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WELCOME TO THE EPIC WARHAMMER 40,000 UNIVERSE . . . . . 1 GETTING STARTED . . . . . . . . . . . . . . . . 3 What Comes with This Game? . . . . 3 Copy Protection . . . . . . . . . . . . . . . 3 Mouse and Other Controls . . . . . . . 3 Starting the Tutorial . . . . . . . . . . . . 5 Selections Screen . . . . . . . . . . . . . . 6 ORK BACKGROUND . . . . . . . . . . . . . . . 7 Nobz . . . . . . . . . . . . . . . . . . . . . . . . 8 Mekboyz . . . . . . . . . . . . . . . . . . . . . 8 Madboyz . . . . . . . . . . . . . . . . . . . . . 8 Stormboyz . . . . . . . . . . . . . . . . . . . 8 Weirdboyz . . . . . . . . . . . . . . . . . . . 8 TUTORIAL . . . . . . . . . . . . . . . . . . . . . . 9 Hothgar’s Stance . . . . . . . . . . . . . . . 9 Deployment Screen Features . . . . . 9 Before Your Turn One . . . . . . . . . . 15 Your Turn One . . . . . . . . . . . . . . . 19 Ork Turn One . . . . . . . . . . . . . . . . 21 Your Turn Two . . . . . . . . . . . . . . . 22 Ork Turn Two . . . . . . . . . . . . . . . . 23 Your Turn Three . . . . . . . . . . . . . . 23 After the Battle . . . . . . . . . . . . . . 23 GAME PLAY . . . . . . . . . . . . . . . . . . . . 25 Tactical Controls . . . . . . . . . . . . . . 25 Message Bar . . . . . . . . . . . . . . . . . 28 Selecting Detachments . . . . . . . . . 28 Moving Squads . . . . . . . . . . . . . . . 28 Line of Sight . . . . . . . . . . . . . . . . . 29 Firing Weapons . . . . . . . . . . . . . . . 29 Close Assault . . . . . . . . . . . . . . . . . 29 VOLISTAD CAMPAIGN . . . . . . . . . . . . 31 Beginning a Campaign Game . . . . 31 The Campaign Turn . . . . . . . . . . . 31 Control Options . . . . . . . . . . . . . . 32 Map of Volistad . . . . . . . . . . . . . . 34 Imperial Forces at Your Command . . . . . . . . . . . . . . . 35 QUICK BATTLES . . . . . . . . . . . . . . . . . 37 Determine Number of Players . . . 37 Determining Points . . . . . . . . . . . . 37 Battle Type . . . . . . . . . . . . . . . . . . 38 Battle Mode . . . . . . . . . . . . . . . . . 38 Choose Map . . . . . . . . . . . . . . . . . 38 Unit Selection . . . . . . . . . . . . . . . . 39 Game play . . . . . . . . . . . . . . . . . . . 41 MULTIPLAYER . . . . . . . . . . . . . . . . . . . 42 Choosing Forces . . . . . . . . . . . . . . 42 Determining Points . . . . . . . . . . . . 42 Selecting Connection Options . . . 42 TACTICAL NOTES . . . . . . . . . . . . . . . . 44 Reconnaissance . . . . . . . . . . . . . . . 44 Land Forces . . . . . . . . . . . . . . . . . . 44 Fliers . . . . . . . . . . . . . . . . . . . . . . . 44 Imperial Units . . . . . . . . . . . . . . . . 45 Waaagh! The Orks . . . . . . . . . . . . 45 RACES IN THE EPIC WARHAMMER 40,000 UNIVERSE . . . . 46 Humanity . . . . . . . . . . . . . . . . . . . 46 Orks . . . . . . . . . . . . . . . . . . . . . . . 47 Chaos . . . . . . . . . . . . . . . . . . . . . . 47 Eldar . . . . . . . . . . . . . . . . . . . . . . . 48 Tyranids . . . . . . . . . . . . . . . . . . . . . 48 LAST WORDS . . . . . . . . . . . . . . . . . . . 48 GLOSSARY . . . . . . . . . . . . . . . . . . . . . 49 UNIVERSE . . . . . . . . . . . . . . . . . . . . . . 50 ADEPTUS ADMINISTRATUS DATABASE . . . . . . . . . . . . . . . . . . . . . 54 Imperium of Man . . . . . . . . . . . . . 54 Space Ork Horde . . . . . . . . . . . . . . 62 UNIT VEHICLE TABLES . . . . . . . . . . . . 70 UNIT INFANTRY TABLES . . . . . . . . . . . 71 UNIT FLYER TABLES . . . . . . . . . . . . . . 71 WEAPONS LISTS . . . . . . . . . . . . . . . . . 72 TITAN AND GARGANT LISTS . . . . . . . 72 SPECIAL DESCRIPTIONS . . . . . . . . . . . 74 IMPERIAL TIMELINE . . . . . . . . . . . . . . 75 TABLE OF CONTENTS

Warhammer 40000 - Final Liberation - Manual - PC

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Page 1: Warhammer 40000 - Final Liberation - Manual - PC

WELCOME TO THE EPIC WARHAMMER 40,000 UNIVERSE . . . . . 1

GETTING STARTED . . . . . . . . . . . . . . . . 3What Comes with This Game? . . . . 3Copy Protection . . . . . . . . . . . . . . . 3Mouse and Other Controls . . . . . . . 3Starting the Tutorial . . . . . . . . . . . . 5Selections Screen . . . . . . . . . . . . . . 6

ORK BACKGROUND . . . . . . . . . . . . . . . 7Nobz . . . . . . . . . . . . . . . . . . . . . . . . 8Mekboyz . . . . . . . . . . . . . . . . . . . . . 8Madboyz . . . . . . . . . . . . . . . . . . . . . 8Stormboyz . . . . . . . . . . . . . . . . . . . 8Weirdboyz . . . . . . . . . . . . . . . . . . . 8

TUTORIAL . . . . . . . . . . . . . . . . . . . . . . 9Hothgar’s Stance . . . . . . . . . . . . . . . 9Deployment Screen Features . . . . . 9Before Your Turn One . . . . . . . . . . 15Your Turn One . . . . . . . . . . . . . . . 19Ork Turn One . . . . . . . . . . . . . . . . 21Your Turn Two . . . . . . . . . . . . . . . 22Ork Turn Two . . . . . . . . . . . . . . . . 23Your Turn Three . . . . . . . . . . . . . . 23After the Battle . . . . . . . . . . . . . . 23

GAME PLAY . . . . . . . . . . . . . . . . . . . . 25Tactical Controls . . . . . . . . . . . . . . 25Message Bar . . . . . . . . . . . . . . . . . 28Selecting Detachments . . . . . . . . . 28Moving Squads . . . . . . . . . . . . . . . 28Line of Sight . . . . . . . . . . . . . . . . . 29Firing Weapons . . . . . . . . . . . . . . . 29Close Assault . . . . . . . . . . . . . . . . . 29

VOLISTAD CAMPAIGN . . . . . . . . . . . . 31Beginning a Campaign Game . . . . 31The Campaign Turn . . . . . . . . . . . 31Control Options . . . . . . . . . . . . . . 32Map of Volistad . . . . . . . . . . . . . . 34Imperial Forces at Your Command . . . . . . . . . . . . . . . 35

QUICK BATTLES . . . . . . . . . . . . . . . . . 37Determine Number of Players . . . 37Determining Points . . . . . . . . . . . . 37Battle Type . . . . . . . . . . . . . . . . . . 38Battle Mode . . . . . . . . . . . . . . . . . 38Choose Map . . . . . . . . . . . . . . . . . 38Unit Selection . . . . . . . . . . . . . . . . 39Game play . . . . . . . . . . . . . . . . . . . 41

MULTIPLAYER . . . . . . . . . . . . . . . . . . . 42Choosing Forces . . . . . . . . . . . . . . 42Determining Points . . . . . . . . . . . . 42Selecting Connection Options . . . 42

TACTICAL NOTES . . . . . . . . . . . . . . . . 44Reconnaissance . . . . . . . . . . . . . . . 44Land Forces . . . . . . . . . . . . . . . . . . 44Fliers . . . . . . . . . . . . . . . . . . . . . . . 44Imperial Units . . . . . . . . . . . . . . . . 45Waaagh! The Orks . . . . . . . . . . . . 45

RACES IN THE EPIC WARHAMMER 40,000 UNIVERSE . . . . 46

Humanity . . . . . . . . . . . . . . . . . . . 46Orks . . . . . . . . . . . . . . . . . . . . . . . 47Chaos . . . . . . . . . . . . . . . . . . . . . . 47Eldar . . . . . . . . . . . . . . . . . . . . . . . 48Tyranids . . . . . . . . . . . . . . . . . . . . . 48

LAST WORDS . . . . . . . . . . . . . . . . . . . 48

GLOSSARY . . . . . . . . . . . . . . . . . . . . . 49

UNIVERSE . . . . . . . . . . . . . . . . . . . . . . 50

ADEPTUS ADMINISTRATUS DATABASE . . . . . . . . . . . . . . . . . . . . . 54

Imperium of Man . . . . . . . . . . . . . 54Space Ork Horde . . . . . . . . . . . . . . 62

UNIT VEHICLE TABLES . . . . . . . . . . . . 70

UNIT INFANTRY TABLES . . . . . . . . . . . 71

UNIT FLYER TABLES . . . . . . . . . . . . . . 71

WEAPONS LISTS . . . . . . . . . . . . . . . . . 72

TITAN AND GARGANT LISTS . . . . . . . 72

SPECIAL DESCRIPTIONS . . . . . . . . . . . 74

IMPERIAL TIMELINE . . . . . . . . . . . . . . 75

TABLE OF CONTENTS

Mike
ReplacementDocs
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Volistad was first colonized by the Imperium in 979/m35. However, history of Volistadat this point is unknown. Warp Storms isolated the planet while still in its sociologicalinfancy, left to develop on its own for the next 3,500 years.

When Volistad was re-discovered by the Imperium in 437/m39, it was in a state ofplanetary civil war; feudal, war driven economies, led by four main families (HouseOchinka, House Petchenka, House Silenko, and House Volga), had brought the planetto its knees. The in-fighting had become so fierce that, due mainly to nuclearproliferation, the eco-system was near collapse - most of the surface had beenovertaken by the oceans, swollen by melted polar caps.

The Imperium put a stop to all of this.

With technologically advanced troops, the Departmentus Reclamata set to workcrushing the in-fighting and introducing the world to the ways of the Imperium. The strongest family, House Petchenka, was placed in position as the Official ImperialFamily. The eco-system was restored to a workable state and technology was broughtup to Imperial standard.

For the past 2,560 standard Terran years, Volistad has been a planet strongly loyal tothe Imperium. Two main elements place Volistad at a premium to the Emperor — theAstropaths and the Titans. Nestled in the central region of Tollcharin, lies the AdeptusAstra Telepathica monastery. The Astronomicon is a navigational reference point,essential for safe and successful traversing of the perilous realms of nearby warpspace. The Astropaths’ role on Volistad are to provide a stabilizing influence upon thistemperamental warp site, allowing the Astronomicon to perform its function,permitting relatively safe warp navigation to continue through this vital corridor ofthe segmentium. Should the distortions become too great to stabilize, or should anyships find themselves in jeopardy within the warp, the Volistad Astropaths can providewhat is effectively a psychic lighthouse.

The Astropaths have had to cease their “work,” however, since the Orks arrived forfear that the Ork psychic “Weirdboyz” might discover them and their purpose. Shouldthe Astropaths be destroyed, the Orks could cut off the whole sector from Imperialnavigation and entire regions of space would be at their mercy. It would certainlyextinguish any hope of long range reinforcements arriving in time to save Volistad.

Secondly, an archeological team discovered ancient Titans still in stasis on Volistad in928/m41. The Titans were placed on Volistad during the initial terraforming mission,and had remained undisturbed for the better part of 7,000 years. The decision onwhat to do with these massive war machines was still pending within the ImperialSenate when the Ork incursion began.

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WELCOME TO THE EPICWARHAMMER 40,000® UNIVERSE!

IMPERIAL TRANSMISSION

TRANSMITTED: Space Platform Africanus XII

DESTINATION: Terra

DATE: 2564986/M41

TELEPATHIC DUCT: Astropath-terminus Kovacs

SUBJECT: Planetary Background

REF: VolisPetch/345221aMKJ

AUTHOR: Adeptus Prefectus Primus Whilhelm

Franz (acting sub-Director)

PLANET VOLISTAD: SEGMENTUM TEMPESTUS COATHUS

SPUR/WESTERN ARM

PLANETARY SYSTEM: VOLISTASOL PLANETARY: BODY IV

SPATIAL INDEX 1174663.5634

FROM EPICENTER PRAGATHUS WARP GATE SYSTEM

MAIN SPACE PORT LOCATIONS: BORODNI, PLANETARY CAPITOL

ECONOMY: STANDARD IMPERIAL TITHE STRUCTURE

RULING FAMILY: HOUSE PETCHENKA

URI OLIKOV PETCHENKA CURRENT ACTING PLANETARY OVERLORD

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IMPERIUM OF MANMore than 25 Millennia ago, humanity first looked to the stars and began thegreat exploration of nearby space. Limited at first to sublight travel, colonizationand conquest proceeded at a snail’s pace. Generations could live and die on thegreat interstellar voyages without ever seeing their destinations. Colonies wereforced into independence; aid took centuries to arrive, if it came at all.

With the discovery of the warp drive came the great expansion. Mankind wasfreed from the need to spend generations traveling between the stars. Thesubsequent discovery and refinement of the navigator gene, which allowed pilots to make longer and more accurate warp jumps, merely confirmed thetrend. Within centuries, rather than the millennia, humanity burst from itsconfining systems and spread out into the galaxy.

As humanity moved into the galaxy, the Dark Age of Technology broughtseemingly unstoppable progress. Humanity’s machines achieved incredible levelsof sophistication. There seemed nothing that Man could not do, even ashumanity began to splinter into smaller groups. Some were cut off in remoteparts of the galaxy; others, deliberately isolated themselves, using their powerand knowledge to make war on their enemies, human and alien alike.

It was at this time that the “psykers” — humans capable of using powers such astelekinesis and telepathy — first arose in the midst of humanity. The trigger forthis emergence has never been determined, but psykers were recorded on almostevery planet known to man. Untrained and unprotected, many went mad or fellprey to non-psychic men; uncounted millions were burnt as witches, destroyed byignorance. More fell to creatures — Daemons — from warp space, beings whichfed upon their minds and bodies. Civilization crumbled as ignorance and madnessreplaced enlightenment and technology. The Dark Age of Technology ended; theAge of Strife was born.

For more than five thousand years warfare tore humanity apart. Alien andhuman, all enemies were as one. The loose confederation of human space wasshattered by local wars on every scale: nation battled nation, planet foughtplanet, system laid waste system. Outspacers and aliens plundered the ruinedworlds. Abandoned or cut off by warp storms, human colonies fell victim to localconditions. Terraformed worlds reverted to their natural condition and as theydid so, humanity suffered. Through chance and depleted gene-pools, somecolonies underwent a forced evolution, producing new successor species: thestocky Squats, the powerful Ogryns and the Beastmen. Other colonies simplyreverted to savagery under the combined pressures of alien raids, ecologicaldisaster, psychic madness and technological failure.

Only the worlds where psykers were rigorously repressed survived intact. Theretrenchment of Man was almost total.

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GETTING STARTEDThe best way to familiarize yourself with the basics for EPIC WARHAMMER 40,000:FINAL LIBERATION is to go step-by-step through the “Tutorial” section of the manualwhich begins on page 9. It has been written to familiarize you with the menusand aspects of a scenario, and introduce you to the style of fighting in the 40Kuniverse. The tutorial explains many of the basic concepts of how the gameworks; however, if you just want to learn about how the interface works as awhole, then turn to the “Game Play” section on page 41. A glossary at the end of this book defines some commonly used terms in the game. You might alsowant to browse through the README.TXT file for nformation or changes madeafter this manual went to press.

What Comes with This Game?Your box should contain this User Manual, a data card, and an EPIC WARHAMMER

40,000: FINAL LIBERATION CD. The User Manual explains how to play and has importantinformation on menus, scenarios, unit classes, and equipment. To play, install thegame according to instructions on the data card.

Copy ProtectionThere is no physical copy protection on your EPIC WARHAMMER 40,000: FINAL

LIBERATION CD, but in order to play, the CD must be in the CD-ROM drive.

Mouse and Other ControlsEPIC WARHAMMER 40,000: FINAL LIBERATION features an active mouse pointer; wheneverthe mouse pointer is passed over a unit, a button, or an icon, a description of whatthat control changes to when clicked-on appears in the bar at the bottom of thescreen. This should help you with unfamiliar elements of the game.

In this book, the term “click” means move the mouse icon (an arrow) to thedesired area on the screen, and press either the left or right mouse buttons.“Left-click” means move the mouse icon to the desired area and press the leftmouse button. “Right-click” means move the mouse icon to the desired area andpress the right mouse button.

When viewing video footage, simply hit the Spacebar or ESC key on the keyboardto stop the video. Also, the Spacebar can be used to stop a game if the computeris playing itself.

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Selections ScreenThe Selections screen provides the basic game choices for EPIC WARHAMMER 40,000:FINAL LIBERATION. Left-clicking on the buttons on the right control panel allows youto select the options available on the menu — Campaign, Quick Battle, Load, Codex, ViewIntroduction, Tutorial, and Exit. Each option is described in the hot text area at thebottom left of the main screen.

Campaign

The Campaign Game allows you to guide humanity’s efforts to recover the planetVolistad from Warlord Skroll and his Horde of Space Orks. This starts as the SpaceMarines attempt to establish a toehold on the world, and continues until youdrive Skroll from the planet — or Skroll conquers the planet forever. For moreinformation, see the “Volistad Campaign” section, starting on page 31.

Quick Battle

The Quick Battle option allows for the quick generation of new battle scenarios,including single and multiplayer scenarios. Here you select the sides thatparticipate in the battle, the respective sizes of the forces, and where the battletakes place within the wastes of Volistad. Game play may be hot-seat or remotevia LAN, dial-up, or NULL modem cable. For more information, see the “QuickBattles” section, starting on page 37.

Load a Saved Game

This button opens the Load/Save Game window which allows a saved game to beloaded. Left-click on the slot you desire and left-click again on the Start button atthe bottom of the screen.

Codex

This button opens your copy of the Imperial Codex which grants you informationon your forces, those of Space Ork Horde, and a general overview of the foes ofthe 41st Millennium.

View Introduction

Left-clicking on this option replays the introduction movie for EPIC WARHAMMER

40,000: FINAL LIBERATION. Once it is complete, the display returns to the Main Menu.

Tutorial

Begins the tutorial scenario, Hothgar’s Stance.

Exit

Selecting the Exit button quits EPIC WARHAMMER 40,000: FINAL LIBERATION.

6

At last, as so often happens, a single man, a conqueror, emerged from thedarkness. The Age of Strife and its bloody wars were brought to an end. TheImperium of Man was founded as human systems were reconquered andreturned to the mainstream of humanity of their own accord. The Emperor re-united humanity under his banner. For ten thousand years this immortal beinghas ruled the Imperium.

His rule is harsh and uncompromising, but it is only under his guidance thathumanity has survived. The specter of a new and more terrible Age of Strife is ever present; the threat from the enemy within is matched only by theaggression of the enemy without. The Emperor stands between humanity and extinction.

STARTING THE GAMEEPIC WARHAMMER 40,000: FINAL LIBERATION has several methods of play, includingquick battles with a variety of set up options, and an extensive campaign game.The first scenario you should play is the tutorial scenario, in order to familiarizeyourself with the basics of game play (without the added steps of selecting yourforces or managing your resource points). Time to get dirty!

The tutorial provides step-by-step instructions to help familiarize you quickly andeasily with the screens, options, and units in a EPIC WARHAMMER 40,000: FINAL LIBERATION

scenario. A glossary on page 49 is also provided for quick definitions of terms, aswell as an on-screen encyclopedia to let you know all about weapons and units.

5

Start Campaign

Start Quick Battle

Encyclopedia

Load Saved Game

View Introduction

Start Tutorial

Exit

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NobzThe Ork race respects strength and power. As such, the strongest and bestwarriors may become Nobz, who are the heads of Ork households and commandthe rest of the boyz in battle. A household generally belongs to a specific clandepending on traits exhibited by its members. However, there are some Orks whodon’t fit into this easy class structure.

MekboyzAlso known as Mekaniaks, Mekboyz are the technical engineers and mastermechanics of Ork civilization. Their understanding of the principles behind thetechnology they use is somewhat vague and crude; in fact, Mekboyz are oftenmystified as to why something they’ve put together actually works. The Mekshave an instinctive talent with machines and their unlikely creations often worksurprisingly well, especially force fields and matter transmission devices.

MadboyzWhile all Orks behave in a way that would mark them as insane in most Imperialsocieties, there are some whose eccentricities are extreme even by Ork standards.In battle, Madboyz’ unpredictable antics appear impossible to control and theyoften prove to be as dangerous to the other Orks as they are to Imperial troops.

StormboyzMany young Orks find that they are too inexperienced or not big enough tomake really good fighters. Impatient to get stuck in alongside the older Orks,they become rebellious and sometimes run away from their Nobz’ household tojoin the Stormboyz Korpz.

WeirdboyzAll Orks appear to be psychic to some extent, some far more psychic than others.These Orks seem to have no control over the mental processes, and tend toliterally “explode” in order to release the built up energies. Weirdboyz arereportedly forced to live in special houses built on huge copper stilts (to conductthe psychic energy away into the ground), and they are forced to wear specialclothes, like a jester’s uniform. Presumably, this is so that other Orks can see themcoming and get out of the way.

8

ORK BACKGROUNDOrks appear to have but one philosophy: might is always right. Whether on thegiving or receiving end, none of the Ork kind ever doubt this for an instant. Orksare the dominant element of a race that includes Orks, Gretchins and Snotlings.Orks are in charge because they are the biggest, toughest, meanest and mostwarlike of them all.

Imperial scholars speculate that on the Ork world of origin, there was anotherrace from which the Orks descended. This race - called “Brainboyz,”by the Orks,appears to have been extremely intelligent, arose to dominance in just a fewgenerations, and initiated their culture’s expansion into space.

Note that it is very difficult to reconstruct this phase of Ork history, as thecaptured Orks are very reluctant to talk about it. This information has beenpieced together from Ork legends in which passing references to Brainboyz aremade, giving glimpses to a time when the Orks were not in charge.

The Brainboyz appear to have been a symbiont race, able only to fully developtheir intellect through mutations caused by eating special fungus that grew inunderground caves on the homeworld. As Brainboyz were diminutive in size,scholars speculate they bred a race of less intelligent but tougher and morebrutal creatures to fight and work for them - the Orks. Orks were put to workcultivating the vital fungus.

The Brainboyz civilization expanded well beyond their homeworld, but everyattempt to cultivate the brain enhancing fungus on other worlds must have metwith failure. The only known location the fungus successfully grew was in thedank cave systems of the ancient homeworld.

The Orks who were put to work harvesting the fungus began to wonder whythey were being told what to do by such diminutive creatures. Eventually, theBrainboyz own creatures rose up against them, and the Orks rebelled. The finalact saw the Orks eating every last toadstool, mushroom and puffball down to thespore, either looking to gain the same mental powers they saw in their masters,or to destroy the fungi outright. For the non-symbiant Orks, it was no more thana big feast; for the Brainboyz, it was a tragedy from which they never recovered.

The Brainboyz offspring across their empire never developed intelligent brainsdue to the lack of vital fungi. Instead of developing their intellect, the succeedinggenerations of “Snotlings” (as the Orks now call them) have remained inept,trapped in a pre-juvenile state.

Ork civilization, though crude and harsh, has thus succeeded that of theBrainboyz throughout the universe.

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The Interface panel includes the following features:

♦ Corner Map panel - A smaller map panel displaying the entire battle area.

♦ The Unit Roster - A three section panel with a scroll bar which lists the units inyour active regiment.

♦ A Facing Dial and Control Buttons.

Tactical Display Panel

The Tactical Display panel is where Imperial and Ork units do all of their fightingand dying. The level of zoom can be adjusted using the two buttons below theCorner Map panel (they look like skulls, one with a plus symbol for zooming in,the other has a minus symbol for zooming out). The Tactical Display panel canalso scroll across the battlefield by moving the cursor to an edge of the screen:left edge scrolls left, top edge scrolls up and so on. Text messages withinformation about controls, units, terrain features, and options appear in anInformation Bar which runs across the bottom of the panel.

Corner Map Panel

The Corner Map is a tool for planning strategy and gives an overview of thecurrent battlefield. Left-clicking on the Corner Map moves the view on theTactical Display panel, represented by the white rectangle, to that part of thebattlefield. Other features of the Corner Map panel include:

♦ Player One’s units are blue dots. These are also Imperial units in the tutorial.

♦ Player Two’s units are red dots. These are the Ork units.

♦ Objectives appear as white dots.

♦ Buildings and ruins appear as red blocks.

♦ Areas of difficult terrain appear as gray dots.

Detachment Roster / Unit Roster

The Detachment Roster lists your active detachments — the active detachment isdisplayed in gold, the others are in silver. Double-click on a detachment entry onthe roster. The entries change to the Unit Roster, refining the focus of control toa single unit. Double-click on any entry to restore the Detachment Roster.

Facing Dial

The Facing Dial controls the facing of the active unit or detachment. Left-click onone of the eight wedges on the face of the dial and the active unit changes toface that direction. Facing can also be changed on the Tactical Display panel byright-clicking on the map where the active unit needs to face. Note: Right-clicking on a unit selects that unit and opens the Imperial Codex encyclopedia tothe entry for that unit, so when adjusting a unit’s facing be careful not to holdthe cursor over another unit while doing so.

10

TUTORIAL In the universe of Warhammer 40,000, battles may occur at any time, and on anyplanet. Acquiring the skills to succeed on these deadly battlefields may not be easy,but those who do can expect honor and acclaim. This tutorial should teach you thebasics of those skills, though true mastery only comes with time and inspiration.

For this tutorial, left-click on Tutorial from the Selection screen.

Hothgar’s StanceThis tutorial is intended to cover some of the more commonly used features of atypical scenario: the game interface, moving units, firing units, opportunity fire,and artillery missions.

The village of Hothgar’s Stance has been overrun by a scouting force of Ork EvilSunz troopers, supported by a detachment of Battlewagons. The Commissar hasallocated a detachment of Predator tanks, a detachment of Whirlwind infantrysupport vehicles, and a detachment of Space Marine infantry. Your mission is tomake sure that none of the Evil Sunz return to report their findings.

Deployment Screen FeaturesThe Deployment screen consists of the Tactical Display panel - a large overheaddisplay of your units and enemy units that are visible, and the Interface panel.

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Corner Map

Zoom Buttons

Score

Game Speed

Roster

Facing Dial

Tactical Display

Status Bar

Move Unit Cursor

Active Unit

DeploymentBoundary

Page 7: Warhammer 40000 - Final Liberation - Manual - PC

Inspect Your Forces

Your forces are arrayed on the Tactical Display panel in no particular order. Youhave five units of Space Marine infantry, three Whirlwind missile-artillery carriers,and three Predator tanks. These units can be deployed anywhere to the left ofthe saw-toothed boundary of light and dark spaces. No enemy units are visible,but Imperial Intelligence has warned you that the Evil Sunz troopers may be insome of the buildings.

Imperial Codex Encyclopedia

Before you actually move a unit, however, it might be useful to inspect yourtroops and identify their roles, as well as looking at those of the enemy. Left-clickon the Encyclopedia button to view the entry for the active unit, or right-click overa unit to see its entry.

Briefing PanelThe Briefing panel displays basic information such as the unit type’s name,primary role and any options which might apply.

Equipment ListThe Equipment list shows important information about the unit including:

Move - The unit’s move rating.

Close Assault - The unit’s close assault value.

Armor - Armor values for front, sides, and rear are listed.

12

Deployment Interface Panel Buttons

Zoom View Buttons

The Zoom-in and Zoom-out buttons increase and decrease the areathat can be viewed in the Tactical Display panel.

Deploy Unit or Formations ButtonUnits and detachments can be moved individually or in formation. Thiscontrol toggles between whole detachments and individual units fordeployment purposes.

Detachment Array ControlThis control adjusts the way a detachment is arrayed when deployed.Infantry units can be arrayed three or more ranks deep, depending onthe placement of nearby units, two ranks deep, or in a single line.

Vehicular detachments can be arrayed in columns of three, two, or a single line.

Load / Unload Unit ButtonLeft-clicking on this control selects the active infantry unit (not thewhole detachment) for mounting on transports. The cursor changes tothe Load Unit cursor; left-click on the transport the infantry is to mount,

and they disappear inside. To unload a transport, select it by left-clicking on itand left-click on the Load/Unload Unit button. The passenger appears behind thetransport. Note: None of the vehicles in the tutorial can carry passengers.

Codex Encyclopedia ButtonThe Imperial Codex encyclopedia entry for the active unit is displayedwhen this button is clicked. See the “Imperial Codex Encyclopedia”section, starting on page 12 for a complete description.

Center Map on Unit ButtonThis button centers the Tactical Display panel on the currently activeunit. This is useful when the Tactical Display has been scrolled awayfrom the active unit and you wish to return to its position quickly.

Entrenchment ButtonThis starts infantry units in entrenchments; entrenched infantry are harder tohit. Infantry units can entrench during the scenario by expending half of theirmovement points. Note: Some ground may be too hard for entrenchments.

Done Button

Left-clicking on the Checkmark button ends the deployment phase andsignals that you are ready to begin the scenario.

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Screen IconPreview

Briefing Panel

Equipment List

Unit Type List Unit Class Buttons

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Background

RaceInformation

Page 8: Warhammer 40000 - Final Liberation - Manual - PC

Notice that when the Detachment Roster is open, the cursor changes tofour green arrows without the three dots.

Select each of the Space Marine detachments and move them as close to the edgeof the deployment zone as possible. Spread them apart by one or more spaces toincrease the area they can see and shoot into.

Restore the Unit Roster by double-clicking on one of the three panels on the roster.Select one of the Whirlwinds and scroll up, or left-click on the Corner Map panel, onthe hills in the upper-left corner of the Tactical Display. Adjust the display until youcan see the edge. Deploy the Whirlwinds along the edge of the hills by left-clickinghere. Once again, they are grouped together. Double-click on the Detachment 3 Whirlwindsection of the Unit Roster to adjust their deployment. Deploy each unit atop therange of hills, then use the Facing Dial, or right-click in the panel, to turn eachWhirlwind toward the village before deploying the next one.

Finally, select one of the Predators, noticing how the Detachment Roster changesto list three Predators instead of the three Whirlwinds. Deploy the Predatorsbehind the Space Marines — they can pass through the ranks of infantry, butshould be screened by the infantry when no enemies are in sight.

It might help to zoom out, in order to see more of the Tactical Display.

To end deployment, left-click on the Checkmark button in the lower right-hand corner.

14

Cost - The unit’s cost in points.

Weapons - The unit’s array of weapons are listed, with each weapon’s statistics: Rng.for range, Pen. for penetration, and Hit for the unit’s chance to hit before anypenalty is assessed.

See the Appendix “Unit Vehicle Tables” staring on page 70 and “Unit InfantryTables” on page 71 for more information.

Unit Type ListThe entries on this part of the Codex can be viewed by scrolling up and down thelist with the scroll bar on the right side. Left-clicking on a panel displays the entryfor that unit.

Unit Class ButtonsThere are four unit class buttons: Infantry, Vehicles, Titans and Gargants, andAircraft. Changing from one unit class to another changes what the list displays.

Screen Icon PreviewShows the Tactical Display icon for each unit selected in the unit type list.

Other ControlsThese buttons allow the choice of viewing Imperial or Ork units, backgroundmaterial on the Warhammer 40,000 universe, credits for EPIC 40,000: FINAL

LIBERATION, Eldar, Chaos and Tyranid background information, as well as theCheckmark button which is used to Exit this screen.

Deploy Your Forces

The active unit is indicated with four red arrow icons pointing at the four sides ofthe screen. If you play a multiplayer game later, these icons represent the activeunit of each side. Orks are green.

When you move the cursor into an area where deployment isforbidden, it changes from four inward pointing arrows tocrossed swords with red tips. Moving the cursor back into the

deployment area causes it to return to normal. The normal cursor also has threegreen dots on the lower right side. This tells you that you are moving the activedetachment of troops “in formation,” or all at once.

Right now, your Space Marines are the active unit. Left-click near the edge of thedeployment area. Notice how the detachments bunch together. This makes it easyto tell which units you are manipulating when you want to change deployment.Move the mouse cursor to the Unit Roster panel. Double-click on a panel where itreads Detachment 1 Space Marines, or press the Enter key with the cursor over the panel,to switch to the Detachment Roster. Now move back and select another unit.

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Selected View

Corner Map

Unit Roster

Facing Dial

DeploymentControls

Page 9: Warhammer 40000 - Final Liberation - Manual - PC

Next Target ButtonThis button selects as a target the visible enemy squad or vehicle in theorder they appear on the enemy roster. The Tactical Display jumps to theselected unit and a targeting icon appears over the enemy unit. You can

cycle through all available targets by left-clicking more than once.

Load / Unload Unit ButtonThe Load/Unload unit command operates essentially the same as it does indeployment mode, except that during a turn, loading costs one point, asdoes unloading. The infantry must be adjacent to the vehicle to load. A

unit which unloads has movement left depending on how far the transport moved.A unit that has shots at the turn’s start has at least one shot left after unloading.

Entrenchment ButtonThe Entrench unit command operates essentially the same as in deploymentmode, except that during a turn, digging in an infantry unit costs half ofa detachment’s movement points. Leaving an entrenched position is free.

Game Options Button

This opens the Options menu. The three slider controls on the leftcontrol the volume of the music, weapon sound effects, and vehiclesound effects. The two toggle switches enable or disable cinematics

and grid overlay. Left-clicking on the upper computer icon on the right sideopens the Save Game menu, the lower icon opens the Load Game menu. Left-clicking on the Checkmark button returns to the Tactical Display. The Fast AI/Watch AI toggle skips or shows AI units in motion.

Undo ButtonThe Undo button restores a unit to the starting position for its lastimpulse of movement unless it was fired upon or revealed a previouslyhidden enemy unit.

16

Before Your Turn OneScenario Interface Panel Features

Adjust SpeedThe five bars between the Corner Map and the Score panel allow you to adjustgame speed.

Score PanelNext to the Zoom-In and Zoom-Out buttons is the score panel. The numbers displayedhere are the current morale scores for both players, the Imperial player is on theleft, the Ork player is on the right. These scores are displayed over the Rosterpanel in between turns as well. They are a relative measure of your level ofsuccess in a scenario. If a player reaches zero, they are defeated.

RostersNotice that the UnitRoster has changed,and that there areseveral more buttonsnext to the Facing Dialnow. The Unit Rosternow displays only the

active unit, but shows more information about it. An icon indicates the type ofunit, next to the unit’s name, for example, Space Marine, Imperial Guard,Predator, and so on. Below that are the number of moves the unit has, followedby the number of shots it can fire with its current movement points. Below that isa list of the weapons the unit carries. Some units, such as Space Marines onlycarry one kind of weapon, while vehicles, such as the Predator can have severalweapon systems. If there is more than one kind of weapon, the active weapon isin gold, while secondary weapons are in silver. Infantry units also display thenumber troopers at the bottom of the panel, for example a Space Marine unitwould show 4/4 team members on turn one.

As the scenario proceeds, one other piece of information appears at the bottomof this panel; any suppression the unit accumulates as a result of combat isdisplayed here.

Fire ButtonThe Fire button causes the active unit to fire at its current target.Sometimes this easier than scrolling to the target’s location. It worksparticularly well when used with the Next Target button.

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Grid Overlay On/Off

Save Game Menu

Load Game Menu

Cinematics On/Off

ReturnMusic Volume

Sound Effects Volume

Movement Volume

Fast AI/Watch AI Toggle

Page 10: Warhammer 40000 - Final Liberation - Manual - PC

Center Map on Unit Button

This control centers the map on the active detachment or vehicle.

Mark Unit Done ButtonThis control is to indicate that a vehicle or detachment has finished itsmovement, even though it still has movement points remaining, andremoves it from the cycle for the rest of the turn for purposes of the

Cycle to Next Unit Button. Left-clicking directly on the unit permits the vehicle ordetachment to move or fire if it still has those choices available, but clicking onthe Cycle to Next Unit Button does not activate it.

Cycle to Next Unit ButtonProceeds through the roster to each vehicle or detachment that still hasmovement points or can shoot, and that has not been marked with theprevious control.

Full Screen / Interface Panel Mode Button

This button toggles the width of the Tactical Display between thedefault showing the Interface panel on the right and filling the screen.

End Current Phase

The Checkmark button signals that you have completed your turn, andstarts the next player’s or the AI’s turn.

18

Air Strike ButtonCalls in your air power from off-map to attack at designated locations.Anytime you move one of your ground-based detachments you can pressthis button to activate any off-map air units you purchased for the battle.

They appear on your edge of the map. Note: Air strikes can only be performed byImperial Marauder and Ork Fighta-Bommerz aircraft you have purchased. There areno aircraft in this tutorial.

Codex Encyclopedia Button

This works identically to the Codex control in deployment mode, exceptthat you can also right-click on units to call up their Codex entry.

Normal View Button This button cycles through several optional for overlays on the TacticalDisplay appears when a unit is selected. The default setting is no overlay. This shows all terrain in normal view when this button icon is visible.

Field of Movement ButtonThe first option is Show field of movement. This displays the active unit’spossible range of movement, when this button icon is visible, as anoverlay of darker squares on the normal terrain.

Field of Fire ButtonThe second setting is Show field of fire. This setting darkens all squares exceptthose that can be fired into by the active unit when this button icon isvisible. In other words, squares that cannot be fired at become darker, and

squares that can be shot at become lighter. The only exception to this are artilleryunits. Even though artillery units may not appear to have line of sight on an enemyunit, they attack by indirect fire and can usually attack whatever is within range.

Make Buildings Translucent ButtonThis control toggles building walls as translucent or opaque, to makeacquiring visible units in buildings easier. Units hidden in buildings donot become visible when the walls become transparent until they are in

line-of-sight of a friendly unit.

Move Units in Formation / Move Units by DetachmentUnits can be moved either individually, or by detachment. The cursorsfor each mode are:

To move individual units and vehicles

To move entire detachments

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RestoreInterface Panel

Page 11: Warhammer 40000 - Final Liberation - Manual - PC

Shooting

Fire at visible Ork units by moving the cursor over them; thecursor changes to a “green reticle” firing cursor over units thatare eligible targets. Units that are out of range or blocked by

line of sight show the same green reticle cursor with a red X across it. When theFiring cursor is visible left-click to fire. Units able to fire more than once can do soby left-clicking on the target unit until the cursor changes to a large red X.

Suppression

If you do not have a Space Marine unit selected, left-click on one, preferably onethat has taken casualties. Notice that there is now a line in the roster panel whichreads x% Suppression. Each time a unit suffers a combat result, or has a unit of itsdetachment destroyed, it gains suppression. When the suppression level is highenough, self-preservation takes over and even elite troops such as Space Marinesattempt to break off from combat. Units whose suppression level is over 25%check their morale at the end of their turn, and rout if they fail this test. Thepresence of characters such as Imperial Commissars, Gargant or Titan units,provide a 50% bonus to the morale test for units within ten tiles.

Since you are commanding a scout detachment, there are no characters in thisforce, so any suppression your units absorb can only wear off with time anddistance. Try to avoid taking too many casualties; if all of your companies aredestroyed or are in retreat, you could lose the scenario.

Continue the Advance

Move the rest of your infantry toward the village, responding to any ambushesby Evil Sunz warriors with a combination of missile artillery from the Whirlwindsand bolter fire from the Space Marines. Do not waste artillery fire on theBattlewagons, since there is very little chance of destroying them because themissiles’ Penetration value is too low.

Save your Predators until the end of the turn, and advance them carefully, usingthe buildings for cover without getting too close — infantry can take out vehiclesby close assault it if they can get close enough. Before moving them, left-click onthe Overlay button again to switch to Show Field of Fire so that as the tanks advanceyou know what they can see. If they come under fire or happen to get line-of-sight on a Battlewagon, open fire! Otherwise, advance them carefully, leavingmovement points for them to use for opportunity fire. Move one of thePredators toward the road coming out of the village, but not into the open thisturn. Next turn, it can move out onto the road and maybe catch a Battlewagon inits side armor.

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Your Turn OneIf you have deployed as suggested, your Whirlwinds overlook Hothgar’s Stance,while your Predators and infantry are arrayed in a skirmish line along theirdeployment boundary.

Approach the village carefully, the Evil Sunz troopers could be anywhere, andsatellite tracking has lost contact with the Ork vehicles. Move your Space Marinesin first, and use them to screen the Predators. The Whirlwinds are artillery whichcan hit anything that can be seen, so leave them at the edge of the village toprovide support. Use the Predators to deal with the Battlewagons when theyappear.

The village has a road running up the middle, and several ruined and abandonedbuildings on either side of the road. In the center of town and at the northernedge of town are two Victory Objective icons. The icon in the town square isunclaimed, it has the Imperial signet on one side and the Ork totem on the other.Unclaimed Victory Objectives appear on the Corner Map as white dots.

Victory Objectives count for points: objectives held by the enemysubtract 25 points per turn from your victory total. Your forces need to survive the fight as well. Remember, you can always claim Victory

Objectives after you have defeated the enemy, but you only have one turn.

Screen with Infantry

Select one of the infantry units near the middle of your line; the blue “ready”icon appears at their feet and the cursor changes to the movement cursor. Left-click on the Show Field of Movement overlay button and a dark area appears where theinfantry unit can move. Advance them forward until they have used fourmovement points, using the Undo button if you move them too far.

Remember that the Undo command only works until a unit reveals a hidden unit,once this happens the unit cannot take that move back.

Your infantry is going to come under fire from Evil Sunz warriors hidden in thebuildings. You can return fire with your Space Marines, or use the Whirlwinds tosuppress the Evil Sunz with artillery fire. The smartest course is to use acombination of both. Hit the Evil Sunz with a round of artillery, then clean themup with bolter fire.

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Page 12: Warhammer 40000 - Final Liberation - Manual - PC

Your Turn TwoOn turn two, your Whirlwind units, along with the remaining Space Marines,should continue to concentrate on the Evil Sunz infantry squads. Continue tohave the Space Marines advance on the village, screening the Predators wherepossible, and responding to Evil Sunz bolter fire with their own bolters. If one ofyour Whirlwinds has no infantry target to fire at, try destroying a building ortwo; artillery fire can suppress or kill units in buildings by destroying the buildingthey are in, even if there is no line of sight.

The Predator at the south end of the village should be able to move out on theroad and get a shot at one of the Battlewagons. If you can kill one without usingup all of the tank’s movement points, it might be wise to get back under cover.

Rallying

If any of your infantry suffered suppression on turn one, find that unit and select it.Notice that the level of suppression has declined. Units attempt to rally at the endof every turn, and their suppression is reduced each time they are able to rally.

Using the Next Target and Fire Buttons

As each unit is selected, left-click on the Cycle to Next Target button. The view on theTactical Display centers on the targeted unit, if one is available as a target, and ared “targeted” icon flashes over the unit momentarily. If you left-click on the Fireat current target button, your active unit fires at the targeted unit. This can speed upcombat by eliminating having to scroll around the screen, looking for targets.Note: This does not differentiate targets a unit can affect from those it cannot, soyour Whirlwinds or your infantry can target a Battlewagon, even though there islittle chance they can damage it.

Navigating on the Tactical DisplayWhen using the Cycle to Next Target and Fire at current target buttons the Tactical Displaycan scroll across the entire map. Use the Center map on current unit to return to thelocation of the active unit.

The Zoom-In and Zoom-Out buttons and the Full Screen Mode toggle can make movingaround on the screen easier as well.

Ending Turn Two

Your Predators should have engaged one or more Battlewagons, some of yourinfantry should be among the buildings by now, and your Whirlwinds shouldhave pounded the Evil Sunz positions. Face your units toward the enemy if theyended facing away, and left-click to end your turn.

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You can tell if a unit has movement points or fire capability left by looking at theUnit Roster panel where the remaining movement and shots are displayed nextto the unit icon.

Facing the Enemy

The last step before ending your turn is to use the facing dial or the right mousebutton to adjust each vehicle’s facing toward the enemy. This means that anyattacks made are against the heaviest armor that the vehicle has. Wheneverpossible, make attacks against the side or rear of enemy vehicles, since theirarmor is weakest there.

Saving Your Game

Before ending your first turn, you should save your game. Left-click on the GameOptions button to open the Options menu. Left-click on the upper button next to the floppy-disk icon to open the Save Game menu. There is a text entry field across the top of the menu, slots for saved games, and the active slot ishighlighted in red. Move the cursor to the text field and enter a description of the saved game. When you have typed in your description, pressing Enter orleft-clicking on the Save Game button at the lower left saves the game. Left-clickingon the X icon button exits the menu and returns you to the Options menu.

Left-click on the Checkmark button to start the AI’s first turn.

Ork Turn OneThe Ork Battlewagons and Evil Sunz infantry should come pouring out ofHothgar’s Stance in response to your advance. If you have been very lucky onyour first turn, they may already have high levels of suppression from havingwatched several units of their fellows get shot up by your Space Marines andWhirlwind missile artillery. Your infantry is likely to come under heavy fire thisturn, and it should not surprise you that one or more detachments suffers heavycasualties. If the Orks are lucky and destroy one of your Predators, you could bein trouble, but no one ever said war was easy!

Opportunity Fire

Any of your units that did not fire, or did not use up their full movementallotment last turn, are capable of engaging in opportunity fire if an enemy unitmoves through their line of sight. Opportunity fire is the best way to attack theBattlewagons, as they come out of the village after you.

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Page 13: Warhammer 40000 - Final Liberation - Manual - PC

IMPERIAL TRANSMISSION

TRANSMITTED: Space Platform Africanus XII

DESTINATION: Terra

DATE: 6478986/M41

TELEPATHIC DUCT: Astropath-terminus Kovacs

SUBJECT: Volistad Topography and Climate

REF: VolisLanClim/8277037qAMS

AUTHOR: Adeptus Prefectus Primus

Whilhelm Franz (acting sub-Director)

PLANET VOLISTAD: IBID

Volistad is broken up into two main areas — the Paulis Ocean, occupying thewestern hemisphere, and the land masses of Doscoya, Kopolov, Langtona, andWelkonnena, occupying the eastern hemisphere.

The Kopolov Fold, an inactive tectonic fault line and mountain range slicesdiagonally through Doscoya, dividing it into major Northern and Southernreaches. The Northern Reaches mainly consist of hot ashy wastes intermixed withsparse rolling plains, rocky valleys and scrubby farmland. The partly terraformedSouthern Reaches are a bit more hospitable with occasional fertile farmlands,river valleys and alpine mountains, but it is not without its share of strip minedareas, factory cities, and ashy plains as well.

Borodni, the main city state, is located in a basin of the largest section of theKopolov mountains along its northern face and is on the border of the Borod ashplains. Borodni’s main function is that of a space port. It is well equipped toprovide shelter and support for abundant numbers of large space craft. It is animportant way station for the Pragathus Warp points and the only port largeenough to handle the necessary volume of craft that would make up an effectivemain reinforcement in the battle for Volistad.

The main city of Volistad is the Polvanya Hellspire, located on Volistad’s Kopolovsteppes. Polvanya’s original main spire was toppled when a large meteoritestruck a nearby mountain, causing a massive section of that mountain tofragment and impact with the main spire. The huge structure toppled like amegalithic tree, its five mile length falling point down, piercing the hive below,causing the death of hundreds and thousands including all of the noble houses.The whole area of the hive was rendered uninhabitable due to structural damageand massive chemical and radioactive debris from numerous industrial sitesdestroyed. A new spire has since been built and a new political infrastructure

24

Ork Turn TwoBy now, the Orks should have suffered some casualties. You can get a rough ideaof who is winning by looking at the victory point totals on the Interface panelwhile the AI is planning its turn.

If the Evil Sunz infantry is not dead or fled, they may continue to shoot it outwith your infantry, as the Battlewagons engage your Predators, infantry, orWhirlwinds, depending on what they can see.

If the Emperor has smiled upon you, they may be routing. In which case the fightshould end next turn as you mop them up.

Your Turn ThreeIf any of the buildings which contained Ork infantry on turn one are stillstanding, bring them down with artillery fire this turn. The Predators shouldmake it to the road in the town’s center this turn. They should have enough shotsto finish off any Battlewagon foolish or unlucky enough to come before theirguns. The infantry should bring up the rear.

This should be the turn of decision, either because your troops hunt down thelast remnants of the Ork force, or they are in full flight, ready to be chased downon turn four.

After the BattleWhen the last Ork unit hasbeen destroyed, a pop-updialog box appears to notifyyou of your victory. This isthe same dialog you wouldsee if they had vanquishedyou. After you click on theCheckmark button, you may review the battlefieldbefore the casualty screenappears showing you theunits lost on your side as aresult of the battle. If this

were a campaign game, the next step would be to choose the next area toattack. Left-click on the Right-Arrow button to finish the tutorial and return to the Selection screen.

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Adjust Speed

The five bars allow you to adjust how fast the animation plays. In a multiplayergame, changing the speed on one machine changes it for all players.

Score Window

Below the Adjust Speed boxes are two to four numbers — the current score foreach side involved in the battle.

Unit Window

The Unit window tells you what unit is currently highlighted, how muchmovement it has and how many shots it can fire. This window also lets you knowwhat weapons the current squad has. If more than one weapon is listed, you canalternate between weapons by left-clicking on them. The highlighted weapon isthe one the unit fires. It also lists the unit’s current strength (number of men forinfantry, hits for war engines, etc.), where damage has occurred, how manyshields remain, if it is transporting another unit, and how high your fliers are.

Facing Dial

Clicking on one of the eight compass points changes your unit’s facing. This isespecially important for vehicles as their armor tends to be thicker in front andweaker in back.

Fire

Your unit fires all highlighted weapons at its current target.

Next Target

This button cycles through the units your unit can shoot from its current position.

Load/Unload

Infantry given a load command enter the designated transport. They must be next tothe transport to do so. Ordering a transport to unload drops the loaded detachmentsbehind the transport is. Units can load and unload in the same turn.

Entrench

Entrenched infantry become harder to hit. Only infantry can entrench, and theymust have at least half of their movement points left in order to do so.

Options Menu

From the Options menu, you can adjust sound level, grid overlays, and save orload a game.

26

formed. Also, a manner of religious cult has risen from the event, the VolikistadOrder. They tend to inhabit the more accessible ruins of the damaged hivesections and control all forms of commerce that could be gained from its ancientholocaust. It is said that their order also includes things that are less than human.These mutations are said to inhabit and guard the deeper and more central areasof the damaged hive body, as if it were a holy shrine.

Volistad’s eco-history has rendered its weather most unusual. Constantly shiftingglobal jet streams, an after effect of the melted polar ice, cause dramatic andsometimes violent pressure shifts that have all but eliminated safe transport acrossthe planet’s larger oceans. Travel is restricted between land masses to where theoceans are shallow, where the ionic disturbances are at a minimum. These thermalanomalies, however, cause a moderately temperate equilibrium for Volistad’sclimate, with no great temperature extremes from one area to the next.

GAME PLAYThe Tutorial described the fundamentals of playing a EPIC WARHAMMER 40,000:FINAL LIBERATION scenario. The following section describes the remainder of thegame controls found on the Tactical screen and other game play areas which canbe reached from there.

Tactical ControlsThese buttons control functions during game play. Items described in the tutorial geta brief description here, while we describe other features as completely as possible.

Corner Map

The small map in the right-hand corner of the screen gives an overview of theentire battlefield. You can click on the corner map in order to view that locationon the battle map.

Zoom In Button

The skull with the plus sign in it allows you to zoom in your view of the battlefield.

Zoom Out Button

The skull with the minus sign in it allows you to zoom out.

25

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End Phase

Tells the computer that the current detachment has completed its turn andadvances to the enemy’s phase. If your enemy has no more detachments to move, it advances to another of your detachments. If all players have movedtheir detachments, then it starts the next turn.

Message BarRunning along the bottom of the screen is the message bar, which displaysinformation about the terrain and units over which the cursor moves.

Selecting DetachmentsEvery time you start a new phase, the computer highlights the first unit orvehicle in the first of your detachments which has not acted in the current turn.You do not necessarily have to move and fire with that unit; click on whateverunit you want to act, and move it instead. You can also cycle through your unitsby clicking on the Find Next Unit button.

If the Movement Option setting is set to Move only a detachment per phase, once youmove one squad in a detachment, the entire detachment is activated. You must either move its other squads next, or lose their turn. Once all players’detachments have acted, a new turn begins and all detachments can move andfire again. This does not apply if you are using the Move the whole regiment per phase.

Moving SquadsThe shaded area around the active squad shows how far it can move in thecurrent phase when that overlay mode is chosen. All the player has to do is left-click on the space within that area where he wants the unit to go, and itmoves there. If you click outside that area and on a valid destination, the unitmoves up to the limits of its movement towards that destination (or until itencounters enemy fire).

Aerial Unit Movement

In addition to normal movement on the Tactical Display, aerialunits such as Imperial Thunderhawk transports, can changeheight as well. Place the cursor over the aerial unit, when

the cursor on the unit changes to an arrow pointing up it indicates upwardmovement. When the cursor is below the unit it changes to an arrow pointingdown to indicate downward movement.

28

Undo Move

You may undo a move provided you have not fired or been fired upon, and havenot come into first contact with an enemy unit.

Air Strike

Calls in your air power from off-map to attack at designated locations. Anytimeyou move one of your ground-based detachments you can press this button toactivate any off-map air units you purchased for the battle. They appear on youredge of the map. Note: Air strikes can only be performed by Imperial Marauderand Ork Fighta-Bommerz aircraft.

Codex

Accesses information about units, weapons and the Epic 40,000 universe.

Overlay Options

Allows you to choose the overlay that displays when a unit is selected. The Field ofFire as well as the Field of Movement for a unit can be toggled On; the default is Off.

Buildings

This toggle lets you make all buildings on the map translucent or turn them solid.Otherwise the only buildings which are translucent are those which block yourview of your units or enemy units your squads can see. Note that this button hasno effect on sighting.

Formation

Toggles between moving a squad or vehicle and moving an entire detachment.

Center

Centers screen on the current unit.

Mark Unit Done

Informs the computer that you have finished moving that squad for the phaseand allows you to go on to the next squad in the detachment.

Next Unit

Cycles to the next squad without marking the current one as done for the phase.

Full Screen

Removes the corner map and buttons on the right side of the screen, giving youa fuller view of the battlefield. The tactical controls come back if you toggle thisbutton again.

27

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IMPERIAL TRANSMISSION

TRANSMITTED: Space Platform Africanus XII

DESTINATION: Terra

DATE: 6788986/M41

TELEPATHIC DUCT: Astropath-terminus Kovacs

SUBJECT: Ork Incursion Status

REF: VolisOrkIncr/8675309spUBi

AUTHOR: Adeptus Prefectus Primus

Whilhelm Franz (acting sub-Director)

PLANET VOLISTAD: IBID

The Ork incursion began when Warboss Skroll made a controlled crash landing ofhis space hulk onto the Ribashka peninsula in the north east corner of Doscoya.

The hulk now sits in a deep crater, with some of its damaged gothic spires stillstanding. Other surfaces have been built upon by the Orks for the purposes oftheir war efforts and personal aesthetics. Conveyors and tracks run up the slopesof the scarred crater to the rim where an ever growing settlement forms withfactory buildings, workshops, gantries and crane arms overhanging the edge likea titanic spider lying on its back.

The Orks currently have outposts of varying strengths, spread out over vast areasof Doscoya. The further from their base the Orks get, the less potent their forcesare, but their own reinforcements trickle in with alarming regularity as theWaaaghhhh’s notoriety spreads.

There has been one stroke of luck in the Imperium’s favor. Two Ork Mobz fromdifferent clans had set out for the south western corner of the continent in orderto secure the region, the small space port there, and any riches for themselves. ABadmoon Stomper mob under Warboss Urkthrall Kraka and a Bloodaxe armoreddivision under Groznok Kull set out in an unofficial race for the region.Unfortunately for the Orks, they came within shooting distance of one another.Old rivalries and inter-clan hatred flared, and they set upon each other. Theresult was disastrous for them. Both detachments were effectively destroyed. Theresult of which was that the south western peninsula was left poorly defended bythe Orks and was an ideal location for the Imperials to establish an initialfoothold for retaking Volistad.

30

Line of SightMost squads can only fire at targets they can see. Buildings, rubble and other struc-tures block this line of sight. Your artillery can target many of these same obstacles.

Firing WeaponsYou can find out which enemy units your active squad can target in several ways.You can run the mouse cursor over enemy units until the information bar givesyou a percentage chance to hit; you can cycle through targets by pressing the NextTarget button; or you can hit the “T” key for the computer to highlight the squad’sfield of fire. Anything within that lit area can be fired upon.

Once you have chosen a target, you can either left-click on that unit or press theFire button to shoot at it. Most squads’ weapons start each phase with two shots.The more you move, the less you can shoot, and vice versa. As a general rule, anyunit can move at least one space before it loses its shot.

Close AssaultThe history of the Epic universe is replete with examples of heroic charges whichturned the tide of battle. In EPIC WARHAMMER 40,000: FINAL LIBERATION, your squadscan carry out their own charges in pursuit of victory. By moving next to an enemysquad and then left-clicking on it, you close assault it. Even if the assaultingsquad ties or dies, each succeeding squad that assaults the same enemy unit inthe same turn gets a close combat bonus. Flying units cannot close assault or beclose assaulted unless they have landed.

29

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The Campaign TurnThe planetary map shows the main areas of human habitation of Volistad. Youstart your campaign by seizing a landing zone and then recapturing the nearbystarport at the southwest corner of the map; once you have done this, yourreinforcements can begin arriving en masse. As Lord Commander, you can pick and choose the locations of your thrusts — how you recapture Volistad is left up to you.

During the Campaign turn, you direct your armies across the regions of theworld, rebuild your current regiments, and create new armies to command. What actions you can perform depend on the resource points you control(indicated at the lower left of the Campaign Screen), points amassed via theregions you liberate.

Each army on the map can have one action per turn. Your forces move first,followed by the Orks. Select the Checkmark icon on the lower right of theCampaign Screen to end the present turn and begin the next turn.

Control OptionsThe Campaign Screen is broken up into several main sections as listed below.

Region Briefing

The Region Information displays text about the currently selected region.

Zoom In/Out

There are three zoom levels for the game map. A region can be selected at anyzoom level.

Load / Save / Game Options

Load and Save are located at the top right of the screen. The Game Options menu canbe accessed to the button found to their right.

32

VOLISTAD CAMPAIGNWhen Warlord Skroll called forth the Waa-Ork on Volistad, he attracted membersof three clans to his side — his own wealthy Bad Moonz, the rapacious Evil Sunzand the Orkiest of all clans, the Goffs. Additionally, Mekboyz from all partsjoined him, bringing with them a wide variety of gargants and deviously creativevehicles. They rolled through Volistad’s defenses with amazing rapidity, takingover the entire planet in little more than a month. They lost thousands of Orksalong the way, however, and if humans are ever to retake the planet, now is thetime, before the Orks can rebuild their weakened numbers.

To this end they have assigned you, a Lord Commander Militant, to marshal theforces necessary to bring Volistad back under the Emperor’s control. As youconquer more territory, more forces become available until you finally driveSkroll from the planet.

The Imperium has made it imperative that you liberate Volistad. To this end theyhave assigned you elements of the Ultramarine’s 2nd Company. Its duty is toestablish a landing zone on the planet while eliminating any Orks who might try tointerfere. You command them from your headquarters in orbit around the planet.

The Ultramarines cannot remain with you, as their Emperor needs themelsewhere, but this does not mean you should waste their lives. After they haveestablished the landing zone, your regular troops begin arriving, and you shouldget used to conserving their strength.

Beginning a Campaign GameWhen you elect to play a EPIC

WARHAMMER 40,000: FINAL

LIBERATION campaign game, apop-up dialog box appearswhere you make twoselections, Difficulty and PlayMode. Game difficulty isadjusted by the number ofpoints the AI gets withwhich to purchase units, ahandicap if you will. PlayMode presents two options,you can choose to either

alternate phases with the AI for each detachment’s move, or move the entire sideduring your turn, and the AI move its entire force in turn.

31

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Map of VolistadThe planet of Volistad is broken down into regional districts for ease of planetarymanagement. Each of these regions is highlighted by a natural or industrialfeature, and should be utilized to their full extent.

To view information on any region, right-click — the information displays at thetop of the map screen.

Your forces are displayed on the map as Imperial icon(s); Ork forces are shown asOrk symbols. As the campaign game progresses, the army markers changeaccording to your victories and defeats. Make sure to keep an eye on the Orkforces, as you do not want to be caught by a surprise counterattack.

A region can be selected for attack if you have forces adjacent to it. Regions youdo not control that are viable options for attack display an Ork army symbol inthem and are darkened compared to the remainder of the game map.

Moving Regiments

If a player wishes to relocate a regiment from one friendly region to another, it isdone on this screen. Left-click the region with the unit to be moved, then click onthe adjacent friendly territory. Each army is limited to one region move per turn.

Resource Points

Each region has a set number of resource points associated with it. These pointsreflect the amount of raw materials available in the region, ranging fromminerals and finished goods, to food and fodder.

In order to raise additional forces or repair your existing troops, you must expendResource Points. Make sure to manage these points carefully, as a planningmistake early on in your campaign can have long lasting effects.

The more regions you control, the greater your planetary assets; the greater yourassets, the more armies you can raise.

Ork Counterattack

Orks are not known for their ability to accept defeat. It is not a question of if the Orks will attack you, but when. You must remain prepared, posting secondaryregiments on the flank of your main army. Do not spread your forces out toothin, or all may be lost!

Though your primary task is to crush Skroll, if the Orks manage to recapture thespace port at the southwest corner of the world, your career as Lord Commanderis over — no matter how close you are to victory.

34

Map

The map of Volistad takes up the majority of the Campaign screen. Move thecursor to the edge of the map to scroll the display.

Resource Points

Resource Points displays the amount of points you control through the regionsyou have conquered. The amount of points you have dictates the changes youcan make to your regiments’ make up. See below for more information.

Regiment Information

Your regiments and their basic make up appear in the bottom center of thescreen. You can see the commander name, the force makeup, and by left-clickingyou can call up the regiment screen. To the right of the regimental informationdisplay area are next and previous regiment icons. See below for moreinformation on regiment movement and management.

Codex

Select the Codex button to open the Imperial Codex Encyclopedia.

End Turn

Select the Checkmark button to proceed to the next campaign turn.

The help text for the Campaign screen can be found at the top, below theRegion Information area.

33

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Regiments

Strategic Map

Resource Points

RegionInformation Load/Save/

Game Options

Page 19: Warhammer 40000 - Final Liberation - Manual - PC

Experience

While you do receive the aid of some very talented soldiers, few of them havereached their full potential. Valor in battles on Volistad helps them reach thisgoal. At the end of every battle, the computer inspects surviving units to see iftheir accomplishments merit an experience increase. More experienced units areharder to kill, shoot more accurately, do more damage and are less likely tobreak under pressure.

New units are classified as Green. A unit that survives one battle becomes Normal,and a Veteran unit has survived three battles. A colored marker appears over theunit’s icon on the Roster panel to indicate experience, green for Green units, nomarker for Normal, and red for Veteran.

IMPERIAL TRANSMISSION

TRANSMITTED: Space Platform Africanus XII

DESTINATION: Terra

DATE: 6799986/M41

TELEPATHIC DUCT: Astropath-terminus Kovacs

SUBJECT: House Petchenka Status

REF: VolisOrkIncr/8675309spUBi

AUTHOR: Adeptus Prefectus Primus

Whilhelm Franz (acting sub-Director)

PLANET VOLISTAD: IBID

The entire ruling arm of House Petchenka was tragically wiped out when theirisland retreat of Mosvanyus off the Ribashka peninsula was destroyed as a resultof the Orks original landing. When the Ork space hulk hit, it activated a spur ofthe Kopolov Fold fault line and triggered massive seismic and volcanic activity. Amassive tidal wave took the Imperial family unaware and destroyed the islandand its inhabitants. The only surviving member of the ruling branch of the familywas Uri Olikov Petchenka, 5th Overlord and nephew of the late Overlord Primus.

As fate would have it, Uri survived by being the weakest Petchenka, bedriddenfor several years. He further refused to accompany the royal party due to“personal” reasons involving his servant, Mikael Kolostoy.

36

Imperial Forces at Your CommandThe main unit of battle is the regiment, composed of up to four companies. Youcan never command more than a regiment in any one battle, and if Orks attack aterritory where you have more than one regiment, your highest value regimentdefends. Each regiment can move one region every turn, and only one regimentat a time can move into an Ork-controlled territory.

Creating a Company

Each company has a leader and up to four detachments. Certain leaders havecertain specialties and can have certain units fight for them. For instance, aTallarn commander cannot command units of the Mordian Iron Guard, and aninfantry specialist cannot command a regiment of tanks. After selecting thecompany commander, you can choose up to four detachments for that company.You do not have to fill all four slots.

Replacements and Reinforcements

Each turn every region under your control produces resource points that you canspend on replacing lost troops or buying new ones. To do this you go to thecompany view screen and select the new troops you would like to add.

In addition, certain regions still hide valuable items and people. Rescuing these areasas quickly as possible can add some powerful forces to your command. Of course,you should not expect the Orks to give up this bounty without stiff resistance.

35

Purchase Roster

Unit Type

Resource Points

DetachmentCommander

Regiment I.D.

Empty Slot

Detachment Type

View Other Companies View Regiment

Affiliation

Page 20: Warhammer 40000 - Final Liberation - Manual - PC

Battle TypePlayers can choose from four different sorts of battles. The different setups affectthe deployment areas as described below.

Meeting Engagement

The deployment areas are equal areas, fifteen tiles wide on opposite sides of thescreen. Victory Objectives can be placed as the players wish.

Assault

The attacker has a fifteen tile-wide area in which to deploy, while the defenderhas a 45 tile area opposite.

Flank Attack

The attacker has three regions to deploy in, the standard fifteen tile-wide areaon one edge, and two twenty by ten areas on either side of the defenders area.Up to 25% of the attackers force can be placed in either of the “flanking zone”deployment areas.

Relief

Both sides have a fifteen tile-wide area opposite each other. The defender,however, has a twenty by twenty tile wide area in the center of the map wherebetween 15% and 25% of its forces must be placed. The remainder, up to 85% isdeployed along the edge as usual.

Battle ModeSelect if you want to move all of your forces each phase or if you only want tomove one detachment per phase.

Choose MapAfter agreeing on what sort of battle they want to fight, players get to decide on which map theywish to fight. Whoever is setting up the battle canscroll through the maps and get an overview of the battlefield.

38

QUICK BATTLES

EPIC WARHAMMER 40,000: FINAL LIBERATION allows you to choose your own equipmentand quickly create your own battles with a Quick Battle Generator. You canchoose to play against the computer or up to three friends, command theImperials or Orks, and decide just how big you want the battle to be.

Determine Number of PlayersFrom one to four people can engage in a quick battle, using one or morecomputers. They can play head to head, with everyone trying to kill everyoneelse, or in teams. Multiplayer games require that all the players share onecomputer or have network access. See the “Multiplayer” section on page 42 and the data card.

Determining PointsPlayers should agree on the number of points they want to spend on their unitsbefore the game starts. Low-point games generally involve more infantry whilehigh-point ones bring in a plethora of titans and gargants. Players can choose from500 to 8000 points, though they are under no obligation to spend all of them.

37

Select GameScenario

Toggles Movingthe WholeRegiment or onlya Detachment per Phase

Select ArmyType: Imperial,

Ork, or None

Select Single or Multiplayer

Game

Select the Sideof the Map Your Army

Enters From

Enter Army Leader NameSelect AI for Opponent: Human or Computer Select Available Resource Points for Army

Page 21: Warhammer 40000 - Final Liberation - Manual - PC

If any of the four spaces areempty, new units can bepurchased to fill these rosterpositions. Right-click on aroster position to open it,then choose the new unitusing the list appearing inthe upper-right corner. Youcan also replace existingunits by right-clicking onthem and choosing theRemove option. Points for theunit removed are reallocated,

and you can purchase any eligible unit you can afford.

The other option available after right-clicking on a company orregiment is the Transfer Que. Companies can be transferred betweenregiments, and detachments can be transferred between companies.

Right click on the element of your choice, a company on the Regiment screen ora detachment on the Company screen. Pressing the center button in the pop-updialog box moves a selected unit to the Transfer Que. Right-clicking on an emptyslot opens the Transfer Queue screen. Select the unit to be assigned from the liston the left, and click on the Checkmark button to confirm the assignment.

Once you have bought everything you want for that company, clicking on thecheck brings the display forward to the Deploy screen. All units are pre-deployed;however you can change the deployment to your heart’s content until you aresatisfied. Click on the Checkmark to continue to the Tactical game.

In a hot-seat game, where more than one player is using the same computer,each player selects and deploys his forces one after another.

40

Unit SelectionIn a single-player game, theplayer can set the point levelfor both his forces and thoseof the computer. Buying aregiment for a Quick Battle ismuch like buying one for theVolistad campaign. Clickingon an empty box on theregiment screen allows youto purchase a commander.Certain leaders have certainspecialties and can havecertain units fight for them.

After selecting the company commander, you can choose up to four companiesfor that regiment, although many commanders come with units alreadypurchased for them. You do not have to fill all four regiment boxes. Left-click on a regiment box to display the Company Roster screen.

39

Unused Slots

Resource Points

New Company

FinishedCompany

Acess TransferQueAdd Company

Page 22: Warhammer 40000 - Final Liberation - Manual - PC

MULTIPLAYERMultiplayer support for EPIC WARHAMMER 40,000: FINAL LIBERATION is modeled to beidentical to hot-seat play, as described previously in this manual. Players set up aQuick Battle as they would normally, selecting one of the following multiplayeroptions first before moving on to select the game map.

Choosing ForcesIn a networked game all the players choose their forces at the same time. Oncethey have all chosen their detachments, then they all deploy at the same time.

Determining PointsOne difference for network games comes in point selection. Players can choosehow many points to use, allowing them to handicap themselves if they so desire,but the game host (the person who started the game) is under no obligation tocontinue until the point levels satisfy him.

Selecting Connection OptionsEPIC WARHAMMER 40,000: FINAL LIBERATION supports play via LAN, Internet services orserial connections using modems or null modem link. The connection button islocated at the lower left of the Quick Battle menu.

LAN Play

Up to four players can fight it out on a local area network (LAN) using the IPXprotocol. You must have an IPX compatible network protocol bound to yournetwork adapter card.

Internet Play

Playing EPIC WARHAMMER 40,000: FINAL LIBERATION on the Internet requires at least a14,400 modem, a Winsock 1.1 compliant TCP/IP stack, a valid account with anInternet service provider (ISP), and a valid Internet e-mail address.

Modem Play

This accesses the Windows 95 modem dial-up screen.

Serial Play

This allows you to set the serial connections as in Windows 95.

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Game playOnce your battle is set up, gameplay continues normally, asdescribed elsewhere in this manual.Have fun!

Warboss Skroll

Warboss Skroll of the Evil Sunz clanis a shrewd and intellectual Ork —for an Ork, that is. One day he andone of his raiding parties attackedand captured a lone Imperial ship,quite by luck, as it came out of thewarp. Skroll’s luck continued in that

the ship contained five newly trained Astropaths on their way to their distantpostings. After looting the ship and modifying it to suit his needs, Skroll killed andate all five of the Astropaths. He was never sure whether that was a good idea ornot, since humans, in general, never did settle with him very well. These particularhuman “Weird Boyz” he had eaten had given him some very strange dreamsindeed. Visions of conquest and immense power came to him. Whole sectors ofImperial space were at his feet. In the back of Skroll’s tiny mind, the seed of anidea sprouted and blossomed. He just might have before him a crusade, inspiredby the visions undoubtedly sent to him by Gork and Mork.

One particularly intense bout of these visions drove him into action. He grabbedthe “bestest Ladz” and went to the bridge of his captured ship. The other Orksargued as to what was going on, what to do next, and who was in charge.

Skroll, who had been sitting quietly in the corner with a fixed glassy stare duringall of this suddenly leapt up and with a roar pulled out his bolter and fired asingle shot into the huge navigation map on the wall. The room fell quiet exceptfor the echo of the shot and the sound of falling shards of metal. Skroll spoke.

“We go’s dair.” Skroll pointed at the hole in the map with his scaly finger. “Gorkand Mork sez so.” He turned to the others who watched with open mouthedamazement. “Dey also sez… IT’S A WAAAGHHHH!!!”

The room spontaneously erupted into a deafening roar of excitement, all joinedin, even the ones who did not know what was going on. The group was soshocked and impressed by this inspired decision making that a unanimousjudgment was made to follow Skroll in his quest, and with that, the die was cast.Volistad would be his.

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TACTICAL NOTES

ReconnaissanceKnowing your enemy is one of the mostimportant elements in victory. You neverknow where the other force may behidden, so proceed with caution. Moveless valuable units first in order to get abetter idea of where the enemy is hidden.Expect them to make use of cover, soproceed with caution. Do not expose yourmore valuable units until you are sure you know what you are up against.

Land ForcesNo matter how strong your air force might be, the battle is ultimately decided onthe ground. A mix of infantry, armor, artillery and Titans seems to work best.Never put all your eggs in one basket. If you decide to go all Titan, then yourisking having too few units to win the fight. Opt for a pure tank formation andthe enemy probably has a number of anti-tank units hidden behind cover.Without an infantry screen, you can lose units like mad to opportunity fire.Finally, infantry by itself has little chance of taking out the enemy’s bigger units.

Most fights require that your forces advance. Those pesky objective markers canreally eat up your score without you ever noticing them. Advance under artillerycover as much as possible. Shell any enemy units foolish enough to showthemselves, and aim for the largest cluster of troops just in case the shells driftoff target. Send out your cheaper units first to spot hidden enemy troops and toscreen your more valuable units. Use infantry and the like to eat up the enemy’sopportunity fire. Then follow up with the big guns to wipe out his best units.

FliersFliers are some of the most devastating units in the game, but they are also someof the most vulnerable. Use them as early in your turn as you can. They do awonderful job of flushing out hidden enemy units, and you can use them totarget the enemy’s best forces as quickly as possible. They can knock out artilleryearly in the game, before it has the chance to pulverize your advance. Fliers donot have much armor, however. Get them too close to enemy guns (or anywherenear anti-aircraft guns) and they come spiraling to earth in no time.

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IMPERIAL TRANSMISSION

TRANSMITTED: Listening Post Gallia-B

DESTINATION: Terra

DATE: 8824986/M41

TELEPATHIC DUCT: Astropath-terminus Kovacs

SUBJECT: Studies on Ork Reproduction

REF: VolisOrkPod/3729978DeSJ

AUTHOR: Lexmechanic Vortix

PLANET VOLISTAD: IBID

We are beginning to find fascinating biological information regarding the Orkoidspecies. I am working in conjunction with Genetor-Major Anzion with my findings.It appears the Orkoid species may be closer in their genetic make up to humansthan previously thought, but it is the differing elements that are alarming.

Orkoids appear as if they may be a symbiosis of two biologies within a singlestructure. In addition to the humanoid base, a secondary make-up of analgae/fungal base.

These findings are in direct lineage to by Genetor-Major Xabriol reports regardingthe subject (Ref;AdMech8986252/CM, 5647376.M39), whose outstanding researchbrought us to the brink of discovery we are at today. Ultimus Laudare.

To understand the Orkoid species, one must must first be aware of their, so far,unique bio-structure and xenological genetics. When I refer to Orkoid species, Irefer to all aspects of the green-skinned society, from the dominant“Orks,”through the smaller “Gretchin,””snotlings,”and the sub-animal “squigs.”Although physically and anatomically diverse, these different species all share acommon genetic base.

The standard genetic structure of an Orkoid remains essentially the same as thatof Man, in that it dictates the majority of the creature’s form (though see latercomments about growth patterns) and biological processes.

We currently hypothesize that this plant-like secondary structure within theOrkoid gene gives Orks their strength, resilience to damage, and is the key tounderstanding their procreative cycle. If our findings bear out to be correct, itmay bear out that the Ork threat could be vastly underrated - the Orkreproductive cycle may, in fact, be airborn by nature.

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RACES IN THE EPIC WARHAMMER40,000 UNIVERSE

HumanityThe Imperium of Mankind has spread outward across the galaxy ever since theinvention of the warp drive. While the ability to travel hundreds, if notthousands of light years away from mother Earth has brought mankind newworlds to conquer, it has also put humanity into contact with whole new racesand alien civilizations. The results have been far from peaceful. The universe ofthe 41st Millennium is a hostile place, but so far most of the galaxy remainsunexplored. Who knows what advanced civilizations, lost human colonies, andruins of long dead races remain to be discovered.

Space Marines

The Space Marines are the finest warriors in the Imperium. Recruited from themost skilled and ferocious fighters in the galaxy, each Space Marine is thengenetically altered to add strength, speed, and toughness far beyond the scopeof any ordinary man. Equipped with the best weapons and armor in theImperium, the Space Marines are mankind’s last line of defense.

Space Marines are divided into a thousand different Chapters, each with its ownunique history, tactics, and insignia. The four most renown Chapters are: theUltramarines, the Space Wolves, the Blood Angels, and the Dark Angels.

UltramarinesThe Ultramarines are the greatest of all Space Marine Chapters. From the dawnof the Imperium they have served the Emperor with a loyalty that no others canmatch. It is the Ultramarines who most exemplify the teachings of the CodexAstartes - the Imperial guidelines for troop division, tactics, and procedures.

Space WolvesIn complete opposition of the rigid code-following Ultramarines, the SpaceWolves are fiercely independent. From their Primarch Leman Russ the SpaceWolves have inherited both their savage fighting ability, and their stubbornheadstrong ways. No other Chapter of Space Marines can match their ferocity.

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Imperial UnitsThe Imperial Guard boasts a wide variety of units, and players should takeadvantage of this. Its armor is second to none, and many of the Emperor’senemies have met their end under a hail of Basilisk and Bombard shells. Mixingup the infantry and armor in combined arms tactics is its best strategy. Its oneweakness is its lack of speed. Moving troops from one trouble spot to anotherquickly enough can prove a problem.

Waaagh! The OrksOrks delight in the weirdest weapons they can get their green paws on, and theiropponents should always expect the unexpected. The Kult of Speed has a strongpresence on Volistad, and if you use the Orks, you should exploit this. Rush in topick off vulnerable Imperial units. Set up flanking shots as much as possible. Stickto cover and then come roaring out of the hills. Most of your infantry is alsosuperior to the Imperial Guard, so do not be afraid to come in and mix things up.Throw squad after squad at big units in close assault. Remember that the moreclose assaults you do, the more likely the enemy is to die.

The Orks have two main weaknesses. First of all, they have almost no indirect fireweapons. They lack good artillery and have to do most of their fighting toe totoe. Their second problem is the unpredictability of their weapons. Many of theirweapons might work unbelievably well — or they may kill the Orks firing them.Try not to rely on such dangerous weapons. Take advantage of their power, butdo not count on them winning the game for you.

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EldarAn enigmatic race, the Eldar once dominated the galaxy. Unfortunately thehighpoints of their culture and intellectuality brought about a growingdecadence and eventually their downfall. A dying race, the Eldar are immersed ina continuous battle for survival in a galaxy now hopelessly overrun by barbaricusurpers. As the Eldar are few, they do not rely on numbers to win, instead theyuse their matchless warrior skills and superior weaponry!

TyranidsA vast alien intellect has risen from the void of intergalactic space. This singlemonstrous entity, which is the Tyranid race, has found a rich new feedingground... the human galaxy. Driven by the single consciousness of the hive mind,the Tyranids consume every living thing in their path. With an army of bio-engineered warriors, specifically created for battlefield performance, Tyranidsoverrun world after world, each generation mutating and adapting as needed.Unless the menace of the Tyranid invasion can be stopped, the galaxy is doomedto become a barren lifeless wasteland!

LAST WORDSPaint it red, cuz red make it go fastuh!

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Blood AngelsWithout a doubt the Blood Angels are the most feared and least trusted Chapterof Space Marines. While they have proven themselves loyal in countless battles,some still whisper of the fatal flaw that curses the Chapter’s geneseed.

Dark AngelsThe first of all Space Marine Legions, the Dark Angels are regarded as theepitome of the dedicated warrior - serious minded, slow to anger, but tenaciousand all but unstoppable in their zeal once aroused. Yet behind this impressivefacade lies a truth that is far more sinister, for the Dark Angels have beencarrying out a secret crusade which began over 10,000 years ago, following aterrible act of betrayal.

Imperial Guard

The Imperial Guard is the fighting force raised to protect mankind and humanrights. Considering there are over a million Imperial planets, the Imperial Guardhas an immense resource of men and equipment to draw from. Supported byartillery, tanks, and armored personnel carriers, no other army in the 41stMillennium can match the mechanized firepower of the Imperial Guard.

OrksWaaagh! Orks, and their lesser cousins the Gretchin, are ferocious, and totallybent on fighting anything that dares to stand in their way. The Orks live for war,eager for battle against any opposition, whether it is human, Eldar, Tyranid,Chaos, or even other Orks! The tendency for Ork clans to battle amongstthemselves is perhaps the only reason that the greenskins don’t currently rule the universe. By mixing hordes of troops, bizarre but effective war machines, andramshackle (but deadly) vehicles, an Ork army is never predictable, but alwaystough to defeat.

ChaosFrom out of the dreaded alternate dimension known as the Warp the forces ofChaos burst forth to wreak death and destruction. Spearheading the attack arethe Chaos Space Marines, hideous remnants of an earlier age of rebellion, theHorus Heresy, returned after 10,000 years to haunt the Imperium. Even worse,when Chaos Space Marines call upon their dark masters for aid, they areanswered with loathsome daemonic creatures of the Warp, sent by the Chaosgods to aid the fight. Combining Space Marine skills and equipment with themutating hatred of the Warp, no army is more hideous than Chaos on thebattlefields of the 41st Millennium!

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EPIC WARHAMMER 40,000 UNIVERSEABADDON. Scene of fighting between Blood Angels and Orks.

ACHERNAR. Glacial world, invaded by Orks and reconquered by Blood Angels.

ADANTRIS V. Segmentum Pacificus, high technology world destroyed during theMacharian Campaign when a comet was redirected into it.

ARAD. Ork planet.

ATILLA. Ultima Segmentum, steppe world, recruiting world for Roughrider regiments.

AVAR III. Imperial World.

BAKKA. Segmentum Tempestus, Imperial Navy base.

BALLE ALPHA. Imperial planet attacked by waa-Gogard.

BALUR. Ultima Segmentum, Ork world.

BARAC. Segmentum Solar, Imperial recruiting world.

BASSUS PRIME. Desert world.

BIRMINGHAM. Feral and backward world known as the “Black Planet” owing tothe fact that it receives almost no visible light.

BOROS. World in which an Ork invasion was stopped by a combined Ultramarineand Legion of the Damned force.

CALACO. Imperial world.

CALTH. Ultramar, airless planet where the entire population lives underground.

CANAK. Jungle type deathworld.

CASTRA PAVONIS. Imperial planet.

CATACHAN. Segmentum Solar, jungle type deathworld.

CERES XIV. Imperial Outpost.

CHARADAN. Ork planet.

CTHELLE. Ice planet.

CYPRA MUNDI. Segmentum Obscuras, Imperial Navy base.

DULMA’LIN. Segmentum Solar, Imperial recruiting world.

EPSILON OCTARIUS. Segmentum Tempestus, Ork world.

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EPIC WARHAMMER 40,000: FINAL LIBERATION GLOSSARYBattle Map — The actual map where combat takes place and where you moveyour units.

Company — Up to four detachments under the command of the same leader.

Corner Map — The small map in the upper right hand corner of the screen. Itgives you an overview of the entire battlefield.

Detachment — The largest grouping of troops you can move during a battle.Each company can have up to four detachments.

Hit Chance — The chance to hit a specific target with a specific weapon.

Line of Sight — Enemy units one of your squads can see. A unit is defined asbeing within your line of sight if there are no obstacles between it and yoursquad tall enough to block its vision.

Penetration — Most vehicles have armor which must be breached before a hitdoes any damage. Each weapon has its own penetration rating, and this modifiesthe chance to damage an armored target.

Regiment — The largest unit of troops in the game. A regiment can include up tofour companies. The battles in EPIC WARHAMMER 40,000: FINAL LIBERATION 40K arebetween regiments.

Spotting — Artillery has a better chance of hitting its target if it or another squadcan see it. A unit within line of sight of one of your squads is considered spotted.

Squad — The smallest unit of troops in the game. There are one to five squads perdetachment. Each squad can move and act individually or as part of a formation.

Strategic Map — This map shows all the provinces of Volistad that the Orks havetaken. You can move your regiments on this map before they enter battle againstthe Orks.

Titans — Giant war engines hosting large numbers of devastating weapons,Titans and Gargants are the pride of most armies.

War Engine — These giant tanks mount multiple weapons, strong armor and ahost of protective systems. They can usually survive more than one hit.

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MARS. Segmentum Solar, Primary forge-world of the Adeptus Mechanicus andhome of the Legio Ignatum Titan Legion.

MORDRAK. Scene of fighting between Space Wolves and Orks, once the site ofan advanced civilization.

NUZZGRONDS WORLD. Ork planet attacked by Space Marines and Titan Legions.

OKKU. Imperial planet whose governor sold his population into slavery to Orks.

PISCINA IV. Segmentum Obscuras, oceanic world invaded by Orks led byGhazghkull Thraka and Nazdreg.

PROCON SECUNDUS. Scene of bitter fighting between Space Marines of theHowling Griffons Chapter and Orks.

QUARAN. Desert world attacked by the Orks of the Waa-Makrima.

RAELS WORLD. Imperial planet attacked by Orks.

ROTHERN I. Imperial planet where the Vindicator assault tank was first developed.

RYNNS WORLD. Site of conflicts between Orks and White Scars Marines.

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FENRIS. Segmentum Obscuras. Homeworld of the Space Wolves chapter.

FLOTIS III. Feral world overrun by Orks.

GALEN V. Desert world.

GANYMEDE. Segmentum Solar, satellite of Jupiter.

GEHENNA. Jungle planet, site of large conflict between forces of the ImperialGuard and Orks.

GODRATZ WURLD. Ork planet.

GOLGOTHA. Squat Homeworld, invaded by Ghazghkull Thraka.

GORRO. Planet where the Emperor and Horus fought Orks in the Crusade.

GRAGNAR. Ork world attacked by Eldar of Lugannath Craftworld.

GRYPHONNE IV. Forge world and home of the War Griffons Titan Legion.

GUILUS II. Ork planet, homeworld of warlord Gogard.

GUNDASTOL. Ork world.

HELLION V. Site of battles between Orks and Imperial Guard.

HOPTOR IV. Imperial world.

HYDRAPHUR. Segmentum Pacificus, Imperial Navy base.

IAX. Ultramar, garden planet.

ICOLBAR. Imperial world.

JAKART. Segmentum Pacificus, planet where Lord Solar Macharius sustainedterminal injuries while fighting Orks.

JUCHA. Segmentum Pacificus, jungle planet conquered by Lord Solar Macharius.

JURN. Segmentum Tempestus, Ork world.

KAR DUNIASH. Ultima Segmentum, Imperial Navy base.

LEVILNOR IV. Imperial planet attacked by Orks while Salamander Marines werepurging the heretical Star Cult.

LUCAN - Space Wolf outpost.

LUNA. Segmentum Solar, moon of Earth.

MACRAGGE. Ultramar, homeworld of the Ultramarines chapter.

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ADEPTUS ADMINISTRATUS UNIT DATABASE

Imperium of Man

Whirlwind (Rhino variant)Index: Specialist Armored Vehicle

Offensive Capability: Multiple warhead rocket delivery system

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed missile launching platform.

Storm HammerIndex: Super Heavy Battle Tank

Offensive Capability: Four Cannons and fourteen Heavy Bolters

Defensive Capability: Heavy armor plate

POWERPLANT: Modified petro-chemical fuel

FUNCTIONALITY: Heavy infantry support and armored mass assault tank, 360º fire radius.

Shadow SwordIndex: Super Heavy Battle Tank

Offensive Capability: Six Heavy Bolters, two Lascannons and one Volcano Cannon

Defensive Capability: Heavy armor plate

POWERPLANT: Modified Petro-chemical fuel

FUNCTIONALITY: Infantry support and battlefield assault tank.

Baneblade (Shadow Sword variant)

Index: Super Heavy Battle Tank

Offensive Capability: Two Battle cannons, two Las-cannons, ten heavy Bolters.

Defensive Capability: Heavy armor plate

POWERPLANT: Modified petro-chemical

FUNCTIONALITY: Infantry support and battlefield assault tank.

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RYZA. Segmentum Solar, forge world invaded by Orks.

SAN LEOR. Home of religious warrior sect Daughters of the Emperor, notable forbeing wholly composed of female members.

SILVANOS II. Agri world attacked by Waa-Ugulbitz.

SKEMDAK I. Ork World.

STROMHELM II. Desert planet attacked by Orks.

TALASSAR. Ultramar, oceanic planet which saw fighting between Orks andUltramarines.

TALLARN. Segmentum Tempestus, desert planet, attacked during the HorusHeresy by Iron Warriors Chaos Marines. Site of the Cursus of Alganar a relic ofthe Dark Eldar.

TASSARIUS. Steppe world, site of a battle between Orks and Imperial Guard.

TERRA. Earth, Segmentum Solar, seat of the Emperor of mankind and the homeof most Imperial offices.

TITAN. Segmentum Solar, moon of Saturn and base of the Gray Knight Chapter ofSpace Marines.

URK. Homeworld of Ghazghkull Thraka.

VALHALLA. Imperial Guard recruiting planet.

VOLISTAD. Imperial planet.

V’RUN. Segmentum Tempestus,Ork world.

WAKKALUB III. Imperial Planet.

XENOPHON. Imperial planet.

XIT. Ultima Segmentum, Ork world.

YAMNAN. Forested planet,home to the mimic race.

ZHOROS. Homeworld of theFire Hawks Chapter, destroyedby thermal bombs during theAge of Apostasy.

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Deathstrike

Index: Specialist Assault Weapon

INCEPTION: Classified

Offensive Capability: Deathstrike missile Tactical Launch System

OPTIONS: Missile payload options may include: Barrage missile and Warp missilesystems. Barrage missiles deliver a wide radius standard explosive effect. Warpmissiles penetrate defensive warp shielding delivering a high power explosivepayload within the targets defensive perimeter.

Defensive Capability: Armor plate

POWERPLANT: Modified petro-chemical

FUNCTIONALITY: Anti-Titan assault weapon.

Hellhound Firethrower

Index: Armored Battle Vehicle

Offensive Capability: `Dragon` Flame-thrower, Heavy Bolter

Defensive Capability: armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Anti-personnel and fortification assault.

Leman Russ

Index: Battle Tank

Offensive Capability: Battlecannon, Las cannon, two Heavy Bolters.

Defensive Capability: Armor plate

POWERPLANT: Standard petro-chemical

FUNCTIONALITY: Multi-purpose, multi-theatre battle tank.

Demolisher (Leman Russ variant)

Index: Battle Tank

Offensive Capability: Turret mount Siege Cannon

Defensive Capability: armor plate

POWERPLANT: Standard petro-chemical

FUNCTIONALITY: Mobile siege mortar and troop transport.

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Basilisk (Chimera variant)

Index: Battle Field Support Weapon

Offensive Capability: Earthshaker cannon

Defensive Capability: Armor plate

POWERPLANT: Standard petro-chemical

FUNCTIONALITY: Field support.

Bombard

Index: Battle Field Support Weapon

Offensive Capability: Large mid-range mortar

Defensive Capability: Armor plate

POWERPLANT: Standard petro-chemical

FUNCTIONALITY: Mobile siege weapon.

Chimera

Index: Armored Battle Vehicle

Offensive Capability: Multi-laser, Bolters ( Storm and Heavy), Lasguns

OPTIONS: Often customized for use as a private command vehicle

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Infantry support and troop transport.

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While they are not asindividually fearsomeas the more famousSpace Marines, theImperial Guard formsthe backbone of thearmies of humanity.Without their noblesacrifice, theImperium wouldcollapse.

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Commissar

Index: Imperial Guard

FUNCTIONALITY: High-ranking member of the Department: Munitorium, a key partof the Imperial Guard’s Strategic Command. A Commissar`s duties range from war room consultation to front line combat. Amongst Imperial Guard troopsCommissars are looked to as a figure head and focal point for all Imperialmatters. In most instances a Commissar`s decisions are final and immediate andcan include capitol punishment for any offenses deemed appropriate. Commissarsare often combat veterans of many years.

Mordian Iron Guard

Index: Imperial Guard

FUNCTIONALITY: The Mordian Iron Guard earned its name in the fierce defense ofits own world from Chaos forces, their valiant defense of the Mordian palace islegendary. The Mordian Iron Guard are known to be particularly stalwart andefficient in all military and Imperial matters.

Catachan Jungle Fighters

Index: Imperial Guard

FUNCTIONALITY: Imperial Guard from the jungle death-world of Catachan. Knownfor their close quarter combat skills and their un-swerving ferocity in battle.

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Manticore

Index: Battlefield Support Weapon

Offensive Capability: Storm Eagle rockets

Defensive Capability: Light armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Mobile rocket launching platform providing troop and armorbattlefield support.

Predator

Index: Battle Tank

Offensive Capability: Autocannon, two sponson-mounted lascannons

Defensive Capability: Heavy armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed battlefield assault vehicle providing anti-personnel andarmored firepower.

Rhino

Index: Specialist Armored Vehicle

Offensive Capability: Two Heavy Bolters

Defensive Capability: Plate armor and high movement rate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed troop transport.

Vindicator (Rhino variant)

Index: Specialist Armored Vehicle

Offensive Capability: Thunderer Cannon

Defensive Capability: Heavy armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Anti-fortification, anti-armor and battlefield assault.

Rough Riders

Index: Imperial Guard

FUNCTIONALITY: Horse-mounted warriors carrying out a range of duties for theirregiments, including scouting, patrolling and high speed, close range assaults.

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Next to the Titans, theImperial Guard war

engines are some ofthe most fearsome

armored vehicles toever see a battlefield.

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LeviathanIndex: Titan

INCEPTION: Unknown

Offensive Capability: Multiple weapon array

OPTIONS: Battlecannons, Lascannons, heavy Bolters, Doomsday artillery cannon.

Defensive Capability: Four void fields (pulse-phased)

POWERPLANT: Classified

FUNCTIONALITY: Multi-function. Heavy weapon platform, troop transport andarmed mobile command function capabilities.

Warhound

Index: Scout Titan

INCEPTION: Post Age Of Strife

Offensive Capability: 2 Main Weapon Mounts: Lighter Titan Weapons Only

Options: Over 30 weapons variants available including: Barrage missile launcher,Chain fist, Deathstrike cannon, Inferno Gun, Melta Cannon, Plasma Cannon andWarp Missiles. (For further weaponry details see classified Adeptus Mechanicussub-directory, `Ordinatus`: via approved Adeptus Mechanicus repositoriumstations not available on this terminal)

Defensive Capability: 2 Void shields, Carapace Armor plate Max 4’

POWERPLANT: Plasma Reactor

FUNCTIONALITY: Typically operate in pairs: reconnaissance, terror raiding, flank assault.

Space Marines

Index: Adeptus Astartes

INCEPTION: classified

Offensive Capability: Individual Strike force to planetary assault capability (LevelAlpha clearance)

Defensive Capability: Classified

FUNCTIONALITY: All military operations.

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Tallarn Desert Raiders

Index: Imperial Guard

FUNCTIONALITY: The Tallarn are know across the Imperium for their ability to fightin the most harsh and arid conditions as found on their home world. The TallarnDesert Raiders are best known for their pivotal roles in the Brachius SollentIncursion on Malthus IV, the Palentus Hive Wars and their supreme sacrificesduring the Jolus Prime Purges.

Catachan Jungle Fighters (Captain)

Index: Imperial Guard

FUNCTIONALITY: Imperial Guard from the jungle death-world of Catachan. Knownfor their close quarter combat skills and their un-swerving ferocity in battle.

Tallarn Desert Raiders (Captain)

Index: Imperial Guard

FUNCTIONALITY: The Tallarn are know across the Imperium for their ability to fightin the most harsh and arid conditions as found on their home world. The TallarnDesert Raiders are best known for their pivotal roles in the Brachius SollentIncursion on Malthus IV, the Palentus Hive Wars and their supreme sacrificesduring the Jolus Prime Purges.

Thudd Gun

Index: Infantry Support Weapon

Offensive Capability: Multi-barrel light artillery cannon

FUNCTIONALITY: Close range, rapid fire, infantry support.

Imperial Guard

Index: Imperial Guard

FUNCTIONALITY: The Imperial Guard is the collective term for the Imperium’s mainoffensive / defensive units. Most colonized human worlds of the Imperium holdtheir own Imperial Guard forces. Although some worlds Guard specialize inspecific battle disciplines, all planetary Imperial Guard are capable of a widerange of military functions.

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Thunderhawk

Index: Gunship

Offensive Capability: Multiple weapon platform systems

OPTIONS: Weapon variants may include, Barrage missiles, Battlecannon and Bolters

Defensive Capability: Armor plate

POWERPLANT: Modified avionics fuel

FUNCTIONALITY: High speed armored atmospheric and non-atmospheric attack andtransport craft.

Space Ork Horde

Gibletgrinda

Index: Ork Battle Vehicle

Offensive Capability: Five turret mounted Autocannons and a forward mounted“Deathroller”

Defensive Capability: Heavy armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Heavily armored battle fortress.

Battle wagonIndex: Ork Battle Vehicle

Offensive Capability: Autocannon

Defensive Capability: Light armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed troop carrier.

BonebreakaIndex: Ork Battle Vehicle

Offensive Capability: Battlecannon, forward mounted `Deathroller`

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Heavy tank assault vehicle.

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Reaver

Index: Medium Battle Titan

INCEPTION: Post Age Of Strife

Offensive Capability: 3 Main Weapon Mounts

OPTIONS: Over 25 weapons variants available including: Battle Claw, Harpoonmissile, Power Fist, Vulcan Mega-Bolter and Turbo Laser Destructor.

Defensive Capability: 4 Void shields, Carapace Armor plate Max 5`

POWERPLANT: Rear Mounted Plasma Reactor

FUNCTIONALITY: Shock attack, assault close support.

Warlord

Index: Heavy Battle Titan

INCEPTION: Pre History (Classified)

Offensive Capability: 4 Main Weapon Mounts

OPTIONS: Over 30 weapons variants available including: Barrage missile launcher,Chain Fist, Deathstrike cannon, Inferno Gun, Melta Cannon, Plasma Cannon andWarp missiles. (For further weaponry details see classified Adeptus Mechanicussub-directory, `Ordinatus`: via approved Adeptus Mechanicus repositoriumstations not available on this terminal)

Defensive Capability: 6 Void shields, Carapace Armor plate Max 8’

POWERPLANT: Plasma Reactor*

FUNCTIONALITY: Weapons platform, long range battlefield support.

*Abdominal Mount proven vulnerable.

Land Speeder

Index: Airborne Tactical Assault Vehicle

Offensive Capability: Multiple weapon platform systems

Options: Weapon systems may include: Bolters, Multi-Meltas, Las cannons, Plasma weapons

Defensive Capability: Light armor plate and high maneuverability

POWERPLANT: Gravitic-reaction jet propulsion system

FUNCTIONALITY: Wide ranging capabilities including scouting, search and destroy, specialist troop deployment, close assault, defensive patrolling and personnel transport.

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GutrippaIndex: Ork Goff Battle Vehicle

Offensive Capability: Battlecannon and Mechanical Claws

Defensive Capability: Heavy armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Close quarter anti-armor and artillery support vehicle.

Mekboy Lifta Droppa Speedsta Index: Ork battle vehicle

Offensive Capability: Utilizes a tractor beam weapon to physically lift an enemyvehicle often resulting in its victim being used as a deadly crushing missile uponanother opponent.

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical / Electro-magnetic

FUNCTIONALITY: High speed specialized assault vehicle.

LungburstaIndex: Ork Goff Battle Vehicle

Offensive Capability: Battlecannon

Defensive Capability: Heavy armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Battle tank.

64

Bonecruncha (Bonebreaka variant) Index: Ork Battle Vehicle

Offensive Capability: Twin Autocannons replacing the single Battlecannon.

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: Heavy tank assault vehicle.

Bubble Chucka SpeedstaIndex: Specialist Ork Vehicle

Offensive Capability: `Bubble Chucka` force field projector

Defensive Capability: The `Bubble Chucka` force field projector is also used as adefensive system.

POWERPLANT: Petro-chemical / Plasma reactor system

FUNCTIONALITY: High speed offensive force field entraps an opponent close to theforce field causing its own weapon systems to redirect its energy upon itself.

Bowelburna Index: Ork Battle Vehicle

Offensive Capability: Forward mounted “Scorcher” flame thrower

Defensive Capability: Light armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed assault battle buggy.

GobsmashaIndex: Ork Evil Sunz Battle Vehicle

Offensive Capability: `Up-graded Autocannon

Defensive Capability: Medium armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed assault battle buggy.

Spleen RippaIndex: Evil Sunz Battle Vehicle

Offensive Capability: Battle Cannon

Defensive Capability: Armor plate

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed battle buggy.

63

The Thunderhawkallows Space

Marine forces torespond rapidly

with overwhelmingfirepower wherever

they are needed. Thehallmark of the elite

defenders of theImperium.

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War Buggy

Index: Ork Battle Vehicle

Offensive Capability: Various although an Autocannon is most common

Defensive Capability: Negligible

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed assault vehicles. War Buggies are common place amongOrk forces and are modified more than any other vehicle.

Weirdboy Tower

Index: Specialized Ork Vehicle

Offensive Capability: Resident Ork `Weirdboy` psychic

Defensive Capability: Negligible

POWERPLANT: Petro-chemical

FUNCTIONALITY: Specialist mobile weapon/installation. All Orks are known to have some latent psychic energy. Ork Weirdboyz , unlike most Orks, are able to utilize this energy as a weapon by focusing collective Ork Psychic energy into a singledevastating blast. Weirdboyz are made to ride into battle atop giant towers due tothe unstable nature of Weirdboyz` mental state which if poorly handled can result ina Psychic blast which would kill the Weirdboy and anything else in close proximity.

Nobz Warbike

Index: Ork Battle Vehicle

Offensive Capability: Twin Bolters

Defensive Capability: Negligible

POWERPLANT: Petro-chemical

FUNCTIONALITY: Personal high speed armed transport utilized by the more affluentin Ork society.

Bike Boyz

Index: Ork Battle Vehicle

Offensive Capability: Negligible

Defensive Capability: Negligible

POWERPLANT: Petro-chemical

FUNCTIONALITY: Individual troop transport.

66

Mek Boy Dragster Index: Ork Battle Vehicle

Offensive Capability: None

Defensive Capability: Utilizes a deflector shield system which is known to redirectincoming ordinance back to its source.

POWERPLANT: Petro-chemical/ Electo-magnetic

FUNCTIONALITY: High Speed attack and transport vehicle.

Pulsa RokkitIndex: Ork Weaponry

Offensive Capability: Standard explosive effect combined with kinetic force wave emissions.

POWERPLANT: Liquid chemical reactants

FUNCTIONALITY: Long range conventional and energy ordinance used against troops and armor.

Mekboy Kannon SpeedstaIndex: Ork Battle Vehicle

Offensive Capability: Kustom Kannon

Defensive Capability: Light and highly variable

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed transport.

Mekboy SpeedstaIndex: Ork Battle Vehicle

Offensive Capability: Light and highly variable

Defensive Capability: Light and highly variable

POWERPLANT: Petro-chemical

FUNCTIONALITY: High speed transport.

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Goff Ork ClanIndex: Ork Clans

FUNCTIONALITY: The Goff Ork Clan is known to be the fiercest of all the Ork clans.Goffs prefer close-quarter fighting and have little patience for complex strategiesor tactics. Goffs can be visually identified by the predominate use of black intheir colour schemes.

NobzIndex: Orks/General

FUNCTIONALITY: Nobz are the Ork nobility. Usually relatively wealthy or powerful. Nobzoften command loyal mobs of Orks and Gretchin both during and between combat.The most powerful within a group often takes the title Warboss or Warlord.

Warlord/WarbossIndex: Orks/General

FUNCTIONALITY: An Ork Warboss is usually a member of the nobility caste of Orks(Nobz). A Warboss holds a sometimes shaky alliance amongst his Generals bywhatever means are necessary. Often instinctively military geniuses, Warbossesare driven to fight and conquer, and do so at any cost.

Mek Boy GargantIndex: Ork Titan

Offensive Capability: `Super Lifta Droppa Arm`, `Buzz Saw Arm`, `Krusher Arm`,`De Luxe Kustom Kannon`. *Extremely variable

Defensive Capability: `Kustom` force field generator/s

POWERPLANT: Plasma reactor systems

FUNCTIONALITY: General and close range battle field assault roles.

Great GargantIndex: Ork Titan

Offensive Capability: Armed with Magnum Mega Cannon, two Scorcher turretsand Gutbuster Cannon.

Defensive Capability: Power shield arrays complementing thick plated armor

POWERPLANT: Plasma reactor systems

FUNCTIONALITY: Heavy battle field weapons platform and assault/command vehicle.

68

Storm Boyz

Index: Orks/General

FUNCTIONALITY: Ork Stormboyz are the youthful generation of Orks. Unlike adults,adolescent Orks crave order and structure. It is during this period in their lifecycle that they are known as Stormboyz. Despite their youth Stormboyz makeaggressive and dangerous opponents.

Gretchin

Index: Orks/ General

FUNCTIONALITY: Gretchins are smaller than Orks and are believed to be anengineered servant caste of the long lost Ork Empire. Gretchin take on themenial tasks in Ork society. They are commonly known to maintain and refuelmachinery, make dangerous weapon repairs and provide sanitation services tothe upper caste Orks. Some Gretchin also provide battle field support by formingmobs armed with any number of available weapons.

Madboyz

Index: Orks/General

FUNCTIONALITY: Ork Madboyz are known to be some of the most unstable membersof the Ork race. Their mental conditions range from genius to psychosis with noconsistency even within individuals. All are dangerously unpredictable. It is believedthat flaws in transferred genetic memories account for the majority of Madboyz.

Evil Sunz Ork ClanIndex: Ork Clans

FUNCTIONALITY: The Evil Sunz Ork Clan have a particular fascination for speed and noise.Both these factors are evidenced in their attacks utilizing their high speed Warbikesand Warbuggies. These are often fitted with loud speakers to increase their enginenoise and the Clans war cries. The Evil Sunz are easily identified by the predominateuse of the colour red, the commonly held Ork belief is that red vehicles go faster.

Bad Moonz Ork ClanIndex: Ork Clans

FUNCTIONALITY: The Bad Moonz Clan has considered to be the wealthiest amongstall the Ork clans. The have a tendency to wear highly decorated armor and painttheir war vehicles in bright colors. Because of their wealth their equipment tendsto be the most advanced and well kept.

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UNIT VEHICLE TABLES

Imperium Of ManMOVE ARMOR RATING CAF WEAPONS HITS SPECIALS

Baneblade 8 89/70/50 8 2 Battlecannon 4 War Engine2 LascannonsTank Bolters

Basilisk 12 60/49/40 0 Earth Shaker 1 ArtilleryBombard 16 60/49/40 0 Siege Mortar 1 ArtilleryChimera 8 60/48/37 1 Multi-Laser 1 Transport 2 SquadsDeathstrike Missile Battery 12 55/46/38 0 Missile 1 Select WeaponDemolisher 8 80/63/47 2 Lascannon 1

DemolisherTank Bolters

Hellhound Firethrower 20 66/54/41 0 Fire Thrower 1Hydra 20 60/49/40 1 Quad Flak Gun 1 AALeman Russ 8 80/63/47 2 Battlecannon 1

LascannonTank Bolters

Leviathan 16 83/75/66 12 Lascannon 4 War EngineBattlecannon Transports 6 SquadsDoomsday CannonTank Bolters

Manticore 12 58/49/40 0 Manticore Rockets 1 ArtilleryPredator 20 74/59/43 0 Autocannon 1

2 LascannonsRhino 20 74/59/43 0 Tank Bolters 1 Transport 2 SquadsShadowsword 8 82/70/59 6 Volcano Cannon 4 War Engine

LascannonStormhammer 8 87/75/61 10 4 Battlecannons 4 War Engine

2 Tank BoltersThudd Gun 6 30/15/10 -3 Thudd Gun 1 ArtilleryVindicator 16 76/58/40 2 Thunderer Cannon 1Whirlwind 16 76/58/40 0 Multi-Launcher 1 Artillery

Space Ork HordeMOVE ARMOR RATING CAF WEAPONS HITS SPECIALS

Battlewagon 20 75/57/40 1 Autocannon 1 Transport 3 SquadsBikeboyz 24 30/26/23 3 Bike Bolters 1Bonebreaka 16 81/63/45 4 Battlecannon 1 Death RollerBonecruncha 16 78/60/43 4 2 Autocannons 1 Death RollerBowel Burna 24 75/56/40 1 Scorcher 1Bubble Chukka 20 58/48/37 2 Bubble Chukka 1Flak Wagon 20 67/49/32 1 Quad Flak Guns 1 AAGiblet Grinda 12 88/69/52 8 5 Autocannons 4 War Engine Deathroller

Transports 5 SquadsGobsmasha 20 70/60/50 0 Autocannon 1Gutrippa 16 80/64/50 4 Battlecannon 1Kannon Speedsta 16 58/48/37 2 Kustom Kannon 1Lifta Droppa 16 58/48/37 2 Lifta Droppa 1Lungbursta 16 80/64/50 1 Battlecannon 1Mechboy Dragsta 28 58/43/37 2 None 1 Deflector ShieldNobz Warbike 24 33/30/26 5 Bike Bolters 1Pulsa Rokkit 6 59/48/38 0 Pulsa Rokkit 1 Random FuelRokkit Speedsta 16 58/48/37 2 Destruktor Rokkits 1Spleenrippa 24 72/62/52 0 Spleenrippa Battlecannon 1Stomper 8 78/63/48 8 Battlecannon 4 War Engine

Tank BoltersWar Buggy 24 56/50/43 2 Autocannon 1Weirdboy Tower 20 64/54/44 1 Weirdboy Tower 1

70

Slasher GargantIndex: Medium Ork Titan

Offensive Capability: Four weapon mounts which may include: Cluster Buster,Deth Kannon, Gork Head, Mork Head, Gutbuster, Ripper Fist, and/or SlashaAttack Gun.

Defensive Capability: Power field generators

POWERPLANT: Petro-chemical/reactor array

FUNCTIONALITY: Normal battle Titan roles.

Mek Boy GargantIndex: Ork Titan

Offensive Capability: `Super Lifta Droppa Arm`, `Buzz Saw Arm`, `Krusher Arm`, `De Luxe Kustom Kannon`. *Extremely variable

Defensive Capability: `Kustom` force field generator/s

POWERPLANT: Plasma reactor systems

FUNCTIONALITY: General and close range battle field assault roles.

Stomper

Index: Ork Titan

Offensive Capability: Battlecannon, four Bolters

Defensive Capability: Moderated force field and armor plate

POWERPLANT: Petro-chemical/reactor array

FUNCTIONALITY: Small tactical Ork battle Titan.

69

The extra-heavyarmor on theGobsmasha isespecially useful since the crews are young Orks who like to drive fast.

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WEAPONS LISTRANGE PENETRATION BASE HIT CHANCE SPECIALS

Battlecannon 20 75 50Tank Bolters 8 40 50Volcano Cannon 40 80 99Lascannon 28 80 50Doomsday Cannon 80 90 50 BarrageEarth Shaker 60 75 50 BarrageSiege Mortar 60 90 50 BarrageMulti-Laser 20 50 50Barrage Missile 80 75 40 BarrageWarp Missile 120 – 40 WarpVortex Missile 120 – 40Firethrower 5 50 50 FlamerDemolisher 12 90 50Manticore Rockets 80 50 50 Barrage, ReloadThunderer Cannon 20 90 50Multi-Launcher 60 40 50 BarrageThudd Gun 28 40 50 BarrageHunting Lance 10 45 50Pistol/Swords 8 35 50Bolters 20 40 50Lasguns 20 40 50Heavy Weapons 28 50 50Rockets 20 75 50 BarrageMulti-Melta 10 90 50Shotguns 6 25 50Axes 0 25 50Heavy Bolters 20 50 50Bolters/Pistols 10 40 50Autocannon 20 60 50Spleenrippa Battlecannon 28 75 50Bike Bolters 10 55 50Bubble Chukka 16 0 50 Force BubblesLifta Droppa 22 0 50 Lifta DroppaScorcher 5 50 50 FlamerPulsa Rokkit Unlimited 90 50 PulsesWeirdboy Tower 16 Varies 75 WeirdboyDestruktor Rokkits 20 75 50 BarrageKustom Kannon 28 65 50 Explosion Random ShotsQuad Flak Guns 14 45 50 AADeluxe Kustum Kannon 20 70 50 Explosion Random ShotsBuzz Saw Arm 20 75 50Ripper Fist 28 70 50

TITAN AND GARGANT LISTMOVE ARMOR RATING CAF WEAPON MOUNTS SHIELDS HITS SPECIALS

Warlord Titan 12 95/78/61 14 4 6 12Reaver Titan 16 86/70/53 12 3 4 8Warhound 20 81/67/52 8 2 2 4Great Gargant 8 93/80/68 15 6 6+d6 18Slasher Gargant 16 86/74/61 12 4 3+d6 9Mekboy Gargant 16 81/66/51 10 Deluxe Kustom Kannon — 4 Mekboy Shield

Buzz Saw Arm, Ripper Fist

72

UNIT INFANTRY TABLES

Imperium Of ManMOVE ARMOR RATING CAF WEAPONS TROOPS SPECIALS

Rough Riders 16 10 3 Hunting Lance 4Commissar 8 10 4 Pistol/Swords 4 Morale Boost, StubbornUltramarine Scouts 8 20 2 Bolters 4Volistad Imperial Guard 8 5 0 Lasguns 4Tactical Infantry 8 10 0 Lasguns 4Assault Infantry 8 15 1 Pistols 4Heavy Infantry 8 10 0 Heavy Weapons 4Captain 8 15 2 Pistols 4 Morale Boost

Space Ork HordeMOVE ARMOR RATING CAF WEAPONS TROOPS SPECIALS

Stormboyz 10 15 1 Bolters 4Gretchin 8 5 -1 Shotguns 4Evil Sunz Boyz 8 10 1 Bolters 4Bad Moons Boyz 8 10 1 Heavy Bolters 4Goff Boyz 8 10 3 Bolters/Pistols 4Nobz 8 20 4 Bolters 4Warboss 8 30 7 Bolters 4 Morale Boost, Stubborn

UNIT FLYER TABLES

Imperium Of ManMOVE ARMOR RATING CAF WEAPONS HITS SPECIALS

Land Speeder 12 40/32/24 3 Multi-Melta 1Marauder 100 50/50/50 0 Battlecannon 1 Off Map

RocketsThunderhawk Gunship 24 70/57/49 0 Rockets 1 Transport 6 Squads

BattlecannonTank Bolters

Space Ork HordeMOVE ARMOR RATING CAF WEAPONS HITS SPECIALS

Fighta-Bommerz 100 50/50/50 0 Battlecannon 1 Off MapRockets

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SPECIAL ABILITY DESCRIPTIONSAA: Can fire at fliers at their full range

Artillery: Can make indirect fire but only gets a maximum of one shot per turn

Barrage: Exploding attacks can hit other units near its target

Death Roller: Units equipped with a Death Roller do not always stop for closecombat. Sometimes they roll right over their foe

Deflector Shield: Can sometimes deflect shots aimed at anything within its radius

Explosion: Weapon may blow up when fired

Flamer: Shots can hit everything in their paths

Force Bubbles: These create an invisible shield around their target if they hit. Iftheir shielded target shoots, then the shot ricochets into it

Lifta Droppa: Lifts its target into the air and drops it, damaging both it andanything underneath

Mekboy Shield: Shield is practically impenetrable but risks burn out if playerdoes not turn it off (done by clicking on Shield Line). Burn out can cause damage

Morale Boost: Units near this one recover morale faster

Off Map: Unit only enters map for air strikes or interceptions. The player can callone every time he moves a detachment until all off map units have moved

Pulses: The Pulsa Rokkit creates an area in which units cannot move and pushesanyone within that area in a random direction. These pushes can kill their victim

Random Fuel: No one knows just how much fuel this unit really has in it, and ittravels until it is all burned out. It may overshoot or undershoot its target

Random Shots: Fires a random number of shots at a time

Reload: Can only fire every other turn

Transports X Squads: Can load, carry and unload up to that many squads of infantry

War Engine: These superheavy vehicles take multiple hits and fill up more spacethan do other units. They can also take critical hits

Warp: This weapon creates a warp field which ignores power and void shields

Weirdboy: A Weirdboy Tower is more effective the more Orks who are nearby. Iftoo many Orks are nearby, however, it risks blowing up when shooting

Vortex: Vortex Warheads create a whirling vortex of dark energy which reducesanything struck to its component atoms.

74

Titans And Gargant Weapons

ImperialRANGE PENETRATION BASE HIT CHANCE SPECIAL

Barrage Missile 80 75 50 BarrageChain Fist – 120 50Gatling Blaster 24 60 50Inferno Gun 7 50 50Laser Blaster 20 50 50Laser Burner – 95 50Melta Cannon 12 125 50Multiple Launcher 40 50 50Plasma Blastgun 20 100 50 ReloadPlasma Cannon 28 120 50 ReloadPlasma Destructor 40 125 50 ReloadPower Fist – 120 50Quake Cannon 30 110 50Titan Warp Missile 120 – 50 WarpTurbo Laser Destructor 28 70 50Volcano Cannon 40 80 50Vortex Missile 120 – 50 VortexVulcan Mega Bolter 15 60 50

OrkRANGE PENETRATION BASE HIT CHANCE SPECIAL

Cluster Buster 28 70 50Deth Kanon 40 105 50Gatling Cannon 20 60 50Gork Head – – 50Gutbuster: Ball 40 125 50Gutbuster: Explosion 40 40Magnum Kannon 32 80 50Ripper Fist 28 70 50Scorcher Turret 7 50 50 FlamerSlasha Attack Gun 20 60 50Super Lifta Droppa 28 – 50 Lifta Droppa

73

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m26: Psychic humans begin to appear, simultaneously civilization starts tocollapse as widespread insanity and insurrection tear many colonies apart.Terrible wars sunderi human space, daemonic creatures possess unprotectedpsykers and subjugate worlds. This period is known as the Age of Strife. Warpstorms isolate many parts of the galaxy including Earth.

m28: Earth devolves into petty fiefdoms ruled by warlords.

m28: Grunhag the Flayer, Ork Warlord attacks the Squat Homeworlds with ahuge fleet. This marks the beginning of Squat hostility towards Orks and distrusttowards Eldar who stayed neutral in the conflict.

m29: Earth is reunited under a new leader, this warlord begins a slow push tothe stars.

m30: Primarchs created as a new super race by the Emperor, the Chaos powersrecognize their potential and scatter them across the galaxy. First founding of theSpace Marine legions.

m30: Astronomican founded to make space travel easier.

m30: Age of the Imperium begins with the Great Crusade, for the next twohundred years, the Emperor and the Space Marine Legions gradually carve outthe scattered Imperium of Man. During this time the Emperor is reunited withthe Primarchs of whom the greatest is Horus.

007/m31: Horus Heresy begins. After several months, the Emperor orders sevenlegions of Marines to assault Istvaan V; four defect to Horus, the other three aredestroyed. Space Wolves attack Thousand Sons homeworld of Prospero forcingthe Thousand Sons to declare for Horus and flee to the Eye of terror, during thepursuit the thirteenth company of the Space Wolves is destroyed in the warp.

014/m31: Horus assaults Earth.

014/m31: The Emperor, Rogal Dorn and Sanguinius teleport aboard Horus' warbarge, Sanguinius is killed by Horus, Horus is killed by the Emperor. End of Horusheresy, Emperor incarcerated within the Golden Throne.

015/m32: High Lords of Terra convened to provide guidance in the absence ofthe Emperor.

021/m31: Roboute Guilliman writes the Codex Astartes. The Space MarineLegions are divided into autonomous Chapters. The Grey Knights are created, asecond founding chapter with no antecedents.

350/m32: Temple of the Saviour Emperor recognized as the official religion ofthe Imperium.

400 m32: Last of the Space Marine Primarchs dies.

76

IMPERIAL TIMELINE9,000 BC: Building of the Sphinx, Great Pyramids.

750-314 AD: Roman Empire.

2,011 (011/m02): Beginning of Second Epoch.

100/m02: Mars Terraformed.

200/m02: Mars is settled.

m03: Warp discovered.

m16: Mankind first starts to expand from Earth, nearby solar systems arecolonized using primitive sub-light drives. The period of the next ten thousandyears is known as the Dark Age of Technology.

m21: Discovery of warp drives allows more rapid dispersion, first alien racesencountered.

m21: Navigator gene isolated, warp travel becomes even faster, Navigatorfamilies and cartels become powerful political entities. The Expansion ofHumanity covers most of the galaxy, STC system is perfected to aid new colonies.

75

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CREDITSHolistic Design, Inc.Director/Design .......................... Ken Lightner, Andrew GreenbergLead Programmer ...................... Ken LightnerProgramming ............................. Scott Rich, Shane Garrett, Alan Belletti,

Garner HalloranArt Director ................................ Brian MeadArtists-(3D/2D)............................ David Sweet, Brian Mead, Chris Royster, Cheryl ScribnerCutscene Animation .................. David Sweet, Chris RoysterAdditional 2D Art ...................... Bryce Nakagawa - Lead 2D ArtistMap Concept & Design ............. Chris RoysterAdditional Map Design ............. Chris WieseDocumentation.......................... Andrew GreenbergIn House Play Testing................. Bill Bridges, Josh Gorfain, Garth D. Wilson,

Jeremy Hannah, Eric Jensen, Bill Shelley, Stuart Wolf, Pete Montgomery, Matt Moses

Strategic Simulations, Inc.Producer ..................................... John EberhardtAssociate Producer .................... Jeff Peña, Bill WhiteAudio Programming Director ... Ralph ThomasAudio .......................................... Steve Lam, Lance PageMusic Composed/Arranged by ... The Samsara ProjectVideo Editing and Capture ....... Lee Crawford, Maurice JacksonVideo Sequences ....................... Bright Lights Studios, Holistic DesignUser Manual Editors .................. Mark Whisler, Anathea Lopez, Aaron ScheiberMap Tile Art ............................... Saffire, Inc.Test Supervisor ........................... Jason RayAssistant Lead Tester ................. Cyrus G. HarrisSSI Testers ................................... Chris Cates, Shilo Anacleto, Jasun Reynolds,

Clifford Mann, Jessica JonesExecutive Producer .................... Bret BerrySpecial Thanks ........................... Mac Senour, David Locke, James Young, Glen CuretonExternal Testers .......................... Anders Persson, Andy Meechan, Bart Koehler,

Charles Sutherland, Chris Miller, Chris Pinson, Chris Storey, Christian Taylor, Chris White, Dan Taylor, Erik Rutins, Felipe Cintron, John Owen, Mark Shieh, Matt Starling, Michael King, Phil Mogavo, Richard Bright, Steven Sheldon, William Rood, Glen Musson

Layout and DTP.......................... LOUIS SAEKOW DESIGN: Dave Boudreau and Leedara Zola

550/m32: Ecclesiarch Veneris II becomes a High Lord of Terra. (First member ofthe Ministorum to be so honored).

200/m35: Holy Synod moves to Ophelia VII, power of the Ministorum grows asFrateris Templar the military offshoot of the Ministorum is formed.

500/m35: Greigor XI elected Ecclesiarch.

512/m35: Adeptus Ministorum returns to earth.

Early m36: Incidence of warp storms increases. Imperium reels as Orks and otherraces rampage throughout a divided galaxy. Period known as the Age ofApostasy begins.

288/m36: Decree Passive issued by High Lords of Terra forbidding theEcclesiarchy from maintaining an "armed force of men." The Frateris Templar areduly disbanded but the Daughters of the Emperor remain.

738/m41: 26th Founding of Space Marines.

907/m41: Incidence of Ork invasions increases in the Ultima Segmentum.

941/m41: Battle for Armageddon, Ghazghkull Thraka leads his Orks against anImperial Guard army led by Commissar Yarrick.

981/m41: Navigator Durlan Ocellati discovers a route into the Wheel of Fire, asector of the Ultima Segmentum that had previously been inaccessible

984/m41: 7th Mordian Regiment raised and sent to pacify the Feral world ofFlotis III which was populated with Orks using native feral humans as slaves.

986/m41: An Imperial patrol notes unexplained scenes of devastation in the Orksector of Jakor-Tal.

987/m41: Orks commanded by Gordal Luggub attack Crimson Fist Marines onRynns World

992/m41: Hive fleet Kraken is first detected. Vicious battles are fought across thewhole of the Ultima Segmentum.

997/m41: The Imperial world of Piscina IV is attacked by Orks under the jointleadership of Ghazghkull Thraka and Nazdreg, Master Belial of the Dark Angelsbeats them off after a short but bloody campaign.

998/m41: Volistol system is isolated by unexplained warp storm. Imperial world ofVolistad IV is ravaged by Ork forces under the control of warboss Khorga Skroll.

77 78

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81

Games WorkshopRogue Trader.............................. Jon GillardAdditional Thanks .....................Andy Jones

Video SequencesOriginal Live-Action...................Footage Bright Lights StudiosOriginal Computer Animation..David Sweet, Chris Royster (Holistic Design)Editor ..........................................Mario AlvesLive-Action Director, BLS ...........Tom LautenScript / Story Development .......Tom Lauten, Andrew Greenberg, Ken Lightner, John

Eberhardt, Andy JonesProduction Manager, BLS..........Keith DandoLive-Action Art Director, BLS.....Mark BedfordDigital Effects, BLS.....................Neil SouthWork Shop Supervisor, BLS .......Peter IvesEffects Crew, BLS........................Dave Churchill, Paul O’Reilly, Claire WatsonCast

Commander John KingsleyTalmayus David LearnerOmegus Hu PryceAgrippa Dave PerksCommisar Holt Larry RewSgt. Ivanovitch Peter MimmackShadow Sword Commander Jason HarrisUri Petchenka Dave RobertsColonel Horgrawl Clifford BarryGeneral Mikial Silenko Roger FrankeCommander Jal-Gada Gavin NaylorCommander Beshenka Robert WilkinsonGunter Klein Jefferey WilsonDraastus Richard WestcottLady Mistress Mollar Tobias Louise PapillonSgt. Mahrhut Marcus FernandoWarboss Skroll Gavin NaylorExtras Niki Felsted, Richard Bacchus, Gregory Cooper,

Jamie Firth, Mark Gibbons, Karl Oswin, MatthewSweatman, Mark Wiszowaty

Costumes / Wardrobe ................ Sandra Maudlin, Joy Foley, BLSVoice Talent................................Dave Merrick, Forrest Elam, Mike Simpson, Garrett

Graham, Dave WallickVideo Production.......................The Belgrade Theater, The Coventry Centre for the

Performing Arts, Armourcast

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MISCELLANEOUS PROVISIONS. If this Program was acquired outside the United States, then local lawmay apply. If you acquired this Software in Canada, you agree to the following: The parties to this Licensehave expressly required that the License be drawn up in the English language/Les parties aux presentes ontexpressement exige que la presente convention soient redigees en langue anglaise.This License and your right to use the Program in any manner will terminate automatically if you violate orfail to comply with any part of this Agreement. Information in this Agreement is subject to change withoutnotice and does not represent a commitment on the part of TLC.

SAVE THIS LICENSE FOR FUTURE REFERENCE

QUESTIONS OR PROBLEMS ?

If you encounter disk or system related problems you can reach us through several methods: If youencounter disk or system related problems you can reach us through several methods: Automated 24-Hour Technical Support: (800) 409-1497.Tech Support Fax: (319) 395-9600 Attn: Technical Support.Telephone: (319) 247-3333 between 9:00 A.M. and 9:00 P.M., Central Standard Time, Monday throughFriday, holidays excluded. Fill out the online support form at: http://store.learningco.com/dev/support_form.asp (or the game’sweb page, which is listed in the manual).Email: [email protected] (please list the game’s name as the message’s subject).U.S. Mail: You can also write to us at: The Learning Company, ATTN: Technical Support 1700 ProgressDrive, PO Box 100, Hiawatha, IA 52233-0100 (include a self-addressed, stamped envelope fÏor reply).

©1999 The Learning Company, Inc.. All Rights Reserved. FINAL LIBERATION, StrategicSimulations and the SSI logo are trademarks of Learning Company Products Inc. ©1999 Games Workshop, Ltd. All Rights Reserved.WARHAMMER is a registeredtrademark of Games Workshop. Microsoft, Windows, DOS and Windows NT are registered trademarks or trademarks ofMicrosoft Corporation in the United States and/or other countries.All other trademarks and registered trademarks are the property of their respective holders.

Uses Smacker Video Technology. ©1991-1999 RAD Game Tools, Inc.

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LIMITED WARRANTY. TLC warrants to the Original Licensee only, that the Program shall be substantiallyfree from defects in materials and workmanship for ninety (90) days from the date of purchase. If within 90days of purchase the media proves to be defective in any way, you may return the media to The LearningCompany, Attn: Returns, 190 Parkway West, Duncan, SC 29334. Please include a copy of your sales receipt,packaging slip or invoice, along with a brief note of explanation as to why you are returning the Program.EXCLUSIVE REMEDY. The Original Licensee’s exclusive remedy for the breach of this License shall be, atTLC’s option, either (a) the repair or replacement of the Program that does not meet TLC’s Limited Warrantyand which is returned to TLC with a copy of your receipt; or (b) a refund of the price, if any, which you paidfor the Program and associated materials. This Limited Warranty is void if the failure of the Program hasresulted from accident, abuse, misapplication or use of the Program with incompatible hardware.NO OTHER WARRANTIES. TLC, ITS AFFILIATES, AND ITS SUPPLIERS, IF ANY, DISCLAIM ALLWARRANTIES WITH RESPECT TO THE PROGRAM AND ACCOMPANYING MATERIALS, EITHER EXPRESSOR IMPLIED, INCLUDING BUT NOT LIMITED TO IMPLIED WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT OF THIRD PARTY RIGHTS AND FITNESS FOR A PARTICULAR PURPOSE. TLC DOES NOTWARRANT THAT THE OPERATION OF THE PROGRAM WILL BE WITHOUT DEFECT OR ERROR OR WILLSATISFY THE REQUIREMENTS OF YOUR COMPUTER SYSTEM. THIS LIMITED WARRANTY GIVES YOUSPECIFIC LEGAL RIGHTS. DEPENDING UPON WHERE YOU LIVE, YOU MAY HAVE OTHER RIGHTSWHICH VARY FROM STATE/COUNTRY TO STATE/COUNTRY. TLC WARRANTS ONLY THAT THEPROGRAM WILL PERFORM AS DESCRIBED IN THE USER DOCUMENTATION. NO OTHER ADVERTISING,DESCRIPTION OR REPRESENTATION, WHETHER MADE BY A TLC DEALER, DISTRIBUTOR, AGENT OREMPLOYEE, SHALL BE BINDING UPON TLC OR SHALL CHANGE THE TERMS OF THIS WARRANTY.LIMITATIONS ON DAMAGES. This Program may contain significant or insignificant program errors,including errors which may cause an operational interruption of your computer system. The Program isprovided “AS IS” and you assume responsibility for determining the suitability of the Program on yoursystem and for results obtained. IN NO EVENT SHALL TLC, ITS AFFILIATES, OR ITS SUPPLIERS, IF ANY,BE LIABLE FOR ANY CONSEQUENTIAL OR INCIDENTAL DAMAGES WHATSOEVER ARISING OUT OF THEUSE OF OR INABILITY TO USE THE PROGRAM OR PROGRAM PACKAGE, EVEN IF THEY HAVE BEENADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THEY SHALL NOT BE RESPONSIBLE OR LIABLEFOR LOST PROFITS OR REVENUES, OR FOR DAMAGES OR COSTS INCURRED AS A RESULT OF LOSSOF TIME, DATA OR USE OF THE SOFTWARE, OR FROM ANY OTHER CAUSE INCLUDING, WITHOUTLIMITATION, PRODUCTS LIABILITY, CONTRACT OR TORT DAMAGES. THEIR LIABILITY SHALL NOTEXCEED THE ACTUAL PRICE PAID FOR THE LICENSE TO USE THE PROGRAM. BECAUSE SOMESTATES/COUNTRIES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF LIABILITY FORCONSEQUENTIAL OR INCIDENTAL DAMAGES, THE ABOVE LIMITATION MAY NOT APPLY TO YOU.U.S. GOVERNMENT RESTRICTED RIGHTS. The Program and documentation are provided withrestricted rights. Use, duplication or disclosure by the Government is subject to restrictions as set forth insubparagraph (c)(1)(ii) of The Rights in Technical Data and Computer Software clause at DFARS 252.227-7013 or subparagraphs (c)(1) and (2) of the Commercial Computer SoftwareÑRestricted Rights at 48 CFR52.227-19, as applicable. The Contractor/Manufacturer is The Learning Company, Inc., One AthenaeumStreet, Cambridge, Massachusetts 02142.EXPORT RESTRICTIONS. You may not export or reexport the Software or any underlying information ortechnology except in full compliance with all United States and other applicable laws and regulations.FURTHER ACKNOWLEDGEMENTS. You understand and acknowledge that (i) in order to utilize somefeatures of the Program, you may need to purchase additional images, templates or other content; and (ii) TLCmay, at its discretion or as required by its agreements with third parties, cease to support the Program. Supportwhich TLC may cease to provide may include server access, web site support and the provision of enablingsoftware. In the unlikely event this should happen, you agree that all monies paid shall be non-refundable.

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