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=Realm Guard= The space marines are the greatest weapon of their realm, but humans are their most numerous. The Realm Guard are common men and women called upon by their masters to fight in faraway worlds, never to see home again. Each guardsman is given what their world can afford; at minimum, it is the primitive weapons of a feral world, and the logical limit is in superheavy tanks and advanced armament from a forge world. Regardless of kit they are not expected to live long, for in a universe of supermen and devious creatures normal humans are of little worth as soldiers. Rather, their strength is sheer numbers, exceeding all the space marine legions combined a thousandfold. Without the Realm Guard, the worlds of the galaxy would fall to xeno forces who exploit the small numbers of the Astartes, and even one decisive battle between legions would decide the fate of an entire realm. ==Anthrax Chem Guard== Far within the reaches of the Dark Imperium lies a poisoned bastion world of insects and toxins. A deadly forest covers the planet in a coat of noxious gas, its roots and spores reaching deep into the ground and across the land spreading its poisons. Only the Chem-Bastions of Anthrax, manufactor-fortresses, can protect the Anthraxians from the forest's blight. The cramped Chem-Bastions provide insufficient sustenance for its population, and little work is available for the massive swathes of homeless. The only way to escape from the confines and destitution of Anthrax is to join the Chem Guard, and fight the Warmaster's enemies in the Galaxy. Every year the marshals of Anthrax hold a lottery for the privilege to join the Chem Guard; for a small price a citizen may have a chance of finally leaving the dangers of turning gears and deadly gas, but even then only slim. However, the recruits quickly find themselves in a different kind of peril. The Chem Guard is so named for its affinity for deadly life-eating weaponry-chemical weapons, biological agents, and rad weapons of unparalleled power. The Chem Guard's method of warfare is a slow and violent one: surround the enemy, shell and gas them, spread plague and radfire within their walls and cities, and grind them to nothing. The battle against Anthrax troops is one of attrition and willpower, but few on either side of the line have the will to survive Anthrax's poisons. If not for their masks the Chem Guard would die as quickly as the enemy, but even with protection from the gas and the plague they are still susceptible to the lasbolts and the ordnance of the enemy, and thus the life of a Chem Guard legion is short and taxing. ==Corps Zero== The concerns of the Dark Imperium lie not in the preservation of its people, but the destruction of the galaxy. Aboard a secret space station in deep space are a myriad of dark projects conducted by the Dark Mechanicus, among them the production of suicide troops pumped full of combat drugs and low-quality bionics. Corps Zero is their designation, an impersonal designation that highlights their lack of humanity. Placed in cryosleep, a regiment of Corps Zero is shipped off in a transport to their first and last battle, where they shall achieve their one mission and perish. Corps Zero burns quickly like a raging inferno, destroying everything in its path before succumbing to wounds or their own enhancements, both chemical and cybernetic. The Corps Zero regiment is given its target - a hill, a fortress, a titan or baneblade company - and unleashed on the battlefield. Zero Troopers rush their enemy in a suicidal charge, ignoring the pain of gunfire and flying shrapnel, and meet the enemy in close quarters. With reflexes temporarily enhanced they tear opponents limb from limb until either the enemy or the enhancements kill them, and without any concern for their own well-being they tackle vehicles and equipment with explosives strapped to them. The soldiers of Corps Zero were not meant to live; if their own cybernetics don't tear themselves from the flesh, or if their combat stims don't cause catastrophic organ shutdown, then the enemy would certainly kill them. However, even if the attack fails, it is all but certain that Corps Zero had inflicted enough damage for a follow-up attack to finish the job. ==Karadon Cold Ones== Karadon is a world of ice and fire. Its seasons are at the mercy of the planet's tectonic instability and the dangerous asteroid ring too close for safety. When the world is stable and the skies are clear, the lands freeze and the oceans hide under thick ice. When the Ring of Fire around the equator erupts violently, it pumps gases into the atmosphere that trap the sun's heat and scorch the surface, plummeting Karadon into darkness and fire. But woe truly comes when the rare asteroid impacts the planet, shattering it and awakening ancient creatures from deep within the crust. To compete with the machinations of the universe, the Saurians of Karadon have evolved adaptations specific to each event, the ecosystem alternating with the cycle of ice and fire. In the times of fire, cold-blooded predators emerge from their slumber, smelling the sulfur and blood that choke the atmosphere. In the times of ice the cold-blooded Saurians hibernate and make way for the hot-blooded ones, who scour the land for prey. The people of Karadon too have adapted to the cycle. They are a primitive collection of tribes, too backwards to be called civilized, whose culture is based on the Saurians. They hunt them, eat them, capture them, tame them, and ride them. When the Undying Scions come to Karadon and the Karadoni give their pound of flesh, they bring their beasts with them. Thus the Karadon Cold Ones are two regiments: The Cold Years who master the tundra and ice fields, and the Hot Years whose Saurians excel in the heat. Their pets are all manner of beast, from the miniscule petaraptors to the colossal gigarexes, their teeth all sharp and deadly. ==Argon Silverbacks and Argon Apemen== Argon is a stormy ocean world, with only one large island that houses a massive prison. This is the Argon Correctional Facility, the home of countless inmates and the charge of the most brutal prison guards in the Jade Empire. The scum of the galaxy are in a constant conflict with their jailers, a never-ending battle between the criminals craving freedom and the guards who must violently repress their desire for such. It is prime ground for Chaos influence and infiltration, and the jailers must be ever-vigilant for the spread of heresy within the facility, and would not bat an eye if they had to purge the prison as they have many times before. The inhospitable conditions are the perfect environment to raise tough and violent warriors, but it also creates violent sociopaths who have a disdain for authority. The Sky Serpents come by to sweep up penal soldiers from the planet, sending the weaponized criminals called the Argon Apemen to battle with explosives where one of their kidneys should be. They are a rabble of unlucky but deserving souls, convicts trudged up from many gangs and cell blocks, an assortment of ogryns and ratlings, that would be as prone to fighting themselves and their allies as the enemy if not for the scars on their bellies reminding them of their duties. However, the Apemen alone are not sufficient for the war effort. From the jailers of Argon are drawn the elite troops, the Apemen's alpha so to speak. The Argon Silverbacks bring with them the tools of their trade: shotguns, lasguns, carapace armor, riot shields, repressor transports, and brutal techniques and inventions for controlling unruly cons. Behind a thick line of cybernetically-controlled bullgryns and rhinos they hide as they advance down streets, moving from building to building to clear them of the enemy. ==Brimstone Fire-Eaters== The planet Brimstone is so rightly named, for it is an unstable world that mines the sulfur spewed from volcanoes and the promethium pouring from the toxic oceans. Its people are hearty and spiritual, but deeply disturbed at their hearts. They spend too much time in the foundries and mines of Brimstone, and over their lives they inhale fumes that degrade their minds and bodies. Life on Brimstone is one of hard labor and a slow descent to madness, and so many are happy to leave once the Storm Hammers come to the world seeking warm bodies for the eternal war against Chaos. With them the Brimstone Fire-Eaters bring their heavy hazmat suits that protect from fire and chemicals, and their handy reserves of holy promethium to cleanse the galaxy in flame. The tools of the Fire-Eaters are fire and hate. Flamers, hellhounds, incendiaries; the stuff that cleans the soul and purifies the land. Pyromania is the Fire-Eaters' forte, and they live to burn the enemy to pure ash. They are the feared shock troops who sweep buildings with holy promethium and walk through the flames untouched. They are the hammer that breaks the heretics, the flame that incinerates ork spores before they can take root, and the light that shows the way to righteousness. ==Tor Ironheads== The terrible realm of the Hunting Grounds is the birthplace of many traitor regiments whose doctrines are forged by the Bloodhounds' bloodlust and love of fresh meat. The unfortunate denizens of the North are caught in an eternal hunt for prey and foes, the unending cycle of blooded seasons bringing new quarry. In such a violent realm there can only be the hunter and the hunted, the ruler and the servant. The nobility of the industrial world Tor take great joy in hunting, especially the most dangerous game of them all. When the Bloodhounds head south they are undoubtedly joined by the Tor Ironheads on their robotic mounts, whose scouts are ever vigiliant, ever watchful. Their high mounts stalk the battlefield, their lasguns aim far, their eyes see to the ends of the Earth. Then, once they have found their prey, the regiment gathers for the slaughter. They charge the enemy, overrun them with steel too tough for lasbolts, legs too swift for cannon fire. Once the prey is encircled and slaughtered the Ironheads take their trophies. They post the heads of the fallen on spikes, take the wargear as prizes. The hunt is complete when the bodies of the enemy are shredded by scavenging vermin and rotted by maggots and fungus. ==Grogan Thunderheads== Artillery is the king of battle. It brings pain and fury on the enemy's heads, spewing gas and shrapnel in the air. The cannon is the bane of the soldier, the tank, the plane, and the bunker; a versatile and destructive weapon that reaches to Heaven and drags the heretics to Hell. But if artillery is the king, then the Grogan Thunderheads are the kings of kings. Thunderhead siege crews are the hammer of the Unyielding Vigil, rightly feared for their raw power and accurate fire. Though they are typically miles behind the line, Thunderheads make themselves known with the booming of guns and deafening explosions, pounding positions into dust. A Thunderhead's life is loud and dangerous, so much that anyone who survives misfires, counterbatteries, enemy raids, commando strikes, breach-related accidents, and alcoholism are near-deaf. You would know how experienced a Thunderhead is by how loudly he shouts, and how often he asks,"What did you say?! Speak up, mousy!" ==Vytorian Highborn== Between the Realms of the Dark Imperium is the hiveworld of Vytoria, one like many others in the galaxy. Its upper class is full of haughty warmongers who revel in their families' proud histories in service of the Warmaster. These aristocrats enjoy contributing to this heritage as officers and commanders of the massive armoured battlegroups that are the Vytorian Highborn. Their continued duties to their lineages, however, are executed by the men and women they dredge up from the hives. Every year millions of guardsmen are drafted from the common populace to serve the Warmaster, armed by the might of two forgeworlds that give thousands of tanks to Vytoria. Soldiers are trained in every aspect of warfare, as infantry, grenadiers, artillerymen, and pilots; but they all support the armoured spine of the Highborn. Armoured battle craft headed by hive-princes smash into the enemy and overwhelm them with a wall of steel. Their numbers and strength make the Vytorian Highborn among the most feared regiments of Chaos, able to defeat the Realm Guard of the Crusader States in an ironclad spearhead. ==Hygelac Dog-Soldiers== There are some worlds, far from the light of Terra, where the lay of the land is so savage and unforgiving that humanity has had to change its very nature simply to survive. Hygelac is one of these worlds. Considering itself a subject of the Unyielding Vigil despite lying a hairsbreadth beyond its western border, the craggy forest world of Hygelac is littered with the ruins of its old masters - ancient gene-warlocks and tech-sorcerers of the Dark Age, their time now long passed. Plagued by torrential rains, howling winds, and a local wildlife adapted to the extremes of the planet, the people of Hygelac used the genetic sorcery of those ancient days to make themselves the apex predators of their hostile world. Lithe powerful, with reflexes honed well beyond human perfection, the people of Hygelac's sprawling forests are endowed with several noticeably canine traits such as an enhanced sense of smell, exceptional nightvision, and vicious claws and fangs. Natural hunters, the soldiers of Hygelac are superb guerilla warriors, able to brave any environment and confound their foes with swiftness and cunning akin to that of a wild pack. Most prominently, the bloodlines of the old warrior castes retain a survival mechanism built into their very genome - in times of rampant adrenaline, they can surge free of their humans forms, growing muscle mass and tough, prickly fur at an astounding pace, their teeth and claws lengthening and becoming the equal of any blade. Possessed of a savage speed and strength, these feral abhumans make short work of their enemies in close quarters, rending man and xeno alike in twain. Stubbornly loyal to the Vigil despite the disgruntled disapproval of purists both within and without, the Dog Soldiers of Hygelac see combat across the Segmentum Tempestus, blending the patient skill of the hunter with the merciless savagery of the beast. ==Chaeronea Aquila Guard== Situated off the rimward shoulder of the Perfidian Gap, the world of Chaeronea is one defined by a tradition of constant martial readiness. The people of Chaeronea pride themselves upon their history, quick to remind others at how readily their world accepted the Imperial Truth - how it took in the first, lost explorators who found it, many centuries before the main body of the Imperial forces would arrive, and protected these heralds of unity, building its strength in preparation for the day when its people would be called upon to serve the Master of Mankind. Devotion, honour, and diligence are the core tenets of Chaeronean life, and they are reflected in the quality of its soldiery, the planet producing some of the finest regiments to serve the Storm Kingdom. The primary virtues around which the Aquila Guard are composed are a consequence of Chaeronea's ancient caste system - the original Aquila Guard were the elite forces tasked with the preservation of the original explorators to find Chaeronea and their descendants. It is no surprise, then, that the Aquila Guard of today are line-holders and staunch vanguard forces, their renown bestowing them with the heaviest of carapace armour and the finest equipment, their most decorated units making use of integrated servo harnesses in order to handle heavy weaponry suited to close-fire engagement. Unyielding in service and schooled from birth to uphold the values of Chaeronea, the Boys in Blue are often deployed as attendant legions to individuals of extreme importance, ready and willing to lay down their lives in the defense of the Imperial dream. ==Rayyib Armoured Interventors== A barely-habitable desert world, the value of Rayyib to the Eldar Empire lies not in any mineral or material wealth, but in its strategic location. A world of the Corsair Princedom of Iorlethe, Rayyib is located perilously close to the Passage of Vaul, the only safe route through the Blackstone Net that guards the Empire's eastern front. The planet's far orbit is one of the places where a Warp-jump can be made safely into the breach. Mere desert tribesmen prior to the expansion of the Empire, the people of Rayyib owe their entire modern way of life to their spacebound overlords; their technology, their architecture, their various resources imported from surrounding worlds - all of these things are contingent upon their continued service to the Empire. It is no surprise, then, that the planetary population is profoundly loyal, and has been forged by the harsh environment of their and strategic importance of their homeworld into a heavily martial culture. Equipped with heavy mesh armour and advanced lasblaster technology, the Interventors of Rayyib are a relentless foe, their loyalty and determination ensuring that their armies see constant battle, both upon the fringes of the Empire and in the Empire itself, putting down armed uprisings on other Custodian worlds. Most iconic to the Interventors are the Storm Brigades - veteran soldiers clad in towering, advanced servo-armour, standing taller than even most Astartes when fully harnessed and boasting incredible durability. Laying down torrents of heavy weapons fire, these armoured units advance as a wall of unyielding plasteel, willing to brave the thickest of enemy salvos for the glory of their alien masters. ==Aleksandros Half-Lifers / Aleksandros Furies== When the Golden Age came crashing down, some worlds fell too far to ever picked up again, even the Great Crusade of the Emperor choosing to simply pass them by. Aleksandros is one such world. Gutted by nuclear fires and swathed in radiation, Aleksandros is an arid, rocky hellscape, water and nourishment in severely short supply. There is no civilization worth mentioning on the planet's surface, its people having long ago degenerated into warring tribes of gene-scarred mutants. Adapted fully to their environment, the battle-tribesmen of Aleksandros are strong and hardy, boasting severely overactive adrenal glands. They do not last long, however, the eldest among them generally living to be fifty at very most, the strain of their own enhanced metabolism eventually burning them out. The culture of Aleksandros reflects this - its inhabitants live short, brutal, energetic lives, prizing legacy over life. It was this trait that eventually attracted the attention of the Negators Legion to Aleksandros, the Traitor Astartes periodically drawing from the planet's population to staff their auxiliary forces. Over time, these visitors from the stars have become entrenched in the folklore of Aleksandros, and the Marines have been deified as heavenly messengers, arriving to escort the chosen to the greatest and most glorious of battlefields. The dominant battle-clans of Aleksandros are divided upon gender lines, communities raiding one another for courtship purposes. The males, referred to as Half-Lifers, are valued for their boundless energy and fearless natures, and often move in great convoys of ramshackle, looted war machines, charging straight toward enemy lines, praising their armoured gods with bloodied lips. The females of Aleksandros are known as Furies, notable for their extreme savagery and innate quietness. Units of Furies are most often employed as scouts or infiltrators, making use of brutal, close-range weaponry. ==Beleth Corpse Corps== Under the pale light of a rotting star, the world of Beleth languishes in a perpetual half-night, its distant past as an Agri World buried under mountains of stinking waste and toxic fire. One of many playgrounds to the illustrious flesh-shapers of the Behemoth Guard, Beleth exists in its current state for one purpose and one purpose only - to put the waste products of a galaxy at war to good use. The vast ranks of the dead, both friend foe, are delivered to Beleth in the hundreds and thousands of tons, dumped across its surface for the skittering mechano-servants that staff the world's flesh-fields to pick at and measure, sorting the chaff from the grain. For those that fit their standards, death will not be a peaceful slumber, but a nightmare. Bodies are merged with arcane galvitic technology by the thousand, their atrophied muscles and silent veins crackling with sinuous arcs of electricity and filled with terrible adrenal concoctions. Recalled into a state between life and death, the Corpsmen of Beleth are fitted with a neural interface that fills their decaying minds with a near-simulation of the world around them, the present becoming conflated with their pasts, the battles of their previous life overlapping their new existence. Possessed of the tireless fortitude of dead flesh and filled with manic fervour by the nightmare universe projected into their minds, these unfortunates fight and die with a terrible, desperate ferocity that has proven enough to overwhelm the most steadfast of foes. If they are lucky, to be struck down on the battlefield is a mercy, finally allowing them the rest they have been denied. If not, and the Legion recovers them, they can always be sewn back together and plunged once again into the fray. ==Milanau Burnouts== It is a testament to the tenacity of mankind that, in all of ten thousand plus years of bloody warfare, so many still feel the need to rub shoulders with death and feel its breath upon their backs. A bustling Hive World on the lower precipice of the Storm Kingdom, Milanau produces one thing of use to anyone - warm bodies. Its remoteness makes supplies limited, and its lack of true industry makes employment scarce. Its teeming thongs of shuffling billions live in abject poverty, the great superhighways and criss-crossing narrows of the planet's Hives fraught with ganger violence and overflowing with all manner of severely illegal narcotics. For a great many Milanau youths, the only means of escape from the drudgery are the hyperlane races. High-octane, super-sonic sportsmanship, the sport is almost emblematic of Milanau itself, and possibly its sole glimmer of flamboyant pride. Technically illegal but impossible to stamp out, the races tear across Milanau to the fevered roar of a planet enthralled, their participants somewhere halfway between fabled celebrities and truant gangers, most beginning their careers as highway bandits. While the hyperlanes are the sole distraction from the poverty of Milanau, they're not a way off the dead-end planet. To achieve that, a racer - being technically a lawbreaker - must surrender themselves to the planetary authorities and pray that they have the stuff to be punished through service rather than execution. These are Milanau's Burnouts - the stars of the racetrack, their reflexes and killer instincts honed by the death-play of supersonic racing, re-purposed as shock cavalry to be exported to one of many warzones throughout the Storm Kingdom and beyond. Their turbocycles fitted with dependable bolter technology, the Burnouts are flankers and outriders, trained to encircle their marks and pick off hard targets with heavy las-lances and hunter-killer missiles in daring blitzkrieg charges. ==The Jantine Fortressmen== Operating out of Forgespace in the Tempestus gap, the Jantine Fortressmen are a force of combat engineers specializing in the rapid transformation of ordinary planets into self-sufficient fortress-worlds. Their method of operation is deceptively simple: they are deployed to worlds within the Gap that are either of strategic significance or will soon come under threat. To this end, they have a wide variety of specialized equipment, from a bewildering array of pre-fab fortifications to super-heavy engineering vehicles to the fearsome 'drop citadels', massive forts equipped with over-sized grav-chutes and ablative plating meant to be deployed directly from orbit. However, the true secret of their effectiveness is their logistical genius and powerful propaganda machine. The Jantine are experts in mobilizing every available resource, co-opting the rulership and population of the worlds they land on in the transformation of their planet. The efforts of millions of conscript laborers scar the surface with trench lines, dig massive agri-vaults miles below the surface, build and upgrade weapons factories and fill the orbits with mines. Despite their skill, most Jantine-held worlds are over-run. Either they are attacked before the Fortressmen can start their transformation in earnest, or repeated Chaos attacks wear down the defenses over decades. But some hold, becoming outposts of Forgespace within the gap for use as staging grounds in further operations. And even those that fall make the enemy bleed for every millimeter. ==Oncolog Hermeticists== A force supported by the Forgespace in the Tempestus Gap. The Hermeticists are a specialized anti-Nurglite force. Where the NBC suits of the typical PDF or Guard regiment is bulky, restricts field of vision, makes it difficult to breathe, and chafes badly, the Hermeticists' 'iso-armor' makes use of some of the finest technology in the Forgespace to make it suitable for long-term wear. With its padding, lightweight alloy construction, wide-angle visor, fully sealed air supply, internal supply of liquid rations, and catheters, it is intended to be worn for weeks at a time without ever being taken off. Its sealant-resin layers even prevent small armor breaches from compromising the environmental integrity of the armor, and multiple layers of anti-corrosion coating protect the suit from Nurgle's many metallophages. In short, by almost totally isolating the wearer from the outside environment, the iso-armor removes Nurglite force's greatest advantage. It's not completely perfect, but it's the best you'll find short of Astartes. In battle, the Hermeticists naturally use a fuckton of incendiary weapons. The flamer:lasgun ratio is higher than any other force in Forgespace, and hand flamers are the most common sidearm. Their doctrine emphasizes unrelenting, OCD thoroughness; no trace of Nurgle's diseases can be left. Massive formations of artillery and bombers saturate target areas with incendiaries and weaponized antibiotics. Then, vast sweeps of infantry and armor comb the ground, hunting down and pursuing any survivors of the initial bombardments. Once an area has been cleared of active enemy resistance (and it never goes as cleanly as the previous couple of sentences make it sound) (Nurgle duh), engineering teams move in for the deep sterilization. Ground-penetrating microwave and UV arrays, super-heavy pyre tracks, millions upon millions of tons of sterilizing agents; once the Hermeticists are through with a region, it is often left entirely lifeless. This is acceptable; life can be re-introduced, but once Nurgle has his grip on a world, he never relinquishes it. Notably, none of the Oncolog Hermeticists are actually from Oncolog anymore. A reprisal raid by Second Sons forces, in retaliation for daring to set themselves against Nurgle, destroyed Oncolog entirely. However, by then the concept had proven itself; new regiments were raised on a hundred worlds throughout the Gap, collectively taking the name of Oncolog in remembrance. ==The Golgorian Dungeon Crawlers== A formation supported by, but not officially a part of, the Unyielding Vigil, operating in the Tempestus gap. Golgoria is a hive-world of ancient provenance; it was a hive-world when the Imperium conquered it, a hive-world when Long Night fell, a hive-world when the first human settlers made landfall although the original inhabitants had all gone, leaving vast and empty buildings behind. Although archaeology is not exactly a high priority in the remnants of the sundered Imperium, all indications are that Golgoria has been a hive world for millions of years, across dozens of owners. As such, the Golgorian Crawlers are dedicated hive-fighters, mostly recruited from the gangs and militias that effectively control most of the planet's inhabited volume. They are armed for close-quarters fighting in enclosed spaces, storm shields paired with a variety of one-hand weapons: hand flamers, melta pistols, hell-pistols, chainswords. Long-range support weaponry is mostly abandoned in favor of more grenades, demo-charges, and flashbangs. (They do have some to deal with occasional open spaces, but less than what would be expected for a normal heavy infantry unit.) The only vehicle in common use among the Crawlers is a variant of the Rapier weapons platform. In battle, Dungeon Crawler strategy emphasizes infrastructure control. Hold the water purifiers, the food distribution centers, the power plants, the transport trunks. Cut off the enemy from these vital functions, and wait for them to die of dehydration and their industries to grind to a halt. Tactically, they make heavy use of breacher charges- why go through a door when you can go through a wall? They also make good use of 3D mobility; Golgoria is a very vertical environment, so all soldiers are equipped with climbing gear and know how to use it. This is paired with a strong cadre of infiltration specialists (often abhuman). They are used to scout out enemy positions and seize vital infrastructure in advance of the main thrusts. There are ratlings in the ducts. Inside hives, the Golgorian Dungeon Crawlers are utterly lethal. Outside of them, they pay for their overspecialization. The Dungeon Crawlers originated as a purely defensive unit, slicing apart enemy raiding groups using superior knowledge of the terrain in the endless miles of abandoned construction. Entire armies could be lost without trace in the expanse of abandoned, ancient structure- and were. This changed when Golgoria became a vassal of the Unyielding Vigil, trading basing rights and a tithe of its soldiers in exchange for technical support for its failing industries. This prompted a shift in the composition of the Crawlers, from a light-infantry urban guerilla force to a heavy-infantry urban assault force. Under the supervision of Vigil drill sergeants, the transition went smoothly, and now Dungeon Crawler detachments are a common sight among Vigil expeditionary forces in the Tempestus gap. ==The Rhadam Raiders== A formation of rough riders operating on and around the outskirts of the Unyielding Vigil, recruited from the death-world Rhada. The Rhadam Raiders are specialized as a stay-behind force, placed on planets in danger of falling to the enemy in order to wage guerilla war against the occupiers. Raider units are typically divided up and attached to other regiments to act as advisors and training cadre, teaching other forces their ways of war. For a full regiment of Raiders to be deployed as a single unit is generally a sign that something special is being planned. In addition to their tactics, the Rhadam Raiders are noted for their animals. Genetically engineered to survive in any environment, half boar and half rat, their mounts are a far cry from ordinary horses, twice as smart and twice as vicious. They are capable of eating almost any organic matter, and give human-edible milk. With their mounts, the Rhadam are capable of operating for extended periods of time in the most desolate environments. Despite their undeniable use, the Rhadam Raiders sit uneasy in the overall Vigil force; although their uses are undeniable, their tactics fit poorly with the overwhelming siege focus of the Undying Scions, and as a result Raider detachments tend to drift from one command to another. This lack of consistent oversight leads to discipline problems, which further encourages Vigil generals to pass them off like a hot potato as soon as possible. As a result, the Raiders tend to wind up assigned to some of the furthest and most desolate corners of the Vigil- which is where their tactics work best.
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