
Some imperial encounters.
Civilians
Teeming masses going about their business.
| Type |
Move |
Saving
Throw |
CAF |
Weapons |
Range |
Attack
Dice |
Roll
to
Hit |
Target’s
Save
Modifier |
| Civilians |
10cm |
– |
-2 |
none |
– |
– |
– |
– |
Armed Mob
Out for blood and bend on destruction, these men and women have armed themselves best as they could, autoguns and stubbers mixed in with the pipes and pitchforks.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Armed Mob |
10cm |
– |
-1 |
various |
15cm |
1 |
6+ |
– |
Rabble Rouser
Street demagogues and agitators out to incite riot, if not revolution.
While not Command Units, rabble rousers give any armed mob within coherency distance (i.e., 6cm) of them both +1 to Morale and +1 to CAF.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Rabble Rouser |
10cm |
– |
0 |
Incendiaries |
15cm |
1 |
6+ |
– |
| Notes |
| Morale Value 4; armed mobs in cohesion gain +1 Morale and +1 CAF |
Foppish Nobles
Bored offspring of planetary nobility, fond of violence but ill prepared for a real fight.
Defeating a group of foppish nobles can render 1d3-1 pieces of wargear as loot, randomly generated from the Imperial Commander table.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Foppish Nobles |
10cm |
– |
+1 |
Dueling rapiers and exquisite pistols |
35cm |
1 |
6+ |
-1 |
| Notes |
| Morale Value 6; re-roll 6s in close combat |
Primitive Warriors
Warriors from feral or feudal worlds, armed with the panoply of their home planet.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Primitive Warriors |
10cm |
– |
+1 |
Spears and axes |
– |
– |
– |
– |
Primitive Cavalry
Feral and feudal world warriors mounted on horses or local cavalry beasts.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Primitive Cavalry |
20cm |
– |
+1 |
Swords and lances |
– |
– |
– |
– |
Gangers
These criminals are seasoned streetfighters.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Gangers |
10cm |
– |
+1 |
various |
35cm |
1 |
6+ |
– |
| Notes |
| Morale Value 4; roll 1 extra die in close combat in buildings |
Heavy Labour Servitors
Used for construction, excavation, transport, and void ship loading, these mindless brutes are not programmed for combat, but their prodigious strength makes them dangerous to those who get in their way.
Heavy Labour Servitors may not be given charge orders. On advance orders they may move but may not initiate or even defend themselves in close combat. On first fire orders, they perform their assigned tasks and will fight in close combat if attacked, as to continue with their work.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Heavy Labour Servitors |
5cm |
6+ |
+3 |
Implanted Tools |
– |
– |
– |
– |
| Notes |
| Morale Value 1; special rules for orders |
Watchmen
Simple guards like these are employed by many institutions and establishments across the Imperium.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Watchmen |
10cm |
– |
0 |
Clubs and pistols |
15cm |
1 |
6+ |
– |
Chronogladiators
Forced to kill in intervals, lest their own cruel implants destroy them in any number of gruesome ways, chronogladiators are terrifying foes to face in the fighting pits and perhaps more so where they managed to escape.
A chronogladiator stand rolls 5d6 in close combat. In every combat phase in which the chronogladiators do not fight and kill at least one infantry stand, they lose one d6 going forward. If they ever reach 0d6, they are burned out and removed as casualties.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Chronogladiators |
10cm |
– |
special |
Implanted weapons |
– |
– |
– |
– |
| Notes |
| Morale Value 3; special close combat rules; borrowed time |
Juvie Thieves
Gangs of pickpockets and young thieves roam many imperial cities. So used to escaping from brutal enforcers and enraged victims by dodging and weaving through crowds, that they can never be pinned in close combat.
| Type |
Move |
Saving Throw |
CAF |
Weapons |
Range |
Attack Dice |
Roll to Hit |
Target’s Save Modifier |
| Juvie Thieves |
10cm |
– |
-1 |
Knives |
– |
– |
– |
– |
| Notes |
| Morale Value 6; cannot be pinned |