Code: 13620 View Stat Card(s) Known as a strict disciplinarian, Censor Agrippa is a grim and humourless man, respected by those under his command. He gives enhanced Command Checks bonus' so is an excellent Command model when you are expecting high casualties- which is usually always the case with Junkers are in the field.
Code: 13601 View Stat Card(s) Those criminals deemed too politically unsound, difficult to rehabilitate, or otherwise too unreliable to serve in the Legions, instead are sentenced to the Convict Auxilia. Just as with Legionaries, all Auxilia are surgically fitted with Neural Spikes. Equipped only for close combat, they are a cheap source of throwaway troops.
Code: 13602 View Stat Card(s) Legionaries are criminals of the Junker state forced to serve their time in the Convict Legions from which few survive. Fitted with neural spikes- a device that can be detonated by a Lictor to ensure that they obey orders- they are used indiscriminately by their handlers. Equipped with combat blades and shotguns they fulfil all basic battlefield functions, however their low morale can let them dow... (read more)n.
Code: 13637 View Stat Card(s) As is the norm in the Legions, Dune Raider Decurions have gained their rank through merit and many hard fought battles. This battle experience gives the benefit of high morale to the rest of the convicts under their command.
Code: 13631 View Stat Card(s) Perhaps the pinnacle of convict soldiery Exo-Suit Decurions provide a solid backbone to your force with high morale, powerful close combat capability and a serious kick from their chain guns at short to medium range.
Code: 13630 View Stat Card(s) Developed from commercial lifters during the secession wars between Ironglass and Viridia, these units support a range of heavy ordinance; chain guns and flamethrowers all supported by a heavy power glove called a cestus- a useful close combat weapon. This variant has a flamethrower which is a template based weapon- powerful if not a little in accurate.
Code: 13608 View Stat Card(s) Developed from commercial lifters during the secession wars between Ironglass and Viridia, these units support a range of heavy ordinance; chain guns and flamethrowers all supported by a heavy power glove called a cestus- a useful close combat weapon. This variant has a chain gun which provides devastating short to medium range fire power.
Code: 13624 View Stat Card(s) Add some extra punch to your Legionaries with the addition of a chain gunner, brutal short to medium range firepower ideal of softening up your enemies before you send the boys in!
Code: 13625 View Stat Card(s) Indiscriminate this weapon can be, but for the Junker commander, high casualties are the signature of any successful leader, whether friend or foe. Suffice to say that in the game of odds Legionary Flamethrowers will eventually come up on top.
Code: 13627 View Stat Card(s) Legionaries armed with grenades are invaluable for softening up enemy positions before the assault troops go in. They're also extremely useful for disrupting enemy attacks, or for clearing out nests of hard to get at enemies.
Code: 13609 View Stat Card(s) Boasting a very high rate of fire and a respectably long range, heavy chain guns are excellent anti personnel and suppressive fire weapons, essential to support for your Legionary forces.
Code: 13607 View Stat Card(s) Lictors enforce loyalty and discipline in the Legions. In combat they stalk alongside the masses of legionaries, exhorting them to advance and watching them with a pitiless eye. Equipped with Neural Enforcement Units, they exert discipline over the convicts with the threat of punishment or execution via their neural spikes.
Code: 13641 View Stat Card(s) Having risen to the pinnacle of the Junker legions, the Praetorian Decurion is inured to the grim reality of warfare. This experience is valuable in the field, benefiting troops under their command with improved morale.
Code: 13621 View Stat Card(s) Praetorians are ex-legionaries who on gaining their freedom, either by distinguishing themselves or at the end of their sentence, have volunteered for service in the Legion. With their neural spikes removed- the hollow eye cavity is worn as a badge of honour- they often form the bodyguard of important dignitaries and officers.
Code: 13632 View Stat Card(s) Nicknamed 'Hellfire' troopers, Praetorian Guards with Grenade Launchers and incendiary rounds provide close to medium range support for their comrades.
Code: 13606 View Stat Card(s) Praetorians are ex-legionaries who on gaining their freedom, either by distinguishing themselves or at the end of their sentence, have volunteered for service in the Legion. With their neural spikes removed- the hollow eye cavity is worn as a badge of honour- they often form the bodyguard of important dignitaries and officers.
Code: 13639 View Stat Card(s) Sandrunners are part of the cavalry arm of the Legions. Their mounts have amazing stamina and cross-country capabilities making them ideal for making flank attacks. Sandrunner legionaries are armed only for close combat, wielding powerful Thermite Lances that are even capable of knocking out heavily armoured targets.
Code: 13635 View Stat Card(s) Selected for psychopathic and fanatical characteristics and controlled by a mixture of combat drugs and crude brainwashing, these convicts are fitted with explosive harnesses. They are then used as shock troops, rushing towards the enemy and hopefully self-detonating, though they are erratic and can be difficult to control.