imperial commander

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IMPERIAL COMMAIYDER by Richard Halliwell & Bryan Ansell

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Richard Halliwell and Bryan Ansell's 1981 set of science fiction tabletop combat rules. There are nods to some contemporary influences (Star Wars, Judge Dredd etc) and clear, early signs of the Warhammer 40000 background developing.

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Page 1: Imperial Commander

IMPERIALCOMMAIYDER

by Richard Halliwell & Bryan Ansell

Page 2: Imperial Commander

IMPERIAL

Imperial Commander is builtand are designed to give a

*

lr/hen you first start using the rules it is suqested that only small forces are used butonce you are familiar uith the rules'mechanics than you can:-

Lead fanatic hordes of Redemptionists to cleanse, purifyand generally obliterate everything and every one in thevery heart of the Imperium

. Ride the massive 2500cc Poruerbike at the head of a grimentourage to the greatest and bloodiest drugs bust of alltime.

Teleport doun into the merciless maelstrom of a relentlessassault on the desert outpost of the Red Redemption.

tlate people g }ot.

Copyright Tabletop Games & Richart Halliruell December IgBlIllustrations by Tony Yates.

\'/zl.'

\

COMMAIYDERaround the Tabletop Figures range of

fast, skiltful game uhen using around15mm Sci Fi figures,50 figures per side.

Page 3: Imperial Commander

TREDP f,LflSSIFIERTIONIhe points value Lists detail all the troops, !/eaponryand-equipment used in the rules" Most are of'a fairly'self-explanatary nature uith more detail. to be foundin the rLaserburnr rules.

Troops are classified as fo]lous:-

Light Infantry (LI) Troops ruearing very littJ.e orno armour, at most a helmet, flakor mesh jacket. Some may ruear lightarmour plates on legs or arms.

Armoured lnfantry (AI) Troops ruearing a helmet and plasteelplate armour eovering the torso andpossibly legs and arms.

Pourer Armour (PA) Strengthened armourplas plates, in-corporates a poulered excO-skeletonvhich duplicates the motions of theindividual inside.Pouer armour often ineorporatesueaponry and jetpacks.

Dreadnought

2

(DN) Toughened, thick complete armourplasplate uith J.ov density carbon foampadding to absorb impact. The greatueight of the armour is carried byan immensely poverful exc-skeleton.

TrainingJITroops are also classified by training rui.lich ruitl

effeet their veapons skill. These ctaisiiications are:_GuardVeteranEliteRegular - AverageConscriptRav - Extrerely poor.

:Squads Troops are normally organised into squads of I to g

men, and all members of a squad must remai.n uithin Bcmof another rember. If a squad is split by more than* this distance it must regroup before it can advance.'t

Page 4: Imperial Commander

POINTS URLUESBasic Figures

Lighf InfantrymanArmoured InfantrYPover ArmouredDreadnought

tJeapons

Hand FlamerEnforcer pistolPistolRamjet pistolCartridge pistolLaser pistolLaser rifleHeavy laserAuto-Laser

Bolt pistolBolt rifleRapid Fire BolterHeavy BolterSupport Bolter r

Machine pistolSub-Machine gunPlasma gunSun gun

Grenade launeherMissile LauncherRiot gun

AutoblasterBike CannonConversion BeamerLaser Cannon

(LI )(Ar )(PA)(DA)

B

52

0-1_?

5B

1422

T rainingGuardVeteranEliteRegularConscriptRau

Jumpacks

For LI & AIFor PA

For DN

Imperial Scoutjumpack

369

,5

1

31

Sry,".Effi_==IT

HG.*2

5.I5

3

45610

35t515

36'2

61015l0

Imperial Dreadnought grenadelauncher (2 shots per barrel)Basic grenade pack for infantrymanAdvanced grenade pack

Equipment

Computor control for bike ueaponsRobo turret for vehicle capable ofmounting up to three ueapons.Foruard firing veapon mountAutoraRger'Support-AutorangerAdvanced sight for SMG or m,/C pistotDesignator

Each module of roff tabler firesupport

2

1

1

610

free3B

25

15

tf $gtt'zau,r'cHt€

Page 5: Imperial Commander

ta'---lr

FORCE SHIELDS

Energy disapation shieLd for a single figureAnti-Matter shield for a single figureHoltymesh shield-f.or a single figuieInvisibility cloak for a single iigure

VEHICLES (ryith creru)

Transport Jetcopter to camy up to 12 fi.guresHover APC to carry up to 10 figuresAnti-Grav APC to carry up to l0 figuresWheeled APC to carry up to l0 figuiesTracked. APC to carry up to l0 figuresHover Scout car to carry up to 5 figuresLight Attack JetcopterTeleport Bay,capable of holding up to 5 figuresor one light vehicJ.eMotorbikeTrike

77q

B

50304025252020

405B

TROOP CHARACTERISTICS

l-eadership BFanatic 3llero 15Sniper 3

HAND TO HAND COMBAT I,,EAPONS

Svord, Axe, Vibro-Knife or ClubForce Suord, Pover Suord or Riot StickPover GlovePouer Axe

1225

5u?/o,q76or.ral

-=,r/Il'lrtd

Page 6: Imperial Commander

THE HULESTURN SEQUENCE

The game is split up into a number of GAME TURNS, each of ryhich is split doun into truoPLAYER 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 treatedas 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 alreadymoved 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

Page 7: Imperial Commander

@--

I

I

i:

MDUEMENT)uring each of the turo movement phases of his Player Turn, the player may either move hisfigures up to the distances gi.ven on Chart 1 or the figures may perform any one of theaetions listed on Chart 2.

gSEf_I, Move Rates

Troop Type Move Rate (in cmts)

Road Open Ground DifficuLt Ground

Light infantryArmoured infantryPouer Armoured infantr

72It2

1066

I44

Dreadnought infantryMotorcycle, IriketlJheeled vehicle

d4530

42020

t1510

I rackeo ven].cleAnti-Grav, HoverGEV APC

lu?525

ZU

?525

15B

ILighter Anti-grav,Hover or GEV

35 ,5 l0

A11 hover and ground effect vehlcles hover at up to tuo metres above the ground - so ifthe obstacles causing ground to be difficult are Lourer than this (eg. small bolders, amarsh 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 DescriptionEntre or leaveavehicle

Troops may leave vehicles through any door to anypoint vithin J-cm. avay, entering is the reverse.The vehicle itself must not move at all in thismovement phase.

Enter or leave abuilding

Move from any point inside the building to outsideruithin lcm. of any exit, entering is the reverse.

Attempt to Reload/Repair a Weapon

See the arrnunition-Breakdolrn rules, note that asthis is an action it finans that the figures can notmove in any movement phase in vhich such an attemptis made.

Beam Doun Be beamed from a teleport bay to anyuhere on thetable.

Beam Up Be beamed from anyuhere on the table to a teleportbav.

Examples of Movement Rufes

First Movement Phase Fire' Phase Second Movement Phase

MoveLeave vehicleMove into teleport bayMove to buildingHalt

FireFire

FireFire

MoveMoveBeam DournEnter buildingMove

FLYING VEHICLES

Beeause flying vehicLes are so fastduring each of the playerrs movementing: -

thay are given no movement rates as such; insteadphases they are alLorued to do any one of the follotu-

6

Page 8: Imperial Commander

Take Off A vertical take off to someuhere immediately above uhere ittook 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 offMoveMoveHover

FireFireFireFire

MoveMoveHoverMove

Aircraft Heiqht Bands, Range Modifiers

*"""""""lortgroundskimmin9l.Iftheaircraftishighit can see over, and be seen over, any hills, ruoods or buildings etc. Figures firing atit add 50em. to the range.If the aireraft is ground skimming it is assumed to be no more than 5 metres above theground. Woods, Buildings and hills etc. completely block the flne of fire. No modificationis 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 Lndperspex stands. Using a Imm. bit, drill a hole into the aircraft - it can be stobd onthe stand vhen ih flight, taken off ruhen landed.If you canrt run to different siezed stands then height markers can be used.

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,

xamples o Moves

Troop Type First l4ovement Phase Fire Phase Second Movement Phase ExplanationAircraft Land Move Must be airbournt

to moveInfantryVehicle

MoveMove

l- ire Get into VehicLeMove Off

Vehicle must bestationary uhenembarking inf.

InfantryAircraft

Get into aircraftLand Fire Move

Again the air-craft must bestationaiy.

Distance (cmts)

Light infantryArmoured infantryPover Armoured infantryDreadnought infantryImperial Scout jumpack

30201515

tt0

Page 9: Imperial Commander

Troops may jump over obstacLes. The jump follorus a smooth trajectory - the figure is halfas 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 building10cm. high if it is at the jump's mid-point.

Diagram M: Jump Trajectory ,-+ ---\i\TI \nl \

- k"-- -- -*l\-tlrLl-

/d,t

l_ls.a 4

/Ocr'l

Examp Ies of Moves Involv

First Movement Phase Fire Phase Second Movement Phase

JumPJump to ruithin lem. ofhouse door.

HaIt

Firet rreFire

Jump

Enter house

JumD

Jump Limitations and Risks

Troops may not jump out of or into uoods. They may not jump into or out of buildings orvehicles - other than speeially adapted Seythe Jetcopters. Provided that the Jetcopteris hoverlng troops may jump out - they make a jump of the normal length and land on theground.

If troops jump someuhere they canrt see at the beginning of the movement P\ase (forexample, if they jump over a ruood) there is a risk of accidents. For eabh f,igure jumpingthrov 2 D6, and consuLt the folloruing chart:-CHART M4: Jump Risks

Troop Type Accident ScoreL rgn[ArmouredPouler ArmouredDreadnouoht Armoured

L1

1110

9

If the score is equal to or more than the accident score then that figure has broken hisneck 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.

itII

I

!

Examp aties of lvloves e-tepor on

First Move Phase Fire Phase Second Move Phase

Move into bayBeam Up

Move Fire

Beam DounMove Off Bay

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 troopsto enter or clear the bay.

I

",orfl

Page 10: Imperial Commander

FIRINEV'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 findihe section for the ueapon being fired.Read across the chart to the first columntuhich gives the ammunition,/breakdounnumber for the ueaPon. If the totalscore is equal to, or louer than thisnumber then the ueapon has either maI-functioned or run out of amrnuniti-on -see ammunition-breakdorvn rules.

If the score is higher, measure the rangeand read across on the chart to theappropriate range band, this gives theHIT NUMBER. Go the Chart F2 and see ifany of the factors listed apply. If theydo then add or subtract the number shoun.If your total score is nov equal to orgreater than the hit number then yourshot has hit the target, if it is lessthen you've missed.

If you have ecored a hit fihd the ueapon'sIMPACT TYPE urhich is given in the secondto last column on Chart FI. Noru go to seetionFl and find the IMPACT TABLE for this veapontype.. RolI a. further D6 and read across onthis number until you come to your targetsarmour type - this gives you the result ofthe shot.

AEq!-9E-EIBETroops. may only fire at

f:"a" ruhich are ruithin 90o

l\.of their direction of facing ie:-

I f___=-Arc of Fire

-+Figure/ t I ....---<--

straight aheadr'Bike cannon may only fire straight ahead, the same applies to any other bike mountedu,eapon.

Vehicle fixed mounts are treated in the same uay as bike cannon. Turrets and robot ureaponpods have complete J50o traverse. /

WEAPON USE

Figures may fire only one ueapon in any given fire phase. Exceptions are:-

HeroesMultipJ.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 -'--

Page 11: Imperial Commander

Hand Flamers - a ueapon that doesntt really need aiming so canbe fire vrong handedly.Bike cannon - simple fire stud on handLebar grip, so rider mayfire 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:-

HeroesHand FlamersRobot VJeapon Pods - self training so each may fire independentlyBike Cannon ruith computer control uni.t - again self targeting sorider may fire seperately.

[,,Jeapon DepLoyment

Machine guns must be deployed before being used. Support Autorangers ruith veaponscarried 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 deployedagain.

-

10

Page 12: Imperial Commander

trleapon rmmunition/Breakdovn

Range Bands (cmts)ImpactTvoe Remarks0-10 10-50 50+ Max Ranoe

PistolsEnforcerPistolRamjetCartridge

7t54

56I7

10B

9

201510,o

High or StunLoruPoruer

May fire any advanc-ed orenade or ramiet-

Lasers

PistolRifleHeavy

Auto

222

2

555

4

666

10

B

I,o100200

20

StandardStandardStandard

Standard

May fire 2 shotsat same target/phaseMay fire template 2

BoltersPistolRifleRapid FireHeavySupport

5,434

56

,67I

7B

99

10

11t0

2A7550100200

HiqhHighHighPouerPouer May fire 2 shots at

same target/PhaseAutomatics

Machine pistolSMG

Assault RifleMG

5434

3454

I6 I

l01050100

Anti-PerLoru

Standard'Standard

Fires template 2Fires template 2May fire template 2May fire anl templatr

F1ame trleapons

Hand ilamerFlamethrouerP1asma GunSun Gun

5

55

5

64,2

5

107!"1510

StandardHighPouerTotaI

Fires template 2Fires template 1Fires template 5Fires template 2

-aunehe rslrenade|lissi 1eliot Gun

334

776

B

B

710

50150l0

Fires any advancedFires any advancedFires any advanced

Miscell.aneous

Auto-BIasterBike CannonAbove + ComputConversion BerThroving GreneLaser CannonImperial back-mounted gren-ade -l-auncher

L";fi2Ldes5l;I

55

t776

B

I

'l

4

5

7

6

4010

100.10500

50

Standard

Hish

Infinite repeater.*Fires template 2xx

Jtlt*see grenade section

Fires advanced expl-osvi, 1 shot onIy.

IHAELEI; Firins Chart

* Never runs out of ammunitionor ma]functions.

x* Makes 2 attacks on a1lfigures in cone - oneat high impact, one atanti-personell.

,+** Thro\y a D5 for impact,1= Stun, 2= Anti-persone.ll,J= Lorur {= Standard, 5= Hiqh,5= Pouer.

It

Page 13: Imperial Commander

CHART F2: Factors.

*{r#

irers Rati

rd l-jran I -2

Iite I -1ipt I +l

+2

loverTarget in soft coverTarget in hard coverTarget i,n reinforced cover

+I+2+4

ta'1,. {}*SCn;,,9-j.t k I

Auto Ranger

at0-20cm. l-IAt20cm+ l-Z

Uther

Firing on Building rather than troops I

inside it I -4

Robo Turret I -1

STUN

LI AI PA DN

INearMiss Near

Miss MissStun

.?

Stun

1

St untt

NearMiss

5Stun

NearMiss

6 Stun

Forceshield - against Lasers, I

Conversion Beamers and Auto- I

Blasters I -l

Shields

Anti-Matter Shield - againstBlasters, Explosive projectileueapons, Pistols and Ramjetshots I -3

ANT I-PERSONELL

LI AI PA DN

t NearMiss

NearMiss

NE

i,,

NE

2

Ki11

3

4

Ki115

6NearMiss

STANDARD

LI AI PA DN

I NearMiss Near

Miss NE

NE2

Ki11

3

Ki11

NearMiss

4

Ki115NearMiss

6 Ki11

Page 14: Imperial Commander

HIGH

LI AI PA DN

I NearMiss

NearMiss

NE

NE

2

Ki11

*/'tt i

3

Kill

lV/44

Ki115

Ki116

POU,lER

LI AI PA DN

I

Ki11

Nrvlt ffi NE

2

KiIl

Ki11

Near

,

Kilt

4

5

6

Near Miss The target may not move or fire until after the next fire phase. He may' defend himself in hand-to-hand combat if attacked. Usd the 'near miss' markersProvided, place them next to a'figure ruhen it suffers a near miss. Take themarker auay at the end of the nex[ fire phase.

rOTAL

LI AI PA DN

I

Kill Ki11 Ki11

NearMiss

2

Ki11

,

4

5

6

Explanation of Results

Ki11 Ihe figure is removed from play.

NE No effect.

Examples of FiringAn Imperial Elite trooper is firing a BoIt rifle ruith autoranger at a Pouer ArmouredRedemptionist ruho is ]Ocmrs. auay. The hit score ryi1l be:-

BoIt Rifle at 10-50Elite firerAutoranger at 20+

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 throusa 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 inany 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

I-1-2

Page 15: Imperial Commander

ERENROESCombatants canhit as normal.effect.If you hit then place the eentre of the,blast template overthe template area are effected.

Lhe taeget. A11 figures in

The choice of grenade type is restricted by the rpacktuhich the fiqures has, ie. eitherthe standard or the advanced packs..

@f], Standard Grenades

Description Effect Blast Template Number

ExplosiveArmour PiercingSmoke

Standard ImpactHigh ImpactBloeks vision for restof qame.

?12

!]j@: Advanced Grenade Pack

Description Effect Blast Template Number

Explosive Standard lmpact ,bmoke -Blocks vision for rest

of qame.Z

L impet Effects only one figure.Deduct 2 from Your hit ro11If it hits treat as rPouer!

Stun Stun Impact 7

Stasis Area ot template 1s nelo ]^n

stasis .until end of next firephase. Time is frozen, figurecannot move, fire or be firedat.

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 you have scored a hit on a vehicJ.e, use Chart F4 bel,our to find the score you have tothrou on a D5 to penetrate the vehicles armour. Roll the dice, if you fail to penetratethe shct has had no effect, otheruise go to Chart F5 to find the effect of the penetration.

throru grenades instead of firing other ueapons in any fire phase. Throu toIf you miss then it is assumed ihat the throru is uay off target and has no

Armour PenetrationVEHICLE ARMOUR TYPE

Firirrg WeaponImpact Type Air Assault

VehicleJetcopter, Air Raft, GEV Car,

Civilian Vehicles.

No effedtAnti-PersoneI INo effectNo effect

Automatic

Soft Skinned

Automatic

Lt. ArmouredIotal

Page 16: Imperial Commander

CHRRT f:: Results of Armour Penetration

Throu a D5:-

Hits on Motorbikes

Dice Score Result

1

2

314

516

Vehicle immobilised, no effect on anyone inside'A11 vehicle's \ueapons systems K0rd, no effect on

anyone inside.Veiricle knocked out, any occupants escape on a D6

throrv of 5r4r5 ot 5, otheruise they are killed'Vehicle knocked out., 0ccupants escape on a D5 throv^f S nn A

-

and kes

If you score a hit on a bike or trike throru a D5 before you do anything else. If the.score is 1r4r5 ot 6 you have hit the rider. Throv for impact as normal on the chart'inFl 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 buildingson the tabIe.flhenever such targets are hit throv a D10 and consult the foloruing Chart'

TARGEl

t,JEAPON

Laser, BoltGuns

Blaster, HE Gre-nade, Flame thr-ouer, Hand flamer

Pouer or TotafImpact ueapons'HE missife orPLasma Gun.

Sun Gun Any otnerlrleapon

Light, domestic door

Heavy, leinforeed door

Armoured securitY door

Room in ruood, brick orPlasfab buildingReinforeed Bunker

Lenath of fortress rlall

4

I10

IO

NE

NE

,6

9

NE

10

Demo

Demo

5

5

9

9

Demo

Demo

,Demo

7

7

I10

10

NE

NE

NE

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

hlhen a ueapon falls into ttuo categories use the'better category for demolition

If a room is hit and collapses then aII its occupants rolL for. a'standard impactt hit.A11 figu""" not killed can escape and are placed adjacent to the room but outside the

building.

A demolished door falls over, rooms or bunkers rvhich are demolished co]1apse. Collapsingrooms 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 positiondesired 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 is2 D6then that room also co11aps6s. (ani of course yout1l have to throru again for the otherrooms).

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

Page 17: Imperial Commander

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 saidio 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 ruithin5em. 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. Ifne hlts this second target he may nou select a lrd. target uhich must be ruithin 5cm. oft,he secbnd. To hit this he needs to throu a 5 or 5 on a D6. If he hits he throus foreffect . He nou may select a 4th. and final target. This final_target must again be uithin5cm. 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 andscores a hit on target A. "Greattt, he gruntstI'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 effectand 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 istherefore no longer on-target and canrthave a go at D.

/\\c

D

lemember that the effect of a shot has no bearing on the on-target rule - all that mattersis ruhether you hit or not.

l6

Page 18: Imperial Commander

EIFF.Tff BLE FIRE SUPPDRTSupport 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 thatthey are in a position to fire on. The figure may then caL-I dovn as many moiu-Les-as areavailable. Throv for each on a D6. If the score obtained is a 5 or 5 thln treat thetarget as hit by the advanced grenade of your choice.Designation take place in the fire phase and does not expose the designator for firingpurposes.

0n1y one request may be made on each module per fire phase.

Example An imperialist scout designates an enemy figure. There are 4moduLes available but another figure has already, unsuccessfullytried to calL dovn truo of them. The scout therefore throvs forthe remaining tvo getting I 4 and a 5.One request has beensuccessful so he places any advanced grenade template immediatelyover the target and throrus.for impact normall.y.

17

M6t

Page 19: Imperial Commander

ftTNTRUNITIEN E BREftHODUJNEIWhen you throv a total less than your ueapons ammunition/breakdoun number on therdicethroru 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 dealt urith'a ilgu"" may at[empt to get the rueairon uorking again by^spending an entire rplayers mov-

emenf phasei stattbnary.'ior each slch attemp[, i"]] q D6- If the score is 5 or 5 the

!,eapon is uorking again, if not the attempt has failed - try again'

Note that you can't try to fix a veapon during an opBonents move phase'

To save recording, use therammormarkers provided.- just place them next to figures thathave 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 totalof 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 gun

Uorking until the firsi m6ve phase of his ovi 'player turnr. He makes this attempt' throus

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.

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EEUEFTTroops 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 unitsare 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 ofreturning fire.0nce all 'first shotsr have been dealt uith the fire phase goes on asnormal.

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 inthe 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 fittedto most lreapons as standard. These a1loru you to see through cover and thus alloru fire onconcealed targets.Regardless of uhether or not they fired, concealed troops can be fi.red at ruithin theranges given belov:-

Iype of Cover Examples Ranges at uhich they canbe fired at

Soft

Hard

Reinforced

Scrub, brush, uoods, cropsand foliage generally

Bui lding , uallsBunkers, vehicLes

15cm

10cm

5cm

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

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r::iiiiii

trloods

woods are a special case - in no circumstances at all may you fire through a uood furtherthan 5cm. at an infanlry tarqet or 20cm. at a vehicle target or building' So, -for example,

i;;;"t"t 6cm. auay rro*'Le Jdge of a uood may not be fired at, nor may they fire out'

Example of Cover Rules

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:-

Explanation

1 - Can fire2 - Can onlY fire if target exPoses

itself by firing.J - Cantt fire in anY circumstances

as there is too much tuood in theuay.

4 - Can fire using life_sensors.

BluelrjhiteBlack

Energy DisapationAnti-MatterHoltzmann

You can fire normally ruhen protected by Energy Disepation or Anti-Matter shields, you can

not fire at aII if you "r" in a Holtzmann shield or an Invisibility Cloak.

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

idhen this 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 thatreLiable. At the end oi each of your move phases ro11 2 D5's:-

T arget FirerA B C D E

A 4 2 4 2

R 4 5 5 t, I

D 1 3 I IE 2 3 2 I

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Dice Score BesultI2 S.hie1d has broken dorun and ,uit O"

""p"l"ua (ru"repair rules in ammunition,/breakdoun 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 gamemastertuill tell your opponent R0UGHLY ,,,f,""" t6. figuresare .and R0UGHLY hou many there are. The shield isstill gperatinq.

Invisibility cloaks qive no protection at all - shoufd the uearer be hit by a stray gr.en-::ir::

be in a cone template throu ror r,its and i.mpact "" no",n"i, deducting J from the hit

ELOSiE EEMERT PHflSEEach player turn represents an arufullot of elapsed time. Norma-U.y much ofthis ruould be tuastedr ruh6n lroops arehalted, resting, communicating orjust having a good look roundi l,lhen,houeverr. opposing forces come to gripsuith each other and meet at realliclose quarters the aetion ruill inlvit_ably speed up a 1ot. The close combatphase represents this, the rules areas fol.lorus:'-

Whenever any member of a squad isruithin 5cm. of.an enemy in the closeeombat phase then the uihole squad isat rClose Quartersr. For each memberof the squad, even though some fig_ures uont be ryithin 5cm. of any eiemy,throu a D6 - if the score is a 5 or5^then the figure may perform any oneof the folloving CIose Combat Options.

Move.5cm. and engage any enemy figurein hand to hand combat (see b6four)

*These are any pistor, Auto-Laser, r4achine pistbl, sMG, AssauJ,t Rifle, Flame !/eaponsand Bike Cannon.

If a figure does throv a 5 or 6 and carries out his chosen action then dice for his figureagain 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.

-,,.

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Example

lalhite Squad

-pD

Bpc-vi+1.d .jl

It is White's player turn and is nou the

"ios" "o*u"t pi',"sl. As figure A is ruithin

i"*. "f on" oi BLack's figures the ruhole.

souad is at !Close Quarters' (even though

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

i"-" + so D can not do anything' He throvsfor C and scores a 5. White chooses Uptloni-"nO C fires his SMG. After uorkinq out

tn" fi"ing he throrus aqagin for C.- a 4'

"o-C ".n do nothing else. He nour throus

ior g - a 5. B chooses 0Ption I and theorenade kills both figures I and 2' White

iou throrus agagin for B - a 5' B can choose

"""tft"" opti6n] in this case 0pti'on 3.again

- 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'

d23 Black Squad

HRnE*to'-HftnO EOSnBflTHand-toHand combat can happen in either of the prayers move phases or his close combat

phase. Whenever a playermo'uu on" of his fiqures next to an enemy figure hand-to-hand

combaL foflorus. B.th ;;"y;;;-ir,"., " oio-ro"'tneir figure adding or subtracting the

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-handcombat ureapon.

Nou compare the trlo scores - if the attacker's,score is louer or equal to the defenderrs then-ni"-iiqu." is killed. If the attackers score ishigher the defender is killed'

Players should note the follouing rules pertaining to Hand-to-Hand combat'

1)Ifyoumoveintohand-to-handcombatduri.ngthemovementphase,ruhichruhilerare,ispermitted, t6" attlller;" iigu"u, if successful may move no further durinq the move

Phase. r rh^ 6++a^r,6rlInu-pf"V." vhose turn it is is qly"y: regarded astthe attacker"A figure may only *ou"-inio hand-to'-hand-combat ruith one enemy - attacks can not be

,"0"'on ttuo or more figures at once'In cases of extreme stress the attaeker may right cigarettes, the defender may only do

so if he throus an odd number

5{.-

?')

7)

4)

A ,kirl,result uhen using a riot stick means the defender is stnned for J0 turns

not killed.Example:-lJhite,sfigureattacksoneof^Blackts.WhitefigureisasuordarmedElitesoadds I to his dice throru; BLack's is in PA so aaos 5. h,hit; throvs I making his total 9

Black throus + ratinq'[ii t"t"i s. As this is a drau and tn/hite is attacking' lrJhite's

figure is killed. zz

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THE MORRLE TESTAt the beginning of each lrargame uork out your armies Morale Strength Value by adding:_

1 point for each light or heavy infantry man2 points for each pA infantryman3 points for each DN infantrymanJ poinfs for each Motorcycle.5 points for each vehicle.5 points for each Hero and 1eader.

The keep a record of total losse's usingthe same points scheduLe. The moment.l.oses come to a haLf of the oriinal totalthe armyrs morale is said to be rshakenr.

A shaken army must take a morale check atthe end of each rounr player turn. To dothie throv 2xD5 and add the scores together.If the result is 7 or more the army iibroken anC in a broken army all the troooshave to retreat at full rate in at least'f Tgy".phase per player turn, except thoserallied by leaders.

Before the game commences the Gamemaster rray add points to an armies.Morale strengthvaLue for positions held such as bridges, passes etc. These are added to the "co"J-norm"rryand treated as lost uhen.captured by [he'enemy;: if captured back they stop being treatedas lost' rn this ruay it is possibre'for an army to become shaken as a result of loosingsome position but stop being shaken by recapturing it.

.E

Note that-an army that.has broken it's opponents has a morale boost and needs t6 suffer60"'6 casuarties before it is shaken, and needs to throur a 9 to be broken instead.of a 7.Example

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

The outcome of this encounter is nov up to the leaders and the troops they have managedto rally.

LEREERSHIPIn an army some fiqures are deemed to be rLeader,st. Each rleader, is represented by a fiqurel costing an extra 3 points for the leadership factor (see the army rists.for exampreJof unit commanders uith leadership values).The moment-an army breaks (as detailed above) the Leaders may ralry troops around them.For every leader figune throu a D5. This is the number or trlops he has rarlyed and staytuith him' For instance, if a 4 vere throun then 4 men (of ihe'ieaders choice) urould beral]ied, and therefore do not have to retreat ruith the rest of the army. rn""" r"ili"ofiqures ruill houever break if the leader fJ.gure is killed.Typically ruithin Imperiar units arreaderr figure vill be in control of three units eachof five men. some command units might contain three high

"".r.ing-iiir"""'i"iriliilj "iotvo I non-leader t infantrymen. - -" '-"YFigures rallied by a reader must be vithin r5cm..of him at time of ralryi.ng.

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:ANATICS

Fanatics ignore the morale rules and uilltalso subject to the folloruing rule:-

Any fanatics tuho uere not fired on in the last;;;" - unless they are uithin 5cm' of a leader'

Example

ItisA'sfirstmovephase-afanaticsquadvasnrtfiredoninthefirephasein Bts turn so it must advanee'

if necessary fight to the bitter end' They are

fire phase must aduance a full

lrzr31415 = Halts

RDEDTSRobotsarefiredandmovedinthesameUayasothertroops.Houever,beforelP}ayer.begins his turn nu rr"[-i6rov a.D6 for eath-robot he has'. If the score is a 6 the robotrs

proq*amme has an "norliy-"na-i[ Lun"r"" "t""ngly.

Place a.lProgramme Anomolyrmarker next

to the robot in question. such robots """ "[iii'fired in the firing phase.and moved.in

the movement phases url in"-pi"ver_should.move and fire them after doing this for arr

other troops. l,/hen tn"-tir" Lome" for firing ieven if the player doesntt ruant the thing

Dice score Result Note

!r2rt4

5

6

Does not fire.Fires at nearest enemY target

Fires at building, vehicle orflying figure (in ttrat order)

Fires at nearest target (fri6ndor foe)

rTargetr means figurevehicle, suPPort u,eaPon

or enemy building knounto be occuPied.

In the movement phases throv a Dr0. If the score ls a rr2r3r4 or 5 the robof halts, if

"nv-"inu" result it qo""""i-"t r"""t r,"rr speed in the direction indicated belov'

to fire) throv a D6:-

?-a

Should it encounter an impassible object throu another DlO !-

Dice Score Result

1

2'1415

6to10

Goes straight into itGoes round , moving to the left.Goes round, moving to the right'Halts

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

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HEROES]l-Iou are using Heroes uho are already elassified under either tLaserburnr or rCombatJ000t 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 firethrous: -

Dice Score Bonus

l+22+23+34+45+56+6

Noru throu an average dice (ie. dice ruith Zrt13r4r4)5, numbers)tp."g".horu many special abitities the figure has. Throu to seetuhich these are on the chart belov. Houeier, you can only haveeach ability once so throv again for duplicatls.

Dice lhrou skil1 Description1-5 lrJeapons knouledge May repair !/eapons on a throu of Z to 5 instead ofthe normal 5 ot 6,5-10

li-15[n/eaponsmith Services \ueapons before gam

is redueed by 2.hapro I Lre

16-?O Doubleshot llqy Iire at a different targeEEacF-EF6:E-It-2526 - 5t) Initiative olit- #d';"'tt-35 Agress].ve Ivlay throu, for cLose eombat@

tuithin l0em- nf him36-40 Ambidexterity ,rqy rrrE Lvu pfuLur ueapons srmuJ.taneously _ butgfgy_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 entirefriendly movement phase uith the victim he ean behealed

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.9uQtrac! 2 from the firers hit roll score.6l 65 Constitution

56-70 5\u0rdsman rjl?y aoo 4 to dice throu in hanffiFioure mav ed77 75 Accuracy

Hil )naI:Dsnooter l].qure rol.l-s an ext_ra D4 emHI . H5 Ufen€d1era6-90 Dash I rdy ilruvtr a uuuore move ]n elther move phase _ butnot bofh-91 95 Cyborg Eye ,tar .:' ::,l"yg'_,- cuver aE up to tlr-t'ce the distqncesqlven in the rlifc qenqnnt eoali^^y5 - 100 5nrper aurrrLIEU ur silrpef _ See,tOllOU, On fifesection.

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RRMY LETSThese 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.

Armies of about 1,000 points uirl give a good fast 1-2 hour game. Larger. fo"""" saY- 1750

;;;;a; snouro ue crrosel-io" 9"*"" iasting-a uhole eveningr or to games !'here one player

is Aefenaing and the larger iorce (up to 5096 greater) attacking'

lmperial fssault ErouPThis qives a typical field forces of Mid-Imperium priorlmogen.

Regular armoured infantry uith advanced grenade 66 points P"" Vr,or6k. Jrrr""k, vith four men armed ruith BoIt Rifle sOyad, X+:il^;";;;l'ri[r, "

Heavv Bolter' 4 to I squads'

Regular armoured infantry. One-man ruith leadership, 114 points per

foice suord and laser piitot. Four men ruith squad'

grenade launcher, support autoranger and laser I to 2 squadspistol. A11 ruith JumPacks.

Regular, Light infantry uith scout jumpack, 150 points per

laser pistol, forces,loid and advanced grenade ' squad Xfpact. 'One ofiicer urith grenade.launcher, four Up to 2 squads

-9men ruith lleavy Bolter. AII equiped uith autoranger'

\

to the teforms of the EmPress

Combat Squad

Command Squad

Scouts

xtra for Scouts

tercenaries

.xtras

\,tJ

To give scouts designatorsUp fo maximum of one Per squad'

Reqular light infantry ruith grenade-pack ,and I0 points p"t X 5ij"ii-"rri"'"r iNc. tui to a 6ax of 12 individuals) figure'

To give mercenaries jumPacks

To give mercenaries Laser rifle instead of BoItrl fle

5 points Perfigure.

) points Perfigure1 point perfigure.

Guard, armoured infantry vith advanced grenade pack, 78 points per

force suord. 4 men rvitir BolL rifles and one man ruith souad.t-vo laser pistols and leadershj'p' A1I ruith jumpacks'

Up to I squad.

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Page 28: Imperial Commander

Pl.atoon command squad Three officers ruith leadership. Guard, armouredinfantry ruith force suord, laser pistol andjumpacks. One ruith energy diserpation shield.Tuo infantrymen, guard, armoured infantry ruithHeavy Bolter, advance grenade pack and jumpacks.

Off Tab1e Hodules Up to 5 support modules

I09 points persquad.

Up to I squad.

15 points each.

)15 points persquad.

I to 2 squads.

234 points persquad.

2 to 6 squads.--=.

..-.'

lmperial Ereadnrught flrmsur furce(see Forces of the Imperium)

F-..I

t

F

Combat Squad

Scouts

Extras

Off Table Modules

Five fj.gures, Elite in Drgadnought armour uith 345 points perjympgck. One figure ruith leadership. squad.Right Arm h/eapon Pack:-

AutorangerTruo heaJy bolters 2 Lo 5 squads

Left Arm:- Pouer G10ve'

Heavy LaserBack:- 3 x L shot grenade Launchers

Five'figi.res, regular light infantry ruith scout 130 points perjumpaek, laser pistol, force suord and advance squad.grenade pack. One officer ruith grenade launcherand leaderehip. Four figures rui[h Heavy Bolters. up to , squadsA11 figures ruith autorangers.To give seouts designators, up to one per squad. .5 pointsTo make Dreadnoughts veteranser.erans 3 poiqts each.

Up to 10 support modules 15 points each.

xLr

YL

lmperial Psuer,ffrmsur Platosn(see Forces of the Imperium)

Command Sguad

Combat Squad

Five E1ite, Pouer Armoured infantry all ruithleadership and jumpacks.Tuo uith Holztman shield and right arm pack:-

Autoranger2 Laser.BiflesI Grenade Launcherpouer G1ove.

Left arm Pack:-, Hand FLamers

Three ruith right arm pack of ;-Autoranger2 Support Bolters

Left arm Pack;-, Hand Fl"amers.

Five Elite, Pover Armoured infantry urithjumpack.Three uith right arm pack of:-

Autoranger2 Laser Rif1esGrenade Launcheiporyer Glove

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Left arm Pack of;-2 Hand Flamers

Two vith Plasma Gun, Autoranger and

Pover Glove.

Veteran, Armoured infantrYman'ie"o-"ni"a"teristics and leadershiPt -armed uith force suord and ramjet pistol'

E1ite, Armoured infantry ulth Bolt. rifle

"u[o""ng"" and advance grenade pack'

Extra to make a Knight a leader' Up to one

per squad.

Conscript, Armoured infantry ruith Boltrifle ahd'advanced grenade Pack'

Conscriot. Armoured infantry ruith-grenade

il;;;;;'Jpfort autoransei and laser pistor'

Conscript, Armoured infantry ruith rapid fireBolterr' autoranger and advanced grenade pack'

Regular, Light infantry ruith SMG and basicgrenade Pack.

Extra to give mercenaries Assaul"t Riflesin stead of SMGrs.

Extra to give any troop type jumpacks'

Attack Jetcopter, 2 Pods of fonuard firingHeavy Bo)Lers;;-gi"; -opters Robo-Turrets vith I Conversjon

Beamers. 28

36 points.I on1y.

20 points Per -sguad2 Lo 1 squads of 5

knights Per squad.

1 points

17 points Per squad'2 Lo 5 squads of 5

20 points Per squad'Up to 2 squads of 5'

18 points Per squad'Up to 2 squads of 5.

I0 points Per squad 'Up to 4 squads of 8'

2 points "ach.Any or aII.

3 points each.Up to 5 squads.

55 points eachupto555 points eachuptol

Feudal Dutursrld flsmg \r-r'Thisforcerepresentsthesmall,almo5fprivatearmiesofasmalloutuorldFi,pfdom.

Lord Knight

Knights

Extras

ConscriPts

ConscriPts

Conscri?ts

Mercenaries

Extras

Jetcopter

Extras

Page 30: Imperial Commander

Earlg Fledemptionist FsrceFrom the period of the inception of the Holy lrlar, uhen the desert races of the planetImor attacked the Imperium.

Irikes

Warrior Lord

Extras

Redemptionist WarriorFanatic

Extrhs

Redemptionist rDevoutr

Extras

Elite, Pouer Armoured infantryman uithleadership. Armed ruith forcestuord and SunGun. Fanatic.Extra to give l,rlarrior Lord a Laser Pisto].in addition to other ueapons.

Extra to give Warrior Lord an Anti-Mattershiefd.

Extra to give U/arrior Lordistics

)9 points each.

Up to 15

2 points each.Up to 15

3 points each,Up to 15

Hero Character- 15 points each.Upto5

60 points perunit. .i

4 to 6 uAits.

50 points perunit.Up to 12 units.Free

3 points.per squad.

Trike urith Cannon. Rider is regular, light 45 points eaeh.infantry, fanatic ruith laser pistol. Gunneris teguiar, light infantry, fanatic ruith Up to 20.force suord, laser pistol and hand fl,amer.(Riders often dismount to fight). Trikesoperate independently.

r

Deduction to give l,/amior Lord a pouer-axe -12 points.instead of Force Suord and Sun Gun. Up to 15

Regular, Light infantryman, Fanatic armedtuith Force Suord and Laser pistol. 0peratein units of five men.

Extra to give uamiors Laser Rifle instead 15 points perof Laser Pistol. Up to 2 units. unit.Extra to give uarriors Auto-Lasers instead 15 points pefof Laser Pistol. Up to one unit. unit.Extra to give uarriors Flame Throuer 3 points perinstead of Laser Pistol. One figure per unit. fiqure.Extra to give uarriors Mi.ssile Launcher. Up 6 points perto one figure per unit. figure.Extra to give ruamiors Anti-Matter shj.eld. 15 points perUp to tuo units. unit.Extra to give uarriors Heavy Lasers instead 40 points perof Laser Piptol. Up to one unit. unit.Conscript, Light infantryman urith Laser rifleand grenades. In units of five men.

Extra to give devout Auto-Laser instead ofLaser Rifle. Up to 2 units.fxtra to give devout leadership. Up to one.

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Fledemptionist Halding PartgWarrior Lord

- Guard class ruith Hero and Leadership

I

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liLli

lr

fi

!'Jarrior Lord

Extras

Lords HouseholdTroops.

Extras

Disciple Suordsmen

Extras

Warrior Lord

Warrior Lord

Devout

Extras

DisciprePioneers iil:!"ilhh:3:"i:[:l'lkl3l3li!"sr"n"d"pack. Up to five men Per squad.

Disciple Skirmishers Conscript, Light infantry, Fanatics' Armed

ruith Auto-Laser, basic grenade pack andjumpacks. Up to four men Per squad.

Late [qnastic ffedemptionist FsrceTrikes 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 creu often dismount to fight'

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'Armed ruith Force Suord and Sun Gun' In units Up to 4 units.of up to 5 men.

characteristics. In Pouer Armour andarmed ruith Sun Gun and Force Sruord.

Guard class uith Hero and Leadershipcharacterlstics. In Dreadnought Armourand armed urith Poruer Axe, Hand Flamerand Advanced Grenade Pack.

Extra to give lrlarrior Lord Holtzmannshield.

Elite, Light infantry, Fanaties. Armed

vith Force Sruord and advanced grenadepack. Up to 5 men Per squad.

Extra to give Household troops Holtzmannshield.

Conscript, Light infantry, Fanatics. Armed

ruith Force Suords and basic grenade pack.Up to 10 men Per squad.

As above but uith Pouer Axe instead ofother ueaPons. Fanatics.

ReguJ.ars, Armoured infantry armed vithLaier Rifle or Auto-laser and advancedgrenade pack. In units of 5 men.

Extra to make one man Per unit a leader'

Less to give units missile launchersinstead of other \ueaponry.

52 points each.

Up to ).

51 points each.

Up to 1.

5 points each.Up to 6.

15 points eaeh.

Up to I squadper Warrior Lord.

25 points Per squad.Any or all. -

10 points each.5-15 squads.

75 points Per squad.

Up to I sqaud.

55 points per squad.

up to isquads.

21 points each.Upto5

80 points Per unit.4-10 units.

3 points Per unit.-10 points Per unit.Up to 4 units.

30

Page 32: Imperial Commander

I

t

I

t

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tiI

t

Thi.s list is modelled 9n t!9 typicar field forces used by both the Frontier r,rorldsrevolt and the Judges Rebellion.

Eslonial Poliee

Bikes

Extras

Riot Squads

Police Squad

Snipers

Jeteopters

Extras

Regular, Light infantry, armed ruith Enforcerpistol. Motorbike has bike cannon ruith eump_utorised aiming unit. These usualy act ind_ividually.

Extra to make bikes leaders.

Extra to make bikes Guard class rsentinel-sr

Regu1ar, Armoured infantry armed ruith Riotgun and Riot stick. Sj.x man squads.

Regular, Light infantry armed ruith EnforeerpistoJ.. Six man squads.

Eliie, Light infantry, sniper armed uithLaser rifLe uith autoranger and laser pistol(tlse TTG figure 100). Ae[ independently.

Jetcopter uith forward firing ueapon pack offour machineguns.

Extra to give jetcopter a robo-turret viththree missile launchers.

31 points each.

5 Lo 25 bikes.

3 points each.Ito8.I points eachUp to 10.

72 points per squad.Up to 5 squads.

42 points pe:r squad.Up to 3 squads.

20 points each.

Up to 6 men.

52 points eachUp to 5.

28 poin!,s perturret.r'

flFPENOHLASERBURN COMBAT ]OOO IMPERIAL COMMANDER

h/eaponskill Accuracy Hit Diee Bonus

110-120

121-1r0

1l 1-150

151-150

16 1-170

171-180

181-190

191-200

200+

+10 to +15

+16 to +20

+27 to +25

+25 to +3O

+f5 to +40

+40 to +50

+5I to +50

+51 to +70

+71 higher

+I+2

+7

+4

+5

+6

+7

+B

+9

i

l,E,.:":

31

Page 33: Imperial Commander

Losrnt$t* COMBAT ]OOO IMPERIAL COMMANDER

Combat gkill Total dexteritY+Re flex/Strength

Hand-to-HandCombat Bonus

50

BO

100

120

140

150

180

+1

+2

+3

+tt

+5

+6

+7

+1

+?

+1

+4

+5

+6

+7

INITIATIVE LEVEL

For ini.tiative use the 'Laserburnrtroops as an initiative of 7'

initiative rules treating the normal Imperial Commander

COMBAT }OOO

Re flexINITIATIVE

9

10

I1

t?

+1

+2

+3

+4

+5

32

Page 34: Imperial Commander

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