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Are Armies Actually Getting Bigger?
Firedrake Cordova and 2 others reacted to Toe Bee for an article
A few weeks ago, a topic was posted about army sizes and points costs. There was a lot of anecdotal evidence about armies becoming larger, such as comparing the number of points of forces used in battle reports. I thought that it would be interesting to take a more uniform approach to this question, so I put together a method for quantifying the change in army size over time. I did not include Rogue Trader in this analysis, as the units and the game itself are so different from modern 40k that analysis would be very difficult. Methodology The method that I settled on is based on the same principles as the CPI, a commonly used inflation metric in the US. This metric uses a "basket" of goods to measure overall inflation, so that a dramatic change in the price of one good would not effect the overall inflation rate. For this article, I made a very basic army for each faction that I investigated (Space Marines, Orks, Eldar, and IG) consisting of one character, two ten-man squads of a basic troop, one "elite" squad, one walker/dreadnought, and one tank. I chose these units as I believe that they represent a fairly typical small army that a new player might use, and also so that types of units becoming more or less costly wouldn't skew the total too much. All of the units are equipped with default wargear. The lists for each faction are as follows: Space Marines: - 1x Captain - 2x 10 Tactical Marines - 1x 5 Terminators - 1x Dreadnought - 1x Predator Destructor Orks: - 1x Warboss - 2x 10 Boyz - 1x 5 Flash Gitz - 1x Deff Dread - 1x Battlewagon Eldar: - 1x Farseer - 2x 10 Guardian Defenders - 1x 5 Wraithguard - 1x Wraithlord - 1x Fire Prism Imperial Guard: - 1x Commissar - 2x 10-man Infantry Squads - 1x 3 Ogryn - 1x Scout Sentinel - 1x Leman Russ Battle Tank Below is a graph showing the points cost of the lists described above throughout the editions. Conclusions The chart above shows the point cost of the basic lists I described. It seems like the largest increase in army size (seen on the chart as a decrease in points) actually happened decades ago, during the switch from second to third edition. Since then, point costs have been fairly constant, with the largest armies appearing around eight edition. I found this conclusion interesting, as there seems to be a general feeling that armies are getting bigger every edition. I found that point cost changes varied dramatically depending on the unit. For example, ogryns went up in points by over fifty percent between third and fifth edition, while sentinels remained at 35 points for something like five editions in a row. Possible Errors This investigation is by no means perfect. Acquiring data was difficult, as old rulebooks are not always easy to find. For example, I was unable to find a copy of the sixth edition Eldar army list, and the best data that I could find was a 6th edition data file for a desktop app called Army Builder. This had an identical point cost to the 5th edition army, I am uncertain of its reliability. The Imperial guard received two codices in third edition, but none in fourth. I used the 3.5(?) edition codex as the data for fourth edition, which may not perfectly faithfully represent their points cost throughout third, but the difference was only five points. I was unable to generate a data point for orks for second edition, as I could not find flash gitz in their army book. However, even without flash gitz the total number of points was already above the third edition level, so I believe that they would also experience the sharp drop form second to third that the other armies saw. This is the first article that I have written on this site, so if anyone has comments or criticism I would love to hear it.3 points -
The Relictors: An Examination of the Lore
JimVandy85 and 2 others reacted to Brother Tyler for an article
The Relictors: An Examination of the Lore By Brother Tyler The Relictors Chapter exploded onto the setting with the Third War for Armageddon (the second invasion of that world by the forces of Ghazghkull Mag Uruk Thraka). Their introduction was via a brief web page at the now-defunct Third War for Armageddon website, providing information that was considerably less than what we later came to expect in the Index Astartes articles (the modern version of which hadn’t started appearing yet), but which captured the imaginations of numerous hobbyists nonetheless. If you never saw that page, here it is (sort of) for your viewing pleasure (the format isn’t quite right): RELICTORS On its initial founding, this Chapter was known as the Fire Claws and fought primarily in warzones surrounding the Eye of Terror, fighting alongside companies of the Cadian Regiment. When the Emperor's Tarot revealed the existence of a badly damaged space hulk emerging from the warp near the Forge World of Stygies in Segmentum Obscurus, the Fire Claws mobilised to intercept it. The hulk, codified as the Captor of Sin, contained a renegade warband led by a Tzeentchian Chaos Champion known as the Excoriator. The Space Marine strike cruisers crippled the vessel as it entered the Stygies System and Terminator Assault Squads led by Librarian Decario and the shadowy figure of Inquisitor De Marche stormed the vessel. Realising they were doomed, the renegades made their stand in a cavern sized engine room where furious battle was joined and Decario and De Marche fought the Excoriator. The Champion was a mighty warrior and carried a weapon forged in the heart of the Eye of Terror, a terrible Daemon sword, with the essence of a greater daemon bound within its steel. The Inquisitor hacked at the Champion with his power axe, but the unnatural armour of the Excoriator was impervious to his blows. The Chaos champion retaliated, his daemon weapon easily cutting through De Marche's armour and grievously wounding him. With one strike, the Excoriator shattered Decario's force sword and laid open his Terminator armour. Decario staggered, but struck back with his power fist, ripping the Chaos Champion's sword arm from its socket in a welter of blood. Even mortally wounded and unarmed, the champion fought with hideous ferocity, smashing the Librarian to the ground and slaughtering four Terminators. Decario muttered a prayer to the Emperor, grabbed the nearest weapon to hand and struck out at the Champion. The Excoriator's head was chopped from his shoulders and Decario realised he had picked up the daemon sword, killing the champion with his own weapon. Decario was filled with a sense of utter purpose as he wielded the Chaos sword, and instinctively felt that this was a weapon that could be turned against the forces of Chaos. The wounded De Marche cautioned the Librarian to put the weapon down, that only he was trained to handle such artefacts. The Librarian handed the Inquisitor the weapon and the Space Marines returned to their ship, leaving behind an Adeptus Mechanicus survey team to search the hulk for the remains of any archaeotech. De Marche explained that he also believed that such weapons could be used to fight Chaos and should not be destroyed out of hand as was current policy. With the aid of Decario, he was able to convince the Fire Claw's Chapter Master of this and under De Marche's guidance, the Fire Claws embarked on a crusade to explore the worlds around the Eye of Terror and uncover more such relics. Over the decades that followed, many such artefacts were discovered and the Fire Claws Chapter became known as the Relictors. However, it was only a matter of time before the practice of the Relictors using Chaos weapons in battle became known to others. A cell of Inquisitors, backed up by no less than four Chapters of Space Marines and an Emperor class battleship descended upon the Relictor's fortress monastery and demanded they hand over De Marche and all recovered Chaos artefacts or be destroyed. Faced with destruction the Chapter had no choice but to obey. As penance for dealing with heretical weaponry the Chapter was despatched on a century-long penance crusade. De Marche was taken by the Inquisitors and executed as a heretic. As part of their crusade, the Chapter has deployed all ten companies to Armageddon, with a greater concentration of forces in the Equatorial Jungle, particularly in the region surrounding Angron's Monolith. Here was a Chapter of the Adeptus Astartes that defied accepted norms, collecting and, more importantly, using the tools of Chaos against Chaos. They were one of several Chapters presented at that time that stood out as defiant (others including the Celestial Lions, who defied the Inquisition, the Exorcists, and the Marines Malevolent). How could anyone not love this Chapter? Later, when the Eye of Terror campaign (the Thirteenth Black Crusade of Abaddon the Despoiler) occurred, it was revealed that the Relictors participated in that worldwide campaign, which occurred almost immediately after the conclusion of the main period of the Third War for Armageddon, and that the Chapter may have been among the Astartes Praeses (or Praesus, depending upon your source) Chapters. An Index Astartes article for the Chapter was later published in White Dwarf magazine, and that article expanded upon the original lore and provided rules for using a Relictors army in Warhammer 40,000. The rules and lore in that article were largely consistent with the original lore, providing the basis for numerous hobbyists’ efforts at portraying these Adeptus Astartes anti-heroes on the tabletop. The Extremis Diabolus story was published in issue 295 of the UK White Dwarf magazine, but didn’t appear in the counterparts for other countries. This story took place after the events of the Eye of Terror campaign and saw the Relictors declared extremis diabolus and the few survivors fleeing into the Eye of Terror. Despite this, the Relictors continued to be presented as loyalist Adeptus Astartes in other publications, with the exception of a librarian that joined an Alpha Legion warband subsequent to the Chapter’s [supposed?] excommunication. In addition, confusion was created when the (a) Relictors Chapters was mentioned as operating in M33 in one of the editions of Codex: Chaos Space Marines. The Index Astartes article previously mentioned that the Fire Claws (the Relictors’ original Chapter name) were believed to have been “founded during the dark days of the Age of Apostasy” which occurred during M36. Assuming that date was correct, this would most likely have put the Fire Claws in the 22nd Founding since the 21st (Cursed) Founding took place prior to the Age of Apostasy, starting in late M35, and the 23rd (Sentinel) Founding took place in either late M37 or early M38. Chapters operating during M33 would be from the 7th Founding or earlier. The 6th edition Codex: Space Marines indicates that the Relictors participated in the Blood Star Campaign in 748.M41 alongside the Rainbow Warriors and Fire Lords. Similarly, the Core Rulebook for the Deathwatch roleplaying game from Fantasy Flight Games/Cubicle 7 Games indicates that the Relictors took part in the Achilus Crusade circa 7252.777.M41. These dates are sufficiently close in time to the known penitent crusade, which overlapped 999.M41, to not create confusion. The earlier period of M33, however, is far too early to be consistent with the previously known lore. Significantly, the Eye of Terror campaign and all of its lore was revised in the 7th edition of the Warhammer 40,000 game. Where the 3rd edition version of the campaign saw the Imperium victorious, the 7th edition version was part of the larger Gathering Storm campaign and saw Chaos victorious, with the Fall of Cadia and the Fracture of Biel-Tan. For example, the Ulthwé farseer known as Eldrad Ulthran died aboard a Blackstone fortress in the original campaign, but survives at the end of the more recent campaign (though he appears to have left his craftworld and joined the Ynnari). Given that, the validity of the Extremis Diabolus is thrown into doubt. Most importantly, though the Relictors have been given little coverage in recent editions, Codex: Space Marines shows their homeworld of Neutra on the map of other Chapter homeworlds/crusade fleets (and no [other] renegade Chapters are similarly displayed). Also, Games Workshop (or a licensee) published a poster depicting numerous Adeptus Astartes Chapters in the Era Indomitus (i.e., in Mk X Tacticus – Primaris – armour), and that poster included the Relictors (with a revised Chapter icon, removing the jawbone). This would indicate that the (a?) Chapter is still extant under the “Relictors” name during the Era Indomitus. This might be the same Chapter, augmented by Primaris Space Marines; or it might be a new Chapter has replaced the renegades, much the same way that there is a new Soul Drinkers Chapter that has taken up the name and livery of another renegade Chapter. Different hobbyists have different takes on the Chapter, each based on their preferences and each interesting and distinct. Each is equally valid, reconciling different aspects of the lore that Games Workshop has presented over the years and focusing on those elements that the hobbyists find compelling. How do we reconcile the different pieces of lore, however? This is especially important in considering those elements that are in conflict – the date of the Chapter’s actual founding and whether or not they were declared extremis diabolus and became renegades. The date conflict can be parsed into two distinct elements: First, was the Chapter founded in M36? Or was it extant in M33 (and possibly founded prior to that millennium)? Second, since the Chapter was on a century-long penance crusade in 999.M41 and was known as the “Relictors” for a (short?) period prior to that, how could they have been identified as active in M33 when they were known as the “Fire Claws” prior to taking up the “Relictors” nomenclature? Both of those have to do with the M33/M36 disparity, but both address different aspects of that disparity. Before proceeding further, it’s important to acknowledge several real-world possibilities: First, people make mistakes. It’s entirely possible that the authors of the (later) Codex: Chaos Space Marines made an error in describing the (a?) Relictors Chapter being active in M33. Second, Games Workshop has been known to use the unreliable narrator device. It’s possible that the Chapter described as being active in M33 wasn’t the (a?) Relictors, but was some other Chapter that was mis-identified. Third, Games Workshop has been known to revise lore. This article has already described how the Thirteenth Black Crusade of Abaddon the Despoiler was revised between the 3rd edition campaign (Eye of Terror) and the 7th edition campaign (The Gathering Storm). That was a major event with galaxy-spanning consequences, so the founding date of a relatively minor Chapter of the Adeptus Astartes is trivial in comparison. If we ignore those possibilities, however, we are left with other interesting possibilities. One theory is that since the M36 founding is only “believed,” it’s entirely possible that the Fire Claws were founded in/prior to M33 and that the “Relictors” identification was nothing more than a misidentification of the Chapter under its original name (i.e., Codex: Chaos Space Marines should have said “Fire Claws” instead of “Relictors”). This begs the question of when the Chapter was originally created, however. In addition, one might wonder if the (first) Relictors Chapter name was even the Chapter’s original name. Perhaps they had some other name when first created (in M33 or M32) and they took up the Relictors name later. Then, with the events of the Age of Apostasy in M36, the Chapter adopted the “Fire Claws” name as a way of reinventing itself. The predilection to collect and use the tools of Chaos, then, wasn’t something new that Inquisitor De Marche and Librarian Decario convinced the Chapter Master to start – rather, it was a practice that had remained long dormant and renewing the practice was a sort of regression. An alternate take on this is that the watershed event that led to the Fire Claws collecting Chaos relics and later taking up the Relictors nomenclature occurred much earlier than thought, with the Chapter carrying this practice out for millennia before being confronted and forced upon a century-long penitent crusade. Under this theory, however, we then have to account for Inquisitor De Marche’s longevity for that entire period – though that’s possible with stasis and/or Warp shenanigans. Another theory is that there was an older Chapter known as the Relictors and that the Fire Claws took up the older Chapter’s name (and perhaps their livery). Perhaps the original Relictors Chapter collected Chaos relics and the later Chapter adopted their name in homage. The fate of the older Chapter is unknown, of course, but one might surmise that they were either destroyed for their heresy (I prefer to think of them as “unorthodox practices”) or they became renegades. A derivation of this theory is that the older Chapter’s name became synonymous with the radical practice of collecting and using Chaos relics, so the “Relictors” name wasn’t necessarily chosen by the Fire Claws Chapter, but was used by others with negative connotations and they simply owned it (which would be a very defiant act on their part). The issue of whether or not the Chapter was declared extremis diabolus also comes into question. While the lore for the Thirteenth Black Crusade of Abaddon the Despoiler may have been rewritten, that doesn’t mean that every aspect of that lore changed. Most of the online wikis dedicated to the Warhammer 40,000 hobby favor the renegade outcome, choosing to accept the Extremis Diabolus story as continuing to be relevant. While this is a valid choice, it is by no means certain, especially given later lore and the fact that Games Workshop has never mentioned the Relictors as renegades in any rulebooks. Hobbyists that accept the renegade interpretation have considerable freedom in how they might represent their Relictors – using either Codex: Adeptus Astartes (the Relictors are just misunderstood) or Codex: Heretic Astartes (the Relictors have gone down the path of damnation). Lastly, how do the Primaris Relictors fit into the equation? Are they a continuation of the original Chapter? Under this option, the Relictors were never declared extremis diabolus and remained loyal to the Imperium. Alternately, do the [new] Relictors serve as a replacement for the previous Chapter, with a full Chapter of the Ultima Founding to replace the renegades? Or are the presentations of Primaris Relictors and the Chapter homeworld of Neutra in the current Codex: Adeptus Astartes simply representative of some sort of mistake, either on the part of Games Workshop or some scribe within the Administratum? Naturally, different hobbyists are going to have their preference for how they choose to interpret and represent the Relictors. Each of these is perfectly valid, and this flexibility is a great demonstration of the creativity that the hobby allows. It would be presumptuous for anyone (other than Games Workshop) to assert that any one interpretation or theory is correct and that others are wrong (though that won’t stop anyone from trying). Over the years, numerous hobbyists have presented their own version of the Relictors Chapter, and each has been distinct and exciting. My personal theories about the Relictors Chapter combine elements of the theories I’ve described above, but also take into account other considerations to create my own unique view of the Chapter. What are your own theories about the Relictors Chapter? Brother Tyler has been a member of the Bolter & Chainsword since 1999 and has been involved in the Warhammer 40,000 hobby since 1987. He has been a fan of the Relictors Fire Claws Chapter since first reading about them in the Third War for Armageddon campaign during the 3rd edition of the game. This article represents his own views.3 points -
With the release of the Codex: Agents of the Imperium, the codex has 3 Battleline units; Deathwatch Veterans, Imperial Navy Breachers, and Adeptus Arbites Vigilant Squad. Deathwatch eventually would receive their own mini codex. The Adeptus Arbites are missing some characters, and in this article I am going to be discussing on how we can convert two of the existing characters; Inquistor and Ministorum Priest, into Adeptus Arbites Characters Marshal and Arbitrator. Marshal A high administrative rank, comparable to a Magistrate but with increased seniority, Marshals take the rule of law to the darkest dens of scum and depravity, dispensing Imperial justice in a bright arc of muzzle flare. Marshals normally command the Arbites presence on an entire Imperial world or even several star systems (use Inquistor Datasheet) M 6" T 3 SV 4+ W 4 LD 6+ OC 1 INVULNERABLE SAVE 5+ Ranged Weapon: Bolt Pistol Combi-Weapon Arbites Combat shotgun (Range 18" A 2 BS 3+ S 4 AP 0 D 1 Assault) Arbites Shotpistol (Range 12" A 1 BS 3+ S 4 AP 0 D 1 PIstol) Melee Weapon: Arbites Melee Weapon- Range Melee A 5 WS 3+ S 4 AP -2 D 1 Abilites: Leader Assigned Agents Authority of the Emperor- While this model is leading a unit, it can embark within any Transport that its bodyguard unit can embark within Power of the Law- Each time you target this model's unit with a strategem, roll one D6: on a 3+ you gain 1CP. Wargear Abilities: Lex Imperialis- While the bearer is leading a unit have a 6+ invulnerable save Leader: Exaction Squad Subductor Squad Vigilant Squad Wargear Options: This model's bolt pistol can be replaced with a 1 Combi-Weapon or Arbites Shotpistol If equipped with a bolt pistol or Arbites Shotpistol, this model can be equipped with an Arbites Combat Shotgun Unit Composition: 1 Marshal This Model is equipped with: bolt pistol; Arbites Melee Weapon; Lex Imperialis Army Faction: Agents of the Imperium: Marshal 55 pts Army Faction: Imperium: Marshal 55 pts Keywords: Keywords: INFANTRY, CHARACTER, GRENADES, IMPERIUM, ADEPTUS ARBITES Arbitrator Arbitrators are guardians of order and the rule of law within the Imperium. Implacable, unrelenting, and nigh-on impossible to kill; they are the Emperor's justice manifest. (use Ministorum Priest Datasheet) M 6" T 3 SV 4+ W 3 LD 7+ OC 1 INVULNERABLE SAVE 5+ Ranged Weapon: Bolt Pistol Arbites Combat shotgun (Range 18" A 2 BS 3+ S 4 AP 0 D 1 Assault) Arbites Shotpistol (Range 12" A 1 BS 3+ S 4 AP 0 D 1 PIstol) Melee Weapon: Arbites Melee Weapon- Range Melee A 5 WS 3+ S 4 AP -2 D 1 Abilites: Leader Enforcing the Imperial Law- While this model is leading a unit, melee weapons equipped by models in that unit have the [Sustained Hits 1] ability Book of Judgement- Once per battle, in the fight phase, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Strength characteristics of the melee weapons quipped by this model by 3. Leader: Exaction Squad Subductor Squad Vigilant Squad You can attach this model to an Adeptus Arbites Unit, even if one Marshal has been attached to it. If you do, and that Bodyguard unit is destroyed, the Leader Units attached to it become separate units, with their original Starting Strengths. Wargear Options: This model's bolt pistol can be replaced with an Arbites Shotpistol If equipped with a bolt pistol or Arbites Shotpistol, this model can be equipped with an Arbites Combat Shotgun Unit Composition: 1 Arbitrator This Model is equipped with: bolt pistol; Arbites Melee Weapon Army Faction: Agents of the Imperium: Arbitrator 40pts Army Faction: Imperium: Arbitrator 40 pts Keywords: Keywords: INFANTRY, CHARACTER, GRENADES, IMPERIUM, ADEPTUS ARBITES Thoughts?2 points
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On the Marshals of the Black Templars and Their Potency
Aarik and one other reacted to Brother Tyler for an article
On the Marshals of the Black Templars and Their Potency By Brother Tyler This article first appeared as a reply in a discussion about the ranks of the Black Templars Chapter officers and how they compared with the officers in other Adeptus Astartes chapters, debunking the oft-asserted myth that Black Templars marshals are greater than Codex captains and/or equivalent to Codex chapter masters. This article has been corrected, expanded, and updated. Many Black Templars players assume that just because a crusade might include several hundred members, the rank of the commanding officer scales up over that of a Codex captain, to the point where players sometimes assert that a Black Templars marshal is equivalent to the chapter master in other chapters. Crusades are commanded by marshals regardless of their size, whether only 50 Black Templars in number or up to several hundred (again, allowing for the exception of the High Marshal leading a crusade). In many Black Templars crusades, there are subordinate elements called fighting companies, and these are led by a castellan and may vary in size, up to and including a fighting company that rivals or exceeds a company in a Codex chapter (in a large crusade). A Black Templars crusade is generally led by a marshal (though the High Marshal also leads crusades) and may be anywhere from as few as 50 to several hundred members (sometimes over a thousand). Very large crusades can look like under-strength Codex chapters, and the largest known crusade was the Armageddon Crusade led by High Marshal Helbrecht, aggregating three previously existing crusades into a single crusade. We know that there have been other crusades exceeding one thousand Black Templars because the lore tells us so, but we don’t know how many there have been in the chapter’s history. Regardless, while crusades can be very large, the number of crusades exceeding a Codex chapter in size can probably be considered exceptional, and these are most likely led by the High Marshal (though it’s quite possible that some have been led by marshals). The mistake Black Templars players typically make is in comparing a Black Templars Crusade with a Codex chapter’s company. In a Codex chapter, a company is led by a captain and consists of ten squads of ten battle brothers, along with some HQ elements. This is comparable to many crusades as well as some larger fighting companies in terms of absolute numbers, if not in organization. The more accurate comparison for a Black Templars crusade, however, is with a Codex chapter’s detachment. Often, Codex chapters deploy detachments that consist of multiple companies, rivalling the largest known crusades of the Black Templars (except the thousand+ crusades, for obvious reasons). These detachments, too, will be commanded by a captain (as well as the Chapter Master, on occasion). “Detachment” is just one of the names that might be appended to this type of deployment, with many others also being used, including names such as “strike force,” “crusade,” “task force,” and others. The Badab War provides several great examples. The information below comes from Imperial Armour Volume Nine – The Badab War – Part One and Imperial Armour Volume Ten – The Badab War – Part Two. Information on the chapters that participated in their entirety – the traitorous Astral Claws, Lamenters, and Mantis Warriors, as well as a few of the loyalists (Fire Hawks, Minotaurs, and Star Phantoms). Carcharodons (led by Captain*) “In size [the Carcharodons] forces were of a rough approximation of six Space Marine Companies, led by their baleful ‘First Captain’ Tyberos… It has not been ascertained whether this force comprised the whole or a part of the Carcharodons’ full Chapter strength, and it may indeed be the case that the Carcharodons themselves did not know the fate of any other sub-fleets of their Chapter still roaming the void.” * The title of ‘First Captain’ is often given to the Captain of the First Company in a Codex chapter, but it might also mean a chapter master, especially in cases where the two roles are performed by the same person (e.g., the chapter master of the Crimson Fists Chapter also serves as the Captain of the First Company, called the ‘Crusade Company’ while the chapter master of the Salamanders Chapter leads that chapter’s First Company, the ‘Firedrakes’). Executioners (led by High Chaplain) “The Executioners Chapter deployed to the Badab War in two distinct stages, the first of which was as a strike force comprising a reinforced 3rd Company commanded by Captain Vanir Hex… The second wave would comprise the balance of the Chapter’s forces except their 2nd Company … and roughly half of their 10th Company…. The total force consisted of roughly seven companies in active strength… This Executioners force, under the direct command of the High Chaplain Thulsa Kane, was fully engaged in the Badab War in early 907.M41.” It should be noted here that the chapter master of the Executioners committed suicide instead of joining the rest of his Chapter, knowing that they sided with the Astral Claws as a matter of debt to that chapter and that they were on the wrong side of the Imperium. Had he not committed suicide, he would have led the chapter during the Badab War. Exorcists (led by Captain) “The Exorcists force comprised the entirety of their 2nd, 3rd, and 5th battle companies, along with their 6th tactical reserve company, 11th scout company and half of their 1st Veteran company. The force … was commanded by Silas Alberec, the famed Exorcists 3rd Company captain and heir-designate to the command of the Chapter.” Fire Angels (leader unknown) “The Fire Angels answered the Inquisition’s call for aid in prosecuting the Badab War early in 906.M41, arriving with an effective force equalling [sic] seven companies…” Howling Griffons (leader unknown) “The Howling Griffons task force was relatively small in number, consisting of no more than two hundred and fifty Space Marines drawn from the remnants of their 4th Battle Company and elements of their 6th and 10th Companies, reinforced by several Terminator squads…” Marines Errant (led by Chapter Master) “The Marines Errant responded to this call by diverting a strong force comprising at least six full companies in strength…” Novamarines (led by Captain) “The Novamarines taskforce deployed to the Maelstrom Zone in three strike cruisers with a fleet of twelve supporting attack craft and tenders, comprising their full strength 3rd and 5th battle companies with attached Scouts, and reinforced by elements of their Terminator-equipped 1st Company veterans and several awakened dreadnoughts. The Novamarines taskforce commander for the duration of their involvement in the Badab War was Mordaci Blaylock, the respected captain of their 1st Company Veterans…” Raptors (led by Chapter Master) “The Raptors deployed an equivalent combined force strength of four companies to the war zone…” Red Scorpions (led by Chapter Master**) “The first major Red Scorpions deployment, a force comprising their 1st, 2nd, 5th, 6th, and 9th companies…” ** After the death of the Lord High Commander (chapter master) of the Red Scorpions Chapter during the events of the Badab War, he was succeeded by Carab Culln and the size of the Red Scorpions detachment was increased from five to eight full companies in strength. Salamanders (led by Captain) …a force was hastily assembled under the Captain of the then under-strength 2nd Company, Pellas Mir’san… The bulk of the force was made up of the Salamanders 2nd Company… This was further augmented by reserve elements of the Nocturne garrison, as well as several veteran training instructors along with a core of Firedrakes thirty-strong… The force was further strengthened by a Hextad of Ancients; six venerable dreadnoughts of the Chapter…” Sons of Medusa (led by Captain – the Iron Thane of a War Clan***) “The Combined Sons of Medusa force comprised the full strength of the Atropos War Clan backed by forces drawn from the Chapter armouries and elements of the Lachesis and Magaera War Clans with a combined estimated strength of somewhere between five and six Codex companies…” *** The Sons of Medusa don’t follow the Codex Astartes, instead being organized into three war clans, each consisting of over 300 Space Marines and being further broken down into multiple companies; so a Sons of Medusa war clan is comparable to a large Black Templars crusade and their officers are probably comparable. Other Imperial Armour books provide similar evidence: Imperial Armour Volume Three – The Taros Campaign The Raptors strike force consisted of 2 companies under the command of Captain Orelius. Imperial Armour Volume Five – The Siege of Vraks – Part One The Dark Angels ‘Vraks Devastation Force’ was commanded by Supreme Grand Master Azrael (chapter master) and consisted of elements of the 1st, 2nd, 3rd, 5th, 6th, 8th, and 9th companies as well as other elements from the Librarium, Apothecarion, Armoury, and Fleet. The end-strength was about 4 companies in size. Imperial Armour Volume Seven – The Siege of Vraks – Part Three The Angels of Absolution force that participated isn’t defined, but it was embarked aboard a battle barge, a strike cruiser, and two escorts, so it wouldn’t have been much more than 4 companies in size. The force was known to have included elements of the 1st and 3rd companies and was led by a company master (captain). Imperial Armour Volume Eight – Raid on Kastorel-Novem Shadow Force Korvydae of the Raven Guard consisted of elements of the 1st, 5th, 8th, and 10th Companies as well as other elements from the Armoury, Apothecarion, Librarius, and Fleet. The end-strength was about 2 companies in size and it was led by a shadow captain (captain). If you examine the sizes of the various detachments sent by different chapters, you see that they often range in size from a reinforced company up to several hundred Space Marines, and those detachments are often led by captains. Chapter masters often accompany larger detachments, but have been known to lead smaller detachments; and the involvement of a chapter master often indicates more that the operation is of extremely high priority (rather than the size of the detachment being the deciding factor). Often, larger detachments include multiple captains, with one being in command and the other(s) being subordinate. In this, there is a distinction between the absolute rank and the operational rank. Both hold the absolute rank of ‘Captain’ but one is operationally in command, holding seniority over the other(s) for the duration of the operation. In this we see an organization that is comparable with the crusades of the Black Templars. The span of control that a captain/marshal has might vary. Within a Codex chapter, each captain leads a 100-strong company, but also has special duties and expanded control based on the “master” duties they perform (e.g., Master of the Watch, Master of the Fleet, Master of the Arsenal, etc.). In addition, a Codex chapter captain can lead a detachment that ranges in size from something comparable to a standard company up to multiple companies in size (the largest for which we have an explicit example is about six companies). In the Black Templars, meanwhile, a marshal leads a crusade. A crusade might be anywhere from half of a Codex company in size up to multiple companies in size (the largest for which we have an explicit example is over 8 companies in size). The evidence (the map in the 4th edition Codex: Black Templars) makes it clear that a Black Templars marshal is often given a much larger span of control than a Codex captain in that the crusades of the Black Templars, though sometimes smaller than a Codex company, are often significantly larger and often compare with large detachments. In terms of absolute rank, though, a captain from a Codex chapter stands on equal footing with a Black Templars marshal except when one temporarily has seniority over the other; and while Black Templars fans might want to think that the Black Templars marshal will be the one that holds that seniority, especially if he is in command of a crusade larger than the detachment commanded by the captain, it’s just as likely that the Codex captain might hold seniority over the marshal. More importantly, in terms of the rules potency, the two are clearly equivalent (except for those exceptional individuals that might use a “higher” or “lower” stat line/rules entry). More importantly, we really need to distinguish between the absolute rank and the rules rank. In terms of rules, the officers of the Black Templars are analogous to their Codex chapter counterparts: High Marshal ≈ Chapter Master Marshal ≈ Captain Castellan ≈ Lieutenant To be fair, Codex: Black Templars from the 4th edition of the Warhammer 40,000 game did present Black Templars marshals as equivalent to the masters of other chapters in their rules, and the Black Templars castellans were equivalent to the captains of other chapters. Black Templars players whose roots go back to the 4th edition (or earlier) can’t really be blamed for the misunderstanding, but all subsequent rules updates make it clear that the marshals of the Black Templars are comparable with the captains of other chapters (in much the same way the Black Templars are no longer a Codex chapter, despite being presented as such in the 2nd edition Codex: Ultramarines). The misalignment has been walked back in more recent editions, however, with the High Marshal being in line with other chapter masters, marshals being in line with other captains, and castellans being in line with other lieutenants. The codex supplement for the Black Templars published in the 9th edition of the game solidified this equivalency. However, Black Templars players are free to use the units any way they want, especially in cases where they are not using a codex or codex supplement dedicated to the Black Templars when representing a Black Templars army. They might choose to have a chapter master represent an especially potent marshal, or a captain might represent an especially potent castellan. After all, not everyone is equal and it’s entirely conceivable that some Black Templars marshals might be on par with the masters of some other chapters, or that some castellans might compare favorably with the captains of other chapters. Keep in mind, however, that the reverse might also be true – that some captains of other chapters might stand shoulder to shoulder with the High Marshal of the Black Templars, and some lieutenants might be equal to some Black Templars marshals. Brother Tyler has been a member of the Bolter & Chainsword since 1999 and has been involved in the Warhammer 40,000 hobby since 1987. He has been a zealous fan of the Black Templars Chapter since Codex: Armageddon was published during the 3rd edition of the game. This article represents his own views. A .pdf version of this article can be downloaded here.2 points -
The Nova Hawks Chapter
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Once ascendant among the various Chapters of the Adeptus Astartes, the Nova Hawks Chapter is one with a troubled history. They have since recovered from their setbacks, but remain outsiders. The Nova Hawks aren’t listed in the rolls of any known foundings, first appearing in late M34 when the Chapter submitted itself to Cardinal N’Kruma for service in the Ikarios Crusade. It is suspected that the Chapter may be the result of an amalgamation of older Chapters, but if so, the identity of those predecessors has never been revealed. Limited evidence leads some to conclude that the Chapter ultimately derives from the XIIIth Legion, but the Nova Hawks have never acknowledged the relationship. The Nova Hawks follow their interpretation of the Codex Astartes dogmatically, and view any deviation by other Chapters as a mark of inferiority. This is combined with a strong Monodominant philosophy. The Nova Hawks’ lack of tolerance led to a number of ruthless purgings of heretics, and the Chapter established a reputation as a pitiless force that would utterly destroy those that turned from the Emperor’s Light. The Chapter’s early alignment with the Ecclesiarchy led to it becoming part of Basillius the Elder’s puritas divisions in M37. In this role, the Nova Hawks were one of the Chapters that purged heretics in the name of the Ecclesiarchy and later forced compliance by some of the thirty Chapters that came to be known as the Judged. When the Judged embarked upon their crusade into the Eye of Terror, it was these puritas divisions Chapters that purged the homeworlds of those Chapters for which evidence of heresy and corruption later came to light. It was the exterminatus of the Vorpal Swords’ original Chapter world that served as the watershed event for the Nova Hawks, the act distancing the Chapter from other Chapters of the Adeptus Astartes and serving as the catalyst for the Investus Incident. Within the ranks of the Chapter, there had been concerns about the strength of the relationship with the Ecclesiarchy, and Basillius the Elder in particular. Though the Chapter served Basillius as part of his puritas divisions, the prelate refused all contact with the Adeptus Astartes and communicated via intermediaries. This aloofness was viewed as disrespectful at best, and subversive at worst, by many members of the Nova Hawks leadership. When Master Tor Spydsjef was killed in the Doäme Incursion, he was succeeded by Geir Heltenblad, one of the most vocal of those who questioned the motives of Basillius. As a result of Heltenblad’s leadership, the Chapter began to distance itself from Basillius and the Ecclesiarchy, forging its own path based on its warrior cult. When the survivors of the Judged emerged from the Eye of Terror and confronted Basillius, revealing him to be a servant of Chaos, the Nova Hawks’ worst fears were realized. They now knew that they had been duped by the servant of Chaos and that they would face the wrath of their fellow Adeptus Astartes. Once the Vorpal Swords found their homeworld in ruin and determined the actors responsible for its destruction, they made haste with their allies to confront the Nova Hawks. The survivors of the Abyssal Crusade entered the Investus system and immediately attacked the defense network of the Nova Hawks. They were only prevented from launching a full scale attack upon the Chapter world of Investus Prime by the intervention of Inquisitor Lord Teriq Ausar and the combined fleets of the Imperial Fists and Guardians of the Covenant Chapters. The Inquisitor forced a cease-fire and announced that the vendetta would be settled by prœlium honorum – honour duel. Each of the factions would submit a champion, and the two champions would face each other in a duel to the death using ritual blades provided by the Inquisitor. The winner of the duel would earn the right to keep Investus Prime as its Chapter world. The loser would depart the Investus system, never to return. Each of the factions was given one day to comply. Master Heltenblad retired to his private cell to meditate upon the decision. A half day later, he emerged with a solemn countenance. He claimed to have been visited by the Emperor during his meditation, granted a vision of his Chapter’s path into the future. He claimed that the current situation was a test and that the Chapter would emerge from this crucible stronger. Against the recommendations of his senior advisors, Master Heltenblad determined that he would serve as his Chapter’s champion. He presented his senior officers with a scroll he had penned while in the throes of his vision, indicating that they were to read it only upon the conclusion of the duel. Heltenblad then embarked aboard a landing craft with a hand-picked bodyguard. Among the bodyguard was Mangår Blodære, Captain of the 5th Company. During the flight to the Inquisitor’s ship, Heltenblad informed Blodære that he would become the Chapter Master upon Heltenblad’s death. Blodære had been selected because he had the vision and ability to lead the Chapter into its future, a future where the Chapter would have psykers among its ranks. Initially, Blodære deferred, saying that Heltenblad could emerge victorious. At this, Heltenblad replied that he could, but that he would not. He explained that the Nova Hawks had to expunge the shame of being duped and make amends to their fellow Adeptus Astartes, and that the only way that could be accomplished at minimal cost was through his own life. Only by satisfying the vengeance of the Vorpal Swords could he ensure that the Nova Hawks would survive. Upon reaching Inquisitor Ausar’s ship, Heltenblad faced Konvak Lann of the Vorpal Swords. The duel was supervised by Teriq Ausar from his command throne, flanked by contingents from the Imperial Fists and Guardians of the Covenant. Each of the warriors was similarly flanked by their entourage, each allowed to bring a half dozen compatriots to witness the duel and carry word of the outcome to their respective factions. Each of the champions then stripped down to breeches and, saluting his compatriots, entered the dueling arena. Heltenblad composed himself with stoic resolve. No one present could say what thoughts passed through his mind as he stood quietly, though a slight nod of his head indicated a salute of respect to his adversary. Lann, meanwhile, carried the stamp of hatred upon his features. He at last faced the leader of the Chapter that had destroyed the world of his birth, his Chapter world, and his thirst for revenge could not be contained. After a few moments, Inquisitor Lord Ausar reiterated the rules and the stakes – none would interfere and the duel would end with the death of one of the champions. If Heltenblad fell, his Chapter would forfeit Investus Prime to the Vorpal Swords and depart upon a penitent crusade. If Lann lost, the survivors of the Judged would depart the Investus system for eternity. The outcome of the duel would serve as the Emperor’s judgment and none would dare violate His verdict. Once the two combatants acknowledged the inquisitor’s decree, Inquisitor Ausar pressed a button upon his command throne and two blocks descended from the ceiling. Within each block was a massive sword, commensurate in size to the Adeptus Astartes within the arena. Upon the sides of each of the blocks was the skeletal face of the Emperor Enthroned, each superimposed over the aquila of the Imperium. As the blocks settled upon the surface of the arena floor, the eyes of the skulls lit up a dull red, signifying that the swords could be taken from the blocks and the duel initiated. The champions, each a veteran of thousands of battles and centuries of warfare, reacted immediately and the duel was begun. Lann grasped his sword and hurled himself at Heltenblad. The Master of the Nova Hawks assumed a defensive stance, calling Lann “Brother” and apologizing for his Chapter’s transgression, then intoning the traditional battle cry of the Chapter, “for the Emperor.” Unmoved, Konvak Lann launched a flurry of blows at his opponent. The furious combat lasted half a dozen minutes, the skilled adversaries each drawing blood while avoiding serious injury. At last, Geir Heltenblad drew himself up to his full height and saluted Konvak Lann with his blade, then lowered the weapon’s tip to the floor. Bellowing his own battle cry, Konvak Lann thrust his blade through the chest of Geir Heltenblad, mortally wounding the Master of the Nova Hawks. True to his word, Heltenblad fell in the duel. With the loss of the duel, the Nova Hawks departed Investus embarked aboard their Chapter fleet, leaving the system to their opponents. Under the leadership of Master Mangår Blodære, the Nova Hawks departed upon a penitent crusade, following the path of the Judged into the Eye of Terror. In spite, Konvak Lann ordered that exterminates be enacted upon Investus Prime, announcing that he would not sully the lineage of his Chapter with the foulness of the Nova Hawks or their recruiting pool. The Nova Hawks survived their penitent crusade, but only barely. Though they estimated that they remained within the Eye of Terror for only a century according to the measurements of their spacecraft, they finally emerged over eight centuries later within real-space. Knowing that the Judged would always harbor bitterness towards them, regardless of the Inquisitor’s decree, the Nova Hawks determined to re-locate to the galactic south. They encountered the world Lulisa hidden within the Prytaen Expanse and, satisfied that the population would sustain the needs of the Chapter, claimed it as their new Chapter world. The tale of Heltenblad’s sacrifice was incorporated into the warrior cult of the Nova Hawks, and he came to be known as the Martyred Lord. His story serves as one of the central object lessons within the Chapter’s teachings. ORGANIZATION The Nova Hawks follow strict Codex Astartes organization. They are organized into the ten standard companies of about 100 Space Marines each. The Chapter’s view of purity extends beyond dogma and morality, also encompassing the physical. As a result, the Apothecarion is much more influential than within most other Chapters of the Adeptus Astartes. Battle-brothers are extensively screened to ensure that no taint of corruption takes root. The Chief Apothecary shares a level of authority commensurate with the Master of Sanctity, the two leaders serving as the primary advisors to the Chapter Master. One notable idiosyncrasy is the Chapter’s higher structure, especially its Librarium. Throughout the Nova Hawks’ early history, the Chapter did not maintain psykers within its ranks. This deviation from other Chapters was never explained, but may be due to its inception subsequent to the Howling, its adherence to the Imperial Cult, or some other belief peculiar to its warrior cult. Regardless, psykers did not appear until the Chapter embarked upon its penitent crusade in M37. Though the Chapter has distanced itself from the Ecclesiarchy, it is likely that an abiding suspicion of psykers remains deeply rooted in its warrior cult. As a result, the emergent Librarium within the Chapter is viewed with a significant amount of distrust and, despite the potency of the battle-psykers, the Chapter’s librarians are not afforded positions of leadership outside of their own order. Instead, the librarians of the Chapter are always accompanied by cohorts known as the Wardens. The Nova Hawks follow standard Codex Astartes marking conventions, indicating squad affiliation with the squad badge on the right shoulder and company affiliation with the company number upon the left kneepad. Squad numbers appear on the squad badge, but are in subdued mediums that only appear in ultraviolet filters that are commonly used in Adeptus Astartes helmets. Sergeants are indicated by having the squad badge in black, while veterans have white helmets. Specialists are indicated by painting the right arm and shoulder pad in the colors of the order – white for apothecaries, black for chaplains, blue for librarians, and red for techmarines. The Chapter’s badge features a screaming hawk’s head in white, and is displayed upon the left shoulder pad. When wearing tactical dreadnought armour, the Chapter badge is displayed on the right shoulder pad with the crux terminates upon the left shoulder pad. A specialist order within the Nova Hawks is that of the Wardens. These experienced veterans have all demonstrated exceptional strength of will and purity in their devotion to the Emperor. While they normally serve in other units – typically as members of the Chapter’s Honour Guard, veteran squads, or command squads – they may be gathered to serve as a cohort to accompany the Chapter’s librarians into combat. They are specially trained and equipped to both protect these battle psykers and to destroy them if they succumb to the corrupting influences of the Warp. They wield specially consecrated weapons that are potent against those that wield the powers of the Warp, the wardblades. These weapons are typically seen as distinctively shaped glaives and swords, though smaller short swords that are typically wielded in pairs are also commonly seen. The least common versions are the staves carried by the Wardens that serve within the Reclusiam and the hammers that are carried by only the strongest battle-brothers. The Wardens enter combat in both power armour and tactical dreadnought armour. The senior officers, the battle-captains and the Master, are identified by their distinct transverse crests. These bear colors representative of the company that the battle-captain leads, or of the Chapter as a whole. Occasionally, other members of a company may be granted the right to bear the company’s colors upon their armour, typically as a border upon a tabard or honour scroll. Such honours are only granted to the most accomplished of battle-brothers, however, generally only those that serve within the command squad. SELECTED BATTLE HONORS The Umodzi Punitive Expedition [683.M39] When the Umodzi sub-sector declared independence from the Imperium in M39, the Nova Hawks immediately launched an expedition to punish the transgressors and bring the inhabitants of the system back into the Imperial fold. Leaving only the youngest members of the Tenth Company and a guard unit comprised of elements of the Seventh and Ninth Companies, Master Hu’Suli took the rest of the Chapter aboard the Chapter fleet. With the First, Second, and Fifth Companies embarked aboard the battle barge Pride of the Throne with him, the Third, Sixth, and Eight Companies in the battle barge Argent Talon, and the remaining forces spread across the strike cruisers Raptor, Hammer of Heltenblad, and Praetor, the Nova Hawks struck forth with the vengeance of the righteous. The Nova Hawks fleet smashed through the defense network of the seat of Umodzi government, Thralasin VI. With the strike cruisers launching boarding actions on the orbital defense platforms, the battle barges launched an assault on the surface, starting with an orbital bombardment followed closely by a drop pod attack and forces embarked aboard thunderhawk gunships and carriers. The Nova Hawks struck at two main points. The first was the palace city of the ruling caste, Umaedai. The second was the main port of the world, cutting off both reinforcements for the forces in orbit as well as an avenue of escape for the world’s inhabitants. Thought the planetary defense forces of the world posed little problem for the elite Adeptus Astartes, the Nova Hawks encountered an unexpected opponent hidden within Umaedai: traitors of the Fire Reavers. These Chaos Space Marines were the true perpetrators of the corruption that had led to the world’s secession. Though the Fire Reavers struck from hiding and achieved initial surprise, the Nova Hawks rapidly recovered and regained the initiative, pushing the traitors back into the Sapphire Palace. Leading his Terminator bodyguard into the final hold of the Fire Reavers, Master Hu’Suli finally faced the leader of the Chaos Space Marines, a Sorcerer wielding a daemonic axe. When Hu’Suli eventually struck the traitor’s head from his shoulders, the surviving Fire Reavers withdrew. The rest of the insurrection crumbled within hours. The Nova Hawks put the entire world to the torch, citing the punishment for betraying the Emperor. The original article in graphic format: Discussion Topic About the Author Brother Tyler has been involved in the Warhammer 40,000 hobby since 1987, when the weird miniatures and cover of Rogue Trader drew his attention.2 points -
Adherence/Compliance With and Divergence From the Codex Astartes
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Adherence/Compliance With and Divergence From the Codex Astartes By Brother Tyler The Codex Astartes is the masterwork of the Primarch of the XIIIth (Ultramarines) Legion, Roboute Guilliman, defining every aspect of the Chapters of the Adeptus Astartes created from the Legiones Astartes in the wake of the Horus Heresy. While many Chapters have endeavored to faithfully adhere to the dictates of the Codex Astartes, none but the most careful and reverent have succeeded over the millennia, for the Codex Astartes has been subject to interpretation, translation, and modification. Indeed, some Chapters eschew portions of the Codex Astartes, preferring their own traditions. They are the Defenders of Humanity. They are my Space Marines… …and they shall know no fear. The Codex Astartes as we understand it today was first presented in the 2nd edition of the Warhammer 40,000 game, notably in Codex: Ultramarines. The concepts were later solidified in Insignium Astartes, which was published during the 3rd edition of the Warhammer 40,000 game, providing the definitive version that hobbyists understand today (albeit, with minor modifications over the years and editions). Interestingly enough, the Codex Astartes didn’t exist during the 1st edition of the Warhammer 40,000 game (“Rogue Trader”). Instead, it was the Codex Imperialis that served as the official order of battle for all Space Marine Chapters at that time. This was presented in an early Index Astartes article in White Dwarf Magazine, later republished in the Warhammer 40,000 Compendium in 1989 (and republished in Index Astartes Apocrypha in 2016). From left to right: Warhammer 40,000 Compendium (1st edition, 1989), Codex: Ultramarines (2nd edition, 1995), Insignium Astartes (3rd edition, 2002), Index Astartes Apocrypha (1st edition reprints, 2016) A recurring topic among Warhammer 40,000 hobbyists is whether or not different Chapters of the Adeptus Astartes qualify as being either adherent/compliant with or divergent from the Codex Astartes. Debate covers a variety of issues, including how Chapters with known divergences from the Codex Astartes can still be considered adherent/compliant in the official lore. The most famous of the Chapters that adhere to the Codex Astartes are the Ultramarines, though other Chapters are said to be equally (or more) compliant. Such Chapters include the Imperial Fists and Black Consuls. At the opposite end are those Chapters that are well known for ignoring the Codex Astartes, or at least vast portions of it. These include the Space Wolves and Black Templars. The rest of the thousand or so Chapters are scattered in between, though many such as the Blood Angels, Dark Angels, Iron Hands, and Salamanders are considered to be compliant with the Codex Astartes despite known divergences. Debate, then, typically focuses on how Chapters with known divergences can be considered adherent/compliant, and where a line, if any exists, might be drawn to demarcate the point at which minor deviations from the Codex Astartes result in a Chapter being truly “divergent.” This article does not seek to provide a method by which Chapters might be assessed as being either adherent/compliant or divergent, nor does it aim to define where any particular Chapters might fall in such an assessment beyond reiterating conclusions that Games Workshop has presented in official material. Instead, this article merely presents one possible framework by which such an assessment might be made, as well as complicating factors that have to be taken into account. In essence, this article presents a method by which one might visualize an assessment of a Chapter’s adherence with or divergence from the Codex Astartes. This is simply one hobbyist’s views on the subject; and other hobbyists might have their own views that are equally valid. A significant challenge that we face as hobbyists is that we don’t know exactly what the Codex Astartes says. We can speculate on multiple elements of the Codex Astartes based on the known information, but we don’t know the full range of information, nor do we know if the information that we do know encompasses the full range of information on any particular topic. Indeed, there might be a delineation between what the Codex Astartes might recommend or prefer, what it might allow, what might be interpretation or addition, or what might be proscribed. For example, we know that company affiliation is most often indicated by the color of the shoulder pad rims, and we know that other common variants include the color of the chest decoration, the color of a kneepad, the color of the helmet, etc. We might draw some reliable conclusions based on the examples in Insignium Astartes, but we don’t necessarily know if there are any other options that are within the dictates of the Codex Astartes. Equally as important, we don’t know exactly what the original Codex Astartes says. The original Codex Astartes was compiled nearly ten thousand years prior to the current era, though its original format is unknown. Copies were distributed in manuscript form, most likely being received by each of the Chapters created in the 2nd Founding. The oldest known copy is thought to be the Apocrypha of Skaros, though the Liber Arcanum of Grand Marshall Tolof, the Holo-Record 442/33508, and the Gant Manuscript v2 of the Ceris Archive contend for this honor. In addition, the Codex Astartes has been copied and recopied many times, and different organizations, including Chapters of the Adeptus Astartes, have reanalyzed and reinterpreted the document. As a result, different versions of the Codex Astartes might be considered as “true” while being different from both each other and from the original. Roboute Guilliman likely has the original stored in his eidetic memory, and there may be a true copy somewhere, but we as players don’t have access to the full original version. The best that we as hobbyists can do is draw certain conclusions about elements of the Codex Astartes based on the information that has been provided in official publications. Admittedly, there may be some inconsistencies, but a solution for those would be to consider the most recently published information as authoritative, as well as any previously published information that isn’t contradicted by more recent information. In this, with the exception of elements of the Ultramarines Chapter that are explicitly identified as being peculiar to that Chapter (e.g., unique characters, units, and wargear), we might use the current rules for the Ultramarines Chapter as the model for the core allowances of the Codex Astartes. We have to keep in mind that a degree of variation is allowed, but the Ultramarines represent the most commonly accepted dictates of the Codex Astartes. What do we know about the contents of the Codex Astartes? The most readily apparent areas include the organization and livery of a Chapter, as well as tactics and strategies. Moreover, the Codex Astartes provides exact details about the wording of orders, training methodologies, titles, etc. Many of these might be expansive, with broad areas having many subordinate areas. For example, a Chapter’s livery might include basic heraldry such as concepts for Chapter badges and how to display them, methods for indicating company affiliation, methods for indicating squad affiliation, methods for indicating rank, methods for indicating special qualifications and honors, etc. Others might be more limited, with only a few subordinate areas. Some, too, might be more important than others, with divergences in those areas being more impactful with regard to a Chapter’s level of compliance with or divergence from the Codex Astartes. One interesting addition was the presentation of the Chapter Traits rules in the 4th edition version of Codex: Space Marines. The Chapter Traits rules allowed players to create Chapters who retained the Codex Astartes at the core of their training, but with varying levels of divergence. The text described three levels of acceptable divergence: minor, notable, and significant. The fact that these levels of divergence are considered “acceptable” means that Chapters that fall within these levels are still considered to be compliant with the Codex Astartes. Moreover, these levels implied two other levels: strict compliance and non-compliance, giving us five general levels along a spectrum. Those levels haven’t been repeated in subsequent editions, and the mechanisms for adjusting Chapter rules have varied, but those five levels remain useful in visualizing a Chapter’s compliance with or divergence from the Codex Astartes as a spectrum. A notional rendition of the spectrum is shown in Figure 1, below: The different levels are labeled across the top while the assessments of “Codex” and “divergent” are labeled across the bottom. The varying widths of the different levels are based on the theory that the less deviation that is allowed, the less variation there is and the narrower the representation of possibilities. Conversely, the more deviation that is allowed, the more variation there is and the wider the representation of possibilities. As a result, the range of strict compliance is the narrowest (likely more narrow than is represented in the image) while non-compliance is the widest (and is likely open-ended, hence the arrow). Practically speaking, the different levels probably aren’t neatly delineated, but are more likely overlapping. The most important element of the figure, however, is the portrayal that Chapters can be “Codex” (i.e., compliant with the Codex Astartes) while also being divergent. In the strictest sense, true compliance with the Codex Astartes leaves limited options; and any divergence from the Codex Astartes renders a Chapter divergent. There are varying levels of divergence, however, with many still allowing for a Chapter to be considered compliant with the Codex Astartes. This is why… …the Dark Angels can have Company Masters, Interrogator Chaplains, the Deathwing, and the Ravenwing… …the Blood Angels can have the Death Company and the Sanguinary Guard… …the Ultramarines can have the Tyranid Hunters and the Victrix Guard… …the Salamanders can be organized into seven companies… …The Red Scorpions accord their Chief Apothecary a senior leadership role… …each of the clan companies of the Iron Hands is responsible for its own recruits… …and each of these Chapters can be considered as compliant with the Codex Astartes despite their obvious divergences. How might a Chapter be assessed to determine where it falls within that spectrum, however? The Chapter Traits rules based the levels of divergence solely on rules – game play. Other aspects of the dictates of the Codex Astartes such as livery, training methodologies, formatting of orders, titles, etc. were not included. To develop an accurate assessment of a Chapter’s relative compliance/divergence, we would need to examine every aspect of the Chapter. Since we don’t know exactly what the Codex Astartes dictates on every area, and since we don’t even know what all the areas are, however, we are unable to develop accurate assessments. At best, we can speculate. We might use the criteria for the different levels as provided in the Chapter Traits rules as guidelines, but we must keep in mind the fact that those were limited to rules and didn’t address other areas in which a Chapter might diverge from a strict interpretation of the Codex Astartes. It might even be fair to speculate that any Chapter that requires a codex or codex supplement other than Codex: Space Marines is at least notably divergent. For example, the Blood Angels might fall into either the notable or significant divergence levels. Meanwhile, the Black Templars, Grey Knights, and Space Wolves clearly fall into the non-compliance level despite the fact that each draws upon elements of the Codex Astartes. The Ultramarines, despite their divergences, most likely fall into the strict compliance level, though some might argue that they belong in the minor divergence level. At the most basic level, and solely from the perspective of rules/gameplay, it could be argued that any Chapter for which there are rules (e.g., Chapter Tactics, Stratagems, unique units not counting named characters, etc.) outside of the core Codex: Space Marine rules is divergent to one degree or another. A key exception to this is Chapters that use the Chapter Traits of the Ultramarines, which represent their adherence to the tenets of the Codex Astartes. Likewise, there may be other Chapters whose special rules render them exceptions. Rules, though vitally important for game play, aren’t the sole determinant of whether or not a Chapter diverges from the Codex Astartes. For example, rank names and squad badges may differ from those prescribed in the Codex Astartes. Such divergences may range from inconsequential (e.g., a different rank name without any other changes in responsibilities or roles) to non-compliant (e.g., Chapter Approved heraldry that bears no resemblance to the systems described in the Codex Astartes). Other divergences may be difficult for hobbyists to measure. For example, while we know that Roboute Guilliman included explicit instructions on the format of [some] combat orders, we don’t know what those formats are, whether or not formats were prescribed for the full range of orders that might be issued (assuming the Ultramarines Primarch could foresee all of the possibilities), and what degree of flexibility was incorporated into the Codex Astartes in this area. Lacking this important information, we are left to guess at how the aggregation of such divergences might affect any attempt to classify a Chapter along the spectrum of compliance/divergence. To facilitate visualizing how a Chapter’s compliance/divergence can be assessed, the following model is provided. The model assumes that tenets of the Codex Astartes can be broadly categorized into multiple areas, and that each area has multiple criteria. For the sake of simplicity, neither the areas nor their criteria are being named. In addition, ten areas each with ten criteria are being shown. The scope of the Codex Astartes is known to be vast, so it’s likely that an accurate application of this model would require more than ten areas, that each area would have a varying number of criteria, that some criteria might have sub-criteria, that some criteria (and sub-criteria) might intersect in multiple areas, and that different areas/criteria/sub-criteria might have different weights. Each criterion is assigned a value from 0.5 to 10, with 0.5 representing strict compliance with the Codex Astartes and 10 representing non-compliance. The more divergent the Chapter is in that criteria/area, the higher the number. The value for any area is the average of the values for each of its criteria, and the overall value of a Chapter’s compliance/divergence is the average of all the values of the areas. An added complication is the subjectivity of assessing a Chapter’s compliance with or divergence from the Codex Astartes. Inevitably, a Chapter may judge itself based on how faithful it is to its own version of the Codex Astartes. As has already been pointed out, however, the Codex Astartes has been copied, re-copied, reassessed, reinterpreted, added to, taken away from, and otherwise modified throughout the millennia, and the “Codex Astartes” that one Chapter has may be very different from that which another Chapter possesses. For the purpose of this article, it is assumed that any assessment is based on a comparison of the Chapter in practice against the original Codex Astartes – an objective assessment. A strict representation of the Codex Astartes might resemble: A more flexible representation of the Codex Astartes, on the other hand, might resemble: Conversely, though a Chapter believes that its version of the Codex Astartes is “true,” there are bound to be differences compared to the original Codex Astartes. The inevitable translation errors, additions, preferences, and incorporation of the Chapter’s own warrior cult will create divergences. The variance of that version from the original might be represented to resemble: They shall be pure of heart and strong of body, untainted by doubt and unsullied by self aggrandisement. They will be bright stars in the firmament of battle, Angels of Death whose shining wings bring swift annihilation to the enemies of man. So it shall be for a thousand times a thousand years, unto the very end of eternity and the extinction of mortal flesh. This article doesn’t seek to address the debate over the differing views of the rigidity/flexibility of the Codex Astartes. For the sake of simplicity, it is assumed that any value of 3 or lower (blues) is within the tenets of the Codex Astartes. Values higher than 3 represent some level of divergence, with values higher than 8 (reds) representing significant divergences. If a Chapter were to be assessed for its adherence to and divergence from the Codex Astartes in ten areas under this model, it might look like: Again, what each area and criterion covers is irrelevant. One area might address the overall organization of the Chapter, with criteria covering the companies, the reclusiam, the librarium, etc. Another area might address the system of heraldry used by the Chapter, with criteria covering company affiliation, squad affiliation, rank identification, etc. Yet another area might address tactics, with one criterion covering siege warfare, another covering orbital assaults, etc. The key here is that a Chapter’s compliance with and divergence from the Codex Astartes involves a complex assessment of diverse criteria. In this theoretical Chapter, most criteria remain within the broad tenets of the Codex Astartes. There are numerous criteria, however, where some level of divergence is noted, including several criteria where there is significant divergence. Despite these divergences, however, most areas average within the allowances of the Codex Astartes; and the few areas in which there are significant divergences remain close to the acceptable levels of the Codex Astartes. If we were to average all of the areas to get an overall assessment of the Chapter, we would have: Despite a Chapter’s divergences, it can still be assessed as being compliant with the Codex Astartes. And if this theoretical Chapter’s version of the Codex Astartes closely resembles the version depicted in the Overall image, it might even consider itself to be in strict compliance. Chapters that are uncompromising in their views of the Codex Astartes and who have something more closely resembling the original might look upon our theoretical Chapter with some level of disdain, and from an objective perspective they may have some merit in their views, but the fact that the “true” Codex Astartes is not available (except insofar as the returned Roboute Guilliman might endeavor to make it happen) means that we are largely left with subjective assessments of Chapters. An interesting development has been the revelation that Roboute Guilliman has taken issue with the Codex Astartes since returning to the Imperium. The antecedent to the Codex Astartes was the Principia Bellicosa, which formed the guidelines for the Legiones Astartes during the Great Crusade. Over time, each of the legions incorporated changes based on their experiences and the influence of their respective Primarchs. In compiling the Codex Astartes, Roboute Guilliman drew upon the Principia Bellicosa and the changes wrought by each of the legions, including those that turned to Chaos. In determining that his masterwork was insufficient, not least because the introduction of the Primaris Space Marines (a project of his own devising) compelled a reassessment of the tactics, weapons, and wargear of the Adeptus Astartes, Roboute Guilliman has turned to updating, expanding, and improving his guidance in writing the Codex Imperialis to supplant his previous work. The lore in the game setting is now bringing us full circle with the real world since the Codex Astartes replaced the Codex Imperialis in the real world with the transition to the 2nd edition of the game. When the Codex Imperialis eventually replaces the Codex Astartes, however, there will inevitably be adherence/compliance with and divergence from the strictures of the new guidance. CONCLUSION Though the method depicted in this article doesn’t purport to be the method by which a Chapter’s adherence/compliance with or divergence from the Codex Astartes (and eventually the Codex Imperialis) might be assessed, it serves as one possible way to visualize such an assessment. More importantly, Games Workshop has made it abundantly clear that Chapters can have divergences while still being considered compliant with the Codex Astartes (i.e., it’s not an either-or situation). How do you envision assessing a Chapter’s relative adherence/compliance and divergence from the Codex Astartes? Brother Tyler has been a member of the Bolter & Chainsword since 1999 and has been involved in the Warhammer 40,000 hobby since 1987. His first assignment as a moderator at the Bolter & Chainsword was in the Codex Astartes forum, which developed into the Ultramarines forum. This article represents his own views. You can download a .pdf version of this article here.1 point -
Housrule changes for 40k 10th Edition. Alternating Unit use. Feedback appreceated!
JimVandy85 reacted to m-p-constructions for an article
Hi all this is a houserule set a friend and i used quite often. It really works fine for us. Please try it yourself and please give feedback if you have any ideas to improve this approach for a more interactive gaming experience. Apply the following changes to the usual 40K 10th Edition rules. Turn, Phases, and Initiative: A turn includes the complete execution of each phase for every unit of all players. At the beginning of each phase, a roll-off is made, and the winner has the initiative and can decide whether to go first in that phase or not. Each phase (Command, Movement, Shooting, Charge, Fight) is executed alternately. Removing Casualties: Casualties are always removed immediately when they occur. Command Phase Actions: Before the initiative roll, both players receive 2 Command Points. Players alternate activating abilities that need to be resolved, starting with the player who has the initiative. Afterward, all Battleshock tests are resolved alternately. Movement Phase: Players alternate choosing one of their units – starting with the player with the initiative – and move it according to the usual 40K rules. When a player has moved all their units, the other player continues moving their units until all units have been moved. Shooting Phase: Players alternate choosing one of their units – starting with the player with the initiative – and execute the shooting of that unit according to the usual 40K rules. Charge Phase: Players alternate choosing one of their units – starting with the player with the initiative – and fully execute the steps of the Charge Phase according to the usual 40K rules. Fight Phase: Players alternate choosing one of their units – starting with the player with the initiative – and fully execute the steps of the Fight Phase according to the usual 40K rules.1 point -
Index Astartes: The Void Panthers
Codex Grey reacted to space wolf for an article
...Upon a Troubled Brow Located within the carved head’s leering mouth, Arslan surveyed the night jungles below from the balcony of the Panther’s Lair. Enjoying the beauty of the night sky with Primordus looming large on the horizon, Arslan didn’t turn as he heard the sound of feet on the flagstones. Jagaa: Chieftain, I would speak with you. Jagaa approached in a plain woven tunic, his Rosarius jangling around his neck. He leaned against the balcony’s guardrail, facing the Chieftain on his right. Arslan didn’t respond. Jagaa was speaking in formality. This usually preceded some sort of chiding. He knew where this was going to go. Jagaa: My Lord, that did not go well. Arslan: You don’t say? Jagaa: Your sarcasm is noted, but I warn you, you must tread lightly with the Council. Arslan, turned to face Jagaa, frustration in his eyes. Arslan: They do not need to be coddled. We are half the size we once were, we must adapt. Besides, they are an advisory council, I...am the Chieftain. Jagaa: Many agree as you do, but with the losses we’ve faced, many are simply seeking anything stable to grasp a hold of. Further reorganizing the Chapter has raised some hackles. The Council simply wants to know their advice is being taken seriously. The Council members know, we must adapt, but you do yourself a disservice by being so dismissive of their concerns. Arslan sighed in resignation. Arslan: I know I have been short of temper lately. But by thrones, it is not unwarranted. They have been questioning my decisions since I took Command. I..not Baraata...not any of the others, am Chieftain. I...was chosen. They must accept this. Jagaa placed his hand on his friend’s shoulder. Jagaa: If they did not, I think we would be in a much more difficult situation. Still, this is nothing new to you, you are more on edge than normal. What is the matter? Arslan shrugged the hand off of his shoulder and turned back to stare out into the jungle, growing stiff. He said formally. Arslan: It is nothing of consequence, Jinong. Jagaa made the sign of the Aquila in frustration. Jagaa: By the Emperor! I am doing what I can to keep Baraata’s challenge from ever being issued. I think you are our Chapter’s best chance of rebuilding. But if you cannot tell me what is on your mind, then I have nothing left to do, but assume you are as impetuous and moody, as they say your are! Arslan sighed with resignation. Without turning, his voice lowered to almost a whisper. Arslan: The Sword has given me a vision. Jagaa:...and...? Arslan: It heralds dark portents. I saw what I can only interpret as the death of the Chapter...and I am ultimately responsible. Jagaa said nothing for a minute, processing the information. Then he spoke Jagaa: Are you sure? From my understanding the Sword’s visions aren’t always accurate. Arslan: You’re guess is as good as mine, old friend. But I can feel in my bones that there is truth to this. Emperor’s light, guide me away from this fate. Jagaa: Why not share this with the council. If you truly feel you’re going to be responsible for this catastrophe, why not abdicate? Arslan: Because I cannot guarantee that I won’t be responsible even if I am not Chieftain. I still wield the Sword, and as you know, that is not something that can be easily given up. No, I cannot second guess my decisions. Unfortunately my friend, the only conclusion I can come to, is that I must continue down this path, until I can identify a fork in the road. Jagaa: I understand, brother. The Emperor Protects. Your victories during the Rite of Conflict proved that.The Emperor put you here, you must trust the Emperor will guide you to the necessary decisions. In the mean time, I will go soothe the council. With that, Jagaa turned and left the Chieftain to his solitude, with the image of his friend attempting to stare his troubles into the jungle below, on his mind. “The Council has no idea the burden that Sword has put upon him. Heavy is the head that wears the crown,” Jagaa thought to himself, as he slipped back into the fortress. He would have many more conversations, before he could turn in for the night. Void Panthers Those who thrive in scarcity, overcome adversity. Scarcity begets Need. Need begets Necessity. Necessity begets Tenacity. Tenacity begets Strength. Strength begets Dominance. Founding: 23rd or 24th Founding, the Imperium records of this time detailing the founding date of the Void Panthers have been lost. However, through oral tradition, the Void Panthers can trace their founding to around this period of time. Geneseed: Since the records recording their exact founding have been lost, the Void Panthers have no knowledge of the origins of their geneseed, nor do they seem to much care. Background: . Founded sometime after the Age of Apostasy, the Void Panthers were originally sent to the Primordus System, to protect that region of space, from the numerous renegades, pirates, xenos incursions. Specializing in the complexities of void combat, they are adept at void assaults and ship (or space hulk) boarding actions. Due to events following the eruption of the Cicatrix Maledictum, a full two thirds of the Chapter and much of its fleet, has been lost. Now they must focus on rebuilding the Chapter, with limited numbers, limited resources, and a limited armory. Fortress Monastery: The Panther’s Lair Located on the Mitra, the moon of Primordus. Hewn deep into the black basalt bones of the Mt. Turaala, the Panther's Lair looks like its namesake, with giant stone paws jutting out of spur, hidden within a canopy of thick jungle forestry. It is unknown just how deep into the mountain the fortress monastery extends, however, dozens of blast doors can be counted, if one knows where to look. Mitra: Mitra is the jungle moon of Primordus. Mysteriously, much of the local flora and fauna that exist on Primordus are also found on Mitra, with one exception. The Atalan tree can only be found on Mitra, and is used extensively by the Void Panthers, in ritual weaponry and iconography. Disposition: What defines the Void Pather’s mentality is one of strength through struggle, and perseverance over adversity. A warrior’s willpower is his most powerful weapon. “If the will is strong,” they say, “then the body will follow.” Much of this mindset comes from the very culture that they are recruited from; where the struggle for survival is paramount. Thus they have an almost “Survival of the Fittest” mentality. The Void Panthers constantly test, and hone their mind, bodies, and wills, like a warrior sharpens a sword. Most of their rites and rituals involve some sort trial, be that physical or mental, that the participants must overcome. By always seeking to test themselves, they seek to emulate the great cats, from which they get their namesake -- the apex hunter; a predator of the highest order who can strike without warning, with the utmost ferocity and the cunning to ensure it’s victory. Like many Adeptus Astartes Chapters, the Void Panthers are fairly indifferent to plights of the average Imperium citizen. According to them, these citizens should be thankful for the opportunity the Emperor has given them to test their strength in his name. Individuals may vary, but many will not bat an eye at any collateral damage that occurs when fighting the foes of the Emperor; as those who endure are now better equipped for the future. Curiously, however, they do feel a greater sense of responsibility, maybe even attachment, to the people of Primordus. Their sole recruitment source, the Void Panthers feel responsible in the same way a man would feel about a beloved herd of Sheep. They must be carefully groomed and maintained. Should a wolf get one, that will only make the group better at avoiding, predators. However, should a wolf threaten them all, the Void Panthers will hunt it, with impunity. Humans who serve the Chapter as a squire or fleet staff, are treated like respected servants--they are treated with formality, but are very clearly of a lower status. Significant Events “Our History has bent and shaped us, like the steel speaker’s hammer.” - Jinong Jagaa baratu M38 Founding: The Void Panthers are founded as a Codex-compliant Chapter in the Ultima Segmentum. They establish their fortress monastery, the Panther's Lair, within the treacherous jungles of Mitra, the moon of Primodus. Early Campaigns: The Void Panthers earn a reputation for methodical and disciplined warfare in their early centuries, participating in several successful campaigns against Ork WAAAGHs!, Aeldari raiders, and rebellious human factions, in the east of the Ultima Segmentum. The Battle At Vaneer: The Void Panthers engage Astartes renegades known as the Hydra's Coil in void space, north of Forge World Vaneer. Boarding the renegade cruiser, the Panthers begin to methodically clear decks. Masters of deception, Coil, lure them deeper within the warped corridors, using feigned retreats and ambushes. The Panthers, suffering heavy losses against the Coil's tactics, are forced to rely on their melee training and numerical superiority, to batter through the Coil’s defenses, and are ultimately successful in destroying the voidcraft. This encounter, ignites a change within the Chapter. Recruited from a primitive society where melee prowess is paramount, they begin to favor close-quarters combat as a doctrinal preference. Their tenacity and ferocity in boarding actions becomes a hallmark of the Void Panthers. M39 The War for Zambula: Responding to a plea from the besieged Imperial world of Zambula, the Void Panthers Chapter arrived to find the planet overrun with Orks. A massive Ork WAAAGH!, calling themselves "DA MURDA-KILLAZ," had overwhelmed the planet's defenses, leaving the local forces on the brink of collapse. The Void Panthers understanding the need to “divide and conquer,” in order to be victorious, they abandoned their methodical approach and embraced a strategy of aggressive assault. Utilizing a drop pod assault, directly into the heart of the Ork horde, the Void Panthers tore through the enemy lines. Their close-quarters combat prowess proving devastatingly effective against the surprised Orks, they shattered the WAAAGH!'s momentum, turning the tide of the battle and securing a decisive victory for the Imperium. This triumph on Zambula marked a turning point for the Void Panthers, solidifying their shift towards a more aggressive combat doctrine, one that embraced close-quarters fighting and rapid deployment to overwhelm their foes. M40 The Untamed Maw Campaign: The Void Panthers become embroiled in a protracted conflict with the Drukhari of the Kabal of the Untamed Maw. The Drukhari, drawn to the Primodus system by its proximity to the Webway, launched a series of raids, seeking to enslave the populace and plunder its resources. The Void Panthers responded with aggressive counter-attacks, boarding the Drukhari flagship. Fighting in the close quarters of ship corridors, a strike team, famously known as the Midnight Claws, managed to sabotage the ship engines, destroying the main Drukhari vessel and scattering the fleet, back from whence they came. Hailing from the 1st Company, the Midnight Claws died in the performance of their duties. The 1st Company, adopts “The Midnight Claws” name for itself, to honor their sacrifice. The Scourging of Ondar: The Hive World of Ondar erupts in fervent rebellion, its populace enthralled by the insidious whispers of a "Six-Armed God." The planetary government, crumbling under the weight of insurrection, issues a desperate plea for aid before falling silent. Answering the distress call, the Void Panthers Chapter arrives in orbit to find Ondar consumed by anarchy. Captain of the Second, Tituus Kalaan, assessing the situation, orders his strike cruiser into a bombardment position, deeming the hive's claustrophobic confines unsuitable for the Astartes' armored might. However, the Sisters of the Valorous Heart, still clinging to a bastion within the hive, reach out to the Void Panthers, before the orbital strike commences. They reveal the existence of an ancient and powerful holy relic, now in the clutches of the cultists, and implore the Astartes to help them recover it. Its destruction, they warn, would be a catastrophic loss for the Imperium. The Sisters propose a daring strategy: the Astartes will utilize their heavy firepower to clear the wider avenues, while the nimble Sororitas navigate the cramped underhive, reclaiming the relic. Intrigued by the plan's audacity, Kalaan agrees to the alliance. A brutal and bloody campaign ensues, with the Sisters paying a heavy price in blood and lives. Through their unwavering faith and sacrifice, they succeed in retrieving the sacred relic. After witnessing their valor, the Void Panthers gain a newfound respect for their allies, acknowledging that even the mightiest warriors can benefit from the aid of others. The rebellion on Ondar is crushed, but the memory of the Sisters' sacrifice and the lessons learned resonate deeply within the Chapter. M41 The Wounding: The Great Rift's opening plunges the Primordus System into darkness. All psykers within the Chapter either die, or go insane, causing casualties in the wake of their madness. With the Imperium in disarray, and communications extremely limited, the Void Panthers faces a relentless onslaught of Chaos raiders and renegades, looking to expand their territory outside of the Warp. To survive, they mobilize their fleet in a desperate attempt to defend their home system. In the heat of void combat the Chapter lives up to it’s namesake, and strikes at the enemy fleets with a desperate ferocity. Over the course of the next seventy years, the Void Panthers manage to keep the system out of the hands of the various factions seeking control, but are losing the war of attrition. By the time the Indomitus Crusade had reaches them, they had lost over two thirds of their number, and much of their fleet and weaponry. M42 The Indomitus Crusade: With the arrival of one of the Indomitus Crusade Task Forces, marked a possible reprieve from the eventual death of the Chapter. Bringing with it were: several dozen Primaris Astartes outfitted with the latest in wargear the Imperium could muster; a Adeptus Mechanicus research team, named the Probability Cascade; void shielded, system defense platforms, to shore up the Primordus Systems defenses; and the latest equipment used to create new, and transition old, Astartes into Primaris. The Culling: The nature of the Void Panthers is one of resilience amidst adversity. However, their willingness to endure can sometimes lead them to make overconfident decisions. Desperate to improve the status of their Chapter as quickly as possible, nearly all of the traditional Adeptus Astartes in the Chapter, chose to cross the Rhubicon Primaris. This arduous trial, would do nothing but further strengthen their resolve, or so they thought. Unfortunately, this made matters worse. Nearly forty percent of those who tried, did not survive the process. Even with the addition of the new battle brothers brought by the task force, the Void Panthers were now numbered approximately three hundred. The Sword Awakens: With the ascension of a new Chieftain in possession of the Chapter’s greatest relic, many believe there is hope yet for the Void Panthers. He has instituted drastic changes in the organization in order to maintain the flexibility needed to defend their System. Through his leadership, he has managed to stabilize the Chapter’s numbers, and almost doubled their size. Still, they contend with semi-regular incursions from the Warp, xenos raids, the discovery of Necron tombs within the system itself. Despite their growing numbers, the Void Panthers are pressed on all sides. But as the people of Primordus say, “Those who thrive in scarcity, overcome adversity.” The Oscillus Bombardment: Through system scans conducted by the Probability Cascade, a Necron vault is discovered on Oscillus in the Primordus System. Magos Grelt of the Adeptus Mechanicus orders the accompanying research team to prioritize the retrieval of xenos technology, unbeknownst to the Void Panthers, who understand the objective to be simple surveillance. Upon arrival, the Void Panthers Chapter and the Probability Cascade contingent find the vault dormant. During the investigation, the research team tampers with the vault's technology, activating it. Necron forces awaken and engage the Imperium forces. Chieftain Arslan Bataar, knowing the Chapter must contain the threat at all costs, orders an orbital strike that destroys the vault and all personnel on the planet. This incident creates a significant rift between the Void Panthers and the Probability Cascade, with both sides blaming the other for the loss of life and potential technological gains. Diplomatic efforts, by Jagaa Baratu, prevent further conflict, but the relationship remains damaged. Battle Doctrine “Hit Hard, Hit Fast, Hit First, with Finality.” - Training Seneshcal Jayaatu The Void Panthers are masters of a audacious and deadly form of warfare, a doctrine forged in the crucible of their history and refined by necessity. Their approach is a blend of calculated aggression and relentless assault, prioritizing cunning and resilience above all else. The Void Panthers' tactical doctrine is deeply rooted in their origins as specialists in close-quarters combat. For much of their existence, they excelled in shipboard assaults and boarding actions, honed in the confined spaces of voidships and the dense jungles of their homeworld. This specialization was further cemented by The Wounding, forcing them to rely on their existing strengths. The core of their battle doctrine is a swift and decisive strike, echoing the predatory creatures of Primordus. They favor medium-range engagements that rapidly transition into brutal close-quarters assaults. Expert marksmen with bolters and skilled with sword, axe and spear, they prioritize eliminating high-value targets and disrupting enemy formations before launching a ferocious melee assault. This aggressive approach is designed to overwhelm and scatter the enemy, allowing the Chapter to isolate and eliminate them piecemeal. This emphasis on close combat necessitates a high degree of cunning and adaptability. The Panthers understand that even the best-laid plans rarely survive first contact with the enemy. They have thus developed a philosophy of relentless aggression. They, "hit and keeping hitting,” allowing them to seize the initiative and maintain pressure on a flagging opponent. This often manifests as daring flanking maneuvers, feints, and ambushes, always seeking to exploit an enemy's weakness and strike at their "throat" with overwhelming force. Recognizing the inherent risks of their aggressive doctrine, the Void Panthers place great emphasis on cultivating tactical acumen in every Astartes. Puzzles, riddles, and strategic games like Regicide are not mere pastimes, but essential tools for honing their minds. They are trained to think several steps ahead, anticipating enemy movements and adapting their tactics on the fly. This mental agility allows them to react effectively to unexpected situations and maintain the initiative even in the face of adversity. While they favor swift and decisive victories, the Panthers also recognize the grim reality of attrition warfare. Their limited numbers make prolonged conflicts particularly costly, but they have learned to endure, embodying the resilience of the predators they emulate. As their saying goes, "One does not hunt a mighty beast without risking its bite." Home System “Primordus has been our home for centuries. Just because the warp has spewed itself within our eyesight, and its infested with xenos filth, does not mean we will let Hemperator’s enemies just have it.”- Jinong Jagaa Baratu Upon the eruption of the Great Rift, the Primordus System was caught right in the middle of it. Located in the Ultima Segmentum, east of Cirillo Prime and south of Corinthe, the Primodus System has been home to The Void Panthers since their inception. Unknown until recently, the Primordus System of planets, houses some sort of unusual "Pilons", within the mantles of most of the System’s planetary bodies. It is theorized that these "Pilons" may have stabilized the space immediately around the system. Whether that has anything to do with, why the System is within conventional travel distance of the “temporary rift corridor” between Imperium Sanctus and Imperium Nihilus, is unknown, but speculated. This “temporary rift corridor” opens for approximately nine months out every decade, making it a promising opportunity for the Imperium, if a way can be found to permanently keep the corridor open. A sizable contingent of Adeptus Mechanicus, known as the “Probability Cascade,” arrived during the Indomitus Crusade ferrying Primaris technology and new orders from the Lord Regent. Any surviving Void Panthers are to maintain control of the system, and assist the Probability Cascade research teams to stabilize the corridor. Such a thing would be a great strategic boon to the Imperium and ease the pressure on Vigilus. Recruitment Planet: Primordus Environment: Containing one major continent (Tuganda) and several subcontinents, Primordus has a varied climate, ranging from humid jungles, near the equator, to ranges of ice covered mountains toward the poles. Wildlife: Home to numerous species of megafauna, Primordus was almost classified as a death world, during the survey taken during the Great Crusade. The Apex of the local food chain is a species of feline, known as the Tugandan Panther. Standing at roughly seven Imperial Standard Feet tall, from foot to shoulder, the Tugandan Panther is one of the largest feline species recorded in Imperial records. Revered by many of the locals as the epitome of strength and resilience, luckily they tend to stay away from human settlements, and can only be found it the deepest and wildest parts of Tugandan Jungle. Other Dangerous Wildlife of Note: Strangle Trees: Similar in appearance to the extinct Terran Willow tree, the Strangle Tree is a rare type of plant, that is both aggressive and carnivorous. It uses its quick flexible limbs to constrict its prey. The desiccated corpses of its victims litter the base of the trunk where it drinks up the nutrients spilled from those rotted forms onto the soil. Terrorbirds: A carnivorous terrestrial avian, they resemble their Terran Prehistoric namesake. Standing at roughly six feet tall, these birds hunt prey in the tall grass of the plains and brush of the tall deciduous forests. Known for hunting prey of all sizes, they hold a particular hazard to humans, as they are highly aggressive, and extremely cunning. Other Planetary Bodies in the System: Tartarus: The fourth planet in the Primordus System, the atmosphere consists primarily of methane. Its lifeless crust is covered with large rocky outcroppings and large lakes of Hydrargyrum, which gives the planet a soft ghostly caste in the Primordus night sky. Charon: The fifth planet in the Primordus system, Oscillus possesses and atmosphere similar to Primordus. Moreover, it is just close enough to Tartarus, to catch the heat reflecting off of the other planet’s, methanic atmosphere. This leaves Charon with a complex series of zones, based on the rotation and orbits of the two planets, that can sustain life. Within these zones, is a harsh environment resembling a mild ice age of ancient terra. Ferns and large deciduous trees have taken root amidst the frost covered rocky soil. Thick pelted animals of all kinds dot the area. Outside of the “Tartarus Zone” the planet is covered in freezing temperatures and endless tracts of snow. Oscillus: Cold, barren and lifeless, it has been discovered that Oscillus is a Necron Tombworld. The void panthers to their knowledge have destroyed what was left of the Necron presence on Oscillus, but time will tell whether that is true or not. Chaaribdis: The farthest Planet from the Primordus Sun, it is desolate lacking an atmosphere. It completes an orbit around its star, every five Imperium Standard Years. Due to its position in the system, the Void Panthers have installed an early warning censor station, called The Tower. This has since become the main operation center for the the research conducted by the Probability Cascade. Containing the “Black Pylons” like the other planets in the system, Magos Grelt continues his research on these pylons and their affects on the Warp, from the convenience of The Tower. Inhabitants and Common Cultural Practices “Mail will give a man a survivor’s chance – Steel will make him dangerous – but cunning will make him a predator.” - Primordus Folk Saying The people of Primordus have been inhabiting their world for millennia. Liberated during the Great Crusade, they accepted Imperial rule readily. However, because Primordus had no particular strategic significance, the Imperium quickly moved on, and left the local rulers to their own devices. Dangerous even then, Primordus was initially fated to be classified as a death world, however due to a typographical error in the assessor’s initial notes, Imperial records keepers ultimately classified Primordus as a Feudal world. Possessing of a feudal system, Tuganda is littered with city-state regions controlled by kings and warlords. Due to the harshness of the terrain and aggressiveness of the local wildlife, the people of Primordus, grow up hardy and wise, if not a touch barbaric. All of the settlements appear to be built around the ruins of some other civilization. Built in ages long forgotten, each city’s walls are a patchwork of ancient cyclopean black stone ruins, with strange glyphs carved upon them, and the more roughshod work of the most recent inhabitants. The reason they build their settlements within these strange ruins is simple, the aggressive plant and animal life seem to be repulsed, providing some much needed respite from the hazards of the wild. Even behind the protective walls of the cities, however, life is hard. With very little ability to farm due to the hyper aggressive nature of the local plant life, the inhabitants sustain themselves through the small communal farms located within the city walls (often stunted by the same ruins that stunt the more wild growths), and hunting the great beasts. The cultures among the different settlements are varied, but they all share this singular commonality. Life outside, these handful of stone sanctuaries is fraught with dangers. The “barbarian tribes,” (according to those in the “civilized nations”) live short, brutal lives, where anything gained is done so through blood and steel. Making their homes often in cave systems, for the simple amount of protection they provide, the “barbaric peoples” are not so different from their urban counterparts. Much of their time is spent hunting, like their city counterparts, but also raiding, and mercenary work is very common. Many cities will pay tough warriors handsomely, to add even greater skill in bush-craft to their military ranks. The Riddle of Steel: Metallurgy is an important foundation for the people of Primordus. Regardless, of city or social status, arms and armor are prized over almost everything, and for good reason. Not only must these people brave the wilds for everything they have, but must also defend it against other such people. As such, men who know how to “speak the tongue of steel” are regarded in the highest of esteem. Known as “shapers” or “steel sculptors,” their positions have grown into one that is both religious and practical. The spiritual leaders of their given communities, they guide their people, down the Great Hunting Trail. With their wisdom, they help every person discover the answer to the “Riddle of Steel.” The Riddle is the question upon a warrior’s death, Hemperator, the god of light and sky, will ask the newly departed soul. Imperial Cult scholars believe this to be a local derivation of “The Emperor,” he is viewed as the source of order and wisdom, by the local inhabitants, something prized above everything in such a wild place. Should the wayward soul not know the correct answer, it is believed n eternity of doom awaits—an eternity of torment, conducted by the four great behemoths. Thus the “Shapers” help each person in their community find the answer to the Riddle. It is believed only through trials, such as hunting the great animals of Primordus will the truth reveal itself. The Great Hunt: Held every year the Great Hunt is a festival celebrated across all Tuganda. The festival has a wide variety of rituals depending on which community is celebrating. However, in all communities the Great Hunt culminates in one simple rite. Those young hunters who seek to become one of the “Chosen,” the “Warriors Supreme of Hemperator,” will travel to the highest mountain within their region. Shapers say these mountains became holy sites, when aeons ago, Hemperator's chosen signaled their significance with blinding pillars of light from the sky. Traveling alone, they must find along the way a trophy worthy of their skill as hunters. Once they reach the mountain, they must scale its heights to the offering site, with their trophies. A difficult climb without carrying the dead weight of an animal, once at the top they will present their trophies. If the Hemperator is pleased with their offering, it is said they will be whisked into the sky to become one of the “Chosen,” never to be heard from by their families, again. It is known by the people of Primordus that only offerings showing the youth's skill and valor have a chance of being accepted. Pelts of Tugandan Panthers are known to be prized most of all, as to hunt the hunter, requires the highest of skill, if one is to survive. Other offerings such as mail and weapons of steel won through battle, and Terrorbird feathers are thought to be of value to Hemperator as well. Even so, showing up with these trophies is no guarantee of acceptance. Most die in the endeavor, while a handful of others, return home with tales of a terrifying masked warrior who, insulted by the meagerness of their offering, rejected them, and “cast them off the mountain.” The Final Test Tars' breath came in deep gulps as he pitched himself over the side of the cliff face he had been climbing for the better part of three hours. As he lay there at the top gasping for air, he pulled on the rope that was dangling around his waist. At the end of the rope was a tied package, covered in waxed linen, that he dragged up hand over hand. Once he had the package in hand, he stood up and surveyed his surroundings. The bare rock of the ledge gently sloped upwards into a crested hill. With a quick breath, Tars loped up to the crest of the hill, and noticed that the peak of the mountain was actually a perfect half sphere depression. The rock was unnaturally smooth, like volcanic glass, and the depressions was approximately fifty meters in diameter. As he looked into the depression, he could see several alters arrayed in a circle surrounding a raised platform. On that platform sat a lone figure. Tars noticed several staircases carved into the rock leading down from the sides of the bowl to the center of the depression, which was, in turn, covered in pure white sand. Walking along the edge to the nearest staircase, Tars began to descend. As he was doing so, he noticed three other figures, all young men like himself, at three of the other alters. As Tars' foot touched the last of the steps, he loped towards the nearest alter, untied his package and placed a thick blue black pelt on the alter. As was tradition, Tars spoke, “I have hunted and won my trophy. I have braved the mountain, with my trophy intact. Great one, I dedicate this trophy to you, in the hopes of being one of Hemperator's Chosen. I await the final challenge.” As Tars finished the words of the ritual, he took a good hard look at the figure on the dais. He was seated crossed legged, on a large dark skin, very similar to the one Tars brought. The man was a giant, with corded muscle bulging as if it was about to tear out of his skin. He was bare to the waist with a thick leather girdle topping his hide breeches and his left hand was covered in steel gauntlet. Curious metal like discs were embedded in his flesh at regular intervals in his chest and arms and neck. The Warrior wore a pelt covering the top half of his face, head, and back of this neck. The pelt was of the face and head of one of the great panthers. Its eyes had been removed and their place Tars could just see the whites of the Warrior's eyes peaking through. The mask ended just beneath his nose, where the jagged teeth of the panther pointed down to the permanent scowl that was painted on his unreadable face. It was clear to Tars by the expression on the other youths' faces, that the warrior had sat motionless, as they completed their ritual, as he had with Tars. Now they were all just waiting for something to happen—and at last something did. The Warrior spoke. “You have traveled a great distance to come here. You have scaled the jagged crags of T'Chara, to bring me an offering of your bravery and skill. Very well, your offerings are accepted. But take heed, I am watching you. Every action you take, every word that you speak, will bring you credit or disgrace. I can see inside the hearts of men. Every emotion you feel, every pain in your bodies you endure...I know them. You have been warned. I have but one question to ask of each of you, and your answers will prove your worthiness. I will approach each of you, and you will whisper the answer to my riddle. As with all great mysteries, the one true answer should not be known to those who have not earned the wisdom to know it.” Tars' eyes widened as the hulking warrior, stood. He was even larger than expected, a true giant, standing close to double his height. Tars watched as the warrior approached the first alter on the right. The warrior paused as he looked at what was offered, it was a headdress of large greenish feathers. He picked up the headdress and examined it. The young hunter offering the headdress, gulped visibly, this close to the inhumanly large warrior. The young hunter was smaller than than the rest. Clearly, the Spring of Youth had not fully bloomed, even though he had reached the Age of Trial. The warrior, towering over the hunter, asked in a booming voice. “What is the Riddle of Steel? I would have your answer.” The warrior knelt on one knee, as an adult would, to hear a secret from a small child. The hunter leaned in close and whispered his answer, and the warrior nodded and stood. “When you awake, get off my mountain.” Faster than Tars could see, the warrior backhanded the young hunter into the sand. The hunter was unconscious. The Warrior then stalked to the next alter in dangerously powerful yet graceful strides, and gazed down at the next offering. It was five mailed hauberks. The hunter who offered these was covered in battle scars, clearly a young but very fine warrior. The giant moved the chain shirts around with the tip of his index finger, lifting them up, flipping them over; discovering the various holes in them. Clearly a sign of what happened to their last wearers. “Before you give me your answer, I demand another,” boomed the giant. With a small amount of awe in his voice the Pelted Warrior asked, “Did you single-handedly slay all the warriors who wore these?” Encouraged, the hunter nodded in the affirmative. The giant replied, “very well....liar!” and he punched the hunter so hard in the chest that he flew backwards thirty paces and collided with the interior edge of the bowl. The hunter crumpled over, with his chest caved in, clearly dead. The warrior turned towards the remaining aspirants. “To be a great hunter one must possess cunning, and deception is a part of that. However, in the hunt, as in battle, if a deception fails, the deceiver often pays with their life. I have no time for someone who is too stupid to understand when to rely on cunning, and when not to. I see inside your hearts, lies will avail you nothing!” He then approached the next offering. It was a Rhinodox hide and horn. Standing behind it was a youth sporting a black warrior's mohawk with a shock of red through the center. The Warrior spoke, “I would have your answer,” as he knelt. The youth answered, and the warrior stood. “OH SO!” bellowed the Warrior with mirth. “If you are right, tell it to my gauntlet.” The youth was doubled over and vomited, as the Warrior swatted at the youth's midsection with his gauntleted fist. The warrior looked as though he was doing nothing more than batting away cobwebs. “Begone. If flesh were stronger than steel, you wouldn't be in pain!” the Warrior exclaimed. Slowly the young man collected himself and started hobbling towards the nearest staircase. Tars tried to still the racing of his heart as the Warrior approached his alter. The giant didn't even seem to care about the Tugandan Panther pelt, that Tars had almost died to acquire. “I would have your answer.” The Warrior boomed as he knelt close to Tars. Tars, staring into the almost inhuman grey eyes of the Warrior, swallowed, and whispered. “I do not know.” Before, he could even inhale another breath, Tars felt a vice grip around his throat as he was lifted off his feet. He was caught in the clutch of the Warrior's massive fist. The Warrior stood holding Tars outstretched as if he was doing nothing more than examining a doll. The muscles in Tars' neck strained from the exertion, the fight to get any air a pure agony. “You do not know!?” exclaimed the Warrior. “You dare to come here without an answer! I can see the fear in you boy, coward!” Clawing at his throat, Tars fought down the panic rising in his chest, as he heard the Warrior dishonor him. Urgency was upon him, but the fear was being burned away, burned away by hot searing defiance. Tars let go of the Warrior's wrist with one hand and reached down for his knife. With all the force he could muster, he drove the knife point deep into the giant's forearm. The giant's brows narrowed. “Do you think such a paltry attack could release you from my grip?” Tars' vision began to blacken at the edges as he was running out of oxygen. He pulled the knife out and plunged it back in, over and over again, the wounds almost instantaneously clotting as he pulled out the knife. Tars was weakening, but he kept stabbing. He was moments from blacking out, when he felt himself drop to the hard packed earth, air flooding into his lungs. He wheezed in gasps of air through white hot lungs. Only a second or two had passed, by the time Tars' mind raced back to the threat at hand. As quickly as his weakened body could, he settled into a fighting crouch, knife pointed at the Warrior. “I tire of you, little thing. Go back to your people,” spat the Warrior, “or die here!” Tars remained where he was. Amidst gulps of air, Tars managed to croak out a response. “It is clear, I cannot best you, honored Chosen. However, I would sooner die here, than leave in disgrace!” Tars exclaimed. A resigned smile settled on Tars' face. One that spoke of a pure resignation of purpose and coming consequence. With his free hand, Tars beckoned the giant close, “Let us end this, you and I.” In a blur the Warrior had slapped the knife out of Tars hand and had knelt to meet the youth at eye level. He placed his massive hand on Tars' shoulder pinning him in place. The grip was firm but gentle. “You are truly seen, young warrior. Your struggle this day has ended, your answer is accepted. Say nothing, and wait for me over there,” the Warrior said pointing at the central dais, “There is still one more that may be in need of further testing.” A flood of emotions flooded Tars all at once in a massive adrenaline dump. Relief, elation, curiosity, trepidation, almost overwhelmed him. But he managed to control his demeanor and calmly staggered over to where he was told to wait. Tars watched as the Warrior, examined his wounds or the scabs that were already forming on his forearm. His struggle complete, Tars noticed The smallest youth was slowly regaining consciousness. As minutes drifted by the Warrior stood where he was, watching the slowly awakening young hunter. The young man, blinked and looked around to get his bearings. When he realized where he was, the look of disappointment covered his face, as he remembered what had happened to him and the giant's last words. He sunk his head in shame for but a moment, then he slowly climbed to his feet, widened his stance and stood, not like a defeated dog, but as a proud young man. The Warrior addressed the young man, “I told you to get off my mountain. You told me your answer, 'you cannot trust living beings, but steel you can trust.' A clearly false answer, as that steel you carry, will not stop me from killing you. Can you trust it when I take it from your broken hands, and ram it in your imbecilic face?” The hunter stared placidly back at the Warrior. “I don't know what happened to the others, but do what you must, I...am...not...leaving.” Tars watched as the warrior brutalized the young man, and time after time, the young man kept getting up. It was then, that Tars understood the game being played here. The Warrior had such overwhelming strength, he could have killed all of them with one blow at any time. He had proven that, and yet, he hit his latest victim with just enough force to keep him alive. Every time, the youth struggled, and stood back up, just to be knocked down again with the unstoppable force of the Warriors blows. “I've broken six of your ribs, and your left arm at this point, how much more can you endure?” The youth glance towards Tars, then back at the Warrior, and replied, “As much as I have to, to stand next to him.” “I can see in your heart, young one. I know the pain your body, and the conviction in your heart.” He stepped back to be able to address both aspirants. “You both, through hardship and pain have discovered the answer. Steel is not strong, it cannot be trusted, for what it does depends on the wielder. Neither is the hand that wields the steel. What is strong is the force of will. The will bends the metal into the shape the forger desires. The will, forces the hand to practice, through pain an agony, over and over to develop skill in weaponry. It is the force of will that changes this galaxy. You two have shown a will stronger than steel. You have proven yourselves worthy, and your struggling ends for today. But understand this, while this trial is over, the real tests have just begun.” Organization “The regent wrote the codex astartes. Thus it should not be questioned. Necessity unfortunately, seems to disagree.” - Lord Arslan Bataar Over the centuries the Void Panthers' organization has significantly diverged from the Codex Astartes. Change was incremental, until the heavy losses incurred by the The Culling, forcing the change from strict company based assignments, to lodge based assignments to each company. This was done to create more flexibility with less manpower, and maintain the functioning of the Chapter. Lodges: Due to their significant losses from their new situation, it was a necessity to be more flexible with their organizational structure. Having culturally adopted lodges centuries ago, they have recently adapted this system to allow more flexibility in responsibility of an individual marine. As a brother progresses through the ranks he will enter a new Lodge as his skills grow and his responsibility increases. If needed one brother can always serve in the lodge they left long ago. The Void: This is the first lodge a battle brother is inducted into after “walking” the Wheel of Pain and completing the transformation into a true Adeptus Astartes. This lodge is used to reinforce the lessons learned during their aspirancy, these Astartes typically serve the standard Infantry role. This allows them to gain experience in all manner of fighting situations, and perfect the skills of the predator. In other Chapters they would be part of an Intercessor squad, but Brothers of the Void form a much less strict grouping called a Host. A Host consists of five to twenty Brothers of the Void whose ranks are increased by future brothers still undergoing the Trial of Combat. Their numbers are selected based on the tactical needs of the given mission. Iconography: The Void, black backdrops with stars and other celestial bodies. Colors are typically red, yellow, and black. Depictions of chains often feature among the Void motif. Traditions: Commonly amongst the Brothers of the Void is the use of chains to secure their weapons. This is both a practical and spiritual necessity. These chains are a visual reminder that one must always be centered, and that force of will is a much more potent weapon in the warp than the weapons the chains are connected to. These chains metaphorically bind them to their service to the Emperor. When times become trying, they remind them of that commitment. The chains are made from the iron bark of the Atalan Tree. A type of tree that grows only on Mitra. The Moon: As the young Void Panther's skill as a “predator” grows, he masters the art of stalking prey and closing the distance for the quick and quiet kill. After the Astartes' has proven himself as a Brother of the Void, he will be inducted into the Lodge of the Moon. Brothers of the Moon typically serve as close assault support and scouting/infiltration units. The Lodge of the Moon, symbolizes the protection of night when a hunter can truly come to grips with his prey. Iconography: Moons of all phases. Colors are typically black, silver, white, sometimes dark blues and reds are also seen. Traditions: Brothers of the Moon often undertake ritualistic hunts. To strengthen their awareness as a predator, they will arm themselves with the traditional weapons of Primordus (sword, spear, and ax) and hone their stalking abilities, by hunting down one of the apex predators, the Tugandan panther. The Sun: The Sun signifies heat, strength, and overwhelming power. Moreover, during the day is the most difficult time to hunt prey, as the hunter doesn't have the benefits of the cloaking darkness of night. For this reason, only veteran brothers of the other two lodges get inducted into the Lodge of the Sun. They usually serve as fire support, heavy weapons teams, and vehicle operators. Only experienced hunters can be trusted to effectively use these highly valuable, and in the case of their isolation, often hard to come by weapons. Iconography: Suns, sunrays and beams, triangles are also common. Colors are often red, yellow, orange, and white. Traditions: Fire support is not something that comes instinctive to the Void Panthers. Despite their Ultramarine predecessor's preference to flexibility, they often prefer medium to close ranged engagements. Despite this, Brothers of the Sun know the necessity for these powerful weapons, and the tactics needed to employ them. They have grown to appreciate the patience required to strike from a distance, and strictly enforce this in their newer members. Seneschals of the Sun are often seen with swagger sticks, that they use to viciously strike new Sun Brothers should they show anything other that pure cold stoicism in the heat of battle. The Eclipse: The significance of the eclipse is that it encompasses all celestial bodies in the Primordus sky. Brothers of the Eclipse are the eldest most experienced members of the Void Panthers. Veterans of centuries of warfare, they have the honor of holding the leadership positions within the Chapter, as well as wearing the Chapter's few remaining suits of Tactical Dreadnought Armor. Many also serve as the Chapter's Seneschals, the veteran sergeants to other squads within the other lodges. Iconography: Suns and moons combined. Colors include, black, white, red, and yellow. Traditions: Eclipse Brothers are the elite of the Chapter. They are the apex predator; deadly in all cycles of the day, and with all weapons. Having mastered all types of the hunt, they no longer operate within a squad or Host structure. It is at this point they are given the future role within the Chapter. Often they are made Seneschals of a Host from a lodge their demeanor most readily favors. However, some truly zealous brothers are chosen for the Chaplain Corps. Ranking Structure “I...bear the Horns of Power. That does not mean my decisions are infallible...but I challenge any of you to prove me wrong!” - Lord Arslan Bataar to the Twilight Council Chieftain: The current Chieftain, or Chapter Master, is Lord Arslan Bataar. Notable Responsibilities: Master of the Wheel: As the Chapter Master, Arslan serves as the Master of the Wheel of Pain. His role is to devise the tests and trials used to ensure their Acolytes have the will to stand against the Emperor's foes. With the assistance of the Twilight Council, each trial is meticulously designed to test the aspirants where they are weakest to forge their wills into steel. Supreme Namer: Officiator of the Rite of Naming, as the bearer of the Sword of Portents, it is the current Chieftain’s responsibility. Jinong: Jagaa Baratu is the Jinong or Master of Sanctity of the Chaplaincy. He along with the other chaplains are responsible for the Void Panther's spiritual well-being. Notable Responsibilities: Witchfinder: Jagaa is responsible for rooting out any taint from the Warp within their Acolytes. The Void Panthers have a complex relationship with psychic ability. Due to the human stock they recruit from, they have an abnormally low to practically non-existent occurrence of latent psychic ability. Additionally, due to the proximity to of the black "Pilons", most latent psykers go insane very early in life. The Namer: Should the Sword of Portents not have a bearer or is unavailable, the Jinong becomes the officiator of the Rite of Naming. Twilight Council: An advisory council to the Chieftain, it consists of available Captain Orlacs, senior level Astartes from the Chaplain Corps and Apothecariate. While ultimate decision authority lies with the Chieftain, the individuals on the Council wield considerable “soft power” within the Chapter. Apothecariate: The corps of Apothecaries that administer to the medical needs of the Chapter. They are often attached to a particular Ja'un (company) as needed. Chaplain Corps: They are the Void Panther's spiritual guides; the quintessential “warrior priests.” Notable Responsibilities: Chaplain Duties: Guide and monitor the spiritual wellness of the Chapter. The Great Hunt: Experienced Chaplains are chosen every year, to test those that complete the Great Hunt. They perform a vital role in the recruitment of new brothers. The Tetragrammaton: Taken from the ranks of the Chaplain Corps, members of the Tetragrammaton are known as the “Steel Speakers,” as they speak the language of the steel. They are those who specialize in the functioning of steel and serve as the Chapter’s Techmarines. Due to the culture they came from am, the Void Panthers, have a spiritual reverence for forged steel. It takes a special kind however, even among the Void Panther Chaplains to seek out the arcane knowledge of the Machine God. These individuals are marked by the Machine Gods color (red), and no longer typically perform the traditional duties of a Chaplain. They are still capable of doing so, which is becoming more and more common; however, they are no longer devoted to hardening the soul into steel, but to the steel itself. Notable Responsibilities: Machine Rites: The members of the Tetragrammaton perform the typical Techmarine duties of any other Chapter. After the schism with the Adeptus Mechanicus, they have become even more vital. Captain Orlac: Each Orlac leads a Ja'un, or Company. The Void Panthers currently have seven Ja'uns. Seneschal: The seneschal is one who has attained the knowledge of the “Apex Predator.” As such, they use their advanced wisdom to guide the younger, less experienced brothers. They serve as the Sergeants of any particular squad, or Host as they are sometimes called. Some also hold the honor of wearing the few precious remaining suits of terminator armor the Void Panthers still have in their depleted armory. Acolyte: Unique to the Void Panthers, the Acolytes are aspirants that have not yet completed the transformation to Adeptus Astartes. Like other Astartes, these Acolytes must go through a rigorous series of trials and screening. In the case of the Void Panthers, this is called “Walking the Wheel of Pain.” Usually these individuals in a compliant Chapter would be put on a squad devoted to scouting. Not so, in the Void Panthers.They simply no longer have the numbers to have that luxury. All acolytes are put in with the rank and file battle brothers, to understand what they are facing, for themselves. Imbedding acolytes into a Void Lodge squad, is one of the Spokes on The Wheel, known as the Trial of Combat. The acolytes are guided and cared for by the Seneschal, and they may only leave the squad, when they prove themselves or die. There is no time limit to how long this takes. However, since each member is named in the Book of Names alongside the Seneschal who approved their worthiness, each Seneschal is very exacting in ensuring Acolyte IS worthy. Acolytes imbedded in a Host is typically called “Acolyte,” or differentiated by the sequential number they are given when are introduced. They will be given their true names once they complete walking the Wheel of Pain. Ja'un: A Ja'un is a company, in the Codex's lexicon. The Void Panthers currently have five such Ja'uns. Each Ja'un is organized to be as flexible as possible, with an even distribution of assets across the Chapter. Due to the lack of specialization, they not only have fewer Ja'uns than a Codex Chapter would have companies, but the numbers within each Ja'un is typically more. Even so, even with maximized recruitment, they are still only half the size of a typical codex Chapter. The Librarius and other Psykers The Librarius of the Panthers Chapter has always been small, even by the standards of other Astartes Chapters. The people of Primordus seemed to possess an unusually low incidence of latent psychic ability. But the Great Rift's eruption and its proximity, proved catastrophic for the Chapter's Librarians. Most perished outright, their minds overwhelmed by the raw power of the Immaterium. The two Chapter Epistolaries survived initially but were driven to madness, turning their powers against their battle-brothers before they were finally killed. A few survived, because they happened to be protected by a Gellar Fields on one of the Chapter’s voidcraft. However, after the decades of intense battle following the eruption of the Cicatrix Maledictum, all remaining members of the Librarius are dead or presumed lost. This tragedy, known as The Wounding left a deep scar on the Chapter's psyche. The Void Panthers developed a profound aversion to psychic powers, viewing them as a dangerous curse. The Apothecariate instituted rigorous screening procedures to identify and eliminate any aspirants with even the slightest hint of psychic potential. These unfortunate individuals were quietly executed, deemed too great a risk to the Chapter's stability. Recently, the discovery of ancient xenos artifacts known as the “"Pilons"” has offered a possible explanation for the scarcity of psykers among the people of Primordus. The Chapter's Apothecariate theorize that the “"Pilons",” whose true purpose remains shrouded in mystery, somehow suppress the emergence of psychic abilities. The Chapter's aversion of psychic powers extends even to the Astropaths and Navigators they require for interstellar communication. These psykers are recruited from outside the Primordus system and treated with a mixture of respect and caution. When their services are not needed, they are confined to luxurious but isolated quarters within the Panthers' fortress-monastery, the Panther's Lair. These gilded cages are perpetually shrouded in a Gellar Field, effectively keeping the Astropaths quarantined and preventing any potential psychic contamination. The Chapter's stance on psychic powers is a complex one, born of tragedy and a deep-seated hostility of the Warp's corrupting influence. While they recognize the necessity of psykers for certain tasks, they remain wary of their power, preferring to rely on the strength of their arms and the purity of their faith in the Emperor. ARMORY We have been wounded, but hardship breeds strength, we will endure. For Hemperator! - Jinong Jagaa Baratu The Void Panthers exemplify a resourceful spirit, born from enduring hardship and honed by the scarcity that has become their constant companion. The losses inflicted during "The Wounding" were profound, impacting not only their Librarius but also their armory and fleet. Forced to operate with limited resources, they have become masters of conservation, adaptation, and ingenious integration. Fleet: Originally quite sizable, the Void Panthers have lost much of their fleet in the wake of The Wounding. The Savage Wrath: The sole remaining Battle Barge in the Chapter’s possession, it is outfitted with dense plates of void armor. Still of gothic, cathedral-like design, the Savage Wrath has a more aggressive quality. Gone are much of the ornamentations, such as the golden eagles, and soaring spires. . Originally named “The Emperor’s Justice,” “The Savage Wrath” was renamed after The Wounding. Through decades of continuous conflict, the Savage Wrath has been retrofitted, over and over again, from parts savaged from the destroyed wreckages of the other two battle barges that no longer exist in the Void Panther fleet. Painted midnight black, the Savage Wrath is the hammer that the Void Panthers use to scatter their foes in void space, and bring wrathful vengeance to any that seek to threaten the Primordus System. Strike Cruiser Fleet: The Void Panthers currently possess four strike cruisers. “The Shadow of Primordus,” “The Stalker in Solitude,” “Prowl of Ondar,” and “The Starfang.” Tactical Dreadnought Armor: The Chapter does not possess many suits of Terminator Armor, having lost many during the void wars following The Wounding. What they do have, is lovingly cared for by the Tetragrammaton. By last record, the Chapter currently has no more than thirty of these prized relics. Transport and fire-support: While the arrival of reinforcements from the Indomitus Crusade brought a welcome influx of advanced wargear, necessity dictates frugality. They recognize the value of the new anti-gravitic technology embodied in the Gladiators, Repulsors, and Impulsors, particularly suited to the challenging terrain of their home system. However, they understand that relying solely on new technology is a luxury they cannot afford. The Techmarines of the Tetragrammaton, guided by their arcane knowledge of the Machine God, are adept at not only maintaining and repairing existing equipment but also at merging old and new technologies. When a new vehicle is damaged beyond conventional repair, they skillfully salvage its valuable components, integrating them into older chassis and weapon systems or visa versa. This practice ensures that no valuable technology is wasted, extending the lifespan of their arsenal and maximizing their combat effectiveness, even if making it makes their equipment look a bit “patchwork.” This resourceful approach extends beyond their vehicles and weaponry. Ammunition is meticulously accounted for, armor is maintained with painstaking care, and every piece of equipment is valued and utilized to its fullest potential. The Void Panthers have partially thrived because they have prioritized making the most of what they have, a testament to their ability to adapt and overcome any challenge, no matter how scarce their resources may be. Significant Rites “We come from a very superstitious people, from a certain perspective, they are also wise. Our ceremonies honor them, just as much as the God emperor.” - “Jinong Jagaa Baratu Right of Ascension: The ceremony conducted when a battle brother joins a new lodge. The rites differ from each lodge, based upon what they specialize in. Like most of the rituals in the Chapter, the rite takes the place of some sort of challenge, in which the participant must prove their worthiness, usually through triumphing through some sort of physical or mental hardship. Trials in the past have taken the form of, ritual duels, stare downs, bullrings, and games of strategy. Regardless of the form, it is the Lodge-Master, a position held by one of the Orlac Captains, who designs the rite. Should the participant fail the rite, they must stay in the lodge they are currently in, until they again prove themselves worthy for another attempt. Trial of Combat: The ritual starts fairly simply. The participant is given armor and weapons, and assigned to a Void Host. The participant will then be a part of that Host under the guidance of the Seneschal until they have proven to the Seneschals satisfaction, they are worthy to walk the final spokes of the Wheel. These aspiring Astartes, are considered to be “under” this right, until they have died, or proven themselves. Rite of Conflict: This ritual has a unique prize, the Horns of Power. A relic and symbol of the office of Chieftain, when the bearer of the Horns dies, this rite is held to determine the new one. Any and all challengers are welcome to participate, however, it is typically accepted that only those of the Eclipse Lodge are experienced enough to have a chance at triumphing; and even then its usually only the Orlacs, who are considered “next in line.” This ritual takes place in an underground arena, built within the Panther's Lair. It consists on several single elimination rounds, where participants are pitted against each other. However, each participant is forced to independently undergo a series of exhausting trials, to tire them to the point of mental and physical exhaustion. Then, and only then, do they engage their opponents. Depending on the number of participants, this ritual can last for weeks, given the constitution of an Adeptus Astartes. None of the participants are allowed to sleep until they are defeated, or are declared the winner. Each member of the Twilight Council is responsible for creating the parameters for each challenge of the ritual. Participants can face physical duels in traditional sense, to mental challenges such as, games of regicide, riddle competitions, to even stare-downs. Each challenger must be ready for anything, especially the cunning of their opponent. The rounds are designed to find the most well rounded, warrior within the competition and ultimately find a warrior that can truly think and perform under the most adverse of circumstances. That is the warrior that has earned the right to rule. Rite of challenge: Invoked when there is a serious disagreement amongst brothers, this rite is a ritualistic duel. The challenged chooses the type of duel. Then the two participants let the Emperor decide. Recently there have been hushed whispers, behind closed doors, on whether or not this tradition can be used to claim the title of Chieftain. A Lesson in Cunning Tulaak had had enough. The verbal taunts of Training Seneshcal Jayaatu, had gone too far for his liking. He may be the master of training, but that does not make him an expert in everything. Besides, it had been a half-century since Tulaak had fallen under Jayaatu’s tutelage. “By the glory of the Emperor, you have gone too far,. I demand a satisfaction!” Tulaak exclaimed. All swordplay in the practice hall immediately ceased. A half dozen eye-pairs, stared at the interaction in silence and anticipation. Jayaatu’s eyebrow raised in curiosity. Seeking to placate the proud warrior in front of him, Jayaatu offered, “I have simply been pointing out flaws in your form. Constructive criticism is essential for improvement, you should not take offense.” Unmoved Tulaak retorted,“I am not your student any longer.I have long earned my mail.” Tulaak shook his ax, “Famed swordsman or not, I’ll show you the ‘flaws’ in my axe swing!” Jayaatu smiled, “Of that I have no doubt. Clearly, I have another lesson to teach my former pupil, you were always so hard headed. Very well I accept.” Tulaak backed up a space in eager anticipation. He set his feet in ready stance. Tulaak taunted, “Whenever, you can draw your sword....” Jayaatu, slowly walked to the outside of the practice ring, toward the rack of weapons. He bypassed the weapons and walked out the door. Some of the onlookers stood perplexed, others smiled to themselves. The “Old Drillmaster” was up to something. Seconds later, Jayaatu returned with a small folding table. He nonchalantly set it in the sand of the practice ring. “The source of the problem, is that you telegraph where you will strike.” Jayaatu continued as he pulled out a small box from his belt and began setting up the small Regicide board. Tulaak’s eyes widened as he realized what was happening.“You may be powerful, but you still think simplistically. Brute force will not solve everything, especially if your opponent is clever. He finished setting up the board, “I choose Regicide,” he said firmly, “You may have the first move.” .“You trapped me. You know I cannot beat you in Regicide.” Tulaak croaked, trying to save face. “You trapped yourself, issuing a foolish challenge,” Jayaatu said in the tone of a stern schoolmaster. “I could have chosen to embarrass you, and chosen hand to hand combat. But, there is more to combat than strength, you should know this. So this will serve as a better example for you to learn from. Now play, or don’t, either way we both know you’ll admit I am right.” Rite of Naming: A ceremony held for every new full fledged Astartes, this is one of the few rites that is not a test, in the traditional sense. Traditionally, the bearer of the Sword of Portents, will use the sword to look into the new Astartes' future. The sword never shows a clear picture of the future, however, the bearer will usually see enough to be able to interpret the new Astartes' death. He will then relay this vision to the participant to allow them to reflect upon this. The idea behind this, is knowing your own death will further breed a willpower of steel. At this point, based on what the Bearer saw, he will give the new Astartes a new name, and record that name in the book of names. Should there be no Sword Bearer at that particular time, or he is unavailable, the duty of naming falls upon the Jinong. Since he monitors the execution of the training of all Acolytes, it is believed he can use his divine faith, and knowledge of the Acolyte, to bestow a name the Emperor would approve of. Rite of Willpower: The fifth spoke in the Wheel, the Rite of Willpower is a trial that takes place in the mind. After initial hypnotherapy, the participant is put through a series of mental tests, designed specifically for them to test where they are weakest. Whether its their pride, fear, or pathos, the Chaplains designing these trials, do their jobs well. Indeed, some do not make it through this test, as they are driven to insanity. The majority that do, become even stronger warriors. Significant Relics “Our relics remind us who we are....and who we once were.” - Relic Master Ni’all The Book of Names: The Book of Names is a massive tome, filled with lists and lists of names, and how they heroically die. This is recorded when they first get their name during the Rite of Naming. Their names and potential deaths are recorded, and once they die, their accomplishments and honors are transcribed for record. In the extremely rare occasion when a brother is dishonored, that is recorded as well. While the Void Panthers do possess electronic records of all of these, they maintain these paper records out of a sense of tradition. The Hammer of Hemperator: This relic is currently carried by Steel Speaker Gruune. The eldest in the Tetragrammaton. This relic appears to be a standard Forgehammer, and it functions as such. However when it is activated for war, the switch activates a miniature de-atomizer in the head, which deconstructs all matter at the atomic level when struck. It seems this was designed to take away the need for all momentum in a swing of the hammer. Chapter historians claim the device inside was recovered long ago in a mysterious cave deep under the surface of Oscillus, the eighth planet in the solar system. Given recent events, the Hammer has raised a few Mechanicus proboscises. The Horns of Power: The Horns of Power is not only a symbol of the Office of the Chieftain, it is also contains an extremely small force shield embedded inside the Horns. This allows the user to shrug off even the most powerful of wounds. Such is the rarity and status associated with this relic, in order to wear it, the bearer must be the champion of the Rite of Conflict, and thus the Chieftain. Typically the “best” warrior in the Chapter, the last Chieftain died in battle just months before the eruption of the Cicatrix Maledictum. The Sword of Portents: Much mystery surrounds the Sword of Portents. Even the secretive and knowledgeable Adeptus Mechanicus, have no knowledge of it’s origins. The Sword of Portents is both the Void Panther's most cherished of relics and their most potent weapon. It's blade is made from an unidentified alloy. The jewel centered in its hilt, named the Eye of Primordus, gleams with a dull red shine. What makes the Sword truly unique, is that it seems to choose its bearers. By itself it is an inert, almost dull blade. It is said, that it only awakens in times of dire need. In the hands of its chosen user, it becomes filled with energy, capable of cutting through almost anything, like the finest of relic power swords. Reportedly, it also grants the bearer visions of the future. Before its most recent bearer, Arslan, “conquered the Eye,” the sword had been inert in the Chapter reliquary for the last five hundred Imperium Standard Years. Conquering the Eye Arslan surveyed the armory. He was the Chieftain now, and needed to review the Chapter’s supply and logistics capabilities. “My Lord...” said Ni’aal, as he slowly knelt in greeting and subservience. Ni’aal was the fortress monastery's Relicmaster. Approaching the venerable age of one hundred and twenty three, Ni’aal, like many of the staff in the Lair was once an acolyte in training. For one reason or another, he could not complete the Wheel of Pain, but was lucky enough to come out of it roughly unscathed. So his potential life as one of the Emperor’s Chosen, ended, but his new life in the service, of those Chosen began. Arslan nodded in greeting and gestured for the servant to rise. Slowly rising to his feet, Ni’aal looked up at the towering Chieftain. “I beg your pardon, my lord. These old bones don’t move as quickly as they used to.” laughing, he continued, “I’ve been told you’ve come to see the reliquary?” “Yes, it is the last item remaining in my assessment, and, I hear...” Arslan emphasized, “that you are the one to speak to.” Turning away from the chieftain, Ni’aal began to walk down the hall toward the vault door. “Of course, my lord,” he said over his shoulder, with an air of nonchalance, “follow me.” Arslan couldn’t stop a smile from crossing his face, as he followed behind the old man. He always liked subtle impertinence of this old quartermaster. .... The vault door ground closed behind them, Arslan gazed upon a long corridor with display racks covered in force fields aligned along each wall. The corridor ended in a thirty by thirty imperial foot room. This was the vault that stored all of the fabled weapons and trophies since the beginning of the Chapter. A room only a select few, with permission from the Chieftain could enter. Now he was here, gazing upon banners once flown by long dead heroes, or taken from long defeated foes. Ni’aal pulled out a dataslate and started going through the catalog of each item. As they slowly made their way down the corridor, Arslan felt a subtle tug. Something was amiss. He felt himself being pulled toward the room at the end of the hallway. “Is there something wrong, my lord?” Ni’aal asked, as Arslan started to slowly walk down the hallway. Arslan continued down the corridor, until he stopped at the threshold of the small room. “Something is trying to draw me into this room.” Surveying the room, in the center, on a raised pillowed dais sat a sheathed long sword, with a prominent glowing red jewel inset in its curved handguard. Ni’aal arriving from behind, audibly gasped. “My lord Arslan, the Sword of Portents it has awakened. The last record of this,” he checked his dataslate, “was over five hundred years ago.” Arslan hesitantly released his gaze from the sword and looked down at the old servant, “so what does that mean?” Clacking away at his dataslate, Ni’aal replied, “Records are unclear, however, there are notes about the Sword becoming active during great times of need. Be cautious lord, there is much evidence that not all who touch the blade remain with the living!” .... Arslan found himself floating in a black void, immediately after gripping the Sword. But it wasn’t him as he is, but as he was. He appeared to be a normal human man. As he looked around, he noticed a deep dark abyss below him. The abyss was darker than dark, as if light never existed there. Then he heard a voice, “Are you worthy?” it asked. “What is this, who are you?” Arslan replied. Suddenly his wrists were wrapped in a vicelike, invisible grip. Slowly he was being pulled down into the black abyss. Again, he heard the voice, “are you worthy?” Arlsan began to fight against the grip, but to no avail. It felt as if all the strength in his body was being drained away. His thoughts racing, he could not allow himself to be pulled into, what he instinctively knew, would be his doom. He struggled and struggled, but it did no good, he was slowly sinking toward the abyss. “By throne,” he thought, “I will NOT die like this. You...WILL NOT...BREAK ME!” With that thought, he could feel the pull weakening. The fire of defiance rising up within him. He grit his teeth as hard as he could, and concentrated, and resisted. He would not be pulled into this abyss. The spirit of this sword will not succeed, he will win, he will conquer! And then he pulled... With every ounce of willpower he could muster, every fiber of muscle, he resisted the grip. Slowly he felt the pull ebbing, then he was held in place, as his efforts brought him to a stalemate, with the ghostly grip. He bellowed a mighty roar, and clamped his mouth closed so hard, he broke his teeth. With blood pouring down his chin, he redoubled his efforts. He pulled, and pulled, and pulled. He could feel the his elbows dislocating from the strain, and yet he still pulled. Suddenly the grip released. Arslan’s breath came in huge gasps, as his body collapsed from the exertion, floating where he was. “You are worthy,” the voice said, “see and understand.” He saw himself off in the distance of an unknown battlefield. Heavily armored, he was fighting with the Sword against a huge monstrosity. The monstrosity was sleek and powerful, and its skin seemed to be made of pure molten metal. He watched the duel play out for a few minutes, before he saw the foe impale him on a massive spear. He crumpled as his life was oozing out of him. He saw himself being lifted off the ground so the enemy could inspect its handywork. With a last gasp, and a great heave, Arslan saw himself pull himself along the spear shaft to close the distance and strike the monstrosity in the neck with the Sword. The monstrosity’s head came clean off of its shoulders, and they both flopped to the mud. With three feet of spear protruding from in between his shoulder blades, Arslan saw the light go out of his eye, dead. Arslan bowed his head in solemnity, as the vision ended. Then he collapsed backwards within the darkness of the void he was floating in. His back arched involuntarily in pain, as he instinctively put a hand over his right eye, it felt like a blazing inferno. As the “fire burned,” he saw images of battles, wars, victories, defeats, friends, enemies, glories and tragedies. The images came in unclear and jumbled together, then the pain subsided and his vision cleared. .... He awakened standing right in front of the dais. As he looked down he noticed he was holding the Sword, its jewel glowing with power. A small blood drop, streaked down his face to drip on the floor. He pulled the blade of the sword toward his face, to see himself within the reflection of the blade. His right eye had been burned out of his head, that was the pain that he had felt. As he looked at the glowing jewel, he could almost hear, “The price has been paid. You may bear me." ++VERMILLION++ My Lord, Having spent the better part of a year, researching the relic in question, I have found nil definitive evidence of its origins. However, given the accounts recorded and the similarities to other relics in the galaxy, I humbly submit these three possible theories. I . The Sword is a weapon made during the Golden Age of Technology. Either it was found or given to the Void Panthers by someone of high rank within the Imperium. Records suggest it may have been ++REDACTED BY ORDER OF INQUISITOR GENERAL++ It should be noted, Lord Ferrus Mannus and his Xth, originally liberated Primordus during the Great Crusade in M31. It is documented that he spent several months upon the surface, records of his purpose cannot, as of yet, be found. II. The Sword originates from the Warp, and is possibly some sort of possessed weapon of unknown origin. The possibility that it may be influencing this Chapter, bears some serious consideration. The suspicion of this alone, is enough for the Ordo Malleus to call for their extermination, should this information be released to the greater Inquisition. The Void Panthers have yet however, to show any signs of taint that can be detected. This should be watched very carefully. III. There is some evidence to suggest the Eye of Primordus is an ancient piece of xenos technology known as a “Soul Stone.” Based on Chapter legend, the entity may have some sort of interest in helping the bearers, should they prove worthy. Rumors of such an artifact match accounts that this may be one of the accursed “Crone Blades,” of the Aeldari. Currently awaiting information from my Ordo Xenos agent: ++REDACTED++ Trivor Gent, Inq Inquisitor Trivor Gent, Ordo Astartes ++THE INFORMATION IN THIS DOCUMENT HAS BEEN SWORN TO THE MOST HONORABLE INQUISITOR GENERAL, AS TRUE, IN THE SIGHT OF THE SUPREME GOD EMPEROR OF MANKIND.++ ++USE OF THIS INFORMATION IS Restricted to EYES ONLY FOR AGENTS OF THE ORDOS, WITH A NEED TO KNOW++ ++ORDOS PERSONNEL MUST REQUEST ACCESS THROUGH THE OFFICE OF THE INQUISITOR GENERAL, IN WRITING.++ ++HAIL THE GOD EMPEROR OF MANKIND++ ++VERMILLION++ Notable Figures “We are the Void Panthers, the guardians of Primordus, and its people. We maintain this system for the Emperor. Give everything, and you may earn this honor.” - Exercitas Seneschal Jayaatu Chieftain Arslan Bataar: Taking power relatively recently Arslan has proven to be a controversial figure amongst the Void Panthers. Younger than most of his predecessors the deciding factor for his ascension to Chieftain (above other contenders), was his victory in the Trial of Conflict, winning the Horns of Power. While he is known for his aggressive strategies, according to some members of the Twilight Council, he risks their meagre resources unnecessarily. Some even blame him for the recent row with the Adeptus Mechanicus, as recent actions during an engagement with the Necrons, caused him to order the orbital bombardment of the moon of Oscillus, causing quite a few Mechanicus deaths. Arslan has led the Void Panthers with ruthless cunning and insane bravery. What the rest of the Chapter, doesn’t know, is that the Sword of Portents has shown Arslan a dark vision. He has seen the death of his Chapter. Moreover, he believes he is somehow responsible for it. Hoping this is a vision of a possible future, not a definite one, he is desperate to prove this vision false. So far he has managed stabilize the Chapter and it’s numbers are slowly growing, but it remains to be seen whether or not his decisions will ultimately lead to success. Notable Wargear: “The Sword of Portents,” “The Claw Shield,” “The Horns of Power.” Jinong Jagaa Baratu: The eldest of the remaining Void Panthers, he is revered by his brothers as a font of wisdom. Well respected as a motivator and unifier, when he speaks, other listen, including the somewhat impetuous Chapter Chieftain. While much of the time he agrees with Arslan on principal, much of his time is spent advising the Chieftain, and navigating internal politics on the Chieftain’s behalf. Truly, Jagaa’s diplomacy is a large reason why the Void Panthers’ and the Adeptus Mechanicus’ relationship has not spilled into open conflict. He believes Arslan is making the wise decisions that necessity dictates, it is simply a time of great upheaval. Some of the older Panthers, particularly those that sought the title of Chieftain against Arslan, disagree, but have not yet found a concrete reason to challenge for leadership. Jagaa uses his wisdom and status in the Chapter, to head off these potential challenges, as the last thing the Chapter needs at this moment is more infighting. When not sidestepping political quagmires, Jagaa takes a vested interest in the training of the young. An Astartes of his position often doesn’t have the luxury to personally train new brothers. However, he has systematically overhauled the process in which chaplains are chosen for recruitment, to ensure the candidates chosen have the right disposition. In battle, he is often accompanied by human squires, who carry the Holy Relics of Primordus, providing inspiration to all the Void Panthers in these trying times. Notable Wargear: Rosarius, Crozius Arcanum, Relics of Primordus Training Seneschal Jayaatu: Known as “The Drillmaster,” by brothers of the Void Lodge, Jayaatu is considered one of the best tacticians within the Chapter. A career sergeant, he has turned down the promotion to Captain Orlac, several times. In light of the losses the Void Panthers have incurred, Chieftain Arslan has instead put in him charge of all initial Acolyte training. Direct and taciturn, the Drillmaster pushes his acolytes to their absolute limits. While he appears to never be satisfied with the actions of his pupils, in reality, nothing could be further from the truth. Beneath the stern exterior, Jayaatu is greatly encouraged by the efforts of these young warriors giving everything they have in an attempt to serve the Emperor. Likewise, while the survivors would never see this on his face, he is deeply saddened when one of his pupils are lost in the course of the rigorous training program he executes. When in training, he carries his infamous swagger stick with a pain activator imbedded in the handle, which as the acolytes can attest, he uses with surgical precision. When in battle, he trades his stick for his power sword and his trainee acolytes for Host Talon. Notable Wargear: Power Sword, Flame Pistol Orlac Baraata Bayuul: The Orlac of the 3rd company, Baraata is respected for his charisma and fighting prowess. Well known as the best pure swordsman in Chapter, he coldly measures his opponent and draws them into overextending themselves for a lethal strike to their vitals. Considered by much of the Chapter to be the favorite to win the Chieftainship, he lost the honor to wear the Horns of Power in the final round Arslan. By a stroke of luck, the final challenge was declared to be a game of Regicide. While Baraata, was still expected to win, as he was the more experienced tactician, this did not play to his strengths. In a surprise upset, the younger Arslan, won the game, and proving he had the ability, once and for all, to claim the title of Chieftain. Something Baraata has always had the ambition to attain. Experienced and wise, Baraata does not agree with the changes Arslan has made to the Chapter. What he would never admit, even to himself, is his disagreements with Arslan are rooted more in envy, than they are in doctrine. He is the Chieftain’s most vocal critic within the Twilight Council. While he would never do anything to endanger the Chapter from within, and must follow the orders of the Chieftain, he bides his time for the right opportunity to challenge for dominance. Outside of internal Chapter politics, Baraata has every right to be confident. He is one of the Chapter’s most celebrated leaders. Beloved by his company, Baraata leads the Third, known as “The Hidden Blades,” with efficiency and poise. While his victories have always been more conservative than other heroes of the Chapter, he is well known for having the fewest losses in every engagement. Notable Wargear: “Panther’s Claw,” Iron Halo, “Emperor’s Light” Master of the Forge, Gruune “The Destroyer”: Gruune is ironically, known for his sense of humor. Many times it falls flat, given what one devoted to the Omnissiah may find funny, may not be the same for everyone else. However, one could say, he’s downright “jolly,” as much as a techmarine can be, often chuckling to himself at his own jokes. Well liked by his brothers, Gruune is known for fixing anything. Ironically, he also caries the Hammer of Hemperator, which when activated destroys anything it touches at the molecular level. Lovingly called “The Destroyer” by his brothers, he wades into battle chuckling to himself, while destroying all around him with lazy strokes of his hammer. Notable Wargear: “The Hammer of Hemperator,” Forge Bolter, Servo-Harness Traduul Thaan “Master of Bones:” Head of the Apothecariate, Traduul, is well known for his “bedside manner.” He is very polite and speaks gently to all of his patients. Unfortunately, he believes in doing whatever possible to hasten whatever treatment he administers, regardless of how painful it is. Moreover, since enduring hardship is what makes an Astartes strong, this philosophy, according to him, provides a more holistic healing in both body and mind. He claims, the patient will be stronger mentally for the enduring the pain of the injury as well as the pain of the treatment, and will thus make a more complete recovery. On the battlefield he can be found speaking calmly through a cacophony of grunts as he administers to his patient’s wounds. Pain drugs are not something he typically administers, unless they are an absolute necessity. Despite this philosophy, he is admired by his brother Astartes. They admire his speed and efficiency, even if it is usually extremely unpleasant. NOTABLE WARGEAR: Narthecium, Reductor, Absolver Bolt Pistol Brother Trobiis Pantaar: Borther Trobiis, the Void Guardian and Master of the Fleet, is a revered figure within the Void Panthers Chapter. His reputation as the greatest three-dimensional tactician of his generation is undisputed, his mind a battlefield where strategies unfold with unparalleled clarity. From the bridge of the flagship "The Savage Wrath," he stands vigilant, a bulwark against any threat to Primordus. Known for his dry wit and sardonic humor, Trobiis, often meets the darkest moments with a sardonic quip and a wry smile, a testament to his unwavering resolve. A passionate player of Regicide, he frequently engates the ship's Navigator in spirited matches. However, beneath his jovial exterior lies a deep concern for the Chapter's future. A staunch Traditionalist and follower of regulations, Trobiis views the recent infighting withing the Twilight Council with growing unease. He believes the ambitious maneuvers of Orlac Bayuul, are disruptive and potentially harmful to the Chapter's unity, especially given the Chieftain's consistently sound leadership. Allies “We are not the only servants of the emperor, it would behoove you all to remember that.” - Exercitas Seneschal Jayaatu Magos Grelt Hyporael: Magos Grelt leads the research crusade into the Primordus Sector, The Probability Cascade. His primary mission is to find a way to stabilize the unstable bridge through the Cicatrix Maledictum. Ambitious, he recognizes that this is a once in a millennia opportunity to advance himself with the Adeptus Mechanicus. Unfortunately, this ambition leads him to make some fairly reckless decisions (from the Void Panther’s point of view) in the name of completing his mission. This has inevitably led to some severe friction between the between the Void Panthers and the Probability Cascade. Relationships are extremely strained, as the Void Panthers, attempt to assist Grelt in his research while trying to minimize the inevitable collateral damage that arises from his reckless quest for knowledge. Grelt will do what he must in order to complete his goals and rise within the Adeptus Mechanicus. If the people of Primordus, or the Void Chapter die, in the pursuit of this goal, then that is what the Omnissiah requires. Squire Shaal Na’aarf: The personal squire of the Chieftain, Squire Shaal, has served for more than seventy years. Like most of the staff working in the background to maintain the functions of the Panther’s Lair, Shaal was once an Acolyte, who for one reason or another did not finish walking the wheel. Covered in burns and augmetics, Shaal, almost didn’t survive the training accident that caused his rejection from the acolyte program. Even still, he has served the Chapter with great honor and distinction. Indeed, as he walks the great halls of the Panther’s Lair, it has become customary for the Astartes, save the Chieftain, to give an informal salute as they pass by--a signal of recognition for his many years of service to the highest authority in the Chapter. He has served the Chieftain for all of his adult life, and prides himself in knowing how the Chieftain operates. Old and set in his ways, when Arslan decides to break from the normal way he has typically done things, he can expect to hear grumblings about it from Shaal. Relic Master Ni’aal fuum: The only normal human serving the Chapter older than Squire Shaal, Ni’aal has been the caretaker of the Chapter’s relics for over a century. Having a carefree attitude, he isn’t one that stands too much on formality. Ironically, he is older than many of the Astartes that are currently joining the Chapter, so the reverence that Astartes usually become accustomed to from “mortals,” is non-existent when dealing with Ni’aal. As the Reliquary caretaker, he is one of four individuals within the Panther’s Lair that knows the access codes to get through its vault door. He typically spends his time cataloging the relics and maintaining the energy fields protecting them, as well as the Chapter’s records. Since the records of the Sword of Portents, are vague at best, he excitedly questions Lord A rslan when he can about wielding the Sword. Canoness Iustitia Vespasia: Canoness of a Adepta Sororitas Sanctuary, dedicated to the Order of the Valorous Heart, Iustitia has dedicated herself to a life of service, rising through the ranks of the Order of the Valorous Heart, with unwavering zeal and tactical acumen. She is known for her stern discipline, and her unwavering commitment to the Emperor's will. Her Sanctuary is located in the Janussar System, just to the Galactic West of the Primordus system. She has made a point to maintain a relationship with the insular Void Panthers, based upon the mutual respect earned with the Scourging of Ondar. With the opening of the Great Rift, the need for allies on both sides, has become all the more important. Should the Void Panthers call, her order will answer. Navigator Jyram Mercasian: Mercasian is the Master Navigator for Void Panther’s Flagship, “The Savage Wrath.” A grouchy sort, Mercasian serves, but has long become disillusioned by any joy that can be received from that service. Even though his chambers are almost opulent in its comfort, he is like a prized bird in a gilded cage. He understands that the life of a Navigator can be ended with a quick and horrifying death, if he is lucky. Through faith in the Emperor, he continues to serve the Chapter as best as he can, despite the almost dismissive treatment he receives. Even so, the does occasionally get visited by the more gregarious of the chapter. Brother Pantaar in particular, as The Void Guardian, understands just how valuable Jyram’s service is, and often enjoys a good game of Regicide, with him. Adversaries Fortune favors us, our enemies are that much closer to our claws.” - Jinong Jagaa ++VERMILLION++ My Lord, The Void Panthers face significant challenges in defending their sector of the Imperium. Thus far they have proven able to the task, however having completed a thorough threat analysis, I am not sure how long it will be, until further intervention may be required. Below are the major threats to the ongoing research around the Primordus System. I. There has been an increase in reports of Necron xenos activity. What limited information we have suggests, there may be a significant presence, dormant within the system. It is likely, it is xenos technology that is creating the unstable warp corridor that is currently being studied. See more information ++REDACTED++ II. My sources within the Ordo Xenos reports Aeldari pirate activity is still active in the space around the Primordus System. The information available points to a single fleet, represented by a moon dripping blood, sigil. Agent ++REDACTED++ will provide more information once, ++REDACTED++ III. Their have been reports of a strange cult growing on a mining station, called the Cult of the Horned Rat. Mining Colony PLU-N04R is located in a minor asteroid belt, to the galactic south of the Primordus System. My sources with the Ordo Hereticus, say currently, they have not heard from their agent since the opening of the Cicatrix Maledictum. Whatever is happening on that planetoid, further investigation is recommended. Further updates will be forthcoming once SPARROW has infiltrated ++REDACTED++ Trivor Gent, Inq Inquisitor Trivor Gent, Ordo Astartes ++THE INFORMATION IN THIS DOCUMENT HAS BEEN SWORN TO THE MOST HONORABLE INQUISITOR GENERAL, AS TRUE, IN THE SIGHT OF THE SUPREME GOD EMPEROR OF MANKIND.++ ++USE OF THIS INFORMATION IS Restricted to EYES ONLY FOR AGENTS OF THE ORDOS, WITH A NEED TO KNOW++ ++ORDOS PERSONNEL MUST REQUEST ACCESS THROUGH THE OFFICE OF THE INQUISITOR GENERAL, IN WRITING.++ ++HAIL THE GOD EMPEROR OF MANKIND++ ++VERMILLION++1 point -
Index Astartes: The Marines Adamant
Kajae reacted to Lysimachus for an article
Index Astartes: The Marines Adamant Brutal, insular, superstitious and paranoid. Most would describe the Marines Adamant with words such as these. Those few who enjoy better relations with the Chapter could not argue with such an assessment, but might also speak of other, nobler qualities such as bravery and unbreakable determination. Origins 'Astartes we, Iron born, Hate wielders, World breakers, Victors still.' - Chapter glory chant During the thirty-second millenium, the Orks rampaged across the galaxy, at great cost to the warriors of the Adeptus Astartes. Countless human worlds were swallowed up by the green-skins’ barbaric empires, and by the time of the 4th Founding few had been reclaimed, primarily due to the colossal drain of holding back the horrors of Abaddon the Despoiler’s second Black Crusade. The Marines Adamant were therefore assigned to the eastern border of the Segmentum Obscurus with a dual purpose: reclaiming the nearby worlds lost to Orks while supporting the defences of the Eye of Terror when needed. The fledgling Chapter’s gene-seed was that of the Primarch Ferrus Manus, and at the head of their training cadre was Clan Commander Elvrit of the Iron Hands, a hero of the many battles of the second Black Crusade. He led his brethren to war and they quickly formed a close bond with the Gharant III Forgeworld in the Havilar Sector, whose vast manufactoriums, Skitarii regiments and Titan Legion were already forming the lynchpin of the Imperium’s beleaguered defence against the Orks. Since then, the Chapter has mainly fought against the vile Ork: defending against encroaching Waaghs, raiding into Ork territory to destabilize growing threats, or spearheading massive Imperial Crusades to reclaim worlds lost to Mankind hundreds or even thousands of years earlier. On occasion they have sent forces west to support their brother Marines against the renegades of the Eye of Terror. Throughout the millenia, across countless battlefields, the Marines Adamant have remained resolute, loyal servants of the Imperium. Homeworld 'My world? It's cold, it's damp. What business is it of yours?' – Brother Hani, 4th Household. Halsstarrig IV is a Feudal world, located in the same subsector as the Gharant system. It was discovered more than four centuries prior to the arrival of Elvrit and his men by Adeptus Mechanicus Explorators and immediately marked as an ideal Astartes recruiting ground. Halsstarrig has a single primary continent, with several smaller landmasses and surrounding island chains; all are cold and bleak due to the planet’s far orbit from the local sun. Its atmosphere is damp and thick mists often cover its mountains, forests and seas. The people of Halsstarrig are strong and fierce, yet primitive in their technology and outlook. Clans vie for land and key resources such as the iron ore that provides all their tools and weaponry. The people are by nature aggressive and suspicious, and therefore trading or alliances between the clans are very rare. Raiding is a regular occurrence and outright warfare only slightly less so. Strength and survival are the primary factors that determine right and wrong, but the resulting potential for brutality is balanced by a firmly held code of honour, the core elements of which are shared by all the clans. This code demands a clansman’s loyalty to his chief, and the chief’s protection to his followers. While any proven warrior may challenge his chief for the leadership of a clan, such contests are strictly proscribed by custom and ritual. Anyone who would attempt to gain power by any other means would be quickly shunned by all the people. The clans are also very superstitious; fearful of the influence of the myriad sprites, imps and wights of Halsstarrig folklore. Many offerings are made by the clans to appease these spirits and natives often wear protective tokens and charms. Almost all learning beyond the basics of farming, fishing or fighting is the province of the Wyrds, or wise men. Common to all the clans are the Wyrds of the Flesh, local physicians and herbalists; and Wyrds of Iron, smiths and artisans. Highly respected, these often act as counsellors to their clan chiefs. Outside the clans, shunned but still respected, are the Wyrds of the Spirit, shamans who live in seclusion deep in the mountains or tiny ocean islets of Halsstarrig. They are feared for their uncanny abilities and closeness to the spirit realm, but sometimes a clan Chief or young warrior will travel to seek the Wyrds’ blessing or learn their future. The Fortress Monastery of the Marines Adamant stands on Halsstarrig’s first moon, a vast and imposing structure protected by countless weapon batteries, powerful void shields and the cold blackness of space itself. The Astartes are almost never seen on the planet’s surface, making no deliberate contact with its people. Legends exist of monstrous giants, and such legends are tied to those of young warriors ‘taken by the mists’ and never seen again. These ones are mourned by their families; the people have no idea of what lives await beyond their moors and skies. New initiates into the Chapter invariably rail against their captors, seeking escape, until they learn of the true nature of humanity and the debt of honour their whole world owes the Marines Adamant for their protection from the horrors of a cruel galaxy. Organization ‘Aye, I don’t much like those dumskalle of the 5th… but I trust them far better than I do svekling like you.’ – Warleader Jormgrun Stonebrow of the 7th Household to Colonel Bardel of the 143rd Ardravine Rangers. Much like their Iron Hands forebears, the Marines Adamant are divided into ten Clan Households, united by a Clan Council. Officially, this assembly maintains control over the actions of the Chapter as a whole. In truth it is little more than a forum for the commanders of the various Households to air their grievances, brag to one another of their victories, or attempt to ensure their own pre-eminence within the Council. Each Household fights as an autonomous battle group led by its Warleader, a mighty warrior who has risen to command through a mixture of politicking and battle skill. His forces include his own advisors, veterans, line squads and new recruits. This means that each Household is somewhat larger than a Codex-compliant Company, and that it is harder to accurately calculate the numbers of the Chapter as a whole. The Households each maintain their own well-equipped armoury of weapons and vehicles, many including a sizable Dreadnought contingent. The veterans of each Household are named after Halsstarrig tradition. When a native Clan leader sleeps, as all men must, he is protected by a ring formed of his most loyal warriors. Given the people’s naturally suspicious nature, it is a great honour to be considered faithful enough to guard the fire of one’s Lord. Within a Marines Adamant Household, the Hearthguard are the iron core of its fighting strength, an immovable and implacable force around which the Warleader can build his strategy. Many fight as squad leaders, inspiring and exhorting their brethren, but the few who are most trusted form the personal retinue of the Warleader. When the Hearthguard go to war as one, there are few who can stand against them. The Chapter’s Techmarines and Apothecaries are also a permanent part of their respective Households. These masters of arcane technology, known by the Marines Adamant as Wyrds of Iron and Flesh, work together to care for the Astartes and vehicles of their Household and are just as esteemed as their home world counterparts. The Iron Wyrds are especially numerous and influential within the Chapter given its ties to the Adeptus Mechanicus and each will travel to Gharant III as part of their instruction. The brethren known as Spirit Wyrds are powerful psykers, feared and yet respected by the rest of the Chapter. Cast out and denied any hope of personal advancement or glory, these mystics are oddly viewed as more reliable since they can have no agenda of their own. As such, the Spirit Wyrds often act as arbitrators when the Clan Council meets and as observers for it when a Household goes to war. They live in voluntary separation from the Households in a small stronghold on Halsstarrig’s second moon, called the Spirit Hearth. While much of a Household’s past is remembered in oral form, the Spirit Hearth is also a repository of the written records of the Chapter’s most important history, including their greatest victories and most ignominious defeats. The Chapter maintains close links to the Gharant III Forge world and has a permanent Keep on its closest neighbour, Gharant V. The vast seas of this oceanic Hive world provide much of the local Adeptus Mechanicus’ nutritional requirements and its people receive many technological benefits in return. The Marines Adamant do not recruit initiates from Gharant V, but they do select the majority of their Chapter serfs and Fleet crews from its Planetary Defence Force and Navy. These are vetted with almost as much care and suspicion as potential Astartes. Generally, one Household is assigned by the Clan Council every century to watch over the system in return for keeping the Chapter well supplied. This is often seen as a lesser assignment by the Astartes as the system is already well-defended by the capable PDF, as well as Skitarii regiments and the mighty Titan Legion of the Gharant forges, the Silver Hammers. However, the Warleaders accept the necessity of maintaining this millennia-old bond and often the Council assigns the duty to whichever Household has been most weakened by battle in recent years, giving them an opportunity to rebuild and rearm. Also, there are still some opportunities for glory to be won as elements of the Household will often provide elite support for Explorator teams or Titan battle groups, or act as bodyguard squads for important members of the Gharant forges. When larger campaigns require that several Households fight together, they can be led by a Warlord, elected from among the Warleaders present. In such situations there is inevitably a certain amount of wrangling for power and the potential for personal glory it brings. Any candidate for the position must be nominated and backed by at least two other Warleaders, meaning that there must be at least three Households fighting together to appoint a Warlord and there can be at most three candidates even if the whole Chapter fights together. The Warleaders will vote at first, each attempting to gather support and undermine their rivals, but if no democratic decision can be reached the candidates fight in imitation of Halsstarrig custom. Generally this is to first blood but on rare occasion, when two candidates are so opposed that service to the other is an impossible request, it is to the death. Understandably, the appointment of a Warlord is a very rare thing, and he may only lead for as long as the specific campaign lasts. The Ka-sil Annihilation 236.M35 – In an event unprecedented in the sagas of the Chapter, Warlord Fingil Bloodfist of the 4th unites all ten Households of the Marines Adamant under his banner when the Ka-sil Craftworld of the Eldar enters the Havilar Sector. Less than three years later, Ka-sil is a ruined, empty husk inhabited only by the ghosts of the fallen. Fingil is also dead, assassinated by five of his fellow Warleaders after declaring himself Chapter Master at the conclusion of the campaign against the Eldar. Beliefs ‘All flesh is weak. It must ever be constrained, guided. Thus the Code.' – Brother Nisses, Spirit Wyrd. Like any of the scions of the Iron Hands, the Marines Adamant are ferocious warriors, fuelled by their hatred of all weakness. However, unlike many other Successors, their contempt for the foibles and faults of the flesh tends to find its focus externally rather than internally. This means that for many among the Chapter, the self –loathing and obsession for mutilation so common among the gene sons of Ferrus Manus seems to be lessened, although never entirely removed. Instead, the brethren’s fixation is on the inevitable failings of those around them and all are quietly watchful for any sign that they are about to be betrayed. This paranoia makes it extremely hard for them to truly trust anyone, even their closest squad mates. It also means that competition for advancement through the ranks is fierce, as most Marines instinctively believe that any other candidate for promotion will undoubtedly be proved a poor choice. Disagreements between brethren occur all too frequently and are commonly settled at the point of a knife, though thanks to the Astartes’ superior physiology, fatalities are mercifully rare. Backbiting and brawling are part of everyday life, as are ‘accidental’ injuries caused during training exercises. ’An ally is just another enemy who hasn’t betrayed you yet.’ - Chapter Proverb It might seem that a Chapter cursed with such an outlook would quickly tear itself apart. However, the Marines Adamant are constrained by a simple Code of honour and duty much like that of the Halsstarrig clans that insists upon the absolute loyalty of the brethren to one another and to their Commanders. Remarkably, it is the Chapter’s own obsessive tendencies that allow this arrangement to function and makes it possible for its members to work together, binding them to one another within the Code’s strict confines. This holds the brethren together and has thus far prevented the power struggles among the Households from becoming a battle of more than words and wills. This does not mean that all causes for conflict are removed, but in around eight millennia since the inclusion of the Code in the Chapter’s hypno-indoctrination procedures, there have been only three occasions where violence has erupted between the Households. A fierce spirit of competition still exists between the Warleaders, who view one another with a great deal of suspicion, but they are united by their honour, their duty to the Chapter and their greater hatred of the enemies of the Imperium. The Cal Ferena Uprising 873.M37 – The 4th Household, battered but unbowed, returns home after sharing in the defence against Abaddon the Despoiler’s 7th Black Crusade. On route, they receive a distress call from the Adeptus Arbites Precinct House on the Hive World Cal Ferena, where a rebellion among the working classes of the primary Hive is attempting to take advantage of the tumult caused by the followers of Chaos. The Marines Adamant immediately deploy via Drop Pod, targeting the Hive Spire with its multitude of spaceports. Understrength, the Household cannot hope to defeat the millions of insurrectionists in open combat, but thankfully this is not their goal. The thirty-eight Marines Adamant take and fortify the entrances into the Spire and resolutely defend them against dozens of attacks. No supplies enter the Hive and within four weeks the starving rebels capitulate, surrendering unconditionally and presenting the heads of the revolt’s ringleaders as a peace offering at the Astartes’ barricades. It is perhaps not surprising that the Chapter's view of the Emperor himself is similarly cold. The master of Humanity is not seen as a beloved father, provider or saviour. Rather, the Marines Adamant know him as a demanding and brutal overlord whose expectations must constantly be met. A Marine of the Chapter can expect no aid or special favour from his Lord in this, but must put his faith in his own strengths and abilities in order to fulfil the heavy load of responsibility placed upon the Astartes' broad shoulders. As such, it is somewhat understandable that the Marines Adamant do not maintain in their Households any position or rank relating to that of Chaplain in a more Codex-compliant Chapter. For most Marines, their focus is totally on war, be it actual combat techniques, weapons training or strategy and tactics. With no interest in knowledge or learning of anything more, they share nothing with the artists and artificers of Chapters such as the Blood Angels or Salamanders. These things are the province of the Wyrds, and are irrelevant to a warrior. While the Households are equally as capable as the brethren of any Chapter to care for their weapons and armour to a basic standard, this understanding, indoctrinated during process of becoming Astartes, is viewed as entirely mystical. Relatively few care or wish to learn more, to understand why things are what they are or how they work; these few are quickly apprenticed to the Wyrds of their Household. The Chapter is strongly affected by the superstitious nature of Halsstarrig’s people, and many among their ranks adorn their armour with tokens and lucky charms. Much as clansmen wear trophies from their world’s predators, Marines often wear the teeth or pelts from particularly vicious alien species they have fought and killed. Depending on which of the clans of Halsstarrig they are recruited from, some brethren choose to daub crude patterns on their faces before going into battle. Such primitive behaviour, along with the majority of the Chapter’s attitude towards technology, has been known to make other Imperials, especially other Iron Hands Successors and Tech Adepts from further afield than the Gharant forges, look upon the Chapter with a certain amount of derision. Combat Doctrine ‘As always, it has been a pleasure to serve alongside the Marines Adamant. My crews’ only complaint has been that too few of the enemy survived to face our fury.’ – Lord Maxwell, Princeps Senioris of the Legio Mallei Argentum. When the Chapter goes to war they are cold, brutal and uncompromising. Their focus is on implacable advance in attack and they are even more unbending in defence. Overall, the Marines Adamant have a preference for firepower and resilience over speed. So often do they choose to take up defensive positions, most Households are able to equip three or four squads with multiple heavy weapons. The Chapter rarely uses ground transports; the plentiful supply of war material from Gharant III means that most Rhino chassis are quickly refitted as Predators or other support tanks. Much like the Iron Hands, they have deep respect for power of Tactical Dreadnought Armour, which will often be spread across a Household to its squad leaders rather than used by a single unit. When attacking, the Households favour drop pod insertion supported by Dreadnoughts. The Chapter has very few assault focussed units, though line squads expected to be ready – and are very capable – to fight at close quarters when necessary. Bikes and jump packs are rarely used, though each of the Households still maintain some fast vehicles and transports such as Land Speeders, Stormtalons, Stormravens and Thunderhawks. Due to the Chapter’s focus on self-reliant, adaptable infantry units, the Households excel in urban combats and boarding actions. Though the Marines Adamant are uncompromising in their devotion to the Emperor, their disdainful and suspicious nature frequently makes for difficult relations with other Imperial organizations. It is notable that Households fighting alongside other Imperial forces will often refuse to share intelligence or co-ordinate their battle plans. However, their Code makes them utterly loyal to any oaths they or their forebears may have sworn, especially to those who have proved themselves time and again, such as the worlds of the Gharant system. The Gutrippa Retaliation 417.M39 – Waagh Gutrippa surges forth from the depths of the Abyss to attack the Gharant system. Through clever words and cunning manipulation, Warleader Dypnir the Sly is elected Warlord and leads no less than five Households to turn back the greenskin threat. Dypnir’s forces gradually retreat before the horde, their myriad counterattacks slowly bleeding it of strength, and when the depleted Waagh finally reaches the Hives of Gharant V, it is easily destroyed by the mighty battle Titans of the Legio Mallei Argentum. Geneseed ‘You think yourselves worthy of the seed of Manus? None of us are! But you shall have your chance. ’ – Brother Tonnrud, Flesh Wyrd. The Households’ Flesh Wyrds are responsible for recruiting and implantation, and often lead small squads to Halsstarrig to ‘recruit’ new initiates. Each Household has preferred clans and areas of the planet from which to recruit, but it is a source of some pride and amusement to ‘poach’ a promising recruit from the lands claimed by another Household. As successors of the Iron Hands, the Marines Adamant are blessed with gene-seed that is largely free of physical flaws, although in approximately one third of the Chapter’s brethren the Omophagea has become inactive. Detractors suggest that the Chapter’s instinctive mistrust of others is also plainly a result of their genetic legacy, a twisting of the Iron Hands hatred of the weaknesses of the flesh. It is less clear if the Marines Adamant also share their forebears predilection for bionic modification, but they are certainly well supplied with them by means of their link with the Adeptus Mechanicus. Battle-Cry ‘Emperor, gene-father! See the might of your sons!’ – Warleader Isorn Firewalker. The Households have no single war cry, as such are often selected depending on the current mission and personality of the commanding Warleader. However, these calls to battle do embrace common themes, including vows of loyalty to the Imperium or its worlds, as well as tirades against hated foes. Most notably, Imperial observers have heard challenging cries directed towards the Emperor and the Primarch Ferrus Manus, for them to see and remember the bravery, skill and determination of the warriors of the Marines Adamant. ******* Discussion Link1 point -
The Avenging Lions Chapter
Dr_Ruminahui reacted to Ioldanach for an article
THE AVENGING LIONS CHAPTER NAME: .............. THE AVENGING LIONS FOUNDING: .................. 22ND [M.36] CHAPTER WORLD: ............. ALIUM/CRUSADING CHAPTER FORTRESS MONASTERY: ........ THE STAR FORT CONSTANTIUS GENE-SEED (PREDECESSOR): ... IMPERIAL FISTS [BLACK TEMPLARS] KNOWN DESCENDANTS: ......... NONE “Let us be the Lions of the Emperor, visiting His justice upon all those who have turned their backs on Him.” Proclamation of Varen Aeolus, First Lord of Lions, in the Chapter Edicts Thought for the Day: Your sword is the Emperor’s judgement upon the wicked. Always make it your duty to carry out His sentence. A crusading chapter in the proud tradition of the Primarch Rogal Dorn, the Avenging Lions were created in the years following the Wars of Apostasy. The Avenging Lions were one of several chapters that from the outset was intended to spend its existence on continuous crusade. The chapter has dutifully pursued that goal since its creation, earning honors and renown for their achievements in battles across the galaxy. For their service to the Imperium in taking part in the siege of the Ecclesiarchal Palace that eventually saw the downfall of Goge Vandire, the Black Templars were honored by having their gene-seed selected for the creation of a new chapter. The Adeptus Mechanicus screened the gene-seed stores submitted by the Black Templars, selecting the most pure samples for use. However, High Marshal Sigenandus surprised the High Lords of Terra by flatly refusing to provide battle-brothers to help train the new chapter, declaring that it was the sacred duty of the Black Templars to further prosecute the enemies of the Emperor and leading his chapter on its interminable crusade. Chapter Master Lazerian of the Imperial Fists offered to provide a cadre to train the fledgling chapter. Another successor of the Imperial Fists Legion and Rogal Dorn, the Imperial Fists had also taken part in the siege of the Ecclesiarchal Palace. The Imperial Fists and Black Templars had enjoyed strong bonds of brotherhood dating back to the 2nd Founding when both chapters were first created from the 7th Legion, and Lazerian understood the motivations of the Black Templars. His offer was an effort to ensure that the traditions of the Legion were retained in the new successor. The High Lords accepted Chapter Master Lazerian’s offer, allowing the Imperial Fists to train the new chapter. The Avenging Lions are strict adherents to the dictates of the Codex Astartes. The chapter does not view the Codex Astartes as inviolable dogma, however. Instead, they consider it to be the finest military treatise ever penned. As such, the chapter has maintained the high degree of flexibility afforded in the codex and has been able to apply its strength in the full spectrum of battlefield tactics. The Constantius, a mobile star fort, serves as the chapter’s mobile base of operations. While considering itself to be a fleet-based chapter, the Avenging Lions recruit from four different worlds. Though Berenus V initially served as the principal recruiting world for the chapter, the Berenus star began to collapse in M39 and the role of principal recruiting role transferred to Alium, another of the worlds from which the chapter recruited. The Avenging Lions maintain fortress-chapels upon each of the worlds from which they recruit, and these fortress-chapels serve as a secondary headquarters for training, an armory, storage of gene-seed, and coordination of the chapter’s forces. Veteran Brother Medokos Avenging Lions 1st Company Awarded the Imperial Laurel after the Purging of Kliamanthes IV Appointed to Chapter Honor Guard Justicar Berisades Avenging Lions 1st Company Posthumously Awarded the Iron Halo after the Purging of Kliamanthes IV ORGANIZATION The Avenging Lions are organized along strict Codex lines, with the chapter organized into the ten standard companies of about 100 Space Marines each. The most experienced of the chapter’s veterans are initiated into an honor guard known as the Guardians of the Temple of Justice, more commonly known as “Justicars.” It is from the ranks of the justicars that the chaplains and captains are chosen, and the formal titles of officers of these ranks are “Justicar-Chaplain” and “Justicar-Captain,” and the Master of the Chapter bears the honorifics of “Justicar-Master” and “Lord of Lions.” The justicars assist the justicar-chaplains in administering the rites of the chapter’s warrior cult and serve as bodyguards to the company captains and Chapter Master. The badge of the justicars is the golden lion shield over a black fermee cross, and the ceremonial weapon of the justicars is a long forward-curved sword (though many justicars use other weapons in battle). The justicars are answerable only to the Chapter Master, who also leads the 1st Company. One of the distinguishing features of the chapter is its self-appointed mission to punish those that have broken faith with the Imperium. Inculcated in the traditions of the Imperial Fists and raised in the shadow of the Wars of Apostasy, the chapter’s first Chapter Master, Varen Aeolus, determined to proclaim this role in naming the chapter and its first vessel, the battle barge Justice Bringer. The chapter views its mission as avenging the injustices done to the Emperor and the Imperium, and it is utterly ruthless in pursuing this agenda against traitor Astartes, though it does so with cold calculating reason and not blind hatred. The chapter has also been known to sanction extremely harsh action against Imperial worlds that turn from the Imperium, and the chapter’s reputation has served to cause a number recalcitrant worlds to submit upon threat of destruction. The chapter provides protection to each of its recruiting worlds, but it provides no governance to these worlds, preferring to remain aloof. In addition to the Constantius, the Chapter’s fleet consists of one battle barge, the Justice Bringer; three strike cruisers; and a host of supporting vessels, including two forge ships. The bulk of the chapter’s strength is usually divided between the Constantius and the Justice Bringer. Smaller strike forces will be embarked aboard the chapter’s three strike cruisers. The Justice Bringer and the strike cruisers are typically commanded by the captains of the battle companies, with the Chapter Master commanding the Constantius. The veteran, reserve, and scout companies will generally have their squads spread out aboard the various ships, task-organizing forces according to mission requirements and the preferences of the commanders. Addendum: Rift with the Angels of Absolution When the 3rd Company of the Angels of Absolution quit the Viridian Retribution in 884.M39, they abandoned two companies of Avenging Lions who were cut off by a horde of renegades and mutants. Decimated in the fighting, the surviving Avenging Lions reported the incident to the Chapter Master, who accused the Angels of Absolution of base cowardice and desertion. The two chapters were on the brink of full-scale war had it not been for the intervention of the Executioners. To this day, the Avenging Lions refuse to fight alongside the Angels of Absolution. The strike forces of the chapter are usually assigned to different warzones, though the chapter has gathered en masse on several occasions in order to embark upon major crusades [re: the Stethnyrach Crusade in 125.M37 and the Bhuraeas Expedition in 609.M39]. The commanders of the strike forces often enjoy a certain degree of autonomy while on crusade, recruiting suitable candidates from the worlds they encounter in order to sustain fighting strength. Such measures are temporary, though, with the main recruiting efforts taking place at the established recruiting worlds. The chapter follows Codex Astartes conventions regarding marking and heraldry, displaying the squad badge in black upon the right shoulder pad. Company affiliation is indicated by the company number in Arabic numerals upon the left kneepad. The chapter’s color scheme is reminiscent of the hunting lions from which the chapter derives its name. Indigenous to Berenus V, these predators were associated with the warrior caste from which the chapter drew its recruits on that world. When the chapter relocated its primary recruiting to Alium, the selection of that world was based largely on its suitability to sustain the lion species and the lions were adopted into the primary feudal orders of that world. The chapter’s badge features a gold shield stylized into the face of one of these lions over a black aquila, symbolizing the chapter’s service to the Imperium. In contrast to many other chapters of the Adeptus Astartes, the Avenging Lions are more spartan in decorating their armor and favor dark markings. Aside from adherence to the Codex Astartes, the Avenging Lions inherited a number of other characteristics from the Imperial Fists. Most readily apparent among these is the Imperial Fist’s defiance in combat and stubborn refusal to give ground. This tenacity has occasionally resulted in heavy losses for the Avenging Lions, but the chapter has repeatedly recovered and continued to crusade in the service of the Imperium. Additionally, the Avenging Lions have embraced the honor duels of the Imperial Fists and the battle-brothers of the chapter are distinguished by the facial scars that are the results of these duels. One distinguishing element of the chapter’s organization is its common usage of the office of the Emperor’s Champion, called the Justicar-Champion. Whether this is by choice or if it is an inheritance of the Black Templars gene-seed used in the creation of the chapter is unknown, but the chapter fields battle-brothers in this role much more frequently than most other chapters, including other scions of Rogal Dorn (except, of course, the Black Templars who field the Emperor’s Champion in almost every battle). SELECTED BATTLE HONORS The Stethnyrach Crusade [125.M37] A notable point in the chapter’s history was the aftermath of the Stethnyrach Crusade in the early years of M37. The Avenging Lions engaged at chapter strength in the crusade, fighting alongside a crusade of Black Templars, their progenitors. An Eldar host had conquered the Imperial world of Stethnyrach, attacking without warning or provocation. The Black Templars had established a Chapter Keep upon Stethnyrach over two millennia prior and the small number of Black Templars upon that world had put up a valiant defense before being crushed by the swift-moving aliens. Responding to the emergency, the Avenging Lions provided assistance to the Black Templars. While the Black Templars launched the main assault to recover their chapter keep, the Avenging Lions fought a series of actions intended to draw the main force of xenos away from the site. These engagements included both ground and space battles, the Avenging Lions’ fleet pursuing the handful of Aeldari vessels and eventually closing with them near the twin planets of Stethnyrach VII-VIII, the flux of gravity in the region distorting the stellar energies that facilitated the flight of the Aeldari ships. The Avenging Lions’ crowning achievement in the crusade was the boarding and destruction of the Aeldari flagship, the leader of the Aeldari fleet defeated in combat by Justicar-Champion Alcard and captured. The crusade was costly for the Avenging Lions, with the Chapter Master and over two-hundred battle-brothers dying in battle. Ultimately, the participation of the Avenging Lions proved a key to the successful completion of the crusade and engendered a blood-debt with the Black Templars, who were able to successfully drive the aliens from the world and recover the invaluable gene-seed that had been stored within the chapter keep. The event marked a turning point in the chapter’s history, where it established a bond with its progenitor chapter. Whenever elements of the two chapters meet, they renew their bonds of brotherhood through feast, ceremony, and ritual dueling, recalling their shared heritage and the aid the Avenging Lions provided to the Black Templars. The Second Purging of Kanzuz IX [898.M40-904.M40] Horgast Bellowflame had once been one of the Apostles of the Blind King, a rogue Tech Priest who viewed humanity as an affront to the Machine god. After the defeat of the Blind King in 550.M37, Bellowflame and his loyal bodyguard escaped to Kanzuz IX where they dedicated themselves to the service of the Chaos Powers and established a stronghold from which they terrorized Imperial worlds in the nearby sector. After centuries of warfare against the Imperium and the slaughter of millions, Bellowflame had grown in power. Through the patronage of the Daemon Gods and the embracing of combining forbidden technology with Warp-born power, Bellowflame was transformed into a Daemon Prince and commanded a significant force of renegades and daemons. Assessing the threat posed by Bellowflame, Chapter Master Ymoris declared a crusade against Kanzuz IX and dispatched a task force equivalent to six companies to deal with the traitor. Justicar-Captain Artakes was in overall command aboard the Redolent Fury. Justicar-Captain Artakes had once fought as the Justicar-Champion and was a figure of awe to the rest of the chapter for his piety and example, and bore the Sword of Thane, a relic of the Imperial Fists Chapter. Justicar-Captain Artakes’ prodigious experience in the Thrall Wars served him well against Horgast Bellowflame’s hellish minions and he established a series of probing actions that quickly pinpointed weaknesses in the defenses of Kanzuz IX while minimizing losses to the Avenging Lions. Once he had determined the enemy’s critical vulnerability, Artakes planned a rapid assault that took Bellowflame by surprise. Leading a thunderhawk-borne strike force through a deadly defensive grid, Artakes succeeded in attacking Bellowflame at the heart of his citadel, eventually confronting the corrupted warrior in single combat after the renegade had slain Chief Librarian Mortain. Though Horgast Bellowflame succeeded in inflicting terrible wounds upon the Justicar-Captain, Artakes was able to deliver the Emperor’s justice upon the traitor. With the death of their leader, the daemonic horde dissipated and the renegades were thrown into confusion. The Avenging Lions eradicated the remaining renegades in hard-fought combat that lasted a further three days. Rescued from the field of battle by the Apothecaries once Horgast Bellowflame had been slain and his minions destroyed, Justicar-Captain Artakes was able to survive and his maimed body was fitted with augmetics to enable him to continue his service to the Imperium. When the High Lords of Terra declared a Victorix Maxima for the Avenging Lions in purging Kanzuz IX, Justicar-Captain Artakes was present in person to receive the honorific and complete a pilgrimage to Holy Terra. COMBAT SQUAD KOTYS 3RD BATTLE COMPANY Avenging Lions Chapter Icon Common Armorial Use Veteran-Sergeant Kotys Commander Tactical Squad Kotys 3rd Battle Company Avenging Lions Taken to the Emperor’s Grace, The Purging of Kliamanthes IV Brother Seuthes Taken to the Emperor’s Grace, The Purging of Kliamanthes IV Brother Tereus Lost, the Purging of Kliamanthes IV Brother Zalmoxis Taken to the Emperor’s Grace, The Purging of Kliamanthes IV Brother Syrmus Survivor, the Purging of Kliamanthes IV Addendum: “The Oathbound” Upon becoming a full battle-brother, each member of the chapter is granted a combat blade, called an “Oath-blade” by the chaplains. This short sword is inscribed with the name of the battle-brother on one side and the date of his acceptance as a full battle-brother on the other side. Decorations upon the weapon typically include lion imagery for the chapter and eagle imagery for the Imperium, though it isn’t uncommon for blades to bear personalized decorations. The battle-brothers of the chapter are seldom without their oath-blades and when a battle-brother dies, the date of his death is added to the engravings upon the blade and the weapon will be added to the Hall of Fallen Lions within the Constantius in remembrance of the battle-brother. The battle-brothers of the Avenging Lions swear oaths before every battle and major undertaking. These oaths will be sworn in solemn ritual, presided over by the chaplains within the Reclusium. Battle-brothers will typically grasp their oath-blade when swearing their oath, symbolically swearing to accomplish their oath or see their blood spent and blade broken upon the battlefield. Battle-brothers are expected to accomplish their oaths or to die in the attempt. Successfully accomplished oaths are typically commemorated in tattoo form, and the oldest of Avenging Lions battle-brothers have significant portions of their bodies covered in the ritual tattoos. The most significant of successfully accomplished oaths will be marked with oath-tokens – small tokens with the image of the oath upon them and hung from the pommel of a battle-brother’s oath-blade by a decorative cord.1 point