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Junkers: The Legions of Ironglass

The Legions
The legion is the standard infantry the battlefield. The Junkers have Legion, or the 12th Vulture Legion.
regiment of the Junker army, and thousands of legions stationed The three most famous and largest
is the key to the Ironglass Senate’s throughout the galaxy; each are the Scorpion Legions, the
military might—indeed it could be distinguished by its name and Serpent Legions and the Vulture
said that the legions are the glue number. One name can describe Legions, but there are many, many
that holds together unstable as many as a thousand legions, lesser ones including the Jackal
Junker society. Discipline is harsh each legion being designated a Legions, Sand Viper Legions,
and often unfair in the Junker number based on the Desert Fox Legions and so on.
legions but despite all this the chronological order of their
army operates very efficiently on founding e.g. the 506th Scorpion

Command Structure
Any given legion’s command chain are long-timers in the army. A legion, and acts as the elite
follows the same basic structure. cohort further subdivides into a bodyguard for the Praetor. This
Legions contain on average variable number of centuries, cohort consists of veterans who
somewhere in the region of ten usually ten, sometimes more, wear different armour to the rest
thousand troops, though this can sometimes less. Centuries contain of the legion, denoting their
vary widely from legion to legion. somewhere between fifty and one importance. When a legionary has
The officer in charge of a single hundred-and-fifty soldiers and are served the Ironglass state well
legion is the Praetor, a career led by a Centurion, the most enough to be awarded their
soldier who is more often than not famous and loved of whom is freedom the first step is to remove
a decorated war hero. The legion Aurelian. The only unit sub- their neural spike, leaving them
is comprised of ten cohorts, each division lower than that of a with a scar that is as highly
of which contains on average a century is a standard squad led by renowned as a medal for valour.
thousand troops, though again this a sergeant. This done, legionaries are free to
varies. A Tribune commands each The 1st cohort of any legion is choose re-enlistment in the
cohort, and like the Praetor they called the Praetorian Guard of that Praetorian Guard or resume
civilian status. Most choose re- the ones responsible for carrying Consul. A Consul will command an
enlistment having become out the notorious neural spike entire theatre of war where
institutionalised by the mixture of executions, the Junkers’ most multiple legions are involved.
war, heavy discipline and summary form of military Consuls are mostly appointed by
camaraderie in the legions. Those discipline. High-ranking Enforcer the main Senate at Ironglass and
that try to rejoin society often officers called Censors accompany do not attach to any particular
suffer terrible mental problems the Praetor on all of his or her legion or indeed world, though
arising from their inability to engagements and in military most worlds will have one or two
readjust. command terms the legionaries in residence in case a military crisis
Attached to each legion and treat them as being of equal rank. occurs. They go where they’re
representing the political arm of The Censors are in charge of lower needed or where Ironglass thinks
the Senate are the Enforcers, a ranking Enforcers called Lictors, their particular skills would be best
body of officers not answerable to who vary from sergeant to Tribune suited, resolving one situation and
the Praetor but to the Senate. in equivalent military status. then moving on to the next.
Enforcers combine the roles of Finally, the highest battlefield rank
military and secret police. They are in the Junker Legions is that of

Tactics & Combat Role


Junkers are experts at close necessary to keep the army mortar is towed into position by
quarters fighting and this is the functioning. sandrunners.
method by which the Legions are The pain, horror and toil of being a The mobile arms of the legions are
trained and equipped to engage legionary can obviously have a sandrunner units, and this saurian
the enemy. Junker Consuls know disastrous effect on morale, so a is used for a variety of purposes.
the value of sacrifice, as chess psychological rallying point is As well as being cavalry mounts
players would say, and as far as required to keep the troops’ spirits for enforcers and thermite lance
the humble legionary is concerned up in battle. This is the Legion armed legionaries, sandrunners
they are a little too enamoured of Standard, around which an almost strength and speed allows them to
this concept. In battle a legionary’s totemistic mythology has built up. tow chariots. There are two types
duty is to get across the field and Each century carries a standard of one-man chariot towed by pairs
engage the enemy up close as into combat, and so influential is of sandrunners. Sandrunner
swiftly as possible. More often this item that many legionaries Chariots are the basic type,
than not this means on foot, in a believe it to have magical powers deploying a single legionary
suicidal frontal charge—Junker that will protect them in battle, or armed with a thermite lance and
combat casualties are almost give them strength to crush the sporting monomolecular edged
always heavy and the average enemy. If a standard is lost and the scythes on the wheels. The second
lifespan of a legionary once they century responsible for it survives, type, called Suicide Chariots,
enter battle is somewhere in the retribution is harsh indeed. Under carries a single suicide bomber
region of ten to fifteen minutes. unofficial Junker military law (for rapidly into the thick of the fray.
The Consuls know this though, and the activity described here With extra explosives packed onto
are entirely comfortable with the contravenes VASA human rights the carriage he can make quite a
idea. They know that they can regulations) the century is mess when he detonates his rig.
usually soak up enough damage, ‘decimated’. This means that the Suicide Chariots also sport scythed
given the sheer size of Junker land survivors divide into groups of ten wheels. Finally there is a heavy
armies, to close quarters with the and draw lots. The winners then close support chariot called a
enemy and have enough beat to death those who drew the Trident. This is towed by four
legionaries left to fight hand-to- shortest straws. sandrunners and the larger
hand and close range assaults, Artillery support for the legion carriage holds a crew of three
where Junker equipment and usually comes in the form of legionaries—two gunners and a
training tends to give them the Salamander Field Mortars. These driver. One gunner operates a
upper hand. The high casualty rate are heavy mortars mounted on chaingun whilst the other handles
means that there are always a high mobile shielded platforms and a heavy flame thrower. Tridents
number of raw recruits being operated by a crew of three also have scythed wheels and
drafted to the legions, but a legionaries. It can fire both usually carry the standards for
hardcore of veterans provides the standard HE ordnance and special mobile centuries.
experience and backbone incendiary Naphtha rounds. The
Junker Colonies

Junker colonies are arid, desolate unhealthy, for the majority of the the odds and they have truly made
places where the living is hard, not population. But the Junkers are these places their own.
to mention dangerous and past masters at surviving against

Junker Worlds
What began as a punishment for no-one else wants. Parched desert bother, by the simple expedient of
the first people to be stationed on conditions or barren rocky worlds massive, non-sustainable strip
Ironglass has become the bereft of topsoil suits their mining operations. Many smaller
technological basis for Junker purposes as long as there is some worlds have been exhausted by
expansion throughout the galaxy. sort of atmosphere and halfway Junker activity forcing even the
Having learned the lessons of decent mineral resources. Junkers scavengers to move on, but
surviving Ironglass’s marginal can extract every particle of worth Ironglass still has a good few
conditions, Junkers are now from a world that other powers thousand years in it on account of
experts at colonising the worlds would declare to be not worth the its sheer size.

Junker Cities
Junker buildings are with great airships cruising and only cover over half of the
characteristically conical, domed between docking points on domes, constructions within. The reason
affairs of prodigious size. When avoiding the ubiquitous for this is to allow airships to travel
viewed on the horizon of a scaffolding, and the constant din of freely between domes shifting
typically flat, barren world of the construction and reconstruction. workers and goods, whilst at the
type favoured by the Junkers, a However, no matter how much same time protecting the buildings
city of such constructions looks like they outwardly appear to be behind the shield from anything
a great cluster of termite colonies. chaotic and higgledy-piggledy, from harmful solar radiation to
Up close one realises that these Junker cities are organised with violent sandstorms.
cities are massive—human beings military precision. The city is organised as a series of
are crammed by the million into The upper part of the domes are concentric rings with security
these sprawling metropolises. They actually massive mobile shielding being uppermost in the minds of
are noisy, grimy and busy places devices, glorified parasols in effect, the administrators. The outermost
part of a Junker city is the is the industrial processing zone apart from rolling news bulletins
defensive curtain wall; usually where, as the name would praising the military achievements
between twenty and fifty metres suggest, the city’s industrial base is of the Ironglass Senate has nothing
thick this is made of reinforced located. Domes within this area much to offer except televised
concrete and covered in ablative are varied in their usage. Some are executions and gladiatorial
ceramic tiles that are produced on given over to reprocessing challenges.
board the Reapers. Industrial by- salvaged materials, others act as The innermost zone of a Junker
products and non-recyclable warehouses for storing and city is the Central Senatorial
human refuse are incinerated and distributing the wares brought in Sanctum. This has its own
vented out of the city via waste by Reapers and their orbital miniature version of the outer
pipes on the walls—a process that counterparts. There are also curtain wall, complete with
over time creates a no-mans land massive shipyards given over to weapon platforms and shield
of toxic ash and grit that forms the building of mining and space generators. The Sanctum acts as a
dunes against the walls. There are salvage vessels. Fusion reactors proxy for the Ironglass Senate, to
also a number of security stations are also located here to power all intents and purposes making
along the outer wall at regular these industries. the city a miniature marshal world.
intervals, containing surveillance The second zone is the municipal The staff of the Senatorial Sanctum
platforms equipped with heavy district, and here the bulk of the sees to the administration of the
weapons. In emergencies the more city’s citizens are housed in city, ensures an even distribution
important cities’ power grids can cramped dwelling units—purpose of goods and services to the
be diverted to massive shield built domes which contain a citizens (in theory), and deals with
generators within their walls, honeycomb of units, each of which internal security matters. They are
forming a force field over the provides the basics of shelter, answerable only to the Ironglass
whole city that protects against heating, lighting and furniture. Senate, to whom they pay a levy of
aerial strikes, orbital Also located within the municipal produce and military units, and
bombardment, meteor impacts or zone are domes that provide receive instructions on how to
other major threats of this nature. things like basic education and conduct things like local trade,
Outer walls also have the facility to healthcare for the citizens, as well VASA conscription and so forth. To
berth mobile launch pads, more as food and luxury item enforce all of this the Sanctum has
on which later. distribution centres, both of which its own naval base and anything
Within the wall the city is operate on a voucher scheme. up to five legions of infantry,
organised into three distinct Entertainment comes in the form depending on the size of the city.
concentric zones. The first of these of state sponsored media, which

Junker Mobile Industries & Transport Infrastructure


Apart from salvage and piracy, the ejected through a funnel on the a super-paranoid method unique
main industry of Junkers is strip roof of the Reaper. to Junkers. Firstly only a limited
mining. The Reapers provide all Transport between Junker cities is proportion of cities on a planet
the raw materials necessary to exclusively by air. Limited have the extreme security and
supply construction, power and networks of vast aerial highways bureaucratic infrastructure
food production for the vast cities. travelled by airships form webs required by the Ironglass senate to
They do this by hoovering up across the surfaces of Junker handle customs operations. But
topsoil and sand in massive worlds. Personal transports are the startling thing is that the actual
vacuum pumps. This material is rare and require special licenses, landing and launching pads are
passed through a system of effectively making the highways a modular mobile platforms. These
magnetic and particulate filters to global mass transit system. This airship drawn constructions are
separate metal deposits from allows the authorities to keep tabs stored in vast, secret military
silicates, and silicates from organic on traffic movements because they hangers and are floated out once
matter. Then the various are paranoid about terrorism, or twice a day to dock with points
components go through further defection, black marketeering, and on the walls of designated port
filtration processes until they end all manner of security issues. cities. After use they move on to a
up on factory floors within the Vehicles away from these different hanger, so that their
Reaper, where they’re processed designated airship lanes without movements aren’t predictable. This
into such diverse things as steel, proper authorisation are liable to prevents an enemy disrupting
concrete, ceramics, glass and food be fired on without warning by Junker trade and military
paste. What little waste there is is Junker security patrols. Transport operations by attacking their
on and off the planet is handled by launch sites
Junker Craft

Junker aerospace and the other Tripartite powers. resulted in the development of
astronautical technologies leave a However, necessity is the mother some brilliant, if bizarre,
lot to be desired when pitted of invention, and as ever the innovations.
against the advances of VASA and Junkers’ makeshift approach has

Mining Ships
The Red Erg of Ironglass presented transports to get the slow and Erg. Since then the same method
certain challenges to the original cumbersome Reapers exploiting has been used on all of Ironglass’s
settlers that were worth meeting. the vast, untapped expanse of the marginal colonies across pan-
Indeed, the whole reason the deep Erg. humanic space. Each Hunter vessel
Viridian Assembly built a penal These aerial transports are large, carries a single Reaper and patrols
labour camp on Ironglass in the powerful airships called Hunters. the planet, asteroid, or whatever,
first place was the abundance of Hunters are low-orbital craft looking for mineral deposits. It
ferric sands on the surface, from consisting of a huge steel canopy sweeps the surface using powerful
which iron and silicates could be filled with helium, beneath which geophysical scanners that monitor
extracted. The mobile sand- is suspended a gondola magnetic fields, allowing a skilled
harvesting factories called Reapers incorporating the flight deck, crew crewman to pinpoint areas worth
were developed for this process, quarters, nuclear driven turbines mining.
and at first were fine for lumbering and a cargo bay. This is an Once a potential minefield has
about the fringes between the extremely ancient flight technology been identified the Hunter will
Meridian and the Erg. But as over- used by Viridians in pre-space drop its Reaper and return to
mining took its toll and demand travel days. With a bit of adaptive base—its job is now done. The
for the resources that the Reapers Junker magic permitting the Reaper then remains in the
produced increased, the Junkers carriage of something as big as a general area, extracting as much
had to move to the second phase Reaper, this method has proven produce from the site as it can.
of mining on Ironglass. This ideal for quickly getting the When the Reaper is ready to
involved developing aerial massive, heavy Reapers out on the return it sends a radio request
back to base and has to wait for a versions of the Hunters, and their driven. A Gatherer’s only job is to
cargo transport airship called a gondolas have disproportionately pick up Reapers once they have
Gatherer to take it home. The large cargo bays and ramps, into processed a full load.
Gatherers are much bigger, slower which up to four Reapers can be

Space Fleets

Junkers don’t have much in the Ironglass’s military government. contingent of warships and a large
way of commercial flights, tourism The bulk of Junker orbital shipping number of salvage equipped
not being a major priority for consists of a relatively small naval vessels.

Military Vessels
Junkers have some of the largest put the Raven uses the Auger to echo the curves of their airships
naval ships of any of the Tripartite burrow right into the hull of an and cities’ domes. Weapons and
powers. Excellence in ship to ship enemy ship and discharge its armour systems on board these
combat is determined by who has boarding crew. The assault craft craft come in all shapes and sizes—
the best technology, and inevitably are horribly vulnerable until they particle cannons, negatron
the Junkers are at a something of a can engage the enemy vessel, so torpedoes, heavy lasers, mass
disadvantage when it comes to the tactic is to get the mother ship drivers, anti-matter shields, etc—
waging this sort of warfare. as close as possible, then launch usually whatever can be salvaged
Therefore they stick to what wave after wave of Ravens from previous battles. The largest
they’re best at and go in for supported by light interceptors. battleships are the Nero class,
boarding actions on a major scale. Many don’t make it, but this is the which are the flagships of the
Medium to heavy Junker Junker way. Junker fleets are Junker fleet and are used to
battleships are equipped with always kept busy, for if they aren’t transport armies of up to five
specialised assault craft called engaged in invasion and Legions along with their Consul
Ravens. Each Raven can carry up expansion, the Ironglass Senate and Praetors. Smaller than the
to a dozen infantry, or eight exo- tacitly encourages its admirals to Nero class are Praetorians,
suits, and is armed with a single engage in piracy wherever they carrying a single legion of troops
unique weapon called the Auger. can get away with it, much to the and their Praetor. The standard
The Auger is a heavy, short-range annoyance of VASA and the other battleships of the Junker fleet are
particle drill capable of disrupting powers. Fabian class vessels; these rarely
all known shielding and armour Junkers have four distinct classes have grav-shunting capability and
systems in very short order. Simply of battleship, the designs of which come in a bewildering array of
types—some designed for boarding smallest battleships are the most usually serve as cannon fodder
actions, others for ship-to-ship numerous and are known as during any major conflagration.
combat, some more for orbital Gladius class—they have very
bombardment and so forth. The limited range and firepower and

Salvage Vessels
Junker salvage vessels are There are also floors dedicated to lock on to magnetic fields in target
essentially vast orbital versions of salvage processing, equipped with objects. The fields can then be
the airship design apparent on the furnaces, nuclear reprocessing manipulated to move and rotate
Gatherers and Hunters. They’re equipment, etc. Outside there are the object. The mass of the object
generically nicknamed ‘Vacuum umbilical claws that can hold large limits the effect of the tractor
Vultures’ and come in a variety of salvaged structures in place, beam, so larger objects have to be
sizes. The largest of these are the allowing space-walking crew moved by two or more ships co-
planetoid sized Thanatos Class equipped with plasma cutters to operating by combining their
Starfactories, which are cobbled dismantle them so they can be fields.
together in space from the brought inside. As usual the bulk Thanatos Class vessels tend to be
wreckage of smaller vessels, no of the hazardous, unskilled and deep-space lone traders, setting off
shipyard being large enough to menial tasks are undertaken by to salvage whatever they happen
purpose build such monstrosities. convicts kept in line by brutal across, and are equipped with
Most of these vessels are of a size overseers. enough ordnance to fend for
somewhere between that of a The debris collection craft are two- themselves against piracy or
Nero and a Praetor class battleship seater vessels equipped with basic enemy attacks. Jackal Class ships
and are known as Jackal Class sensor arrays, telemetry prediction on the other hand have only a few
Starfactories. devices and macro-spectroscopic light interceptors for protection
Vacuum Vultures are propelled by tractor beams. This latter piece of since they accompany battle fleets
plasma drives, and obviously don’t equipment has been developed by into combat and can expect to be
have gas in their canopies. Instead modifying a device used by the defended by the warships. Their
the great space above the gondola Syntha to manipulate positronic job is to clear up after the battle,
is reserved for hangers containing microcircuits to move much larger scavenging whatever useful items
small debris collection craft and items. The tractor beam consists of are left floating in space.
light interceptors for defence. two spiralling photon fields that
Censored Extracts from Service Journal
Warning! These documents have been classified as ‘F-Notice’ material by VASA. Broadcasting, reprinting or
unauthorised viewing is strictly forbidden, and is punishable by extradition to Ironglass territory.
Invasion of Oblomov 2
th
Extract from the Journal of Legionary Ganymede, of the CCV Vulture’s Sandrunners…
…Jacta Alea Est—“The die has strategists assured us that a single to meet us. Jacta Alea Est indeed!
been cast”, as the saying goes on legion could probably deal with There was no question of turning
Ironglass when one is committed, such weak and cowardly foes, but back now, indeed no way that a
for better or worse, to a particular the Consulate decided to be on the cease-fire could be effective amidst
course of action. Our intelligence safe side—better to overestimate a such confusion, so we redoubled
reports on the Oblomov system, to foe’s capabilities than our attack. The battle lasted nearly
summarise, made it clear that the underestimate them, and happy five hours and of the three legions
Oblomovians would present no for us legionaries that it should be that attacked Goncharov, there
threat whatsoever. Oblomov 2, the so. were barely enough troops left
only inhabited planet in the Oblomov 2 had three major after the fight to constitute a
system, was a new independent settlements on it, the capital legion. The Scorpions fared little
colony peopled by breakaway Goncharov and two cities under better at their targets, but we
Viridians and Syntha from a fringe construction. The CCVth along with eventually won the day, thanks
political movement, who believe in the XCIIIth Serpents and the DCLIst largely to the sacrifices made by
a life of leisure and idleness Jerboas were to strike at the our Suicide Charioteers…
facilitated by technology. They capital, whilst simultaneously the …Of course the whole thing
collectively gave up their other two cities would be blitzed boiled down to a communications
possessions and former lives, and by the CIXth and CDth Scorpions. problem, which seemed to be the
along with a supply of labour The plan seemed like a good one order of the day. According to our
saving and settlement technology, until we came pouring out of the prisoner, Archangel Captain Aleph,
took off for an obscure, minor landing craft and immediately into VASA had arrived on Oblomov 2 in
system to live like slobs. This was a sustained artillery barrage from force a week earlier. The
reported by various media as an within the Goncharov complex. Oblomovians brand of wilful
amusing filler story, but the Senate Committed now, we poured laziness couldn’t be tolerated
did some research on the towards the city walls as swiftly as within Pan-Humanic Space, so they
Oblomov system and discovered we could, making best use of the were forcibly re-integrated. Just
that Oblomov 2 was a semi-desert dunes on sunny Oblomov 2. before we’d arrived rebels had
planet, not considered Communications were impossible destroyed the VASA temporary
commercially viable by any of the in the chaos, even between squads comms-station, so no order to tell
other powers. But what the others never mind centuries. It was every the Junker Fleet to stand down
scorn in their arrogance and pride, legionary for himself. So how, you could be issued, and by the time
we Junkers can profit from. may wonder, did the slovenly the assault was underway it was
Inevitably the order came through Oblomovians manage to muster too late. So no doubt our glorious
to prepare for the invasion of such effective resistance? Well the victory will be swept under the
Oblomov 2. Five legions were answer came as the surviving half carpet and this journal censored.
considered sufficient for this of our legion closed on the city Still, factum est.
purpose, since resistance was and TAVs, Black Legionaries,
expected to be slight. The Senate’s Archangels and militias poured out
The Taking of Research Vessel xl-rtg/111
Extract from the Journal of Sergeant Vitus Deribidus, of the XLIInd Scorpion’s Exo-Suits…
…After weeks of nothing doing, said he didn’t know why, but this ceiling so I gave the order to
the troops certainly got what was the usual crap. If we were deactivate thermite lances, didn’t
they’d been waiting for today. We getting into our exo-suits, then want them hitting the roof and
received orders from the Senate battle was on the cards. This was going off. As soon as we’d
back on Hormuz IX that the fleet confirmed when Erebus returned disembarked the corridor filled up
should go and check out an after half an hour and ordered us with grapeshot from the darkness
asteroid field in the quadrant we to the Ravens. To his credit he at the other end. One of the
were patrolling, so at 0730 hours decided that now was the time to rounds must have caught
that’s what we did. Centurion tell us what was going on. Which Legionary Hephaestus in his
Erebus told us that Vaccum was a relief to me because I hate flamethrower’s fuel cell, because
Vultures we had in tow might be having to wait until the particles he exploded right in front of me. I
able to pick up something useful are actually fizzing around our was stunned and blinded, and
on the asteroids—wrecks and what ears and half the squad’s dead then there was a rush of air and
have you. It’s madness though, before I can tell the legionaries something so heavy that it
isn’t it? Trying to manoeuvre a what’s happening. The knocked me over, exo-suit and all,
Fabian Class starship like the expeditionary fleet had come hit me in the chest. I activated the
Mecoptera around an asteroid across a fat, juicy Syntha research lances and there was another rush
field, not to mention the other craft in the middle of the field, and of hot air and the weight was
three Fabians in our fleet. If we what was more, it didn’t have any gone. Then the battle lust got me
weren’t careful the Vacuum escort. The tech aboard these and I virtually emptied my grape
Vultures might end up salvaging things was always way ahead of gun. When I could see again there
us. anything anybody else was doing, were bits of assault androsynth
We arrived at the site circa mid- and we reckoned we’d get a medal everywhere…
day and the bulk of the fleet took for this for sure. …We took the vessel, just. We’d
up a stationary position above the The ride out in the Raven was bitten off more than we could
asteroids while a scouting detail of fairly bumpy, and of course having chew because this was a military
Gladii took a couple of Jackals into no viewing ports in the passenger research ship. No fighter escort,
the field. It looked like more pod we’d no idea what was but plenty of mines, sentry guns,
boredom was on the cards after an happening until the Auger had military personnel and so forth.
hour or so, but at least up to that tunnelled us through the hull and We’d lost one of the Fabians, four
point no one had said we’d the ramps activated. The ramps Gladii and one of. the Jack
actually have to take the big ships came down and the vacuum seals Somebody had made a big
into the field. Then of course the went up simultaneously around mistake here.
order came through to suit up; we the hole we’d made. The corridor
were going in. Centurion Erebus we were in was dark with a low
New Junker Troop Types
Praetorian Guard
A convict legionary, who not only survives his Tour of You may include a maximum of one support model
Duty, but also distinguishes himself in battle, (s) for every three non-support models.
displaying both prowess and courage, may be given a
choice by his commander. Troop Type Equipment No. Cost
Praetorian Shotgun, Combat 4-12 21
Blade, Battleshield
To return to his normal life, impoverished and
Thermite Bolt Thermite Bolt 0-3 43(s)
dishonoured, or to have his Neural Spike removed
Sergeant Shotgun, Combat 0-1 23
and earn a chance to redeem himself by serving in the
Blade, Battleshield
Praetorian Guard.

The Praetorians are renowned throughout the galaxy Special Rules


as the Junkers elite ground troops, fearless and loyal, All: Shield Wall, High Morale (+1)
they fight with deadly efficiency. Ballista: Tactical Awareness
Sergeant: Tactical Awareness, High Morale (+2)
Praetorian Guard Note
Praetorians are NOT fitted with neural spikes, and so
AS SH S T W CD SZ MV
do not count as convicts for the purposes of the
5 4 4 4 1 6 2 4 Enforcer’s rally ability.

Structure: Squad
Unit Size: 4-12

Berserkers
In most cases, the installation of a neural spike is
enough to quell a convict’s rebellious thoughts, but Troop Type Equipment No. Cost
sometimes the warrior spirit burns too brightly and Berserker 2 Combat 0-12 17
the convict lacks the discipline to join the legions. Blades
Berserker Claymore 0-12 19
These savage warriors are band together into packs of Berserker Shotgun, 0-12 19
Berserkers, where they fight alongside their more Combat Blade
disciplined brethren – although always at a good Berserker 2 Shotguns 0-12 31
distance! Leader Claymore 0-1 20

They excel at close combat, and when charging there Special Rules
is no stopping them. All: Multiple Attacks (x2), Berserk Charge, Shock
Trooper, Impetuous

Junker Berserkers Berserker with 2 Shotguns: Multiple Shots (x2)


Leader: High Morale (+1)
AS SH S T W CD SZ MV
Note
4 3 4 4 1 4 2 4 Berserkers are fitted with neural spikes, and so count
as convicts for the purposes of the Enforcer’s rally
ability.
Structure: Squad
Unit Size: 4-12
Sandrunner Chariots
Sandrunner Chariots are a light, one-man vehicles
equipped for a purely assault role.

They use their speed to rapidly assault the enemy, Troop Type Equipment No. Cost
clearing screening troops from objectives and Sandrunner Thermite Lance, 1-4 43
disrupting enemy ranks. Chariot Combat Blade,
Autoshotgun
Special Rules
Sandrunner Chariot Overrun, Fast
AS SH S T W CD SZ MV The Chariot may make 1 turn for every 3” moved.
4 3 4 6 2 4 4 6 In close combat make 2 attacks for the beasts using
the riders AS Stat. To hit +0, Dam 5 (x2)
Fire Arc
Structure: Squad The rider may fire his shotgun to the front, left and
Unit Size: 1-4 right fire arcs.

Suicide Chariots
Suicide Chariots are stripped down versions of Structure: Individual
Sandrunner Chariots, crewed by fanatical suicide
bombers and packed with even more explosives.
Unit Size: 0-1
They hurtle into enemy ranks, before detonating,
killing the rider, the beasts and hopefully a few of the Troop Type Equipment No. Cost
enemy as well! Suicide Combat Blade,
Chariot Enhanced 0-1 51
Explosive Pack
Suicide Chariot
AS SH S T W CD SZ MV Special Rules:
4 3 4 6 2 4 4 6 Overrun, Fast
The Chariot may make 1 turn for every 3” moved.
In close combat make 2 attacks for the beasts using
the riders AS Stat. To hit +0, Dam 5 (x2)

Trident Chariot
The heavier trident class chariot is geared more Trident Chariot
towards a support role.
AS SH S T W CD SZ MV
It has four crew, one of whom does nothing but 4 3 4 6 4 4 5 6
control the three beasts.

Two crew each man a support weapon while the Structure: Individual
fourth crewmember coordinates their efforts. Unit Size: 0-1
In close combat make 4 attacks for the beasts using
Troop Type Equipment No. Cost the riders AS Stat. To hit +0, Dam 5 (x2)
Trident Thermite Lance, 0-1 109 Fire Arcs
Chariot Combat Blade, As the Mounted Chaingun and Flamethrower are
Mounted mounted on opposite sides of the chariot; they can
Chaingun, both fire to the front and either the right or left flank,
Flamethrower depending which weapon you have placed on which
side.
The rider may fire his shotgun to the front, left and
Special Rules
Overrun, Multiple Attacks (x3) right fire arcs.
The Chariot may make 1 turn for every 3” moved. As with all vehicles, you may fire all mounted
weapons in the same turn.

Centurions and Standard Bearers


The Convict Legions of Ironglass are countless, and
they are ranged all across the galaxy.
All Legions are identified by both name and number, Standard Bearers
the most common (and indeed infamous) being the AS SH S T W CD SZ MV
Vulture, Scorpion and Serpent Legions. 4 3 4 4 1 4 2 4
Centurions Structure: Squad Member
AS SH S T W CD SZ MV You may add a Standard Bearer to a unit of Convict
4 3 4 4 1 5 2 4 Legionaries. He replaces any one normal convict. He is
not a support model, and so does count towards the
standard trooper to support ratio.
Structure: Individual You may have a maximum of one Standard Bearer of
You may add a Centurion to a unit of Convict any one type in your army.
Legionaries using the same buying criteria as
Sergeants. Troop Type Equipment No. Cost
Scorpion Shotgun, 0-1 42
Troop Type Equipment No. Cost Standard Combat Blade,
Scorpion Shotgun, 0-1 21 Scorpion
Centurion Combat Blade, Standard
Battleshield Serpent Shotgun, 0-1 42
Serpent Shotgun, 0-1 21 Standard Combat, Blade,
Centurion Combat Blade Serpent
Vulture Two Shotguns 0-1 21 Standard
Centurion Vulture Shotgun, 0-1 42
Standard Combat Blade,
Special Rules: Vulture
Scorpion Centurion: High Morale (+2), Multiple Standard
Attacks (x2), Tactical Awareness
Serpent Centurion: High Morale (+2), First Strike, Special Rules:
Lethal Strike (x1), Tactical Awareness
Vulture Centurion: High Morale (+2), Multiple Shots
All: Inspiring
(x2), Tactical Awareness

Praetors
It is widely rumoured across the Galaxy, that the one Some Praetors are successful tribunes while others are
thing feared and respected by the Praetorian Guard, cunning politicians using military service to further
are their commanding officers, the Praetors. their own goals.
They are powerful, inspirational leaders, and fierce
warriors.
Structure: Individual
The loyalty the Praetors have for their officers is Unit Size: 0-1
legendary, and top brass on Ironglass often worry that You may add a Praetor to a unit of Praetorian Guard,
such loyalty could mean a full-scale rebellion may be using the same buying criteria as Sergeants.
just around the corner.
Troop Type Equipment No. Cost
Praetors Praetor Autoshotgun, Combat Blade, Blaster 0-1 39
AS SH S T W CD SZ MV Special Rules
Inspiring, Tactical Awareness, High Morale (+2
6 5 4 4 2 6 2 4
Tribunes
Tribunes are the right-hand men (and women) to the
Praetor.
You may add a Tribune to a unit of Convict
They are seasoned Veterans and competent leaders, Legionaries or Praetorian Guard using the same
and their presence has often turned the tide in key buying criteria as a Sergeant.
battles.

Troop Type Equipment No. Cost


Tribunes Tribune Autoshotgun, 0-1 30
AS SH S T W CD SZ MV Combat Blade,
Autopistol
5 4 4 4 2 5 2 4
Special Rules
Structure: Individual Tactical Awareness, High Morale (+2)
Unit Size: 0-1

Censors
Discipline is maintained within the Legions by Lictors, You may add a Censor to a unit of Convict Legionaries
or Enforcers, who control the convicts with the threat or Praetorian Guard using the same buying criteria as
of Neural Spike execution. a Sergeant.

Censors are veteran Enforcers who have earned the Troop Type Equipment No. Cost
respect of their senior officers (Or have bought the Censor Blaster, 0-1 48
favour of their Tribune). Censor
The staff, or censor, they carry into battle is an
enhanced version of the Neural Spike detonator worn Special Rules:
by Enforcers. Fearless, High Morale (+1)
Instead of Shooting the Censor may attempt to rally
The added power in the larger unit allows greater any unit of Convicts within LOS. The Censor causes
range, and enables the censor to affect multiple neural pain, but not death in all members of the unit. The
spikes. unit may immediately make a rally check. If successful,
when they are next activated they are no longer
Panicked.
Censors If the unit fails its rally check, remove one randomly
AS SH S T W CD SZ MV determined member, as the pain overcomes its
central nervous system. The unit then automatically
5 5 4 4 2 5 2 4 rallies and when they are next activated they are no
longer Panicked.
Alternatively, instead of shooting the Censor may
Structure: Individual
attempt to detonate a unit of Suicide Bombers within
Unit Size: 0-1 LOS. Roll to detonate each member as per the rules
for explosive packs.
New Skills
Shield Wall
The Praetorian Guard spend what little time they obstacle. If at the end of their opponents assault phase
spend not actually in combat, training. This has led to they are still in combat the Shield Wall is disrupted,
the development of a unique formation, the Shield and the Praetorians must spend another movement
Wall, whereby they lock shields, protecting themselves phase to lock shields again.
and their comrades from enemy fire.
If the Praetorians assault an enemy, the Shield Wall is
When a Praetorian Guard unit is activated, instead of disrupted, and the Praetorians must spend another
Moving, it may adopt the shield wall formation. movement phase to lock shields again.

Move all non-support Praetorians (excluding any While the Praetorians are in the Shield Wall formation,
individuals who have joined the unit) into base-to- they may not rush.
base contact, and move up any support models, or
individuals, to within two inches of the shield wall. Berserk Charge
(You don’t HAVE to put them behind the wall, but it A berserk unit charges into the enemy at full force,
makes more sense) screaming and howling war cries. When charged by
such a unit, you may NOT counter-charge. In addition,
While the Shield wall is in play, the Praetorians when a berserk unit wishes to counter-charge, they do
comprising the Shield Wall are considered to have so automatically; no CD check is necessary.
Heavy Armour 3 against ranged fire coming from their (Note: this does not allow Berserkers to counter-
front facing. charge when they would not normally be allowed to
do so, such as when being charged by Black
In addition, no hits may be allocated against models Legionaries)
behind the shield wall (i.e. the support weapons and
characters) until all members of the shield wall are
removed from play. Attacks originating from behind Impetuous
the front facing of the members of the Shield Wall are Impetuous troops are hard to control, and have a
subject to normal hit allocation rules. tendency to run amok rushing into the fray when
more experienced commanders would rather they
hold back.
Note A unit that includes impetuous troops and does not
Snipers may still pick any target they can see as per include an enforcer must pass a CD check at the
their special rules. beginning of their turn if they do not want to move
towards the enemy.
If the Praetorians are assaulted while in the Shield In addition, in the assault phase an impetuous unit
Wall formation, the Praetorians count as defending an must assault the enemy if at all possible.
New Weapons
Thermite Bolt model. Any other models touched by it suffer 5 (x2)
The Thermite Bolt is a much-feared weapon, used DAM.
almost exclusively by the Praetorian Guard. It is a Then remove the detonating model from play.
hybrid between a Grenade Launcher, and a Thermite
Lance, which can equally be used to fire on opponents Scorpion Standard
from afar, or to engage enemies in close combat. This Standard serves both as a rallying point for
convicts of the Scorpion Legion, and as a crude, yet
CC Short Med Long Ext effective close combat weapon.
-1/6 -1/6* 0/6* -1/6* -2/6*
CC Short Med Long Ext
Type -1/- 6/- -/- -/- -/-
2 Handed, Indirect,
Special Rules Type
If used in close combat, Armour Piercing 3 2 Handed, melee
*Before you roll to hit declare whether the shot will be Special Rules: A unit carrying the scorpion standard
Anti Personnel or Anti Armour. gains the First Strike special ability.
If Anti Personnel, use the stats above, and use the
small circular template.
If Anti Armour, use the stats above, but the damage is Serpent Standard
now 6 (x2) and Armour Piercing 3 This Standard serves both as a rallying point for
convicts of the Serpent Legion, and as a crude, yet
effective close combat weapon.
Claymore
The claymore is a massive 2 handed weapon capable
of causing serious damage to an opponent. Its huge CC Short Med Long Ext
size, however, makes it difficult to wield effectively. -1/- 6/- -/- -/- -/-

CC Short Med Long Ext Type


-1/ST +3 -/- -/- -/- -/- 2 Handed, melee
Special Rules
A unit carrying the Serpent Standard gains the Lethal
Type Strike (x1) special ability when using combat blades.
2 Handed, melee
Vulture Standard
Enhanced Explosives Pack This Standard serves both as a rallying point for
Most commonly fitted into the infamous suicide convicts of the Vulture Legion, and as a crude, yet
chariots these high-grade explosives pack even more effective close combat weapon.
of a punch than those conventionally worn by suicide
bombers.
CC Short Med Long Ext
-1/- 6/- -/- -/- -/-
CC Short Med Long Ext
-/- -/- -/- -/- -/-
Type
2 Handed, melee
Type Special Rules: Members of a unit carrying the Vulture
Special Standard gains the multiple shots (x2) special ability
You can attempt to detonate the pack at the beginning when firing their auto shotgun.
or end of any phase of your units’ turn. Inactivated
units and those on hold may attempt to do so if they
pass a CD check as normal to react.
Roll 1D10 for each model attempting to detonate. A
score of 4 or more indicates success, and the pack
detonates. Place the large circular template over the

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