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This article, Tremorisian Mine Guards, was written by Blackdamp. Please do not edit this article without their explicit permission.
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Founded deep beneath the surface of Tremor, a planet in the Koronus Expanse, the Mine Guard is the military branch of the Tremorisian Union, a conglomerate of Industrialists, Mercenaries, and Arms Manufacturers. Controlling a small empire in the Heathen Stars. Specializing in a unique, though unorthodox form of Siege and Attrition, focusing on Subterranean Combat and Close Quarters Assaults, which makes them equally deadly in urban combat.

History

Before the Unification Wars, the people of Tremor were divided into thousands of individual groups, fighting for control of the planets natural resources, and the most secure and hospitable regions. Though poorly-trained and under-equipped for drawn out conflicts, the militias primarily fought off native animals and rival groups seeking to steal their claims.

Over the millennia, as the factions grew, the population of the planet began to spike dramatically, leading to shortages of raw materials. Many groups banded together to increase their power and for safety, while many others were conquered and absorbed. The Resource Wars had begun.

As the need for raw resources, living area, and weapons grew, as did the need for the machines to produce these. This sparked the planets industrial revolution. Increasing their ability to create and field weapons of war, and extract the resources to create them.

Despite the surge in resource gathering, the wars ever growing demands, forced the various groups to take to salvaging everything they could to recycle it back into the precious resources needed to fuel the efforts.

Among the increasingly militant factions was the Union of Poltava, an alliance between the three western colonies, in an attempt to gain the upper hand against the rival group forming in the eastern regions, known as the Confederacy of Workers. As tensions grew, the two factions began to annex and conquer smaller groups in a massive military build up. Raw resources ceased to be an issue, now this was a war for dominance. The Unification War had begun.

After nearly a millennia of open warfare, the two factions had risen from poorly equipped militias, armed with mining tools, to well trained armies, with advanced firearms. Having fought each other to a stand still, the leaders of each side became increasingly desperate to break the deadlock. A revelation from the Unions top scientists, revealed that the Tremorisian Genome had begun radical shifts due to increasing stagnation in the gene pool.

In an attempt to not only save their people from devolving into mutants, but to end the war once and for all, the Union turned to desperate acts. In a daring, and unprecedented act of sabotage, the Unions elite forces managed to smuggle and detonate several dirty bombs into the Confederate capitol. Poisoning and Irradiating the entire region.

With their capitol rendered inhabitable, their supply lines cut off, and their high command being wiped out, most of the remaining Confederate forces surrendered, while others attempted to flee deeper into the mines to regroup. Those that surrendered were taken to Union "Reeducation" camps, for integration into the Unions culture. Those that fled were hunted down in a great purge, ordered by Union command to stamp out any remaining hostile forces on the planet.

Despite being largely successful in their attempt, rumors still persist of enclaves of devolved mutants, living in the deepest mines. The descendants of the confederate soldiers who escaped the Unions purge. However, over the next several centuries, the Union of Poltava, now simply called the Tremorisian Union, faced a dilemma, without a unifying threat to unite them. The various colonies bickered and began fighting, although non-violently at first.

It was only when first contact with the Imperium, and the rest of the galaxy was made, that the Council of Barons had their answer. To keep their people united, they would turn their attention to the stars. Securing contracts with several powerful members of the Imperium, and other major players within the expanse. The Union began their second industrial revolution. Gaining powerful new technologies from their contractors, or stealing and reverse engineering others.

Armed with a powerful economy, advanced technologies, and vast natural resource reserves, the Union controls much of the Heathen Stars, and often sells their services to the highest bidders, from Rogue Traders and Inquisitors, to Corsairs and Pirates. Always seeking new contracts to form, and new planets to bring under their banner.

Culture

The Union is an egalitarian society, forcing all members to be raised and trained on equal footing to ensure that ones rise to power is based on their own merit, and not the circumstance of their birth. Despite this, military units are segregated by gender to discourage unauthorized relationships, and lower the risk of battlefield pregnancies.

While not superstitious, the Mine Guard understands the dangers of religious zealotry, witnessing it first hand whilst dealing with the Imperium and the anarchic Forces of Chaos. As such the average Union soldier is distrustful of zealots, regardless of their patron god, those within the Union whom are religious tend to keep such matters personal.

As a result of the heavy interbreeding during the Unification War, due to the lack of diversity and the insular populace. It is not uncommon for units of the Mine Guard to be reinforced by soldiers from other colonies, most of whom were traded to the units founding colony to help stabilize their gene pool, and prevent any further mutation to their genetic structure, often traded in exchange for goods and resources.

Physiology

Prolonged isolation within the Exploding Nebula has had several Physiological changes among the native population.

  • Skin: Due to a lack of sunlight exposure due to a subterranean lifestyle; as well as thick clouds of ash that blanket the skies, has caused the Tremorisians to lose a significant amount of pigment in their skin resulting in skin tones that range from pale white to an ash grey, giving them a corpse-like appearance, making them photosensitive. 
  • Eyes: Similar to their skin over the centuries of isolation the natives eyes also lost pigment, with blues and grays being the most common, and while giving them a natural low light vision, their eyes are extremely photosensitive, requiring blast goggles be worn on the surface of most planets or in areas of bright artificial light. 
  • Ears: As their eyesight weakened their other senses had to compensate, primarily in their sense of hearing. The natives of Tremor have a heightened sense of hearing, particularly directional hearing, which aids in sensing threats in the mines, or hearing enemies sneaking up on them. 
  • Size: Most Tremorisians fall into the average human height, though those serving in the Mine Guard tend to be more physically imposing and fit than the average worker. 

Diet

Due to lack of agriculture on their homeworld, the Tremorisians have a high protein diet, supplemented with various fungus and roots that grow in their tunnels.

The most common meal is known as "Rock-Worm Chili", to toplanders the mere sight of this reddish-brown sludge is often enough to induce nausea, however this meal is extremely filling, able to keep a soldier or worker sated for hours, and despite its appearance is rather tasty when made with mushrooms and starchy roots.

Aside from water taken from aquifers, the Tremors often drink a local version of both Rotgut and Recaf. Brewed from a mildly narcotic fungus, the Tremorisian "Shroom Brew" is mildly toxic but induces a slight euphoric state upon consumption. The locally brewed version of Recaf, known as "Blackstrap" comes from mixing boiling water with the milk of a luminous blue mushroom, it gives a boost of energy to a tired worker or keeps a sentry from falling asleep on duty.

Organization

"We either need an overwhelming force advantage, or we need more information."
—Overseer Rothchild during the Siege of Nevark

Organized in to groups known as Labors, and structured similarly to Imperial Guard regiments, ranging from squad sized up to a regimental level, with the most senior and skilled members taking leadership roles, unlike traditional military, ranks within the Mine Guard are fluid, as one not only earns their station but must actively maintain it, to ensure that only the best and most qualified are in command positions.

Recruitment

All Tremorisian citizens are required to preform mandatory military training for at least four years upon reaching adulthood at the age of 15, with most returning to their assigned work positions after their tour of duty is complete. This is to ensure that each citizen can protect themselves and the Union from Invasion, and allows for new regiments to be raised without much need for additional training. Those that choose to remain in the Mine Guard are provided better living quarters and increased rations and pay.

The Union allows women to serve in the Mine Guard, typically in specialized all female regiments, though exceptions are made. They tend to serve in the same way as their male counterparts, but are often employed as assassins and infiltrators.

Never to let resources go to waste, prisoners are forced to serve in various penal legions, be they political prisoners, or prisoners of war, all are equipped with bomb collars and ordered to fight for their lives and eventual freedom, while mostly used for cannon fodder.

Damp Corps

Developed by Overseer Otto Leipzig, as a form of Super Soldier program. The Damp Corps utilizes a combination of Eugenics, cybernetic and chemical augmentation, and mental conditioning to create soldiers above the rank and file found in the standard military. Prospective recruits are subjected to a rigorous and often extreme training regiment as they undergo their augmentation, a process taking up to a year.

Prospective members generally are screened from the rank and file, showing aptitudes above the average soldier. Many are the product of the gene trade, practiced across the Union, in an effort to breed the ideal individuals. While most Damp Corps Operatives are "Trueborn", natives of the Planet Tremor, it is not uncommon for colonials to be drafted based on their merits.

The training regiment includes advanced survival and endurance, hand-to-hand combat, marksmanship, demolitions, asymmetric and guerrilla warfare techniques, foreign languages, and advanced weapons training (Including Exotic Weapons), as well as general command and communications training, to name a few. Individual members receive additional training based upon their proficiency in certain fields.

The end result are soldiers whom are superior to the average soldier, while unable to match certain Xenos races in terms of Strenght, Agility, Cunning, Ect. Their augmentations and training gives them an edge over average humans and a fighting chance against superior foes.

Technology

(Work in progress)

Equipment

Standardized Equipment

  • Tremorisian Workers Outfit - The "standard" uniform of a Tremorisian laborer consists of a pair of overalls, a lightweight shirt, hard-toed shoes, and a canvas hat. Designed to keep the worker warm and dry while they work. There is no set standard for uniforms from different colonies. The uniform also comes with a pair of Oilers, a heavy, insulated, waterproof jacket.
  • Guardsman's Combat Rigging - A series of buckles and straps, used to attach their armor, bandoleers, and rucksacks to their armor and clothing. as well as including a pair of knee pads to assist the workers when they operate in cramped tunnels.
  • Tremorisian Combat Armor - The armor used by the Mine Guard is a locally fabricated version of carapace armor. Made of a heat resistant material, the armor is designed to offer superior protection from explosives and fire, while maintaining a lighter weight. The armor is supplemented with a layer of Flak armor to protect the joints without restricting movement. The helmet is a stylized miners helmet made of the same materials with a built in head lamp. 
  • Tremor Respiration Unit - Combining the properties of both a rebreather and a common respirator the Mine Guards respiration unit allows users to breath in filtered air to protect against airborne toxins and gases, and also allows for the system to recycle the air for some time, allowing them to operate in areas devoid of breathable air. The Respiration unit also allows them to operate in soft-vacuum for a short time.  
  • Ablative Goggles - While all Tremors wear these goggles outside of their homeworld due to their photo-sensitivity, Those in the Mine Guard are given a specialized version fit with ablative lenses which are designed to not only defend against military grade flash grenades or other light sources, but also keep their eyes safe from shrapnel as well as a glancing blow from a lasgun. 
  • NKM-90 Trench Knife - Forged from the same heat resistant material as their armor, this 8 inch long serrated blade is the Tremors primary melee weapon, fitted with a spiked knuckle duster, as well as a one inch spike on the pommel. Many Damp labors often modify their blades to fit a tox dispenser for added lethality.
  • RP-50 "Unity" Pistol - The Unions first mass-produced magnetic weapon. This weapon served as a Proof of Concept that the Union could create reliable and easily produced Magnetic weapons. The RP-50, is a Railgun which fires a .50 caliber slug. The pistol can be loaded with either soft point rounds which deform on impact, or heavier solid core rounds which are capable of punching through heavier armor. 
  • GR-308 Gauss Rifle - The Unions standard infantry rifle, the GR-308 fires an armor piercing metal slug. The weapons powerful coils allow the weapon to maintain a steady rate of fire without sacrificing accuracy or force. The GR is capable of punching through most forms of personal armor with repeated hits. However due to the weapons energy requirements, a personal battery is required for the weapon to function as well as its ammunition. 
  • GSR-671 Sniper Rifle (Long) - A Modified version of the standard GR-308, the GSR-671 features a more powerful coil system and denser ammunition, combined with the weapons accuracy and velocity behind the projectile. The GSR-671 is the ideal weapon for puncturing the weak spots in enemy power armor. 
  • GSR-671 Sniper Rifle (Short) - A modification of the GSR-671, the short variant replaces the long barrel and receiver, for a bullpup receiver and a sound dampened rail system, this rifle is used in infiltration missions or for assassination due to its smaller size, and a enhanced coil system, which makes less noise. The weapon is capable of a faster rate of fire than the larger version, but this comes at the expense of projectile power, as the coils do not have time to fully charge between shots. 
  • Model 93 Grenades - Similar in design to the common Ork "Stikkbomb", the Union favors a grenade design with a handle allowing for more accurate throws and for the grenade to be thrown farther. Most importantly the handle helps stop the grenade from rolling back down slopes. In some cases the Model 93 can be modified by wiring additional grenade heads to a single handle allowing for a more devastating blast, and is often used as a makeshift anti-tank grenade. 
  • PzF-773 Disposable Launcher - Designed as a cheap and easy to use answer to heavily armored threats, the light weight nature of this weapon means that it can be easily carried by most troopers in their standard kit. Containing a single Super-Krak missile, it allows the operator to deal with most types of heavily armored threats, however it can only be used once and cannot be reloaded. Designed to be a pocket defense against heavy armor in areas lacking the support of heavier anti-armor weapons.
  • Standardized Survival Kit - Containing all the essentials a soldier would need in the field to survive, from a bedroll and mess kit, to an auspex and dataslate, it also contains the rest of a muckmans gear, such as demolition charges and a grooming kit. 
  • Miners Identification Markers - This oval shaped piece of stamped steel contains all the information pertaining to the individual who owns it, name, rank, blood type, and any important medical notes, as well as their serial number. Similar to the Imperial Guards Cognomen Tags. 

Specialist Equipment

  • RPzB-62 "Iron Breaker" Recoilless Rifle - Firing a 90mm shell, this modified tube-artillery serves as one of the primary man portable anti-tank weapons in the Mine Guards arsenal. Light weight and easy to carry it is favored among siege units for its effectiveness against Orks and their vehicles, and is used by the Damp corps in urban fighting for "mouse-holing". It utilizes a number of types of shells such as high-explosive anti-tank shells, as well as a unique "Vulcanite" shell designed to burn through armor or create a cloud of burning smoke to deal with infantry.
  • AM-200 "Derailer" 20mm Rifle - A powerful shoulder mounted anti-material rifle, utilizing the most powerful coils found on any infantry portable weapon. The powerful 20mm slug the weapon fires is capable of punching through the armor of most tanks, excluding super-heavy tanks, such as the Baneblade. It is primarily used to destroy Ork Mechs and other armored vehicles. While not as devastating as the Ironbreaker in terms of raw damage, it can easily destroy key components of armored vehicles, or kill the operator.
  • FmW 75 "Wyvern Breath" Assault Flamer - A flamethrower used to clear trenches as well as tunnels, and is mixed with a toxic fuel source that fills the air with toxins as it burns, while no threat to those wearing respirators, the gas combined with the heat of the flames often overwhelm most targets, it is worth note that the flames of these weapons often burn a dark yellow rather than orange, likely due to the chemicals mixed with the promethium.
  • HAG-82 "Jackhammer" - The HAG-82, is a powerful automatic Gauss rifle. Featuring a twin-barreled design, this weapon can maintain a tremendous rate of fire without sacrificing the velocity or power of its projectile. This is due to the firing mechanism fires each barrel in sequence, allowing one to charge while the other fires. The HAG is capable of cutting down enemy infantry with ease and can even break through enemy armor with repeated hits due to the weapons force, rate of fire, and solid core rounds.
  • CSG-104 "Sweeper" Trench Gun - The Sweeper is the Unions standard issue close combat weapon. Similar to shotguns, the sweeper has a unique coil and firing system which allows it to fire in two separate modes. The weapon features a overclocked coil, which allows it to fire the weapons projectiles at much higher velocity. Which combined with the weapon unusual firing mechanism. The weapon can be fired in a Semi-Automatic or Fully Automatic fashion. It can be loaded with a variety of ammo types, such as solid core slugs to mono-edged razor darts.
  • GL-879 Grenade Launcher - A rotary grenade launcher holding up to six grenades of any type, this device fills the gap in situations where a recoilless rifle is too cumbersome and where a disposable launcher is too limited, and is a favorite of siege engineers for its versatility, and reliability. This lightweight weapon is also perfectly suited for use with Blackdamp saboteurs whom need an easily concealable weapon without sacrificing destructive potential.
  • IMS-125 - The Indirect Munitions System, is the most commonly deployed indirect fire weapon in the Unions arsenal, equipped with a "Burrowing Warhead", the IMS is capable of tunneling through rock, soil, sand, and even ferrocrete. Equipped with various warheads, the weapon can be used to destroy bunkers, clear trenches, or create sinkholes below the surface.
  • LIMS-88 - Similar the the IMS-125 and the Iron Mole, the LIMS, is a munitions system that fires a burrowing torpedo capable of traveling just below the surface before springing into the air to detonate in the air, often in an incendiary cloud or with a hail of metal spikes.

Vehicles

Having only recently made contact with the Imperium of Man, the Mine Guards vehicles were originally modified mining machines. However with the introduction of specialized burrowing vehicles. The Labor Guild of Prokhonova began to design and manufacture their own vehicles to reduce their reliance upon machines received in trades.

Burrowing Vehicles

  • Iron Mole: More of a ballistic missile than an actual vehicle, this burrowing weapon of mass destruction follows the same principle as other burrowing torpedoes, just on a far larger scale, designed to destroy heavily fortified positions or heavy armor columns, it ranges in yield from twenty kilotons up to fifty megatons. While smaller yield models are more common, the heavy yield versions are mercifully rare and only deployed on order of the Premier.  
  • Subterranean Assault Vehicle: This vehicle is the primary shock assault vehicle in the Unions motor pool, used to burrow through the ground at respectable speed, and capable of carrying a full squad of soldiers, it breaches enemy positions and disrupts them with a mounted frag defender, before its occupants disembark into close combat.

Half-Tracks

  • "Railtracer" Half-Track: The primary transport and light armored vehicle in the Tremorisian motor pools, easily capable of transporting two full squads of soldiers, plus gear. There are also several combat variants. Including ones loaded with anti-tank or anti-aircraft weaponry. Named after the planets local predators.
  • "Hornet" Rocket Artillery: A common variant of the Railtracer, the Hornet serves as the Mine Guards mainline artillery, trading the raw power of the Imperial Basilisk for area saturation, it however is no less lethal, armed with an array of rockets. Including, incendiary, high-explosive, fragmentation, chemical rockets, and the new spike rockets, which detonate high in the air releasing cluster of railway spikes designed to use gravity to puncture the ground or enemy infantry.  
  • Tunnel Runner: Used by the Labor Guilds as a swift method of traversing tunnels that have yet to be laid with rails. The Mine Guard uses this quick vehicle as their reconnaissance vehicle, as well as to tow light cargo.

Armored Vehicles

  • "Bombardier Beetle" Tracked Mine: Developed by the Tremor siege engineers for remote demolitions. These tracked mines were originally designed to operate on a simple cable system, though this proved inefficient and prone to failure. Though due to recent the acquisition of several Imperial "Cyclops" demolition vehicles, the Beetle tracked mine was updated with more efficient remote controls. Ranging in size from the "Small" 460 Kg model to the massive five tonne (5000 kg) "Goliath" model, also known as an "Earthquake" Bomb.
  • "Tortoise" Self-Propelled Gun: Filling the roles of tank destroyer, assault gun, and main battle tank, this short and stocky tank was designed by the Labor Guilds of Prokhonova in cooperation with the siege engineers of several other colonies to produce an armored vehicle capable of moving through tunnels but formidable enough to combat heavy armor. Lack of a turret reduces the mobility of this vehicles main gun, a powerful and accurate Gauss-Cannon, but gives it a lower profile. Often fitted with a "Dozer" blade to augment its already formidable frontal armor.  
  • "Flamedrake" Flame Tank: An up-armored version of the "Tortoise" SPG, trading its armor piercing Gauss-cannon for a deadly short range flamethrower, fueled with the same mixture used in the "Wyvern's Breath" flamers it is used in urban combat or in tunnel clearing, trading speed for additional armor, they are often supported by mechanized infantry units to defend the tank from long range anti-tank units.
  • "Harbinger" Heavy Assault Tank: More than twice the size of the "Tortoise" SPG, this heavy tank was designed by the Labor Guilds of Prokhonova as the a counter for Ork walkers. Featuring superior armor, and a much larger cannon it has quickly proven itself against Ork vehicles and fortifications. Relying on the size and velocity of its overclocked Gauss-cannon to blow enemy armor apart with sheer kinetic energy, rather than any explosive compounds.  

Fleet

As the Miners Union grew in strengths as did its need to defend itself, and while most of its fleet belongs to the various Labor Guilds, consisting of Transports and Mining vessels, most of which lack weaponry, aside from Mine Layers. The Mine Guard does possess a sizable fleet of combat vessels used to defend their territory from claimjumpers.

Consisting primarily of Destroyer and Frigate class vessels, the Union also deploys several Cruiser class ships. Originally relying on ships salvaged from space hulks or bought from other sources, the Union not creates its own ships. Including a series of powerful Artillery Cruisers, which in essence are Super-Heavy Mass Drivers with engines built around them.

Favoring ambush and hit and run style attacks, the Union often begins an engagement with their Artillery Cruisers broadsiding enemy vessels in an attempt to destroy or cripple them. Followed by a swift attack from their frigates and destroyers. Once complete the Union with disengage for a short while, leaving mines around their crippled targets, as a way to bait in enemy reinforcements or to keep the ships from fleeing. While constantly hammering them with their Artillery from a safe distance.

Once the enemy ships have been neutralized and it is deemed safe enough to reengage the Mine Guard will begin boarding actions to clean out the remaining occupants, capture key systems and anything of value, then destroy the vessel and use their Mining Fleets to collect the remaining resources from the void.

While powerful, and in many cases aggressive, the Miners Fleet gives the Imperial Battlefleet "Koronus" a wide berth, preferring to avoid contact with the Imperium as they go about their raids in the areas surrounding the Heathen Stars. It is also worthy of note, that several Rogue Traders in the region have been seen with escort ships bearing the Tremorisian standard.

It is also worthy of note, that several Rogue Trader vessels have been last seen entering Union space, to only be found drifting years later, with the distinctive damage markings of High-Velocity Kinetic Impacts.

Tactics

"Always cheat; always win. The only unfair fight is the one you lose."
—Unknown Mine Guard
  • Siege Units: Born in the perpetual darkness and endless tunnels of their homeworld, and after centuries of civil war, the Union devolved a unique approach to siege warfare. Often tunneling below their targets to attack from unexpected angles, they rely on lightweight rocket artillery and heavy self-propelled guns to soften up targets on the surface and prefer to engage their enemies in close combat or have their snipers eliminate enemy leadership to cripple their morale. Preferring to wear down an opponent and then delivering a decisive blow.
  • Damp Units: As the Brainchild of Overseer Leipzig, the Damp Labors were designed to be both the elite soldiers and special operations unit within the Mine Guard, working closely with members of the Miners Guilds, each Damp Labor was uniquely trained for the missions they would be undertaking, with focuses on foreign languages, small unit tactics, demolitions, covert operations, forgery, camouflage, assassination, and familiarity with enemy weaponry and vehicles. Serving both behind the enemy lines and as front line units. Deployed prior to a full invasion to cripple infrastructure and key enemy holdings.

In the aftermath of most engagements involving other humans. Survivors or surrendering enemy forces are often taken prisoner and shipped back to Tremor for reeducation and indoctrination. This eventually leads to the prisoners being inducted as full members of the Miners Union, but results in the destruction of the original culture they hail from, as well as families being split up by the Tremorisian Gene Trade.

Notable Units

Dirt Dragons Emblem

The emblem of the Dirt Dragons

Damp Labor 62 "Dirt Dragons"

Labor Unit 62, is a recently re-founded unit, from the Poltavan Damp Corps, given to Foreman Clayborne in honor of his meritorious service and outstanding achievements. Known across the Expanse and as far as the Calixian capitol of Scintilla, they are renowned for their proficiency in sabotage and demolitions work, they are loaned out to the highest bidder, often working for Rogue Traders in eliminating their rivals.

33rd Tremor Artillery Corps

The 33rd Artillery Corps was founded in the colony of Iron Bridge, and is made up of several Hornet rocket artillery vehicles. Known for their preference towards incendiary rockets, their preferred targets are structures that need to be taken intact, since the flames only do light damage in comparison to explosive rockets.

734th Tremor Siege Engineers

A long standing Engineer Corps in the Poltavan Mine Guard, it has served in many of the colonies major efforts at expansion, including the Siege of Virsernov II, and is well known for their close working relationship with the 33rd Artillery from Iron Bridge, as well as the 7th Armored Corps from Prokhonova. Using their skills in tunneling to soften defensive lines for assault.

7th Armored Corps

Founded in Prokhonova, a leading producer of the Unions armored war machines. They field a combination of the Tortoise SPG, a heavier armored version of the Railtracer with a powerful Anti-Tank gun, and several of the new heavy "Harbinger" tanks. They specialize in armored combat and breakthrough operations. Using their speed and heavy firepower to bowl over their targets.

46th Tracker Corps

A relatively new unit of soldiers, seen deployed in both the trenches and behind the lines, this unit is known for its use of domesticated Railtracers, the predatory Mole-Wolves of Tremor. Bred for combat and aggression, and fitted with custom armor, they serve in many roles from tracking individual targets in the battlefield, to storming trenches, and even anti-tank duty when strapped with explosives. This experimental unit has seen similar units created in other colonies.

Notable Members

Erwin Clayborne

Anton "The Priest" Rienaecker

Foreman Rienaecker, is a career military man from the colony of Iron Bridge, located in the Tremorisian Badlands. Originally a fireman on a land train. The constant travel gave him a sense of wanderlust, and the opportunity to see more than the dark mines of Tremor or its ash choked skies was too good to pass up. Now he crews "Old Lead Fang", an artillery platform in the 33rd Tremor Artillery Corps. Now using his skills he learned shoveling coal for loading rockets into their tubes. He and his crew have become well known for their accuracy. His nickname comes not from his devotion to anything religious, but more as a joke about other artillery teams tendencies to "Spray and Pray", essentially saturating areas with rocket fire, while Anton and his crew tend to aim more.

Klavdiya "Night Witch" Pajari

(Work in Progress)

Notable Conflicts

(Work in Progress)

The Siege of Hervara - During the rebellion lead by Duke Severus XIII, many worlds within the Periphery Sub-Sector, also known as the Spinward Front, were engulfed in the rebellion and came under attack by various forces.. The mining world of Hervara came under siege by the Imperium and the Orks of Waaagh! Grimtoof, due to its extremely valuable resources and proximity to a major warp route. A group of Mine Guards were employed by Lord Marshal Covington Pasheen, leader of the Imperial Forces on the Planet, to fight against the rebels of the Severan Dominate as well as Traitor elements within the Hervara Excavatory Warriors. During the long sieges and tunnel warfare, the Mine Guard began to respect the Excavatory Warriors, seeing bits of themselves in them, as well as respecting why they fought so valiantly against the Imperium. After several clandestine missions by Tremor Damps, and a overwhelming victory against the Orks by Imperium forces, Hervara soon fell. Facing Imperial retribution for their treachery and fearing for their families, the Mine Guard offered the survivors a deal. The Mine Guard would smuggle the survivors and their families into the Expanse, in exchange they would all be required to serve the Miners Union, faced with no alternative but death, many took the offer and have since been integrated into Tremor and its forces.

The Subjugation of Eaglov Prime - Located on the edge of the Heathen Stars, Eaglov Prime is a world of bountiful resources, as well as playing host to a large number of humans, the civilization of which was barely in its feudal era. Near the end of the of the 7th century of M41, the Mine Guard invaded in force. In what would be described as a battle of Pitchforks verses Panzers, the muzzle loader long arms and steel blades of the locals proved ineffective against the advanced weapons and armor of the invaders. Within three years, most of the planet was conquered, with only isolated pockets of resistance. Most of the population were forced to work in the newly established mines, and several generations of children were transported to other colonies, to better integrate their new wards into the Union.

The Uprising on Iothea IV - Iothea IV is a Hive World located in the Periphery Sub-Sector, during the war of secession lead by Duke Severus the XIII, several Damp Labors were employed to soften the world up for Imperial attack, by an influential Rogue Trader. Several months of sabotage, bribery, and strategic information leaking, the local workers were convinced of the Dukes treachery, some of it was actually true. For 63 days the civilians backed by the Tremor forces and armed with stolen weapons turned the planets hive cities into a blood soaked ruin.

The Sabotage of Volara - The shipyards of Volara is located on the Coreward border of the Miners Union Territory. Controlled by an influential and arrogant Rogue Trader. First contact between the Miners Guilds Emissary and the Trader were short and bloody. After an "Unprovoked" attack on their Emissaries, the Mine Guard deployed a number of Damps to exact revenge on the Trader, and gain a valuable resource in the process. Boarding the the Shipyards undetected they were tasked with disabling the stations anti-ship defenses or turning it upon the defenders.

The Pyroclasm of Tewei - Tewei is a lush moon that orbits a gas giant within the Unions sphere of influence. Hosting only a moderately sized feudal human population. Preferring diplomacy over aggression in most cases, the Union opened talks with the locals to secure the rights to Mine the moons resources as well as those of the Gas Giant it orbit. When refused, the Mine Guard were called to force the issue. After a short and futile defense, the natives retreated to their last fortresses located deep in their mountains. Rather than waste lives attacking the defended positions, the Mine Guard unleashed their newest weapons, the Iron Moles.

Relations

(Add your own)

The Tremor Labor Guilds - The Mine Guards sister organization within the Union. Providing the military muscle to back up and enforce the Guilds trade agreements. The union of these factions allow the Union to take what it can with words and deals, and take what it cannot with force. Though it can be said that all Mine Guard soldiers are Labor Guild workers, Not all workers are soldiers.

Calixian Mechanicus - The Mine Barons of Tremor and the red-robed priests of the Lathe Worlds have a relationship dating back to the discovery of the mining colony by Imperium torchbearers, the Forge Worlds of the Calixis Sector have an endless hunger for resources, which the Mine Barons have in excess, trading their materials to the Mechanicus in exchange for advanced mining gear, and even war machines, as well as the assistance of several Enginseers to keep the machines running. Tremor is also home to an Explorator station, used by the Magos Explorators to resupply while they scour the Expanse for lost technologies.

Kroot Mercenaries - The Mine Barons of Tremor often hire Kroot to augment their soldiers already considerable skill in close combat, having a deal with a moderately influential Shaper, whose kindred have entered into a pact, reviving the standard wages of mercenaries, but also free to feed upon the native predators of Tremor, which has caused the members of the kindred to turn a sickly green-white tone, and significantly heightened their hearing and giving them a sort of sonar sense, likely from eating Railtracers and the large bat-like creatures within the mines.

Ork Freebooters - While no race or faction can claim to be allies with the Ork, and the Mine Barons are of course no exception, several Freebooter Kaptins do occasionally work with the Mine Barons, often supplementing their fleet, or lending Ork boys in a pinch to assist in fights, though mostly, the mine barons use them as a means of softening potential acquisitions or as revenge. Sending Orks to do their dirty work with promises of plunder and a "Good Fight", raiding rival vessels or destroying fortified defenses. Most Orks hired by the Mine Guard are utterly expendable, often this is the hope, since you do not need to pay dead mercs.

Eldar Corsairs/Dark Eldar Raiders - The Mine Barons do not trust Eldar under the best of circumstances, and are not usually bothered to tell the difference between Corsairs and their Dark Kin. Which has resulted in several corsairs being attacked wrongly. Although occasionally the Barons will work with both groups, It is more likely that they will simply avoid each other, lest things boil over into armed conflict, which is costly to both factions.

Rogue Traders - Essential to the continued prosperity of Tremor, several with Warrants of Trade have made valuable trade agreements with the Mine Barons, both in terms of resources, as well as a steady supply of new workers and even soldiers. While others have suffered unfortunate accidents after double crossing them, such as the ill-fated Conrad Trask, a Rogue Trader and Smuggler of little repute, whose ship suffered an unfortunate Geller field failure, after he stole several Kiloliters of Promethium.

The Imperium of Man - On the surface the Mine Barons support the Imperiums rightful claim as the rulers of all humanity, however outside of the fact they are a major source of revenue the Tremorisians see little good about the Imperium. Seeing them as an Empire of Slavers, using fear to rule in the name of a "God-Emperor", though they would never admit this openly, since while the Imperium are blind, they have more than enough power to enforce their will.

Forces of Chaos - For millennium the Scions of the Dark Gods have attacked and been repelled by the native defenders of Tremor, and as such they have a deep hatred of their aggressors, less out of their devotion to the ruinous powers, but more to do with the constant attacks on their planets and ships by reavers and pirates. It is not unheard of for the Tremorisian Navy to attack ships entering their territory under the suspicion of Chaos, if this is out of paranoia or simply an excuse is not known.

Tau Empire - Until recently the Tau had no presence within the Expanse, since their empire was isolated on the opposite of the galaxy, though recently events have changed this, a single Fire-Warrior Hunter Cadre, under the command of Shas'o Ja'Vra arrived with the assistance of an Inquisitor named Silberthorne, with the intent to rescue an Ethereal named Aun'Roh. The Mine Guard has made little effort to impede their search, though coming into direct contact with the Tau and their Inquisitor escort, many Mine Guardsmen were hired to assist, in exchange for the promise of great rewards should they succeed, in this case, the remnants of the Modren Rogue Trader Dynasty.

The Ghu'tog - The humanoid race known as the Ghu'tog and the Miners of Tremor have clashed in the past, though the powerful factions now tend to avoid each other, than risk open war, for a variety of reasons on both sides, though several Mercenaries from Tremor have occasionally taken part in the "games", including the infamous Blackdamp Erwin Clayborne. Though as the two factions continue to grow, conflict might become inevitable.

Quotes

About

(Add your Own)

"You claim to specialise in subterranean warfare? Hm, tell me, what creatures dwell within your tunnels? For nightmares stalk ours."
—Eulitus Ephrain of the Wings of Salvaxes
"They hide in their tunnels, how fitting. Place the Janissaries at the spider holes, then have the Nurglings flush them out. We shall see how brave these Tremorisian vermin are when they have daemons nipping at their knees!"
—Draugar Lord Kiong Shin of the Storm Draugars Eleventh Storm
"While we sat in the Trenches, the enemy no more than 100 feet away, a sudden explosion ripped through the ground, tonnes of dirt flew into the air, we were ordered to charge and seize the enemy lines, we found nothing left."
—Unknown Corporal - Alsatian 85th Grenadier Guard Infantry Regiment

By

"Silver, Steel, or Blood. Every man has his price."
—A Tremorisian Overseer during "negotiations."
"Never a problem in the galaxy, that you cannot solve with enough explosives."
—Overseer Clayborne
"Let these freaks think that the Gods are on their side, we have the Tanks are on ours."
—Overseer Kuznetsov, during a heavy tank assault on a cultists stronghold.

Trivia

The Tremors draw heavy inspiration from, the Graboids from the "Tremors" movie series, as well as the German Wehrmacht and the Locust from Gears of War. Due to their Subterranian Nature and Preference to attack their foes from below, as well as the pleasing aesthetics of German Vehicles.

Sergeant Rienaecker's nickname, is a reference to the M7 Priest, an American Self-Propelled Gun used in WW2.

A Labor is a term used to describe a group of moles, so it seemed fitting to describe a bunch of miners.