Infantry I
Cost: 1MF for 10 batallions
Tech Requirements: none
Developed In: n/a
Developed By: n/a
Usable By: all
Unit Size: 2,000 Soldiers
Relatively untrained medieval-type levies fighting with pikes and spears and other ancient era weapons
Death Guard
Cost: 1MF for 3 batallions
Tech Requirements: C/B 3, CS 3
Developed In: ???
Developed By: House Bossheim
Usable By: House Bossheim
Unit Size: 2,000 Soldiers
Dressed in their blacksteel armour, these infantry soldiers can take an almost inhuman punishment before actually dying, and despite their lack of ranged weapons, their skills in melee combat have made them feared far and wide. The Death Guard have a special equipment for high-risk battles, known simply as Marks. A Death Guard with a Mark attached will explode into a volatile fire burst upon death, and this combined with their almost inhuman endurance has given them the nickname "Pyre Zombies".
Arakkis Desert Nomad Raider
Cost: 1 MF for 4 batallions
Tech Requirements: 1 C/B, 1 CS
Developed In: times unknown
Developed By: various Arrakis tribes
Usable By: various Arrakis tribes
Light Weapons: 1
Stealth: 1 (in deserts only)
Unit size: 2,000 mounted soldiers
Typically armed with a mix of melee weapons, bows and the occasional heavier weapon, the Arrakis desert nomad raider typically fights from horseback, striking quickly from the depths of the desert and retreating before real resistance can form. They are masters of their lands and of its various animals and plants and use a variety of non-conventional weapons including those made from animal or plant venoms and toxins and the bituminous or oil outcrops that are often common in their lands.
Xicier, Vanarii and Killgore can develop this design at half price.
Infantry II
Cost: 1MF for 3 batallions
Tech Requirements: 1 P/E, 1 CS
Developed In: n/a
Developed By: n/a
Usable By: all
Light Weapons: 1
Unit size: 2,000 Soldiers
World-war 1 era infantry division
Infantry III
Cost: 2MF for 3 batallions
Tech Requirements: 2 P/E, 1 C/B, 2 CS
Developed In: n/a
Developed By: n/a
Usable By: all
Light Weapons: 2
Unit size: 2,000 Soldiers
World-war II era infantry division.
NBC Infantry III
Cost: 1MF for 1 batallion
Tech Requirements: 2 P/E, 3 C/B, 2 CS
Developed In: 2304
Developed By: House Naprous
Usable By: House Naprous, Vanarii, Hyppean, Quin, Thana, Regency, Garrison
Light Weapons: 2
Unit size: 2,000 Soldiers
World-war II era infantry division equipped with gas masks, independent air supply, and an air-tight, radiation resistant suits (removable) as well as a variety of anti-chemical and anti-biological agents and Geiger counters. These soldiers are meant to be deployed to areas where biological or chemical attacks are highly likely or in nuclear wastelands.
Infantry IV
Cost: 1MF for 1 batallions
Tech Requirements: 4 P/E, 3 C/B, 4 CS
Developed In: n/a
Developed By: n/a
Usable By: Imperium (all), Reeves, Society of Engineers, Charioteers, Xicier, Killgore
Light Weapons: 3
Unit size: 2,000 Soldiers
Modern infantry.
Houses Thana, Naprous, and Holy Gate can develop this for half-price.
Glass Scalpel Commandoes
Cost: 3 MF for 1 Battalion
Tech Requirements: 3 P/E, 2 C/B, 3 CS
Other Requirements: 3 intrigue quality
Developed In: ???
Developed By: ???
Usable By: Imperium (all), House Koriate, House Querry, House Klorin, House Quin, House Tsedeq, House Sanctious’Als, House Texier, House Remillard, House Naprous
Light Weapons: 2
Stealth: 1
Sensors: 1
Unit size: 1,200 Soldiers
Equivalent to cold-war era special forces units
Static-Class Commandoes
Cost: ??? for 1 battalion
Tech Requirements: 4 P/E, 4 C/B, 5 CS
Other Requirements: 4 intrigque quality
Developed In: times unknown
Developed By: Grand Republic
Usable By: none
Light Weapons: 4
Stealth: 2
Sensors: 2
Unit size: 1,200 Soldiers
Armed with cutting edge automatic ballistic weapons and long-range sniper weapons, the Static-class commandoes also make extensive use of electronic warfare and are adept at jamming, harassing, or intercepting enemy communications. They also make use of passive Stealth technology which though ineffective against direct visual observation is very effective against a wide-variety of electronic sensor systems.
House Koriate can develop this design for half price.
Rangers
Cost: 2 MF for 1 Battalion
Tech Requirements: 3 P/E, 3 C/B, 3 CS
Other Requirements: 2 intrigue quality
Developed In: 2299
Developed By: House Quin
Usable By: Houses Quin, Remillard, Xicier
Light Weapons: 3
Heavy Weapons: 1
Stealth: 1
Unit size: 2,000 Soldiers
Armed with assault rifles, mortars, and submachine guns as appropriate, the Rangers specialize in combat in extreme environments. The rangers of House Remillard specialize in winter combat while those of House Quin specialize in jungle warfare. All Rangers are adept at living off the land for extensive periods, hiding themselves and in using an extensive array of booby-traps and guerilla tactics.
Heavy Rangers
Cost: 2 MF for 1 Battalion
Tech Requirements: 3 P/E, 3 C/B, 3 CS
Other Requirements: 2 intrigue quality
Developed In: 2303
Developed By: House Quin
Usable By: Houses Quin
Light Weapons: 1
Heavy Weapons: 3
Stealth: 1
Unit size: 1,200 Soldiers
Heavy rangers, like regular rangers are trained in combat in extreme environments. House Quin heavy rangers specialize in jungle warfare and have been succsfully depoyed against the native fauna of the Assimov planet. They use much heavier weapons than standard rangers including wire-guided anti-tank missiles, RPGs firing tandem-charge high explosive anti-tank warheads and of course mortars and more standard explosives, including a preference for directional mines.
Mark Rangers
Cost: 2 MF for 1 Battalion
Tech Requirements: 3 P/E, 3 C/B, 3 CS
Other Requirements: 2 intrigue quality
Developed In: 2303
Developed By: House Quin
Usable By: Houses Quin
Light Weapons: 3
Heavy Weapons: 1
Stealth: 1
Unit size: 800 Soldiers
Armed with assault rifles, mortars, and submachine guns as appropriate, the Rangers specialize in combat in extreme jungle environments. In addition to standard ranger methods, they also wear a ‘Mark’ which explodes violently with their death or when triggered. The Mark rangers are the most dedicated and loyal forces of the Quin ranger forces, willing, even eager to suicide themselves to destroy enemies of House Quin.
Steel Fang-Class Commandoes
Cost: ??? for 1 Battalion
Tech Requirements: 5 P/E, 4 C/B, 4 CS
Developed In: times unknown
Developed By: ???
Usable By: none
Light Weapons: 4
Armor: 3
Unit size: 1,200 Soldiers
Armed with excellent assault rifles and explosives, the Steel Fangs are better known for their light though very protective armor which is composed of non-Newtonian fluids.
House Hyppean can develop this design for half price.
Grafted Legion
Cost: ??? for 1 company
Tech Requirements: 4 P/E, 7 C/B, 5 CS
Developed In: ages unknown
Developed By: ???
Usable By: None
Light Weapons: 5
Armor: 1
Stealth: 1
Unit size: 480 Soldiers
These are suits of armor that meld with their users over a period of 3 months. Once bonded to the user, they begin rewriting their genetic code, greatly increasing their strength, speed, and reflexes. The users also lose much control over their fight response and are both difficult to control, and extremely unlikely to flee from combat.
The Grafted are not well liked by the peasantry or the Church.
House Klorin can develop this design for half price.
Marauder Legion
Cost: 5 MF for 1 Company
Tech Requirements: 4 P/E, 5 C/B, 4 CS
Developed In: 2262
Developed By: Imperium Garrison
Usable By: Imperium (all), Reeves, SoE
Light Weapons: 5
Heavy Weapons: 1
Armor: 3
Unit size: 120 Soldiers
A pre-cursor to the modern grimson Legion, the marauder Legion is not in extensive use today- its heavy metal polymer armor not providing protection equivalent to the grimson’s ceramasteel. The marauder Legion is armed with automatic assault rifles comparable to the Grimson but does not carry the latter’s characteristic flame-weapons. They do however, make extensive use of standard combat drugs.
These units can stay in space for about 30 minutes though they cannot propel or orient themselves independently.
Houses Query and Holy Gate can develop this design for half price.
Marauder-Drop Legion
Cost: 6 MF for 1 Company
Tech Requirements: 4 P/E, 5 C/B, 4 CS
Developed In: 2262
Developed By: Imperium Garrison
Usable By: Imperium (all), Reeves, SoE
Light Weapons: 4
Heavy Weapons: 2
Armor: 2
Atmospheric Maneuverability: 1
Unit size: 120 Soldiers
A pre-cursor to the modern Scarabeidae Legion, the marauder drop Legion makes use of retractable wings and jet power but is unable to attain true-flight, instead gliding extensively. Their armor is lighter than the marauder and their armaments are also lighter (although they carry air-to-surface rocket batteries the marauder does not) to allow longer glide-times and better aerial maneuverability.
These units can stay in space for about 30 minutes and can orient and propel themselves only slightly.
House Kilgore can design this unit for half price.
Grimson Legion
Cost: 6 MF for 1 Company
Tech Requirements: 5 P/E, 5 C/B, 5 CS
Developed In: 2287
Developed By: Imperium Garrison
Usable By: Imperium (all)
Light Weapons: 6
Heavy Weapons: 2
Armor: 4
Unit size: 120 Soldiers
Ceramasteel armor, automatic ballistic weapons, flame weapons, combat drugs. These form the core of most ultra-modern imperial infantry units.
These units can stay in space for about 50 minutes though they cannot propel or orient themselves independently.
House Eekin can design this unit for half price.
Burnt Angels Legion
Cost: ??? for 1 Company
Tech Requirements: 3 P/E, 5 C/B, 5 CS
Other Requirements: 2 maggicks quality
Developed In: ???
Developed By: Sanctious’Als (in ages past)
Usable By: None
Light Weapons: 5
Armor: 3
Atmospheric Maneuverability: 1
Unit size: 120 Soldiers
Thermaceram armor, incendiary weapons, communications computers, drop-ship training, retractable glider wings and small jets… and thaumaturgy support. In ages past these were the elite units of the ‘Als, when they were called ‘Scorchers’. The Burnt are not capable of true flight like the Scarabeidae but can control their descent and glide with significant control and grace. The Burnt angels are elite shock troops and trained to close quickly, often flanking from altiptude and turn their super-thermal weapons on enemies at close range.
These units can stay in space for about 30 minutes and have some minor propulsion and orientation capacity.
Burnt angels also make use of some thaumaturgy support, providing protection and the blessing of the Celestial Light to the soldiers prior to battle.
The Sanctious’Als can design this unit for half price.
Brothers Battle Celestial Wrath Legion
Cost: ???
Tech Requirements: 5 P/E, 5 C/B, 5 CS
Other Requirements: 4 maggicks quality
Developed In: ???
Developed By: Brothers Battle
Usable By: Brothers Battle
Light Weapons: 6
Heavy Weapons: 1
Armor: 4
Unit size: 120 Soldiers
Ceramasteel armor, automatic ballistic weapons, flame weapons, and thaumaturgy support. Appearing much like the modern grimson Legion and with a penchant for flame weapons, the Brothers Battle Celestial Wrath also invoke specialized combat-thaumaturgists that can disrupt the ‘link’ between symbiot cells, throwing them into massive confusion and disarray, often allowing those brothers armed with slug-guns and flamers to do their work against an enemy that might otherwise be impervious.
These units can stay in space for about 30 minutes though they cannot propel or orient themselves independently.
Scarabeidae- Legion
Cost: 7 MF for 1 Company
Tech Requirements: 5 P/E, 5 C/B, 5 CS
Developed In: 2289
Developed By: Imperium Fleet
Usable By: Imperium Garrison, Eye, Fleet and Regency
Light Weapons: 4
Heavy Weapons: 3
Armor: 3
Atmospheric Maneuverability: 2
Celestial Maneuverability: 1
Unit size: 120 Soldiers
Much like the Grimson Legions, the Scarabeidae utilize ceramasteel armor, automatic ballistic weapons and combat drugs. Their armor is lighter however and they do not make use of flame weapons; instead they relly on jet-powered flight directed through retractable wings. They also carry small guided air-to-surface missiles.
These units can stay in space for about 60 minutes and can propel themselves somewhat well.
Patriarchal Legion Mark Two
Cost: 7 MF for 1 Company
Tech Requirements: 5 P/E, 5 C/B, 6 CS
Developed In: 2299
Developed By: Orthodoxy
Usable By: Orthodoxy
Light Weapons: 5
Heavy Weapons: 2
Armor: 5
Unit size: 120 Soldiers
The Patriarchal legions are to the Church what the Grimson is to the Imperium, an elite force of highly-trained and sophisticatedly equip soldiers who can hold the line against the vast majority of forces.
They wear ceramasteal armor, use automatic ballistic weapons and flame guns, and make use of extensive tactical and strategic integration and are thus more effective when supported by orbital, aerial or planetary forces with strong sensors. They can stay in space for up to 30 minutes and can even propel themselves to a limited degree.
Tearless Penitent Legion
Cost: 11 MF for 1 Company
Tech Requirements: 5 P/E, 6 C/B, 5 CS
Other Requirements: 5 maggicks quality
Developed In: 2302
Developed By: Penitential Order of the Holy Flame
Usable By: Penitential Order of the Holy Flame
Light Weapons: 6
Heavy Weapons: 1
Armor: 3
Spellcraft: 2
Mana: Mind, Fire
Unit size: 120 Soldiers
The elite soldiery of the Penitential Order of the Holy Flame, they wear reinforced thermaceram armor, are equipped with superior thermobaric incendiary weapons, and possess significant maggickal talent in the realms of both mind and fire. Their armor though heavy, focuses on fire and heat protection.
The Tearless often undertake suicidal missions and fight completely without concern for their safety or life, wishing only to die in the service of the Penitential Order so that their souls might be saved from some past transgression they wear like a stain.
If Tearless are deployed to the battlefield, its going to end up a scorched plain of ash.
Phoenix Guard
Cost: 12MF for 1 Company
Tech Requirements: 6 P/E, 7 C/B, 7 CS
Developed In: 2299
Developed By: Imperium Regency
Usable By: Imperium Regency
Light Weapons: 8
Heavy Weapons: 4
Armor: 6
Unit size: 120 Soldiers
Battery-powered ceramasteel armor with direct neuronal interface and muscle augmentation, cybernetics-guided automatic ballistic weapons and guided-missile mini-batteries, integrated intra-divisional and satellite communications and battle computers, combat trance training.
Outwardly these appear like Grimson Legion but their faster-then thought reflexes and incredible strength quickly remedy any misconceptions. The Phoenix guard are the imperial reagent’s ultimate guardians and ultimate weapons.
These units can stay in space for about 60 minutes but have very limited capacity to propel or orient themselves.