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Imperial Imposters

Source: House of Artifice

Updates

Benefits

Criminal Allies: Any gang may form an Alliance with an Imperial Imposter provided it is an Outlaw gang. The nature of their operations makes Fallen Houses deeply distrustful of Law Abiding gangs.

Strong Alliance (House Van Saar): The first time a gang belonging to House Van Saar is required to Test the Alliance (see page 75) with this ally, do not roll. Instead count the result as Disquiet.

An Honourable Word: While the gang is allied with an Imperial Imposter, they can protect themselves or another gang from being outlawed. At the start of a Campaign week, choose a gang (this can be the player’s own gang). For the duration of this Campaign week, the selected gang can ignore any one action that would result in them changing alignment. If a gang that is allied with an Imperial Imposter changes alignment, it must Test the Alliance but does not add 3 to the dice roll.

If a gang that is allied with an Imperial Imposter changes alignment in a Law and Misrule campaign, it must Test the Alliance but does not add 3 to the drice roll. When visiting the Trading Post, the allied gang may ignore the -2 modifier to the Seek Rare Equipment roll for being an Outlaw gang.

Uphive Ambassadors: In the pre-battle sequence the gang may add a Master Charlatan to their gang for the game. This Hired Gun does not cost a gang any credits to hire, but if chosen they must be included in the gang’s crew, even if crew selection is normally random.

If the gang is playing the Murder Cyborg, Shoot-out or Escort Mission scenario then a Master Charlatan must be included unless the gang rolls to Test the Alliance.

Drawbacks

Noble Ambitions: During the pre-battle sequence, if the gang has the option of choosing the scenario to be played roll a D6. On 1, 2 or 3 the gang must choose Looters, Forgotten Riches or Caravan Heist. On a 4+ they can choose any scenario as normal. Instead of rolling the gang can choose to play any scenario, but if they do they must Test the Alliance.

Guilt by Association: During the post-battle sequence, if the gang fielded a Master Charlatan they must roll a D6. On a 6 their association has been discovered and the gang is outlawed. Instead of rolling, the gang can dissociate itself from the Imperial Imposters, but if they do they must Test the Alliance.

Master Charlatan

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5"3+3+3334+27+5+6+6+

Skills: Evade, Infiltrate, Step Aside.
Weapons: Needle pistol, stiletto sword, 4x digi lasers.
Wargear: Mesh armour, holochromatic field, falsehood.