Rebels and Renegades


Not every society is the pinnacle of advancement. Some groups exist on the fringes of advanced society, fighting for independent. Others are resistance movements fighting to overthrow the government, or insurgents attempting​ to assault neighbouring powers.

The units listed here can be used to make up resistance forces of a variety of flavours, from large organised rebellions spanning star systems, to small, rag tag groups of resistance forces.

Rebel Fighters

These rag tag infantry are made up of groups of disenfranchised civilians. They are often equipped with basic gear and have only basic training, but are resolute in their convictions and are determine to win, or dye trying.

Structure: May have 2 Flamers, Shotguns or Mining Lasers (or a mix).

Squad Size: 9 - 15 troops


Member Weapon Ra DM FE AP Notes Points
Leader Pistol 3" / 3" 1 0 0 Regular Leader, +1 to close assaults 3
Experienced Leader Pistol 3" / 3" 1 0 0 Experienced Leader, +1 to close assaults 7
Dynamic Leader Pistol 3" / 3" 1 0 0 Experienced Leader, One Personality, +1 to close assaults 8
Rebel Pistol 3" / 3" 1 0 0 +1 to close assaults 3
Shotgun Shotgun 3" / 6" 2 2 0 +1 to close assaults 4
Mining Laser Fusion Gun 3" / 6" 2 0 3 7
Flamer Flamethrower 3" / 3" 2 0 2 +1D6 to fire effect, +1 to close assaults 7

Small Arms Specialists

Some militia are experienced in the use of more powerful weapons (such as SMGs), these infantry tend to form up into smaller squads, that are usually backed up with more powerful weapons (like shotguns, flamethrowers, mining lasers and possibly even some SAWs).

Structure: May have 2 Flamers, Shotguns or Mining Lasers (or a mix).

Squad Size: 6 - 9 troops


Member Weapon Ra DM FE AP Notes Points
Leader SMG 4" / 8" 2 0 0 Regular Leader, +1 to close assaults 4
Veteran Leader SMG 4" / 8" 2 0 0 Experienced Leader, +1 to close assaults 9
Dynamic Leader SMG 4" / 8" 2 0 0 Experienced Leader, One Personality, +1 to close assaults 10
Fighter SMG 4" / 8" 2 0 0 +1 to close assaults 4
Shotgun Shotgun 4" / 8" 2 2 0 +1 to close assaults 5
Mining Laser Fusion Gun 4" / 8" 2 0 3 8
Flamethrower Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 8

Guerrilla Fighters

Some freedom fighters are masters of infiltration and stealth. These fighters often appear from nowhere to harry their oppressors before disappearing again.

Structure: Must have a Leader, Experienced Leader or Dynamic Leader, may have 1 Specialist per 2 other fighters.

Squad Size: 4 - 6 troops


Member Weapon Ra DM FE AP Notes Points
Leader Assault Carbine 4" / 16" 2 0 0 Regular Leader 10
Experienced Leader Assault Carbine 4" / 16" 2 0 0 Experienced Leader 19
Dynamic Leader Assault Carbine 4" / 16" 2 0 0 Experienced Leader, One Personality 21
Guerrilla Assault Carbine 4" / 16" 2 0 0 10
Shotgun Shotgun 4" / 8" 2 2 0 +1 to close assaults 11
Mining Laser Fusion Gun 4" / 8" 2 0 3 16
Flamer Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 16

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Reserves: This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Guerrilla Weapons Team

Some guerrilla fighters man portable heavy weapons that allow them to deal extreme damage to armoured targets, or easily suppress standard infantry.

Crew: 2


Weapon Ra DM FE AP Misc Points
Assault Carbine 4" / " 2 0 0
Chain Gun - Light 4"/16" 2 5 0 43
Mounted Flamethrower 4"/16" 2 0 2 +1D6 to fire effect, +1 to close assaults 37
General Purpose MG 4"/16" 3 3 0 34
Morter - Light 4"/16" 2 1 0 Blast 3, Does not require line of sight 48
Missile Launcher 4"/16" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP) 48

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Reserves: This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Guerrilla Sniper

Some guerrilla fighters are master marksmen and are trained in the use of high power sniper rifles.


Weapon Ra DM FE AP Misc Points
Sniper Rifle 4" / 40" 3 0 0 41

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Reserves: This unit can be held in reserve, and then deployed once the battle has started (as per the Reserves advanced rule).
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Total Points: 41

Rebel Champion

Rebellions live and die by their leaders. Charismatic hero's who rally others to the cause. These hero's are usually cunning warriors and deadly on the battlefield.


Weapon Ra DM FE AP Misc Points
Assault Carbine 4" / 16" 2 0 0 63

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.

Total Points: 63

Exo Suits

Many colonies make use of powered suits to assist with lifting heavy loads. Some ingenious individuals weld armour plates and weaponry to these suits and bring them to the battlefield. Though often slow, these rudimentary powered armour suits can be used to wreak havoc


Member Weapon Ra DM FE AP Notes Points
Leader Assault Carbine 4" / 16" 2 0 0 Regular Leader 11
Experience Leader Assault Carbine 4" / 16" 2 0 0 Experienced Leader 15
Dynamic Leader Assault Carbine 4" / 16" 2 0 0 Experienced Leader, One Personality 16
Exo Suit Assault Carbine 4" / 16" 2 0 0 11
Flamer Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 14
Mining Laser Fusion Gun 4" / 8" 2 0 3 14

Notes

Frail: This unit suffers -1 to Armour.
Slow: Slow units suffer a penalty of -2” to their base movement rate.

Security Forces

Some organisation's support resistance movements, and in this case they may devote some of their security forces to the cause. These are usually slightly better equipped than standard security forces, but not usually more highly trained.

Structure: May have one "Specialist"

Squad Size: 5 - 7 troops


Member Weapon Ra DM FE AP Notes Points
Leader SMG 4" / 8" 2 0 0 Regular Leader, +1 to close assaults 6
Experienced Leader SMG 4" / 8" 2 0 0 Experienced Leader, +1 to close assaults 10
Corporate Security SMG 4" / 8" 2 0 0 +1 to close assaults 6
Security Specialist Shotgun 4" / 8" 2 2 0 +1 to close assaults 7
Security Specialist SAW 4" / 24" 2 2 0 9
Security Specialist Grenade Launcher 4" / 8" 2 0 1 +1D6 Fire Effect 9

Bike

Motorbikes are brilliant high speed all terrain vehicles and as such are deployed by many rebel factions to scout out enemy lines and harass enemy formations.

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
SMG 3" 2 0 0 +1 to close assaults

Notes

Fast: The vehicle adds +2" to Cautious and Standard movement rates.

Total Points: 21

Armoured Buggy

Amazingly, welding armour plates to small nimble buggies can be an effective (and annoying) addition to the battlefield.

Type: Light Transport
Crew: 2


Weapon Ra DM FE AP Misc Points
Heavy MG 3" 4 2 0

Total Points: 35

Armoured Buggy (Missile)

This variant of the armoured buggy makes use of a missile launcher mounted to the roof (instead of the standard machine gun)

Type: Light Transport
Crew: 2


Weapon Ra DM FE AP Misc Points
Missile Launcher 3" 2 1 3 Can fire HE (Blast 3, 0 AP) or AP (Blast 0, 3 AP)

Total Points: 40

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