redemptionist ruho is ]Ocmrs. auay. The hit score ryi1l be:-
BoIt Rifle at 10-50 I
Elite firer -1
Autoranger at 20+ -2
5

The player has throun a total of l0 on his tryo dice so the shot hits.
A Bolt rifle has a'High'impact so go to the High Impact Chart in Fl. The player throus
a D5 and scores a 5 - ruhich is a rkill' against pouer armour.
ldeapons vith Cone Templates
Some ueapons are given the option of using rcone templates', others have to use them.
Place the thin end of the template against the firing figure, urj-th the cone pointing in
any directionto the front of the figure. Anything in the cone is nov a target. Throv sep-
erately in the normal uay for each of these targets.
t3
ERENROESgrenades instead of firing other ueapons in any fire phase. Throu to
Combatants can throru
hit as normal. If you miss then it is assumed ihat the throru is uay off target and has no
effect.
If you hit then over Lhe taeget. A11 figures in
place the eentre of the,blast template
the template area are effected.
The choice of grenade type is restricted by the
rpacktuhich the fiqures has, ie. either
the standard or the advanced packs..

@f], Standard Grenades


Description Effect Blast Template Number
Standard Impact ?
Explosive
Armour Piercing High Impact 1
Smoke Bloeks vision for rest 2
of qame.

!]j@: Advanced Grenade Pack

Description Effect Blast Template Number


Explosive Standard lmpact ,
bmoke -Blocks vision for rest Z
of qame.
L impet Effects only one figure.
Deduct 2 from Your hit ro11
If it hits treat as rPouer!
Stun Stun Impact 7
Stasis Area ot template 1s nelo ]^n
stasis .until end of next fire
phase. Time is frozen, figure
cannot move, fire or be fired
at.

Launchers Grenade Launchers


These should be treated in the same uay as grenades. Each have the full selection from
the advaneed paek. In addition, missilL Iaunchers may fire self-guided AT ramjet shot.
Add 2 to your hit dice and all. hits are'pouer impact'hits'

HITS ON VEHICLES
If hit on a vehicJ.e, use Chart F4 bel,our to find the score you have to
you have scored a
throu on a D5 to penetrate the vehicles armour. Roll the dice, if you fail to penetrate
the shct has had no effect, otheruise go to Chart F5 to find the effect of the penetration.
Armour Penetration
VEHICLE ARMOUR TYPE
Firirrg Weapon
Impact Type Jetcopter, Air Raft, GEV Car, Air Assault
Civilian Vehicles. Vehicle

Anti-PersoneI I No effedt
No effect No effect

Automatic
Iotal Automatic
Soft Skinned Lt. Armoured
CHRRT f:: Results of Armour Penetration

Throu a D5:-
Dice Score Result
1 Vehicle immobilised, no effect on anyone inside'
2 A11 vehicle's \ueapons systems K0rd, no effect on
anyone inside.
314 Veiricle knocked out, any occupants escape on a D6
throrv of 5r4r5 ot 5, otheruise they are killed'
516 Vehicle knocked out., 0ccupants escape on a D5 throv
S nn A
^f
Hits on Motorbikes and kes

If you score a If- the.


hit on a bike or trike throru a D5 before you do anything else. chart'in
score is 1r4r5 ot 6 you have hit the rider. Throv for impact as normal on the
Fl for the riderts armour.
ii y;; threlr a I or 2 in"n you have hit the bike/trike - throur for penetration as for a
lightly armoured target.
DEMULITION - Hits on Buildinqs, Doors and Fortifications
To use these rules it ruitl be necessary to drau simple floor plans of afl the buildings
on the tabIe.
flhenever such targets are hit throv a D10 and consult the foloruing Chart'
t,JEAPON
TARGEl Laser, Bolt Blaster, HE Gre- Pouer or Totaf Sun Gun Any otner
Guns nade, Flame thr- Impact ueapons' lrleapon
ouer, Hand flamer HE missife or
PLasma Gun.

Light, domestic door 4 , Demo Demo I


Heavy, leinforeed door I 6 Demo Demo 10

Armoured securitY door 10 9 5 , 10

Room in ruood, brick or IO 5 Demo NE


Plasfab building
9 7 NE
Reinforeed Bunker NE NE

Lenath of fortress rlall NE 10 9 7 NE

f1f = No effeet Demo = Demolished Number = Dl.0 throru required to demolish


hlhen falls into
a ueapon ttuo categories use the'better category for demolition
If a room is hit and collapses then aII its occupants rolL for.thea'standard impactt hit.
A11 figu""" not killed can escape and are placed adjacent to room but outside the
building.

A demolished door falls over, rooms or bunkers rvhich are demolished co]1apse. Collapsing
rooms have the same effect on their occupnats astlo!, impactr hits. Any troops or equipment
surviving a roomrs collapse are placed adjacent to and outside the room in any position
desired by the PIaYer.
trlhen a Uuitainq'ha! more tharl one room (most do) the collapse of one room may cause
others
to eollapse. 56 in such buildings everytime a room collapses throu a1 D6. If the score is
2 D6then that room also co11aps6s. (ani of course yout1l have to throru again for the other
rooms).
Where the target is a fortress rualL then demolition causes the uall to collapse 5cm'.on
either side oi the point of impact - killing any figures on top of the collapse section'

l5
SNIPERS RULE AND FOLLObJ ON FIRE

These rules only apply to Snipers, Machine Guns and Laser Cannon.
At ranges over 45cm. if any of these ueapon types score. a hit on any target they are said
io be ion targetr - this means that the gunner has got the range and direction dead on.
Jnce gn-Target the gunner may no!, sruitch to other targets. Any.such target must be ruithin
5em. of the first. io hit this second target the gunner doesnrt fire in the normal uay
:ut just throus a D6. If the seore is a 5 he has hit and can throru again for effect. If
ne hlts this second target he may nou select a lrd. target uhich must be ruithin 5cm. of
t,he secbnd. To hit this he needs to throu a 5 or 5 on a D6. If he hits he throus for
effect . He nou may select a 4th. and final target. This final_target must again be uithin
5cm. of the previous target and to hit he needs to throu a 4, 5 or 6 on a D6.

:xample

The gunner fires in the normal rlay and /\


scores a hit on target A. "Greattt, he gruntst D
I'I'm on-target". He canrt select tarqet D \
as his 2nd. target as itrs too far from A
so he goes instead for target B. He throus
:he D6 and gets a 6. He throrvs for effect c
and mutters t'0.K., still on-target". He
selects C as his 3rd. target and throrvs the
)6 needing a 5 or 5 to hit and staY on-
target. He throrus a l. "Damn" he exclaims,
he is not happy as he has missed and is
therefore no longer on-target and canrt
have a go at D.
lemember that the effect of a shot has no bearing on the on-target rule - all that matters
is ruhether you hit or not.

l6
EIFF.Tff BLE FIRE SUPPDRT
Support may be given to troops in action by Off Table units, either artillery bases,
Starships in 1ou orbit or stand-off aircraft. These are represented as tsupport modules.r.
Any fiqures on the table ruho are equiped ruith a designator may designate any target that
they are in a position to fire on. The figure may then caL-I dovn as many moiu-Les-as are
available. Throv for each on a D6. If the score obtained is a 5 or 5 thln treat the
target as hit by the advanced grenade of your choice.
Designation take place in the fire phase and does not expose the designator for firing
purposes.
0n1y one request may be made on each module per fire phase.

Example An imperialist scout designates an enemy figure. There are 4


moduLes available but another figure has already, unsuccessfully
tried to calL dovn truo of them. The scout therefore throvs for
the remaining tvo getting I 4 and a 5.One request has been
successful so he places any advanced grenade template immediately
over the target and throrus.for impact normall.y.

M6t

17
ftTNTRUNITIEN E BREftHODUJNEI
When you throv a total less than your ueapons ammunition/breakdoun number on therdice
throru to hitt then your !/eapon has either'run out of ammunition or has broken doun'
Whichever it isrthe ru"pon can not be fired again until the fault has been rplayers
dealt urith'
a ilgu"" may at[empt to get the rueairon uorking again by^spending an entire mov-
emenf phasei stattbnary.'ior each slch attemp[, i"]] q D6- If the score
is 5 or 5 the
!,eaponis uorking again, if not the attempt has failed - try again'
phase'
Note that you can't try to fix a veapon during an opBonents move
To save recording, use therammormarkers provided.- just place them next to figures
that
have run out of immunition or suffered a breakdorun'
Examole of Ammunition Rules
A figure ruith a Support Bolter is firing. He throrus the truo dice to hit and gets a total
of li Tnis means tire gun is out of ammunition or has malfunctioned.
It. is the opponent,stplayer turntso the figure does not get..a chance to get-the gunthrous
Uorking until the firsi m6ve phase of his ovi 'player turnr. He makes this attempt'
a 6 anJ so is successful. He can no!, fire the ueapon again'

MULTIPLE WEAPON PACKS

when you are firing a multiple ueapon pack, such as. the fitted lreapons on Dreadnought
n"*ori'or !/eapon p6d" on aircraftr'vehicles etc., the normal ammunition rules get too
complex to use.
Instead of follorling the normal rules for these throru a D6 before you fire' If the score
is a I then the uhole veapon pack is out of action'
To get the pack uorking again folloru trr" norr"i-rri"s ro" reloading/repair I counting
the
ulhole pack as one ueaPon.
Note that aircraft must land to attempt to reload/rePair ueapons.

.2

4
;#'''

18
EEUEFT
Troops vho are in cover are C0NCEALED and can not be flred at unless they EXP0SE them-
selves by firing or are picked up by life sensors.
Exposed Troops
Before each fire phase both players, in secret, rurite doun uhich of their concealed units
are going to fire. Such troops get a special FIRST SH0T. This means that vhen they fire,
the casualtise they cause are-removed from play immediately and thus have no chance of
returning fire.0nce all 'first shotsr have been dealt uith the fire phase goes on as
normal.
The troops in cover vho have fired are nou exposed and can be fired on by any enemy.
this fire does not give your position auay permanantly - if you choose not to fire in
the next fire phase you are again concealed and can not be fired at.

,v;'t

Life Sensors
Various sorts of life sensors, including infra-red and ultra violet sights, are fitted
to most lreapons as standard. These a1loru you to see through cover and thus alloru fire on
concealed targets.
Regardless of uhether or not they fired, concealed troops can be fi.red at ruithin the
ranges given belov:-

Iype of Cover Examples


Ranges at uhich they can
be fired at
Soft Scrub, brush, uoods, crops 15cm
and foliage generally
Hard Bui lding , ualls 10cm
Reinforced Bunkers, vehicLes 5cm

The only ueapqns unabLe to do this sort of firing are SMGts and machine pistols, unless
they have paid extra points for advanced sights.

r9

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

T arget Firer Explanation


A B C D E
1 - Can fire
A 4 2 4 2 2- onlY fire if target exPoses
Can
R 4 5 5 t itself by firing.
, I J - Cantt fire in anY circumstances
D 1 3 I I as there is too much tuood in the
E 2 3 2 I uay.
4 - Can fire using life_sensors.

FEREESHIELES
Forcesshields are devices giving limited protection to their uearer or the 'dhi"t" to
!

urhich they are fitted. Turning them on or off is an action and takes an entipe
stationary
,o,ru pn""lr, or in the ease of a vehicle ereuman he may not fire a ureaPon in that turn'
When shields are sruitched on slip a circLe of card under the figure/vehicle.
The card
should be coloured as follotYs:-
Energy Disapation Blue
Anti-Matter lrjhite
Holtzmann Black

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

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

0n1y effective against blasters, explosives, projectile ueapons, plstols and ramjet shots'
\gain if you are hit deduct J from the rolls of these ueapons'
HOLTZMANN SHIELD

idhenthis shield is on you cantt be effected by any ueapon of any description - but you
can not fire at a]l either.
INVISIBILITY CLOAK

when the shield is on you can not be seen at alt. Unfortunately it is not all that
reLiable. At the end oi each of your move phases ro11 2 D5's:-

20
Dice Score Besult
I2 S.hie1d has broken dorun and ,uit O" (ru"
repair rules in ammunition,/breakdoun""p"l"ua
lectionj
and then be suitched on again.
11 Shield has suitched off and must be suitched
on again.
10 Sli:19 not vorking to ryell realIy. The gamemaster
tuill tell your opponent R0UGHLY ,,,f,""" t6. figures
are .and R0UGHLY hou many there are. The shield is
still gperatinq.
Invisibility cloaks qive no protection at all - shoufd the uearer be hit by a stray gr.en-
be in a cone template throu ror r,its and i.mpact no",n"i,
::ir:: deducting J from the hit
""

ELOSiE EEMERT PHflSE


Each player turn represents an aruful
lot of elapsed time. Norma-U.y much
this ruould be tuastedr ruh6n lroops of
are
halted, resting, communicating or
just having a good look roundi l,lhen,
houeverr. opposing forces come to grips
uith each other and meet at realli
close quarters the aetion ruill inlvit_
ably speed up a 1ot. The close combat
phase represents this, the rules are
as fol.lorus:'-

Whenever any member of a squad is


ruithin 5cm. of.an enemy in the close
eombat phase then the uihole squad is
at rClose Quartersr. For each member
of the squad, even though some fig_
ures uont be ryithin 5cm. of any eiemy,
throu a D6 - if the score is a 5 or
5^then the figure may perform any one
of the folloving CIose Combat Options.

Move.5cm. and engage any enemy figure


in hand to hand combat (see b6four)
*These are any pistor, Auto-Laser, pistbl,
and Bike Cannon.
r4achine sMG, AssauJ,t Rifle, Flame !/eapons

If a figure does throv a 5 or 6 and carries out his chosen action then dice for his figure
again immediatery -
agai.n t.hioru a D5 and if the resu-rt is a-: or 5 he may chose a 2nd.
cLose combat option. Keep throruing until the figure fairs io tr,ro, a l oi e.
ti,j.
-,,.

21

h--
Example
It is White's player turn and is isnou the
ruithin
lalhite Squad
pi',"sl. As figure A
i"*. "f"o*u"t
"ios" on" oi BLack's figures the ruhole.
souad is at !Close Quarters' (even though
-pD ii-tr"ri" example figures B, C and D are not
,itnin 5cm. of an enemy. figure) ' tnlhite
chooses to throu for D first' The score

-vi+Bpc i"-" + so D can not do anything' He throvs


for C and scores a 5. White chooses Uptlon
i-"nO C fires his SMG. After uorkinq out
tn" fi"ing he throrus aqaginHefor
do nothing else.
C.- a 4'
nour throus
1.d .jl ior g".n
"o-C - a 5. B chooses 0Ption I and the
orenade kills both figures I and 2' White
d2 iou throrus agagin for B - a 5' B can3.again choose
opti6n] in this case 0pti'on
3 Black Squad """tft""
- tni." time the grenade misses' Throruing
.o"in fo" Heroic B he gets a 4, damn shame'
HJ throus for A, the final figure, and
gets a 4. The close ccmbat phase it over'

HRnE*to'-HftnO EOSnBflT or his close combat


can happen in either of the prayers move phases
Hand-toHand combat to an enemy figure hand-to-hand
phase. Whenever a playermo'uu on" of his fiqures next
combaL B.th
foflorus. oio-ro"'tneir figure adding or subtracting the
;;"y;;;-ir,"., "
folloruing factors:-

+) If Hero.
*l if armeo ruith force svord, pouer suord'
riot stick or Pouer glove'
-2 If Rau.
-l If ConscriPt
+1 If Elite
+7 I I Veteran
+5 If Guard
+2 If HeavY InfantrY
+5 If Poruer Armoured
+6 If Dreadnought Armoured
-, If you are not earryinq a hand-to-hand
combat ureapon.

Nou compare the trlo scores - if the attacker's


is louer or equal to the defenderrs
-ni"-iiqu."
,score then
is killed. If the attackers score is {.- 5
higher the defender is killed'
Players should note the follouing rules pertaining
to Hand-to-Hand combat'

1)Ifyoumoveintohand-to-handcombatduri.ngthemovementphase,ruhichruhilerare,is
no further durinq the move
permitted, t6" attlller;" iigu"u, if successful may move
?')
Phase.
Inu-pf"V." vhose turn it is is qly"y: regarded astthe attacker"
r rh^ 6++a^r,6rl

ruith one enemy - attacks can not be


7) A figure may only *ou"-inio hand-to'-hand-combat
,"0"'on ttuo or more figures at once' may right cigarettes, the defender may only
do
4) In cases of extreme stress the attaeker
so if he throus an odd number

A ,kirl,result uhen using a riot stick means the defender


is stnned for J0 turns
not killed.
Example:-lJhite,sfigureattacksoneof^Blackts.WhitefigureisasuordarmedEliteso
h,hit; throvs I making his total 9
adds I to his dice throru; BLack's is in PA so aaos 5.
Black throus + ratinq'[ii t"t"i s. As this is a drau and tn/hite is attacking' lrJhite's
figure is killed. zz

.t.,,,*dt
THE MORRLE TEST
At the beginning of each lrargame uork out your armies Morale Strength Value by adding:_
1 point for each light or heavy infantry man
2 points for each pA infantryman
3 points for each DN infantryman
J poinfs for each Motorcycle.
5 points for each vehicle.
5 points for each Hero and 1eader.
The keep a record of total losse's using
the same points scheduLe. The moment
.l.oses come to a haLf of the oriinal total
the armyrs morale is said to be rshakenr.
A shaken army must take a morale check at
the end of each rounr player turn. To do
thie throv 2xD5 and add the scores together.
If the result is 7 or more the army ii
broken anC in a broken army all the trooos
have to retreat at full rate in at least'
f Tgy".phase per player turn, except those
rallied by leaders.
Before the game commences the Gamemaster rray add points to
vaLue for positions held such as bridges, passes etc. Thesean armies.Morale strength
and treated as lost uhen.captured by [he'enemy;: are added to the
I
if "co"J-norm"rry
captured back they stop being treated
as lost' rn this ruay it is possibre'for an army to become shaken
some position but stop being shaken as a result of loosing
by recapturing it.
i .E

Note that-an army that.has broken it's opponents has a morale


I

60"'6 casuarties before it is shaken, and needs


boost and needs t6 suffer
to throur a 9 to be broken instead.of a 7.
I

Example
L

Ars army suffer's 50,'6 easualties and is shaken. A throvs but passes
i.
Brs player turn Bis army reaches 51,'6 casublties and is nou the morale errect<. In
siraken. B also survives the
morale check' A in his player turn suffers and causes no more casual.ties..stirl
he throus for morale and fails the check. He is nou broken. His shaken
feu figures but the rest ruitl have to start retreating in Ars next leaders manage to ralJ-y a
pJ.ayer turn.
B has broken therefore A's army gets the morale boost and is no
halted' A's leaders nou launch i desperate counter attack and managelonger shaken, he remains
up to 51,"6'.8 in his plalgr.turn hoLds'his position but is shaken to get B's casualties
and so must take a morale
r0 ruhich is more rhan e ("ucri".J-i"-[""li"r'irl,ni"r., means-i,i"-""*y
;1":l;",;"ll:::" "
The outcome of this encounter is nov up to the leaders and the troops they have
to rally. managed

LEREERSHIP
In an army some fiqures are deemed to be rLeader,st. Each rleader, is represented
urel costing an extra 3 points for the leadership factor by a fiq
(see the army rists.for exampreJ
of unit commanders uith leadership values).
The moment-an army breaks (as detailed above) the Leaders
For every leader figune throu a D5. This is the number or may ralry troops around them.
trlops
tuith him' For instance, if a 4 vere throun then 4 men (of ihe'ieadershe has rarlyed and stay
ral]ied, and therefore do not have to retreat ruith the rest of the army.choice) urould be
rn""" r"ili"o
fiqures ruill houever break if the leader fJ.gure is killed.
Typically ruithin Imperiar units arreaderr figure vill be in control of
of five men. some command units might contain three units each
three high - -" '-"Y
tvo I non-leader t infantrymen. "".r.ing-iiir"""'i"iriliilj "io
Figures rallied by a reader must be vithin r5cm..of him at time
of ralryi.ng.
23

E- --*--ii-
:ANATICS
I
Fanatics ignore the morale rules and uillt if necessary fight to the bitter end' They are
also subject to the folloruing rule:-
I Any fanatics tuho uere not fired on in the last
fire phase must aduance a full
I
I ;;;" - unless they are uithin 5cm' of a leader'
I
Example
ItisA'sfirstmovephase-afanaticsquadvasnrtfiredoninthefirephase
in Bts turn so it must advanee'
I
I

lf
llL
RDEDTS
RobotsarefiredandmovedinthesameUayasothertroops.Houever,beforelP}ayer.
has'. If the score is a 6 the robotrs
begins his turn nu rr"[-i6rov a.D6 for eath-robot he Place a.lProgramme Anomolyrmarker next
proq*amme has an Lun"r""
"norliy-"na-i[ "t""ngly. in the firing phase.and moved.in
to the robot in question. such robots """ "[iii'fired
and fire them after doing this for arr
the movement phases url in"-pi"ver_should.move
player doesntt ruant the thing
other troops. l,/hen tn"-tir" Lome" for firing ieven if the
to fire) throv a D6:-
Result Note
Dice score
!r2rt Does not fire. rTargetr means figure
4 Fires at nearest enemY target vehicle, suPPort u,eaPon
or enemy building knoun
5 Fires at building, vehicle or to be occuPied.
flying figure (in ttrat order)
6 Fires at nearest target (fri6nd
or foe)
score ls a rr2r3r4 or 5 the robof halts, if
In the movement phases throv a Dr0. If thespeed
result it qo""""i-"t r"""t r,"rr in the direction indicated belov'
"nv-"inu"

?- lrzr31415 = Halts
a
Should it encounter an impassible object throu another DlO !-

Dice Score Result


1 Goes straight into it
2'1 Goes round , moving to the left.
415 Goes round, moving to the right'
6to10 Halts

0ncearobqtissubjecttoaprogrammeanomolyitcontinuesuntiltheplayereanremoye
il uy th"oring a 5 or 5 on bg it the end of any move phase'
"

24
HEROES
]l-Iou are using Heroes uho are already elassified under either tLaserburnr or rCombat
J000t ruLes a means of converting them to Imperial commander is given i"-"pp""alr-al-'
0therrvise for each hero.present throu a D6 to give a bonus to all his tto hitr fire
throus: -
Dice Score Bonus
l+2
2+2
3+3
4+4
5+5
6+6
Noru throu an average dice (ie. dice ruith Zrt13r4r4)5, numbers)
tp."g".horu many special abitities the figure has. Throu to see
tuhich these are on the chart belov. Houeier, you can only have
each ability once so throv again for duplicatls.
Dice lhrou skil1 Description
1-5 lrJeapons knouledge May repair !/eapons on a throu of Z to 5 instead of
the normal 5 ot 6,
5-10 [n/eaponsmith Services \ueapons before gam
is redueed by 2.
li-15 hapro I Lre
16-?O Doubleshot
It-25
llqy Iire at a different targeEEacF-EF6:E-
26 - 5t) Initiative olit- #d';"'
tt-35 Agress].ve throu, for cLose eombat@
Ivlay
tuithin l0em- nf him
36-40 Ambidexterity ,rqy rrrE Lvu pfuLur ueapons srmuJ.taneously _ but
gfgy_ry9!_!9!h be fired at the same tarqet. .
41-45 Iledical Skil rt you ean get to any fiqum
tuithin-the last truo player turns and spend an entire
friendly movement phase uith the victim he ean be
healed
46-50 Nerves of Steel
>t->> Luck ir you surfer a ,k111, resuLt roll a Del-a-EE6ie-oF
5 or 6 reduces the effeqt to a rnear missr.
>6-50 Dodge Tvice during eacn uattt@
dodge a shot before the dice are throun to hit.
6l 9uQtrac! 2 from the firers hit roll score.
65 Constitution
56-70 5\u0rdsman rjl?y aoo 4 to dice throu in hanffi
77 75 Accuracy Fioure mav ed
Hil )naI:Dsnooter l].qure rol.l-s an ext_ra D4 em
HI . H5 Ufen€d1er
a6-90 Dash Irdy ilruvtr a uuuore move ]n elther move phase _ but
not bofh-
91 95 Cyborg Eye ,tar .:' ::,l"yg'_,- cuver aE up to tlr-t'ce the distqnces
qlven in rlifc
the qenqnnt eoali^^
y5 - 100 5nrper aurrrLIEU ur silrpef _ See,tOllOU, On fife
section.

25

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

about 1,000 points uirl give a good fast 1-2 hour game. Larger. fo""""
saY- 1750
Armies of
crrosel-io" 9"*"" iasting-a uhole eveningr or to games !'here one player
;;;;a; snouro ue
is Aefenaing and the larger iorce (up to 5096 greater) attacking'
\
lmperial fssault ErouP
forces of Mid-Imperium prior to the teforms of the EmPress
This qives a typical field
lmogen.
infantry uith advanced grenade 66 points P""
Combat Squad Regular armoured
sOyad, Vr,
or6k. Jrrr""k, vith four men armed ruith BoIt Rifle X+
:il^;";;;l'ri[r, Heavv Bolter' 4 to I squads'
"
Regular armoured infantry. One-man ruith leadership, 114
points per
Command Squad
foice suord and laser piitot. Four men ruith squad'
\,tJ
grenade launcher, support autoranger and laser I to 2 squads
pistol. A11 ruith JumPacks.
Regular, Light infantry uith scout jumpack, 150 points per
Scouts grenade squad
pistol,
laser 'One forces,loid and advanced ' Xf
-9
pact. ofiicer urith grenade.launcher, four Up to 2 squads
men ruith lleavy Bolter. AII equiped uith autoranger'

give scouts designators 5 points Per


xtra for Scouts To
figure.
Up fo maximum of one Per squad'

Reqular light infantry ruith grenade-pack ,and I0 points p"t X


tercenaries
iNc. to of individuals) figure' 5
ij"ii-"rri"'"r tui a 6ax 12
.xtras To give mercenaries jumPacks ) points Per
figure
To give mercenaries Laser rifle instead of BoIt 1 point per
rl fle figure.

Back Guard Guard, armoured infantry vith advanced grenade pack, 78 points per
force suord. men rvitir BolL rifles and one man ruith souad.
4 YL
t-vo laser pistols and leadershj'p' A1I ruith jumpacks' Up to I squad.
26
Pl.atoon command squad Three officers ruith leadership. Guard, armoured I09 points per
infantry ruith force suord, laser pistol and squad.
jumpacks. One ruith energy diserpation shield.
Tuo infantrymen, guard, armoured infantry ruith Up to I squad.
Heavy Bolter, advance grenade pack and jumpacks.
Off Tab1e Hodules Up to 5 support modules 15 points each.

lmperial Ereadnrught flrmsur furce


(see Forces of the Imperium)
F-..
I
Combat Squad Five fj.gures, Elite in Drgadnought armour uith 345 points per
jympgck. One figure ruith leadership. squad.
t Right Arm h/eapon Pack:-
Autoranger
2 Lo 5 squads
xLr
F
heaJy bolters
Truo
Pouer G10ve'
Left Arm:-
Heavy Laser
Back:- 3 x L shot grenade Launchers
Scouts Five'figi.res, regular light infantry ruith scout 130 points per
jumpaek, laser pistol, force suord and advance squad.
grenade pack. One officer ruith grenade launcher
and leaderehip. Four figures rui[h Heavy Bolters. up to , squads YL
A11 figures ruith autorangers.
Extras To give seouts designators, up to one per squad. .5 points
er.erans
To make Dreadnoughts veterans 3 poiqts each.
Off Table Modules Up to 10 support modules 15 points each.

lmperial Psuer,ffrmsur Platosn


(see Forces of the Imperium)
Command Sguad Five E1ite, Pouer Armoured infantry all ruith )15 points per
leadership and jumpacks. squad.
Tuo uith Holztman shield and right arm pack:-
Autoranger I to 2 squads.
2 Laser.Bifles
I Grenade Launcher
pouer G1ove.
Left arm Pack:-, Hand FLamers
Three ruith right arm pack of ;-
Autoranger
2 Support Bolters
Left arm Pack;-, Hand Fl"amers.

Combat Squad Five Elite, Pover Armoured infantry urith 234 points per
jumpack.
squad.
Three uith right arm pack of:-
2 to 6 squads.--=.
Autoranger
2 Laser Rif1es ..-.'
Grenade Launchei
poryer Glove

27

t--
Left arm Pack of;-
2 Hand Flamers
Two vith Plasma Gun, Autoranger and
Pover Glove.

flsmg \r-r'
Feudal Dutursrld
Thisforcerepresentsthesmall,almo5fprivatearmiesofasmalloutuorldFi,pfdom.
36 points.
Lord Knight Veteran, Armoured infantrYman'
ie"o-"ni"a"teristics and leadershiPt
pistol'
- I on1y.
armed uith force suord and ramjet
rifle 20 points Per -sguad
Knights E1ite, Armoured infantry ulth Bolt. 2 Lo 1 squads of 5
and advance grenade pack'
"u[o""ng"" knights Per squad.
1 points
Extras Extra to make a Knight a leader' Up to one
per squad.
17 points Per squad'
ConscriPts Conscript, Armoured infantry ruith Bolt 2 Lo 5 squads of 5
rifle ahd'advanced grenade Pack'
20 points Per squad'
ConscriPts Conscriot. Armoured infantry ruith-grenade
pistor' Up to 2 squads of 5'
il;;;;;'Jpfort autoransei and laser
rapid fire 18 points Per squad'
Conscri?ts Conscript, Armoured infantry ruith to 2 squads of 5.
autoranger and advanced grenade pack'
Up
Bolterr'
Regular, Light infantry ruith SMG and basic I0 points Per squad '
Mercenaries
grenade Pack.
Up to 4 squads of 8'
2 points "ach.
Extras Extra to give mercenaries Assaul"t Rifles Any or aII.
in stead of SMGrs.
3 points each.
Extra to give any troop type jumpacks' Up to 5 squads.
of fonuard firing 55 points each
Jetcopter Attack Jetcopter, 2 Pods upto5
Heavy Bo)Lers
-opters 55 points each
;;-gi"; Robo-Turrets vith I Conversjon
Extras
Beamers. uptol
28
Earlg Fledemptionist Fsrce
From the period of the inception of the Holy lrlar, uhen the desert races of the planet
Imor attacked the Imperium.
Irikes Trike urith Cannon. Rider is regular, light 45 points eaeh.
infantry, fanatic ruith laser pistol. Gunner
is teguiar, light infantry, fanatic ruith Up to 20.
force suord, laser pistol and hand fl,amer.
(Riders often dismount to fight). Trikes
operate independently.
Elite,

r
Warrior Lord Pouer Armoured infantryman uith )9 points each.
leadership. Armed ruith forcestuord and Sun
Gun. Fanatic. Up to 15
Extras Extrato give l,rlarrior Lord a Laser Pisto]. 2 points each.
in addition to other ueapons. Up to 15
Extra to give Warrior Lord an Anti-Matter 3 points each,
shiefd. Up to 15
Extra to give U/arrior Lord Hero Character- 15 points each.
istics Upto5
Deduction to give l,/amior Lord a pouer-axe -12 points.
instead of Force Suord and Sun Gun. Up to 15
Redemptionist Warrior Regular, Light infantryman, Fanatic armed 60 points per
Fanatic tuith Force Suord and Laser pistol. 0perate unit. .i
in units of five men. 4 to 6 uAits.
Extrhs Extra to give uamiors Laser Rifle instead 15 points per
of Laser Pistol. Up to 2 units. unit.
Extra to give uarriors Auto-Lasers instead 15 points pef
of Laser Pistol. Up to one unit. unit.
Extra to give uarriors Flame Throuer 3 points per
instead of Laser Pistol. One figure per unit. fiqure.
Extra to give uarriors Mi.ssile Launcher. Up 6 points per
to one figure per unit. figure.
Extra to give ruamiors Anti-Matter shj.eld. 15 points per
Up to tuo units. unit.
Extra to give uarriors Heavy Lasers instead 40 points per
of Laser Piptol. Up to one unit. unit.
Redemptionist rDevoutr Conscript, Light infantryman urith Laser rifle 50 points per
and grenades. In units of five men. unit.
Up to 12 units.
Extras Extra to give devout Auto-Laser instead of Free
Laser Rifle. Up to 2 units.
fxtra to give devout leadership. Up to one. 3 points.
per squad.

29
ry

'l

Fledemptionist
- Halding Partg 52 points each.
Guard class ruith Hero and Leadership
Warrior Lord
l
characteristics. In Pouer Armour and Up to ).
armed ruith Sun Gun and Force Sruord.

!'Jarrior Lord Guard class uith Hero and Leadership 51 points each.
I
characterlstics. In Dreadnought Armour Up to 1.
and armed urith Poruer Axe, Hand Flamer
,ii
and Advanced Grenade Pack.
i

Extras Extra to give lrlarrior Lord Holtzmann 5 points each.


l,
shield. Up to 6.

Lords Household Elite, Light infantry, Fanaties. Armed 15 points eaeh.


Troops. vith Force Sruord and advanced grenade Up to I squad
pack. Up to 5 men Per squad. per Warrior Lord.

Extras Extra to give Household troops Holtzmann 25 points Per squad.


shield. Any or all. -

Disciple Suordsmen Conscript, Light infantry, Fanatics. Armed 10 points each.


ruith Force Suords and basic grenade pack. 5-15 squads.
Up to 10 men Per squad.

il DisciprePioneers 75 points Per squad.


iil:!"ilhh:3:"i:[:l'lkl3l3li!"sr"n"d" Up to I sqaud.
liL
li pack. Up to five men Per squad.
Disciple Skirmishers Conscript, Light infantry, Fanatics' Armed 55 points per squad.
lr ruith Auto-Laser, basic grenade pack and up to isquads.
jumpacks. Up to four men Per squad.

fi

Late [qnastic ffedemptionist Fsrce


Trikes IIi::;r::1"-"i?;;[';;::i$:;il:i:i-,lli, l,,::T: "*^
vith Laser Pistol. Gunnet - Light infantry,
Regular armed urith Laser Pistol, Force Suord
ani Hand Flamer. The to fight'
creu often dismount
Extras Extra to give Trike creus Heavy Laser and 11 points each
advanced lrenade pack to be used dismounted' A11 or none'

E1ite, Pover Armoured infantry with leadership' 180 points per unit'
Warrior Lord
Armed ruith Force Suord and Sun Gun' In units Up to 4 units.
of up to 5 men.

As above but uith Pouer Axe instead of 21 points each.


Warrior Lord Upto5 I
other ueaPons. Fanatics.
80 points Per unit.
1

Devout ReguJ.ars, Armoured infantry armed vith


Laier Rifle or Auto-laser and advanced 4-10 units.
grenade pack. In units of 5 men.

Extra to make one man Per unit a leader' 3 points Per unit.
Extras
Less to give units missile launchers -10 points Per unit.
instead of other \ueaponry. Up to 4 units.

30
I
Eslonial Poliee
Thi.s list is modelled t!9 typicar field forces used by both the Frontier r,rorlds
revolt and the Judges 9n
Rebellion.
t
Bikes Regular, Light infantry, armed ruith Enforcer 31 points each.
pistol. Motorbike has bike cannon ruith eump_
utorised aiming unit. These usualy act ind_ 5 Lo 25 bikes.
ividually.
Extras Extra to make bikes leaders. 3 points each.
Ito8.
Extra to make bikes Guard class rsentinel-sr I points each
Up to 10.
Riot Squads Regu1ar, Armoured infantry armed ruith Riot 72 points per squad.
gun and Riot stick. Sj.x man squads. Up to 5 squads.
Police Squad Regular, Light infantry armed ruith Enforeer 42 points pe:r squad.
pistoJ.. Six man squads. Up to 3 squads.
Snipers Eliie, Light infantry, sniper armed uith 20 points each.
Laser rifLe uith autoranger and laser pistol
I (tlse TTG figure 100). Ae[ independently. Up to 6 men.
Jeteopters Jetcopter uith forward firing ueapon pack of
t 52 points each
four machineguns. Up to 5.
r
Extras Extra to give jetcopter a robo-turret vith 28 poin!,s per
t three missile launchers. turret.r'
i
I

flFPENOH
LASERBURN COMBAT ]OOO IMPERIAL COMMANDER

h/eaponskill Accuracy Hit Diee Bonus


110-120 to +15
+10 +I
121-1r0 to +20
+16 +2
i
1l 1-150 +27 to +25 +7
151-150 +25 to +3O +4
16 1-170 +f5 to +40 +5
171-180 +40 to +50 +6
181-190 +5I to +50 +7
191-200 +51 to +70 +B
200+ +71 higher +9

31

l,E,.:":
Losrnt$t* COMBAT ]OOO IMPERIAL COMMANDER

Combat gkill Total dexteritY Hand-to-Hand


+Re flex/Strength Combat Bonus

50 +1 +1

BO +2 +?

100 +3 +1

120 +tt +4

140 +5 +5

150 +6 +6

+7 +7
180

INITIATIVE LEVEL
the normal Imperial Commander
For ini.tiative use the 'Laserburnr initiative rules treating
troops as an initiative of 7'

COMBAT }OOO INITIATIVE


Re flex
+1

9 +2

10 +3

I1 +4

t? +5

32
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ATabletop Games
Product

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