Professional Documents
Culture Documents
Troop Types
HQ [Generals] - Divisional Headquarters and Command Center
Heavy Weapons Infantry [Blades] - Heavy weapons companies armed with
heavy machineguns, Plasma guns, Rocket Launchers, mortars, AT rockets, etc.
Infantry [Warbands] - All reasonably trained regular armed foot soldiers
Shock Infantry [Hordes] - All poorly or partially trained troops that rely
weight of numbers rather than firepower to intimidate the enemy; Orc wave
tactics
Assault Infantry [ Blades] - All troops armed with short-range, rapid fire
weapons or jaws, claws or mandibles that must get in close to the enemy to
bring their destructiveness to bear.
Engineers [Blades] - All troops trained, primarily, in constructions,
demolitions and specialized weapons (flamethrowers etc.)
Recon [Beasts] - All troops who's primary role is to seek out and find the
enemy, rather than meet the enemy in a firefight
Cavalry [Warbands] - All armed mounted infantry which used mounts to move
to the battlefield, but could fight on foot if needed; Imperial Guard Cavalry.
Heavy Cavalry [Knights]- often well armored warriors on heavy horses or
other beasts whose charge is designed to sweep away their foes.
Titan Class Vehicles [Behemoth]- Machines of exceptional size, utilized to
smash through the heart of an enemy's defenses. AT-AT's, Bolo's, Ogre's, Squat
Cyclops, Colussus, Leviathin, 40k Titans, etc.
Super Heavy Vehicles [Heroes] - The later generation large tanks that had
exceedingly thick armour and long-range cannons; BaneBlades, Shadow
Swords, Eldar Tempest's, Cobra's, Scorpion, Squat Land Trains, Orc Battle
Fortresses, BattleTech Atlas, etc.
Heavy Vehicles [Knights] - All large vehicles that were meant to achieve a
breakthrough in the enemy line. Leman Russ, Land Raiders, Pattons,
Rommels, Slammers Tanks,etc.
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Combat
*HQs add 1 to the die roll when the element it is attached to is in combat.
HQs can move 10" and attach to another element in its command for a cost of
1 PIP. If the element an HQ is attached to is destroyed roll a d6 for the effect
on the HQ:
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Notes
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Combat Results
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Optional Rules
(Highly Recommended)
Limited Recoils
Each element is only allowed a limited number of recoils. Once that limit is
reached the element is removed from the table. Conscript = 2 recoils;
Regulars = 3 recoils; Veteran = 4 recoils; Elite are removed upon their 5th
recoil. For points values multiply the base AP value by the number of recoils
allowed (ie. Elite Infantry would be 2 elements x 5 recoils = 10).
Aircraft
TRANSPORT NOTES
Trucks, horses and APC's are transports and can carry one element of
Infantry, Artillery or Anti-tank. There is no cost to disembark - just remove the
transport element and replace it with the element stand. Riders cannot
disembark while the transport element is in contact with enemy units,
however. While riding in the transport the rider cannot fire or melee and
suffers the same fate as the transport when hit.
Embarking is more difficult. The combat element must not be in contact with
any enemy elements. To embark onto a transport costs each element 1 CP.
Place a transport element on the table and remove the element stand.
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Players may want to experiment with instituting flank marches and ambush
rules from DBM, as well.
COMBAT FACTORS
+1 If the element is with a general and in close combat or shot at.
+1 If in close combat and either up hill or defending a riverbank (except AIR).
+2 Infantry, Assault, Heavy Weapons, Recon, Sp. Force in close combat while
in cover.
+2 Infantry in close combat against open with Medium or Heavy vehicle
support (tank may not used ranged fire in such a situation).
-1 For each flank overlapped, and/or each enemy element in contact with flank
or rear, or for each 2nd or 3rd element aiding in shooting.
Divisional Organizations
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