Imperial Commander

March 12, 2017 | Author: Ulises | Category: N/A
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Short Description

Old rules for sci-fi skirmish with miniatures. 1981....

Description

IMPERIAL COMMAIYDER

by Richard

Halliwell & Bryan Ansell

\

IMPERIAL COMMAIYDER Imperial

is built around the Tabletop Figures range of to give a fast, skiltful game uhen using around

Commander

and are designed

15mm

Sci Fi figures,

50 figures per side.

*

\'/zl.'

lr/hen you

first start using the rules it is suqested that only small forces are used but 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

once you are

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 in the rules" Most are of'a fairly' self-explanatary nature uith more detail. to be found in the rLaserburnr rules. and-equipment used

Troops are

classified as fo]lous:-

Light Infantry (LI)

Troops ruearing very littJ.e or no armour, at most a helmet, flak

or Armoured

jacket. Some may ruear light plates on legs or arms.

mesh

armour

lnfantry (AI) Troops ruearing a helmet and plasteel plate armour eovering the torso and possibly legs and arms.

Pourer

Armour (PA)

Strengthened armourplas plates, incorporates a poulered excO-skeleton

vhich duplicates the motions of the individual inside.

Dreadnought

(DN)

Pouer armour often ineorporates ueaponry and jetpacks. 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 classified by training rui.lich ruitl effeet their veapons skill. These ctaisiiications are:_

Troops are also

Guard

Veteran

Elite

Regular - Average Conscript Rav

Squads 't*

- Extrerely poor.

:

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.

2

POINTS URLUES Basic Figures

T

Lighf Infantryman

Armoured InfantrY

Pover Armoured

(LI

)

(Ar ) (PA) (DA)

Dreadnought

raining

Jumpacks

5

Guard

B

B

Veteran

5

14

Elite

22

Regular

Conscript

2

0

-1 _?

Rau

For For For

LI

& AI

6

DN

9

Imperial

Scout

jumpack

tJeapons

,

Hand Flamer

Enforcer pistol

Pistol

1

Ramjet

3 1

pistol Cartridge pistol Laser pistol Laser

I

Auto-Laser

5

Bolt pistol Bolt rifle Rapid Fire Bolter

4

3

5

Heavy Bolter

Bolter

6 10

r

Machine pistol Sub-Machine gun Plasma gun Sun gun

3 5

t5 15

Grenade launeher

3

Missile Launcher Riot gun

6

'2

Autoblaster

6

Cannon

10

Conversion Beamer

Laser

HG.*

5.

Heavy laser

Bike

Effi_==IT

2

rifle

Support

Sry,".

5

15

l0

Cannon

Imperial Dreadnought grenade launcher (2 shots per barrel) Basic grenade pack

for

2

infantryman

Advanced grenade pack

1

1

Equipment

control for bike ueapons turret for vehicle capable of mounting up to three ueapons. Foruard firing veapon mount Computor

6

Robo

10

AutoraRger'

3

Support-Autoranger Advanced

sight for

Designator

Each module

support

SMG

or

m,/C

pistot

free B

2 5

of roff tabler fire

15

3

PA

tf $gtt'

zau,r'cHt€

ta'--lr

FORCE SHIELDS

Energy disapation shieLd for a single figure Anti-Matter shield for a single figure Holtymesh shield-f.or a single figuie Invisibility cloak for a single iigure VEHICLES

(ryith

7 7 q

B

creru)

to camy up to 12 fi.gures to 10 figures Anti-Grav APC to carry up to l0 figures Wheeled APC to carry up to l0 figuies Tracked. APC to carry up to l0 figures Hover Scout car to carry up to 5 figures

40

or one light vehicJ.e Motorbike

40

Transport Jetcopter

Hover APC to carry up

Light Attack Jetcopter Teleport Bay,capable of holding up to 5 figures

50 30 25 25

20 20

5

Trike

B

-=, r/Il'lrtd

TROOP CHARACTERISTICS

l-eadership Fanatic llero Sniper

B

3 15 3

HAND TO HAND COMBAT I,,EAPONS

Svord, Axe, Vibro-Knife or Club

Force Suord, Pover Suord Pover Glove Pouer Axe

or Riot Stick

1

2 2 5

5u?/o,q7

6or.ral

THE HULES TURN SEQUENCE

The game

is split

PLAYER TURNS.

up

into a number of GAME TURNS, each of ryhich is split turn should follory this sequence:-

Each game

Player Ars

First

The player

may move any

Fire

Movement Phase

doun

into

truo

-

or all of his figures as outl-lned in the movement rules.

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

@-I

I

i:

MDUEMENT

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

gSEf_I,

Move Rates

Light infantry Armoured infantry Pouer Armoured infantr Dreadnought infantry Motorcycle, Irike tlJheeled vehicle I

cmts)

Road

Open Ground

72

10

I

6

d

6 4 20

t2

45 30

Hover

GEV APC

Lighter Anti-grav, Hover or GEV

DifficuLt

Ground

I 4 4

t 15

20

lu

rackeo ven].cle

Anti-Grav,

(in

Move Rate

Troop Type

10

ZU

15

?5 25

?5 25

B

35

,5

l0

I

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. A11 hover and ground

CHART

2:

Actions

Action Entre or leavea vehicle

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

Enter or leave building

a

Attempt to Reload/ Repair a Weapon

point inside the building to outside ruithin lcm. of any exit, entering is the reverse. See the arrnunition-Breakdolrn rules, note that as this is an action it finans that the figures can not move in any movement phase in vhich such an attempt Move from any

is

Beam Doun

made.

Be beamed from

table.

Beam Up

Examples

of

First

Movement Phase

Leave vehicle

Halt

Be beamed from anyuhere on bav.

the table to a teleport

Movement Rufes

Move

Move Move

a teleport bay to anyuhere on the

into teleport bay to building

Fire' Fire Fire

Second Movement Phase

Phase

Move Move

Beam Dourn

Enter building

Fire Fire

Move

FLYING VEHICLES

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 follotuBeeause

ing: -

6

vertical take off to someuhere immediately above uhere it off from. Again a vertical landing. 0nce airbourne the aircraft may move to anyurhere on the tablethere are no distance limitations.

Take Off

A

took

Land Move

Examples

Hover

Remains airbourne and

Halt

Remains

stationary uhen landed

0f Flying Movement Rules First Movement Phase Take off Move Move

Hover

Aircraft Heiqht

stationary.

Fire Fire Fire Fire Fire

Second Movement Phase

Phase

Move Move

Hover Move

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

Moves

o

Troop Type

First

l4ovement Phase

Aircraft

Land

Infantry

Move Move

Vehicle

Infantry Aircraft

Get

into aircraft Land

Fire

Phase

Second Movement Phase Move

l-

ire

Get into VehicLe Move

Fire

Off

Move

Explanation Must be airbournt

to

move

Vehicle must

stationary

be uhen

embarking inf. Again the aircraft must be

stationaiy. JUMP PACKS

Like normal movement, a jumpack move can be made in either or both of the player,s movement phases. A single jump may be up to the distance given on the follouing chart:-

Wf,

Distance (cmts)

Light infantry Armoured infantry Pover Armoured infantry Dreadnought infantry Imperial Scout jumpack

30 20 15 15

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 quarters of the ruay along and so on. So if a figure makes a 20cm. jump he can clear a building

if it is at the jump's

10cm. high

Diagram

M:

mid-point.

i\ nl TI

/d, l_l L s.a Examp

Ies of

l-

Moves Involv

First

Movement Phase

t /Ocr'l

4 Fire

\

k"-- --

-tlr

to ruithin lem. of

house door.

HaIt

\

-*l\

Second Movement Phase

Phase

Fire t rre Fire

JumP

Jump

---\

,-+

Jump Trajectory

Jump

Enter house JumD

Limitations and Risks Troops may not jump out of

Jump

or into uoods. They may not jump into or out of buildings or - 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 vehicles ground.

If troops jump someuhere they canrt see at the beginning of the movement P\ase (for if they jump over a ruood) there is a risk of accidents. For eabh f,igure jumping

example,

throv 2 D6, and consuLt the folloruing chart:Jump Risks

CHART M4:

Accident Score

Troop Type L

rgn[

L1

Armoured Pouler Armoured Dreadnouoht Armoured

11

10 9

If the score is equal to or more than the accident score then that figure has broken his or something and is removed from play.

neck

TELEPORT BAYS

to 5 figures or a light vehicle in each move phase. Beaming doun and troops are placed anyvhere on the table the player pleases - he may

Each bay can beam up

is very precise

choose i

Examp

t I

the inside of a building etc.

es of

First

I

Move Phase

Move

I !

e-tepor

lvloves

into

Beam Up Move

ati on Fire

Second Move Phase

Phase

Beam Doun Off Bay Beam Up

bay

Move

Fire

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

Note used

I

FIRINE V'Jhen

one

of your figures fires at

an enemy,

ro11 tvo D6ts and add the tvo scores together. 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

to, or louer than this the ueapon has either maIfunctioned 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.

score

is

equal

number then

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

Figure/ Bike cannon

may

f:"a" l\.

ruhich are ruithin 90o

I

f___=-Arc

r'

I

-+t

of Fire

....---
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