Iron Rangers
"Please understand. I know you wish to fight us. Consider our words. Should you decide on your futility, we shall not fall to your planet as formations of men and steel. We shall descend as wrathful ghosts in the night. To attack us is to strike at smoke and shadows. You will fail, and you will fall. And I know how. Your defenses will be systematically reduced to rubble. Your officers shall be woken in the night to our knives in their throats. Your peacekeepers shall be murdered by those they once stood to defend. Your palaces shall be torn asunder by those who once built them. But you will see none of it, for you shall be the first to know that our creed speaks true."
This page details people, events, and organisations from the /tg/ Heresy, a fan re-working of the Warhammer 40,000 Universe. See the /tg/ Heresy Timeline and Galaxy pages for more information on the Alternate Universe.
Iron Rangers | ||
---|---|---|
Battle Cry | "No one is beyond our reach." | |
Number | XX | |
Founding | First Founding | |
Chapter Master | Cellweirwyr | |
Primarch | Rogerius Merrill | |
Homeworld | Profi Tiroedd | |
Strength | 85,000 (estimated) | |
Specialty | Asymmetrical Warfare and assassination | |
Allegiance | Chaos Undivided | |
Colours | Green, Brown, and Black |
The XX Legion, AKA the Iron Rangers, are the asymmetrical warfare specialists in the Imperium. They use infiltration, deep strike, and outflank like it's going out of style. Their primary goal in any war zone is the disruption of the enemy's supply lines, communications, and elimination of commanders. At the time of the Heresy, they sided with Hektor, believing the Emperor was leading humanity down a path towards stagnation. Since then, they've been in orbit around a warp planet full of daemons, where you hunt or be hunted until death. Occasionally, they like to leave to destroy a hive world or other bastion of what they believe to be bad for humanity, sowing chaos and disorder on a massive scale.
History
The XX Legion had a tumultuous and controversial history. Throughout their existence, they have been known as a Legion of outcasts and renegades. Often, their only supporter was Hektor himself. Though this bond greatly assisted their fall to Chaos, it has been stated that the Iron Rangers were doomed to that fate regardless of their side in the Heresy.
Sacred Band
The XX Squad of the Sacred Band began with an uncertain start. The few candidates who were able to accept the gene-seed were considered stubborn and anti-authoritarian at best. With the gene-seed implanted, they became much worse. Orders were routinely ignored, or simply followed to their own definitions. Laying out specific orders would result in them performing specifically what was asked, without adapting to changing ideas. They were passive-aggressive towards their authority figures, and The Emperor considered abandoning the XX altogether at several points, earning them the nickname "The Tarnished Ten." Ultimately, Hektor was given one last chance to prove their worth. Knowing what was at stake, he took a personal interest in the squad, learning their outlooks, how they thought, and why they acted the way they did. Eventually, the perfect mission to prove their worth as a fighting force. Early in the conquest of the Merican hives, intelligence reported a unique opportunity for the Imperial forces. A resort was located in which much of the Merican nobility and general officers frequented. A plan was hatched, led by Sergeant Jon McNally of the XX squad, to eliminate the resort and all officers located within. It was believed that the resort was night-inaccessible, to which the Ten took it as a challenge. In an elaborate and well-planned strike, the Squad infiltrated the resort, killing all within either with Volkite Chargers or explosive charges. The impact on the Merican resistance was immediate and noticeable. A large segment of their forces were left leaderless and without orders. Nobles started infighting over power vacuums created in the wake of the slaughter. With the successful mission, the XX Squad cemented their place in future legions. The Tarnished Ten became a term of endearment amongst the Sacred Band, and their purpose was realized as saboteurs, infiltrators, and unconventional warfare specialists.
Early Campaigns
Early Years
In the beginnings of the crusade the XX Legion (now called the Iron Rangers and led by Legion Commander Jon McNally) distinguished themselves for exceptional work in thoroughly spreading the Imperial Truth and were applauded for their efforts. Though their progress was significantly slower than many other Legions at the time, their methods were effective. Worlds taken by them were quick to follow the Imperium, and often with much of the infrastructure intact. Little reconstruction was ever needed to be made. Though many considered their time-consuming methods wasteful, Commander McNally was always quick to point out the lack of collateral damage and reduced Astartes and Imperial casualties. They were awarded numerous citations by the Mechanicum for successfully retrieving several STC's and other technological marvels long lost to time intact, and usually working.
Operation Wakiya
843.M30: The 76th Imperial Army Expeditionary Fleet discovered the Lucius subsector. It already possessed a developed society, Forge World, and manufacturing capabilities for interstellar ships. Contact was made, and negotiations attempted, however the subsector unified against the Imperium. After several crushing defeats, the commander of the fleet made an official request for assistance. It was answered by no less than 4 Astartes Legions, including the XI, XX, XXIII, and XXIV, led by the Emperor himself.
Fighting was difficult and intense, the locals unleashing numerous weapons from the Dark Age, Titans, and the collected might that only a Forge World could bring to bear. To further complicate the fight, any territory conquered was immediately answered with guerrilla warfare and insurgencies.
The Iron Rangers were initially tasked with what was becoming their standard role in conflicts. That of eliminating high-ranking leaders, disrupting communications and supply lines, infiltrating and demolishing fortified emplacements, and disruptive attacks behind enemy lines. However it soon became clear that the standard methodology for dealing with insurgencies and rebellions were not going to work. The enemy were too scattered, too methodical, and the territory and skills too valuable to be simply destroyed. With this in mind the XX were called for their stealth and hunting skills to help hunt down and eliminate enemies behind the lines.
Over time, the Iron Rangers were sent increasingly behind their own lines to deal with the insurgents. Struggling for a solution that would allow them to return to the front lines, The Legion Commander decided to delegate some of the work to Imperial Army units charged with keeping the peace. The regular humans were given authority and backing to search out and provide the Iron Rangers with targets to be silenced or questioned about insurgent forces. At first the operations seemed successful, but it eventually became clear that a miscommunication had arisen between the Astartes and Imperial Army. Instead of finding, interrogating, and eliminating enemy insurgent leaders and suppliers, the majority of targets turned out to be purely political in nature. Most had no connections whatsoever with insurgent forces, or were simply unhappy with the Imperium's methods of expansion. Some were simply speaking out against violence, but perfectly willing to accept the Imperium.
As the campaign came to a close, the governing body of Lucius pushed for a conditional surrender to the Imperium. One of the listed conditions was the return of civilians captured as part of Operation Wakiya, and reparations be made to the families and surviving victims. Confused, the Emperor looked into the matter and found that almost all of the targets captured in the operation were civilian. Almost none of them had any connection whatsoever to insurgencies or fighters, and were purely political opponents who could have been swayed with diplomacy or silenced with money and resources. Outraged, he called the XX Legion to answer these accusations. The Legion, confused by the call, claimed that Imperial Army had been the cause of the concern, giving the Legion faulty intelligence and wrong targets. The claims fell on deaf ears, as the Iron Rangers were supposed to oversee the operation, and were expected to ensure the targets were all what they had been looking for. As a result, the blame for the atrocities fell squarely on the shoulders of the Iron Rangers. They would have been disbanded, had Hektor not stepped in to plead for them personally, and were given the label “assassins” by numerous other Legions.
Disheartened and disgraced, the XX Legion faced harsh censure. In the eyes of the Legion, the largest injury was that they were no longer allowed to conquer worlds (until the reintegration of their Primarch and his successful plea to the Emperor to regain their honor). They were only allowed to support other forces. Further, they were openly antagonized by several other Legions for their part in the crimes. After the Heresy, some notable historians point to this event as what started the Iron Rangers' path towards rebellion and Chaos.
Primarch Discovery
Rogerius Merrill was discovered in 870.M30. After a brief stay with The Emperor to learn of the advances in technology and officially handing the planet of Profi Tiroedd to the Tribal Council and the X Chapter (Recruits), Merrill was awarded command of the XX Legion in a small ceremony, officiated by The Emperor. The official statement described throngs of Marines cheering for the return of their beloved Primarch and a myriad of celebrations for the auspicious occasion that it was. Firsthand accounts tell a different story. One of a disheartened Legion stoically and dispassionately accepting a new commander while a quiet and subdued Primarch reluctantly and falteringly accepted command.
For the first few months, Merrill almost never appeared on the bridge nor did he take command. He would rarely make or answer communications. Most of his time was spent locked in his private chambers. It is believed that this is when the close relationships with Hektor and Uriel developed. The two fellow Primarchs were the only two who he would truly communicate with. Eventually he started to take command. Some believe it started with a personal visit from Hektor and Uriel to force him into leading his troops. Regardless of the reason, he took increasingly greater interest in his Legion. He learned their tactics and techniques, and taught them those he himself learned. Over a period of a few months, he changed from the reluctant isolationist to comrade-in-arms, to trusted leader. As he and his men worked, planned, and fought together a strong bond grew. Many Primarchs could be described as a patriarch figure to their Legions. Merrill was the trusted older brother. In a private ceremony with the entire Legion present, he took command to his men in 872.M30. Many Iron Rangers cite this date as the year their Primarch was found. Following his official taking of command, he sat down with his most experienced leaders to thoroughly and completely reorganize the Legion.
The Long Hunt
873.M30: The Iron Rangers had finally settled their conflicts within the new organization and roles. New squads and formations had been created as a result, and the long-standing offer for a flagship had been decided. A Gloriana class flagship, christened The Emperor's Shadow was in dry-dock. The first test of the new command structure came in the form of an aid request from a nearby Imperial Army Expeditionary fleet. They had discovered a system inhabited by Eldar, where every planet and moon capable of sustaining life had been fully terraformed and was ready to be included in the Imperium. It was considered an excellent find, totaling 4 planets, over a dozen moon, and hundreds of asteroids ready to support human inhabitants. Though the initial surveys reported only one or two small and isolated colonies, their numbers seemed to multiply overnight. It was decided that Astartes would be required to deal with the numbers and scope of the conflict, and the XX Legion were the closest to answer the call. From Merrill's perspective, this seemed the perfect proving grounds for his ideas.
The resulting battle was longer and more drawn out than what was initially expected. As opposed to fighting the xenos in force and outright annihilating them, the Iron Rangers fought them on their own turf and almost by their own rules. The following weeks were a drawn-out series of hit-and-run fighting, infiltration, and sabotage. Each force trying to sneak past the other and eliminate their strong points. In the end it was the XX Legion that stood victorious. Rogerius Merrill walked his men out of the conflict, handed the Imperial Army their system, and promptly contacted his father with a full battle report and a statement that bordered on demanding the return of the Legion's Rite of Conquest. After some thought and inflection, The Emperor agreed and the honor of the Iron Rangers was restored, if only in writing.
Heresy
Diamat
Shortly after Hektor decided to march on Terra, he came to a realization. The bulk of the Scale Bearer fleet was in orbit around the Forge World Diamat. Mere days in Warp from Hektor's position, the Legion posed a problem. He knew the Scale Bearer's would never side with his cause. Though they were not a major threat to the entirety of his forces, they could pose long-term problems through constant hit-and-run attacks at his flanks. Furthermore, if the fleet was locked in combat with the bulk of his enemies, they could swiftly move and lock him in an unfavorable position. With a heavy heart, he decided it was better to have them disabled for the duration of this fight.
Though many Legions had not yet decided which side to join, he knew he could trust in the XX Legion and Rogerius Merrill. He dispatched them and whatever forces the XX could muster to prevent them from creating a unified force. The orders were as specific as they were left open. The Scale Bearer's casualties were to be at a minimum. Their forces were to be merely scattered and unable to reorganize to present a threat to Hektor's movements. With this in mind, Merrill picked up his spear and went to work.
The initial battle in the Diamat system was fast and brutal, with the Iron Rangers catching the Scale Bearers by surprise and with their guard down. Though the attack was largely successful, Tiran managed to rally his forces and escape to the warp before Merrill's job was done. Undeterred, the XX Legion tracked them to orbit around the planet which would eventually be known as Sorfall.
There, he engaged them in open battle as Tiran descended to the planet in order to divide the Rangers' attention. Through a long, protracted battle through the jungles, Merrill eventually killed Tiran in single combat. Almost immediately, a rage enveloped the Scale Bearer forces. It drove them to attack relentlessly and with renewed vigor. Though Iron Rangers casualties were initially high from the surprise of the assault, they saw that the rage was blind and thoughtless. This was then used to the advantage of the XX as they lured the Scale Bearers into ambush after ambush, drawing their lines thinner and more scattered as they eliminated their leadership one Astartes at a time.
The battle in orbit saw similar fighting. Though both fleets specialized in speed, the Iron Rangers' armaments had difficulty against the Scale Bearer's thick armored hulls. Similarly, the Scale Bearer weapons were almost useless due to the massive amount of countermeasures and jamming methods deployed by the Iron Rangers. Communication was almost impossible, and the XX Legion attacked over and over, constantly attempting to divide and scatter the Scale Bearer fleet.
In the end, it was the XX Legion that stood victorious. Their task completed, they joined with Hektor's forces in the long march towards Terra.
Red Road to Terra
After destroying the Scale Bearer chain of command and scattering its Marines beyond conceivable threat, The Iron Rangers joined Hektor's forces as they advanced to Terra. The XXth Legion Fleet worked in concert with the IX Legion as the vanguard. The Legion's role was to utilize its' fleet's disruptive capabilities to prime the target for annihilation by the Lions Rampant forces.
Sol
The Iron Rangers deployed largely to take and destroy the fortifications to the Palace. The direction of their forces was performed largely by Cellweirwyr. Robyn Auldmann was directing the Legion's air and void assets throughout the system. Hektor attempted to coerce Merrill into leading his forces, but the Primarch was engulfed in his own lunacy by this point. Instead he and numerous members of the Milwyr Cwyn used Terra as a massive hunting ground, targeting the Terran nobility, Auxiliaria officers, and the occasional member of the Custodes, depending on the time and mood of the Primarch.
Though of lesser note, a small element containing forces of the XX and XIII Legions was working on Mars from early in the rebellion. They managed to infiltrate onto the planet utilising a repaired Scale Bearers' Frigate for the purposes of supporting the Traitor sections of the Mechanicum with their experience and expertise in subversive and clandestine operations. Though the total number of Astartes involved was around 50, only a handful made it off the surface of the red planet.
After Hektor's death, the XX Legion was amongst the first to abandon the planet. Many attribute this to Rogerius Merrill's pragmatism and believe he was simply retreating from a fight he could not lose. Firsthand accounts point more towards Merrill simply losing interest in the battle and withdrawing.
Post-Heresy
The Scouring
During The Scouring, the XX Legion again presented itself to be problematic. Unlike many of their fellow traitors, they seemed less interest in recovering their losses and retreating and more interested in causing as much havoc and chaos as was possible. Their pattern of movement was incoherent, choosing targets for slaughter seemingly at random. Aggravated and enraged, Alexandri gathered the Cataphracts and Strelki forces to assault Profi Tiroedd in an attempt to force the XX Legion into conflict. Though that part of the plan worked, he found himself in a quagmire situation, surrounded by an armed guerrilla force on their own planet with the Iron Rangers, now led by a Daemon Primarch, bearing down on them. The resulting conflict was both protracted and bloody, as both sides attempted to force the other into fighting their own way. This only extended the fighting, however, as neither side was so easily baited. The final result was a narrow victory by Alexandri, as Profi Tiroedd was almost completely destroyed and the Iron Rangers were forced to retreat to the Eye of Terror with what little remained of their geneseed banks and loyal local tribesmen, at the cost of almost catastrophic damage to the Rosskar chain of command.
The Legion Wars
Whereas most Legions were broken up into warbands during the Legion Wars, the Iron Rangers went the opposite direction. Without the numerical superiority and lacking in some of the connections with their fellow traitors, the XX Legion was forced to become tighter-knit. Between their cohesion and the remote nature of their new homeworld, Yr Helfa Annherfynol, they were able to avoid some of the worst fighting of the Wars. Few warbands had the manpower to attack a full Legion, leaving them relatively unmolested. Their attacks and raids on warbands tended to be as fast as possible. Their goal was always to gather as many resources as possible, as quickly as possible, before retreating back to their base of operations. Yr Helfa Annherfynol also boasted the strange ability that it is almost impossible to find within the warp, shifting locations or disappearing entirely for those who are not familiar with it or seeking it out for the wrong reasons.
Modern Times
The XX Legion rarely leaves its home unless necessary. When it does enter realspace, they often act as part of the early stages of a Black Crusade. They quietly infiltrate and destroy loyalist regimes in order to prepare planets for assault and give the Chaos forces room to maneuver and expand. While widely accepted to fill this role, many new Warmasters come to despise the Legion after their initial push. Merrill himself loses interest in massive campaigns rather quickly, preferring to sit on a planet and "play with its inhabitants." The rest of the Legion rarely shows any more initiative than their Primarch. Occasionally they attack Imperial territories on their own. These attacks are greatly feared by select individuals for the amount of havoc they can cause. This is multiplied by the fact that Merrill usually prefers Hive Worlds and other centers of industry, as many resentful workers make for a prime target to exploit.
Culture
The culture of the Iron Rangers is considered bizarre by most standards. It is a collection of tribal beliefs and traditions, mixed with ideas from various undercity hive gangs. Though many of their traditions seem homogeneous, they are simply a blend and adaptation of hundreds of various cultural identities. As a whole, the Legion is largely distrusting of authority. They believe that there is a distinction between earning a position of leadership and ruling. As such, they follow Merrill, Hektor, and, Pre-Heresy, the Emperor. However, they have little regard for many bureaucratic positions. While they earned the respect of many fellow Astartes with their skills in battle and gave fellow warrior commanders the respect they deserved, the attitude caused numerous problems while dealing with various departments and segments of the Imperium's government. Post-heresy, it was believed that this disregard of Imperial authority was a major cause of their downfall.
While off-duty, the Iron Rangers were known to wear furs and leathers of their homeworlds or xenos they had slain in their travels. Their clothing was often made and maintained by the individuals who wore them. While orders were followed and disobeying them gave harsh punishment during assignment, many of the ideas of rank disappeared. What some would consider to be fraternization of the highest degree was actively encouraged and welcomed within the ranks. A warrior's individuality was also encouraged, with each marine taking up hobbies and pastimes that suited himself. Lodges were also rampant, though they were not the secret organizations of other Legions. Instead, they were collectives of leadership and astartes within single units. Lodges were used as an informal method of presenting information to the various members, and when in a lodge, rank held little power. It was a place to hear, absorb, discuss, and plan. All opinions were listened to and valued. Friendly rivalries between Lodges were often encouraged under the idea that they would compete and improve their skills. Competitions within the Legion were regular. The title of Legion Champion was one of value, yet did not change the station of the individual who obtained it. Instead, it was simply there to encourage the Legionnaires to train harder for themselves. It is viewed as a demonstration of martial skill and prowess, not a demonstration of the abilities of command.
Post-Heresy they have devolved into tribal groups. They follow their Primarch and several key members of leadership, though they are largely free to explore their own goals and ideals. However, due to harsh lessons learned during the Legion Wars, they largely stay close to Yr Helfa Annherfynol. Some tribes have been known to perform raids outside of their own territory, but it is rare for members of the Legion to leave without the support of the rest of the tribes.
Many spend their time planetside, partaking in the hunt that is the planet's surface. It is considered a rite of passage for leaders to stay certain amounts of time alone on the surface before promotion. During these rites, they give up their armor and weapons, taking only a knife and clothing. They then have to survive for up to a month on the surface. Some leaders have been known to last much longer as a display of ability. This usually only happens when two marines are competing for a position. While the test is only to show the member worthy, some will stay longer to prove themselves better than their opponents. Regardless, the majority of the marines on the surface tend to band together in small groups. Too large and the hunt becomes too scarce to survive. Too small and one risks the ability to come back alive. Survival depends on the ability to stay moving, stay hidden, and stay alert.
On the subject of religion, most Iron Rangers are rather ambivalent. Worship of individual gods is not unheard of, nor is it judged. Worship as a whole is rare. Most view their alignment with Chaos as a business transaction. In exchange for support and powers of the gods, the Iron Rangers make sacrifices. The gods already approve their motives and goals, so they are mutually beneficial. Marks of individual gods is extremely rare, though, as it is often pure devotion to one ideal, which can come into conflict with the Iron Rangers' goals. Of the marks seen, Tzeentch and Khorne are the most prevalent, with Nurgle taking up a distant third. Slaanesh is almost completely devoid of recognition.
On a similar note, the Cult of Merrill holds little sway within the members of the Iron Rangers themselves. While most agree with most, if not all points, the movement creates little zeal within the Legion. It is treated more as a group of ideas with which marines agree on. The cult itself is composed of regular humans. Some members of the Legion are technically members, but their positions are held more to show support and maintain the cult as a tool of the Legion itself.
Homeworld
Profi Tiroedd Homeworld of the Iron Rangers. An M-Class Feral World, its continents are almost completely covered in forests. During the Scouring it was almost completely destroyed and rendered uninhabitable by the Silver Cataphracts in a battle to force the Iron Rangers into the Eye of Terror.
Yr Helfa Annherfynol The Warp Planet currently inhabited by the Iron Rangers. The planet is continuously in a dusky light, and covered thickly in sickly-seeming vegetation which preys on unwary travelers. A thick fog covers the surface of the planet, and is inhabited by a collection of creatures known as the Vashet Nierat. The Vashet Nierat are a warp beast specifically found on the Daemon Planet Yr Helfa Annherfynol. They are both predator and prey for the various members of the Iron Rangers and visitors that find themselves there. They are often titled as amorphous, however that definition is misleading. They are living shadows, the fear of darkness and the unknown given life. They have been observed to take the forms of many things in realspace, however their true form shows itself when they strike. An indescribably mass of claws, teeth, and tentacles, they emerge as shadows to bind, strangle, and devour their prey, helpless and alive. They are rarely seen in realspace, however Iron Rangers Sorcerers have been known to summon them from the warp in times of need.
Recruiting Worlds
Lofrudaeth A Deathworld located in the Tiroedd system, utilizied by the Iron Rangers for training and indoctrination. A former aborted Hive World, it was abandoned due to the planet's flora adapting too aggressively for any formal structures to maintain integrity, while the fauna was considered too vicious for normal living conditions.
Notable Members
Dafydd "Slash" Slashworth
Rose up through the ranks from a recruit to a battalion commander. He was offered the position of Chapter Master, but turned it down. He now serves as the commanding officer overseeing the training of recruits, personally leading them in the field as part of their training. Very popular with the troops for his fairness and skills, they nicknamed him "Slash", and he wore that nickname with pride. He also has much respect in the legion as a whole as he rose up from the bottom. Distinguished himself on several occasions, most notably with the Grym Teigr, his battalion that, known for their brutality and skill, are as feared as the Milwyr Cwyn. In the end, though his morals were questionable, his loyalty to the Emperor was not. He was killed during The Culling, by none other than Cellweirwyr himself.
Cellweirwyr
Also known as "The Laughing Sniper,"the leader of the Milwyr Cwyn and Equerry to the Primarch, Cellweirwyr is as jovial as his Primarch is grim. Unlike the majority of his brethren, he prefers killing his enemies from afar and is widely considered one of the best shots in the Imperium. Most of the other Elders have mixed feelings about him. He keeps traditions important, is widely recognized as among the best fighters they have, and a natural leader and strategist, but his humor most often comes at the expense of others. His tongue and wit has gotten him in more than his fair share of arguments with his fellows, as well as earned the ire of other Primarchs. But he will continue with his methods until his death. And judging by his trophy rack, that will be a long time coming.
Robyn Auldmann
One of the few traitors hailing from Holy Terra, Auldmann is the head of the Lychlynwyr. He is an egotist, and not without good reason. The best pilot within the Iron Rangers is no small feat to accomplish, and to be one of the few members born on Terra and live long enough to be a part of the Heresy tells of his skill in the air. Although known to clash with his Primarch's views frequently, Merrill trusts his judgement and always considers his counsel. On Auldmann's part, it is no secret that he was next in line to become the Legion Commander before Merrill's discovery, and patiently awaits his chance to supplant Merrill and Cellweirwyr. Oddly, there is no animosity between himself and Cellweirwyr. Both enjoy the other's company, and have been known to work together quite well. For Auldmann's part, Cellweirwyr would just be a stepping stone to the head of the Legion. As with most things in the XX Legion, it is completely impersonal and professional.
Cysgodol Dawnsiwr
Formerly or currently the Chief Librarian, then Lord of Sorcery, of the Iron Rangers. His continued existence is unclear, though the name and a sorcerer wielding his weapon does appear from time to time. Whether he lives or died is debatable, as no body has ever been found, but if he is still alive, he went almost completely off the grid. It is known that one individual still occasionally uses that alias, along with Siaradwr Gwynt, Lefel, and Choyote most prominently. What is known about him is that he uses the same weapon Cysgodol used, an extremely rare Force Halberd. The idea it is him is supported by the fact that he is the head of recruitment and chief priest of the Cult of Merrill, bears a mark of Tzeentch, and is in charge of locating targets, gathering intelligence, and finding ripe hunting grounds for the Iron Rangers and Merrill. He spent time being trained in intelligence gathering and social skills under the Children of Armok, and then trained in the use of the warp further under the tutelage of the Black Augurs. He is believed to have taken part in a small mission to assisst the traitors on Mars, and is further believed to have survived. The reason behind the question of identity is that no face recognition can be positively made. Each eyewitness sees someone completely different, and some only see a hooded figure, or no facial details at all. Vid feeds show him as an error, requiring Inquisitors to question eyewitnesses. Regardless, he is considered one of the highest targets of the Iron Rangers, second only to Merrill himself for his connections and leadership of the cult.
Arth Codital
Arth is an Uncle in the 4th Chapter, and his personal preference is to be a big game hunter. Though he doesn't have the largest trophy rack of the Legion, his does boast of some of the most impressive specimens of monstrous xenos, genetically engineered mutants, and even the scalp of a Warlord-Class Titan Princep. His preferred weapon is an extremely rare Powerfist variant, dubbed the PF-38 by the Mechanicus. Though others do exist, most men have turned them down, as the method of use is extremely bizarre and complicated. Though Arth would never be dubbed as an intellectual, his grasp of the weapon was both masterful and immediate. The combination of his use of the weapon and deep love and knowledge of explosives is what he attributes to most of his kills, and why he was chosen for the small team on Mars.
Organisation
Tactics and Strategy
"The only fair fight is a lost one." - Old Iron Rangers Proverb
The overall strategy employed by Rogerius Merrill is confusing to many, yet its origin is simple. Merrill never had the patience nor believed he had the mind for large, strategic thought. He rebuilt the Iron Rangers, their doctrine, and their unit composition to operate almost completely independently. Having a soldiery focused on independently scouting and attacking high value targets while cross-coordinating attacks, patrols, and reconnaissance on their own relieves their Primarch the burden of planning every assault out, allowing him to simply act on objectives and targets as he wishes, tapping into whatever resources he chooses.
He fully realized that this was an effective means of taking out key elements of an enemy opposition, yet not as effective in open warfare. To that end, he utilized his Imperial Army and Auxiliaries to their fullest, allowing them to dictate their own battles and movements. They would provide the solid battlefronts to face the enemy for him. To ensure their success, he developed the Ceidwad units to support them in combat, and provide them with his Tactical Marines and Devastators.
A full-scale assault on a planet usually has three phases: Infiltration, Preparation, and Attack.
Infiltration normally starts as soon as the XX Legion is within range of a planet. At the outset. Heliwr and Scout troops are inserted onto the surface of the planet using stealthy methods. If Drop Pods are utilized, they are destroyed upon landing. The combined Scouts and Heliwr are then tasked with finding and building forward operations bases. Instead of large, defensive fortresses that other Legions are known for, these are usually small, easily disguised, and remote or hard to reach natural formations, abandoned buildings, and other locations which allow troops to enter and exit without being spotted.
Once these locations are discovered and minimally developed, more troops are inserted to defend the bases while the Scouts and Heliwr locate and watch enemy strongpoints, arms and equipment manufacturing, and troop movements. A second, but no less important objective is to locate indigenous settlements, groups, and locations which may harbor resentment towards planetary leadership or would be otherwise open to the benefits of Imperial rule over the native one. Thirdly, they locate and secretly mark possible positions to stage and hide Legion forces during the latter phases of operations.
The last part of infiltration involves the Milwyr Cwyn, if they are present within the Expeditionary force on the offensive. If not, usually some Iron Rangers officers (all of whom receive some Milwyr Cwyn training) will approach them to swiftly train and indoctrinate a localized guerrilla force.
Infiltration often takes days, and training a native force takes weeks. It is not uncommon for the XX Legion to intentionally drag out talks with a planet who declines Imperial rule in order to accommodate a complete Infiltration phase.
Preparation begins when the forward bases are completed or talks break down, depending on the situation at hand. Unlike the other phases, this is a single-night, complex attack. The infiltrated forces send information to the ships in orbit, and targets are selected based on a number of factors, including the importance of the enemy's assets and the relative danger of attacking them outright. In one, coordinated assault, orbital barrages are fired on enemy fortifications, while Milwyr Cwyn and/or Heliwr forces attack and disable enemy surface-to-air defenses assassinate enemy commanders.
Llychlynwyr forces then move en masse. Some drop the various Gwaed and Assault Marines to attack their own targets and make supply drops. Others strike hard and fast at enemy supply routes, manufacturing complexes, and locations of planetary leadership.
While the massive initial strike is underway, the Auxilia, Imperial Army units, and their Legion attachments make use of the chaos caused, simultaneously moving their forces planetside and developing their lines and defenses as quickly as possible in the hopes of developing a solid front before the enemy can properly organise an offensive action towards them.
Attack phase starts the following. As the human regulars begin their operations, the various attacking forces of the XX Legion move to their respective bases of operations and begin their cycles.
The indigenous forces recruited during the Infiltration phase now begins to be put to work in earnest. Led by either select Legion leadership or the Milwyr Cwyn, they move amongst the civilian population, inciting riots and civil unrest while simultaneously creating a guerrilla campaign to sabotage enemy forces and eliminate civilian and military leadership.
The Llychlynwyr units are noted for carrying a massive weight on their shoulders, splitting their forces between the duties of resupplying Legionnaires fighting "behind enemy lines," performing hit-and-run attacks of their own, and providing additional air support for the Imperial Army and Auxilia.
After the Heresy, the Legion's tactics did not change much. The only major difference is reliance on the Cult of Merrill to undermine local authority figures and recruit a larger fighting force to begin directly attacking the enemy. Much of the initial shock in the Preparation phase is also no longer present, as the Legion sees it more fit to slowly move small units in greater quantities before creating massive strikes across the planet with largely ground forces.
Arms, Armour and Equipment
Close Combat Weapons
The Iron Rangers prefer fighting in assault. That being said, they have a small selection of preferred options. The most well known famous is the Power Spear. When placed on its butt, the tip should be even with the wielder's eye. Some incorporate minor refractor fields into the shaft in order to improve their ability to parry. Following that, they have been known to use short swords or long knives, often incorporating chain or power blades. Dedicated assault units prefer custom chain and power axes. The major difference between IR variants and some of the more common examples found is a smaller, lighter head. The design change is to make them slightly faster, at the expense of power, often used as a hooking implement to disarm, trip, and otherwise grab and manipulate an opponent.
Ranged Weapons
The Astartes of the XX Legion have a varied selection of preferred ranged weapons. Insofar as Bolt weapons are concerned, they have a preference for the Phobos pattern for Bolt Pistols, and Phobos, Tigrus, and Perinetus pattern for Boltguns. These models are preferred for their accuracy, reliability, and extended barrels. Many have been seen to be modified with the bayonet lugs removed, extended barrels for increased accuracy, and threaded barrels to accept a suppressor.
Insofar as squad and team weapons are concerned, the marines prefer assault weapons over heavy, as they better fit the high-mobility nature of the Rangers. Meltaguns and shotguns are the most prolific amongst the marines. Though their preference for close combat would make most assume a high use of Flamers, the XX dislike using them. They have been noted to be used, but almost exclusively in locations such as caverns, mountains, and cities built out of mostly non-flammable materials. Many attribute this to the Rangers' preference of fighting in the forest, where firing such weapons welcomes the possibility of igniting their surroundings. Plasma weaponry is almost never seen, as the Legion distrusts their tendency to overheat.
Although less often used, heavy weapons do see use amongst the Iron Rangers. By far the most common, the Tigrus-Exitus pattern Boltgun/sniper rifle is often utilized for it's increased range and ability to eliminate single targets. Following that, missile launchers and Autoguns are often deployed for their versatile nature. Heavy Bolters are common where the Legion expects to encounter large formations of less-armored troops.
The Iron Rangers also see some of the most use of Combi-weapons for their number amongst the Legions. Greatly preferred by the Milwyr Cwyn for their adaptability in changing environments and allowing individual members to have more versatility, almost all official reports of the Iron Rangers fighting mentions their use. The vast majority seen are Combi-meltas and -grenade launchers, however Combi-flamers and -plasma guns are not unheard of. When asked about their use of normally unseen weapons on Combi platforms, the common answer is that reduced charges and fuel makes the user less susceptible to the dangers of the weapons.
Armor
While some Legions believe camouflage to be a sign of weakness or cowardice, the Iron Rangers harbor no such ideals. Their Armor is painted in the shades of the forest as soon as they don it, and will often further add native shades, soil, and patches of flora to better disguise themselves. They had a great disdain for Mk I and II Power Armour, and were known to discard them whenever possible for lighter armours. Whatever protected them whilst allowing them to move freely. The Mk II was especially loathed, as it had the detriments of Mk I, without allowing them to turn their heads in combat. Mk III was not much better. Their preferences are towards Mk IV, V and VI. As Hektor was moving the Mk VI armors from Mars, he ensured a large detachment of it made its way into Iron Ranger hands. The enhanced auto-senses were the main reason for such a preference, and the XX Legion is fairly well renowned for keeping a large number of the helms in their possession. When they have engaged other Space Marines after the Heresy, they would take time after the battle to scavenge for them, to corrupt the Machine Spirit and add it to their own armour.
Special Equipment
The XX have very few ground vehicles, finding them largely ineffective in their native forests. In cities and hives, they fare little better. What vehicles they do keep are usually maintained for those times where it is necessary to support a regular human force, often purely to add a little more firepower to their defenses. The same cannot be said for their bikes, jetbikes, landspeeders, and aircraft, however. The maneuverability and speed is often desired, and their Llychlynwyr squadrons make the maximum use of them. Trained endlessly by perfectionist Robyn Auldmann, they excel at hit and run attacks, strafing runs, air-to-air, and air-to-ground. Though neither the absolute best nor largest of the Imperium, their skill is not to be underestimated, and was proven time and again during the fighting on and around Terra.
Jetpacks are another common sight, as the increased speed and ability to literally jump into the middle of an enemy formation and leave just as quickly is a must for their tactics. Milwyr Cwyn and Gwaed both make extensive use of them, often in conjunction with Heliwr locating and ambushing their targets.
To aid in stealth, many units utilize suppressors on their boltguns, which effectively silent the shots from afar, and make it difficult to identify the point of origin. Combined with the longer, more accurate barrels they often employ, the impact on the enemy and morale can be drastic.
Lastly, the Milwyr Cwyn are known for their bizarre array of special equipment. From modified neural links to allow them to commandeer most (if not all) vessels they discover, to bizarre communications arrays designed to intercept and jam enemy communications and teleportation, they seem to be equipped for anything. Most infamous are their array of demolitions. Members trained as Demolitions Specialists have been making and working with their own unique cocktails of charges and explosives, and often create some on commission, trade, or favors to be used by the "regular" line troops. The use of many of these has been known to make up for their otherwise lack of anti-materiel long range weaponry, as they have even been noted to eliminate Titans with the explosives, when properly employed.
Unique Weapons
The Imperial Talon
The spear wielded by Rogerius Merrill while he remained loyal to The Emperor. It was crafted by the greatest artificers on Mars, to his exacting ideas. The weight, balance, length, even the shaft diameter were all designed based on his specifications. It is as much a piece of art as it is a weapon, with elegant, golden designs and inlays along its silver length. In addition to its regular power field, it incorporates a formidable refractor field along the length of the shaft and a teleportation device from the Dark Age of Technology which allows the wielder to recall it instantly back to their hand. In the battle with Tiran Osoris, the Primarch of the Scale Bearers broke the haft in two, forcing Merrill to find another weapon suitable to his needs. Rumors persist of its continued existence, and questions abound whether it was corrupted by its wielder or remains pure, if it does still exist.
Hollti O Penglogau and Bywyd-Yfwr
The names translate to "Splitter of Skulls" and "Life-Drinker," they are the twin weapons of Rogerius Merrill after his fall to Chaos. Hollti O Penglogau is a tomahawk, originally a bearded axe for a normal man, possessed by a Bloodthirster. Bywyd-Yfwr is a dagger, and possessed by a Keeper of Secrets. The tomahawk is an ugly, savage weapon. It's design is ragged and crude, an item clearly built with one purpose in mind. The dagger, on the other hand, is sleek and fine, and appears more a work of art than anything. Many have commented that it doesn't look sturdy enough to last a battle, only to find out the opposite is true.
The Last Laugh
Cellweirwyr's rifle, it is truly one of a kind. The long, heavy barreled bolter fires a special bolt round. Though normal sized, it is fit into a modified Heavy Bolter casing, giving it better muzzle velocity, energy, and range than even some sniper rifles. Combined with its' user's renowned skill with a firearm and a scope with numerous long-forgotten technical marvels, it is both a symbol of both skill and hubris.
PF-38
The PF-38 was a short-run production of Powerfists created by the Mechanicum during the later days of the Crusades. The model incorporates series of moving, hooked blades in the fingers and palm, designed to help cut and tear through armor plating. Though successful in its design, controlling the blades proved difficult for most who attempted to use it. One exception to that rule was Arth Codital of the Iron Rangers, dubbing his own the "can opener," who excelled with the weapon to the point of refusing the more traditional power spear.
Psychic Powers
The Sorcerers of the Iron Rangers follow what they call the "School of Shadows." It's incantations and powers revolve around concealment and weaponising shadows and darkness itself. Some of the greatest Sorcerers of the Legion can even summon the Vashet Nierat from their homeworld.
Task and Organisation
The Forces of the XX Legion are divided into 6 methods of combat. The Ceidwad, Gwaed, Heliwr, Llychlynwyr, Milwyr Cwyn, and Training and Recruitment are the primary divisions of such a structure, each focusing on a particular method of combat within the greater whole of the Iron Rangers' collective doctrine.
Due to the fractal nature of the Iron Rangers' fighting methods, a much more detailed Chain of Command was required. The reason behind the alteration of command structure is ease of use. As opposed to one Company Commander managing 10 squads, he can simply manage 3 Raids. He issues orders to the Huntsmen, who follow his orders in a manner they see necessary, often delegating some authority to leaders of the Hunts, and so on down the line.
The breakdown starts at a small level. Each member of the XX Legion is part of a two-man pairing. Two of these pairings are then made a team. They led by an Marine called a team leader, though there is no official title.
It should be noted that the smallest operational size of Assault, Devastator, Scout, and Tactical units is the 5-man team. While they are still split into two pairings which train and act together, the teams always work together cohesively in a combat environment. This changes with true Ceidwad, Gwaed, Heliwr, and Llychlynwyr units, who are entrusted to perform independently down to the pairing level.
These two 5-man teams are then conjoined into Hunt, led by an Astartes who has earned the title of his specialty (Ceidwad, Gwaed, Heliwr, or Llychlynwyr). There is again no official title for this position either, but many still adhere to the old title of Sergeant, from the days before Merrill's command.
Three 11-man Hunts are then led by a Huntsman, and form a single unit titled a Raid.
Three 34-man Raids form a Troupe, led by an Uncle, roughly a Captain. They are then supplemented by Legion Librarians (or Sorcerers, post-Heresy), Apothecaries, Techmarines (where necessary), and a small Hunt of specialists (Ceidwad, Gwaed, Heliwr, or Llychlynwyr, depending on the kind of unit).
Nine of these roughly 112-man Troupes are a Nation, and led by a Grandfather. The Nation is also supplemented by up to 25 more Astartes, including Librarians, Apothecaries, Techmarines, and a Hunt or Hunts of combat specialists.
Three of these roughly 1033-man Nations create a Tribe. The commanding Elder will often grant several trustworthy Grandfathers a first-among-equals position of authority amongst several of their peers to reduce his burdens of command. While some would consider such a gesture to be irritating or a shirking of responsibility, it is a greatly honored position amongst the Iron Rangers, as these Grandfathers are the most likely to be recommended for promotion. The Elder is accompanied by several Librarians, an Apothecarium staff, and Forge staff, as well as a Raid of combat specialists.
Hunts which are part of a Raid are normally numbered 1st through 3rd, as are the Raids within a Troupe. Troupes are lettered A-I. A Troupe in any given Nation is made up of 2 Raids composed of that particular Nation's combat specialists, and a 3rd composed of some form of support specialists. B-F are made up of mostly the regular troops of the greater focus type (Tactical for Ceidwad, Assault for Gwaed, and Scout and Recon for Heliwr), and G-I are composed of support elements (most often soldiery of other combat paths). Nations are then again numbered 1st-3rd, and the Tribes are assigned a numeral of I-XXV
The I Tribe is the Milwyr Cwyn. Tribes II-X are Gwaed forces, X-XVI are Ceidwad, XVI-XXI Heliwr, XXII-XXIV Llychlynwyr, XXV is Training and Recruitment.
The exceptions to this rule are the Milwyr Cŵyn, certain elements of the Llychlynwyr Tribes, and the XXV Tribe (Training and Recruitment). The Milwyr Cŵyn are led by their Elder, Cellweirwyr, and all considered roughly equal in rank to an Uncle. They are rotated during campaigns to keep the number of units being actively used to a minimum. The rank issued is to both allow them to utilize assets from other Chapters as well as to remind them of their responsibilities, as they are largely left to perform their rotations themselves, only communicating with Cellweirwyr or the Primarch only during a crisis or if they cannot perform in a rotation (example: combat losses).
Due to some vehicular constraints, The Llychlynwyr Raids which operate multi-crew vehicles such as Land Speeders, attack bikes, and aircraft must operate in less fractal groups. Land Speeders and attack bikes work in Raids or Squadrons of up to 5, often operating as a single unit. Llychlynwyr specialists have been known to break these groupings down into one Huntsman and two independently operating pairs of vehicles.
The Training and Recruitment (XXV) Tribe, led by "Slash," also houses the Chief Librarian (Cysgodol Dawnsiwr), First Healer (Chief Apothecary), and Master of the Forge. It is within this Tribe that recruits, soon-to-be specialists, support personnel, and Milwyr Cwyn applicants are sent to receive proper training. Though the permanent roster lists slightly over one thousand Astartes, at most times the Tribe has close to 15,000 recruits, neophytes, and full Astartes undergoing training.
Their organization suffers at the Tribal point by overspecialization. Though each Tribe maintains some support elements, it is not enough for a full campaign. While on a war footing, the Iron Rangers are often divided into up to 6 War Tribes. The War Tribes are organic units, often dividing the Nations of singular Tribes into multiple War Tribes.
- Merrill commands the Blaen y Waywffon, largest of the War Tribes, notable also for containing the entirety of the Milwyr Cwyn.
- The Úlfur Pakki are led by Robyn Auldmann. They are noted for utilizing the entire XXIV Tribe of Llychlynwyr, an unheard of number even for the Blaen y Waywffon.
- Gairmithe Ciúin is commanded by Rhobirt Reau. The former Milwyr Cwyn is fond of utilizing many of his old tactics and has a reputation for being particularly harsh on its regular human allies.
- Neidr Bysgotwyr leads the Ysbrydion. One of the outstanding members of the Heliwyr, he designed their training regimen from the ground up. They are noted for using longer infiltration methods and often do not even interact with potential allies, preferring to simply assassinate enemy leadership outright.
- The Eryrod Hawdd are led by Rhysart Winters. They are the most direct of the Iron Rangers, using drop pod and aerial insertions far more often than establishing forward bases. Their elements are the most visible to allied forces, often dropping into direct conflict to assist ground troops whenever necessary.
- Tragwyddol is commanded by Wilhelm Binafedas. The exemplar to many Gwaed and Assault Marines, the largely bionic commander has more scars from battle than any other member of the Iron Rangers. The War Tribe is renowned for extensive and brutal close combat engagements, if reckless and sometimes ill-advised.
When the XX Legion has been recorded to bring their full weight to bear on an enemy, the War Tribes are eliminated. The 5 Elders then take their roles as leaders of their respectively associated specialties, with the Gwaed being divided between Binafedas and Reau.
The Warrior's Path
The training regimen within the XX Legion is called The Warrior's path. Starting the moment the aspiring mortal is deemed worthy to accept a gene-seed, the inductee is tested in all aspects. Willpower, physical ability, and strength of character is all put to the test as the child is sped towards the training planet Lofrudaeth. The forms of this testing are varied, some members of the XXV Tribe will play mind games to confuse and entrap the aspirants. Some assign them to the most physically intensive tasks on board the ship. Others will simply give them duties usually considered so tedious it only fits Servitors. Regardless the appearance, all the tasks result in the tester creating an early profile to judge the ability and character of the individual.
Yr Helfa
Lofrudaeth is a Deathworld. Once a glorious Hive City, only skeletons of the old structures remain. Sometime during the Long Night, the various methods of keeping the planet's flaura and fauna under control stopped working. Some humans still live within the ruins of the abandoned cities, thriving on whatever sustenance they can find. It is also home to the training center of the Iron Rangers. It is mostly known as the first true stage in their training, also called induction or indoctrination, officially titled "Yr Helfa."
Upon touching down to the surface, Yr Helfa begins. Aspirants are stripped down to their fatigue pants and given a map, a small pack, 3 days worth of food and water, a camo-cloak, a spear, a hunting knife, a grenade, and a needle with thread. They are also unknowingly implanted with a tracking beacon so they can always be located.
Yr Helfa is broken down into 4 week long sections.
The first section is known as the 'Llwybyr' , and starts the second the aspirants set foot on the ground. With only their starting equipment and their wits, they have a day to trek 23 km across the incredibly hostile terrain to a waypoint, avoiding or defeating all the feral world's deadly fauna in the process. Designed to not give the aspirants time to prepare themselves, Yr Helfa forces the aspirants into extreme hardship right from the start of their induction, maintaining a high pressure that only gets harder as it goes on. It also serves the purpose of drilling the ruthlessly pragmatic mindset characteristic of the Rangers into the minds of the recruits, their very survival and success tied to the choices they make. Maybe recruits risk spending some of the little time they have fashioning primitive armour from what they can find, or perhaps they prioritize that time instead on finding a less treacherous route to the next waypoint; the choices are endless and they all have to be weighed.
The pressure is kept on recruits as the Llwybyr portion of Yr Helfa gets harder and harder throughout the week, culminating in 2 waypoints a day that both need to be reached for a success to be considered. Unbeknownst to the aspirants, failure in the Llwybyr section of the trials does not disqualify the recruit, it only impacts their final scores. The Lwybyr takes place across a variety of terrain all the way from mountainous areas, through jungles and forests, to swamps and rocky wastelands. The recruit is expected to use the limited training they have been given prior to their induction to survive in all of these environments. The Lwybyr has a particularly tough final day, this portion takes place in Lofrudaeth's only city, a large abandoned hive that has long since overgrown with the local fauna. This hive, formerly known as Drysfahearn, is a death trap; structurally unsafe buildings, rusted gantries and walkways, exposed and still live electrical wiring, and partially collapsed sewage and plumbing systems. Drysfahearn is also infested with numberless hordes of a violent omnivorous eusocial creatures known colloquially as "Rats", on account of their very vague resemblance toward the ubiquitous rodent. Most recruits will encounter the "Rats" due to their immense numbers, but a few recruits might be fast, stealthy, clever, or lucky enough to escape meeting the hordes that dwell in Drysfahearn.
After the Lwybyr section is over, the recruits enter the unnamed 2nd stage of the trial. This stage is a relatively simple week long survival challenge, starting with the aspirants having to escape the deathtrap that is Drysfahearn. Once out, they must survive in the wildernesses of Lofrudaeth; finding or constructing shelter and hunting or scavenging for food and water.
After this week is complete, the 3rd stage begins. This is known as the 'Gwaed' ', and it is the most dangerous part of the recruits' trial. A capsule is dropped at their location, containing some information on all the fauna of Lofrudaeth. They are also given their mission for this stage: to hunt and kill as many of these creatures as possible. The more prestigious, and dangerous, creatures to hunt take more time to track and kill than other still deadly but less dangerous creatures. Each aspirant must decide whether to go for quality or quantity with their hunts, and this choice will often have a bearing on their role once back in the legion.
Though they are not explicitly told to collect proof of their kills, recruits nearly always do anyway. Unbeknownst to them, a member of Milwyr Cwyn or a master scout will be tracking the progress of the recruits from a distance, and will check every kill made. Any who fail to kill anything in that week are disqualified, though they will not learn this until after they have been returned to the legion.
The trial ends with the stage known as 'Osgoi Talu' . Osgoi Talu is a secret stage, aspirants believe that they are in another week of survival before the next real challenge begins. This stage has marines of the XXth legion, and sometimes a squad from the Milwyr Cwyn, hunting down the aspirants as they go about their day to day survival. Partly a test and partly a thematic way to end their trials, the Osgoi Talu is often a good determinant of what role the aspirant will fill once in the legion, as it demonstrates the aspirants abilities to react to threats under stressful situations. Many who go on to become leaders and heroes of the XXth Legion are those able to last a full week or longer in the Osgoi Talu, utilizing their greater stealth, smarts, or speed.
Eventually, all surviving aspirants are caught and returned to the legion as fully fledged neophytes.
Neophytes
Neophytes, also called "Ysglyfaeth" or "Dioddefwyr" by full-fledged astartes, are sent first to Gwaed Tribes, where they are divided into the various Tactical Hunts within. Usually only one or two Neophytes are in a Hunt simultaneously.
Given full power armour, they are equally watched over and tormented by their new peers. Often they are given the worst of the work required, and less rest. In between performing their duties, they are trained and taught by other, more experienced members of the Hunt. As they are taught by their peers, they are expected to teach what they learn to allied Imperial Army and Auxilia. It is believed that through this teaching of experiences they not only hone their own skills, but better understand the methodology and reason behind them.
Throughout their time as a neophyte, their actions and abilities are continuously recorded. Though they may not see it, patterns of natural talents emerge. The Huntsman in charge of them collects and analyzes this information on the dataslate assigned the individual, which follows him throughout his career.
Eventually, the neophyte grows to understand himself, his craft, and the necessities of surviving in combat enough to progress, or dies in the process. Neophytes who fall almost always receive acknowledgement as full Astartes post-mortem. Those who survive are sent back to Lofrudaeth for additional training.
Dewis
Dewis is the next phase of training in the life as an Iron Ranger. The Neophyte gains acknowledgement in a private ceremony as a full Astartes and is sent back to Lofrudaeth for further training. Once they return to the deathworld, they may apply for a path for their own future amongst 3 of the primary specialisations (Ceidwad, Gwaed, or Llychlynwyr), as well as Techmarine and Apothecary training.
The decision for which path they follow is based on numerous factors. These include their personal preference, the needs of the Legion, and the information accrued on the applicant to date. Though Dewis only has one title, it is divided into two parts. The first is a month-long training program on advanced marksmanship, weapons operations and maintenance, and close combat techniques. Upon completing the first month, they are then divided by their selected specialty to either Tactical, Assault, or Vehicular school. All schools last another 2 months.
- Tactical School focuses more on marksmanship, ranged combat prowess, and tactics and strategies, including multiple field excursions.
- Assault School is almost entirely in controlled areas, focusing on Jump Pack usage and melee fighting.
- Vehicular School teaches the marine how to operate almost every vehicle in their inventory. They recieve hands-on instruction on bikes and Land Speeders, while jetbikes, tracked vehicles, and aircraft are taught largely through hypnotic methods.
After completion, they are sent back into active service. Tactical Marines are assigned to Tactical or Devastator Hunts. Assault Marines join Gwaed Tribes. Those who went to Vehicular School are assigned to Llychlynwyr Tribes, where they will often be tested on their ability to handle aircraft and jetbikes.
Though Dewis is still extraordinarily difficult for a regular human, it is possibly one of the easiest training sessions of the Iron Rangers. It is not intended to train an Astartes from scratch, it is merely meant to cover gaps in the Astartes' knowledge while giving them some specialised knowledge. Failures are rare. If a marine were to fail the first month, they are stripped of the Astartes title and sent back to their unit, with a mark of reprimand sent to the leader of their Hunt and Huntsman for promoting him before he was ready. Failing during the second part results in putting the marine in a holding unit while their record is re-examined before being sent to another specialisation more suited to their abilities. A second failure results in the same punitive actions as failing the first month. A marine may fail Dewis entirely twice before being determined unfit for service and is turned into a servitor. Some rare exceptions have allowed the failed marine to instead be sent to an Auxilia or live as a Legion serf. In such cases, the reprimands are removed from their leadership.
Eventually, marines will be promoted to positions of leadership. Many Tribes attempt to send new-founded team leaders to Meistrolaeth for experience and knowledge. Most are denied until they are ready to lead full Hunts. Regardless, as soon as an individual is considered ready to specialise, he is often given a choice between going to Meistrolaeth or bringing his experience to the Heliwr.
Dewis Helwyr
Dewis Helwyr is similar to regular Dewis. When an Astartes is considered eligible for Meistrolaeth, he may choose between further specialising in his current path, or moving to Heliwr. If he wishes the latter, his record is reviewed. If approved, he is sent to Dewis Helwyr. As he has already gone through Dewis once before, the first month is ignored. Instead, he performs a 2 month field training on advanced stealth, camouflage, tracking, and stalking techniques. Training is often performed against aspiring Milwyr Cwyn candidates.
If they successfully graduate Dewis Helwyr, they are sent to Heliwr Tribes as they would normally, starting their advancement again as though they were newly-graduated Astartes. Failures are sent back to their units of origin. They may reapply in the future to go through training again, but there are few cases where marines were accepted a second time.
Meistrolaeth
Is a blanket term for the advanced specialised training of Legion members. It is four unique Schools: Ceidwad, Gwaed, Heliwr, and Llychlynwyr. The 2-month field training focuses on leadership and expert methods, techniques, and tactics of their own specialties. It should be noted that once an individual completes his particular specialisation training, he may no longer choose to change to Heliwr.
Failures are sent back to their units of origin, but may reapply in the future. Those who graduate return to active service, to be sent to either a specialist unit or to lead a hunt, now carrying the title of their specialty (Ceidwad, Gwaed, Heliwr, or Llychlynwyr).
Llwybr yr Athrawon
After progressing to the rank of a [Specialist] Huntsman and becoming approved for promotion, Iron Rangers go through Llwybr yr Athrawon. Unlike previous schools, instruction is not focused on equipment use and small-unit tactics. It is a long and detailed leadership course that utilizes both field exercises and simulations in order to teach aspiring marines the tactics and strategies of large units, logistics of field operations, and cooperation of multiple unit types. While not considered necessarily vital for the title of Uncle, it is considered mandatory for higher positions. It is divided into three phases:
- Athro focuses on how to properly train men into fighters, how to ensure those under your command are receiving proper training, and lasts 2 months.
- Arweinydd Lasts the longest, at 4 months. It consists mostly of simulations and deals with large-unit tactics and strategies
- Pennaeth Is a two-month field exercise which puts what they have learned to the test. Individuals rotate command positions while practicing everyday operations and commanding in combat environments, and is paired with Milwyr Cŵn training.
After completing Llwybr yr Athrawon, marines are promoted to Uncle and sent back to active service. Though it is only one school, marines who complete the course still retain their unique specialty, and will only directly command units of their specialty type.
Llwybr o Dim Byd
Training to become Milwyr Cŵn is a separate choice. Any soldier eligible for or graduated from Meistrolaeth may apply. It is a long training process, turning the marine in question into one of the elite fighters of the Legion. It has several phases, and such is the difficulty that marines can and have died throughout the phases. Once a marine is elevated to the rank of Grandfather, he is no longer eligible to volunteer for the training. It is not a question of ability, merely that Merrill does not wish to lose commanders to smaller battlefield positions. On the other hand, it is possible for a member of the Milwyr Cŵn to transfer back into the rest of the Iron Rangers. Once doing so, they may be granted command of Heliwr forces or forces in which they specialised in, before or after the Llwybr o Dim Byd. Training itself is divided into 5 phases.
Selection is the first phase. It is a month-long training course designed to push applicants to their physical and mental limits. There is little training involved, merely tests of the applicants. They are forced through field operations, obstacle courses, navigational courses, and ends in a long hunt in which they must find and kill a Lofrudaeth Dragon using only a knife. The beast itself changes colours to blend with its' surroundings, has jaws that can crush even Astartes bone. Its' teeth and claws are half a metre long, and it can move at speeds over 100 kilometres per hour.
After successfully passing Selection, but before the next phase, the applicant must complete (if he has not already done so) Dewis Helwyr and Meistrolaeth.
Artaith is the next, and shortest, phase. Merely two weeks long, the applicants are stripped of all but fatigues, a distress beacon and a knife at a starting location. They then must proceed roughly 1600 kilometres to the end point in 14 days, performing a series of timed actions during the trek. While not impossible for an Astartes, this is a nonetheless daunting task, requiring the marine in question to use the combat trot at a minimum for up to 20 hours a day. To further complicate matters, applicants are considered active targets of opportunity through later training and are constantly hunted by their instructors. Being captured, activating the distress beacon, or not completing a task in the alotted time means failure. The only restrictions applicants face in avoiding capture is that they may not attack or use lethal force against their pursuers. Many of the most successful lay snares, pitfalls, and other traps in their wake to slow those chasing them.
Marwolaeth begins after a short recovery period and lasts 4 months. During this phase, applicants receive advanced leadership courses, are taught how to train and work with indigenous populations, and receive a collective retraining from all schools of Meistrolaeth. Another major focus of the phase is how to apply individual specialisations to complete a task. Throughout the phase, there are various timed teamwork activities, each requiring a slightly different skillset to accomplish in the designated time. It is then left to the various groups to plan and divide the work in order to accomplish the tasks. Applicants also begin learning various common languages of Human and Xenos origin during this phase. Graduates are given their specialised assignment, which is based on a combination of their history, preferences, skillsets, and the needs of the Legion.
'Ddrychiolaeth is the third phase. Lasting 6 months, applicants are broken down into their specialist groups. Language classes continue throughout the phase, with trainers often switching language or dialect throughout courses to ensure applicants are properly learning. There are regular joint excercises that further force applicants to be able to operate with a team of differently specialised troops.
- Ranged Specialists are given lessons in proper function, operation, assembly, disassembly, use, build, and repair of all commonly found human weapons, and some of the more common Xenos weapons. Graduation requires the ability to assemble, disassemble, and fire some 20 different firearms as easily and naturally as their expertise with bolters, and to create a working firearm using only scrap equipment.
- Close Combat Specialists are trained extensively with a variety of weapons and fighting styles from throughout the Imperium. They are also taught the basics of construction and repair of power and chain weapons. The test for graduation is a grueling, 3 hour fight where the applicant is stripped of ranged weapons and must clear a target area filled with notional enemies.
- Demolitions Specialists go through classes on construction, building, and vehicle design, as well as an advanced course to learn how to build and properly operate explosives. Graduation requires the applicant to destroy several structures and vehicles, however certain areas of both must be kept intact.
- Communications Specialists are taught various forms of Imperial and xenos short-range communications, transporter construction, and how to build vox units from spare parts. Also included is the operation of numerous forms of communications, tracking, beacon, and jamming units used by the Milwyr Cŵn. Graduates must be able to assemble a working vox unit from scrap to contact and maintain with several different signals.
- Vehicular Specialists are trained to operate and repair all major Imperial vehicles, from bikes to Titans. They are fitted with synaptic connectors to allow them to quickly take the controls of any Imperial vehicle they cross. Also included in the course are strengths and weaknesses of xenos vehicles, how to destroy them quickly, and how to quickly identify weak points in enemy vehicles.
- Medical Specialists are given a full course in operation and use of medical equipment, as well as advanced treatment, field surgery, and drug and toxin use and identification. Their graduation test involves keeping a wounded animal biologically similar to a human alive for 24 hours under battlefield conditions and with limited medical supplies.
Immediately after graduating Ddrychiolaeth, applicants are sent to the next and final phase of training.
Ailenedigaeth is the final phase, and a test of the skills applicants have acquired. It begins by equipping all applicants with standard combat equipment and forming them into standard teams for field work. They are then placed in a field problem for the next month. During this time, they will be monitored directly by a trainer, but given no instructions aside from the next mission. They are sent to a "friendly indigenous" village made up of some of the few remaining natives of Lofrudaeth. It is the duty of the marines to train and use them as though it was a real invasion scenario. During the first two weeks, applicants will equip and train them. At the start of the second week, they will begin offensive actions to overthrow the "enemy planetary government." Throughout the latter two weeks, they will be tested in a variety of missions and scenarios. As in a real combat scenario, making mistakes does not end the mission, it simply makes it increasingly difficult to succeed. The applicants graduate after successfully assassinating the "enemy governor" by the end of the month-long event. Each graduate is presented with a Power Spear to signify their ability and position within the Legion.
Unique Units
Heliwr The precursor to the role of scouts being more than just reconnaissance, the Heliwyr are highly skilled, many of their members ending up in the Milwyr Cwn. They undertake reconnaissance, deep-infiltration sabotage and guerrilla missions, setting up forward rally points and suitable positions for future forward bases, and even often take part in assassinations, either themselves directly or in support of the Milwyr Cwyn.
Ceidwad The Ceidwad are the direct-action units within the Iron Rangers. While outwardly very similar to the common Tactical and Devastator Squads, they are more compartmentalized in order to be able to work in smaller teams. While most commonly seen working with, training, and generally alongside allied Imperial Army units and Legion Auxilia, they are perfectly capable of fighting on their own, and are most often the ones directing and leading any large offensive maneuver.
Gwaed The Gwaed are the most common units in the Iron Rangers' forces. Often seen using jump packs, they are assault troops designed and trained for two purposes: Elimination of hardened positions and disruption of enemy movements. They are also known for taking on lower risk assassination missions. Although not as skilled in stealth as the Heliwr or Milwyr Cwyn, they are still more than capable of getting to within striking range without being seen or heard.
Llychlynwyr The Llychlynwyr are the heavier and faster attack squads of the Iron Rangers forces. They specialise in using their jetbikes and skimmers in conjunction with air support to strike the enemy hard and fast, and support the other elements of the Iron Ranger forces. Operating separate from other forces, they undertake their raids in a roaming support role, often using specialist light transport vehicles to help other formations deploy quickly, catching the enemy unaware in the flank or rear while the Llychlynwyr raid the enemy lines. They tend to attract the more aggressive or bold Iron Ranger legionnaires, not as capable of stealth as the other members. The Llychlynwyr focus on using the surprise and speed afforded by the nature of their vehicles to catch enemies unaware deep in their own lines.
Milwyr Cwyn
These are the elite of the Iron Rangers. Ruthless and shrewd hunters, hardened to the point of fearlessness, the Milwyr Cwyn are the unstoppable knife in the dark, and the eyes that are always watching. Veterans of uncountable campaigns, and having weathered more daunting odds than any other in the legion and won, these marines are the pinnacle of stealth and tactical skill in the XXth Legion. Featuring the XXth Legions Terminators, as well as some of the best tactical thinkers the Imperium has to offer, the Milwyr Cwyn's name is known to half the Imperium, most shuddering at the thought.
Having an unmatched reputation in being able to reach anyone, the Milwyr Cwyn have never failed to achieve their campaign or operational targets, so impressive are their talents. They epitomise the Iron Rangers doctrine of stealth, assassination, ambush, and hit-and-fade tactics.
Grym Teigr
The Grym Teigr may just be a battalion, but their reputation far precedes them. Under the command of Dafydd "Slash" Slashworth, the Grym Teigr out-insurgent insurgents.
Having spent time fighting alongside the Children of Armok, Slashworth adopted their counter-insurgency and insurgent tactics and strategies, combining them with the Iron Rangers' own areas of expertise to take his battalion of green recruits and turn them into the much feared formation they are today.
With a reputation for ruthless and brutal efficiency, they strike fear into the hearts of their enemies. However, there are also numerous unconfirmed or sketchy reports of the Grym Teigr being involved in various activities deemed ruthlessly abhorrent or unnecessarily brutal, including but not limited to massacres and torture of civilians believed to be helping the enemy and a prolific number of headhunting trophies.
Their skill at arms was also notable, and despite heavy casualties due to the length of time the Grym Teigr would spend in the field, their reputation and skill always attracted more recruits to their ranks. As time progressed, the Grym Teigr received more and more autonomy in the prosecution of their operations, which fostered a meritocratic and open planning process. This caused a shift from their strictly counter-insurgency role to function more as commandos, undertaking daring raids and infiltration missions.
Eventually, the Grym Teigr would rival the Milwyr Cwyn for most elite formation in the legion, with a friendly inter-legionary rivalry pushing each other to even higher levels of skill and excellence. The Grym Teiger is now under the command of Bedwyr "Knight" Rimau, a former right hand man and captain under Dafydd Slashworth.
Cyllyll Fawr
The Cyllyll Fawr is the most decorated unit of the Heliwr. The Battalion only recruits from amongst a specific tribe on Profi Tiroedd, the Fwbach. They were the only tribe able to escape from Merrill during his conquest, and only kneeling to the Emperor himself upon his arrival, under the condition that they could fight for him, to accrue glory and honor for their tribe. Having a strict hunter and warrior culture, the Fwbach have a coming of age ceremony at 12, and almost all who survive go on to join the Rangers. As they are a singular tribe, there are set allowances in place to prevent them from being killed if they fail during Yr Helfa, allowing them to return and continue to proliferate the tribe.
They Cyllyll Fawr are renowned for their tracking, hunting, and fieldcraft, setting aside the Legion's preferred Power Spear for their own tribal weapon. The large, forward-curved knife, known as the Chuchry, is symbolic of their tribal roots, as well as a formidable weapon, capable of severing limbs in single swings even before the power field is added.
When Merrill fell from grace, the vast majority of the Cyllyll Fawr stayed true to the Emperor, whom they bowed to generations ago. It was they who fought hardest and gave the most resistance to Merrill during what is known as "The Culling."
Fleet
In an unusual turn of events, the XX Legion has among the numerically largest fleets of Astartes. The drawback is that they are almost entirely much smaller craft than most traditional fleets use as a main force. Merrill saw to it, however, that the armor was stripped to reduce weight, almost all unnecessary or superfluous items in the design were removed, both to reduce mass and increase the space inside for engines and armament that would normally be found on much larger vessels.
Major Vessels
The Emperor's Shadow
The flagship of the Iron Rangers' fleet is the Emperor's Shadow. A Gloriana class battleship, it is a sleek, black shape in the void. When Merrill was asked for input, his request was simple. "I want every gun the enemy has to fire on it, and I want it to be able to survive such punishment." With this in mind, the ship is by far one of the most well-armored of the class, however lacks some of the firepower of its sisters. The reason behind the design is simple. With a much larger fleet of much smaller ships, the Shadow acts as a decoy, floating through the void and absorbing damage that would be dealt to Merrill's main attacks and strikes. It is one of the few Gloriana ships still in existence, floating in orbit above Yr Helfa Annherfynol, patiently stalking and occasionally feasting on ships lost in the warp, destroying them in its massive maw.
Suicide Ships
One of Merrill's favorite tactics, suicide ships are simply that. Automated weapons systems and remote controlling allow him to empty them of crew and fighting compliment. When he uses them, he has them set on a collision course with an enemy vessel, usually the flagship, and fires the guns continuously until their impact. Usually, they are filled with explosives to assist the destruction of the target vessel.
Void Strategies and Tactics
Merrill discovered a problem with his tactics when it came to the void. Though he could paint his ships black to blend with the surroundings and occasionally hide in an asteroid field, he could not truly hide and ambush in a wide open area. To this extent, he came up with several solutions.
The first came with the realization that the majority of the armaments were located on the sides of the ship. With that in mind, he created a new formation for movement. As most fleets move through the void in an arrowhead, Merrill moves in more of a cone, with each ship at apparently haphazard angles. The purpose behind such an arrangement is to ensure that his fleet could deliver full broadsides to any angle at any given time, allowing him a much greater defensive posture.
Second, he substituted the standard Battle Barge with much smaller Cruisers and Escorts. All of which sacrificed armor and internal comfort for speed and firepower. This allowed him the ability to perform maneuvers much faster than his opponents, sometimes delivering crippling amounts of firepower before they could properly get their weapons to bear.
Third, in a discussion with several members of the Mechanicus, he discovered that it could be possible to jam weapons targeting and communications systems from afar. He ensured that this new development was explored in detail, giving rewards to those who managed to outfit every single ship with these capabilities.
Lastly, his favored tactic is what he calls the "Lotus Maneuver," named after a flower on old Terra. He approaches his target in a small, tightly-knit formation until they get into weapons range. At this point, his fleet all engage their jamming systems while exploding outward into a much larger area before diving around and through the enemy formation, firing broadsides into their ships before passing through, and repeating this tactic multiple times over until their force is either destroyed, too scattered to offer resistance, or surrenders. However, due to communications systems being jammed, he has rarely received an offer of surrender from his opponents.
Warbands
Images
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I AM WATCHING YOU SLEEP
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Early design of Pre-Heresy insignia
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One of the Chapter Banners. Grim. Also, dark.
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Armor Colour, Pre- and Post-Heresy
The Space Marine Legions of the /tg/ Heresy | |
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Loyalist: | The Entombed - Eyes of the Emperor - Scale Bearers - Silver Cataphracts Steel Marshals - Stone Men - Thunder Kings - Void Angels - War Scribes |
Traitor: | Black Augurs - The Justiciars - Eternal Zealots - Heralds of Hektor Iron Rangers - Life Bringers - Lions Rampant - Mastodontii - Sons of Fire |