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KEEP FOR UPDATING

 

The solution to all your Null Deployment woes!

Want to play Legion of the Damned, but can't bring any units in on the first turn? Take a mob of Imperial Civilians!

Trying to play Air Cav using Codex: Imperial Guard, but need someone to wait on the battlefield until the Cavalry arrives? Take a mob of Imperial Civilians!

Eldar Pirates looking to score some loot, but got a problem of Tyranids attacking your victims? Take a mob of Imperial Civilians!

Imperial Civilians are an Auxiliary Elites choice for any army. They may never start in Reserve, do not take up a Force Organisation slot, and can never be Scoring (although certain missions may render them Objectives in their own right).

Imperial Civilians {Elites}.................................1 point.

Civilian: WS1 BS1 S3 T3 W1 I3 A1 Ld5 Sv -

Unit Type: Infantry.

Unit Composition: One Civilian.

Equipment: Close-combat weapon.

Special Rules: Headless Chickens, Panicked

Options:
The unit may include up to three thousand additional Civilians: +1 point/model.

Headless Chickens: The Civilians are counted as being within Unit Coherency as long as they are within 4" of another Civilian, rather than the usual 2". In addition, they must pass a Leadership test before they may move. If the test is failed, they automatically move 1d6" in a random direction.

Panicked: Imperial Civilians may never declare an Assault, and must always Go to Ground if fired upon. If an Assault is declared against the Civilians, they must immediately pass a Morale Test or break. If the charge is still successful after the fall back distance has been calculated, the unit has been assaulted and may fight as normal.

Edited by Brother Tyler
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And, just because I can,

 

Evacuation!

 

This Battle Mission should ideally be fought over a 6x8 table with armies of up to 2000 points.

 

Deployment: Modified Hammer and Anvil (12" on from the edge instead of 12" back from the centre)

 

Terrain: The centre of the board should feature an open area at least 12" across, designated the 'Evacuation Centre'. A flat-roofed building or Skyshield Landing Pad are also acceptable. Other terrain is up to the players, but I recommend an urban sprawl or industrial complex.

 

Objectives: Each player take it in turns to place 1d6+1 Imperial Civilian mobs on the board (not within 12" of the Evacuation Centre or each other). Each Civilian Mob consists of 3d6 Imperial Civilians. Imperial Civilians move at the start of every Game Turn, and must make every effort to reach the Evacuation Centre (although their usual Headless Chickens rule applies as normal). A player may take control of an Imperial Civilian mob by moving a unit including at least one Character within 2" of the mob, at which point they may be moved as though they were part of that unit and use the Character's leadership when rolling against Headless Chickens. A controlled Imperial Civilian mob may embark upon a friendly transport, in which case they may not disembark unless a suitable controlling unit is within 6" of the transport. The Defender gains 1 Victory Point for each Imperial Civilian mob that moves off their table edge before the end of the game. The Attacker gainst 1 Victory Point for each Imperial Civilian mob that moves off their table edge or is completely wiped out before the end of the game.

 

Special Rules: Night Fighting, Mysterious Terrain, Relays

 

Relays: Any transport that moves off a friendly table edge carrying an Imperial Civilian mob is immediately emptied of all Civilians and enters Ongoing Reserve.

You could also run that mission with ad mech rescuing servitors from a manufacturing plant, ordo xenos inquisitors herding up some kind of valuable creature, dark eldar capturing slaves, chaos sorcerer herding sacrificial victims....

This ones got legs. I'd enjoy playing a scenario based on this.

Also, anyone from any detachment (even the detachment that brought them in as allies), from any faction, at any time, should be able to intentionally or 'accidentally' target Imperial Civillians;

 

Because Grimdark.

 

Should also probably consider all terrain as Difficult Terrain and Difficult Terrain as Dangerous Terrain.

Also, anyone from any detachment (even the detachment that brought them in as allies), from any faction, at any time, should be able to intentionally or 'accidentally' target Imperial Civillians;

 

Because Grimdark.

 

Should also probably consider all terrain as Difficult Terrain and Difficult Terrain as Dangerous Terrain.

How about any cover saves are applied as casualties to the nearest civillian

 

Also, anyone from any detachment (even the detachment that brought them in as allies), from any faction, at any time, should be able to intentionally or 'accidentally' target Imperial Civillians;

 

Because Grimdark.

 

Should also probably consider all terrain as Difficult Terrain and Difficult Terrain as Dangerous Terrain.

How about any cover saves are applied as casualties to the nearest civillian

 

Hey, that's actually like The Tyrant's Due special rule from IA:Badab lol.

A great mission would be a big mob of these guys starting on the table, a couple of big nid gribblies trying to 'harvest' them, and a couple of squads of marines trying to prevent this. 1vp for every civilian eaten/dissolved/shot.

 

How do the Marines score?

 

 

Also, anyone from any detachment (even the detachment that brought them in as allies), from any faction, at any time, should be able to intentionally or 'accidentally' target Imperial Civillians;

 

Because Grimdark.

 

Should also probably consider all terrain as Difficult Terrain and Difficult Terrain as Dangerous Terrain.

How about any cover saves are applied as casualties to the nearest civillian

 

Rather than flat, you should let people have the option of being heroic.

 

"Any unit within 2" of a civilian may increase its cover save by 1, but any wounds that are saved as a result of this are instead resolved against the nearest civilian."

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