[5.0]Revision re-strarts! PDF army list

From: Peter Ramos <primarch_at_...>
Date: Mon, 11 Nov 2002 09:24:29 -0400

Hi!
 
Now that my move is winding down I can take command of the revision. Note that project leaders are still essential to get the revision done quickly. All they need to do is follow the e-mails generated and draw up a summary.
 
As time goes by I dream more and more of a Net Epic Gold Edition, that includes diagrams, pictures and battle scenes as well as al the counters needed. I am even entertaining making actual printed books to be made available ONLY to members of the list. The first step is to, of course, get the revision done. So lets get started!
 
 
PDF army list
 
Note, I copy/pasted directly from the PDF books in hopes of not missing anything. I hope the tables will come out as least readable in text format. If not, I’ll send another formatted one.

Planetary Defense Forces

The Planetary Defence Force is the Imperium's first line of defence against alien and traitor incursions. Imperial Guard troops are recruited from the elite of the Planetary Defence Forces. Often medico rely or poorly trained and lacking front line equipment the PDF is nonetheless supposed to hold its ground until Imperial Guard and Space Marine reinforcements arrive.

Special Rules


The Chain of Command Rule

The tight structure of the Planetary Defense Forces is reflected on the game table by the chain of command rule. This represents the way in which orders are passed from the regimental HQ to the company HQ and finally to each individual unit. If the chain is broken at some point command and control of the army suffers.
 
The chain of command works as follows. Planetary Defense Force units may only be given orders if they are connected to the chain of command. A unit is automatically connected to its chain of command if it is within 25cm of its company HQ. It is not necessary for the detachment's section HQ to be in range so long as at least one model of the detachment is within the 25cm radius from the company HQ.
 
Note: Any Support Cards assigned to a Company Card at the time of purchase are considered to receive orders from the company HQ they are attached to.
 
Example: The player purchases a heavy artillery company and a detachment of Mole Mortars. Both the models of the heavy artillery company and the Mole Mortar detachment must be within 25 cm of either HQ unit (companies usually bring 2 HQ units) to receive orders.
 
The chain of command is broken in the following circumstances:
 
Ø If the unit is farther than 25 cm from its company HQ
Ø If the unit’s section HQ has been destroyed
Ø If the unit’s company HQ has been destroyed
 
Company HQ’s are usually composed of two stands with a transport (usually a Rhino). The command radius is measured from the stands and not from the transports. Units that are outside the chain of command receive no orders for that turn.

Section HQ

Section headquarters are detachment leaders. They move and shoot according to the orders given to the rest of the detachment. Section HQs are not command units and do not enjoy the special rules afforded to these units. They do however enjoy the targeting restriction regular HQ units have, that is, they can only be targeted if they are the closest unit of that type within range. Detachments that lose their section HQ are considered to be outside the chain of command and receive no orders.

Regimental Command

Regimental command is represented by special super heavy tanks (such as the Baneblade) that serve as mobile headquarters. These are usually behind the army and not represented in the battle. In some instances you may bring them to battle and their close proximity augments the armies command and control performance. Note that only the regimental command super heavy and not the regular ones give the following benefits. When such a vehicle is present on the battlefield the command radius of all Planetary Defense Force units is increased to 35 cm, including the command vehicle itself. Only when all such vehicles participating on the tabletop are destroyed is the increased command radius lost. Once the last command vehicle is lost the command radius reverts to its normal 25cm radius, since other command vehicles not directly on the tabletop are assumed to have taken control.
 
>>>Pretty strait forward. I have no changes to put forward.

Deployment and fortifications

For every company card purchased the player receives ONE free card of entrenchments OR razorwire (not both). The player will place these fortifications on one objective of his choice until all the bonus fortifications are placed. A single objective may receive multiple fortifications if the player so desires.
 
Once all fortifications are in place the Planetary Defense Forces player may place up to ONE full company card of units on one objective according to the following scheme:
 
· For every 1000 points played the PDF player will control ONE objective at the games start and may claim the VP’s associated with that objective if it still holds it in the end phase of each turn. If the PDF has allies, then it will control only ONE objective per 2000 points played.
· The player may select ANY objective on the battlefield regardless if it is closest to him or not, but it MUST be those objective he previously fortified.
 
In addition to this the PDF player may arrange the terrain to his liking to make it more defensive (thus simulating the extra time the PDF has to entrench itself). Also the PDF player will set up his units first since by entrenching himself he loses the advantage of maneuver.
 
>>>I always liked this rule, it gives them character. I don’t see any conflict with the newer building rules, but I ask Jar to cross reference to make sure.

Infantry

The Planetary Defence Force features a unit designation similar to Imperial Guard.

Tactical

These make up the bulk of the Planetary Defence Forces infantry and carry lasguns.
Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models.

Assault

Assault troops possess jump packs and are the close combat specialists. These specialist troops are trained in large quantities only in the Imperial Guard and are only available as support cards to a PDF army.
Models: Jump-packed Infantry models from the GW Imperial Guard Sprue or 1/285 sci-fi assault troops.

Heavy Weapons

Heavy support troops are armed with long-range weapons for supporting the army’s advance. These specialist troops are trained in large quantities only in the Imperial Guard and are only available as support cards to a PDF army.
Models: 1-2 Infantry models with heavy weapons and tactical infantry models from the GW Imperial Guard Sprue or any 1/285 heavy infantry models.

Militia

Militia forms the emergency troops of the Planetary Defence Force. In times of crisis untrained citizens are drafted and given a crash-course in military training. The militia forms the cannon fodder of the cannon fodder.
Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models.

Rocket

These form the light antitank units of the Planetary Defence Force. They are armed with short ranged but effective recoilless rifles.
Models: 1/285 infantry with LATWs.
 
>>>All these are pretty basic and have proven balanced since they draw from their IG counterparts.

Penal troopers

These are Planetary Defence Force troopers who have committed capital crimes and had their sentence commuted to life service. Since there are great many capital crimes the supply of troops is large indeed. New troops have their heads shaved and tattooed with the unit insignia, and explosive collars are put around their neck. If a Penal detachment fails a morale check some of the collars are detonated. Remove one stand and make another morale check immediately, if it is successful the unit does not break. If not, the unit goes on fall back orders and loses one stand each end phase until it either rallies or is destroyed. You may not have more Penal companies than you have Tactical companies.
Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models.

Human Bombs

The troopers in a penal legion must live under a tremendous burden of guilt; not only have they committed crimes but in so doing they have betrayed the Emperor. However, the Emperor in his mercy has given the penal troopers an opportunity to repent and redeem themselves –by volunteering for the human bombs. The moment they don the bomb harness the Emperor absolves them. At any point in the first fire phase the controlling player may detonate any human bomb stands he wishes. Center a normal barrage template over the stand. Anything under the template is hit on 4+ with a save modifier of 0. Obviously, the human bomb stand is destroyed. The human bombs are not bound by the normal command or coherency rules and give no VPs when they are destroyed -they are marked off as dead anyway. Human bomb platoons may only be attached to a penal company.
Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models.
 
>>>I have used these two units and find them pretty balanced and a lot of fun! Perhaps more than any other units these two give the PDF a lot of flair.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Tactical
10 cm
None
0
Lasguns
50 cm
1
5+
0
 

Assault
15 cm
None
+1
Pistols/ Swords
25 cm
1
5+
0
Jump Packs

Heavy Weapons
10 cm
None
0
Heavy Weapons
75 cm
2
5+
-1
 

Militia
10 cm
-
-1
autoweapons
35 cm
1
5+
0
 

Rocket
10 cm
-
-1
rockets
35 cm
1
4+
-1
 

Penal Troopers
10 cm
None
0
Lasguns
50 cm
1
5+
0
Special Rules

Human Bombs
10cm
None
0
Bomb Harness
0
Template
4+
0
Special Rules

>>>I recommend no changes to these stats.


Special Units


HQ Units

Imperial Headquarter units are the commanding officers of Planetary Defense Force Companies. They follow all the rules for command units. For most companies these are two infantry command stands and a Rhino transport. Exceptions are given below.
Models: Officer, infantry, and standard-bearer models from the GW Imperial Guard sprue or any 1/285-officer models.

Hive Gangs

Every Imperial city has bands of lowlife battling for resources and control of a city section. They are often given control of some sections by authorities if they prove they can keep order. The hive gangers are masters of infiltration and close-quarter fighting but are disorganized and lack discipline. They may infiltrate after initial deployment up to their full charge move before the battle begins. The hive gangers are also adept at seeking cover, so as long as they are in cover there is an additional –1 to hit penalty that is cumulative with the to hit modifier of the cover. The hive gang unit needs to have at least one stand within 10cm of the boss unit to be in command. If the Gang Boss is killed roll d6: on 1-4 the gang must make immediate morale check, on 5-6 the gang explodes in a berserk fury to avenge the death of the Boss. All stands gain +1 to CAF for the rest of the game.
Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models. Paint exotically.

Planetary Defense Force Engineers

In the battlefields of the war-torn universe of the future it is a valuable capability of an army to create every possible obstacle to slow down enemy advance while facilitating the development of own units. Setting traps to destroy its unaware troops as well as detecting and removing any handicaps that could impede the advance of their own units do this. One notable example to those obstacles is the minefields that can bar passage to troops and may cost lives if breached. Demolition charges are another, which are used to destroy crucial enemy equipment and fortifications. Planetary Defense Force Army has specially trained troops to deal with these tasks. Planetary Defense Force Engineers can:
 
Ø Lay or clear minefields,
Ø Place or defuse demolition charges,
 
These are called Engineering Missions. An engineering mission takes one whole turn and the unit must be given First Fire orders. That is, the unit must already have moved to the spot before rendering the function. The function cannot be rendered if the troops engage in CC, or are closer then 15cm to an enemy model.

Minefields

To lay a minefield, a 5x10cm minefield model is placed touching at least 2 stands in the unit; the detachment cannot lay mines with only one stand left. To clear a minefield, at least 2 stands of Engineers must be adjacent to the minefield. When clearing mines, roll a D6 for each stand remaining in the detachment regardless of touching the field or not; on a 1 the stand is destroyed.

Demolition Charges

An engineer unit may place demolition charge on a building, fortification, bridge, or road segment if at least 1 stand is adjacent (or in/on) the target. Use a marker or small bomb model to represent this. This charge may be detonated in the end phase of the following, or later, turns. When it is detonated place a 3cm (small Gutbuster) barrage template on it. It inflicts an automatic hit on any model even partially under the barrage template with a -4 modifier. Engineers from the opposing force may attempt to defuse the demolition charge if at least 1 stand is in base-to-base contact with the charge. Roll a D6; on 5+ the charge is defused, otherwise it explodes.
Models: Any Infantry models from the GW Imperial Guard Sprue or any 1/285 infantry models.
 
Jar, please check if any of this conflicts with the newer buildings/fortifications rules.

Commissars

These units are an exception to the normal command structure. They are Imperial agents whose role is to make sure that the Planetary Defence Force achieves its goals. Commissars are represented by a troop stand and transport. Commissars may take direct command of any Planetary Defence Force unit they are within unit coherency of (6 cm). Therefore units may receive orders outside the command radius if a Commissar commands them.
Models: Commissar and infantry models from the GW IG sprue. For substitutes use 1/285 models with long smocks and officer caps. Commissars usually wear black uniforms.

Planetary Defense Force Colonel

The Colonel is a Command Unit and so needs no orders and never needs to check for morale. However, the Chimeras and his personal guards are not command units and so need orders as usual. Because the Colonel is an inspirational leader he may give orders to any Planetary Defence Force units that are within 25cm of him. The Colonel is also a superb tactician and this allows you to change the orders of one Planetary Defence Force Unit that is within 25cm after the Orders Phase.

The detachment is broken if it loses either 5 models or the Colonel stand. However, it does not take a morale check for this while the Colonel is still alive. If the Colonel stand is destroyed then any detachment that was under the Colonel's command (including his personal guards) must take a morale test or go on fall back orders.
Models: For the Colonel use commander or Commissar models, and for the guards use IG tactical infantry models from the GW Imperial Guard Sprue. Use GW metal models for the Chimeras. For substitutes use 1/285 models, officer for the colonel and any infantry for the bodyguard.

Planetary Defense Force Forward Observers

Accuracy in indirect barrages is a very important factor in supporting the front line troops. The capabilities of the target spotter are often more deciding then the proficiency of the firing battery, for giving accurate coordinates and deciding on the ammunition to use falls onto his shoulders. To fulfil this task Planetary Defence Forces have expertly trained Forward Observers to aid their artillery batteries. The following rules define the Imperial Forward Observers:
 
Ø An artillery barrage directed by Forward Observers scatters 1D6 instead of 2D6,
Ø Forward Observers can not request fire if they are involved in CC,
Ø Forward Observers are HQ units for the purposes of targeting, and all relevant targeting rules apply,
Ø Forward observers, operating close to enemy lines, are heavily camouflaged. The FO stands (not the Rhino) can't be shot at from more than 25cm. However, if the Rhino is seen, a barrage that covers both the stands and the vehicle can be shot by the enemy. The FO stands can also be shot at in a turn they shoot, subject to the targeting rules.

Sanctioned Psyker

The sanctioned psyker is a psyker deemed strong enough to withstand chaos. However, he is weaker than the highly trained Adeptus psykers of the Imperial Guard. The Sanctioned Psyker is a Command unit for purposes of moving and firing and being fired upon; however, he can't issue orders to a unit since psykers are generally distrusted in the Imperium. The Psyker may use the following powers, one power once per turn.
 
Ø Embolden‑ each Imperial unit within 10 cm (including the psyker) is immune to morale checks and may add +1 to CAF. Lasts until start of next orders phase.
Ø Telepathic Link ‑ until the start of the next combat phase, the psyker spots for friendly barrages. Any indirect barrages aimed at a point visible to the psyker are treated as direct.
Ø Righteous Fire ‑ make an immediate ranged attack. Range 35 cm. 1-attack dice. Hits on 4+. ‑2 save. This counts as a physical psychic attack, normal rules for LOS apply.
Models: Commander or special character models from the GW Imperial Guard or Space Marine sprues.
For substitutes use 1/285 infantry models.

Grey Knights

Grey Knights are the Marine Chapter whose sole purpose is to confront and destroy Chaos. Unlike regular units these may not be placed on the tabletop at the start of the game. The Grey Knights may be teleported to any location chosen by the player on the tabletop as a detachment move in any moving phase. Once the location to teleport to is selected roll the scatter dice and 2D6 (as you would for an indirect barrage) to determine the exact arrival point of the Grey Knight detachment. The remaining stands are positioned within unit coherency of the first stand placed (6 cm). Each Grey Knight stand receives a psychic save versus non-physical psychic attacks (4+ on D6). This unit may only be brought to a battle if the opponent is Chaos (and no other). Grey Knights are not subject to morale checks required by charging Greater Daemons and may fire upon Daemons normally. The Grey Knights close combat attacks are psychic in nature and may not be saved by chaos cards (see the chaos booklet for more details on chaos cards). The ranged attacks are physical psychic attacks.
Models: Terminator models on the GW Space Marine sprue or any power armoured infantry. Grey Knights always have silver or bronze collared armor.

Inquisitors

These are the watchdogs of the Imperium, always on the alert to punish those that stay from Imperial Doctrine and destroy those tainted by Chaos. Inquisitors count as command units and therefore never need to be given orders. Due to the fear (or inspiration) they instil, all Imperial troops within 25cm of the Inquisitor are immune to morale checks. Also Inquisitors possess a psychic saving throw versus non-physical psychic attacks (4+ on D6). Due to cutting edge technological devices an Inquisitor receives a fixed save have 4 or more on a D6. Inquisitors are not subject to morale tests required by charging Greater Daemons and may fire upon Daemons normally.
Models: Chaplain or any other Special Marine models on the GW Space Marine sprue, or IG Commander or Commissar models on the GW Imperial Guard sprue or any power-armoured infantry.

Ordo Malleus Inquisitor

The Ordo Malleus Inquisitor is specially trained in the ways and weaknesses of Chaos. These die-hard servants of the Emperor are armed with rare psych-out weaponry, made from the metabolic wastes of the Emperor himself. Armoured in elaborate power armor, with electoos making esoteric patterns on their bodies, the Ordo Malleus Inquisitors go forth to cleanse the galaxy.
 
The Ordo Malleus Inquisitor is a Command Unit. It may only be taken when the Imperial force it is supporting faces Chaos. The stats listed below for the Psycannon are for fire against normal troops. Against Daemonic troops, it has a Save Modifier of –2 and such units damaged by the Psycannon require 2 Chaos Cards to save instead of the normal 1. Additionally, Daemons killed by the Inquisitor in close combat may not use Chaos cards to save themselves. Unlike a normal Inquisitor, Ordo Malleus Inquisitors in no way boost the morale of nearby troops.
Models: Same as above.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
To Hit Roll
TSM
Notes

Company HQ
10 cm
None
+2
Pistols/ Sword
25 cm
2
5+
0
May give orders to PDF units, Elite.

Gang Boss
10cm
None
+3
Bolter
50cm
2
5+
0
Special rules

Gang Bodyguard
10 cm
None
+2
Pistols/ Sword
25 cm
1
5+
0
Special rules

Hive Gangers
10cm
None
+1
Various
25cm
1
5+
0
Special rules

Engineers
10 cm
None
0
Bolt Pistols
25 cm
1
5+
0
Special rules

Commissar
10 cm
None
+4
Pistols
/Sword
25 cm
2
5+
0
Special command rules, Elite

Colonel
10 cm
None
+4
Pistols
25 cm
2
4+
0
HQ, Special rules, Elite

Personal Guards
10 cm
None
+2
Lasguns
50 cm
1
5+
0
 

PDF Forward Observer
10 cm
None
0
Bolt Pistols
25 cm
1
5+
0
Special rules, HQ unit for targeting

Sanctioned Psyker
10 cm
None
0
Bolt Pistol
25 cm
1
5+
0
Special rules

Grey Knight
10 cm
5+*
+6
Various
35 cm
2
4+
-1
Psychic save of 4+, Elite.

Inquisitor
10 cm
4+ Fixed
+6
Various
35 cm
2
4+
-1
Psychic save of 4+, Imperial units within 25cm immune to morale tests, HQ, Elite

Ordo-Malleus Inquisitor
10 cm
4+ Fixed
+6
Psycannon
50 cm
1
4+
0
-2 TSM Against Daemons, Psychic saves of 4+, Elite, HQ Unit. Special rules.
*5+ save modifiable to 6+ but no further.
 
>>> No changes recommended to these stats and units.

Cavalry and Walkers


Bike Squads

Imperial troops sometimes enter battle mounted on motorcycles armed with bolters. This augments their close combat skills as well as manoeuvrability. They count as vehicles for terrain restrictions but feature greater speed than regular vehicles in some types of terrain (see Terrain Chart). Planetary Defence Force Bikes enjoy the same special rule as Recon Vehicles as described below.
Models: GW or any other Bike models, 2-3 to a base.

Sentinels

These are one-man fighting vehicles armed by rapid-fire autocannons.
Models: Plastic or metal GW Sentinel models or any small infantry walker with a gatling type gun.
Summary

Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Imperial Bike
30 cm
None
+3
Bolters
15 cm
1
6+
0
 

Sentinel
25 cm
6+
+2
Autocannon
50 cm
1
4+
0
 
 

Vehicles


Special Rule: PDF Recon Vehicles and Bikes

Unlike most units these units are independent fighting units that may still receive orders regardless if they are within 25cm of their company HQ. These units may act freely and need never trace command to their company HQ unit. Unfortunately if they fail any morale test required of them and they are not within 25cm range of their company HQ unit instead of just breaking they route and all the models of the detachment are removed from play

Leman Russ Tank

This is the main battle tank of the Planetary Defence Forces. It is well suited for long range firing and can hold its own in close combat.
Models: GW metal model of the name or a 1/285 tank with a big gun in turret and preferably one mounted on hull.

Mammoth Tank

This is an obsolete Imperial heavy tank. Its armor is not better than that of Leman Russ but it carries more weapons.
Models: A 1/285 Heavy tank with one large and two small turrets.

Rhino

This is the main armoured personnel carrier or the Space Marine army. It is used as a command vehicle in Planetary Defence Forces. Although lightly armed it can carry two troop stands.
Models: Rhino or Whirlwind (without the launcher and the hole covered up) models from the GW Space Marine Tanks sprue or a boxy 1/285 APC, a M113 should do fine.

Vindicator

Built in to the Rhino chassis is an enormous gun that fires a large shell capable of destroying its target and intervening cover. Shots from a Vindicator ignore cover modifiers.
Models: GW metal model of the name or the above APC mounted with a short-barrelled REALLY big gun.

Sabre

The Sabre is one of the many Rhino variants available. It does very little to up-armor the basic Rhino frame, and instead simply replaces the infantry capacity with a standard vehicular autocannon. Light and cheap, this unit is often seen in the Planetary Defence Forces.
Models: Fit a Rhino or Whirlwind models from the GW Space Marine Tanks sprue with a single-Autocannon turret or simply use a Predator model without side sponsons or the above APC with a turret. A Bradley should also do fine as should anything like it.

Salamander

A small, lightly armoured tank armed with a flamethrower.
Models: 1/285 light tank or a rhino with hull-mounted flamethrower.

Recon vehicle

A small, lightly armed wheeled vehicle used for reconnaissance.
Models: any 1/285 Jeep or Hummer style vehicle.

Artillery Tractor

This is a small lightly armoured vehicle for towing artillery like thudd guns, earth shakers etc.
Models: a modified rhino or any 1/285 artillery tractor from any period.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Leman Russ
20 cm
3+
+2
Battlecannon
Lascannon
Bolters
75 cm
75 cm
15 cm
1
1
1
5+
5+
6+
-2
-1
0
Turret

Mammoth
15 cm
3+
+3
Battlecannon
Autocannon
Bolters
75 cm
75 cm
15 cm
1
2
4
5+
5+
6+
-2
-1
0
Turret

Rhino
25 cm
4+
+0
Bolters
15 cm
1
6+
0
May carry 2 troop stands

Vindicator
20 cm
2+
+2
Thunderer
50 cm
1
4+
-3
Ignores modifiers for cover

Sabre
25 cm
4+
+0
Autocannon
75 cm
1
5+
-1
Turret

Salamander
20 cm
5+
+1
Flamer
Template
-
4+
0
 

Recon vehicle
30 cm
6+
+1
Heavy Bolter
25 cm
1
5+
0
 

Artillery Tractor
20cm
5+
+0
Bolter
15cm
1
6+
0
May tow artillery
 
>>> No changes recommended.

Artillery and Anti-Aircraft


Special Rule: Immobile Gun Morale

If a detachment of immobile guns fails a morale check, they are routed and removed unless there are enough artillery tractors to tow the whole artillery detachment so close that they can move and hook up the guns in the next movement phase. In this case both the artillery tractor and the gun detachment are on fall back orders and must behave as described in the rules until rallied.
If a detachment of immobile guns fails a morale check while in CC (for example when charged by a creature causing fear) it is automatically destroyed.
 
>>> Due to the fact that Forgeworld is putting out many static variants of artillery, I wonder if this rule should not be made a general one under the core rules. Opinions?

Mole Mortar

This is a light artillery piece that instead of firing the shell in to the air it travels through the ground to its target exploding underneath them. Due to its method of travel this weapon ignores shields of any type. In addition if the target is a Titan or Praetorian if hit roll a further D6 to determine if the target is trapped within the crater that is formed by the explosion. On a roll of 6 the Titan/Praetorian is trapped within the crater. Trapped targets may shoot normally but if they wish to exit the crater it must be done so on Charge Orders. Command type vehicles like Praetorians must forego firing attacks if they wish to leave the crater. .
Models: Use GW plastic Mole Mortar model (old Squat sprue) or a substitute (a large calibre 1/285 mortar piece fitted in reverse) with two IG Gunners or Tactical Infantry as crew on a stand.

Rapier Laser Destroyer

This is a slow multi-barrelled weapon that is used to provide anti-armor support to infantry advances.
Models: Use GW metal Rapier model or a substitute (a 1/285 Gatling like weapon fitted on a small sized tractor) with two IG Gunners or Tactical Infantry as crew on a stand.

Tarantula

These are robotic point defence weapons that recognize suitable targets and fire in a rapid fashion. To represent this Tarantulas fire in both the First Fire and Advance Fire phases (meaning they fire twice in the same turn, but in different phases). As any unit in First Fire the first shot may be used as Snap Fire. Due to the robotic targeting system the -1 penalty to Snap Fire does not apply. This unit may not move and fire in the same turn. To move it must be given Charge Orders. Tarantulas therefore only receive First Fire orders (to fire normally) and Charge Orders (to move); the Advance order is not used with Tarantulas. Due to their robotic brain they are immune to morale checks of any type and firing restrictions imposed by Daemons and Tyranids.
Models: Use the GW plastic Lascannon model (Eldar Sprue) or a substitute (1/285 single or double barrelled laser) with two IG Gunners or Tactical Infantry as crew on a stand.

Thudd Gun

This is a light artillery piece which pumps out multiple shells in succession.
Models: Use GW plastic Thudd Gun model (old Squat sprue) or a substitute (a thick multi barrelled artillery piece) with two IG Gunners or Infantry as crew on a stand.

Earth Shaker

This is the standard heavy artillery of the Planetary Defence Force. It is the same gun that is used by the self-propelled artillery Basilisk.
Models: Use GW model from a Basilisk mounted on a base or a large 1/285 gun with a shield, a German WWII FLAK36 or PAK43 is fine.

Basilisk Self Propelled Artillery Gun

This is a self-propelled rapid-fire artillery unit that may fire two barrage attacks in the same turn. These shots may be aimed at the same target or different targets.
Models: GW metal model of the name or any 1/285 open topped SP Gun.

Bombard Mobile Siege Mortar

This unit fires large shells in a curving arc so it may not fire at targets closer than 50 cm from it. Destroys buildings if a single save if failed when hit by this weapon.
Models: GW metal model of the name or a really large 1/285 short-barrelled SP gun.

Manticore Rocket Launcher

These are lightly armoured support vehicles capable of barrage attacks. Unlike other artillery weapons these units are capable or either concentrating their barrage points into one attack (as most artillery weapons do) or each model may fire its missiles independently, thus each having a separate barrage attack, although of lesser strength. When firing independently each model uses its own barrage point total to determine the to hit roll. After firing it must spend a full turn reloading for it to fire again.
Models: GW metal model of the name or a 1/285 heavy rocket launcher.

Anti-Aircraft Gun

These units represent the standard Imperial rapid-fire anti-aircraft gun. Due to its steep angle of fire it may only fire at flyers, Titans/ Praetorians and units in buildings. It cannot be used to target ground forces. As AA units they may fire at flyers without penalty.
Models: GW metal model from hydra mounted on a base or any 1/285 four barrelled AA gun.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Light Artillery
 
 
 
 
 
 
 
 
 

Mole Mortar
5 cm
None
-3
Mole Mortar
150 cm
1 BP
-
0
Fires barrage

Rapier
5 cm
None
-3
Laser Destroyer
50 cm
1
4+
-3
 

Infantry Gun
5cm
None
-3
Autocannon
75cm
1
4+
0
 

Tarantula
10 cm on charge
None
-3
Lascannon
75 cm
1
5+
-2
Fires both in FF & A. Snap fires without penalty.

Thudd Gun
5 cm
None
-3
Thudd Gun
75 cm
2 BPs
-
0
Fires Barrage

Heavy Artillery
 
 
 
 
 
 
 
 
 

Earth Shaker
-
None
-3
Earth Shaker Cannon
150 cm
2 BPs
-
-2
May fire 2 barrages per turn.

Basilisk
15 cm
5+
0
Earth Shaker Cannon
150 cm
2 BPs
-
-2
May fire 2 barrages per turn.

Bombard
10 cm
5+
0
Siege Mortar
50-150 cm
3 BPs
-
-3
Fires barrage, Destroys buildings.

Manticore
15 cm
5+
0
Rockets
200 cm
6 BPs
-
0
Fires barrage. 1 turn to reload

Anti-aircraft
 
 
 
 
 
 
 
 
 

AA Gun
-
None
0
Autocannon
100 cm
4
5+
-1
AA Gun Unit, immobile

>>> No changes recommended.


Super Heavy Tanks

These are the heavily armed and armoured fighting vehicles of the Imperium. Their vast size means that only Knights and Titans/ Praetorians can hope to pin them in close combat. Super Heavies carry a variety of heavy weapons and are very difficult to destroy.

Shadowsword

This tank wields a huge gun normally mounted on Titans/ Praetorian known as a Volcano Cannon. This gun has mainly an anti-Titan/Praetorian role, and more than enough to destroy any enemy armoured vehicle. The long range of the gun enables the Shadowswords to deploy safely behind the front line and hunt down enemy from a distance.
Models: GW metal model of the name (Large Super Heavy with a long barrelled main gun).

Baneblade

This type of Super Heavy tank is armed with many medium-ranged anti-tank weapons. However, with their many bolters and respectable close combat capability, Baneblades are flexible enough to be used in multiple roles ranging from anti-armor support to frontal assaults.
Models: GW metal model of the name (Large Super Heavy with a multiple barrelled main gun turret).

Stormhammer

This tank is armed with shorter ranged - but nevertheless effective - weapons and is more suited for a close assault role. Due to its close assault role the Stormhammer possesses heavy armor in front and sides. When targeted from the rear the Stormhammer receives only a -1 penalty to its save; from the side – no modifier. Stormhammers also have many sponson turrets for bolters which make it a living hell to approach the tank for the enemy infantry and light vehicles.
Models: GW metal model of the name (Large Super Heavy with two turrets with double short-barrelled guns).



Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
To Hit Roll
TSM
Notes

Shadowsword
10 cm
1+
+6
Volcano Cannon
Lascannon
Bolters
100 cm
75 cm
15 cm
1
2
6
3+
5+
6+
-4
-1
0
Volcano Cannon adds +3 to damage rolls vs. Titans/ Praetorians

Baneblade
10 cm
1+
+8
Battlecannon
Lascannon
Bolters
75 cm
75 cm
15 cm
2
2
10
4+
5+
6+
-2
-1
0
Battlecannon Turret

Stormhammer
10 cm
1+
+10
Battlecannon
Bolters
50 cm
15 cm
4
14
4+
6+
-2
0
Side armor as front, -1 from behind. Top 2 guns Turret, others 180 degrees.
 

Flyers


Thunderbolt Fighter

These are the air superiority fighters of the Imperium. As with all flyers Thunderbolts do not combine their barrages they fire them independently. They follow the flyers' rules and are considered thrusters.
Models: GW metal model or a 1/285 sci-fi fighter.

Marauder Fighter-Bomber

This flyer is armed with heavy weapons and is suited for strafing runs, although it can hold its own in dogfights. As with all flyers Marauders do not combine their barrages they fire them independently. They follow the rules for flyers and are considered thrusters.
Models: GW metal model or a 1/285 sci-fi fighter-bomber.

Summary


Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Thunderbolt Fighter
100cm
4+
+4
Autocannon
Rockets
25 cm
25 cm
3
4 BP
5+
5+
-1
-1
Flyer, does not combine barrages

Marauder Fighter-Bomber
75cm
3+
+2
Battlecannon
Lascannon
Missiles
50 cm
50 cm
50 cm
1
3
4 BP
4+
5+
5+
-2
-1
-2
Flyer, does not combine barrages
 
>>> No changes recommended.
 
To Jyrki’s credit this army list (as well as the SOB) are very well balanced and need little change. Please express your opinions on any changes as well as any new units.
 
Peter

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Hi!
 
Now that my move is winding down I can take command of the revision. =
Note that project leaders are still essential to get the revision done quic=
kly. All they need to do is follow the e-mails generated and draw up a summ=
ary.
 
As time goes by I dream more and more of a Net Epic Gold Edition, th=
at includes diagrams, pictures and battle scenes as well as al the counters=
 needed. I am even entertaining making actual printed books to be made avai=
lable ONLY to members of the list. The first step is to, of course, get the=
 revision done. So lets get started!
 
 
PDF army list
 
Note, I copy/paste=
d directly from the PDF books in hopes of not missing anything. I hope the =
tables will come out as least readable in text format. If not, I=E2=80=99ll=
 send another formatted one.
Planetary Defense Forces
The Planetary Defence=
 Force is the Imperium's first line of defence against alien and traitor in=
cursions. Imperial Guard troops are recruited from the elite of the Planeta=
ry Defence Forces. Often medico rely or poorly trained and lacking front li=
ne equipment the PDF is nonetheless supposed to hold its ground until Imper=
ial Guard and Space Marine reinforcements arrive.
Special Rules
The Chain o=
f Command Rule
The tight structure of the Planetary Defense Forces is refle=
cted on the game table by the chain of command rule. This represents the wa=
y in which orders are passed from the regimental HQ to the company HQ and f=
inally to each individual unit. If the chain is broken at some point comman=
d and control of the army suffers.
 
The chain of command works as follows.=
 Planetary Defense Force units may only be given orders if they are connect=
ed to the chain of command. A unit is automatically connected to its chain =
of command if it is within 25cm of its company HQ. It is not necessary for =
the detachment's section HQ to be in range so long as at least one model of=
 the detachment is within the 25cm radius from the company HQ.
 
Note: Any=
 Support Cards assigned to a Company Card at the time of purchase are consi=
dered to receive orders from the company HQ they are attached to.
 
Example=
: The player purchases a heavy artillery company and a detachment of Mole M=
ortars. Both the models of the heavy artillery company and the Mole Mortar =
detachment must be within 25 cm of either HQ unit (companies usually bring =
2 HQ units) to receive orders.
 
The chain of command is broken in the foll=
owing circumstances:
 
* If the unit is farther than 25 cm from its c=
ompany HQ
* If the unit=E2=80=99s section HQ has been destroyed
* =
   If the unit=E2=80=99s company HQ has been destroyed
 
Company HQ=E2=80=
=99s are usually composed of two stands with a transport (usually a Rhino).=
 The command radius is measured from the stands and not from the transports=
. Units that are outside the chain of command receive no orders for that tu=
rn.
Section HQ
Section headquarters are detachment leaders. They move and =
shoot according to the orders given to the rest of the detachment. Section =
HQs are not command units and do not enjoy the special rules afforded to th=
ese units. They do however enjoy the targeting restriction regular HQ units=
 have, that is, they can only be targeted if they are the closest unit of t=
hat type within range. Detachments that lose their section HQ are considere=
d to be outside the chain of command and receive no orders.
Regimental Comm=
and
Regimental command is represented by special super heavy tanks (such as=
 the Baneblade) that serve as mobile headquarters. These are usually behind=
 the army and not represented in the battle. In some instances you may brin=
g them to battle and their close proximity augments the armies command and =
control performance. Note that only the regimental command super heavy and =
not the regular ones give the following benefits. When such a vehicle is p=
resent on the battlefield the command radius of all Planetary Defense Force=
 units is increased to 35 cm, including the command vehicle itself. Only wh=
en all such vehicles participating on the tabletop are destroyed is the inc=
reased command radius lost. Once the last command vehicle is lost the comma=
nd radius reverts to its normal 25cm radius, since other command vehicles n=
ot directly on the tabletop are assumed to have taken control.
 
>>>Pretty =
strait forward. I have no changes to put forward.
Deployment and fortificat=
ions
For every company card purchased the player receives ONE free card of =
entrenchments OR razorwire (not both). The player will place these fortific=
ations on one objective of his choice until all the bonus fortifications ar=
e placed. A single objective may receive multiple fortifications if the pla=
yer so desires.
 
Once all fortifications are in place the Planetary Defens=
e Forces player may place up to ONE full company card of units on one objec=
tive according to the following scheme:
 
* For every 1000 points played th=
e PDF player will control ONE objective at the games start and may claim th=
e VP=E2=80=99s associated with that objective if it still holds it in the e=
nd phase of each turn. If the PDF has allies, then it will control only ONE=
 objective per 2000 points played.
* The player may select ANY objective on=
 the battlefield regardless if it is closest to him or not, but it MUST be =
those objective he previously fortified.
 
In addition to this the PDF play=
er may arrange the terrain to his liking to make it more defensive (thus si=
mulating the extra time the PDF has to entrench itself). Also the PDF playe=
r will set up his units first since by entrenching himself he loses the adv=
antage of maneuver.
 
>>>I always liked this rule, it gives them character.=
 I don=E2=80=99t see any conflict with the newer building rules, but I ask =
Jar to cross reference to make sure.
Infantry
The Planetary Defence Force f=
eatures a unit designation similar to Imperial Guard.
Tactical
These make u=
p the bulk of the Planetary Defence Forces infantry and carry lasguns.
Mod=
els: Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285=
 infantry models.
Assault
Assault troops possess jump packs and are the cl=
ose combat specialists. These specialist troops are trained in large quant=
ities only in the Imperial Guard and are only available as support cards to=
 a PDF army.
Models: Jump-packed Infantry models from the GW Imperial Guard=
 Sprue or 1/285 sci-fi assault troops.
Heavy Weapons
Heavy support troops=
 are armed with long-range weapons for supporting the army=E2=80=99s advanc=
e. These specialist troops are trained in large quantities only in the Impe=
rial Guard and are only available as support cards to a PDF army.
Models: 1=
-2 Infantry models with heavy weapons and tactical infantry models from the=
 GW Imperial Guard Sprue or any 1/285 heavy infantry models.
Militia
Milit=
ia forms the emergency troops of the Planetary Defence Force. In times of c=
risis untrained citizens are drafted and given a crash-course in military t=
raining. The militia forms the cannon fodder of the cannon fodder.
Models: =
Tactical Infantry models from the GW Imperial Guard Sprue or any 1/285 infa=
ntry models.
Rocket
These form the light antitank units of the Planetary D=
efence Force. They are armed with short ranged but effective recoilless rif=
les.
Models: 1/285 infantry with LATWs.
 
>>>All these are pretty basic and=
 have proven balanced since they draw from their IG counterparts.
Penal tro=
opers
These are Planetary Defence Force troopers who have committed capital=
 crimes and had their sentence commuted to life service. Since there are gr=
eat many capital crimes the supply of troops is large indeed. New troops ha=
ve their heads shaved and tattooed with the unit insignia, and explosive co=
llars are put around their neck. If a Penal detachment fails a morale check=
 some of the collars are detonated. Remove one stand and make another moral=
e check immediately, if it is successful the unit does not break. If not, t=
he unit goes on fall back orders and loses one stand each end phase until i=
t either rallies or is destroyed. You may not have more Penal companies tha=
n you have Tactical companies.
Models: Tactical Infantry models from the GW=
 Imperial Guard Sprue or any 1/285 infantry models.
Human Bombs
The trooper=
s in a penal legion must live under a tremendous burden of guilt; not only =
have they committed crimes but in so doing they have betrayed the Emperor. =
However, the Emperor in his mercy has given the penal troopers an opportuni=
ty to repent and redeem themselves =E2=80=93by volunteering for the human b=
ombs. The moment they don the bomb harness the Emperor absolves them. At an=
y point in the first fire phase the controlling player may detonate any hum=
an bomb stands he wishes. Center a normal barrage template over the stand. =
Anything under the template is hit on 4+ with a save modifier of 0. Obvious=
ly, the human bomb stand is destroyed. The human bombs are not bound by the=
 normal command or coherency rules and give no VPs when they are destroyed =
-they are marked off as dead anyway. Human bomb platoons may only be attac=
hed to a penal company.
Models: Tactical Infantry models from the GW Imperi=
al Guard Sprue or any 1/285 infantry models.
 
>>>I have used these two uni=
ts and find them pretty balanced and a lot of fun! Perhaps more than any ot=
her units these two give the PDF a lot of flair.
Summary

Troop Type
Move
S=
aving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Tactical
1=
0 cm
None
0
Lasguns
50 cm
1
5+
0
 

Assault
15 cm
None
+1
Pistols/ Swords
2=
5 cm
1
5+
0
Jump Packs

Heavy Weapons
10 cm
None
0
Heavy Weapons
75 cm
2
5+=

-1
 

Militia
10 cm
-
-1
autoweapons
35 cm
1
5+
0
 

Rocket
10 cm
-
-1
roc=
kets
35 cm
1
4+
-1
 

Penal Troopers
10 cm
None
0
Lasguns
50 cm
1
5+
0
Spec=
ial Rules

Human Bombs
10cm
None
0
Bomb Harness
0
Template
4+
0
Special Rul=
es
>>>I recommend no changes to these stats.
Special Units
HQ Units
Imperia=
l Headquarter units are the commanding officers of Planetary Defense Force =
Companies. They follow all the rules for command units. For most companies =
these are two infantry command stands and a Rhino transport. Exceptions are=
 given below.
Models: Officer, infantry, and standard-bearer models from t=
he GW Imperial Guard sprue or any 1/285-officer models.
Hive Gangs
Every I=
mperial city has bands of lowlife battling for resources and control of a c=
ity section. They are often given control of some sections by authorities i=
f they prove they can keep order. The hive gangers are masters of infiltrat=
ion and close-quarter fighting but are disorganized and lack discipline. Th=
ey may infiltrate after initial deployment up to their full charge move bef=
ore the battle begins. The hive gangers are also adept at seeking cover, s=
o as long as they are in cover there is an additional =E2=80=931 to hit pen=
alty that is cumulative with the to hit modifier of the cover. The hive gan=
g unit needs to have at least one stand within 10cm of the boss unit to be =
in command. If the Gang Boss is killed roll d6: on 1-4 the gang must make i=
mmediate morale check, on 5-6 the gang explodes in a berserk fury to avenge=
 the death of the Boss. All stands gain +1 to CAF for the rest of the game.=

Models: Tactical Infantry models from the GW Imperial Guard Sprue or any 1=
/285 infantry models. Paint exotically.
Planetary Defense Force Engineers
I=
n the battlefields of the war-torn universe of the future it is a valuable =
capability of an army to create every possible obstacle to slow down enemy =
advance while facilitating the development of own units. Setting traps to d=
estroy its unaware troops as well as detecting and removing any handicaps t=
hat could impede the advance of their own units do this. One notable exampl=
e to those obstacles is the minefields that can bar passage to troops and m=
ay cost lives if breached. Demolition charges are another, which are used t=
o destroy crucial enemy equipment and fortifications. Planetary Defense For=
ce Army has specially trained troops to deal with these tasks. Planetary De=
fense Force Engineers can:
 
* Lay or clear minefields,
* Place=
 or defuse demolition charges,
 
These are called Engineering Missions. An =
engineering mission takes one whole turn and the unit must be given First F=
ire orders. That is, the unit must already have moved to the spot before re=
ndering the function. The function cannot be rendered if the troops engage =
in CC, or are closer then 15cm to an enemy model.
Minefields
To lay a mine=
field, a 5x10cm minefield model is placed touching at least 2 stands in the=
 unit; the detachment cannot lay mines with only one stand left. To clear a=
 minefield, at least 2 stands of Engineers must be adjacent to the minefiel=
d. When clearing mines, roll a D6 for each stand remaining in the detachme=
nt regardless of touching the field or not; on a 1 the stand is destroyed.
=
Demolition Charges
An engineer unit may place demolition charge on a buildi=
ng, fortification, bridge, or road segment if at least 1 stand is adjacent =
(or in/on) the target. Use a marker or small bomb model to represent this. =
This charge may be detonated in the end phase of the following, or later, t=
urns. When it is detonated place a 3cm (small Gutbuster) barrage template o=
n it. It inflicts an automatic hit on any model even partially under the ba=
rrage template with a -4 modifier. Engineers from the opposing force may at=
tempt to defuse the demolition charge if at least 1 stand is in base-to-bas=
e contact with the charge. Roll a D6; on 5+ the charge is defused, otherwis=
e it explodes.
Models: Any Infantry models from the GW Imperial Guard Spru=
e or any 1/285 infantry models.
 
Jar, please check if any of this conflict=
s with the newer buildings/fortifications rules.
Commissars
These units are=
 an exception to the normal command structure. They are Imperial agents who=
se role is to make sure that the Planetary Defence Force achieves its goals=
. Commissars are represented by a troop stand and transport. Commissars may=
 take direct command of any Planetary Defence Force unit they are within un=
it coherency of (6 cm). Therefore units may receive orders outside the comm=
and radius if a Commissar commands them.
Models: Commissar and infantry mod=
els from the GW IG sprue. For substitutes use 1/285 models with long smocks=
 and officer caps. Commissars usually wear black uniforms.
Planetary Defens=
e Force Colonel
The Colonel is a Command Unit and so needs no orders and ne=
ver needs to check for morale. However, the Chimeras and his personal guard=
s are not command units and so need orders as usual. Because the Colonel is=
 an inspirational leader he may give orders to any Planetary Defence Force =
units that are within 25cm of him. The Colonel is also a superb tactician a=
nd this allows you to change the orders of one Planetary Defence Force Unit=
 that is within 25cm after the Orders Phase.

The detachment is broken if i=
t loses either 5 models or the Colonel stand. However, it does not take a m=
orale check for this while the Colonel is still alive. If the Colonel stand=
 is destroyed then any detachment that was under the Colonel's command (inc=
luding his personal guards) must take a morale test or go on fall back orde=
rs.
Models: For the Colonel use commander or Commissar models, and for the =
guards use IG tactical infantry models from the GW Imperial Guard Sprue. Us=
e GW metal models for the Chimeras. For substitutes use 1/285 models, offic=
er for the colonel and any infantry for the bodyguard.
Planetary Defense Fo=
rce Forward Observers
Accuracy in indirect barrages is a very important fac=
tor in supporting the front line troops. The capabilities of the target spo=
tter are often more deciding then the proficiency of the firing battery, fo=
r giving accurate coordinates and deciding on the ammunition to use falls o=
nto his shoulders. To fulfil this task Planetary Defence Forces have expert=
ly trained Forward Observers to aid their artillery batteries. The followin=
g rules define the Imperial Forward Observers:
 
* An artillery barra=
ge directed by Forward Observers scatters 1D6 instead of 2D6,
* Forwa=
rd Observers can not request fire if they are involved in CC,
* Forwa=
rd Observers are HQ units for the purposes of targeting, and all relevant t=
argeting rules apply,
* Forward observers, operating close to enemy l=
ines, are heavily camouflaged. The FO stands (not the Rhino) can't be shot =
at from more than 25cm. However, if the Rhino is seen, a barrage that cover=
s both the stands and the vehicle can be shot by the enemy. The FO stands c=
an also be shot at in a turn they shoot, subject to the targeting rules.
Sa=
nctioned Psyker
The sanctioned psyker is a psyker deemed strong enough to w=
ithstand chaos. However, he is weaker than the highly trained Adeptus psyke=
rs of the Imperial Guard. The Sanctioned Psyker is a Command unit for purpo=
ses of moving and firing and being fired upon; however, he can't issue orde=
rs to a unit since psykers are generally distrusted in the Imperium. The Ps=
yker may use the following powers, one power once per turn.
 
* Embo=
lden=E2=80=91 each Imperial unit within 10 cm (including the psyker) is imm=
une to morale checks and may add +1 to CAF. Lasts until start of next order=
s phase.
* Telepathic Link =E2=80=91 until the start of the next com=
bat phase, the psyker spots for friendly barrages. Any indirect barrages ai=
med at a point visible to the psyker are treated as direct.
* Righteo=
us Fire =E2=80=91 make an immediate ranged attack. Range 35 cm. 1-attack di=
ce. Hits on 4+. =E2=80=912 save. This counts as a physical psychic attack, =
normal rules for LOS apply.
Models: Commander or special character models f=
rom the GW Imperial Guard or Space Marine sprues.
For substitutes use 1/28=
5 infantry models.
Grey Knights
Grey Knights are the Marine Chapter whose s=
ole purpose is to confront and destroy Chaos. Unlike regular units these ma=
y not be placed on the tabletop at the start of the game. The Grey Knights =
may be teleported to any location chosen by the player on the tabletop as a=
 detachment move in any moving phase. Once the location to teleport to is s=
elected roll the scatter dice and 2D6 (as you would for an indirect barrage=
) to determine the exact arrival point of the Grey Knight detachment. The r=
emaining stands are positioned within unit coherency of the first stand pla=
ced (6 cm). Each Grey Knight stand receives a psychic save versus non-physi=
cal psychic attacks (4+ on D6). This unit may only be brought to a battle i=
f the opponent is Chaos (and no other). Grey Knights are not subject to mor=
ale checks required by charging Greater Daemons and may fire upon Daemons n=
ormally. The Grey Knights close combat attacks are psychic in nature and ma=
y not be saved by chaos cards (see the chaos booklet for more details on ch=
aos cards). The ranged attacks are physical psychic attacks.
Models: Termin=
ator models on the GW Space Marine sprue or any power armoured infantry. Gr=
ey Knights always have silver or bronze collared armor.
Inquisitors
These =
are the watchdogs of the Imperium, always on the alert to punish those that=
 stay from Imperial Doctrine and destroy those tainted by Chaos. Inquisitor=
s count as command units and therefore never need to be given orders. Due t=
o the fear (or inspiration) they instil, all Imperial troops within 25cm of=
 the Inquisitor are immune to morale checks. Also Inquisitors possess a psy=
chic saving throw versus non-physical psychic attacks (4+ on D6). Due to cu=
tting edge technological devices an Inquisitor receives a fixed save have 4=
 or more on a D6. Inquisitors are not subject to morale tests required by c=
harging Greater Daemons and may fire upon Daemons normally.
Models: Chaplai=
n or any other Special Marine models on the GW Space Marine sprue, or IG Co=
mmander or Commissar models on the GW Imperial Guard sprue or any power-arm=
oured infantry.
Ordo Malleus Inquisitor
The Ordo Malleus Inquisitor is spec=
ially trained in the ways and weaknesses of Chaos. These die-hard servants =
of the Emperor are armed with rare psych-out weaponry, made from the metabo=
lic wastes of the Emperor himself. Armoured in elaborate power armor, with =
electoos making esoteric patterns on their bodies, the Ordo Malleus Inquisi=
tors go forth to cleanse the galaxy.
 
The Ordo Malleus Inquisitor is a Com=
mand Unit. It may only be taken when the Imperial force it is supporting fa=
ces Chaos. The stats listed below for the Psycannon are for fire against no=
rmal troops. Against Daemonic troops, it has a Save Modifier of =E2=80=932 =
and such units damaged by the Psycannon require 2 Chaos Cards to save inste=
ad of the normal 1. Additionally, Daemons killed by the Inquisitor in close=
 combat may not use Chaos cards to save themselves. Unlike a normal Inquisi=
tor, Ordo Malleus Inquisitors in no way boost the morale of nearby troops. =

Models: Same as above.
Summary

Troop Type
Move
Saving Throw
CAF
Weapons
R=
ange
Attack Dice
To Hit Roll
TSM
Notes

Company HQ
10 cm
None
+2
Pistols/ S=
word
25 cm
2
5+
0
May give orders to PDF units, Elite.

Gang Boss
10cm
None=

+3
Bolter
50cm
2
5+
0
Special rules

Gang Bodyguard
10 cm
None
+2
Pistols/=
 Sword
25 cm
1
5+
0
Special rules

Hive Gangers
10cm
None
+1
Various
25cm
1=

5+
0
Special rules

Engineers
10 cm
None
0
Bolt Pistols
25 cm
1
5+
0
Speci=
al rules

Commissar
10 cm
None
+4
Pistols
/Sword
25 cm
2
5+
0
Special comma=
nd rules, Elite

Colonel
10 cm
None
+4
Pistols
25 cm
2
4+
0
HQ, Special rul=
es, Elite

Personal Guards
10 cm
None
+2
Lasguns
50 cm
1
5+
0
 

PDF Forwar=
d Observer
10 cm
None
0
Bolt Pistols
25 cm
1
5+
0
Special rules, HQ unit fo=
r targeting

Sanctioned Psyker
10 cm
None
0
Bolt Pistol
25 cm
1
5+
0
Specia=
l rules

Grey Knight
10 cm
5+*
+6
Various
35 cm
2
4+
-1
Psychic save of 4+,=
 Elite.

Inquisitor
10 cm
4+ Fixed
+6
Various
35 cm
2
4+
-1
Psychic save of=
 4+, Imperial units within 25cm immune to morale tests, HQ, Elite

Ordo-Mal=
leus Inquisitor
10 cm
4+ Fixed
+6
Psycannon
50 cm
1
4+
0
-2 TSM Against Dae=
mons, Psychic saves of 4+, Elite, HQ Unit. Special rules.
*5+ save modifiab=
le to 6+ but no further.
 
>>> No changes recommended to these stats and un=
its.
Cavalry and Walkers
Bike Squads
Imperial troops sometimes enter battle=
 mounted on motorcycles armed with bolters. This augments their close comba=
t skills as well as manoeuvrability. They count as vehicles for terrain res=
trictions but feature greater speed than regular vehicles in some types of =
terrain (see Terrain Chart). Planetary Defence Force Bikes enjoy the same s=
pecial rule as Recon Vehicles as described below.
Models: GW or any other =
Bike models, 2-3 to a base.
Sentinels
These are one-man fighting vehicles a=
rmed by rapid-fire autocannons.
Models: Plastic or metal GW Sentinel model=
s or any small infantry walker with a gatling type gun.
Summary

Troop Type=

Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Imp=
erial Bike
30 cm
None
+3
Bolters
15 cm
1
6+
0
 

Sentinel
25 cm
6+
+2
Autoc=
annon
50 cm
1
4+
0
 
 
Vehicles
Special Rule: PDF Recon Vehicles and Bikes
=
Unlike most units these units are independent fighting units that may still=
 receive orders regardless if they are within 25cm of their company HQ. The=
se units may act freely and need never trace command to their company HQ un=
it. Unfortunately if they fail any morale test required of them and they ar=
e not within 25cm range of their company HQ unit instead of just breaking t=
hey route and all the models of the detachment are removed from play
Leman =
Russ Tank
This is the main battle tank of the Planetary Defence Forces. It =
is well suited for long range firing and can hold its own in close combat. =

Models: GW metal model of the name or a 1/285 tank with a big gun in turre=
t and preferably one mounted on hull.
Mammoth Tank
This is an obsolete Impe=
rial heavy tank. Its armor is not better than that of Leman Russ but it car=
ries more weapons.
Models: A 1/285 Heavy tank with one large and two small =
turrets.
Rhino
This is the main armoured personnel carrier or the Space Mar=
ine army. It is used as a command vehicle in Planetary Defence Forces. Alth=
ough lightly armed it can carry two troop stands.
Models: Rhino or Whirlwi=
nd (without the launcher and the hole covered up) models from the GW Space =
Marine Tanks sprue or a boxy 1/285 APC, a M113 should do fine.
Vindicator
B=
uilt in to the Rhino chassis is an enormous gun that fires a large shell ca=
pable of destroying its target and intervening cover. Shots from a Vindicat=
or ignore cover modifiers.
Models: GW metal model of the name or the above=
 APC mounted with a short-barrelled REALLY big gun.
Sabre
The Sabre is one=
 of the many Rhino variants available. It does very little to up-armor the =
basic Rhino frame, and instead simply replaces the infantry capacity with a=
 standard vehicular autocannon. Light and cheap, this unit is often seen in=
 the Planetary Defence Forces.
Models: Fit a Rhino or Whirlwind models from=
 the GW Space Marine Tanks sprue with a single-Autocannon turret or simply =
use a Predator model without side sponsons or the above APC with a turret. =
A Bradley should also do fine as should anything like it.
Salamander
A smal=
l, lightly armoured tank armed with a flamethrower.
Models: 1/285 light tan=
k or a rhino with hull-mounted flamethrower.
Recon vehicle
A small, lightly=
 armed wheeled vehicle used for reconnaissance.
Models: any 1/285 Jeep or H=
ummer style vehicle.
Artillery Tractor
This is a small lightly armoured veh=
icle for towing artillery like thudd guns, earth shakers etc.
Models: a mo=
dified rhino or any 1/285 artillery tractor from any period.
Summary

Troop=
 Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes=


Leman Russ
20 cm
3+
+2
Battlecannon
Lascannon
Bolters
75 cm
75 cm
15 cm
1=

1
1
5+
5+
6+
-2
-1
0
Turret

Mammoth
15 cm
3+
+3
Battlecannon
Autocannon
B=
olters
75 cm
75 cm
15 cm
1
2
4
5+
5+
6+
-2
-1
0
Turret

Rhino
25 cm
4+
+0
B=
olters
15 cm
1
6+
0
May carry 2 troop stands

Vindicator
20 cm
2+
+2
Thunde=
rer
50 cm
1
4+
-3
Ignores modifiers for cover

Sabre
25 cm
4+
+0
Autocanno=
n
75 cm
1
5+
-1
Turret

Salamander
20 cm
5+
+1
Flamer
Template
-
4+
0
 

Re=
con vehicle
30 cm
6+
+1
Heavy Bolter
25 cm
1
5+
0
 

Artillery Tractor
20cm=

5+
+0
Bolter
15cm
1
6+
0
May tow artillery
 
>>> No changes recommended.
A=
rtillery and Anti-Aircraft
Special Rule: Immobile Gun Morale
If a detachmen=
t of immobile guns fails a morale check, they are routed and removed unless=
 there are enough artillery tractors to tow the whole artillery detachment =
so close that they can move and hook up the guns in the next movement phase=
. In this case both the artillery tractor and the gun detachment are on fal=
l back orders and must behave as described in the rules until rallied.
If a=
 detachment of immobile guns fails a morale check while in CC (for example =
when charged by a creature causing fear) it is automatically destroyed.
 
>=
>> Due to the fact that Forgeworld is putting out many static variants of a=
rtillery, I wonder if this rule should not be made a general one under the =
core rules. Opinions?
Mole Mortar
This is a light artillery piece that inst=
ead of firing the shell in to the air it travels through the ground to its =
target exploding underneath them. Due to its method of travel this weapon i=
gnores shields of any type. In addition if the target is a Titan or Praetor=
ian if hit roll a further D6 to determine if the target is trapped within t=
he crater that is formed by the explosion. On a roll of 6 the Titan/Praetor=
ian is trapped within the crater. Trapped targets may shoot normally but if=
 they wish to exit the crater it must be done so on Charge Orders. Command =
type vehicles like Praetorians must forego firing attacks if they wish to l=
eave the crater. .
Models: Use GW plastic Mole Mortar model (old Squat spr=
ue) or a substitute (a large calibre 1/285 mortar piece fitted in reverse) =
with two IG Gunners or Tactical Infantry as crew on a stand.
Rapier Laser =
Destroyer
This is a slow multi-barrelled weapon that is used to provide ant=
i-armor support to infantry advances.
Models: Use GW metal Rapier model or=
 a substitute (a 1/285 Gatling like weapon fitted on a small sized tractor)=
 with two IG Gunners or Tactical Infantry as crew on a stand.
Tarantula
Th=
ese are robotic point defence weapons that recognize suitable targets and f=
ire in a rapid fashion. To represent this Tarantulas fire in both the First=
 Fire and Advance Fire phases (meaning they fire twice in the same turn, bu=
t in different phases). As any unit in First Fire the first shot may be use=
d as Snap Fire. Due to the robotic targeting system the -1 penalty to Snap =
Fire does not apply. This unit may not move and fire in the same turn. To m=
ove it must be given Charge Orders. Tarantulas therefore only receive First=
 Fire orders (to fire normally) and Charge Orders (to move); the Advance or=
der is not used with Tarantulas. Due to their robotic brain they are immune=
 to morale checks of any type and firing restrictions imposed by Daemons an=
d Tyranids.
Models: Use the GW plastic Lascannon model (Eldar Sprue) or a =
substitute (1/285 single or double barrelled laser) with two IG Gunners or =
Tactical Infantry as crew on a stand.
Thudd Gun
This is a light artillery p=
iece which pumps out multiple shells in succession.
Models: Use GW plastic=
 Thudd Gun model (old Squat sprue) or a substitute (a thick multi barrelled=
 artillery piece) with two IG Gunners or Infantry as crew on a stand.
Earth=
 Shaker
This is the standard heavy artillery of the Planetary Defence Force=
. It is the same gun that is used by the self-propelled artillery Basilisk.=
 
Models: Use GW model from a Basilisk mounted on a base or a large 1/285 g=
un with a shield, a German WWII FLAK36 or PAK43 is fine.
Basilisk Self Prop=
elled Artillery Gun
This is a self-propelled rapid-fire artillery unit that=
 may fire two barrage attacks in the same turn. These shots may be aimed at=
 the same target or different targets.
Models: GW metal model of the name =
or any 1/285 open topped SP Gun.
Bombard Mobile Siege Mortar
This unit fire=
s large shells in a curving arc so it may not fire at targets closer than 5=
0 cm from it. Destroys buildings if a single save if failed when hit by thi=
s weapon.
Models: GW metal model of the name or a really large 1/285 short=
-barrelled SP gun.
Manticore Rocket Launcher
These are lightly armoured sup=
port vehicles capable of barrage attacks. Unlike other artillery weapons th=
ese units are capable or either concentrating their barrage points into one=
 attack (as most artillery weapons do) or each model may fire its missiles =
independently, thus each having a separate barrage attack, although of less=
er strength. When firing independently each model uses its own barrage poin=
t total to determine the to hit roll. After firing it must spend a full tur=
n reloading for it to fire again.
Models: GW metal model of the name or a =
1/285 heavy rocket launcher.
Anti-Aircraft Gun
These units represent the st=
andard Imperial rapid-fire anti-aircraft gun. Due to its steep angle of fir=
e it may only fire at flyers, Titans/ Praetorians and units in buildings. I=
t cannot be used to target ground forces. As AA units they may fire at flye=
rs without penalty.
Models: GW metal model from hydra mounted on a base or=
 any 1/285 four barrelled AA gun.
Summary

Troop Type
Move
Saving Throw
CAF=

Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Light Artillery
 
 
 
 
 =

 
 
 
 

Mole Mortar
5 cm
None
-3
Mole Mortar
150 cm
1 BP
-
0
Fires barrag=
e

Rapier
5 cm
None
-3
Laser Destroyer
50 cm
1
4+
-3
 

Infantry Gun
5cm
No=
ne
-3
Autocannon
75cm
1
4+
0
 

Tarantula
10 cm on charge
None
-3
Lascannon=

75 cm
1
5+
-2
Fires both in FF & A. Snap fires without penalty.

Thudd Gun=

5 cm
None
-3
Thudd Gun
75 cm
2 BPs
-
0
Fires Barrage

Heavy Artillery
 
 
=
 
 
 
 
 
 
 

Earth Shaker
-
None
-3
Earth Shaker Cannon
150 cm
2 BPs
-
-2=

May fire 2 barrages per turn.

Basilisk
15 cm
5+
0
Earth Shaker Cannon
15=
0 cm
2 BPs
-
-2
May fire 2 barrages per turn.

Bombard
10 cm
5+
0
Siege Mo=
rtar
50-150 cm
3 BPs
-
-3
Fires barrage, Destroys buildings.

Manticore
15=
 cm
5+
0
Rockets
200 cm
6 BPs
-
0
Fires barrage. 1 turn to reload

Anti-air=
craft
 
 
 
 
 
 
 
 
 

AA Gun
-
None
0
Autocannon
100 cm
4
5+
-1
AA Gun U=
nit, immobile
>>> No changes recommended.
Super Heavy Tanks
These are the h=
eavily armed and armoured fighting vehicles of the Imperium. Their vast siz=
e means that only Knights and Titans/ Praetorians can hope to pin them in c=
lose combat. Super Heavies carry a variety of heavy weapons and are very di=
fficult to destroy.
Shadowsword
This tank wields a huge gun normally mount=
ed on Titans/ Praetorian known as a Volcano Cannon. This gun has mainly an =
anti-Titan/Praetorian role, and more than enough to destroy any enemy armou=
red vehicle. The long range of the gun enables the Shadowswords to deploy s=
afely behind the front line and hunt down enemy from a distance.
Models: G=
W metal model of the name (Large Super Heavy with a long barrelled main gun=
).
Baneblade
This type of Super Heavy tank is armed with many medium-ranged=
 anti-tank weapons. However, with their many bolters and respectable close =
combat capability, Baneblades are flexible enough to be used in multiple ro=
les ranging from anti-armor support to frontal assaults.
Models: GW metal =
model of the name (Large Super Heavy with a multiple barrelled main gun tur=
ret).
Stormhammer
This tank is armed with shorter ranged - but nevertheless=
 effective - weapons and is more suited for a close assault role. Due to it=
s close assault role the Stormhammer possesses heavy armor in front and sid=
es. When targeted from the rear the Stormhammer receives only a -1 penalty =
to its save; from the side =E2=80=93 no modifier. Stormhammers also have ma=
ny sponson turrets for bolters which make it a living hell to approach the =
tank for the enemy infantry and light vehicles.
Models: GW metal model of =
the name (Large Super Heavy with two turrets with double short-barrelled gu=
ns).


Summary

Troop Type
Move
Saving Throw
CAF
Weapons
Range
Attack Dice
=
To Hit Roll
TSM
Notes

Shadowsword
10 cm
1+
+6
Volcano Cannon
Lascannon
Bol=
ters
100 cm
75 cm
15 cm
1
2
6
3+
5+
6+
-4
-1
0
Volcano Cannon adds +3 to da=
mage rolls vs. Titans/ Praetorians

Baneblade
10 cm
1+
+8
Battlecannon
Lasc=
annon
Bolters
75 cm
75 cm
15 cm
2
2
10
4+
5+
6+
-2
-1
0
Battlecannon Turret=


Stormhammer
10 cm
1+
+10
Battlecannon
Bolters
50 cm
15 cm
4
14
4+
6+
-2
0=

Side armor as front, -1 from behind. Top 2 guns Turret, others 180 degrees=
.
 
Flyers
Thunderbolt Fighter
These are the air superiority fighters of th=
e Imperium. As with all flyers Thunderbolts do not combine their barrages t=
hey fire them independently. They follow the flyers' rules and are consider=
ed thrusters.
Models: GW metal model or a 1/285 sci-fi fighter.
Marauder Fi=
ghter-Bomber
This flyer is armed with heavy weapons and is suited for straf=
ing runs, although it can hold its own in dogfights. As with all flyers Mar=
auders do not combine their barrages they fire them independently. They fol=
low the rules for flyers and are considered thrusters.
Models: GW metal mo=
del or a 1/285 sci-fi fighter-bomber.
Summary

Troop Type
Move
Saving Throw=

CAF
Weapons
Range
Attack Dice
Roll To Hit
TSM
Notes

Thunderbolt Fighter
1=
00cm
4+
+4
Autocannon
Rockets
25 cm
25 cm
3
4 BP
5+
5+
-1
-1
Flyer, does no=
t combine barrages

Marauder Fighter-Bomber
75cm
3+
+2
Battlecannon
Lascann=
on
Missiles
50 cm
50 cm
50 cm
1
3
4 BP
4+
5+
5+
-2
-1
-2
Flyer, does not co=
mbine barrages
 
>>> No changes recommended.
 
To Jyrki=E2=80=99s credit th=
is army list (as well as the SOB) are very well balanced and need little ch=
ange. Please express your opinions on any changes as well as any new units.=

 
Peter
 

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</head>

<body lang=3DEN-US link=3Dblue vlink=3Dpu=
rple style=3D'tab-interval:.5in'>

<div class=3DSection1>

<p class=3DMsoNo=
rmal><font size=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-fami=
ly:Arial'>Hi!<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=
=3D2 face=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p>=
�</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3D=
Arial><span style=3D'font-size:10.0pt;
font-family:Arial'>Now that my move =
is winding down I can take command of the
revision. Note that project leade=
rs are still essential to get the revision
done quickly. All they need to d=
o is follow the e-mails generated and draw up a
summary.<o:p></o:p></span><=
/font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D=
'font-size:10.0pt;
font-family:Arial'><o:p>�</o:p></span></font></p>

=
<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:1=
0.0pt;
font-family:Arial'>As time goes by I dream more and more of a Net Ep=
ic Gold
Edition, that includes diagrams, pictures and battle scenes as well=
 as al the
counters needed. I am even entertaining making actual printed bo=
oks to be made
available ONLY to members of the list. The first step is to,=
 of course, get the
revision done. So <span class=3DGramE>lets</span> get s=
tarted!<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 f=
ace=3DArial><span style=3D'font-size:10.0pt;
font-family:Arial'><o:p>�=
</o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial>=
<span style=3D'font-size:10.0pt;
font-family:Arial'><o:p>�</o:p></span=
></font></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=
=3D'font-size:10.0pt;
font-family:Arial'>PDF army list<o:p></o:p></span></f=
ont></p>

<p class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'f=
ont-size:10.0pt;
font-family:Arial'><o:p>�</o:p></span></font></p>

<p=
 class=3DMsoNormal><font size=3D2 face=3DArial><span style=3D'font-size:10.=
0pt;
font-family:Arial'>Note<span class=3DGramE>,</span> I copy/pasted dire=
ctly from
the PDF books in hopes of not missing anything. I hope the tables=
 will come out
as least readable in text format. If not, I=E2=80=99ll send =
another formatted
one.<o:p></o:p></span></font></p>

<p class=3DMsoNormal s=
tyle=3D'mso-margin-top-alt:12.0pt;margin-right:0in;
margin-bottom:3.0pt;mar=
gin-left:0in;page-break-after:avoid;mso-outline-level:
1;tab-stops:283.5pt;=
text-autospace:none'><a name=3D"_Toc509827012"><font size=3D6
color=3Dblack=
 face=3D"Copperplate Gothic Bold"><span style=3D'font-size:22.0pt;
font-fam=
ily:"Copperplate Gothic Bold";color:black;mso-font-kerning:14.0pt;
mso-fare=
ast-language:DE'>Planetary Defense Forces</span></font></a><font
size=3D6 c=
olor=3Dblack face=3D"Copperplate Gothic Bold"><span style=3D'font-size:22.0=
pt;
font-family:"Copperplate Gothic Bold";color:black;mso-font-kerning:14.0=
pt;
mso-fareast-language:DE'><o:p></o:p></span></font></p>

<p class=3DMsoN=
ormal style=3D'text-align:justify'><font size=3D2 color=3Dblack
face=3D"Tim=
es New Roman"><span lang=3DEN-AU style=3D'font-size:10.0pt;mso-bidi-font-si=
ze:
12.0pt;color:black;mso-ansi-language:EN-AU'>The Planetary Defence Force=
 is the <span
class=3DSpellE>Imperium's</span> first line of defence agains=
t alien and traitor
incursions. Imperial Guard troops are recruited from th=
e elite of the Planetary
Defence Forces. Often medico rely or poorly traine=
d and lacking front line
equipment the PDF is nonetheless supposed to hold =
its ground until Imperial
Guard and Space Marine reinforcements arrive.<o:p=
></o:p></span></font></p>

<p class=3DMsoNormal style=3D'mso-margin-top-alt=
:12.0pt;margin-right:0in;
margin-bottom:3.0pt;margin-left:0in;page-break-af=
ter:avoid;mso-outline-level:
2;text-autospace:none'><a name=3D"_Toc49202295=
3"></a><a name=3D"_Toc509827013"><span
style=3D'mso-bookmark:_Toc492022953'=
><font size=3D5 color=3Dblack
face=3D"Copperplate Gothic Bold"><span style=
=3D'font-size:18.0pt;font-family:"Copperplate Gothic Bold";
color:black;mso=
-fareast-language:DE'>Special Rules</span></font></span></a><font
size=3D5 =
color=3Dblack face=3D"Copperplate Gothic Bold"><span style=3D'font-size:18.=
0pt;
font-family:"Copperplate Gothic Bold";color:black;mso-fareast-language=
:DE'><o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'mso-margi=
n-top-alt:12.0pt;margin-right:0in;
margin-bottom:3.0pt;margin-left:0in;page=
-break-after:avoid;mso-outline-level:
3;text-autospace:none'><a name=3D"_To=
c492022954"></a><a name=3D"_Toc509827014"><span
style=3D'mso-bookmark:_Toc4=
92022954'><font size=3D4 color=3Dblack
face=3D"HandelGothic BT"><span style=
=3D'font-size:14.0pt;font-family:"HandelGothic BT";
color:black;mso-fareast=
-language:DE'>The Chain of Command Rule</span></font></span></a><font
size=
=3D4 color=3Dblack face=3D"HandelGothic BT"><span style=3D'font-size:14.0pt=
;
font-family:"HandelGothic BT";color:black;mso-fareast-language:DE'><o:p><=
/o:p></span></font></p>

<p class=3DMsoNormal style=3D'text-align:justify'>=
<font size=3D2 color=3Dblack
face=3D"Times New Roman"><span style=3D'font-s=
ize:10.0pt;color:black'>The tight
structure of the Planetary Defense Forces=
 is reflected on the game table by the
chain of command rule. This represen=
ts the way in which orders are passed from
the regimental HQ to the company=
 HQ and finally to each individual unit. If the
chain is broken at some poi=
nt command and control of the army suffers.<o:p></o:p></span></font></p>

<=
p class=3DMsoNormal style=3D'text-align:justify'><font size=3D2 color=3Dbla=
ck
face=3D"Times New Roman"><span style=3D'font-size:10.0pt;color:black'><o=
:p>�</o:p></span></font></p>

<p class=3DMsoNormal style=3D'text-align=
:justify'><font size=3D2 color=3Dblack
face=3D"Times New Roman"><span style=
=3D'font-size:10.0pt;color:black'>The chain of
command works as follows. Pl=
anetary Defense Force units may only be given
orders if they are connected =
to the chain of command. A unit is automatically
connected to its chain of =
command if it is within 25cm of its company HQ. It is
not necessary for the=
 detachment's section HQ to be in range so long as at
least one model of th=
e detachment is within the 25cm radius from the company
HQ. <o:p></o:p></sp=
an></font></p>

<p class=3DMsoNormal style=3D'text-align:justify'><font siz=
e=3D2 color=3Dblack
face=3D"Times New Roman"><span style=3D'font-size:10.0p=
t;color:black'><o:p>�</o:p></span></font></p>

<p class=3DMsoNormal st=
yle=3D'text-align:justify'><font size=3D2 color=3Dblack
face=3D"Times New R=
oman"><span style=3D'font-size:10.0pt;color:black;mso-fareast-language:
DE'=
>Note: Any Support Cards assigned to a Company Card at the time of purchase=

are considered to receive orders from the company HQ they are attached to.=
<o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'text-align:jus=
tify'><font size=3D2 color=3Dblack
face=3D"Times New Roman"><span style=3D'=
font-size:10.0pt;color:black'><o:p>�</o:p></span></font></p>

<p class=
=3DMsoNormal style=3D'text-align:justify'><b><font size=3D2 color=3Dblack
f=
ace=3D"Times New Roman"><span style=3D'font-size:10.0pt;mso-bidi-font-size:=
12.0pt;
color:black;font-weight:bold'>Example:</span></font></b><i><font si=
ze=3D2
color=3Dblack><span style=3D'font-size:10.0pt;mso-bidi-font-size:12.=
0pt;color:black;
font-style:italic'> The player purchases a heavy artillery=
 company and a
detachment of Mole Mortars. Both the models of the heavy art=
illery company and
the Mole Mortar detachment must be within 25 cm of eithe=
r HQ unit (companies
usually bring 2 HQ units) to receive orders.<o:p></o:p=
></span></font></i></p>

<p class=3DMsoNormal style=3D'text-align:justify'>=
<font size=3D2 color=3Dblack
face=3D"Times New Roman"><span style=3D'font-s=
ize:10.0pt;color:black'><o:p>�</o:p></span></font></p>

<p class=3DMso=
Normal style=3D'text-align:justify'><font size=3D2 color=3Dblack
face=3D"Ti=
mes New Roman"><span style=3D'font-size:10.0pt;color:black'>The chain of
co=
mmand is broken in the following circumstances:<o:p></o:p></span></font></p=
>

<p class=3DMsoNormal style=3D'text-align:justify'><font size=3D2 color=
=3Dblack
face=3D"Times New Roman"><span style=3D'font-size:10.0pt;mso-bidi-=
font-size:12.0pt;
color:black'><o:p>�</o:p></span></font></p>

<p clas=
s=3DMsoNormal style=3D'margin-left:.5in;text-align:justify;text-indent:-.25=
in;
mso-list:l0 level1 lfo2;tab-stops:list .5in'><![if !supportLists]><font=
 size=3D2
color=3Dblack face=3DWingdings><span style=3D'font-size:10.0pt;fo=
nt-family:Wingdings;
mso-fareast-font-family:Wingdings;mso-bidi-font-family=
:Wingdings;color:black'><span
style=3D'mso-list:Ignore'>=C3=98<font size=3D=
1 face=3D"Times New Roman"><span
style=3D'font:7.0pt "Times New Roman"'>&nb=
sp;����� </span></font></span></span></font><![end=
if]><font
size=3D2 color=3Dblack><span style=3D'font-size:10.0pt;color:blac=
k'>If the unit is
farther than 25 cm from its company HQ<o:p></o:p></span><=
/font></p>

<p class=3DMsoNormal style=3D'margin-left:.5in;text-align:justi=
fy;text-indent:-.25in;
mso-list:l0 level1 lfo2;tab-stops:list .5in'><![if !=
supportLists]><font size=3D2
color=3Dblack face=3DWingdings><span style=3D'=
font-size:10.0pt;font-family:Wingdings;
mso-fareast-font-family:Wingdings;m=
so-bidi-font-family:Wingdings;color:black'><span
style=3D'mso-list:Ignore'>=
=C3=98<font size=3D1 face=3D"Times New Roman"><span
style=3D'font:7.0pt "Ti=
mes New Roman"'>������ </span></font></span><=
/span></font><![endif]><font
size=3D2 color=3Dblack><span style=3D'font-siz=
e:10.0pt;color:black'>If the
unit=E2=80=99s section HQ has been destroyed<o=
:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'margin-left:.5in=
;text-align:justify;text-indent:-.25in;
mso-list:l0 level1 lfo2;tab-stops:l=
ist .5in'><![if !supportLists]><font size=3D2
color=3Dblack face=3DWingding=
s><span style=3D'font-size:10.0pt;font-family:Wingdings;
mso-fareast-font-f=
amily:Wingdings;mso-bidi-font-family:Wingdings;color:black'><span
style=3D'=
mso-list:Ignore'>=C3=98<font size=3D1 face=3D"Times New Roman"><span
style=
=3D'font:7.0pt "Times New Roman"'>������ </sp=
an></font></span></span></font><![endif]><font
size=3D2 color=3Dblack><span=
 style=3D'font-size:10.0pt;color:black'>If the
unit=E2=80=99s company HQ ha=
s been destroyed<o:p></o:p></span></font></p>

<p class=3DMsoNormal style=
=3D'text-align:justify'><font size=3D2 color=3Dblack
face=3D"Times New Roma=
n"><span style=3D'font-size:10.0pt;color:black'><o:p>�</o:p></span></f=
ont></p>

<p class=3DMsoNormal style=3D'text-align:justify'><font size=3D2 =
color=3Dblack
face=3D"Times New Roman"><span style=3D'font-size:10.0pt;colo=
r:black'>Company
HQ=E2=80=99s are usually composed of two stands with a tra=
nsport (usually a
Rhino). The command radius is measured from the stands an=
d not from the
transports. Units that are outside the chain of command rece=
ive no orders for
that turn.<o:p></o:p></span></font></p>

<p class=3DMsoNo=
rmal style=3D'mso-margin-top-alt:12.0pt;margin-right:0in;
margin-bottom:3.0=
pt;margin-left:0in;page-break-after:avoid;mso-outline-level:
3;text-autospa=
ce:none'><a name=3D"_Toc492022955"></a><a name=3D"_Toc509827015"><span
styl=
e=3D'mso-bookmark:_Toc492022955'><font size=3D4 color=3Dblack
face=3D"Hande=
lGothic BT"><span style=3D'font-size:14.0pt;font-family:"HandelGothic BT";
=
color:black;mso-fareast-language:DE'>Section HQ</span></font></span></a><fo=
nt
size=3D4 color=3Dblack face=3D"HandelGothic BT"><span style=3D'font-size=
:14.0pt;
font-family:"HandelGothic BT";color:black;mso-fareast-language:DE'=
> <o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'text-align:j=
ustify'><font size=3D2 color=3Dblack
face=3D"Times New Roman"><span style=
=3D'font-size:10.0pt;mso-bidi-font-size:12.0pt;
color:black'>Section headqu=
arters are detachment leaders. They move and shoot
according to the orders =
given to the rest of the detachment. Section HQs are
not command units and =
do not enjoy the special rules afforded to these units.
They do however enj=
oy the targeting restriction regular HQ units have, that is,
they can only =
be targeted if they are the closest unit of that type within
range. Detachm=
ents that lose their section HQ are considered to be outside the
chain of c=
ommand and receive no orders.<o:p></o:p></span></font></p>

<p class=3DMsoN=
ormal style=3D'mso-margin-top-alt:12.0pt;margin-right:0in;
margin-bottom:3.=
0pt;margin-left:0in;page-break-after:avoid;mso-outline-level:
3;text-autosp=
ace:none'><a name=3D"_Toc492022956"></a><a name=3D"_Toc509827016"><span
sty=
le=3D'mso-bookmark:_Toc492022956'><font size=3D4 color=3Dblack
face=3D"Hand=
elGothic BT"><span style=3D'font-size:14.0pt;font-family:"HandelGothic BT";=

color:black;mso-fareast-language:DE'>Regimental Command</span></font></spa=
n></a><font
size=3D4 color=3Dblack face=3D"HandelGothic BT"><span style=3D'=
font-size:14.0pt;
font-family:"HandelGothic BT";color:black;mso-fareast-lan=
guage:DE'><o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'text=
-align:justify'><font size=3D2 color=3Dblack
face=3D"Times New Roman"><span=
 style=3D'font-size:10.0pt;mso-bidi-font-size:12.0pt;
color:black'>Regiment=
al command is represented by special super heavy tanks
(such as the <span c=
lass=3DSpellE>Baneblade</span>) that serve as mobile
headquarters. These ar=
e usually behind the army and not represented in the
battle. In some instan=
ces you may bring them to battle and their close
proximity augments the arm=
ies command and control performance. Note that only
the regimental command =
super heavy and not the regular ones give the following
benefits.<span styl=
e=3D'mso-spacerun:yes'>=C2=A0 </span>When such a vehicle is present
on the =
battlefield the command radius of all Planetary Defense Force units is
incr=
eased to 35 cm, including the command vehicle itself. Only when all such
ve=
hicles participating on the tabletop are destroyed is the increased command=

radius lost. Once the last command vehicle is lost the command radius reve=
rts
to its normal 25cm radius, since other command vehicles not directly on=
 the
tabletop are assumed to have taken control.<o:p></o:p></span></font></=
p>

<p class=3DMsoNormal style=3D'text-align:justify'><font size=3D2 color=
=3Dblack
face=3D"Times New Roman"><span style=3D'font-size:10.0pt;mso-bidi-=
font-size:12.0pt;
color:black'><o:p>&
(Message over 64 KB, truncated)

------=_NextPart_000_0008_01C28965.A73F4940--From "AntiChrist" <seimejote_at_...> Mon Nov 11 17:32:06 2002
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Date: Mon, 11 Nov 2002 17:32:06 -0000
To: netepic_at_yahoogroups.com
Subject: [PDF] New/updated units
Message-ID: <aqopim+4g57_at_...>
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From: "AntiChrist" <seimejote_at_...>
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X-Yahoo-Profile: antichrist666it

Some changes and new units I propose...

+++ INCOMING TRANSMISSION +++

Pre=
fect Penetante
The Prefect Penetante are a feared sight in the Imperium and=
 rightly
so, for they are famous for the harsh punishments they employ. Th=
ey
are domineering and cruel upon the fields of war and are valiant
warri=
ors in battle. They have no second thoughts about sending Penal
Troopers i=
nto the centre of a death zone and so are ideal to take
command of such a =
dangerous force which needs great discipline to
command. The Prefect Penet=
ante=A1=A6s clothing echoes the flowing robes of
a more ancient time and m=
arks them out as the mighty lords of
punishment that they are.

MOV: 10cm
=
SAV: -
CAF: +2
WPN: Laspistol/Sword
RNG: 25cm
ATK: 2
HIT: 5+
TSM: 0
Notes: =
HQ

Arbitrators
The Arbitrators are the militant arm of the Adeptus Arbites=
, the
warriors of justice. They form the policing units of the Penal
Legi=
ons. Without these Arbites the Penal Legions would soon lose
control of th=
eir inmates from outbreaks of mutiny and rebellion.
Arbitrators are well-a=
rmed and fanatically loyal to their cause. The
Arbitrators of the shock sq=
uads wear dark uniform and the sinister
reflective visor of their helmet h=
ides its wearer=A1=A6s penetrating gaze.

MOV: 10cm
SAV: -
CAF: +1
WPN: Arb=
ites Combat Shotgun
RNG: 35cm
ATK: 1
HIT: 4+
TSM: 0
Notes:

Penal Troopers=

These are PDF troopers who are committed capital crimes and had their
sen=
tence commuted to life service. Since there are great many capital
crimes =
the supply of troops is large indeed. New troops have their
heads shaved =
and tattooed with the unit insignia, and explosive
collars are put around =
their neck. You may not have more Penal
Companies than you have Infantry c=
ompanies.
=84h Explosive collars - If a Penal detachment fails a Morale che=
ck and
the Prefect Penetante is still alive, some of the collars are
deto=
nated: remove one stand and make another Morale check
immediately, if it i=
s successful the unit does not break. If not, the
unit goes on Fall-back o=
rders and loses one stand each End phase
until it either rallies or is des=
troyed.
=84h Frenzon - Frenzon is a generic name for a number of drugs used=
 to
induce psychological effect in the recipient. In the Penal Legion,
th=
ese drugs are usually injected via a dispenser device strapped to
the thro=
at as part of the explosive collar. At the beginning of the
Orders phase, =
you must choose whether you are using a dose of
frenzon: if you decide so,=
 Penal Troopers get +3 CAF and are
considered Fearless until the end of tu=
rn. Repeated use of frenzon is
dangerous to the subject, every time a dose=
 is administrated roll 1d6
for each stand at the start of the End phase: o=
n a roll of 1 the
stand is killed. Penal detachment=A1=A6s frenzon dispens=
ers are controlled
via closed channel communicators operated by the Prefec=
t Penetante.
If he dies, then no more doses can be administrated.

MOV: 10=
cm
SAV: -
CAF: 0
WPN: Lasguns
RNG: 50cm
ATK: 1
HIT: 5+
TSM: 0
Notes: Explos=
ive collars, Frenzon

Cyborg Berzerkers
Most who join the ranks of the Pena=
l Legion die in their first
battle. They are pushed into the very heart of=
 the fighting like
cattle and no medical assistance is wasted on them afte=
rwards. The
toughest, the most dangerous, the born killers, somehow surviv=
e. For
every hundred pathetic miscreants that die whimpering under the ene=
my
guns one mad killer emerges triumphant, screaming his insane anger.
Th=
e use of psychopaths on the battlefield has always been met with a
feeling=
 of apprehension. Most are generally safe enough to be put
into Human Bomb=
 sections or join the ranks of the Penal squads, but
some are so far gone =
that they could be a danger to friendly forces
on the battlefield. These s=
ouls are taken away from the ranks of
troopers, but because they are poten=
tially so useful in their
psychopathic tendencies, they are bionically enh=
anced and made to be
a lot more effective and a lot less dangerous for fri=
endly units.
These so-called Cyborg Berzerkers are loners who fight with s=
avagery
of five men and often charge directly into the centre of enemy ran=
ks,
and because of their cyborg bodies still live through the mad charge.
=

MOV: 10cm
SAV: 6+ fixed
CAF: +4
WPN: Bionic Implants
RNG: -
ATK: -
HIT: -
=
TSM: -
Notes: AI

NEW/UPDATED CARDS

Penal Legion (Company card)
Prefect Pe=
netante+Rhino, 3 Penal Platoons
Break Point: 9, Morale: 3, VP: 5, Cost: 450=
pts

Arbitrators squad (Support card)
6 Arbitrators stands, 3 Chimeras
Brea=
k Point: 5, Morale: 3, VP: 2, Cost: 225pts

Cyborg Berzerkers (Special card=
, may only be attached to Penal
Legions)
5 Cyborg Berzerkers stands
Break =
Point: 5, Morale: -, VP: 2, Cost: 150pts

+++ END OF TRANSMISSION +++
Received on Mon Nov 11 2002 - 13:24:29 UTC

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