Imperial Commander
March 12, 2017 | Author: Ulises | Category: N/A
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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