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  • Though rather dim and not numerous enough to make an Imperial army truly effective in melee, they at least provide some level of defense against an enemy’s melee attacks, should the gunlines fail to prevent them from reaching close quarters.
  • The most distinctive of its armaments is a massive shoulder-mounted one, with the two most common variants being a plasma mortar for serving as a mobile artillery platform, or a massive lascannon that can melt heavy armor and target down fast-moving aircraft.
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  • They were paired together to hunt down a Legion engram, as the human souls were known.

Rather than improving your doctrine or granting new options, RBs simply make a segment of your forces better. They grant one pip, equal to half a Specialization, that can be spent on any subcategory of your forces to power them up. For example, the above project would be a Breakthrough affecting Lords and Commanders. The Galactic Empire’s first battle in Vyranodasik was a victory, but maybe it could have gone better.

Imperial Wealth: Core Gameplay

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Besides these separate militant units, the Imperial Guard’s forces in this category are primarily composed of Battle Psykers. Humanity’s psychic abilities are unstable and mistrusted, but when they do function they can be quite effective. You’re either going to need long, complicated, interceptable logistical trains or risk your ships and troops running out of ammunition mid battle. In addition to making it nigh impossible for unit advantages to cascade, factions with this drawback suffer a moderate penalty to morale and cannot take the Unbreakable major perk. Communication becomes instant with no possibilities of error, suffer a small malus to diplomacy; the cost of increasing your population goes down by one, but you cannot gain any population through Immigration.

This is the section where most of the game’s harder mechanics come into play, as detailed below. Overall, Eklemarid is in a “colonial rush” stage, filled with colonists from both the native universe and other universes, most of which are not large or noteworthy enough to earn a spot on the map yet, and many of whom are likely to fight each other for the best real estate. To move into Eklemarid is to take part in this great colonial rush, with the potential to forge an empire away from the political squabbles or Vyranodasik or the hell that is the Warring Galaxies. The Sutaitazu Ravager Swarm is perhaps not as apocalyptically feared as the Trexidaran Paradox Lattice, but the Crystalline Devourers are terrifying beasts all the same. Though the bulk of them to arrive in this galactic system have drawn themselves to Ykres and Rekys, other Shardstorms have made their way to Eklemarid, Vyranodasik, and smaller satellite galaxies.

Lesser in size, but not in skill, troops that enter this realm include the Commandos, who have honed their genetic memory and psychic knowledge with experience and practice to become experts at sabotage and making unexpected attacks. The use of teleportation and camouflage allows them to move about unnoticed and wreak havoc on the enemy with their size and strength. Reduce is an area where the Iron Men do not dominate quite as thoroughly as Shock or Penetration, but still make good work in, using Behemoths to disrupt enemy holdouts and smaller units to mop them up. Reduce also has significant rewards for the Men of Iron, as it allows them to Reclaim the wreckage of their opponents to sustain production to manufacture even more AutoWars. Exploit is somewhat more frustrating for the Iron Men, as the further deep the Iron Men push the longer it takes reinforcements to arrive, but they are fairly effective, particularly if they are willing to “burn” the exploitation assets in exchange for inflicting damage. Another more unconventional artillery piece is the Noah Strategic Teleporter, another piece of base infrastructure normally used to teleport freshly constructed units to the frontline.

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