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Made in ca
Longtime Dakkanaut




The Vyrkanyi Republic



Introduction

Spoiler:
Once safe in their relatively isolated region of Ultima Segmentum, the Vyrkanyi, a race of highly empathic humanoid, built one of the most prosperous and peaceful civilisation in the galaxy. It endures the domination of the Eldar race, the Age of Strife and the rise of the Imperium relatively unarmed and unafraid of the horror of war. Its population enjoyed an enormous amount of personal freedom and accomplishment. The few dangers that got to them were pushed back thanks to the effort of their well trained and highly motivated, if small military force. While madness and chaos were descending on most races of the galaxy, the Vyrkanyi were living in a world of enlightenment and safety that allow them to develop technical wonders. Their ships are graceful and swift thanks to remarkable solar sails and tachyon engines. Their cities are built as much in pure light than in stone, metal and glass. They live in almost perfect harmony with nature, going as far as developing technology to communicate with the rich fauna of their worlds and, not simply domesticating it, but befriending it too. Those Rogue Traders and distant human colony who have crossed the path of the Vyrkanyi have seen in them open minded and generous people. Republic Soldiers even protected them against the dangers of pirates and small Ork bands while offering them excellent business opportunity. Yet, a storm is gathering over the Vyrkanyi Republic. Its enemies are growing more numerous than ever. The Imperium is destroying its outer colony and some of its core world one by one, Orks are attacking them in greater numbers than ever, the Forces of Chaos have decided to get rid of them and Tyranids are approaching their biomass rich system. This lead to a high state of emergency, the gathering and training of a larger and larger army, the erosion of their values and system and finally to what is now a Republic in name only. These are the dark and last days of the Republic and maybe of the Vyrkanyi themselves. Civil war brew between the last loyalist Republicans and those forced under the First Consul rule. For the first time in millennia, the Vyrkanyi can hear the laughing of uncaring and bloodthirsty gods in their mind.


The Vyrkanyi

Spoiler:
Vyrkanyi are humanoid xenos slightly taller and slenderer than humans. Despite their resemblance to humans or Eldars for example, they are quite removed genetically from them and closer to Orks. Vyrkanyi have several typically plant traits. They can regenerate loss limbs and photosynthesize light to a certain degree to complement their diet and give themselves some energy. Beside this, they act and behave like animals. Their skin can be of multiple color from a light blue, lime green, cream white, peach or light pink. Their traits are delicate, their eyes almond shaped, their lips thin and their nose short and pointy. They do not have any body hair, but to have something that resemble hairs. They are more of less long thin vibrissae a shade or two darker or lighter than their skin. Unlike other vibrissae, these don’t have much of an impact on their senses, though can feel air vibration and quality through them, but serve as solar captor and photosynthesizing organs. When they absorb natural light, they tend to softly glow so does the skin if their face. Vyrkanyi are about as strong as human and, while they heal faster and better, are about as resistant. They do tend to be quicker and more agile though, but not by such a large margin. Vyrkanyi are all very lightly psychic. Most of their powers are linked to empathy. They are extraordinarily gifted at felling others emotion and communicating through body language. This gift is one of the secret behind their peaceful demeanor and their sensitivity. There is apparent sexual dimorphism within Vyrkanyi. Males have shorter vibrissae, are slightly taller and more muscular. Females have longer vibrissae and breasts. Unlike mammals though, Vyrkanyi don’t produce milk but a highly nutritive sugary liquid. They reproduce sexually, gestation last for around 6 months and result in the birth of one, but sometime two children. Vyrkanyi children mature slightly slower than human child, reaching puberty at around 20 and full adulthood at around 30. They live around 200 years, but the extremely advance medical science of the Vyrkanyi allows some individuals to triple this life expectancy. Vyrkanyi are considered as beautiful and exotic by many humans which makes them particularly hated. Much like Eldars, hateful propaganda will paint them as manipulator and degenerated hedonists.



The First Republic

Spoiler:
The Vyrkanyi originate from a small isolated paradisiac moon named Vyr, orbiting a gas giant. This lush world was left for millennia mostly ignore by the wider galaxy which allow its indigenous population to evolve and grow. The history of the First Republic is extremely fragmental. It was born during the Eldar Empire golden era, shortly after the War in Heaven had ended. The earliest accounts of the Vyrkanyi Republic tell the tale of a king named Jedas I the Wise who built an immense library complex on his capital of Korris. With it, he attracted some of the wisest savants of their race, who thanks to this massive center of knowledge, acquired with great patience and at high price through trade, but also conflict, allowed his city and nation to grow in power and prestige and heralded an era of fantastic scientific discoveries. This treasure throve of knowledge was quickly passed on to as much of the population as possible to further enhance the quantity of savants Korris could produce. This massive investment in knowledge, art and philosophy led to profound changes in the Vyrkanyi society, still fragmented in dozens of rival nations. The descendant of Jedas were no longer holding absolute power. Numerous institutions were created to better administrate the growing nation, but also defend and represent the interests of everybody. Counter powers were born, a professional army operating under strict rules was created and the first universal rights pioneered. Since Korris power was based on its massive investment in science and education, international cooperation became one of the angular stone of its politics. An assembly was created to allow ambassadors from all other Vyrkanyi nation to debate and discuss was created. It was even given real power over Korris by managing the Great Library administration, budget, protection and dissemination of knowledge. The Vyrkanyi were quickly leaving behind their primitive roots as more and more scientific advances were made. Yet, while the achievements of the proto-republic of Jedas and his dynasty were impressive, the creation of the First Republic would not be fully done without conflict, for in those times, the Vyrkanyi were still animated by tribalism and competition which could turn into bloodshed.

While the power of the Great Embassy was growing, so was the rivalry between Korris and the allied nations of Theba, a warrior nation rooted in the mountains and Koltos a costal economical powerhouse. These two nations used their seat at the Great Embassy to sap the power of Korris by implementing crisis. They manoeuvred to gain control of its army on the pretence of building a multinational armed forces, manipulate the Great Library rules to introduce more secrecy to develop their own scientific innovations without having to share them with others and proved to be disruptive when it came to trade agreements. Their plan was simple, erode Korris until its incapable of defending itself, invade it, seize its library and split its lands in two. The day came when both their kings thought they were ready. King Jedas VII was assassinated on the march of the Great Library after a lecture on law and ethic and the army of Theba, supported by entire battalions of the Multinational Armed Force more loyal to them than to their principle marched against Korris lands. In the meantime, Koltos did the same but by attacking costal cities thanks to their fleet.

At that moment, the War of Kings as it would be known later, turned into the most bloody and terrifying conflict in Vyrkanyi history. Long gone were the days of bows, swords and spears. War was fought with primitive laser weapons, missiles and aircrafts. Hundred of thousands died in the first few months of the conflict which would last 9 years. Without kings, the Legal Assembly of Korris elected two general with special powers under the title of Consul to lead the defense, one against Theba and the other one against Koltos. Troops of the Multinational Armed Forces still loyal to the principal of international cooperation and universal rights were reorganised and tasked to evacuate civilian while forming battle zones to restrict combat to certain area where the destruction could be limited. Scientists, engineers and architects were dispatched to help them in their task of saving as much lives as possible while holding the enemy at bay. This strange strategical decision proved to be incredibly important. Seeing a military force more preoccupied by saving lives than killing changed the heart of many Vyrkanyi who started to support Korris and man soldiers deserted Theba and Koltos to join their former enemy. After four years of combat, evacuation and relocation of civilian population, a counter attack could be made. Once again, the MAF elected to make it an operation with the sparring of civilian lives at its center. The MAF used localised assaults and evacuated the civilians to secure, well provisioned and built camps, sapping Koltos and Theba popular support. In the end, both their kings and their dynasty were betrayed by their own forces and surrendered to Korris for judgment. They would spend the rest of their lives in prison.

The three kingdom, now leaderless were united and the Republican system was officially established. The Legislative Assembly, the Senate, would become the center of its power and would elect 2 Consuls every 5 years to serve as leader of the executive branch of their government and civilian leader of the MAF who was now renamed the Republic Armed Forced. Praetorian remained in direct control of the troops. In the following decades, all other Vyrkanyi nations joined the First Republic and world peace was finally completely achieved. Scientific progress had another great leap forward as multiple Great Libraries were built and as the Republic institution strengthen themselves all around Vyr. It’s also during that era, that the first few surrounding worlds were colonised and that Warp travel was achieved for the first time. On each of those colony, the First Republic system was reproduced to ensure good governance and the maintain of peace. Thus each world created their own Senate and elected their own Consul. Its during this time of expansion in that they came into contact for the first time with other races. Eldars were unconcerned by the development of a peaceful civilisation so far from the core of their Empire and elected to make them a protectorate in exchange of some intelligence on potential dangers. Trade remained relatively limited but was still established. They also encountered Orks which proved to be much more dramatic with the immediate destruction of their colony and of the embassy send to them. The RAF even had to engage them to prevent the advance of some of their pirates in their sector. The Eldar deigned destroy the budding ork empire to fulfil their promise, but it would be last time they would do so as the time of their decadence was fast approaching.



The Jurors

Spoiler:
The First Republic was quick to expend in the following centuries mostly unthreatened by any other race. From a single world, now Vyrkanyi could be found on a few dozens with a more or less high degree of population density. Some became highly populated city surrounded by protected landscape and stretches of wilderness while other were truly wild and untamed frontier lands. The Republican system adapted itself rather well to multiple planets and allow for a relatively decentralised power structure. Defending those various planets was a complicated task and required the cooperation of multiple Consuls and Praetorians, but threats were so limited and Vyrkanyi sufficiently strong and technologically advance to face those challenges without much trouble. Their use of diplomacy to solve conflict with all other races with the possible exception of the orks proved to be one of the corner stone of the security of their race. During this period, the First Republic lived in a remarkable period of prosperity. Their technical developments were impressive in all domain, but especially in medicine. Vyrkanyi managed to vanquish all the disease that afflicted them at this point. Gene therapy even allow those who were to be born with disabilities to be cured while still in the womb of their mothers. Those extraordinary living condition created a crack in the Vyrkanyi society as several worlds were adjusting to post scarcity lifestyle and the opportunity to realise eugenic advances. The profoundly peaceful and cooperative Vyrkanyi were faced with the largest cultural, technological and economical gap between their population living in core worlds and outer worlds. This gap was further reinforced by their decentralised government and as centuries passed grew ever larger. Despite their cultural sensibility and their empathy, conflict and resentment started to brew and threatened the millennia of peace.

The Outer Worlds started to view the Core Worlds as manipulative, arrogant and uncaring. They perceived eugenics as a form of cruelty and an open door for the murder of those deemed “inferior”. They felt like the central powers were not respecting their differences and that the population in general were forgetting the important lessons of harmony with nature at the profit of technological dependency. The Core Worlds view the Outer Worlds as places of violence where crime was still present. They perceived their lack of technological advance as a strain on their economy and their lack of participation in the scientific advancement of their race as a threat on the very foundation of peace and prosperity of the Republic. They perceived their exaltation of harsher life conditions as vulgar propaganda by some leaders who uses those harsh condition to impose themselves on other Vyrkanyi. Conflict was brewing. A new Senate was created in the Outer Worlds and the base structure of a split was created. The Militia Armed Forces was created to insure the protection of the Outer Worlds in case of conflict as they were not trusting the RAF to defend them in any significant way. A few skirmishes that caused no death occurred. Trading ships were seized, space stations and cities blockaded. No Vyrkanyi wanted to kill another one and repeat the war of their already distant past, but it seemed to be inevitable. At the height of the crisis while everything seemed to point for another episode of bloodshed that would turn the Great War into a small conflict, salvation came under the guise of a new philosophical school: The Juror.

Born in the Outer Worlds, but from the minds of Vyrkanyi who were themselves born in the Core Worlds, their doctrine was that of seeking balance in all things. While the war was brewing, it had gained many adepts who were searching for a solution to the divide between the Vyrkanyi. Their founder was a powerful psyker who had the gift of foresight and saw enormous dangers in the horizon for the Vyrkanyi, but also hope. By teaching a philosophy that required a high mastery of both empathy and reason, physical and mental aptitude, he hoped to give all Vyrkanyi the tools to survive and transcend forces of tribalism, but also of Chaos, the monster that lurked in the darkest corners of all sentient species mind. His pupils and descendants were the key to a restauration of peace. The Juror appeared by dozens and captivated crowds with their lecture on balance and justice. They circumvented the governmental authorities and solved several minor crises. As such they posed themselves as a third faction who offered a solution to the divide in the Vyrkanyi society. When extremists on both side attempted an action, an assassination of the peace delegation, to precipitate the war, the Jurors stopped them without causing a single death. The writings of the Juror were spread at great speed and was adopted by a large portion of the population, enough for the crisis between Outer and Core World to be reduced. Jurors became so important that their Order was integrated as part of the government, acting as the Republic peacekeepers, but also as head of their judicial branch which would be tasked for solving future conflict like these in a peaceful manner. With it, the First Republic ended and transitioned to the Second, which would later be known as the Old Republic.



The Old Republic

Spoiler:
The Old Republic saw its birth while mankind was colonising the stars for the first time and is remembered as a great time of prosperity by the Vyrkanyi. The merging of the culture of the Outer and Core world reduced the cultural gap between the two to very acceptable levels. The Core World abandoned their eugenic programs and the Outer Worlds became more caring places. It was time for a period of great expansion of the Republic frontier well outside their sector. The creation of a Warp Beacon, the Pharos on the world Tython, the site of the eldest Juror Temple, would allow it to be carried. Exploration fleets were built in great numbers while all scientists were striving to produce better ship, faster and better Warp Drive, stronger shields and more comfortable ships for the Vyrkanyi who would be living and working inside them. Volunteers were gathered from all corner of the Old Republic which, thanks to steady birthrates and low mortality, could afford important colonisation projects.

Its during this period that of exploration and colonisation that the Vyrkanyi would make their first contact with Mankind during its own era of massive space exploration and colonisation in a period that would be dubbed the Dark Age of Technology. The first encounters were extremely stimulating for both sides. Humanity had very little good relationship with other xenos. Eldars, while not enemies, were viewing them with contempt while orks proved to be just as aggressive with them than anybody else. The Vyrkanyi had suffered from similar problems and were happy to exchange technology and goods with humans who, at the time, were still open to xenos. These exchanges of technology allowed the Vyrkanyi to improve their own on a few points for example in robotic which permitted the development of particularly efficient nanobots for medical use, but also reparation of machinery. On their side, humans gained a better understanding of laser technology which the Vyrkanyi had mastered almost to an art form.

Its during the era of the Old Republic that the Vyrkanyi established their most distant colony. The Confederate Systems are the most distant of them and sit on the other side of the galaxy in Segmentum Obscura and regroup a few dozen worlds that strived to maintain contact with the Republic and survive when faced with hostile troops. Its on these worlds that the Cerebro technology was developed to allow Vyrkanyi to communicate fully with their fauna. Other space stations were built and a few other, distant planets were colonised by brave and bold Vyrkanyi who even got interested in creating a multiracial alliance that would allow several race to trade, exchange ideas and protect themselves against the vicious orks and other similar dangers. A few groups of humans and self-exiled Eldars were even seriously considering supporting such an initiative, but like with all things, disaster struck. Violent Warp storms made long distance travel almost impossible. The Pharos was incapable of broadcasting its light in the Warp outside of the Republic and even then. Numerous colonies and fleet were completely lost. It’s only through the greatest efforts that limited contact was maintained with the Confederate Systems. Things turned to even worse as orks, no more culled by the Eldars who were mysteriously absent on the galactic scale were free to rampage around. Mysterious monsters from beyond the veil started to appear. The Old Republic was living difficult times, this time completely out of their control. Things would quickly turn worst. The madness born in the decadent Eldar empires would bring ills to all civilisation and the Vyrkanyi would not be spared.



The Years of Darkness

Spoiler:
Darkness fell on the Old Republic from the least likely of all places in the Vyrkanyi mind. It wasn’t from a resurgence of political and social extremism in the Core and Outer World, but from the Juror Order itself. The madness that was slipping in the galaxy at that point was of a completely new nature. A God of Chaos was stirring in the dark while the three older one’s were gaining in strength. With it, danger on the psykers mind was also growing. Jurors were all Vyrkanyi who had developed and practice their psychic gift and some of them were capable of truly amazing feats with them. Its amongst the Master Juror rank that dissidence would arise. One that would challenge the very foundation of the Juror philosophy and subvert their role as peacekeeper. Her name was Ketana Banos and she was one of the youngest, most gifted and brilliant Master Juror in history. She would lead a movement that would shift the foundation of the Juror from a balance and understanding to thirst for knowledge and desire for order. At first, the inclination appeared subtle and without much practical differences, but it would prove to be a great difference with tragic consequences under the right circumstances.

The typing point was when desperate and Chaos crazed human pirates invaded in mass the Outer Worlds of the Republic. The small forces of the RAF were unable to gather in numbers great enough to chasse them off with minimal bloodshed like they used to do. Parlay efforts when they landed where met with extreme violence, decapitating the leadership of some worlds. Panic was spreading as news of their crimes spread and communication troubles prevented several worlds from receiving reinforcements or clear information on the whereabouts of the pirates. Several planets were completely depopulated in great bloodbaths in the name of the Gods of Chaos. Something had to be done and extreme measure had to be taken. The Consuls and senators elected for a typical strategy of bunkering and wait for the pirates to disunite or expose themselves to an attack against their leadership. Ketana thought this would only make the problem worse by giving the pirates a chance to murder and steal more, gaining in strength and bloodlust while those successes strengthen the leadership of their commanders. She proved to be right. Raids became ever more dangerous. News from the Confederate System were disastrous, it was almost completely overrun by armies of monsters from beyond the Veil and their servants. Survivors were fleeing in all directions. Ketana and her disciple decided to use all their powers to restore order to the Republic. They seized power by eliminating the two High Consul and imprisoned senators and other Consuls and Praetorians. She appointed her closest acolyte to key posts in the defense apparatus of the Republic, suspended all election and personally murdered all the other Juror Masters but one who had the chance or foresight to flee after failing to stop her. The Old Republic was no more, yet the worse was still to come.

Ketana organised a counter attack against the forces of Chaos and started to train a new generation of Juror under her new values, trained to be warriors not arbiters. She proved to be an exceptional military commander and her tactics, cruel as they might be, proved to be extremely efficient. The RAF troops were trained in greater numbers and issued more lethal weapons like Volt weapons who produce tarrying lightning blasts or lightsabers, blades made of pure plasma contained in a powerful field that can pierce through flesh and metal like a hot knife in warm butter. Inside, repression was terrible. Many Vyrkanyi protested the regime of the New Juror and rejected their anti-democratic and militaristic rule. Even some elements of the RAF were supporting those as their duty was to defend and rescue not destroy and rule. All opposition was met with frightening and swift violence. Thousands of Vyrkanyi were eliminated in purges under the excuse of weakening the defense of the “Republic” even as the menace of the raiders was ebbing away. Even when communications were restored and the Warp seemed to calm itself, Ketana, in the mist of several revolts within the RAF and several Outer Worlds refused to step down. She saw the New Juror has the only pillar of the sacred Order. Civil war exploded with all cards within the hands of the tyrant and her acolytes. The irony wants that the Republic was saved by one of the most violent autocracy of the galaxy: The Imperium of Mankind.



Like a Phoenix Rises from the Ashes

Spoiler:
The New Republic, unlike the Old, would be born in a conflagration. Rebellion against the rule of Ketana turned into violence as troops loyal to the ideals of democracy and peace opposed those of the New Juror regime of order. Predictably, soldiers and militia who are pacifists and collegial at heart have a massive disadvantage when faced against a more heavily structured and violence prone one. The first attempt of reclaiming back power by using the same strategy than Korris millennia earlier proved to be catastrophic. The more numerous and aggressive forces of the New Juror proved to be far too powerful for the rebels who lost a succession of battles in which numerous civilian died. To discourage sedition, Ketana imposed harsh sentence and even death on any Vyrkanyi who would attempt or support the rebels. Special units of Juror even used their telepathic and empathic powers to condemn and eliminate those who merely thought about supporting the rebels. Democracy might have died forever in the Vyrkanyi mind, crushed under the power of the New Juror, if it wasn’t for the will of a large portion of the population to live in world of freedom and peace and, more importantly, to the arrival of the crusading Imperium of Man.

While Ketana was about to crush the last of embers of the rebellion and their leader, Master Juror in exile Ordrus Kanates, forces of the Imperium, spearheaded by the 20th Legion entered their system and launched sabotage missions and invasion without provocation. Distraught by the arrival of a massive forces of well organised, numerous, motivated and incredibly well trained army, Ketana attempted a negotiation in exchange of surrendering some territories. She hit a wall of silence. Her embassy was slaughtered without being granted even a chance to speak. The Imperium proved to have no respect for ancient agreements between human settlers of millennia past and the Old Republic. She had no other choice, but turn her entire force against the Imperium. Ill prepared and infiltrated by numerous elements at the service of the mysterious leader of the Alpha Legion, the New Juror’s forces were defeated on several occasion. Loyalist of the Republic managed to avoid the humans, but started to fear for their own lives as the enemy didn’t seem to stop at anything. A fleet led by the commander of the Alpha Legion himself launched an assault on Vyr itself with the intention of decapitating the New Juror chain of command.

Ketana herself was to lead the battle for Vyr with the remnants of her forces. The two commanders both proved to be clever and dangerous. The battle was closely fought and while the new Juror lost several of their most imminent members to the Legionnaires weapons, so did they suffer at the hands of the Jurors. Disaster struck the Vyrkanyi when Ketana herself was killed, shot in the back by a sniper while she was engaged in duel against a Space Marine Commander suspected to be their highest ranking officer. The population of Vyr would follow her quickly in the grave as the invaders refused all forms of armistice and turned to genocide. The forces of the Republic swooped in to attempt to save as much people as possible and push back the enemy. Desperation, bred heroism and the small forces of the RAF managed to push back the legionnaires for a time. Then, almost as suddenly as they appeared, while the Vyrkanyi were seeing their doom coming, the Alpha Legion disappeared. A new massive internal conflict forced them to retreat. The Vyrkanyi were saved and freed of all their enemies internal and external. A New Republic was created and it would build on the two older ones to create a stronger, better society for the aspirations of the Vyrkanyi.



The Era of Enlightenment and the Storm of Chaos

Spoiler:
While the Imperium was descending into the worst civil war in the bloodied and fratricide history of Mankind, The Vyrkanyi were rebuilding what would become the greatest bastion of enlightenment, freedom and tolerance in the galaxy. The surviving New Juror were judged for their crimes against the population and condemned to severe prison sentences. With Ketana’s death, the cost of her philosophy was exposed and almost all her former supporters turned their backs on it. Many members of the New Juror tried to amend themselves for their crime by devoting themselves to the rescue of the millions who were left without home, injured, traumatised and displaced by their former actions and those of the enemy of the Vyrkanyi. Many gained forgiveness for this and two centuries after her death on the battlefield, Ketana herself was pardoned posthumously for her crime in virtue of her heroic actions against those who would have exterminated the Vyrkanyi, but also in the spirit of the Old Juror whose vision of justice was one of temperance, forgiveness and help to the victims. The institutions of the Old Republic were restored almost completely with a few changes. Consul are no more elected by the Senate, but through popular vote. Senator gained a little bit more powers at the cost of higher surveillance from the Juror who were themselves forbidden to possess modern weapons and vehicles. The RAF was reduced in size; its Praetorians became elected by their troops as it was the case amongst rebels for mandates of 15 years. Rescue and Protect became their mantra, especially in rebuilding times. Militia were almost completely disbanded except for those serving as local law enforcement agents and protector of the fauna and flora.

Thanks to the Pharos, which was restored, communication became easier as well as navigation within the Republic, but never would it be possible to navigate as easily as before as the Warp was more violent than ever. The signal of the Pharos was also completely dwarfed by that of the distant Astrominican, a very similar beacon developed by the Imperium. With the destruction of most of the Confederate System and the exile of its population, Vyrkanyi settlements were contacted by the New Republic and found in almost all corner of the galaxy, carried away by turbulent Warp storm and stranded. The remain of the Confederate System and the Lost Colony officially became part of the New Republic. Once rebuilt, the New Republic became “aggressively diplomatic” it searched to appease the Imperium frontier worlds by offering them material help and protection from ork and Chaos worshiper raiders. It did the same with several other xenos worlds in its sector. For this purpose, the RAF was restored in larger numbers as did the Militia. Cultural exchanges were attempted with the Imperium and an embassy was even envisioned by an optimist regime. A classic Imperial cathedral complex was built on Vyr using information gathered from lost forces of the Imperium responding to the appellation of Daughters of the Emperor which were believed to be, in a great example of cultural naivety, as a literal title. Of course, this would never come to be, but it still used as a school for those wishing to learn Gothic, Imperial theology and culture. More successful was the creation of an embassy for the Tau and Kroots when contact was achieved with them. While the Vyrkanyi were unwilling to join outright the Tau Empire, seeing in their absolute collectivism and cast system a cruel form of autocracy far too reminiscent of the New Juror Order, they welcome their tolerance of other species and negotiated pact of non-aggression and mutual help against Orks and, soon, Tyranid forces. The New Republic flourished for almost 9000 years, longer than any other before it. Yet, darkness returned in recent years like never before.

The seeds of the next era of darkness for the Vyrkanyi will be much more insidious than the last time. The politic of intervention of the RAF against pirates and orks, while limited in scope as to prevent bloodshed, changed the views of the peaceful Vyrkanyi by getting them use to armed violence as a legitimate solution. War became an accepted state. Productions of new, more deadly weapons was spearheaded, most terrifying of all killer nanobots designed to kill and destroy almost everything. These weapons were the most cruel and deadly ever designed by the Vyrkanyi and their use, while limited, established a new standard in terms of acceptable technic to triumph. With greater security concern, the Vyrkanyi Militia became more involved and numerous, especially in the Outer Worlds and the distant Lost Colonies. Its more professional equipment and standing and direct control by the Consuls made it easy to deploy and quick to act. This new force was rebranded the Vyrkanyi Guard and maintain forces active no matter what. The New Republic became more militarised, if still pacifist at heart. It would change as the years passed and the 42nd millennium draw closer. Orks, attracted by the greater amount of resistance presented by the Vyrkanyi started to launch proper Waaagh! Against them while before, the pacifist Vyrkanyi only had to deal with smaller forces more interested in quick gain than real combat. The Imperium also became more aggressive as its puritan elements gained more and more influence and launched campaign against Vyrkanyi population despite the low threat they represented to the Imperium. Hive Fleet Raja entered the galaxy and threaten several Outer Worlds. Even the forces of Chaos, seeing in them a major threat to their very existence, should a peaceful, enlighten and tolerant society spread, directed its minions to destroy them. Large scale war became inevitable. At first the New Republic attempted to appease, redirect, delay, then evacuated several worlds, but those strategies all failed. Even containment wasn’t efficient. Full counter assault or annihilation were the only options. The chose war over death. Pressure of a full scale war against Orks and Tyranids threatened their way of life, but still they remained strong. While they had to sacrifice their pacifism for the purpose of defense, Vyrkanyi never abandoned their ideals and their hope for a brighter tomorrow.

Then several defeats started to weight on the New Republic. More drastic measure had to be taken. The system of check and balance weight down the chain of command of the RAF and the Vyrkanyi Guard and there was no culture of secrecy when it came to weapon development. Pirates were able to easily steal prototype plans and devise counter measure to several weapons, or at least know what to expect. This had to change and it was accepted that a state of emergency was to be created. An ambitious Consul rose through the ranks of the New Republic and was a driving force behind several of those changes. Her name was Poppa Viyemos and she would rise to the office of First Consul, the highest level of command in the New Republic, a title that she shared with an old traditionalist named Gerf Tolop who was elected to hold her in check. It would not be sufficient. Her strategical acumen and charisma had guaranty her the loyalty of most of the RAF and of the Vyrkanyi Guard. While the Juror Order opposed her method, judged too autocratic and brutal; the specter of Ketana reared up its ugly head. Sensing danger, some elements of the RAF, supported by the senate and a large fringe of the population attempted a coup that was meant as non-violent. Poppa created her own crisis and forced the use of violence. For the first time since the days of Ketana’s rule, Vyrkanyi killed other Vyrkanyi in war. The coup was a failure. Its leader committed suicide out of guilt, both for her failure and triggering violence. The High Consul seize her chance, declared all of her opponents as supporter of a violent coup and Civil War and branded them as assassins and criminals. Hundreds of thousand were arrested on numerous worlds. Tyranid invasion and war effort prevented any organised opposition to rise to challenge her again. Tolop died in nebulous circumstances and elections were delayed until the war efforts were relaxed, which didn’t happen in the next 30 years, five election cycles. The senate was pressured into passing new decree granting her more power. A few victories and ever stronger enemy reinforced the High Consul position up to the point that the population can now see a new dictatorship, perhaps even more brutal, authoritarian and solid than that of Ketana. War seems to have no end and the younger generation, born under Poppa’s rule, are starting to admire her more than the value of their grand-parents. At the eve of the 42nd millennium, the New Republic exist in name only. A few embers of the Vyrkanyi democratic and pacifist culture still survive, but is threatened both from inside and outside. Darkness seems to be falling for good on their civilisation as the madness of blood-soaked horrors assails them.



Hope Dies, the fall of the New Republic

Spoiler:
The Republic saw its end without much noise or protest, not that there could be. As the galaxy was fractured in two by warp storms, massive communication problems occurred between the Vyrkanyi Republic Core and Outer World, but also with the Confederation and its host of Lost Colonies. Attacks from Chaos forces became more numerous. To them, the destruction of the Vyrkanyi was a necessity for the spread of their power for their resilience to Chaos and its madness were harmful to their plans. More dramatic than all, Hive Fleet Raja which had entered the limit of the Vyrkanyi space two centuries before was now threatening the major Outer Worlds and even some Core Worlds. Poppa declared a state of emergency. A vote was held to give her fuller control of the RAF and to postpone elections and movement of the population until the crisis was passed. All senators knew she would use her new powers to kill the Republic and enact by force her “reforms”, but they couldn’t sacrifice billions or the very survival of their race for a question of politics. They cave in. Poppa won her vote despite massive abstention from her opposition still left alive. She gave her reason to her critic and set out to dissolve the Senate until the end of the war against the invaders: Chaos Cultists, Orks and Tyranids. She might as well have declared it forever as this was a war that wouldn’t end. Vyrkanyi traditional rules of war were changed, Execution Squads were reformed and powers of mediation and peacekeeping were transferred from the Juror Order to them. The Juror Order was then banned for speaking openly against the High Consul. The New Vyrkanyi Republic was officially killed and replaced by the Vyrkanyi Empire. The pacifist and tolerant Vyrkanyi were crushed under a newfound militarism. Those who could fled their world, hoping to be able to make it through on the other side of the galaxy to the Lost Colonies, where they would be safer and could endure. The Juror Order, now considered as rebellious saw to that. Numerous elements in the RAF and even of the Vyrkanyi Guard, more tightly controlled by Poppa and her allies, participated. This exodus was repressed as much as possible, but it was akin to catching all the rain drops in a storm as the forces of Chaos were held at bay and the Tyranids kept moving forward.

A century or so after the death of the New Republic, Poppa still reign on Vyr, but her Empire is crumbling around her as she lacks the forces to contain the might of the enemy moving towards them. If the legions of Chaos were pushed back efficiently and the Orks held at bay, she had no forces left to defeat the slow and methodical advance of Hive Fleet Raja, attracted by the light of the Pharos. Tython where the Juror still had their Grand Temple and where they were still ready to defend the planet and the installations to no avail. Now, Hive Fleet Raja can be seen in the night sky of Vyr itself like a monstrous kraken ready to make planet fall at any moment. Stocks of deadly nanobots are prepared to be released to kill the first waves of assault, the Vyrkanyi Fleet is attempting to surround and isolate the most aggressive tendrils, the population is conscripted, trained and armed for the battle. There is hope Vyr will have enough to survive and blunt Raja and give some breathing space, but most aren’t optimistic. The Empire is on its last years, even Poppa looks nervously at the fate of tyrants amongst the Vyrkanyi. Ketana died attempting to drive off a genocidal enemy, maybe so would she. The last hope for the Vyrkanyi rests upon those few ships who managed to pierce through the warp storms to possible safe havens. They might not be numerous, but enough to start the Republic anew with in their data-base, the full archive of the Great Library of Vyr and of the Temple of the Juror.



The Vyrkanyi Republic, the Imperium, Chaos and other Xenos

Spoiler:
The Vyrkanyi Republic has a very complicated relationship with the Imperium of Mankind. Since the days of the Old Republic, Vyrkanyi had contact with humanity. They saw in it a potential ally and a relatively friendly force in spite of its aggressiveness. The situation got more complicated with the Imperium, a civilisation dedicated to the complete extermination of every xenos species in the galaxy. Despite this, the Vyrkanyi believe that, while humans are filled with hatred and fear for non-human, they also have a capacity for empathy and a curiosity that can never be totally extinguished. Contact with the Imperium have thus been bitter-sweat. They managed to established a system of trade with several Rogue Trader Houses and with several Frontier worlds that proved very beneficial for both side. Space Marines from the Raptor Chapter even owe RAF soldiers a certain respect for rescuing a wounded Apothecary and brought him back to his own with a treasure trove in Geneseed. To many Space Marines, Vyrkanyi are honorable foes and, even, acceptable allies in times of great danger. Even Sisters of Battle, known to be the paragons of Imperial faith and virtues had peaceful contact with them on at least one occasion. Despite this, the Imperium is responsible for millions of death amongst the Vyrkanyi as they attacked their Lost Colony or launched raids against the New Republic to test its defense and reaction. The Imperium is seen as a dangerous creature that needs to be tamed, respected but also feared.

Vyrkanyi are extremely open too other xenos and, unlike the Tau Empire, aren’t interested in assimilating them or controlling them. They merely want to live in peace with them and occasionally trade and exchange with other races. Their respect of other xenos life and freedom made them good allies of the Craftworld Eldars with whom they share mutual defense and peace agreement. The New Republic did save a few Eldar Exodite worlds from Ork invasions. Dark Eldars didn’t extended this generosity, but haven’t been particularly fond of raiding their worlds either perhaps because they proved to be useful to the Eldar race. The Tau Empire does see the New Republic as a rival on the galactic scale, but also an ally as Vyrkanyi never threatened its border and a have proven to be dependable allies in times of needs. Orks have proven to be completely deaf to Vyrkanyi messages of peace and tolerance. The two races had multiple conflict that date back from the earlies days of the First Republic. Vyrkanyi don’t hate the Orks for this, but pity them for their incapacity to live at peace with others. Their strategy with them is one of containment and avoidance. Tyranids are of course considered as monstrous creatures to be killed or contained when possible. Their vast strength and destructive capacity makes them almost impossible to stop and the most feared of all Xenos race. While they had very few contact with them, the Vyrkanyi have extremely poor relationship with the Dvergars and the Iron Crown who are, for them, a more cruel and tyrannical version of the Imperium. A few agreements were made to avoid conflict with them, but Dvergar pirates have assaulted the Republic on numerous occasions.

Vyrkanyi, despite being a highly psychic race, are extraordinarily resistant to the lure of Chaos due to a certain form of genetic stability, but mostly due to their peculiar psychology. Vyrkanyi strongest traits are tolerance, empathy temperance and pacifism. These are the anti-thesis of Chaos which strives in a world of violence and extreme like the Eldar and Human psyche. These traits are reinforced by strong cultural norms and a high level of instruction in ethic and philosophy amongst all Vyrkanyi. Unlike humans and Eldars who struggled to find the right balance between personal and social interests, Vyrkanyi have very little difficulty for finding this particular and fragile equilibrium. Daemons have thus very little grip upon them. Their easiest targets would be Jurors due to their higher psychic potential, but these are even more well protected than the common folk thanks to their extensive training based on balance and temperance. There is no significant cult of Chaos within the New Republic, but the forces of Chaos are actively searching their destruction for should their way of life gain ground, it would weaken them. Thus Lost and Damned have been sent to destroy them and pillage them in the hope to avoid such an occurrence. In recent years, the dying New Republic offers them with a great chance of getting rid of them once and for all.



Vyrkanyi Technology

Spoiler:
The Vyrkanyi technology is very advanced and stable when compared to that of the Imperium which varies from primitive too sorcerous. Vyrkanyi are especially known for their mastery of laser technology which they simply refer as Light technology as it encompasses far more energy types than lasers. With it, they created structure that look and are just as solid as structures of plasteel and armored glass. They have also created numbers of tools and powerful engines for their vehicles. Vyrkanyi Light weapons are very similar in function too Imperial Lasgun, but comes in a wider variety and are generally more precise and powerful and just as reliable. Their most impressive realisation in Light technology are probably solid Light weapons like the famous Lightsaber, a blade composed only of a stable and incredibly powerful powerfield. As a power sword or spear, it far exceeds in power that of the Imperium. The secret of their construction seems to rely on extremely pure energy crystal expulsed by the collision of pulsars. Those crystals as the move around ins space or rest upon a world can be imbued with psychic energy and become semi-sentient. These are even more powerful, but are harder to work with as the crystal proto-mind will refuse to tempered with. Jurors have found a way to harness this power and bond with these crystals to create their own weapons.

Vyrkanyi are also well known for their knowledge in nanotechnology, especially in the medial domain. Thanks to nanobots, all Vyrkanyi are pretty much free of natural disease and see their aging process slowed down once they reach adulthood, allowing them to live for centuries. Some very important Vyrkanyi have even access to nanobots so performant they can replace destroyed organs temporarily, bringing back people on the brink of death back to the world of the living. The militarisation of those nanobots, while contentious, has produced weapons of terrifying capacities, but for which the Vyrkanyi used to frown upon despite the fact they killed more quickly and surely than many other weapon they used. Their knowledge of medicine doesn’t simply stop at nanobots, it also extends to pharmacology, genetics and even laser and long distance surgeries.

Finally, one of the greatest realisation of Vyrkanyi technology, the one that probably changed the way they look at the world and experienced the universe was the Cerebro technology. A device that amplifies the empathic abilities native in all Vyrkanyi to allow them telepathic communication with the fauna and even the flora or celestial phenomenon. Thanks to this device, translation with all sentient species was possible. A well trained Vyrkanyi could even get a glimpse on how it feels to not be a Vyrkanyi. The first tests were held on Trodons and other very intelligent creature native to their ecosystem, allowing a back and forth conversation once they to were equipped with their own Cerebro devices. These devices have been improved to also provide protection against malicious telepathic abilities like daemonic energy, the Waaagh! Psychic field or even the Tyranid psychic imprint which created enormous problem before. The Cerebro devices were so useful and important to the Vyrkanyi that they consider it their greatest achievement and wish it as their legacy for the galaxy in the hope it can, one day, help create lasting peace.



The Way of the Juror

Spoiler:
Vyrkanyi people were never really much interested or influenced by religious thought and philosophy. In their more ancient times, they did worship the forces of nature as magical and god-like and throughout much of their culture there is this belief that all life is linked by sentient force. But, as their science and knowledge grew, these beliefs fell out of fashion and remained mostly as superstition, folklore and, with some transformation and adaptation, philosophy. The only modern prevalent religious belief system within the Vyrkanyi society since it reached space age is the Way of the Juror. This religion, way of life and philosophical movement was founded by Yohun Dais, a philosopher and retired Praetorian from the Core World, who went into a soul searching journey in the Outer World to try to see if it was possible to balance the boons of modernity with the values of the old ways as the Vyrkanyi became increasingly and dangerously divided on these subjects. During his self imposed exile, Dais arrived on Tython where he decided to use his psychic gifts to commune with nature and see if there was some truth in the idea of a metaphysical unity of nature and life. Unlike many of his predecessors, Dais had the insight of meditating amongst psychically charged crystals which amplified his powers of empathy and allowed him to truly sense this mysterious force sometime alluded by ancient Vyrkanyi sages. By combining modern philosophy and ancient religion, he created a set of rules and practice to manage the conflict within all Vyrkanyi minds at the moment. How seeking balance in body, mind and soul was the way to both control the repressed psychic potential of Vyrkanyi, but also avoid them falling to pitfall of their nature like hatred, fearfulness, indecisiveness and tribalism. He found disciples amongst the most psychically powerful and sensitive Vyrkanyi for they were those most in need of his findings. He thought them how to master their fears by facing them and accepting them, how to master hatred by transforming act of violence in acts of peace and control, how to master indecisiveness by giving them purpose and mission and tribalism by showing them universalism on a scale otherwise unknown. Both protector and judges, they became known as Jurors. Since then, their philosophy has spread well outside Tython and the Order itself becoming a religious ideal for all Vyrkanyi who can read and practice the Way of the Juror in their own pace without necessarily dedicating their hole lives to it. Yohun Dais as passed down in history as one of the wisest and most powerful Vyrkanyi who ever lived. Many Juror believe his mind still exists intact after his death thanks to such a profound level of communion with the universe itself and that he can send them visions and advices in times of need.



Battles and Conflict of the Vyrkanyi Republic

Spoiler:
Circa 000M9: The Great Library: Korris found its Great Library, the Genesis of the Republic Start

Circa 000M11: The Great War: Korris enters in a large conflict with two rivals.

Circa 050M11: The Founding: The First Republic is established.

Circa 000M18: The Final Frontier: The Vyrkanyi achieve Warp capable spaceflight and start to colonise the cosmos.

Circa 000M20: The First Juror: The Juror Order is founded by Master Juror Yohun Dais the Wise.

Circa 000M21: Crisis in the First Republic: Growing tension leads to the end of the First Republic and threaten war on the Vyrkanyi for the first time in 10 000 years. Everything is averted thanks to the Juror’s effort.

Circa 500M21: The Old Republic: The Old Republic is founded.

Circa 000M23: A light in Darkness: The Pharos is created to serve as a communication beacon for interstellar communication and navigation.

388M28: First Contact: Humanity and the Vyrkanyi first cross pass in the void and exchange information and goodwill. A human colony is established close to the Vyrkanyi systems.

444-826M29: Madness Falls: Numerous pirate fleets and Ork hordes invade Vyrkanyi space with the firm intension of destroying them. Communication proves to become increasingly difficult.

624M29: The Great Storm: A massive Warp Storm swallow 7 Vyrkanyi worlds and devastate a dozen more. Billion dies in single events. Daemon roam on the surviving world attacking the population as the RAF forces struggle to evacuate.

827M29: The New Order: The Old Republic is no more, Ketana Banos seize power and begin a series of war to save her race from annihilation.

Circa 000M30: The Hydra: Forces of the Imperium Spearheaded by the Alpha Legion attack the Vyrkanyi. Ketana is killed in action, shot it in the back by sniper while engaged in a duel against the enemy commander. The invaders retreat before they can consolidate their victory.

666M30: A New Hope: after an intense period of reconstruction and uncertainty, the New Republic is founded. Prosperity returns to the Vyrkanyi.

844-846M33: The Wrath of Iron: Forces of Chaos assault the New Republic only to be defeated in orbit of the Outer Worlds thanks to quick reaction time of the RAF fleet. A world has to be evacuated but is resettled shortly after.

127-137M34: Waaagh!: For the first time in their history the Vyrkanyi suffer from a full-fledged Waaagh!. Two systems needed to be evacuated, millions are killed before the Orks are contained and pushed back from a few worlds.

Circa 500M36: The Lost Saint: Saint Arabella and her forces emerge from the Warp disoriented and lost in the Core Worlds of the Republic. She’s escorted to Vyr under high guard and negotiation see her and her forces led toward human Frontier World who were known to be in danger by the Vyrkanyi. The RAF support her actions before withdrawing while the Saint continue her march toward the unknown.

789M38: The Hulk: The RAF investigate a Space Hulk approaching dangerously close of one of their worlds. It’s infested with Genestealers and investigated by Space Marines of the Raptor Chapter. Space Marines and Vyrkanyi allied to destroy the Hulk and the deadly aliens occupying it. The RAF soldier illustrate themselves for recovering an injured and isolated Apothecary, saving the geneseed of around 50 Space Marines in that event.

100M40: The Dark Kin: Dark Eldars raid an entire training station of RAF troopers and brought them back in Commorragh for the amusement of their population. They are sent in the pits against kidnapped Cadian White Shield. Both group unite against their captors, but fail to escape the Dark City. Vect, unamused by the damage caused by the slave revolt, skin the two Archons responsible for the combat.

800M41: Raja: First sighting of the Tyranid in the Vyrkanyi sector. Preventive evacuations are ordered as well as raids to attempt to divert the Hive Fleet toward the void or inhabited areas.

912M41: The Incident: An explosion in a secret weapon facility release killer nanobots. Half a city is wiped before the nanobots are deactivated. This is the first time Vyrkanyi suffer from such an incident and realise that secrecy has become a feature of their weapon designing. Laws are passed for such secrets to be released to the public and security measure reinforced.

945M41: The Juror’s Sorrow: A band of Chaos Space Marines of the Shadow Legion attack the Sacred Temple of the Juror on Tython and severely damage it before they are cut down by the Juror led by Grand Master Qwen Huros. Grand Architect Vanus Prell lead the renovation and expansion work.

955M41: Poppa’s Rise to Power: First Consul Poppa Viyemos is elected to office under promises of stronger leadership and more efficient war efforts.

985M41: The Death of the First Republic: Praetorian Via Tella attempt a bloodless coup against First Consul Poppa after she suspend indefinitely all election and senate meeting. The coup fails in bloodshed, Tella commit suicide and her child survive the purge only thanks to her support in the RAF and that of Master Juror Qwen Huros.

999M41: Storm of Chaos: Master Juror Qwen Huros leave in exile to protest Poppa’s regime and prepare resistance. A Warp Storm erupts near the New Republic and disgorged massive armies of Lost and Damned. Attempts at isolating and exhausting Hive Fleet Raja fails as it enters the Outer Worlds in full force. Dark days are coming for the Vyrkanyi.

XXXM42: The Last Stand: High Consul Poppa Viyemos prepares to lead the defense of Vyr against Hive Fleet Raja while her Empire crumbles around her.



Special Rules

Spoiler:
Tolerant: Vyrkanyi pride themselves in being open to other races cultures and practice without sacrificing theirs. All units with this Special Rule can ignore the rule One Eye Open when allying with Desperate Allies as they are willing to give chance and fully trust them.

Pacifist: Vyrkanyi aren’t very warlike and will always refrain to kill. It takes a lot of training and dedication for them to do so. Some of their troops display a surprising amount of pacifism on the battlefield. All units with this rule must reroll successful roll to wound of 6 as they will hesitate to make such a lethal blow. This special doesn’t apply on Tyranids, Chaos Daemon and any unit with a Mark of Chaos.

Tactical Training: RAF soldiers and Senate Guards are highly trained troops. They go through a highly sophisticated training regimen that allows them to exploit their environment and situation to win battles with minimal bloodshed. All units with this Special Rule can select one of the three specialisation bellow to represent this. These are selected at the beginning of the game before deployment. All units of RAF Soldiers within the same Cohort need to select the same specialisation.
1) Advance Recon: The Unit gain the Scout and Acute Senses Special Rule
2) Defensive Tactics: The Unit fire overwatch with a Ballistic Skill of 2 and gain the Counterattack Special Rule
3) Ambush Tactics: The Unit gain the Stealth Special Rule and all its ranged weapon gain the Pinning Special Rule

Commanders: These officers are the leaders of various types of cohort. They are a source of knowledge, experience and inspiration for their subordinates. All units within a cohort can use the Leadership stats of the Commander for all their tests as long as there are within 12’ of him.

Military Training: The military training of the Vyrkanyi Guard, while not intensive, has the capacity to produce very efficient troops who can apply perfectly various simple, yet, proven tactics. All units with this Special Rule can select one of the three specialisation bellow to represent this. These are selected at the beginning of the game before deployment. All units of Vyrkanyi Guard within the same Cohort need to select the same specialisation.
1) Advance Recon: The Unit gain the Scout and Acute Senses Special Rule
2) Volley of Fire: All unit who doesn’t move nor charge during its round can fire one extra shot from its Light Carabine, Light Pistol, Light Scatter Shot and Light Volleygun
3) Full Offense: The Unit gain the Rage and Crusader Special Rule



Warlord Traits

Spoiler:
1)A Voice for Peace: the warlord is a paragon of the Vyrkanyi virtue of courage and pacifism. All units in the army and the warlord himself gain the Pacifist Special Rule and can reroll all failed moral test.

2) Scholar of the Great Library: the warlord has spent a long time in a Great Library gaining vast knowledge on numerous subjects. The warlord can reroll all reserve tests.

3) Precision Strike: the warlord is a specialist at using the minimal amount of strength to achieve the greatest results. The warlord and all units within 12 inches can reroll all failed roll to touch in range combat for a single round per game.

4) Master Swordsmen: the warlord has practiced with great talent swordsmanship since his earliest childhood both as art and for combat. The warlord gains a point in Weapon Skill.

5) Master Ranger: the warlord is accustomed to living in nature and negotiating difficult terrain. D3 units can infiltrate at the beginning of the battle.

6) Alpha Strike Specialist: the warlord is well practice in the art of rapid assault to win battle with minimal bloodshed. The warlord can seize initiative on a 5+



Psychic Discipline

The Way of the Juror

Spoiler:
The versatile and balanced use of psychic powers employed by the Jurors that focuses as much on offense as on defense and healing. It allows the Juror to fulfill their complex role of peacekeeper, healer, sage and greatest warriors of the Vyrkanyi race.

Primaris Power: Psychic Shield (Warp Charge 1), Blessing: Range: self and accompanying unit, Effect: the unit gains a 4+ invulnerable save.

1) Psychic Strike (Warp Charge 1), Witchfire: Range: 18, Effect: A powerful invisible force strikes the target with potentially enough force to break plasteel plates. Range: 18, S: 4, AP: -, Assault X, Strikedown (Juror numbers multiplied by Psychic Mastery)

2) Cure (Warp Charge 1), Blessing, Range: any unit within 12, Effect: grants the targeted unit the Feel No Pain (5+) Special Rule. For the cost of two Warp Charge, it can grants the Feel No Pain (4+) Special Rule.

3) Lightning Bolts (Warp Charge 1), Witchfire: Range: 18, Effect: A bolt of lightning errupts for the Juror to split appart their enemies, they rarely use such a deadly attack. Range: 18, S: 5, AP: 3, Assault 2. Haywire. For the cost of two Warp Charge, it can increase the profile to the following: Range: 18, S: 5, AP: 3, Assault 4, Haywire.

4) Tase (Warp Charge 1), Malediction: Range: 12, Effect: The Juror create a cloud of electricity that paralyse temporarly the target. The Targetted unit lose two points of Initiative and one of Attack to a minimum of 0. A unit with 0 in Attack or Initiative cannot fight in close combat.

5) Appease (Warp Charge 1), Blessing: Range: 12, Effect: the Juror appease the mind and spiritual wound. The Targetted unit automatically pass any leadership test this round or regroups automatically should it be retreating and can reroll failed roll to touch and to wound of 1.

6) Combat Prescience (Warp Charge 2), Blessing, Range: self only, Effect: grants the Juror the ability to reroll all failed rolls to touch, wound and armor saves. Furthermore, the target of the Juror must reroll successful roll to touch, wound and armor saves against the casting Juror attacks.



Detachment

Spoiler:
Mandatory: 1 HQ, 1 Troops, 1 Elite

Optional: 1 HQ, 3 Troops, 3 Elite, 3 Fast Attack, 3 Heavy Support

Benefits: Aerial Disruption, reroll warlord trait

Aerial Disruption: Vyrkanyi have a small army and usually want to avoid unnecessary casualty from all side. Thus, they are experts at disrupting enemy operations by using their fast aircrafts to pin reinforcements down. The enemy forces have a malus -1 on their reserve rolls


Formations

RAF Rapid Intervention Force

Spoiler:
The RAF is designed as a fast deploying military force due to its few number compared to other military forces in the galaxy. There are simply not enough RAF soldiers to cover large battlefronts for extended period. Few Vyrkanyi possess the attitude and willpower required for combat. Those who does are trained to high degree of competence to compensate. The most common of all formation is the Rapid Intervention Force, a group of RAF soldiers all mounted on Hawk Crafts ready to be deployed and rescue Vyrkanyi in danger.

Composition: 2-4 RAF Combat Squad (all units must be mounted on a Hawk Craft), 1-2 Senate Guard Squad (Must be mounted on a Hawk Craft), 1-2 Gallipedus Light War Walker Squadron, 1 Praetorian, 0-1 Caduceus

Benefit: Objective Secure (Troop Only), Tactical Deployment

Tactical Deployment: All RAF unit in the formation can choose one extra Tactical Training traits at the beginning of the battle.

Option: 0-1 Vyrkanyi Guard Bastion Group, 0-1 Combat Wing, 0-1 Juror Strike Force, 0-1 Ranger Group, 0-1 Heavy Armor Detachment, 1 Consul


Vyrkanyi Guard Bastion Group

Spoiler:
When there is a need for larger ground force to block the enemy movement and progression, the Vyrkanyi must count on their militia, the Vyrkanyi Guard. These are brave and correctly trained Vyrkanyi capable of carrying the fight to the enemy directly under the leadership of the War Consuls. This also make them faster to operate for minor skirmishes. They are especially important for their defense of various bastions and fortresses in Vyrkanyi space. Without the Guard, the RAF would have been outnumbered centuries ago.

Composition: 1-3 Vyrkanyi Guard Cohort, 1-2 Vyrkanyi Marksmen, 1-2 Trodon Assault Tank (cannot take the RAF crew upgrade), 1 Consul

Benefit: Objective Secure (Troops only), High Priority Position

High Priority Position: The zone fought over is of high strategical importance to the Consuls. It must be held or taken at all cost. All Vyrkanyi Guard Units can take one extra Military Training traits at the beginning of the battle.

Option: 0-1 RAF Rapid Intervention Force, 0-1 Combat Wing, 0-1 Juror Strike Force, 0-1 Ranger Group, 0-1 Heavy Armor Detachment


Combat Wing

Spoiler:
In combat, the Vyrkanyi are frequently dependant on their air force to remain active, alive and mobile. It’s of priority importance to maintain air superiority during most of their engagements for they neither have the numbers and the armor to sustain heavy combat for very long period of time. The Combat Wing is an association of all Vyrkanyi flying units using each of their individual expertise to clear a way in the sky and allow them the full range for ground unit support. Very few Vyrkanyi army are efficient without one of these.

Composition: 1-3 Hawk Craft, 1-3 Phoenix Craft, 1-3 Thunderbird Craft, 1-3 Terradon Rider

Benefit: Aerial Ballet

Aerial Ballet: All units in the formation are so well coordinated and practice at fighting air target that they all gain the Special Rule Preferred Enemy (Flyers, Flying Monstrous Creature, Jetbikes, Flying Cavalry). Furthermore, they gain a jink save of 4+ against enemy flyer as long as there is another member of the formation with 6 inches of them.


Juror Strike Force

Spoiler:
The Juror rarely have the number to take on the battlefield alone, but when they do so, it’s to fight the enemy no else can fight, using the full might of their psychic gifts and of their peerless martial art mastery. They strike fast and with great discipline. Few enemy can match them in such circumstances as Jurors are certainly the most skilled combatant of the Vyrkanyi race. Juror Strike Force are also those who are the most likely to be deployed to help very remote Vyrkanyi worlds or even to help allies like Eldar Exodites or even the Imperium of Mankind. The sight of Juror Strike Force remains one of the greatest symbol of hope in the Vyrkanyi Republic.

Composition: 1-3 Master Juror, 1-3 Juror Squad (Can be mounted on a Hawk Craft, but it must have the Juror pilot upgrade), 0-1 Grand Master Qwen Huros

Benefit: Temple Guardians OR Temple Sages

Temple Guardians: These Jurors are selected amongst their best martial artists. Their blades, staffs and spears strike with incredible precision and power. All units in the formation gain +1 in Weapon Skills and the Precision Strike Special Rule.

Temple Sages: These Jurors are amongst those with the greatest psychic mastery. Their capacity to summon safely the power from the Warp is tremendous. With it, they can easily alter the battlefield. All units can select their psychic powers instead of rolling them randomly.


Ranger Group

Spoiler:
Many Vyrkanyi troops are more at home in nature than in their high tech cities. They are those who live the most in the wild, learning how to use it and master it. They are those who have fully used and master the Cerebro devices and gained great insight from it. They are the units who are serving in civilian times as conservation agents and park rangers, instructing a new generation of Vyrkanyi to the marvels of nature in all its forms. During war times, they are the perfect flanking units and dangerous scouts. They can also prove to be much more powerful than one would expect.

Composition: 1-3 Vyrkanyi Marksmen, 1-3 Combat Trodon Pack, 0-1 Terradon Rider Squad, 0-1 Armored Bastiladon, 0-1 Armored Troglodon Artillery.

Benefit: Expert Ambush

Expert Ambush: All units in the formation gain the Special Rule Outflank and can decide from which board edge they would come instead of rolling randomly.


Heavy Armor detachment

Spoiler:
Sometimes, the Vyrkanyi forces simply can’t afford to recoil before enemy firepower and must hold their ground, usually to protect civilian population that simply can’t be evacuated fast enough. In some cases, it’s to destroy an enemy strong point to force him into full retreat. The Vyrkanyi are far from being incapable of fielding heavy armor and powerful weapons. Their Combat Architects have become experts at siege warfare, using their immense knowledge of architecture, engineering, laser science and ballistic to guide artillery and tank units. Thanks to Vyrkanyi medical knowledge, even normal infantry can become spectacularly more resilient.

Composition: 1-3 Combat Architect Squads, 1-3 Armored Bastiladon Artillery, 1-3 Trodon Assault tank, 0-1 Mobile Field Hospital, 0-1 Caduceus

Benefits: Siege Specialists

Siege Specialists: These units have great experience and training on siege warfare and are capable of making the most out of their conditions and weapons. All units gain the Tank Hunter Special Rule.


HQ

Consul

Spoiler:
Consuls have a twin role within the Vyrkanyi Republic. They are elected politician whose duty is akin to that of head of the executive branch. They operate in a cabinet with two Consuls holding each position. Those who are seen on the battlefield and are frequently considered the most important and dangerous are the Consuls of War. They are in charge of the budget of the RAF, but also of the Vyrkanyi Guard. They also are in command of all industries, laboratories and research facilities in charge of the development and construction of weapons. They also hold great influence over law enforcement due to their direct control over the Vyrkanyi Guard. In addition to be civil administrator, Consul are military commander and strategist. While they are not in direct command position over the RAF soldiers, they hold the authority to deploy them in operations. They can participate with Praetorians in the elaboration of the strategy to achieve the objective they have set, but cannot impose it. Where they do hold direct control is within the Vyrkanyi Guard. There they serve as acting commander. Due to their higher level of command, Consul don’t need to be experimented combatant even if several are. They are particularly well known for their strategical acumen, their logistical skills and their charisma as they are high profile politician. An army led by a Consul will be very motivated thanks to his orator skills and very organised thanks to his personal effort to ensure his victory. Consuls are extremely respected by all Vyrkanyi combatants as they represent the highest level of authority over matters of war and peace. All Consuls are sworn to protect the Republic, its freedom, peace and the population. It’s a very stern oath and one that was scrupulously observed until Poppa’s takeover changed it slightly if importantly. On the battlefield, Consul usually lead from safer, but crucial, points of the battlefield where their presence and commanding abilities can be exploited to their fullest.

Consul WS: 4, BS: 4, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 10, Sv: 5+ pts: 85

Equipment: Combat Armor, Advance Power Field, Consul Baton, Light Pistol, Vibro-Blade, Flash Grenade, Haywire Grenade.

Special Rule: Tolerant, Strategist, Grand Orator, Independent Character

Strategist: Consuls are well learned in the art of strategy and logistic. They have been elected, amongst other thing because of these abilities. A Consul can add or subtract 1 from all reserves rolls.

Grand Orator: Consuls are foremost politician and are all natural leaders and well rehearsed orators, they can inspire their fellow Vyrkanyi to the height of bravery and dedication that allows them to act swiftly and decisively on the battlefield. All units within 12’ of the Consul gain the Fleet Special Rule.

Unit Composition: 1 (Independent Character)

Upgrades:

The Consul can exchange his Light Pistol for a Volt Pistol for (5 pts) or a Nanobots Pistol for (10 pts)

The Consul can exchange his Vibro-blade for a Vibro Spear for (Free) or a Lightsaber for (12 pts)

The Consul can take any of the following: Life Saving System for (10 pts), a Carnosaurus for (30 pts), a Tactical Visor for (5 pts), Personal Teleporter for (20 pts)

The Consul can take single Vyrkanyi Ancient Artefact



Praetorian

Spoiler:
Praetorian are the very peak of the Vyrkanyi soldiers. They are the most highly trained and competent soldiers of their civilisation. They excel in all combat roles from range combat with precision rifle to hand to hand combat. They have risen through the rank of the RAF thanks to those extraordinary skills and their sharp wit. Praetorian are the field commanders of any RAF force. They are very capable tactician, able to adapt to myriad of situation and exploit their environment to their advantage. Those with more experience will council the Consul when it comes to strategy by sharing their experience of ground operation. These commanders are risen through the ranks thanks to popular vote within their own Cohort and with the approbation of Consuls. As such, they are extremely popular individuals and can muster great loyalty from their subordinates. Praetorian, like all members of the RAF, swore oath to the Vyrkanyi people and not to any specific institution or regime as such they have great amount of trust from the public. Beside leading troops in combat, Praetorian are also charged with overseeing the security of the Senate, the Great Library and other key institutions on any Vyrkanyi world. As such they are directly responsible for the training and selection of the Senate Guard, the elite troops of the RAF. On the battlefield, Praetorian are seen in the thick of the fight, beside their best troops, ready to take the challenges of the most dangerous foes to protect their fellow soldiers.

Praetorian: WS: 5, BS: 5, S: 3, T: 3, W: 2, I: 5, A: 3, Ld: 9, Sv: 4+, pts: 60

Equipment: Tactical Armor, Light Pistol, Lightsaber, Nova Light Rifle, Tactical Visor, Flash Grenade, Haywire Grenade

Special Rule: Tolerant, Move Through Cover, Tactical Mastery, Bodyguard, Independent Character

Tactical Mastery: Praetorian are highly trained soldiers and leaders. They can adapt to various objective with very little difficulty. The Praetorian can select a second Tactical Training trait at the beginning of the battle. Any unit with Tactical Training he joins automatically gains the bonus of any traits the Praetorian might have and them not and vice-versa.

Bodyguard: Praetorian are the last line of defense of any high profile member of the Vyrkanyi society. Should another Independent Character be in the same unit than the Praetorian, all test of Look Out Sir directed on this other Independent Character are successful as the Praetorian interpose himself to bloc blows.

Unit Composition: 1 (Independent Character)

Upgrade:

The Praetorian can exchange his Light Pistol for a Volt Pistol for (5 pts) or a Nanobots Pistol for (10 pts)

The Praetorian can exchange his Nova Light Rifle for a Phoenix Rifle for (10 pts), a Volt Rifle for (8 pts) or a Nanobots Rifle for (15 pts)

The Praetorian can take any of the following: A Jump Pack for (5 pts), an Advance Power Field for (15 pts), an extra Lightsaber for (5 pts), a Heavy Tactical Armor for (10 pts), Personal Teleporter (20 pts)

The Praetorian can take single Vyrkanyi Ancient Artefact



Master Juror

Spoiler:
Master Juror are the highest ranking member of the Juror Order. They are considered amongst the wisest and most educated Vyrkanyi. Due to the Order philosophy of perfect balance, Master Juror are also incredibly talented martial artist. Their ability to fight unarmed or with their staves is such that it borders on the realm of the mystical. The use of martial art is purely for physical health and meditative purpose though as Jurors are all pacifist. While they will not hesitate to use their martial skills to protect themselves and others from harm, they will use great restrain and avoid killing as much as possible and if they are forced to do so, it will only be in self defense and as painlessly as possible. As such, Juror rarely went on the battlefield and served more as peacekeepers, using their diplomatic skills and non-lethal combat skills to solve issues without bloodshed. Their most potent power though isn’t linked to their martial mastery, but to their psychic might for Jurors developed them as a way to better perceive and understand the universe. They can achieve incredible feats thanks to them that ranges from strengthening the body, soothing the mind to splitting an enemy in two with psychic bolts. Some do end up on the battlefield either as commander, adviser or champion. They usually do so to protect Vyrkanyi lives or to ensure the good conduct of the Vyrkanyi soldiers. Should some particularly foul enemy arise, like the servants of Chaos for example, Master Jurors will be seen challenging them as they possess the mental fortitude and the power to do so. A few Master Juror do develop a certain talent and love for combat, most notorious of all Ketana Banos, but they are viewed as suspicious by others. To achieve the rank of Master, a Juror must have demonstrated the highest level of mastery of all Juror skills to all the precedent Masters. A Master title can be revoked and only one of them can teach to new Juror as to insure the quality of the next generation. On the battlefield, Master Juror are in the eye of a hurricane. They are serene and calm while surrounded by destruction. They know no fear and are confident in their ability to defeat all enemies before them. At the end of the battle they are inevitably found tending to the wounded and comforting those who lost comrades.

Master Juror: WS: 6, BS: 6, S: 3, T: 3, W: 3, I: 6, A: 4, Ld: 10, Sv: 4+, pts: 155

Equipment: Juror Combat Armor, Juror Staff, Flash and Haywire Grenades

Special Rule: Pacifist, Tolerant, And They Shall Know no Fear, Adamantium Will, Psychic Mastery 2, Master Fighting Stances, Independent Character

Fighting Stances: Master Juror are supreme marital artists. They can adapt their technic to any sort of foe to triumph. At the beginning of each round, choose the fighting stance of the Master Juror.
Defensive Stance: The Juror gains a 3+ Invulnerable armor save in close combat and the Counterattack Special Rule.
Offensive Stance: The Juror weapon gain two extra attacks.
Fluid Stance: The Jurors gain the Hit and Run and Furious Charge Special Rule

Unit Composition: 1 (Independent Character)

Upgrade:

The Master Juror can gain an extra level of Psychic Mastery for (15 pts)

The Master Juror can select his psychic powers from the following discipline: Way of the Juror, Telepathy, Telekinesis, Divination and Sanctic Daemonology

The Master Juror can exchange his Juror Staff for a Juror Lightspear for (15 pts) or a Juror Lightsaber for (10 pts)

The Master Juror can take a Jump pack for (5 pts)

The Master Juror can take a single Vyrkanyi Artefact.



Caduceus

Spoiler:
Vyrkanyi military operations are frequently intertwined with rescue operation with large section of their forces directed in the evacuation of civilians or third parties from a warzone. Some are purely disaster relief forces or pacification operations. Due to this specialisation, the presence of extremely competent field surgeons is essential to their proper operation. In the Vyrkanyi forces, field surgeons are officers in the RAF or, more rarely, the Vyrkanyi Guard. They combine the tactical and military skills of mid ranking officers with the knowledge and dedicated role of chief field medical officer. They have had some experience of combat and command, frequently serving as their squad medic and later as First Soldier before going on to study more advance medicine and coming back to the front line as Caduceus. As such, they are medical specialists capable of quickly treating wounded Vyrkanyi with state of the art medical kits. Their medical training also makes them invaluable to organise rescue operations and relief to devastated zones and refugees. As military officers they can still command with reasonable skills troops in combat which is also very important in pacification operation or should Vyrkanyi lines be targeted. Caduceus are thus excellent officers for small scale military operations or as support officers for Consuls and Praetorian during larger engagement. Due to their medical oaths, Caduceus do show a lot of restrain when it comes to dealing violence and rarely carry more than a self defense close combat weapon should they be personally threatened by enemy forces. Should there be parlay with the enemy force, they are frequently sent ahead as a sign of trust and good faith.

Caduceus: WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 5, A: 2, Ld: 9, Sv: 4+, pts: 40

Equipment: Tactical Armor, Med-Kit, Vibro-Sword

Special Rule: Tolerant, Pacifist, Medical Expert, Move Through Cover, Tactical Training, Independent Character

Medical Expert: Caduceus are medical expert. Their Med-Kit is more advanced and they know how to operate with great speed and efficiency. They raise the efficiency of their Med-Kit by one step. Furthermore, they grant the Feel No Pain (+5) Special Rule provided by their Med-Kit to themselves, any squad they join and all squad within 3 inches of them. This ability stacks with the Medical Bay Special Rule.

Unit Composition: 1 (Independent Character)

Upgrades:

The Caduceus can take a Light Pistol for (2 pts), a Light Rifle for (5 pts) or a Nova-Light Rifle for (8 pts)

The Caduceus can exchange his Vibro-Sword for a Lightsaber for (10 pts)

The Caduceus can take a Jump Pack for (5 pts), an Advance Power Field for (15 pts) and/or Personal Teleporter (20 pts)

The Caduceus can take a single Vyrkanyi Artefact.



Grand Master Juror Qwen Huros

Spoiler:
The last Grand Master of the Juror, Qwen Huros is a legend amongst his peers. Raised, like all Jurors, from infancy to become one of them Qwen quickly displayed signs he was struggling to meet the balance between reason and passion, peace and violence. He was naturally shy about his feelings and had a certain thirst for combat and adventure that held him back in his learning, made him easy to read and predict during sparring sessions and made his powers volatile. There was one Juror who saw in him something great, the Guardian of the Temple, the mightiest of all Juror warrior. He took him under his wing to teach him what he knew, but, especially, to challenge the young Juror. Together, they joined other Juror in military expedition and there Qwen could see the horror of wars, the bravery necessary to be participating in it and the compassion required to restore peace. The stress of such a situation forced him to seek the mental, spiritual and physical perfect equilibrium necessary to be a Juror. It was a shock treatment, but he had one of the best mentor. The mysterious Guardian of the Temple was a good teacher and was right, once Qwen finally managed to use his environment and his inner resources to achieve serenity, his talent exploded. His swordsmanship became second to none and his psychic abilities became much more stable and powerful. In battle, he was the eye of the storm, protecting civilians and fellow soldiers while cutting apart any foe who would rise above him. The death of his mentor who sacrificed himself to kill a daemon possessed Chaos Champion only made him more dedicated. Qwen Huros became the new Guardian of the Temple and would carry on the legacy of both his master, but also of the entire Juror Order. While a man of little words, his wisdom is considered to be vast and great. There is little figure as respected in the Juror Order history than him thanks to his heroism on the battlefield and his tranquil but stern opposition to the likes of Vyrkanyi like Poppa Viyemos. In the entire history of the Juror it is said that only Ketana Banos herself could match in combat Qwen Huros. In the last days of the Republic, he was elected to the title of Grand Master. Seeing his attempt to stop Poppa’s rise to power doom to failure and sensing the destruction of the Juror of the Vyrkanyi values, he asked his fellow Juror to leave in exile with as many people would follow them. As the Juror and many other were fleeing Poppa’s strengthening regime, Hive Fleet Raja crashed on the Juror’s homeworld of Tython the Grand Master would have staid to defend the temple and gain time to evacuate the population. He was denied his wish by the Council who voted for another one of them to do so, deeming the Grand Master too important to sacrifice. The exile and fate of all Vyrkanyi would be on his shoulder.

Grand Master Juror Qwen Huros: WS: 8, BS: 5, S: 3, T: 3, W: 3, I: 7, A: 5 (8), Ld: 10, Sv: 4+, pts: 225

Equipment: Juror Armor, The Light Storm, Jump Pack, Flash and Haywire Grenades

Special Rule: Pacifist, Tolerant, And They Shall Know no Fear, Adamantium Will, Psychic Mastery 2, Perfect Fighting Stances, Eternal Warrior, Independent Character

Perfect Fighting Stances: Grand Master Qwen Huros is the greatest martial artist in the Juror history. Only Ketana Banos could match his skill in close combat. He can use all Master Fighting Stances bonuses at the same time with no penalty.

Unit Composition: 1 (unique independent character)

The Light Storm: This is the ancient Juror Lightspear of the Guardian of the Temple. Unlike other Juror Lightspears, this one has two blades on each extremities allowing the Master Juror who wields it to parry and riposte and the same time by staying extremely mobile. The more a Juror is experimented in close combat the more this weapon becomes dangerous. It’s a weapon with the following profile: Range: -, S: +2, AP: 1, Shred, Force, Requires Two Hand, Provides an Extra Attack.

Warlord Trait: Master Swordsmen



Praetorian Iyana Tella

Spoiler:
Iyana Tella is the young daughter of a famous Praetorian, her mother Via Tella. Her demise at her own end at the end of a failed coup against the authoritarian rule of Poppa through the life of the young girl sideway. Most of the population were hoping to see the Republic restored and Poppa’s rise in power be held in check. When Via failed and blood was shed, many in RAF were distraught and left hopeless, caving in to the High Consul power. Her daughter Iyana was also in danger, she was a teenager at that point, but many feared that she would be arrested and placed under guarded resistance by Poppa’s who was known to tightly control her opponents by controlling their friends and family. To avoid such a situation, the Grand Master Qwen Huros managed to have leave Vyr for a safer place in the Outer World where Jurors could protect her if need be and where her mother still had trustworthy friends in the RAF and the Vyrkanyi Guard. Little did they know that Iyana would desire to follow in the footsteps of her mother she loved and admired deeply and fight for peace and justice. As soon as she could, she joined the RAF and passed with ease the recruitment test and training. She didn’t ask any favor, despite her famous name and was deployed in very active warzone against the Tyranids and some Chaos worshiping pirates. There she demonstrated incredible abilities in terms of combat and leadership, but also a great compassion toward civilians and her peers. Her rise in rank was meteoric. She quickly was transferred to a unit of the Senate Guard operating as special forces against Tyranid vanguards. In less then a year, she was leading the squad and earned the accolade of all those she fought under and with. She even forged a bond of respect with a team of the Deathwatch Space Marines as they fought together to save a remote human colony from the encroaching Hive Fleet Raja. After this campaign, many started to push for her nomination as a Praetorian, but for that, she needed the support of two Consuls and very few wanted to take the risk to name a Tella to this rank while Poppa still held power. In a propaganda effort, it’s the High Consul herself who named Iyana to the rank of Praetorian, thinking she cold mold her into a pet and the new breed of Vyrkanyi officer she was envisioning. She would be disappointed. Iyana Tella denounced the attempt at changing the RAF culture and rules of engagement, the hostile takeover of the Vyrkanyi Guard and the rejection of the Juror Order. She would fight for the Republic and its people not for some “Empire”. When Poppa’s power became absolute and when the Empire was finally proclaimed officially, Iyana knew there were no turning back. She helped people flee the regime, but decided to remain in the RAF to fight the Tyranids and save has many lives as possible at the price of her own, a symbol of the Vyrkanyi sense of empathy and solidarity.

Praetorian Iyana Tella: WS: 5, BS: 7, S: 3, T: 3, W: 3, I: 5, A: 3, Ld: 10, Sv: 4+

Equipment: Tactical Armor, Advance Power Field, Jump Pack, Light Pistol, Lightsaber, Nova Phoenix, Tactical Visor, Flash Grenade, Haywire Grenade

Special Rule: Tolerant, Move Through Cover, Tactical Mastery, Bodyguard, Preferred Enemy (Tyranids) Independent Character

Unit Composition: 1 (unique Independent Character)

Nova Phoenix: this Phoenix Rifle is a prototype built using the plans of genius Grand Architect Vanus Prell and using an experimental generator to produce its fiery blast of energy at greater strength and speed than normal. Only one such weapon was ever built before the laboratory producing it was destroyed by Tyranids. Range: 24, S: 6, AP: 2, Assault 3, Soul Blaze

Warlord Traits: A Voice for Peace + 1 rolled randomly


Praetorian Traz the Swift

Spoiler:
Traz is the most well known Trodon in the entire Vyrkanyi Republic. He was born in the Outer World on a world invaded by forward elements of the Raja Hive Fleet. He thus quickly joined the pack of Combat Trodon to repel the invading force before they called their forces on his planet and annihilate it. Traz quickly got a position of pack leader. He was larger than most of his kin, was possessed with great vitality that made hi swifter and stronger, but, especially, he was incredibly intelligent for a Trodon. I fact, such was his intellect and capacity of adaptation and communication that with a Cerebro device, he could navigate with ease the Vyrkanyi society. Members of the RAF and of the Vyrkanyi who fought by his side were impressed by his charisma and ruse. During the operation of the cleansing of the planet, he even was invited as leader of the Trodons on major briefing where he contributed his strategical input. Perhaps due to his more animalistic nature, he was able to predict with surprising accuracy the movement of the Genestealers and Lictors on his homeworld. His capacity to muster and drive his kin forward and his natural knack for battle allowed the Vyrkanyi to triumph and save their world, a sadly rare occurrence in the last decade. Traz accomplishments would not end there. He rallied the RAF with other Combat Trodon Pack and established himself as one of the greatest hero of the Vyrkanyi Republic. He also happens to be the first Trodon to ever rise to the rank of Praetorian and command Vyrkanyi in combat. His battle against Dvergar pirates made him famous thanks to his victory over one of their Grand Warden in single combat. He later faced Chaos worshipers and brought down a Tzeentch sorcerer. A Master Juror who was fighting alongside him noticed the incredible intellect and mental resilience of the Trodon and judged correctly, that unlike most in his specie, he had a psychic potential. He set out to give Traz a basic training as a Juror to help him master his psychic powers and protect himself from potential dangers, becoming an honorific member of the Order of the Juror. Traz remains a Trodon though, he is a ferocious warrior not squeamish about violence. He never frowns against a fight and as mostly approved Poppa’s regime and defended it in front of other Trodons, until the very end when she cancelled election and rejected the Juror Order rules. As a Trodon, he is also loyal to fault. He remains in the Vyrkanyi Republic, trying to defend its remaining systems from invading Chaos worshipers and other vultures as Hive Fleet Raja breaks through Vyr itself. Even in the darkest days, Traz will fight for the Republic and its people.

Praetorian Traz the Swift: WS: 6, BS: 0, S: 5, T: 4, W: 3, I: 7, A: 4, Ld: 9, Sv: 3+, pts: 120

Equipment: Heavy Tactical Armor, Traz Tooth and Claws

Special Rule: Beast, Independent Character, Trodon Hero, Fearless, The Swiftest, Furious Charge, Counterattack, Scout, Stealth, Tolerant

Trodon Hero: Traz is the greatest hero of the Trodon history, they will fight to have the honor of standing beside him and follow his leadership up until the end. Combat Trodon Packs can be taken as troop choice in any army with Traz. Furthermore, they can use his leadership far all their test as long as he is alive and will gain the Special Rule Tolerant just as he does.

The Swiftest: Traz is lightning fast. He can navigate to any terrain at break neck speed and outpace any other Trodon. His presence within a pack can boost their own speed through sheer effort of emulation. Traz ignores difficult terrain, always run the maximum distance and can run and charge in the same round. Furthermore, any Combat Trodon Pack he joins will have the same bonus.

Unit Composition: 1 (unique Independent Character)

Traz Tooth and Claws: Traz claws have been sharpen and are protected in a sheath of mono-edge plasteel and adamantium. With it, he can tear through armor like if it was paper. It counts as a single close combat weapon with the following profile: Range: -, S: -, AP: 5, Rending, Shred

Warlord Trait: Master Ranger


Grand Architect Vanus Prell

Spoiler:
Grand Architect Vanus Prell is a re genius amongst the Vyrkanyi Republic, a man of such culture and knowledge he managed to blend art, nature and science to create marvels of architecture and engineering. The buildings he designed from parliaments, to schools, passing by libraries, academies and fortresses are considered amongst the greatest creations of the Vyrkanyi race. Prell comes from an illustrious family of academics for multiple generations but even amongst such illustrious ancestors, he stands clearly above most of them. Also, unlike many of them, Vanus is determined to use his talents to actively help people in danger and suffering and never hesitated to actively fight for the Vyrkanyi Republic, the construct he admired the most, when it’s threatened by invaders. He is a foremost Combat Architect, the greatest the Republic ever had. He used his talent to create extraordinary defenses, build easily defensible and manageable refugee camps, repair thousand of vehicles an weapons and even designed a few prototype weapons that are studied by his peers as to see how they could possibly be massed produced. As a Grand Architect, he led or at least was in the High Command of numerous missions and has made numerous contact within the RAF, the Vyrkanyi Guard and the Juror Order. He even helped repair the severely damage Sacred Temple of the Juror following a raid from Chaos Space Marines. Vanus Prell was also a fervent defender of the values of the Vyrkanyi Republic of peace and tolerance. He even took the great personal risk of coming to the help of humans on a frontier world of the Imperium who were attacked by Dark Eldars regularly. He managed to convince them to accept is aid in building refugee camps and sending a distress signal to the Raptor Chapter which was known to be disposed to listen to a Vyrkanyi. He also fought with RAF troops against the Dark Eldars himself, destroying the Raider of their Archon thanks to a well placed Automated Heavy Pulsar Battery under his command. His honorable and selfless defense of human lives earned him an equal measure of respect and disgust from the Raptors which, considering the Imperium views on xenos, an incredible success. In later years though, his convictions were shaken by the destruction of his homeworld at the hands of the Tyranids. The High Consul managed to use this tragedy in which he lost his family an most of his friends to rally him to her cause and change the philosophy behind the RAF and the Vyrkanyi Guard. He realised to late that in his grief, she had used his reputation to destroy what he strived to build and preserve for so long.

Grand Architect Vanus Prell: WS: 4, BS: 4, S: 3, T: 3, W: 3, I: 4, A: 2, Ld: 9, Sv: 3+, pts: 300
Prell's Automated Heavy Pulsar Battery: WS: 0, BS: 4, S: 0, T: 7, W: 4, I: 0, A: 0, Ld: 5, Sv: 3+
Defense Drone: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 1, Ld: 5, Sv: 3+

Vanus Prell Equipment: Grand Architect Armor, Mastercraft Pulsar, Hard Light Generator, Hard Light Trap System, Teleportation Beacon, Prell’s Automated Heavy Pulsar Battery, Mirage Light Generator
Prell's Automated Heavily Pulsar Battery Equipment: Mastercraft Heavy Pulsar, Personal Teleporter and Armored Plating
Defense Drone Equipment: Heavy Tactical Armor, Barrier Shield, Vibro-Sword

Vanus Prell Special Rules: Independent Character, Tolerant, Superior Structural Analysis, Enhance Field Repairs, Split Fire
Prell’s Automated Heavy Pulsar Battery Special Rule: Fearless, Deep Strike
Defense Drone Special Rule: Counterattack, Fearless

Superior Structural Analysis: Vanus Prell, like all Combat Architect is an expert at analysing terrain and build defensive position or weaken those potentially used by the enemy. Before the start of the game, select two pieces of cover on the map. Each piece of cover can be improved or reduced by one rank for the entire length of the game, making a piece of cover that normally provides a 5+ cover save to 4+ or 6+.

Enhance Field Repairs: Having design numerous variance of Pulsar, Prell has become an expert at field repair with them, surpassing all other Combat Architect in that domain. Any vehicle that is in range of the Pulsar can recover a lost hull point, a weapon destroyed or an immobilised status on a successful role of 4+. If Prell cooperate with one or more Combat Architect to repair the same vehicle, reduce the threshold by one step to a minimum of 3+.

Unit Composition: 1

Upgrade:

Grand Architect Vanus Prell can take 1 to 5 Defense Drones for (15 pts) each

Grand Architect Armor: This Architect Armor is a model modified by Prell for his explicit use. While it requires more tinkering in between combat, it’s also much more powerful. It provides a 3+ invulnerable save.

Prell’s Automated Heavy Pulsar Battery: Vanus Prell has modified extensively his battery to make it more dangerous and reliable. It rarely misses its mark even against fast target as a Dark Eldar Archon learned at the cost of his life. It has the enhance profile above.

Mirage Light Generator: This is a prototype designed and currently field tested by Vanus Prell himself. This small floating generator generates a powerful stealth field thanks to Vyrkanyi Hard Light Technology that to all intent and purpose makes a group of person invisible to the eye and Auspex of the enemy. Nominate a friendly unit or a single friendly vehicle who isn’t a Lord of War at the beginning of the battle. It gains the Special Rule Stealth and Conceal until the rest of the game.

Warlord Trait: Scholar of the Great Library


Elites

Senate Guard Squad

Spoiler:
Senate Guards are the elite of the RAF. These are soldiers who have been trained intensively since early adulthood and demonstrated the greatest physical aptitudes. They have shown skills, loyalty, temperance, empathy and bravery on multiple occasions. All of them were handpicked from their units of the RAF for those qualities, given superior equipment and extended training. Many were even former Jurors. Their commanding officers, the Praetorians are the very best amongst them. Their roll in the Vyrkanyi armies is twofold. The first one is to serve as guards for its most emblematic and important institutions, the Senate from which they draw their name, but also the Great Libraries, the Pharos and some key research and medical facilities. They know these places on the back of their hands and have practice multiple times numerous emergency scenario from enemy assault, to assassin hunts, to natural disaster and even suicide prevention. Their second role is that of elite shock troopers. Their heavier equipment and greater skills makes them highly performant units capable of defeating much more numerous foes, showing that even pacifist Vyrkanyi can be exceptional combatants. In those circumstances, they are usually deployed from Hawk Craft to serve as counterassault units or as scouts since, their tactical armors are light weight enough to not prevent swift movements. Very few foes can match the skills of the Senate Guards.

Senate Guard: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+, pts: 26
First Senate Guard: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 9, Sv: 4+

Equipment: Tactical Armor, Nova Light Rifle, Lightsaber, Tactical Visor, Flash and Haywire Grenades

Special Rule: Tolerant, Move Through Cover, Tactical Training

Unit Composition: 5-10 (Infantry)

Upgrades:

One Senate Guard can be Promoted to First Senate Guard for (5 pts)

One Senate Guard can take a Med-kit for (20 pts)

Up to four Senate Guard and the First Senate Guard can exchange their Nova Light Rifle for one of the following: Volt Rifle for (5 pts), Grenade Launcher (8 pts), Phoenix Rifle (10 pts) or Nanobots Rifle (15 pts)

The entire squad can take Jump Packs for (2 pts) each

The entire squad can take a Hawk Craft as a Dedicated Transport




Vyrkanyi Marksmen Squad

Spoiler:
Vyrkanyi do possess extremely sharp senses and very advance technology, even in the domain of weaponry. It should not come as a surprise that they make for naturally excellent marksmen. Despite this, there are rather few Vyrkanyi who train as snipers. Their natural aversion to deadly violence makes finding volunteers for such position difficult. Even soldiers despise killing and will do so only on the battlefield where killing becomes a form of self-defence. Killing while hidden an unsuspecting foe is a very different thing. Despite this, sharpshooters are a too valuable asset to not be used and thanks to some ammunition types, non-lethal shots can be taken. Those who have the mental fortitude and the skills to become marksmen are usually from the Outer Worlds where life can be rougher and where hunting is still practiced. These men are affiliated to the Vyrkanyi Guard and also serve as fauna conservation agents during peace time where they are more commonly referred as Rangers more than Marksmen. Their knowledge of tracking and stalking can thus be used even outside of the battlefield. Vyrkanyi Marksmen are known to use a wide variety of snipers from the Light Sniper who is easy to fire, very precise and potentially non-lethal thanks to its power settings, the Poisoned Dart Sniper who can kill or incapacitated even the strongest monster with a benign wound and the incredibly deadly Nanobots Sniper which can kill anything alive and even armored vehicle. A single squad of Vyrkanyi Marksmen can disrupt the enemy forces and allow their battle brothers and sisters to seize victory.

Vyrkanyi Marksmen: WS: 3, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 7, Sv: 5, pts: 20
First Marksmen: WS: 3, BS: 5, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 5+

Equipment: Combat Armor, Light Sniper, Close Combat Weapon, Flash Grenade

Special Rule: Tolerant, Infiltrate, Move Through Cover, Stealth, Acute Senses

Unit Composition: 5-10 (Infantry)

Upgrade:

One Vyrkanyi Marksmen can be promoted to First Marksmen for (5 pts)

Any Marksmen can exchange his Light Sniper for a Toxic Dart Sniper for (8 pts) or a Nanobots Sniper for (12 pts)

Any Marksmen can take a Tactical Visor for (4 pts) each and/or Jump Packs for (1 pt) each

One Vyrkanyi Marksmen can take a Med-kit for (20 pts)



Combat Architect Squad

Spoiler:
Vyrkanyi are exceptional architects and engineers. Their homes are a testament to their artistic talent and scientific advancements in this domain. They can even pride themselves in being capable of building entirely in hard light, a stable form of power field that can be made more or less opaque. While most of their buildings are made of various material like stone, wood, plastic, metal, glass and hard light, their temporary constructions are almost exclusively made of the last one due to its capacity to be deployed easily and requiring only a sophisticated generator. Some Hard Light environments are impossible to distinguish from those made of stone or metal. The military and emergency application of this technology is so vast that some architect will specialise themselves in manipulating hard light for combat use. They will generate protective shields for soldiers, reinforced defensive position, weaken enemy structure and manipulate powerful explosive weapons. These Combat Architects are trained soldiers with all the studies of civil architect and engineers. They are also in charge of providing refugees with a measure of protection and habitation as well as providing similar support to the troops they escort on the battlefield. Many Combat Architect are accompanied by Defense Drones, impressive, yet agile and powerful humanoid robots equipped with a sophisticated AI making them almost autonomous and focused on protecting their charge from dangers. Similarly, they can also deploy small fixed artillery pieces on the battlefield. Vyrkanyi don’t like to use AI in combat unless its necessary since they perceive them just like any other people. The tradition of extremely involved engineers and architects on the battlefield dates back from the Great War days. These Vyrkanyi are extremely well respected due to their high level of expertise in complex domain and their invaluable support to the war efforts of the Republic.

Combat Architect: WS: 3, BS: 3, S: 3, T: 3, W: 2, I: 4, A: 1, Ld: 8, Sv: 4+, pts: 40
Defense Drone: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 1, Ld: 5, Sv: 3+
Automated Heavy Pulsar Battery: WS: 0, BS: 3, S: 0, T: 7, W: 3, I: 0, A: 0, Ld: 5, Sv: 3+

Combat Architect Equipment: Architect Armor, Pulsar, Hard Light Field Generator
Defense Drone Equipment: Barrier Shield, Vibro-Sword, Heavy Tactical Armor
Automated Heavy Pulsar Battery Equipment: Heavy Pulsar, Personal Teleporter and Armored Plating

Combat Architect Special Rule: Pacifist, Tolerant, Split Fire, Structural Analysis, Field Repairs, Split Squad
Defense Drone Special Rule: Counterattack, Fearless
Automated Heavy Pulsar Battery: Deep Strike, Fearless

Split Squad: Combat Architect are used to operate in very varied situation and where they are needed the most. As such, a Combat Architect squad can split in any way desired at the beginning of the game, but must remain as such for its entire length.

Field Repairs: Pulsars are powerful weapons of destruction, but a skilled Combat Architect can use it in conjunction to his Hard Light Field Generator to make field repairs on damaged vehicles instead of shooting in the shooting phase. Any vehicle that is in range of the Pulsar can recover a lost hull point, a weapon destroyed or an immobilised status on a successful role of 5+. If more than one combat Architect focus on the same vehicle, reduce the threshold by one step to a minimum of 3+. On a roll of 1 something bad as happened to the Combat Architect Pulsar. He can no longer shoot with it for the rest of the game neither perform field repairs.

Structural Analysis: Combat Architect are expert at analysing and enhancing various piece of terrain for the uses of the Vyrkanyi Republic Army. Before the start of the game, select one piece of cover on the map. This piece of cover can be improved or reduced by one rank for the entire length of the game, making a piece of cover that normally provides a 5+ cover save to 4+ or 6+.

Unit Composition: 3-10 (infantry)

Upgrade:

The Combat Architect Squad take a single Hard Light Trap System for (30 pts).

The Combat Architect Squad can take a Teleportation Beacon for (40 pts)

The Combat Architect Squad can take a single automated Heavy Pulsar Battery for (50 pts)

The Combat Architect Squad can take up to two Defense Drone per Combat Architect for (15 pts) each

Can take a Hawk Craft or a Stegadon Armored Transport as a Dedicated Transport



Juror Squad

Spoiler:
Jurors are an ancient monastic order of wise men and women devoted to keep the Vyrkanyi civilisation in harmony and peace. Within the Republic they serve as judges and peacekeepers, but also provide Vyrkanyi whose psychic potential are more developed than the norm to master their gift and use them in a productive and safe way instead of being terrified or controlled by them like it happened in the distant past. Jurors serves as peacekeepers within the Republic, they mediate disputes between planetary governments and population, help maintain order in the streets by assisting local law enforcement units and help against crime prevention by providing aid to the destitute. A Juror way of life is extremely difficult since it requires a high amount of selflessness and temperance in addition to the capacity to master both psychic powers and physical abilities. As such, they are widely admired within the Republic as one of their greatest guardians. Even the reign of Ketana’s New Juror Order didn’t manage to tarnish the reputation of the Jurors in general since many of them were key elements of the rebellious forces. Jurors are recruited at a very young age, usually before puberty since its easier for a Vyrkanyi to train and adapt to the Juror lifestyle when they are younger. Of course, both parents and child must agree to such a thing and Jurors are free to leave the Order whenever they wish and return to it. The only exceptions are those whose psychic power are so great and unstable that they require help and training from the Order. On the battlefield, Juror squad use their psychic powers to enhance and assist other soldiers all the while providing their own combat capacity to the war effort. After the battle, they can be seen tending to the wounded and the traumatised. As peacekeepers, they will play a role in any negotiation party sent to the enemy as well as a form of military police to ensure that all Vyrkanyi combatant are respectful of the conventions on warfare as decided by the New Republic which forbid the mistreatment of prisoners, the unsanctioned use of certain types of weapons, the mistreatment of civilians, pillaging and the distribution of hateful propaganda.

Juror: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 5, A: 2, Ld: 8, Sv: 4+, pts: 20
First Juror: WS: 5, BS: 5, S: 3, T: 3, W: 2, I: 5, A: 2, Ld: 9, Sv: 4+

Equipment: Juror Combat Armor, Juror Staff, Flash Grenade

Special Rule: Pacifist, Tolerant, And They Shall Know No Fear, Adamantium Will, Psychic Mastery 1, Brotherhood of Psyker, Lesser Fighting Stances

Lesser Fighting Stances: Jurors are exceptional marital artists. They can adapt their technic to any sort of foe to triumph. The coordination and teamwork of a squad of Juror is impressive. At the beginning of each round, choose the fighting stance of the Juror. The entire squad must select the same stance.
Defensive Stance: The Jurors gains a 4+ Invulnerable armor save in close combat.
Offensive Stance: The Jurors gain one extra attacks.
Fluid Stance: The Jurors gain the Hit and Run Special Rule

Unit Composition: 3-9 (infantry)

Upgrade:

One Juror for every three can be promoted to First Juror for (45 pts). The presence of a single or more First Juror raises the Squad Psychic Mastery to 2.

Any Juror or First Juror can exchange his Juror Staff for a Juror Lightspear for (15 pts) or a Juror Lightsaber for (10 pts)

The entire Juror squad can take a Jump pack for (2 pts) each

The Juror Squad can select its psychic power from the following discipline: Way of the Juror, Telepathy, Telekinesis, Divination, Sanctic Daemonology

The entire squad can take a Hawk or a Stegadon Armored Transport as a dedicated transport



Troops

RAF Combat Squad

Spoiler:
The Republic Armed Forces, better known by its abbreviation of RAF, is the main defense force of the Vyrkanyi Republic. Their duty is to protect Vyrkanyi from invading forces, piracy and natural disasters. Their moto is to rescue and protect. Its soldiers are few, but extraordinarily well trained in various types of combat thanks to a long and well developed and intensive 8 years long program of training. Vyrkanyi aren’t militaristic and violent by nature, soldiers train extensively in martial arts to improve their physical capacity, control their stress and learn how do disable foes or kill them extremely quickly. What they might lack in glee, they more than make up for it in studiousness and expertise. RAF soldiers know more than anybody else that sometime violence is inevitable. In parallel to their combat training, RAF soldiers train to become specialists in rescue operation. In the glory days of the Old and New Republic, they served mostly in such a fashion. The first and final stage of any RAF soldier is a civic training where they learn how to apply their skills in way that is deemed acceptable, but also various technics to avoid or limit combat and useless casualty. They also learn how to use their soldier skills in decisive way should violence be inevitable. On the battlefield, RAF soldiers are highly motivated troops who operate in small suqads and uses fast deployment and precise strike to disable the foe and force him into retreat. Should the enemy threaten Vyrkanyi civilian, their defense is resolute, even in the vicious ground of close combat. While not very numerous, the excellent training and sophisticated weapons of the RAF soldiers allow them to make their number counts. In recent years, the training and philosophy of the RAF changed. Civic training as been cancelled, replaced by a harsher combat training and the atmosphere is much less collegial within the ranks. Their motto changed too Secure and Protect. A new RAF is building itself, and it will have an enormous impact on how it will interact with civilians.

RAF Soldier: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+, pts: 15
RAF First Soldier: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 8

Equipment: Tactical Armor, Light Rifle, Vibro-blade, Flash and Haywire Grenade, Light Pistol (RAF First Soldier only)

Special Rule: Tolerant, Move Through Cover, Tactical Training,

Unit Composition: 5-10 (Infantry)

Upgrades:

One RAF Soldiers must be promoted to the rank of RAF First Soldier for (5 pts)

The RAF First Soldier can exchange his Vibro-Blade for a Lightsaber for (10 pts)

The RAF First Soldier can exchange his Light Pistol for a Nanobots Pistol for (15 pts) or a Volt Pistol (10 pts)

Up to two RAF Soldiers can exchange their Light Rifle for one of the Following: A Grenade Launcher (10 pts), a Volt Rifle (15 pts), a Nanobots Rifle (15 pts), A Light Volleygun (8 pts) or a Phoenix Rifle (12 pts)

One RAF Soldier can take a Med-Kit for (15 pts)

Any RAF Soldier can take a Tactical Visor for (2 pts) and/or a Jump Pack for (2 pts) each

The Combat Squad can take a Hawk Craft or a Stegadon Armored Transport as a Dedicated Transport



Vyrkanyi Guard Cohort (1 Guard Command Squad, 2-6 Guard Combat Squad, 0-2 Dragoon Squad)

Spoiler:
The RAF is tasked with defending the entire Vyrkanyi Republic, as such they are a very mobile army that rely on highly trained troops, but they cannot afford constant protection of every area, especially in the Outer Worlds and even less in the Lost Worlds. Those in charge of the day to day protection of the population is the Vyrkanyi Guard. Its composed of part time soldiers who received a pretty basic military training that focus on simple, yet essential battle doctrines. Their training is rather long for a militia, yet not intensive. Members of the Vyrkanyi Guard also have a second occupation that can be pretty varied. On many planets, the Vyrkanyi Guards operate as local police force, ensuring basic safety for all citizens and providing community help to those who suffered from crime or who committed them. Just as frequently, Vyrkanyi Guard will serve as nature conservation agents or rangers in charge of securing and exploring wilderness. Due to lower requirements of their training and their civilian use, the Vyrkanyi Guard has a heavier presence within the Outer Worlds and is pretty much the only defense force in the Lost Worlds. On the battlefield, the Vyrkanyi Guard operates in a very similar fashion to the Imperial Guard. It relies on large squads of troops armed with simple and practical weapons who provide short range covering fire for larger, more powerful, weapons that can cause an extreme amount of damage. While the weapon training of the Vyrkanyi Guard can be considered rather limited, its very efficient and their tactical training is excellent. They can operate on the battlefield with great tactical acumen. A Vyrkanyi army centered around Guard Cohorts can push a massive amount of firepower that is more than sufficient to deter or destroy most foes. Officers leading the Guard are the only permanent soldiers and many of them have at least a bit of experience within the RAF. Due to their role as rangers, many units of the Vyrkanyi Guards are mounted on Carnosaurus, fearsome predatory lizards who can tear even an Ork Nob apart in a few second. This cavalry is used as flankers and can charge down foes who have been weakened by the rest of the Cohort. Unlike the RAF Cohorts, the Vyrkanyi Guard fall directly under the order of the Consuls. By separating the two branches of the Republic military, it was thought that military coup would be almost impossible. Poppa’s takeover of the New Republic has transformed the Vyrkanyi Guard. Due to the state of emergency in vigor in the last 15 years, all Vyrkanyi Guard Cohorts and Legion are in permanent operation and training. This, coupled with her changes to the RAF, gives her massive control over the military resources of the Vyrkanyi Republic.

Guard Command Squad

Vyrkanyi Guard: WS: 2, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 6, Sv: 5+, pts: 5
Vyrkanyi Heavy Weapon Team: WS: 2, BS: 3, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 6, Sv: 5+
Guard Commander: WS: 4, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2 Ld: 8, Sv: 5+

Equipment: Combat Armor, Light Carabine, Flash Grenade, Light Pistol and Vibro-Blade (Guard Commander only)

Special Rule: Tolerant, Military Training, Commander (Guard Commander only)

Military Training: The military training of the Vyrkanyi Guard, while not intensive, has the capacity to produce very efficient troops who can apply perfectly various simple, yet, proven tactics. All units with this Special Rule can select one of the three specialisation bellow to represent this. These are selected at the beginning of the game before deployment. All units of Vyrkanyi Guard within the same Cohort need to select the same specialisation.
1) Advance Recon: The Unit gain the Scout and Acute Senses Special Rule
2) Volley of Fire: All unit who doesn’t move nor charge during its round can fire one extra shot from its Light Carabine, Light Pistol, Light Scatter Shot and Light Volleygun
3) Full Offense: The Unit gain the Rage and Crusader Special Rule

Unit Composition: 5-10 (Infantry)

Upgrade:

One Vyrkanyi Guard must be promoted to the rank of Guard Commander for (25 pts)

The Guard Commander can exchange his Light Pistol for a Volt Pistol for (10 pts)

All Vyrkanyi Guard can exchange their Light Carabine for Light Scatter Shot for (2 pts) each or for a Light Pistol and a Close Combat Weapon for free.

One Vyrkanyi Guard can take any of the following: Med-Kit for (15 pts), Republic Banner for (20 pts)

Up to two Vyrkanyi Guard can combine to form a single Vyrkanyi Heavy Weapon Team which can be armed with one of the following: Light Canon for (30 pts), Volt Canon for (25 pts), Sonic Canon (20 pts) or a Missile Launcher (25 pts)

One Vyrkanyi Guard can exchange his Light Carabine for a Light Volleygun for (10 pts), A Sonic Blaster for (5 pts) or a Light Sniper for (5 pts)

The entire squad take a Stegadon Armored Transport as dedicated transport.


Guard Combat Squad

Vyrkanyi Guard: WS: 2, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 6, Sv: 5+, pts: 5
Vyrkanyi Heavy Weapon Team: WS: 2, BS: 3, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 6, Sv: 5+
First Guard: WS: 3, BS: 3, S: 3, T: 3, W: 1, I: 4, A: 2 Ld: 7, Sv: 5+

Equipment: Combat Armor, Light Carabine, Flash Grenade, Light Pistol and Close Combat Weapon (First Guard only)

Special Rule: Tolerant, Military Training

Unit Composition: 5 (Infantry)

Upgrade:

One Vyrkanyi Guard must be promoted to the rank of First Guard for (10 pts)

The First Guard can exchange his Light Pistol for a Volt Pistol for (10 pts) and his Close Combat Weapon for a Vibro-Blade for (5 pts)

All Vyrkanyi Guard can exchange their Light Carabine for Light Scatter Shot for (2 pts) each or for a Light Pistol and a Close Combat Weapon for free.

One Vyrkanyi Guard can take any of the following: Med-Kit for (15 pts)

Up to four Vyrkanyi Guard can combine to form two Vyrkanyi Heavy Weapon Team. Each can be armed with one of the following: Light Canon for (30 pts), Volt Canon for (25 pts), Sonic Canon (20 pts) or a Missile Launcher (25 pts)

One Vyrkanyi Guard can exchange his Light Carabine for a Light Volleygun for (10 pts), a Sonic Blaster for (5 pts) or a Light Sniper for (5 pts)

The entire squad take a Stegadon Armored Transport as dedicated transport.

Dragoon Squad

Dragoon: WS: 3, BS: 3, S: 4, T: 4, W: 2, I: 4, A: 2, Ld: 6, Sv: 5+, pts: 20
First Dragoon: WS: 3, BS: 3, S: 4, T: 4, W: 2, I: 4, A: 3, Ld: 7, Sv: 5+

Equipment: Carnosaurus, Combat Armor, Light Pistol, Light Scatter Shot, Vibro-Spear, Flash Grenade

Special Rule: Tolerant, Scout, Skilled Rider, Military Training

Unit Composition: 5-10 (cavalry)

Upgrade:

One Dragoon must be promoted to the rank of First Dragoon for (5 pts)

Up to two Dragoon can exchange their Light Scatter Shots for Light Volleygun for (8 pts) or a Light Sniper for (5 pts)

All Dragoons can take Barrier Shields for (7 pts) each


Dedicated Transport

Hawk Craft

Spoiler:
The Hawk Craft is the most common aerial transport vehicle in the Vyrkanyi Republic arsenal. Its also one of its most efficient and technologically advanced. These aircrafts are long and slick with a wing design for supersonic speed and great manoeuvrability. The sharp nose of the plane can be angled to lessen air resistance and the thruster of the Hawk craft allows it to hover in place. The aircraft is extremely manoeuvrable, enough to make it an apt dog fighting plane, despite its primary use as a transport. The Hawk Craft does is reasonably well armed and can serve as close air support for any squad it carries. It needs to be piloted by two persons. One will serve as the pilot while the other will be in charge of the weapon system. Both of them need an excellent level of coordination to operate the craft at maximum efficiency, but all pilots of Hawk Craft are necessarily soldiers of the RAF thus extremely well trained in various scenario from dog fight, to fire team extraction to rescue mission in stormy weather with almost null visibility. Some pilots are derived from the Juror Order, making them even more coordinated and impressive. Few would like to take on a pair of Juror who are used to work together, piloting a high performance aircraft. The Hawk Craft only weakness is its high maintenance need and complicated repairs. As such, the Vyrkanyi Guard seldom use any and only the Juror Order or the RAF are known to field them. These adaptable and high performance engines have become one of the symbol of the RAF and a celebrated sight in the Republic and beyond.

Hawk Craft: BS: 4, Armor: F: 10, S: 10, R: 10, HP: 3, pts: 140

Equipment: Hull Mounted Twin-Linked Light Canon, 2 Seeker Missiles,

Special Rule: Flyer, Hover, Vector Dancing, Transport, Tolerant

Transport Capacity: 10 (no bulky or more model)

Access point: 1 on each flank

Fire point: none

Upgrade:

The Hawk Craft can exchange its Twin-Linked Light Canon for a Volt Canon for (5 pts)

The Hawk Craft can take two additional hull mounted Light Volley Gun for (20 pts)

The Hawk Craft can take a Juror pilot crew which raises its ballistic skills to 5 for (25 pts)

The Hawk Craft can take any Engineering enhancement for the appropriate cost



Stegadon Armored Transport

Spoiler:
The Stegadon is a mighty and savage beast native of the Vyrkanyi homeworld, but now roaming a majority of the planet they colonised. These beasts are massive, armored, with horns capable of impaling giants and a spike tail that can splinter ancient trees. These creatures are respected by Vyrkanyi as the incarnation of strength and power and are certainly not to trifled with. Even with the Cerebro technology, they remain reclusive and wild, untameable. It’s those mighty beasts that inspired the mind behind the Stegadon Armored Transport. Originally, these vehicles were the safe heaven of colonists when they landed on planets. They were large enough to house a two or three family of Vyrkanyi, heavily armored, moved on sophisticated threads that made them capable of crossing difficult terrain reliably despite their weight. They were easy to repair and to fuel thanks to a very fuel-efficient engine and solar panels. These vehicles were also easy to modify for various use or to adapt to several terrains. The RAF and the Vyrkanyi Guard to make extensive use of those stalwart vehicles as troop transport and mobile bastion. They might not be fast, but they are relentless and can carry a large number of soldiers anywhere on the battlefield. What they lack in speed and firepower, they can more than make up in sheer strength and resistance. No other vehicle in the Vyrkanyi arsenal can take as much punishment as the Stegadon Armored Transport. In that regard, its truly the exact opposite of the Hawk Craft. In duo, both vehicles can accomplish miracles and allow the Vyrkanyi forces to triumph over their foes.

Stegadon Armored Transport: BS: 3, Armor: F: 13, S: 13, R: 12, HP: 5, pts: 200

Equipment: Enhance Armor, Turret Mounted Twin-Linked Light Volley Gun

Special Rule: Heavy Tank, Move Through Cover, Transport, Tolerant

Transport Capacity: 25

Access point: 1 at the rear, 1 on each flank

Fire Point: 2 on each flank

Upgrade:

The Stegadon Armored Transport can exchange its Twin-Linked Volley Gun for a Twin-Linked Volt Rifle for (5 pts)

The Stegadon Armored Transport can take a Light Missile Battery for (20 pts)

The Stegadon Armored Transport can take a RAF Crew to increase its ballistic skill to 4 for (15 pts)

The Stegadon Armored Transport can take any Engineering enhancement for the appropriate cost


Fast Attack

Combat Trodon Pack

Spoiler:
Trodons are beasts native of Vyr. These creatures are fearless pack hunters on their homeworld, known for their determination, their adaptability, their cleverness and their loyalty. Standing at around a meter and a half tall at the shoulder for four meters long, they are relatively big predator. Their solid scales, lithe limbs and powerful tails makes them both resistant and agile. Their wide, expressive eyes betray their vast intelligence and their head crest, sharp teeth and razor like claws remind that they are ferocious creatures. Trodons have a very special place in the Vyrkanyi society. They were the first animal ever domesticated by the ancient Vyrkanyi. They were their earliest companion. The Vyrkanyi empathic abilities allow them to communicate with other animals much more efficiently than humans. The bond forged between Trodon and Vyrkanyi far exceeded that of humans and dogs in ancient Terra in terms of depth and cultural influence. The Trodon great powers as top pack predators and intelligence allowed them to accomplish a lot for their Vyrkanyi friends and ally. The relationship between Vyrkanyi and Trodons isn’t that of master and pets, but of equals. Thanks to the Vyrkanyi technological development, this relationship between the two species was improved when the Cerebro device was developed, a psychic device that allows better communication cross-species. This allowed Trodon to participate more fully into the Vyrkanyi Republic, becoming citizens (but who cannot hold office), and even serve as soldiers within the Vyrkanyi Guard, using their sharp sense and endurance as rescue animals or as fearsome warriors when faced against the enemy. Trodons are ferocious by nature and adapt well to conflict, more so than Vyrkanyi. Capable of overpowering most humanoids, they make excellent scouts ad shock troopers in the Vyrkanyi forces.

Trodon: WS: 4, BS: 0, S: 4, T: 3, W: 1, I: 5, A: 2, Ld: 7, Sv: 5+, Pts: 12
Trodon Pack Leader: WS: 4, BS: 0, S: 4, T: 3, W: 1, I: 5, A: 3, Ld: 8, Sv: 5+

Equipment: Teeth, claws and Combat Armor

Special Rule: Beast, Furious Charge, Counterattack, Scout, Stealth

Unit Composition: 5-20

Upgrades:

One Trodon can be upgraded to a Trodon Pack Leader for (5 pts)

The entire Trodon Pack can have cyber enhancement giving them +1 in Toughness and improving their armor save by one step for (6 pts) each.


Gallipedus Light War Walker Squadron

Spoiler:
The Gallipedus Light War Walker is a sophisticated and extremely agile vehicle used for scouting purpose by the RAF when the terrain is very dense. Its exoskeleton is composed of high quality plasteel made to be very flexible and resistant, but also extremely light. It has a very minimalistic design. The two legs of the Gallipedus are inspired heavily from the fast running carnosaurus or other creature of that style with specialised feet designed to grip to all sort of terrain and leg accompanied with thrusters that allows for impressive jumps. The engine of the Gallipedus is situated above the legs in a small casing and are marvellously powerful and stealthy. Its this engine that also power the turret mounted weapon system of the Gallipedus fixed at the front of the main casing. For such a light War Walker, it does carry an impressive firepower perfectly adapted to provide support to a RAF Cohort or to pin down enemy scouts or valuable assets. The pilot of these scouting vehicles are hanging behind the main casing, using its armor as protection, their feet planted like if they were riding a beast, which is a close experience to that of riding a Gallipedus. Since they are equipped with a sophisticated AI navigation and defense system, it’s not rare for a pilot to form a bond with their vehicle, making them more efficient. Since they are very sophisticated War Walkers, only the RAF deploys them on a regular fashion. The Vyrkanyi Guard still prefers to rely on their Dragoons for a similar duty. A full squadron for Gallipedus can cover vast distances and engage most threat to allow the main forces of the RAF to accomplish their objectives. The soldiers who pilot them are thus known for their quick thinking and their independence.

Gallipedus Light War Walker: WS: 4, BS: 4, S: 5, Armor: F: 11, S: 11, R: 10, I: 4, A: 2, HP: 2, pts: 90

Equipment: Turret Mounted Twin-Linked Light Volley-Gun, Rending Claws, Nova-Light Engine, Jump Pack

Special Rule: Tolerant, Walker, Infiltrate, Move Through Cover, Hit and Run

Unit Composition: 1 to 5

Upgrades:

The Gallipedus can exchange its Twin-Linked Light Volley-Gun for Twin-Linked Volt Rifles for (10 pts), Twin-Linked Nanobots Rifle for (10 pts), Twin-Linked Phoenix Rifles for (5 pts) or Twin-Linked Sonic Blasters for (free)

The Gallipedus can take any Engineering enhancement for the appropriate cost



Phoenix Assault Craft Squadron

Spoiler:
The Phoenix Assault Craft is an modified version of the Hawk Craft. It’s very similar in term of designed with highly aerodynamic lines, sharp wings and nose, powerful thrusters that are flexible enough to allow stationary flight. The only difference between the two is that of size and payload. While not extremely big, the Hawk Craft is larger than the Phoenix Assault Craft for this one doesn’t have the capacity to transport any troop on the battlefield. Its smaller size and more sophisticated AI allow a single Vyrkanyi soldier to pilot it, handling all the weapon system of the aircraft and the piloting function. The smaller size of the Phoenix makes it more manoeuvrable and its engine are slightly more powerful, making faster. This is essential for the Phoenix Assault Craft is an air superiority fighter designed to disable the enemy aircrafts quickly and efficiently. Its highly sophisticated aiming system also allows it to take down ground target if needs be. The lethality and warlike purpose of such a vehicle makes it a rarity within Vyrkanyi forces, but a sad necessity when faced with such thing as Tyranid flying monsters, Orks planes or worse. To avoid overstressing the pilots, a turn system has been implemented. Hawk Craft pilots are taking turns piloting Phoenixes. They can then use their down time to psychologically recover from the violence they had to display. Thankfully, range battle on board of high speed aircrafts is less likely to induce PTSD or other similar troubles in Vyrkanyi pilots than ground combat. Its not rare for Phoenix Assault Craft to operate in pairs to provide support to each others. In fact, its recommended to maximise efficacy and increase chances of survival for despite all the speed and armament of the Phoenix Assault Craft, it’s dangerous position to occupy.

Phoenix Assault Craft: BS: 4, Armor: F: 10, S: 10, R: 10, HP: 3, pts: 150

Equipment: One hull mounted Twin-linked Phoenix Canon, Two Hull Mounted Phoenix Rifles, Nova-Light Engine

Special Rule: Tolerant, Preferred Enemy (flyers), Flyer, Vector Dancing, Hover

Unit Composition: 1 to 4

Upgrades:

The Phoenix Assault Craft can take up to three extra Phoenix Feather for (10 pts) each.

The Phoenix Assault Craft can take any Engineering enhancement for the appropriate cost




Terradon Rider Squad

Spoiler:
Terradon a majestic and fierce looking reptilian creature. Their body is strong and lithe, their bat-like wings doted with sharpen claws, their tail long and barbed, their neck powerful and their head shaped in an arrow head adorn with a short crest of horns. They re the apex flying predators of the Vyrkanyi homeworld and much like the Carnosaurus and the Trodons can be found pretty much everywhere the Vyrkanyi installed themselves. These clever and powerful beasts are sometime tamed by adventurous and empathic Vyrkanyi to serve as war mounts. Only the best Vyrkanyi riders can ever dream to bond with such a creature for they will accept only one rider with which they will form a powerful psychic bond. The Vyrkanyi will transmit his sociability and intellect to the Terradon who himself will give to the Vyrkanyi a lust for flight and a certain thirst for combat hence their use in the Vyrkanyi military. There, they serve as scouts and elite combat units. Due to their nature, Terradon Riders are mostly found in the Lost Colonies, the remains of the Confederation and the Outer Worlds. Riders are almost all member of the Vyrkanyi Guards, but they form their own sub-forces who can draw people from both the Guard and the RAF. When the battle starts, they plunge from the sky to relieve beleaguered Vyrkanyi forces and strike with their Vibro-Spears their enemies while the Terradon flail tails and fangs around. They are truly as devastating as there are beautiful to observe. To the Vyrkanyi though, the most impressive isn’t the deadly nature of the Terradon and the expertise in combat of the rider, but their special bond which is a proof that with the Cerebro devices, their race can truly achieve a level of communion with nature that is otherwise impossible to most other people. It shows that their ability to communicate and understand others isn’t limited to their own and thus that an ideal of peace can extend to much further than their own territory. The most warlike of all Vyrkanyi are thus simultaneously seen as its greatest ambassador for peace, drawing admiration even from the Juror Order itself.

Terradon Rider: WS: 4, BS: 4, S: 5, T: 4, W: 2, I: 5, A: 4, Ld: 8, Sv: 4+, pts: 45
Master Terradon Rider: WS: 4, BS: 4, S: 5, T: 4, W: 2, I: 5, A: 5, Ld: 9, Sv: 4+

Equipment: Terradon, Combat Armor, Vibro Spear, Light Carabine, Flash Grenade

Special Rule: Tolerant, Flying Cavalry, Furious Charge, Hit and Run, Deep Strike, Skilled Rider, Adamantium Will, Interception

Interception: Terradon Riders are expert at charging down even fast moving targets in high altitude thanks to their powerful mounts. It takes great expertise and practice to do so, but every single one of them will have to be able to joust at high speed in the air to call themselves Terradon Riders. A unit of Terradon Riders can assault skimmers and flyers like if they were normal ground targets. They hit Skimmers on a 4+ and Flyers on a 5+.

Unit Composition: 3 to 10 (Flying Cavalry)

Upgrades:

One Terradon Rider can be upgraded to the rank of Master Terradon Rider for (10 pts)

The Master Terradon Rider can exchange his Vibro-spear for a Lightspear for (15 pts)

The Master Terradon Rider and up to two Terradon Rider can exchange their Light Carabine for a Phoenix Rifle for (15 pts), a Volt Rifle for (20 pts) or a Nanobots Rifle for (20 pts)


Heavy Support

Armored Bastiladon Artillery

Spoiler:
The Bastiladon is a giant reptilian creature measuring almost 25 meters long for 4 meters high. It’s an enormous creature covered in armored plates making it impervious to most conventional weapons. Its heavy spade like feats are equipped with fearsome talons and its flanks and tail with dangerous looking spikes. This creature is probably just as dangerous as the untameable Troglodon, but despite its fierce appearance, massive strength and size, its relatively gentle and sociable, used to live in extended family. Vyrkanyi, even in ancient times, were capable of taming those beasts to use them as caravans and in construction work for their massive strength allows them to transport incredible loads. They were also used in war as combat platform or to rescue people from dangerous area. The development of the Cerebro technology further enhanced their cooperation. In modern times, Bastiladon who have the right temper and desire to assist Vyrkanyi at war will be encased in armor and have powerful canons mounted on its back. The armor is equipped with servo motors that help support that extra weight. Vyrkanyi pilots are in charge of operating the weapons will the Bastiladon concentrate on navigating the terrain at good pace and defending himself should people come close enough from his powerful limbs. The Armored Bastiladon is so large, heavy and powerful it can easily match any heavy tanks the Imperium can align in term of raw firepower and armor. A single one of them can break apart enemy ranks and scatter them all the while Vyrkanyi troops can seek protection behind its massive body. Bastiladons, like Vyrkanyi are fundamentally peaceful creatures, but are very defensive of their families. Those who are seen in war consider other Vyrkanyi as part of their own and in need of protection, but will require bonding time before and after engagement. A sorrow driven raging Bastiladon is a heartbreaking thing to see for a Vyrkanyi and a terribly bad news for any enemy facing its immense wrath.

Armored Bastiladon Artillery: WS: 3, BS: 3, S: 10, T: 8, W: 6, I: 1, A: 3, Ld: 10, Sv: 3+, pts: 250

Equipment: Armored Plating, Pulse Driver, Two Twin-Linked Light Canon, Enhance Armor

Special Rule: Tolerant, Monstrous Creature, Rampage

Unit Composition: 1 (Monstrous Creature)

Upgrades:

The Armored Bastilladon Artillery can take a RAF crew for +1 BS for (20 pts)

The Armored Bastiladon Artillery can exchange his Two-Twin Linked Light Canon for Twin Linked Heavy Pulsars for (10 pts), Volt Canons for (free), Phoenix Canon for (20 pts) or Sonic Canon for (free)

The Armored Bastiladon Artillery can take any Engineering Enhancement for the appropriate cost, but cannot have the Nova-Light Engine since its legs are the only propulsion method.



Trodon Assault Tank Squadron

Spoiler:
The Trodon Assault Tank is the most common and widely used armored vehicle in the Vyrkanyi arsenal. Unlike most of their vehicles, its also exclusively a combat vehicle as there are no use for it outside of direct and intense combat. Sometimes, they will be used to reassure citizen about their safety following an evacuation, a natural disaster or an attack from an alien specie. The Trodon earned its name due to its fast and aggressive use which is reminiscent of actual Trodons. In term of design, its relatively similar to the most sophisticated armored vehicles produced by mankind like the Predator Tank. It follows a similar armor design, possess a main canon mounted on a turret as well as some auxiliary weapon systems. One of the key difference though, is the fact that the Trodon Assault Tank is an antigrav vehicle which allows it to move at good speed on all terrain and follow the quick advance of the Vyrkanyi forces all the while allowing them to put out an impressive amount of firepower where its needed the most. The Trodon Assault Tank is designed to be versatile and fast. It can engage with reasonable chances of success both enemy tanks and its infantry. Since its design is simple and efficient, these vehicles are also relatively easy to maintain and easy to modify to better adapt to a new force. For example, it was shown that the high power and burning effect of the Phoenix weapons were more adapted to fight orks while the more precise and reliable Light system were more efficient against the Imperium and especially the forces of Chaos. Like most Vyrkanyi vehicles, they usually work in teams to provide each other with a measure of protection and support and thus avoid casualties.

Trodon Assault Tank: BS: 3, Armor: F: 13, S: 11, R: 10, HP: 3, pts: 135

Equipment: Turret mounted Twin-Linked Light Canon, Hull mounted Light Missile Battery, Hull mounted Volt Rifle.

Special Rule: Tolerant, Tank, Skimmer

Unit Composition: 1-3 (Tank)

Upgrade:

The Trodon Assault Tank can take a RAF soldier crew to gain +1 to its ballistic skill for (15 pts)

The Trodon Assault Tank can exchange its Twin-Linked Light Canon for a Twin-Linked Phoenix Canon for (free) or a Twin-Linked Volt Canon for (free)

The Trodon Assault Tank can exchange its Volt Rifle for a Phoenix Rifle for (free), a Light Volley Gun for (free) or for a Nanobots Rifle for (5 pts)

The Trodon Assault Tank can take any Engineering Enhancement for the appropriate cost



Mobile Field Hospital

Spoiler:
The Vyrkanyi medical technology is extremely advanced be it in diagnostic thanks too advanced non invasive scanning devices, treatment thanks too anti-viral and antibiotic agents or medical nanobots. The Vyrkanyi even managed to prolong their lives to extreme degree all the while retaining their youth and their sanity. Their medical science has of course an important place within their military. The Vyrkanyi soldiers and militiamen are all trained in first aid and its not rare for them to carry sophisticated and compact first aid kits both for their use or to help secure injured civilians or enemy troopers as they too deserve full medical treatment at the end of any battle. If a battle or any deployment is expected to be met with a particularly high level of casualty, it’s common to see the deployment of a Mobile Field Hospital. An Armored Stegadon Transport is modified to be transformed in a high tech emergency surgery and treatment center where grievously injured Vyrkanyi can be transported but also a mobile stockpile of medical supply from where teams of combat medics can fan out to various squads and catch a breath in the middle of a storm. These Mobile Field Hospitals allow Vyrkanyi troops to keep on fighting at full efficiency much longer than in normal circumstances, have a very positive effect on moral. While Vyrkanyi rules of war strictly forbids any attack on an hospital, clinic, healing station or even dedicated medical personnel, such is not the case for most of their enemies who do target the Mobile Field Hospital to immediately cut any sort of medical support and demoralise the Vyrkanyi. Fortunately, this only strengthen the resolve of the Vyrkanyi to fight to the very end to protect their wounded comrades. The high armor of these vehicle also makes them rather difficult to destroy quickly, especially if defensive systems were added to them.

Mobile Field Hospital: BS: 0, Armor: F: 13, S: 13, R: 12, HP: 5, pts: 230

Equipment: Enhance Armor, Nanobots Self Repair System

Special Rule: Tolerant, Heavy, Tank, Move Through Cover, Medical Bay, Fallen Comrades

Medical Bay: All units within 18 inches of the Mobile Field Hospital gain the Special Rule Feel No Pain (6+) or see theirs improved by 1 step to a maximum of 3+ even if it was provided by a Med-Kit. Should a model have a Life Saving System, it also improves its chance of success by one step and return the model in play at full life instead of only one.

Fallen Comrades: Vyrkanyis will fight to the very end to protect the injured and the weak. All units within 18 inches of the Mobile Field Hospital will fire overwatch fire at one point of ballistic skills higher than they normally would. Should they have the Pacifist Special Rule, they can ignore it while they are in this zone. All units also become Stubborn. Should the enemy destroy the Mobile Field Hospital, all units on board will have to pass a moral test or retreat. Furthermore, the enemy will gain a victory point.

Unit Composition: 1 (Tank)

Upgrades:

The Mobile Field Hospital can take an Advanced Medical Team to increase the bonus provided by the Special Rule Medical Bay by one step for (30 pts)

The Mobile Field Hospital can take any Engineering enhancement for the appropriate cost, but cannot take Seeker Missiles since it’s a medical vehicle.




Thunderbird Craft

Spoiler:
The Thunderbird craft is another modification of the Hawk Craft. Unlike its cousin the Phoenix Craft, the Thunderbird isn’t designed for air superiority, agility and speed, but for ground support and bombing run. In outward appearance, it’s very similar to the Hawk Craft, but it’s much more heavily armed. It possesses no less than three Volt Canons with which to rake ground targets and that’s not counting the two Volt bombs nestled where the Hawk Craft would have its transport compartment. Like all Vyrkanyi aircraft, it’s extremely agile and can be used to fight against other aircraft should the need arise. Considering the strictly military purpose of the Thunderbird, a system of rotation for pilots has been implemented for it, same as the Phoenix Craft and for the same reasons. In addition to this rotation of pilots from Hawk Craft to Thunderbird and vice versa, the two pilots required to operate the weapon system and the aircraft itself regularly switch position between engagements. This has been shown to strengthen their cooperation as each other becomes familiar with the other job. It as also improved their moral resilience as it provides them with a more shared sense of responsibility for the death they caused. The Thunderbird Craft is probably the most sophisticated aircraft in the Vyrkanyi arsenal, its also the one requiring the most maintenance and frequently the most repair since bombing runs on a battlefield can be risky if the enemy has access to decent anti-aircraft weapons. Due to those factor they are also the most heavily armored and the rarest of all aircraft in the Vyrkanyi forces. Of course, the remain relatively common. Vyrkanyi soldiers love to fight while supported by these powerful aircraft as they provide excellent fire support at great speed.

Thunderbird Craft: BS: 4, Armor: F: 11, S: 11, R: 10, HP: 3, pts: 175

Equipment: Three hull mounted Volt Canon, Two Volt Bombs, Advance Targeting Device

Special Rule: Flyer, Tolerant, Hover, Vector Dancing, Bombing Run

Bombing Run: The Thunderbird Craft is designed as a fighter-bomber. During the shooting phase you can declare a bombing run on any point of the battlefield the Thunderbird Craft as passed over during its precedent movement phase. Select the point and center the Large Blast marker on it than roll for dispersion as usual and apply the ballistic skill score of the Thunderbird Craft to it. Resolve the damage as usual. The Thunderbird Craft can make as many bombing run as it as Volt Bombs, but can only launch one per round.

Unit Composition: 1 (Flyer)

Upgrade:

The Thunderbird Craft can take two additional Hull Mounted Volt Rifles for (20 pts)

The Thunderbird can take any Engineering Enhancement for the appropriate cost


Lords of War

Armored Troglodon

Spoiler:
Of all the predators of the Vyr, the largest, fastest and most dangerous is certainly the Troglodon. It’s so powerful and efficient it can actually take on Stegadons or Bastiladons if it requires to. They are long bipedal creature with swift, lithe and powerful bodies, overly long and sharp claws that can tear enemies or tanks apart in a few second. Much like the Teradon, its also viciously venomous and can project or breath poisonous gas at its prey killing them extremely quickly. The Troglodon is also an extremely intelligent creature capable of making complex plans. In terms of sheer intellect, it rivals the Trodons themselves. Off all the domesticated and allied creature serving the Vyrkanyi, this one was probably the greatest challenge. Before the development of the Cerebro device, gaining one’s trust and affection was almost impossible. A few Jurors managed to make it thanks to their finely tuned empathic skills and psychic powers, a few particularly brave and knowledgeable Vyrkanyi rangers also managed to perform this extraordinary feat, but now, its much easier. Gaining a Troglodon as an ally is a difficult process, but it can be supremely useful. These 20 meters long creatures are very swift, ferocious and powerful. Their poison and blood and can be used to create all sorts of remedies and their keen senses allows them to make excellent rangers. On the battlefield, Troglodons are strong enough to be outfitted with an armor system which allows them to carry modern weapons and make them more resilient to enemy firepower. Considering their size and terrifying look, they are bound to be taken as target early on. When they make it into close combat, they can tear apart any and all opposition. Very few creatures beside greater daemons or Tyranid Hive Tyrant can stand a chance against them in such circumstances. Like their distant cousins the Trodons, Troglodons are well suited and built for war. Unlike Vyrkanyi who require training and heavy motivation to make act of great violence, these beasts have no such compunction. Their vast intelligence and great power also afforded them citizenship once they were capable of more complex communication with the Vyrkanyi.

Armored Troglodon: WS: 6, BS: 4, S: 6, T: 6, W: 6, I: 5, A: 5, Ld: 10, Sv: 3+, pts: 350

Equipment: Armor Plating, Advanced Power Field, Two Light Canon, Teeth and Claws, Troglodon Poison Breath and Spit

Special Rule: Monstrous Creature, Move Through Cover, Fast as Lightning, Rage, Rending, Fear, Fearless

Fast as Lightning: The Armored Troglodon is an extremely lithe and fast creature despite its great size and armor. It can cover vast distances in a few strides and pounce on its prey with pinpoint precision. In the movement phase, the Armored Troglodon can move up to 12 inches. He can also roll an extra dice when running and when charging. Finally, on any turn he charges, his attack strength is raised from 6 to 10 for the rest of the round as the weight of the creature is added to its strength.

Unit Composition: 1 (monstrous creature)

Upgrade:

The Armored Troglodon can take any Engineering Enhancement for the appropriate cost, but cannot buy the Nova-Light Engine.



High Consul Poppa Viyemos

Spoiler:
Poppa Viyemos life and career is marked by the sign of an almost unbridled ambition and lust for power and control. Born in a good family from the core world, a grand father occupying a position in the Senate and an aunt with the rank of First Juror. A child with gifted intellect, she surprised many of her masters and teachers. She joined the RAF for a brief period of time and made it to the rank of Commander before leaving with her mind set on a political career. During her time in the RAF she was quickly known for her decisive style of command, great charisma and her capacity to lead her troops into the thickest and most brutal combat, making her a controversial figure even back then. Her victory tally against the Orks was certainly celebrated, but a few draw concern to the risks she exposed her troop without attempting safer strategy and her habit of ordering pursuit of fleeing Orks with order to kill them, a war crime under most circumstances. Some suspect her early retirement was due to her being pressured to resign to avoid severe punishment for those actions. Poppa didn’t stay out of the limelight for long. She joined the Vyrkanyi Guard as a Commander and used that position to gain political capital as an excellent police officer and administrator. There she pushed for harder stance on crime and punishment and was mildly successful as during the time, there was a small increase in crimes like burglary, minor assault and pickpocketing, normally extremely rare occurrences in Vyrkanyi society. Her efforts were well rewarded and when she presented herself in the senatorial election to take the vacant seat left by her grand-father, she gained an easy victory. This would only be the beginning. Poppa wanted to radically change how Vyrkanyi waged war and perceived foreign powers like the Imperium and especially the Ork empires. She pushed for the abolition of several constrains on the RAF and the Vyrkanyi Guard rules of conduct. Pushed for training to be less focused on defense strategy and rescue operation and more on lightning assault and for the addition of new harsher, more violent tactics. She also pushed for the Senate to declare the Imperium an enemy power, the status of the Orks, instead of a rival power and the Orks to be declared non-sensitive, thus free to kill like the Tyranids. Through intimidation, coaxing and raw charisma she managed to attract a solid base of supporter and with them was carried to the rank of High Consul. Though it was a bitter sweet victory and staunch pacifist and traditionalist was elected to occupied the mirror post. She still managed to isolate him politically speaking and counted on her numerous support in the RAF and the Vyrkanyi Guard to reform the Republic to her new ideals, that of a strong military power that would no longer restrain itself. Sensing the danger and the terrible similitude between Ketana and Poppa’s vision for the Vyrkanyi, the Juror, supported by a large majority of the population and many member of the RAF, led by Praetorian Via Tella attempted to arrest the High Consul on charges of war crimes and political corruption. They had a very solid case, but their failure was to attempt to bring her down by legal means. When Senate Guards and Jurors came to her office to have her arrested, Poppa killed one of her staff members and accused the RAF and their commander to having committed the crime. She called the Vyrkanyi Guard and loyal member to the rescue. Several members of the coup were killed in action. Via Tella their leader was declared a traitor and a war criminal. She was forced to suicide in exchange for life and safety for her young daughter Iyana. After the failed coup, Poppa called a state of emergency that granted her more power. When her mirror High Consul died, she was alone in command. Slowly, she would transform the Republic into something very different: an empire with her on the throne. The level of control she gained soon exceeded that of Ketana before her. When Hive Fleet Raja started to threaten the Vyrkanyi heartland, the last remnant of democracy died. The Senate was dissolved, replaced by a war council on which the Juror, ever her opposition, would have no voice. Civil liberties were suppressed. From the shadow, New Jurors re-emerged from exile to bring Poppa their support. Her ultimate ambition realised, High Consul Poppa Viyemos must now fight for the very survival of her race as the enemy of the Vyrkanyi descend against them.

High Consul Poppa Viyemos: WS: 5, BS: 5, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 10, Sv: 3+, pts: 280
Defense Drone: WS: 4, BS: 4, S: 4, T: 4, W: 1, I: 3, A: 1, Ld: 5, Sv: 3+

Poppa Viyemos Equipment: Heavy Tactical Armor, Nanobots Scatter Shot, Mastercrafted Lightspear, High Consul Sceptre, Advanced Power Field, Personal Teleporter, Life Saving System, Flash and Haywire Grenades
Defense Drone Equipment: Heavy Tactical Armor, Barrier Shield, Vibro-Blade

Poppa Viyemos Special Rule: Intolerant and Warmonger, Strategist, Supreme Orator, Military Master, Stubborn, Independent Character
Defense Drone special Rule: Counterattack, Fearless

Intolerant and Warmonger: Perhaps even more than Ketana, the only other tyrant of the Vyrkanyi Republic history, Poppa has no respect for the most fundamental values of the Vyrkanyi. So much so, that her greatest ambition was to destroy them and she largely succeeded within all the Vyrkanyi territory within her grasp. All units in an army led by Poppa lose their Special Rule Tolerant and Pacifist. Furthermore, no army with Poppa can align any Jurors, Master Jurors, Hawk Crafts with Juror Pilots and neither can they have Iyana Tella within their ranks as they are considered traitors. An army led by Poppa can field New Jurors, New Juror Masters and Execution Squad.

Supreme Orator: Poppa Viyemos is known for her incredible ability to move crowds and thanks to her unnatural charisma, perhaps linked to latent psychic abilities superior to those of the average Vyrkanyi, she is capable of removing deeply ingrained compunction against violence within Vyrkanyi minds. People can listen to her words for hours on end if need be. Those who accompany her in combat are thrown almost in a haze by her ability to motivate troops and attract loyalty. All units with 18’ of Poppa gain the Fleet and Stubborn Special Rule.

Military Master: Poppa is a very experienced military commander in both the RAF and the Vyrkanyi Guard. She can easily match a Praetorian in terms of raw skills. Poppa and any unit she joins can gain one Military Training traits or a second one if they already have one. This ability cannot stack with Tactical Master.

Unit Composition: 1 (unique independent character)

Upgrade:

High Consul Poppa Viyemos can take up to 9 extra Defense Drone for (15 pts) each but loses her independant character status if she does so

If Poppa is accompanied by more than 4 Defense Drone, she can take a Hawk Craft or an Armored Stegadon Transport as a dedicated transport

High Consul Scepter: The badge of office especially made for Poppa by the finest Combat Architect in the Vyrkanyi Republic. Its base design draws inspiration from the kings of the ancient time and is symbol of great importance to her supporters. All units within 18’ of the bearer count gain an extra attack and as scoring one extra wound during combat resolution. It stacks with the bonus provided by the Republic Banner, but not with the Consul Baton.

Nanobots Scatter Shot: An experimental and extremely dangerous Nanobot weapon. It sends volleys of these all devouring projectiles at short range. Almost nothing can survive a single volley from this rifle. It has the following profile: Range: 9, S: 4, AP: 1, Assault 3, Fleshbane, Armorbane, Pinning

Warlord Trait: Alpha Strike Specialist and Precision Strike



Legacy Units

Spoiler:
These are units that belong to the past of the Vyrkanyi Republic. Those that fought against the Imperium of the Great Crusade, who faced legionnaires and Primarchs and lived under the New Juror Order regime. They were the heroes of 10 000 years ago. This section covers units that are no longer common in the New Republic and heroes who are now dead and stuff of legends more than anything else. They are meant to be used for those willing to recreate the epic conflict between the Vyrkanyi and the Imperium during the Great Crusade or as the rebellious exile of the New Juror Order who still survived ten thousand years of exile and might be found lurking in the shadow of Poppa’s regime.


HQ

New Order Juror Master

Spoiler:
The New Order of the Juror was founded upon the principle that it was the duty of the Jurors to defend the Vyrkanyi race, to be what stands between its people and destruction. This meant the Juror couldn’t simply be peacekeepers and arbiters, but had to become warriors and supreme police force. Balance wasn’t between nature and civilisation; between violence and peace or anything like before. It was to be between the desire to protect and the desire to destroy. The Jurors became consummate warriors who showed no mercy and were uncompromising; ready to sacrifice a few for the benefit of many, just like their founder Ketana Banos. Juror Masters were the first supporter of Ketana, most of them being of the rank of master in the Ancient Order. In the New Order were fantastic warriors with all the skills of their predecessor, but none of their compassion and restrain. They were generals and as such would lead their peers unto battle. This reflected on their application of the ancient Juror martial art, favoring, more destructive technics designed to kill quickly instead of incapacitate and so it was for their equipment, completely discarding the traditional Juror Staff for the deadlier Juror Light sword. The Juror Masters could be seen where the battle was fiercest using their psychic gifts to protect their allies and destroy their enemy, their sword cutting down their foes by the dozens. Even Legionnaires Champion struggled to keep up with such deadly foes.

New Order Juror Master: WS: 6, BS: 6, S: 3, T: 3, W: 3, I: 6, A: 4, Ld: 10, Sv: 4+, pts: 175

Equipment: Juror Combat Armor, Juror Lightsaber, Flash and Haywire Grenades

Special Rule: Hatred (all), And They Shall Know no Fear, Adamantium Will, Psychic Mastery 2, New Order Master Fighting Stances, Independent Character
New Order Master Fighting Stances: Master Juror are supreme marital artists. They can adapt their technic to any sort of foe to triumph. At the beginning of each round, choose the fighting stance of the Master Juror.
Flurry Stance: The Juror gains one extra attacks and a 4+ invulnerable save in close combat
Precise Stance: The Juror gains a bonus of +2 in strength.
Fluid Stance: The Jurors gain the Hit and Run and Furious Charge Special Rule
Unit Composition: 1 (Independent Character)

Upgrade:

The Master Juror can gain an extra level of Psychic Mastery for (15 pts)

The Master Juror can select his psychic powers from the following discipline: Way of the Juror, Telepathy, Telekinesis, Divination and Sanctic Daemonology

The Master Juror can exchange his Juror Light Sword for a Juror Lightspear for (5 pts) or get an extra Juror Lightsaber for (5 pts)

The Master Juror can take a Jump pack for (5 pts)


Elite

New Order Juror

Spoiler:
The New Order Juror were the disciple of Ketana and her supporters. They were recruited in their early years after their psychic potential became evident to be raised to become the best warriors of the Vyrkanyi race and their authority. Like in the Ancient Order, the training of those New Jurors was going to be difficult and takes years. Unlike the former though, death was sometime a consequence of failures. The New Juror saw the Vyrkanyi in dire need of warriors and incapable of sustaining continuous defeat. Sacrificing some pupils to strengthen other to reach victory was thus considered an acceptable consequence. The New Order believed there was no more room for failure and idleness. The results were clear though, while the Ancient Order Jurors were celebrated as great warriors, the New Order Jurors were seen as even more fearsome than them thanks to their more brutal use of the Juror martial art. Like their master, they discarded the old Juror Staff for deadlier weapons and formed the core of the Ketana’s regime troops. A single New Order Juror was a match for a Legionnaire during the war against the Imperium. Thousand would fall under the blades of these psychic warriors and so did many Vyrkanyi who would not bow before their command and their display of violence and cruelty. It’s rumored that with Poppa’s rise to absolute power and the death of the Republic, that some of these black cloaked Juror have re-emerged from the shadow to bear her council while the Juror Order was exiled.

Juror: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 5, A: 2, Ld: 8, Sv: 4+, pts: 35
First Juror: WS: 5, BS: 5, S: 3, T: 3, W: 2, I: 5, A: 2, Ld: 9, Sv: 4+

Equipment: Juror Combat Armor, Juror Lightsaber, Flash Grenade

Special Rule: Hatred (all), And They Shall Know No Fear, Adamantium Will, Psychic Mastery 1, Brotherhood of Psyker, Lesser Fighting Stances

Lesser Fighting Stances: Jurors are exceptional marital artists. They can adapt their technic to any sort of foe to triumph. The coordination and teamwork of a squad of Juror is impressive. At the beginning of each round, choose the fighting stance of the Juror. The entire squad must select the same stance.
Flurry Stance: The Jurors gains a 5+ Invulnerable armor and an extra attack in close combat
Precise Stance: The Jurors gain one extra strength.
Fluid Stance: The Jurors gain the Hit and Run Special Rule

Unit Composition: 3-9 (infantry)

Upgrade:

One Juror for every three can be promoted to First Juror for (45 pts). The presence of a single or more First Juror raises the Squad Psychic Mastery to 2.

Any Juror or First Juror can exchange his Juror Light Sword for a Juror Lightspear for (5 pts) or take an extra Juror Lightsaber for (5 pts)

The entire Juror squad can take a Jump pack for (2 pts) each

The Juror Squad can select its psychic power from the following discipline: Way of the Juror, Telepathy, Telekinesis, Divination, Sanctic Daemonology

The entire squad can take a Hawk


New Order Execution Squad

Spoiler:
Execution squads were precisely selected units of Senate Guard who took upon themselves to study and support the ideology of the New Order. Like the New Juror themselves, they became highly focused on combat and fiercely loyal. Ketana used them as elite troops to quash rebellion and insure the loyalty of the RAF and the Vyrkanyi Guard. To most citizens, they were the face of the New Order as the New Juror themselves were frequently recluse in their training temple or on the battlefield, their number too few to have a very active presence in the streets of the cities. The Execution squads as their name might imply were especially use to storm bases of operation for political opponent and guard the detention facilities where they were either executed, put to work or re-educated. Thousand died in those detention center and the Executor squads became synonymous with death. They could also be seen protecting the most important Vyrkanyi facilities and buildings. Soon, they had completely supplanted and absorbed the Senate Guard. Befitting of their position as security enforcer and bodyguards, they were heavily armored and trained for close combat battles. Only the strongest and the most ruthless Vyrkanyi could hope to become members of the Execution squads, but there was much to gain at the time to be on the side of the New Order. These elite soldiers were so skilled and well equipped they were more than enough to give pause to Legionnaires. After the death of Ketana and the fall of the New Order, many of these Executioners were put on trial for their crime against peace and the Vyrkanyi civilisation. Some were later pardoned and could rejoin the Senate Guard. In the last days of the Vyrkanyi Republic, High Consul Poppa Viyemos reformed their organisation on the same plans than Ketana’s, but made them even more independent and ruthless. Now, they can be seen again in the shadow of her palace and in the Senate.

Executioner: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 3+, pts: 32
First Executioner: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 3+

Equipment: Heavy Tactical Armor, Barrier Shield, Light Scatter Shot, Lightsaber, Tactical Visor, Flash and Haywire Grenades

Special Rule: Hatred (all), Move Through Cover, Tactical Training, Bodyguard

Unit Composition: 5-10 (infantry)

Upgrades:

One Executioner can be Promoted to First Executioner for (5 pts)

One Executioner can take a Med-kit for (20 pts)

Up to four Executioners and the First Executioner can exchange their Light Scatter Shot for one of the following: Volt Rifle for (5 pts), Grenade Launcher (8 pts), Phoenix Rifle (10 pts) or Nanobots Rifle (15 pts)

The entire squad can take Jump Packs for (2 pts each)

The entire squad can take a Hawk Craft as a Dedicated Transport


Lords of War

Grand Master Ketana Banos, First Master of the New Order

Spoiler:
Ketana Banos is certainly the most reviled person in the Vyrkanyi history, but at the same time one of the most admired. Amongst the Juror Order, she is known as the most powerful Juror who ever lived, many compare her psychic gift to those of the very first Juror: Yohun Dais the Wise. As a warrior she had no rival before Qwen Huros ascension to the title of Guardian of the Temple. Her skills and passion destined her to mark the history of her race. Young Ketana was known as a promising Juror with a generous and brave soul in her early years, always ready to give her best in the service of others. Like many Juror, she faced the invasion of daemonic creatures and their cultists during the last days of the Old Republic. Battle hardened her, but not as much as the loss of her friends, fellow pupil and of her mentor at the hands of a daemon prince. While she did destroy the daemon prince and pushed back his forces almost by her lonesome, she came to the realisation that the Juror Order philosophy wasn’t the right way to follow to triumph from outside threats. They needed to be stronger, to be merciless for without it, she believed, they would ultimately always fail in their mission to protect peace in the Vyrkanyi Republic. A Juror mind needed to be sharper than any blade, decisive and in a perfect balance between their desire to see the enemy destroyed and the people protected, even from themselves. Thus the ideal behind the New Order was born. As a young, gifted and heroic Master Juror, she had an enormous influence over the council, but her reform was rebuked under the argument it would set the Juror above other Vyrkanyi, threaten their liberty and excuse violence at any cost. Banos felt she couldn’t stand by while the Juror Order was holding on tradition and let Vyrkanyi died or thrown in exile. She and her supporter triggered a violent schism within the Juror Order. She killed those who would not follow her ideals, accusing them of being complicit of the deaths of millions and proclaimed herself the new Grand Master of the New Juror Order. Those who survived her purge were forced in exile. The New Order than took control of the Republic by a swift military coup. At the head of Vyrkanyi New Order, she led numerous battles to save her race from daemonic forces, murderous pirates and xenos. She restored stability and safety amongst Vyrkanyi territory, but at a high cost. Those rebuked her were right. The Vyrkanyi New Order was far from a democracy and the violence of the New Juror Order was justified at all cost. Thousand died for opposing Ketana’s will and regime, but she had willingly sacrificed them and potentially much more to achieve her objective. Ketana herself would meet her end in battle against the invading forces of the Imperium led by the Alpha Legion. She was shot in the back while duelling their Primarch in the broken Temple of the New Juror Order on Vyr itself. Her sacrifice and effort to slow down the enemy forces allowed millions to flee the genocidal Imperium. While consider as a tyrant and a murderess, Ketana was later pardon for her crimes against democracy and the Vyrkanyi race due to her actions to save millions and the moral pain she inflicted upon herself by following her ideals to the very end. To the Jurors, she remains a cautionary tale on the hubris of power and knowledge, but also that good intends aren’t enough to produce good deeds, that compassion and love can be subverted and that one must remain vigilant to not fall how Ketana, the greatest of them, fell.

Ketana Banos: WS: 8, BS: 6, S: 3 (5), T: 3, W: 3, I: 8, A: 4 (5), Ld: 10, SV: 4+, pts: 250

Equipment: Juror Armor, The Dying Star, Jump Pack, Flash and Haywire Grenade

Special Rule: Hatred (all), And They Shall Know no Fear, Adamantium Will, Psychic Mastery 4, New Order Perfect Fighting Stances, Eternal Warrior, Independent Character

New Order Perfect Fighting Stances: Grand Master Ketana Banos is the greatest martial artist in the Juror history. Only Qwen Huros could match her skill in close combat. She can use all New Order Master Fighting Stances bonuses at the same time with no penalty.

Unit Composition: 1

The Dying Star: A powerful Lightsaber whose blade seems vibrating from barely contained energy. It possesses an enormous power, but only a Juror with incredible psychic gift and swordsmanship can wield it. Ketana built it herself. Range: -, S: +1, AP: 1, Shred, Force, Soul Blaze

Warlord Trait: Master Swordsman



Vyrkanyi Ancient Artefacts

Spoiler:
The Wiseman Staff: This old combat staff made of Ironwood, electrum, iridium and with its traditional shock pods seems like a rather common Juror Staff, but this relic is the Juror Staff of the founder of the Order Yohun Dais himself. It grants the bearer an extra point of Psychic Mastery and has the following profile: Range: -, S: +2, AP: 4, Force, Require Two Hands. (45 pts) (Master Juror Only)

The Star Blade: This sword is an ancient artefact offered by the Eldars to the Vyrkanyi as reward for saving an Exodite world from destruction. The blade dates back from the Ancient Eldar Empire and is kept as a sign of peace between Exodite and Vyrkanyi. Range: -, S: +2, AP: 6, Rending, Shredding Mastercraft. (20 pts)

Nanobots Grenade: This experimental device is charged with the most voracious and dangerous type of nanobots. In a few hours they can destroy an entire city if left unchecked. The grenade releases a swarm of them and keeps them active for around 5 seconds before de-activating them. Range: 8, S: 6, AP: 1, Armorbane, Fleshbane, Instant Death, One use Only, Blast. (30 pts) (Cannot be taken if the Warlord is a Pacifist)

Nova-Light Sniper: This experimental Light Sniper attempts to use the same power cell generator than the sophisticated Nova-Light Rifle but for more precise and powerful shots instead of faster ones. It’s a marvel of technology. Range: 60, S: X, AP: 2, Assault 1, Sniper. (35 pts)

Codex Tactica: The compendium of all Vyrkanyi experience in combat. It’s a living book placed on a hover drone with a powerful AI whose duty is to council the commander of any Vyrkanyi force. It gives the Warlord of the Army two bonus Warlord Traits. (20 pts)

Reflector Shield: This ancient device was designed by a long dead Architect whose research and notes have been destroyed 10 000 years ago. It provides a powerful energy field that reflects back all shots and blows directed at back to those who sent it. It provides a 4+ invulnerable save. On each successful save made by a non blast or template attack at less than 12 inches, the unit who caused the wound suffer a hit from an attack of the same strength but without AP.


Engineering enhancement

Spoiler:
Enhance Armor: transform a single penetrating hit per game into a glancing hit or to negate a single wound should it be a Monstrous Creature (10 pts)

Lures and Auspex scrambler: provides a 4+ invulnerable save for a single round against ranged attacks. (15 pts)

Nanobots self repair system: provides the vehicle with the special rule It Will Not Die! (25 pts)

Seeker Missile: provides the vehicle with a Seeker Missile, can be taken up to three times. (ground vehicle only) (15 pts)

Nova-Light Engine: the vehicle can add 6 inches (3 inches if it’s a Stegadon Armored Transport) to its movement in the movement phase. (20 pts)

Smoke Grenade Launcher: Can provide a 5+ cover save to one unit within 12 inches of the vehicle during the shooting phase. (Stegadon Armored Transport only). (20 pts)

Advance Targeting Device: Grants the special rule Strafing Run. (Flyers only) (15 pts)

Stealth Field: Grants the Vehicle the special Stealth (10 pts)


Republic Weapons

Spoiler:
Advance Power Field: A powerful shield generator inserted in plastron that can protect the bearer from almost any attack. It can even be overcharged for a short period of time. It grants the bearer a 4+ Invulnerable armor save. It can be overcharged for a single round per game during which it grants a 2+ Invulnerable armor save.

Automated Heavy Pulsar Battery: An Automated Heavy Pulsar Battery is a canon deployed on a foldable platform and equipped with an advanced AI capable of selecting its own target to destroy them. Since it doesn’t move and is basically only a canon, it doesn’t require a high level of sentience. These weapons are relatively common when it comes to defence system in the Vyrkanyi Republic. These sophisticated weapons are pre-programmed by Combat Architects before each engagement and are designed to be teleported on the battlefield at the beginning of each battle. The Automated Heavy Pulsar Battery Personal Teleporter, unlike the others, can only be used to Deep Strike itself, but the Battery can be deployed at the player discretion without having to roll for reserve and can even arrive on turn 1. It cannot hold or contest objectives or score for Line Breaker, but can be targeted and destroyed like any other unit.

Barrier Shield: A barrier shield is a heavy piece of armor strapped to the forearm used for defensive purpose. Rarely seen on the battlefield because they can be cumbersome, they are frequently used by close assault teams, in riot control or to bodyguard someone. In close combat, it reduces the enemy attack by one to a minimum of 1 and allows to reroll failed armor saves.

Consul Baton: The electrum rod of office of any Consul. In addition of being a capable close combat weapon thanks to its sharpen edges, it’s a very powerful symbol of authority. Vyrkanyi fighting beside their Consul always fight harder and with more determination. All units within 12’ of the bearer count as scoring one extra wound during combat resolution. It stacks with the bonus provided by the Republic Banner, but multiple Consul Baton don’t stack.

Republic Banner: The banner of the Vyrkanyi Republic can be a potent symbol of bravery amongst their army. All those standing in its shadow will fight harder to prove they are worth of its ideals. All units within 12’ of the bearer count as scoring one extra wound during combat resolution. It stacks with the bonus provided by the Consul Baton, but multiple Republic Banners don’t stack.

Hard Light Field Generator: This back mounted, extremely sophisticated generator, can be used to create protective barriers and shields. The bearer of a Hard Light Field Generator can use it instead of using a weapon during the shooting phase. It can target any vehicle or unit within 12’ of the bearer. The targeted unit or vehicle gain a 5+ invulnerable save until the next controlling player shooting phase. Should the targeted unit already have an equivalent or superior invulnerable save, it improves its invulnerable save by one step to a maximum of 3+.

Hard Light Trap System: These small disk like weapons are small hard light generator. They are used as traps to ensnare anybody who get to close of them in a solid binding that cannot be broken. To facilitate capture the binding also emits a stunning discharge capable of knocking unconscious most humanoid or beast of comparable size or weight. These well designed traps are extremely useful to secure prisoners of war, aggressive criminals and suicidal persons. While they are non-lethal, they are capable putting enemy combatant out of combat for entire engagement. Combat architect are the mind behind this invention and its deployment. A Hard Light Trap System is represented by a simple counter that can be deployed like an infiltrating unit on the battlefield. It cannot be targeted by the enemy, but should any non vehicle unit pass within 6’’ of it, all member of the unit must perform an Initiative OR Strength test. A failure results in the model being considered a casualty for the rest of the battle. A model with an Initiative OR a Strength of 6 or more is immune to the Hard Light Trap System so are all units with the Eternal Warrior Special Rule, they are simply to experimented and legendary to fall for such a trap. Bulky or more models can reroll failed tests.

Life Saving System: This is an implanted device filled with highly performant nanobots designed to resuscitate a dead Vyrkanyi. It can truly work miracles and most high profile Vyrkanyi official will have such an implant. Should the model equipped with it be removed from play following a wound that didn’t cause Instant Death or during a sweeping advance, roll a d6. On a 3+, the Vyrkanyi model is return in play with a single wound at the beginning of the next turn. On a 1 or 2, the model is permanently removed. It can only be used once per game.

Carnosaurus: These horse sized carnivorous reptilians are fearsome bipedal predators with heavily armored scales and powerful jaws filled with serrated teeth. Their tail serves as a balance for their heavy and muscular body. They are ancient companions of the Vyrkanyi and excellent mounts thanks to their Cerebro neural communicator. They can tear an Ork apart thanks to their powerful bites and move swiftly on the battlefield. A model mounted on such a creature gain the Cavalry type, an extra point of Strength, Toughness, Wound and Attack.

Jump Pack: Those low power jet packs are used to make leaps and bounds on the battlefield. They are mostly used to make lending easier when jumping from high altitude or negotiating hard terrain. The bearer can ignore difficult terrain, pass over impassible terrain and gain three inches in movement. Furthermore, they can disembark a flyer who is not in hover mode by selecting a point over which the lfyer flew over during its movement phase and use the Deep Strike rule from that point.

Med-Kit: Vyrkanyi possess an extremely advanced medical science. Almost all their ground troops will carry with field Med-Kit with the tools, drugs and medical nanobots necessary to heal an injured combatant and bring him back in the fight quickly. A model equipped with a Med-Kit gives his entire squad and himself the Feel No Pain (6+) Special Rule. The effect of multiple Med-Kits don’t stack unless otherwise specified.

Personal Teleporter: A Personal Teleporter is a rather small device placed within an armor that allows Vyrkanyi ships or teleportation facilities to instantaneously transport an individual or small group of individuals from one place to another. Vyrkanyi rarely used these outside of emergency because there are some risks associated with those devices. It grants the bearer and one squad that would join him the ability to Deep Strike normally.

Tactical Visor: A sophisticated aim assisting device that analyse and clear all visual to make accurate shots extremely easy. It can be mounted inside a Tactical Helmet or in glasses depending on the circumstances. A model equipped with this device who hasn’t moved during the movement phase and doesn’t charge during the assault phase can add +1 to its Ballistic Skill.

Teleportation Beacon: A sophisticated beacon that can be deployed on a battlefield to allow a single unit to teleport on the field with supreme precision. These devices are heavily used to set up ambushes or allow people to flee the zone of combat rapidly in some circumstances. The Teleportation Beacon is a counter that can be set up at the beginning of the game like a unit infiltrating. It allows a unit of your choice to deploy a single unit that isn’t a superheavy vehicle, a gigantic monstrous creature or a Lord of War to be deployed via Deep Strike without any scatter chance.

Terradon: These wyvern-like creature are powerful apex sky-predator that happen to be extremely difficult, but extremely rewarding to bond with even with the Cerebro technology. They are agile and powerful creatures more than capable of killing large preys or armored enemy soldiers. Their claws and teeth can rend through metal and they can project plumes of flames to cripple their prey thanks to poison-like glands. A Terradon grants a bonus of +2 in Strength and Attack and a bonus of +1 to Toughness and Wound. He also grants the rider the Special Rule Rending to all his close combat attack and the Terradon Fire Spit ranged attack which can be fired in addition to all other weapon the rider might have with his ballistic skills. Finally, it changes the type of the unit to Flying Cavalry.

Light Pistol: Range: 12, S: 3, AP: -, Pistol
Light Scatter Shot: Range: 9, S: 3, AP: -, Assault 4, Pinning
Light Carabine: Range: 18, S: 3, AP: -, Assault 2
Light Rifle: Range: 24, S: 3, AP: -, Assault 2
Nova Light Rifle: Range: 24, S: 3, AP: -, Assault 3
Light Sniper: Range: 36, S: X, AP: -, Assault 1, Sniper
Light Volleygun: Range: 24, S: 3, AP: -, Assault 6, Pinning
Light Canon: Range: 36, S: 8, AP: 2, Heavy 2, Lance

Volt Pistol: Range: 18, S: 5, AP: 5, Pistol, Rending, Ignore Cover
Volt Rifle: Range: 36, S: 6, AP: 4, Rapid Fire, Rending, Ignore Cover
Volt Canon: Range: 48, S: 7, AP: 4, Heavy 2, Rending, Ignore Cover
Volt Bomb: Range: -, S: 8, AP: 4, Heavy 1, Large Blast, Ignore Cover, One Use Only

Nanobots Pistol: Range: 12, S: 4, AP: 1, Pistol, Armorbane, Fleshbane
Nanobots Rifle: Range: 18, S: 4, AP: 1, Assault 1, Armorbane, Fleshbane
Nanobots Sniper: Range: 24, S: X, AP: 1, Rapid Fire, Sniper, Fleshbane, Armorbane
Toxic Dart Sniper: Range: 48, S: X, AP: 5, Heavy 1, Sniper, Poison (3+)

Sonic Blaster: Range: Template, S: 4, AP: 6, Assault 1, Concussive, Discordant (+1 Strength for each weapon with the Discordant Special Rule hitting the same unit)
Sonic Canon: Range: 36, S: 5, AP: 5, Heavy 1, Blast, Ignore Cover, Concussive, Discordant

Grenada Launcher (Flash): Range: 24, S: 1, AP: -, Assault 1, Blast, Blind
Grenade Launcher (Incendiary): Range: 24, S: 4, AP: 5, Assault 1, Blast, Ignore Cover
Grenade Launcher (Haywire): Range: 24, S: 5, AP: 5, Assault 1, Haywire
Missile Launcher (Incendiary): Range: 48, S: 5, AP: 4, Heavy 1, Blast, Ignore Cover
Missile Launcher (anti-air): Range: 48, S: 7, AP: 4, Heavy 1, Skyfire, Ignore Cover
Missile Launcher (anti-armor): Range: 48, S: 8, AP: 1, Heavy 1, Tank Hunter
Light Missile Battery: Range: 36, S: 6, AP: 5, Heavy 1, Blast, Blind
Seeker Missile: Range: 48, S: 8, AP: 1, Heavy 1, Tank Hunter, Seeking (always hit on a 2+), One use Only

Pulsar: Range: 12, S: 6, AP: -, Assault 1, Blast, Strikedown
Heavy Pulsar: Range: 24, S: 6, AP: -, Heavy 3, Blast, Strikedown
Pulse Driver (Blast): Range: 60, S: 10, AP: -, Heavy 1, Large Blast, Strikedown
Pulse Driver (Beam): Range: 60, S: 10, AP: 1, Heavy 1, Armorbane, Strikedown

Phoenix Rifle: Range: 24, S: 5, AP: 3, Rapid Fire, Soul Blaze
Phoenix Canon: Range: 48, S: 9, AP: 2, Heavy 1, Soul Blaze
Phoenix Feather: Range: 72, S: 8, AP: 2, Heavy 1, Ignore Cover, Soul Blaze, Seeking (always hit on a 2+), One Use Only

Terradon Fire Spit: Range: 12, S: 4, AP: 5, Assault 1, Blast, Ignore Cover
Troglodon Poison Breath: Range: template, S: X, AP: 5, Assault 1, Poison (4+)
Troglodon Poison Spit: Range: 18, S: X, Ap: 5, Assault 1, Blast, Poison (4+)

Vibro-Blade: Range: -, S: +1, AP: -, Shred, Specialist Wepon
Vibro-Spear: Range: -, S: +1/+2, AP: -, Shred, Jousting, Specialist Weapon
Juror Staff: Range: -, S: +2, AP: -, Requires two hand to use, Force
Juror Lightsaber: Range: -, S: +1, AP: 3, Shred, Specialist Weapon, Force
Juror Lightspear: Range: -, S: +2, AP: 2, Shred, Requires Two Hands. Force
Lightsaber: Range: -, S: +1, AP: 3, Shred, Specialist Weapon
Lightspear: Range: -, S: +2, AP: 2, Shred, Requires Two Hands
Rending Claws: Range: -, S: -, AP: 5, Rending
Flash Grenade: Range: 8, S: 1, AP: -, Assault 1, Blast, Blind, Assault Grenade
Haywire Grenade: Range: 8, S: 5, AP: 5, Assault 1, Haywire, Assault Grenade

Combat Armor: Provides a 5+ armor save
Tactical Armor: Provides a 4+ armor save and a 5+ invulnerable save
Heavy Tactical Armor: Provides a 3+ armor save and a 5+ invulnerable save
Juror Armor: Provides a 4+ armor save
Architect Armor: Provides a 4+ invulnerable save
Armor Plating: Provides a 3+ armor save



Ally Matrix

Spoiler:
Battle Brothers: Vyrkanyi Republic

Ally of Convenience: Tau Empire, Craftworld Eldar, Imperium Forces, Gretchin of the Grotvolution

Desperate Ally: Orks, Dark Eldars, Necron, Dvergar of the Iron Crown

Come the Apocalypse: Tyranid, Forces of Chaos

This message was edited 34 times. Last update was at 2019/07/24 18:23:28


 
   
 
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