FORCES OF THE IMPERIUM
The following writeups allow you to field Imperial forces as enemies, including statistics for all troop types, and a deck of cards. During the game, at the beginning of each of your turns, roll a white die for every opponent player.Draw additional random cards equivelant to your roll. Remember that these cards are "discard after use". NOTE that Agents may take advantage of both CHURCH and STATE cards!

CHURCH
TROOP M A H  SHOOTING MELEE NOTES Pts.
 Sororitas 6 2 1 Bolter: oo K J KB R oo+1 Rapid Fire. [H] 5
 Seraphim 8 2 1 2 Bolt Pistols: oo K J KB 8" oooooo+1 2 fisted.  Snap Fire.  FLY. [P] 7
Preacher 6 1 1 Laspistol: oo S -- 8" r. OO [P] 5
Missionary 6 1 2 Autogun: oo W J OO FIELD. [P], [S] 7
Confessor 6 1 3 Laspistol: oo S -- 8" r. OOO FIELD. [P] 10
Frateris 6 0 1 Stub Pistol: oo S J 8" r. ooo   2/2

M=move A=armor H=hits [P]= May take Pistol Upgrades, [S]= Special Weapon ,[H]= Heavy weapon
FLY: Do not have to touch ground during movement. Ignore Falls.
FIELD: Roll O and deduct total from incoming damage.

STATE
TROOP M A H  SHOOTING MELEE NOTES Pts.
 Guard 6 1 1 Lasgun: oo S -- oo [S], [H] 2
Stormtrpr. 6 1 1 Hotshot: ooo S J ooo [S] 3
Ratling 5 1 1 Sniper Rifle: ooo W J o SNIPER. INFILTRATE. 5
 Ogryn 6 1 6 Ripper: OOo W J * 8" r. OOO BIG. 3" KB in melee. 15
 Arbites 6 2 1 Shotgun: oooR S J KB 1"A  Ooo Snap Fire. ISFKB. 5
 Squat 5 1 2 Bolter: oo K J KB OO   5
Marine 6 2 1 Bolter: oo K J KB Rap. Oo+1 R Ignore KB. 7

SNIPER: Ignore target range and cover if you don't move. SNAP FIRE: fire bolt pistol before being meleed.
INFILTRATE:Place these blips anywhere on the board AFTER the other players have set up.
RO: Reroll Opponent in melee. *: Split Fire weapon. 8" r: Weapon's Max. range is 8 inches.
BIG: Ignore KB. Can't Hide. Can't use Bldg/Barricade cover. ISFKB: Ignore stun from Knockback.

COMMANDER UPGRADES
TROOP H MELEE NOTES Pts.
 Sergeant / Superior +1  +1 +1 Card at start. + 5
 Lieutenant / Champion +2  +2 R +2 Cards at start. +10
 Captain / Judge / Canoness +3  +3 RO +1 Card per turn. +15

AGENTS
TROOP M A H  SHOOTING MELEE NOTES Pts.
Commissar 6 2 4 Bolter: oo K J KB Rap. OO RO. +1 Card/turn. [P] 20
 Assassin 1 6 2 4 Sniper Rifle: ooo W J OO IA. STEALTH. 25
 Assassin 2 6x2 2 4 Needle Pistol: o W J 8" OOO+2 " ", RO, SCYTHE. 25
 Inquisitor 7 3 4 Combi: Bolter Needler OOOO Ignore KB. RO. FIELD. 25
 Psyker 6 1 1 Laspistol: oo S -- 8" OO+1 PSY level 1 5
 Grey Knight 6 3 1 Bolter: oo K J KB Rap. OOO+1R PSY level 3 15
 Tech Priest 6 2 1 Combi: Bolter Flamer OOO+1 Ignore KB. FIELD. TECH. 10
 Servitor 6 1 1 -- OOO+1 Ignore Stun. [T] 2
 Gun Servitor 6 1 1  Hvy Bolter / Multimelta O+1 Ignore Stun [T] 7

Combi: may fire both weapons as one action. Weapon Stats are as they appear elsewhere.
TECH: Your forces may automatically clear 1 Jam per turn for free. You may take 2 free Vehicle cards.
IA: Ignore target's armor when shooting. STEALTH: Infiltrate, and may hide for free.

WEAPON UPGRADES
 WEAPON ? DICE G F EFFECT NOTES COST
 Plasma Pistol P OO W J  Line 8" Range. +5
 Hand Flamer P Oo+P W J HFT Burn. +3
 Hvy Shotgun S oo S J 1" 12" Range. KB. Arbites only. +0
Grenade Launch. S OO W J 2" B Move -1. Ignore Front Cover. +3
Meltagun S OOo W J FT Move -1. +3
 Flamer S Oo+P W J FT Move -1. Burn. +3
 Heavy Stubber S OO S J * Move -1. Rapid Fire. +3
Heavy Bolter H OO K J * Move -2. Rapid Fire. +5
 Heavy Flamer H OO+P W J HFT Move -2. Burn. +5
Missile Launcher H OO K J 2" B Move -2. Ignore Range. +5
Lascannon H OOO K -- -- Move -2. Or, 2 x OO. +5
 Multimelta H OOO W J HFT Move -2. +5
 Mortar H OO +1 W J 2" B Move -2. Artillery. +5

?:Weapon type. Leaders and agents may not take S or H weapons.
G:Graze. S=stun, W=wound, K=kill. F:Fail. --= none, J= Jam, X= explode.

CARDS

Print two copies of these cards. Also included are some Blips.

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