Epic Roleplay – Antagonists

Combat
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
Notes
Morale Value 6

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+
Notes
Morale Value 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
Notes
Morale Value 5

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
Notes
Morale Value 5

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+
Notes
Morale Value 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

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