The dominant power in the galaxy for thousands of years, the Citadel Council controls the largest territory of any unified power and is home to billions of


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NameThe dominant power in the galaxy for thousands of years, the Citadel Council controls the largest territory of any unified power and is home to billions of
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CODEX: THE CITADEL
The dominant power in the galaxy for thousands of years, the Citadel Council controls the largest territory of any unified power and is home to billions of citizens. A loose but stable alliance of many civilizations, Citadel Space is ruled by the three "Council races", the asari, salarians, and turians. Although the humans have recently earned their own place on the Council, their military is still separate, not yet integrated into the defense of Citadel space, and remains under the auspices of the Systems Alliance.
In most day-to-day events, the Council is a simple coalition of governments, with each technically sovereign within its own borders. The Citadel Council rules virtually unopposed throughout Council space, however. Many races, both major and minor, have a presence within the council.
The asari were the first to discover the ancient Citadel itself, and founded the Council. Asari are communal by nature, and their politics are quite fluid. Being long-lived, they tend to favor long-term goals and prefer diplomatic over military solutions. The Asari Republics, a coalition of semi-independent city-states, rules over their homeworld of Thessia and their colonies. In combat, asari favor rapid-striking guerilla warfare with an emphasis on biotics.
The salarians discovered the Citadel after the asari and co-founded the Council with them. The two species are radically different; salarians are thin, wiry, and live their lives at a rapid pace. They generally live no longer than 40 years, so they move quickly and react quickly. Salarians, as a rule, swear by the value of science and espionage and eschew brute strength. Salarians say that success in war comes before the first shot is fired; their military is small but highly elite and focuses on stealth, tech powers, and intelligence.
The turian were invited to the Council for their services during the Krogan Rebellions, and form the military arm of the Citadel. They have a rigid, highly formalized society called the Hierarchy that emphasizes personal responsibility and sacrifice for the greater good. The turians practice universal conscription, although what other species would call their military encompasses the whole of government service, including emergency services and civic works. In battle, the turians focus on heavy firepower in heavy concentration, augmented by tech and vehicle support for mobility and close-in protection.
Aside from the Council members, many other species have agreed to abide by the laws of the Council, generally in exchange for protection and trade benefits. These include the volus, a mercantile-minded clannish race, the jellyfish-like hanar, the elcor, who hail from a high-gravity world and are ponderous and highly conservative, and the drell, who escaped from their dying homeworld with the aid of the hanar and now repay their debt with their skill in arms. There are other, even more obscure and exotic Citadel species, but they tend to be vanishingly few in number.

Citadel Arsenal

Spectres - HQ. Elite agents of the Citadel Council with various race-based special powers.

Hierarchy Colonel - HQ. A turian line commander is expected to shoot well and lead better.

Special Tasks Major - HQ. STG officers wield the most powerful fruits of salarian science.

Veteran Commando - HQ. Asari Commando leaders possess immense experience and biotic power.
C-Sec Militia - troops. A multi-species militia force, weak but large in numbers.
Hierarchy Infantry - troops. Basic frontline forces of the Turian Hierarchy. Expensive, but good all-purpose fighters with high morale.

Hierarchy Sappers - fast attack. Tech-based legion of turian special operatives.

Havocs - fast attack. Powerful thruster-pack-equipped assault troopers, devastating in close combat.

Turian Cabal - elites. These turian biotic troopers are devastating to unprotected infantry.
Salarian Guardians - troops. Basic scouting and defense units of the Salarian Union.

Union Infiltrator - fast attack. Specialist unit that assaults behind enemy lines with stealth field generators.

Union Engineer - heavy support. Specialist unit that can cripple enemy armor or support allies.

Special Tasks Groups - elites. Highly-trained espionage and sabotage specialists with advanced weapons.
Asari Huntresses - troops. Mobile assault troops of the Asari Republics. Strong at close range and on the offensive.

Asari Commandos - elites. Highly-trained, professional shock troopers maintained by more prosperous asari communities.

Asari Sniper Team - fast attack. Long-range hunters armed with anti-vehicle rifles.

Valkyrie Sentinel - heavy support. Defensive-minded support specialists with powerful tech and biotic powers.

Justicar - elites. These lone asari warriors are known for a fearsome combination of biotic skill and weapons training.
Volus Operation Team - troops. Basic volus troops are fragile but often have strong tech or biotic powers.

Hanar Militant Squad - troops. Although slow-moving and fragile, hanar troops have strong natural weapons.

Drell Wardens - troops. Drell forces are highly accurate and fast, and excel at ranged combat.

Drell Assassin - elites. An exceptional operative that can penetrate almost any defense.

Elcor Assault Squad - troops. Slow-moving but strong, elcor act as mobile heavy weapons platforms.

Elcor Vanguard - heavy support. Outfitted with powerful shields and weapons, these elcor are practically living vehicles.
Eagle - fast attack. Light, mobile turian fighter craft.

Condor - heavy support. Heavy turian assault transport.

Hierarchy Mantis - fast attack. Human-designed air attack craft, outfitted with improved defenses.

Union Mantis - fast attack. Human-designed air attack craft, upgraded with stealth systems and disruptor weapons.

Republic Mantis - fast attack. Human-designed air attack craft, outfitted with improved engines and weapons.

Volus Bomber - heavy support. Slow-moving but powerful bomber that leaves ground troops reeling.
General Adrien Victus - HQ hero. Among the foremost of Palaven's infantry commanders, Victus is unconventional but undeniably effective.

Major Kirrahe - HQ hero. A long-time hero of the Special Tasks Groups and veteran of the hunt for Saren, Kirrahe has the unquestioned loyalty of the entire Union.

Matriarch Aethyta - HQ hero. One of very few Asari Matriarchs who believes in the value of force, Aethyta leads Thessia's finest to war.

Captain Armando-Owen Bailey - HQ hero. A senior captain in C-Sec, Bailey is a rugged veteran and much beloved of his subordinates.
Citadel Weapons and Wargear

Turian service pistol

turian assault rifle (phaeston)

turian shotgun

turian sniper rifle (krysae)

asari pistol (acolyte)

asari shotgun (disciple)

salarian explosive pistol (scorpion)

salarian sniper rifle

elkoss combine weapons on the cheap: pistol, assault rifle, shotgun, sniper rifle

elcor heavy weapons: autocannon, rocket launcher, heavy flamer, grenade launcher

vehicle weapons: MACs, PKRs, burst cannons, bombs. BOMBS!
Pistols and SMGs:

Striker - basic light pistol. S3 AP- R12 pistol

Brawler - turian heavy service pistol. S4 AP5 R12 pistol

Scorpion - powerful salarian heavy pistol with anti-armor explosive ammo. S3 AP4 R12 pistol

Acolyte - asari handgun optimized to cut through shielded targets. S3 AP- R12 pistol, enemies must reroll successful saves

Paladin - Spectre assault pistol, famed for accuracy and reliable damage. S4 AP5 R18 pistol
Shotguns and Rifles:

Hammer - basic light shotgun. S3 AP- R12 assault 2

Disciple - asari combat shotgun, effective at increased range. S3 AP- R18 assault 2, concussive

Venom - salarian heavy shotgun, good vs. armored targets. S3 AP3 R18 assault 1

Banshee - basic assault rifle. S3 AP- R24 rapid fire

Argus - C-Sec rifle, featuring high power burst fire. S4 AP4 R18 rapid fire

Phaeston - turian elite rifle. S4 AP5 R24 rapid fire
Heavy Weapons:

Punisher - military-grade sniper rifle. SX AP- R36 heavy 1, sniper, pinning

Krysae - explosive sniper rifle. S5 AP3 R36 heavy 1, sniper, pinning
Ordnance:
armor:

Agent (6+)

Guardian (5+)

Predator (4+)

Phantom (3+)

Silverback (2+)

Citadel Units and Vehicles

Hierarchy Infantry

The mainstay of the turian military, its infantry are highly trained and well motivated. They tend to operate according to rigid strategies, moving in conjunction with air support or other allied ground elements. Turian soldiers are organized into legions according to their particular area of competence, such as a heavy assault legion or scouting legion. Each legion has its own full-time historical staff and maintains a proud link to its history; some of the oldest, most famous legions predate the invention of gunpowder on Palaven.
The strength of Hierarchy infantry lies primarily in their weapons and training. Turian soldiers are generally poorly equipped with tech powers and biotics, but make up for it with disciplined fire and movement. Generally, turian troops on Council business are assigned support squads from salarian or asari forces to provide them with these specialized tools.
Squads of Hierarchy assault forces are generally accompanied by a veteran sergeant or equivalent and one or more heavy weapons troopers to fend off enemy vehicles. Turians do not generally use flamethrowers or other anti-infantry heavy weapons.
WS BS S T W I A Ld Sv

Turian Infantry 3 3 3 3 1 3 1 8 4+

Turian Sergeant 4 4 3 3 1 3 1 8 4+
squad: 1 Sergeant and 5-11 Infantry
wargear: Phaeston assault rifle, omniblade, Predator armor

upgraded wargear: Brawler heavy pistol, Hammer shotgun, Lancer missile launcher, Krysae sniper rifle
special rules:

Stubborn (Sergeant only)

Hierarchy Conscripts

Though technically all turians are conscripted into one branch of Hierarchy service or another, "Conscripts" generally refers to those who have not finished their primary training but must be thrown into combat for one or another reason. Though they are not as skilled as their peers who complete boot camp, Conscripts are nonetheless a formidable fighting force by most species' standards.
Unlike their full-fledged army cousins, Conscripts do not have veteran leaders; instead, the most prominent among each squad is assigned as the squad leader. They are also not issued heavy weapons.
WS BS S T W I A Ld Sv

Turian Conscript 2 2 3 3 1 3 1 7 5+
squad: 10-20 Conscripts
wargear: Phaeston assault rifle or Brawler heavy pistol or Hammer shotgun, Guardian armor
special rules: none

Hierarchy Sappers

Turian Sappers are specialist troops who use tech powers to sabotage, destroy, or even take control of enemy vehicles while their compatriots tie down enemy vehicles. Hierarchy doctrines limit the deployment of Sappers unless the enemy brings out armor in force. Though they have the frailty of all infantry, their firepower should not be underestimated. Each Sapper is a carefully guarded asset, so they are deployed with a small escort of dedicated troopers to protect them on the battlefield.
WS BS S T W I A Ld Sv

Turian Sapper 2 4 3 3 1 2 1 8 3+

Turian Infantry 3 3 3 3 1 3 1 8 3+
squad: 1-5 Sappers and 2 Infantry per Sapper
wargear: Brawler heavy pistol (Sapper), Phaeston assault rifle or Hammer shotgun (Infantry), Phantom armor
special rules:

Tech Specialist: Each Sapper may use one of the following tech powers during its turn, in lieu of shooting. All tech powers and shooting must target the same enemy.

- Overload: the Sapper targets an enemy vehicle with an ECM attack. Target a vehicle within 24" and roll d6. On a 5+, it is Stunned; otherwise it is Shaken.

- Spark: the Sapper launches a high-powered bolt of lightning at the foe. Acts as a shooting attack with range 24", S3, AP-, and the Haywire property.

- AI Hacking: the Sapper attempts to assume control of an enemy's weapons systems. Target a vehicle with the Power of the Machine Spirit property, or an emplaced weapon capable of automated fire. Roll d6. On a 4+, the Sapper's controller may fire a shot with that weapon, obeying its normal BS, firing arc, and other rules. That gun may not then fire in its next turn.

Turian Cabal

Among the turians, biotics with sufficient strength to be useful in combat are exceedingly rare. Regular troops have little exposure to biotics are often mistrusted or even feared. Accordingly, turian biotics are isolated into special operations teams known as "cabals". Cabals are rare but extraordinarily powerful against unprotected infantry. Turian soldiers are taught to use their biotic in conjunction with powerful weapons and shields, with biotic talents filling in a support role.
WS BS S T W I A Ld Sv

Turian Vanguard 4 4 3 3 1 3 1 8 3+
squad: 3-6 Vanguards
wargear: Phaeston assault rifle or Hammer shotgun, Phantom armor
special rules:

Cabal: The Cabal is capable of making powerful directed biotic attacks, using their abilities in unison. During its Shooting phase, the entire cabal may use one of the following powers, rather than attacking.

- Area Warp: disrupts and weakens enemy armor. A target model within 24" suffers from a penalty to armor saves or Armor Rating, as appropriate. This rating is reduced by one point for every two members of the cabal (round up).

- Heavy Warp: launches a biotically-charged projectile that devastates enemies. The squad makes a shooting attack with range 24", S4, and AP6. Each additional member of the Cabal beyond the first improves S and AP by 1 point each.

- Pull Field: lifts a cluster of enemy troops out of cover. Target a non-vehicle, non-monstrous model within 24". It, and any model within 1", are lifted into the air and may not move, shoot, or assault on their next turn. Each additional member of the Cabal beyond the first increases the effect's radius by 1".

Eagle Fighter

Used by the turian military as a general-purpose fighter and scoutship, the Eagle is a single-stage-to-orbit fighter with impressive speed and maneuverability. Equally at home in atmosphere or vacuum, Eagles are common sights among turian forces that may need close air support.
BS FA SA RA HP type

Eagle 3 10 10 10 2 flier
squad: 1-4 Eagles
wargear: twin-linked Shredder cannon
special rules: none

Condor Rapid Response Transport

Designed for rapid deployment of the Hierarchy's infantry assets, the Condor resembles the more common Eagle, but is longer and bulkier, with greatly reduced aerodynamics. Though somewhat slower than its cousin, the Condor is substantially better armored and is capable of hauling units of Hierarchy infantry from point to point in relative safety.
BS FA SA RA HP type

Condor 3 12 11 10 2 flier (hover), transport
squad: 1 Condor
wargear: Shredder cannon, Talon Rocket Launcher
transport capacity: 12 models.

access point: rear ramp.

firing points: none.

Hierarchy Mantis

The human-designed A-61 Mantis quickly proved itself as a fast, potent weapon in conflicts throughout the Terminus Systems. The turian military obtained many of these vehicles and has heavily modified them, preferring to mount heavier guns and defenses that the human specifications. Though it is substantially more expensive that the original vehicle, the Hierarchy model is quickly coming into its own dueling with Reaper Harvesters and other threats.
BS FA SA RA HP type

Turian Mantis 3 13 12 10 3 flier (hover), transport
squad: 1-3 Mantises
wargear: twin-linked Shredder cannon, twin-linked Talon Rocket Launcher
transport capacity: 6 models.

access point: rear ramp.

firing points: none.
special rules: Deep Strike

Salarian Guardians

The common foot soldiers of the Salarian Union, known as "Guardians", are one of the weaker infantry divisions fielded by the Council races. Keenly aware of their own frailty, the salarians have tailored their forces to defend fixed positions from enemy fire, relying on other tools to move the enemy out of their own fortifications. Guardians have stronger armor than other types of basic infantry, but are weaker when assaulting.
WS BS S T W I A Ld Sv

Guardian 2 3 2 3 1 4 1 7 4+
squad: 6-12 Guardians
wargear: Jaeto heavy carbine, Predator armor
special rules:

Camouflage: Guardians treat any cover they are in as providing a +1 save. They may not claim a cover save while in the open.
Preparation: Guardians that did not fire during their previous Shooting phase may fire Overwatch shots at their full BS.

Union Infiltrator

Fast, stealthy, and utterly deadly, the Infiltrator represents the one of the Union's core battle strategies. Armed with powerful rapid-fire sniper rifles, they are more than a match for any infantry opponent.
WS BS S T W I A Ld Sv

Union Infiltrator 2 4 2 3 1 4 1 8 4+
squad: 1 Infiltrator. Up to three Infiltrators may be taken as a single option on the Force Deployment Chart.
wargear: Raptor sniper rifle, Predator armor
special rules: Shrouded, Move Through Cover, Infiltrator, Scout

Union Engineer

The polar opposite of the Infiltrator, the Engineer uses salarian technical wizardry to cripple enemy technology and bolster allies'. Even coming near an Engineer can be hazardous, as weapons overheat, shields explode into nothingness, and VIs turn against their users.
WS BS S T W I A Ld Sv

Union Engineer 2 3 2 3 1 4 1 8 4+
squad: 1 Engineer. Up to three Engineers may be taken as a single option on the Force Deployment Chart.
wargear: Jaeto heavy carbine, Predator armor
special rules:

Tech Wizard: The Engineer may use one of the following tech powers during its Shooting phase, rather than attack.

- Sabotage: assails an enemy unit with potent ECM strikes. Target an enemy within 24"; that unit must re-roll all successful rolls to hit on its next turn.

- Overload: targets an enemy vehicle with a crippling energy attack. Target a vehicle within 24" and roll d6. On a 5+, it is Stunned; otherwise it is Shaken.

- Defense Matrix: until the beginning of its next turn, the Engineer's armor save is 2+. Alternately, it may chose to purge its defenses at any point, losing its improved armor save but gaining a 5+ Invulnerable save against a single attack.

Special Tasks Groups

Salarian tactical doctrines emphasize the importance of small, fast-moving assault teams. The so-called "Special Tasks" teams are proficient in combat, but truly shine as infiltrators, saboteurs, and covert operatives. STG members are trained to use every advantage they have, no matter how dirty or unscrupulous, and are rare but disproportionately powerful. The Council's Spectre enforcers were based in part on the model of the STG, and many of their members are former STG operatives.
WS BS S T W I A Ld Sv

STG Agent 3 4 2 3 1 4 1 8 4+
squad: 1 Agent. Up to three Agents may be taken as a single option on the Force Deployment Chart.
wargear: Scorpion heavy pistol, Jaeto heavy carbine or Raptor sniper rifle
special rules: Shrouded, Stealth, Infiltrator, Scou

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