Making a more focused thread on potential enemy variants and new enemy ideas with a bit of a writeup for each. Feel free to comment or contribute ideas.
Scab Sapper
Equipment: Shovel, las pistol, smoke grenades, Stun Mines
Role: Enemy support and player disorientation
Lore: A common profession in the Mobian 6th, a sapper is usually tasked with clearing obstacles and providing support during assaults. Sappers helped clear through Atoma’s defenders in the early days of the siege with explosives and a variety of tools. Sappers are also responsible for covering flanking routes with traps and using their demolition and sabotage skills to blunt counter attacks. Due to the heretic need to bolster their forces and proximity to friendly forces they have be relegated to using less lethal solutions for supporting their comrades in heretic controlled areas
Dreg Poacher
Equipment: Shock prod and Dog pole
Role: enemy separation and displacement
Lore: Dregs had many job before the rot overtook Atoma. One such job was dealing with pests and escaped animals that wandered their ways into the upper hives or important systems. Since converted these animal retrieval specials known as “poachers” have employed these same tools to ambush and drag off unsuspecting throne agents into dark corridors to make them easy prey for surrounding heretics. Be cautious when dealing with poachers as their shock prod can make retrieving a hooked ally a dangerous proposition
Dreg Exterminator
Equipment: full chemical sealed suit, Gas grenades, acid vials
Role: area denial and sight blocking
Lore: Atoma being a hive city naturally attracts pests, as such a large number of citizens were designated the dangerous job of exterminating various insects, rodents, and unknown flora/fauna to keep daily operations going. Once the darkness overtook the hive city many heretics found themselves repurposing the chemicals to clear out entrenchments and poison frontline troops with the very same chemicals that once kept Atoma operating within acceptable standards.
Dreg apothecary
Equipment: surgical saw, healing device, combat stims
Role: buffing and large enemy healing
Lore: many times workers would have an on hand apothecary to make sure that minor injuries such as survivable amputations or burns did not disrupt the flow of work. Since the invasion many such apothecaries have been working with the heretics to bolster their human forces and keep them in the fight. Using a modified mobile surgical device they can heal major injuries or apply a stim to make enemies even more ferocious in battle
Ogryn Skirmisher
**Equipment: Ogryn Trench Club, Kickback flachette damage
Role: Gap closer and heavy mid / close range damage
Lore: A fairly standard load-out for Mobian Ogryns a skirmisher was commonly employed to clear entrenched positions and take on foes in mixed combat. Now this hulking mass pushes in by engaging ranged attackers with the kickback till they can disrupt a frontline up close.
Heretic Weapons Squads
equipment: las guns, grenade launcher, plasma gun, rocket launcher, hellbores
Role: heavy fire support and suppression
Lore: Common in Imperial and Renegade factions alike weapons squads are specialized groups equipped with a mixture to weapons to make them effective against tanks, emplacements, heavy infantry and more. Groups of specialists together are especially deadly due to their high degree of training and ability to lock down most threats at range.
Boss: Mutated Death Rider
Equipment: Bolt pistol, poisoned lance
Role: large monstrosity / boss enemy, fast attacks, disruption, multi phase
Lore: mentioned in hushed tones and redacted reports the mutated rider is something of a mystery. Scouts that survived encounters give carrying reports of a normally mounted man on a large mutated beast and a thing that is an amalgamation of rider and man. The beast and the man can attack separately with hooves and teeth supported by a bolt pistol and lance. While not a common sight in Atoma’s tight hallways they have been spotted in open areas such as in the hour glass and the wastes around the hive city
Boss: Rogue Psyker
Equipment: corrupted staff, las pistol, psy shield
Role: highly dangerous caster, teleportation and reality manipulation powers.
Lore: Imperial psykers are sanctioned and trained to channel their powers for the good of man while kept on a close watch and a short leash to avoid the possibly of madness or being overtaken by dark powers. Rogue Psykers are found in the ranks of many imperial regiments turned traitor and are instead encouraged to exorcise their power recklessly to achieve the warband’s goals. A fight with a trained Psyker is a perilous one and any acolyte encountering one must use caution.
Boss: Tech heretic
Equipment: Combi flamer and las gun, corrupted servitors and servo skulls
Role: strong ranged attacker with unique minions which harass acolytes.
Lore: while many in the machine cult either perished or joined the imperium on the fight for Atoma some have embraced the dark powers and now serve the ruinious powers by providing and maintaining their arms and armor. Tech heretics are tough armored attackers with unholy weaponry and possessed machines to guard them. Hydron in particular designates them as a priority threat