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So, as the title states, this will be my third return to the hobby. Original time was back in the early 2000's, I had a Space Wolves army that I had painted a pale green, don't ask 12-year old me why. I quickly moved on to a Black Legion Army that included some Rhino Rush Berserkers, the then-new Defiler, and a metal Daemon Prince (you know the one). This must have been 3e-4.5. This phase culminated with a trip to the Atlanta Games Day where I submitted my old metal Typhus model. At this time, I was pretty into the Space Wolf books and also Storm of Iron. As for models, I was pretty into Codex: Eye of Terror, and especially the Grey Slayer models, but this was when I think high school started to really pick up for me. None of the models from this era survived. Fast forward to about 10 years ago, got back into it and picked up some models again and got back to work, converting some vaguely renegade Marines using the Chaos Warrior gloved arms and axes. Not sure what my plan was, and I fell off the wagon again. I think I first got into the HH books here. Second return- Still got a few of those models, and went back through them when I moved. Got some more, this would have been right around the time of the plastic HH boxes coming out. I started working on some fluff and got a ton of bits and did some assembly, but I was mostly working background via the Iron Gauntlet challenge in the Liber forums. You can find some of that fluff here and here. But with Primaris coming out, I felt pretty overwhelmed and kind of worn out, and for whatever reason, I fell out of it again. Finally, this time, I’m ready to finish the Violent Gods, including an update to the fluff that fixes some typos and situates them firmly in the space of the Dark Imperium now that Guilliman is back. My plan is still to run them as Space Wolves, albeit without some of the Wolfier choices in the Codex. Anyway, here’s some models. Counts as GH. Leadbelcher, Nuln Oil, then Agrax. They all need a highlight, and I think the Marine on the right needs some Nuln Oil. The one in the middle was mostly finished as a test, but I’ve since redone his armor to match the one on his left, built when you could load out GH squads with bg, bp, AND chainswords. Oh well. More GH. Same armor layers applied. GH Plasma Specialists. Champion/WG/Lieutenant on the left (needs more bits!), GH on the right. WGPL, WGPL- possibly for Long Fangs, GHPL. Counts as Long Fangs, including a possible RG defector, perhaps you can guess which one (!). I think two more lascannons ought to fill this squad out. I’ve got some Blood Claws, a few characters, and some Rhino’s hopefully up next. Thoughts about the dirty metal armor? I think it needs a highlight, but not sure which color to use. I was hoping that jumping right to Runefang or Stormhost Silver won’t be too stark. Thanks for looking! Edit: thought my old thread was archived, but it is not, and it is in my signature.
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February 2025: Thanks for visiting! 2025 updates start on page 20. What you'll find before you is my one and only thread collecting my works in progress in chronicling the travails and travels of my Adeptus Astartes Chapter, the Sentinels. Unfortunately some of my older photos have been lost to the ravages of time and Photobucket, so if you're a new visitor to my pile of shame... Welcome! Feel free to skip to the last page for my most recent stuff, and then backtrack as far as you care to from there! Trust me, it's easier...
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A while back I experimented with some new Space Marine paint schemes and found one I liked. I just was happy with the one I had originally chosen. I finally let loose the arrow to land where it may. Now at this point I have a conundrum. Is the red bolter housing too busy; should I go with a more neutral off-black? The squad and chapter markings are going to be red, if that makes a difference.
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Index Astartes: 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 Hearthguard 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. [rightsidebar-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.[/rightsidebar] 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. 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. [leftsidebar-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.[/leftsidebar] 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 are quickly apprenticed as Skalds to the Wyrds of their Household. Skalds are often used as a liaisons with other forces, or chosen when a warrior is requested by the Deathwatch, as they seem to be better able to control the deep suspicion that is the foundation of the Chapter's mindset. 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. [rightsidebar-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.[/rightsidebar]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. 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. 4th Household Badge 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 Link
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INDEX ASTARTES: VOID SLAYERS 'Weak minds beget weak deeds' CHAPTER MASTER None (The Consensus) ______________________________ FOUNDING 3rd [001.M32] GENESEED Ferrus Manus ______________________________ PREDECESSORS Iron Hands HOMEWORLD Naraka ______________________________ FORTRESS-MONASTERY Steeldome With strength of will valued above all else, the Void Slayers have become machines in all but flesh, constantly seeking to steel their minds. Their hatred for the weak willed and distaste for personal glory makes the Void Slayers a highly unforgiving Chapter, executing their duties as elite Imperial warriors with ruthless efficiency. For millennia, they have tirelessly protected the Desolus Stars from all manner of foes and continue to do so even in the Dark Imperium. ORIGINS ‘Forget their names - remember their weakness.’ - First Chapter Master Bash Tchelik. In the aftermath of the Horus Heresy and the death of their Primarch, Ferrus Manus, the Iron Hands were a fractured Legion. Heated arguments over their future raged for years and continued long after the second founding. While the Iron Council had decreed that the Iron Hands would forever strive to purge themselves of all weakness, philosophical disagreements on exactly how to achieve this goal endured, both between and within the Clan Companies. Iron Captain Bash Tchelik was an outspoken veteran who fought against the Chapter’s growing hatred of flesh and obsession with bionics. He argued that in their pursuit of strength, the Iron Hands had fallen to the weakness of the mind. He was always opposed, and over time, pressures from other Clan Companies and within his own made it clear to Bash that his views would never win through. When the historical third founding was initiated, the Iron Hands were requested to oversee the formation of an entirely new Chapter created from their geneseed, in honor of Ferrus Manus. Bash Tchelik quickly nominated himself, seeing an opportunity to bring his vision of true strength to life. The Iron Council did not object, as the exodus of Bash and his followers’ beliefs would help unify the Iron Hands in theirs. Wasting little time, Bash left Medusa with his most trusted brothers and set out to forge a new generation of warriors with minds of pure steel. The new Chapter took the name Void Slayers and made the Desolus Stars their home, ordered to protect its systems, patrol its trading lanes and to seek out all its enemies. For millennia, the Void Slayers have fought with machine-like discipline against countless xenos and heretics, in the Desolus Stars and beyond. Early on, they spearheaded the White Fire Crusade to cleanse the entire sector of Orks. During the Age of Apostasy, the Slayers kept order with an iron fist and constantly pursued Drukhari pirates taking advantage of the galactic turmoil. Through great victories or major losses, their single-minded focus has never wavered. Whether celebrated or feared by the ones they protect, their ruthless methods only change when forced to by other Imperial authorities. To the inhabitants of Desolus, the Chapter may not be their guardians of choice, but in the dark days of Imperium Nihilus, the Void Slayers might just be who they need. HOMEWORLD ‘Your mind shall be diamond. Hard. Clear. Flawless.’ – Teachings of Bash Tchelik. The Void Slayers homeworld, Naraka, is within the Desolus Stars, not too far north of the Great Rift in the Ultima Segmentum. These systems are home to a variety of worlds and institutions key to the Imperial machine, all in need of the extra security that comes with the presence of an Astartes Chapter. Bash Tchelik spent many of his early years as Chapter Master securing alliances with Imperial commanders in the systems. Forming connections with a more pragmatic wing of the Adeptus Mechanicus, he was able to come to a mutually beneficial agreement with the local Forge World. In addition, he claimed recruitment rights from several planets as payment for their protection. The strength of these alliances have waxed and waned dramatically over the years, but in the times of the Dark Imperium, several worlds in the Desolus Stars have ceded their authority to the Void Slayers. The Slayers built their home on the small, dead terrestrial world of Naraka, the only planet in its system. Aside from long depleted deposits of metals, Naraka has no inherent value beyond its strategic position in the sub-sector, its landmasses empty but for the vast training grounds and defenses of the Chapter’s Fortress-Monastery. Named Steeldome after the largest visible structure above ground, the Fortress-Monastery is an immense and formidable structure if unremarkable in its design, housing all the vital facilities of the Chapter deep below the surface. The only facility not within the defenses of the Steeldome is in a small base built on Naraka’s moon, Yama. While the base also works as an additional layer in their orbital defense systems, Yama serves a different and far more important purpose to the Slayers. In fact, many of the closest defense systems are by default pointed at this base. It is here the many recruits come to prove their worth to the Chapter, in the ritual known as ‘The Clearing’. During 'The Clearing', a Neophyte is escorted by the Master of Sanctity into a chamber devoid of light and sound save for the soft glow of a candle and the rasping chants of focus, carried and recited by the Chaplain. As they move to the middle of the chamber, the Chief Librarian stands waiting in the darkness. The Neophyte kneels before the psyker, who lays his hand on the young warrior’s head and pierces deep into his mind. Any lingering longings or fears are exposed and exploited. Memories of days long gone come rushing back to the neophyte, but twisted and terrible, as the smell of brimstone assails his nostrils. Friends or family he knew and lost come back, only to die again in gruesome ways. For what seems an eternity, the Neophyte’s mind is tortured. He must do what he can to retain his sanity, focusing on the increasingly louder words of the Chaplain, until only the chant remains. Many fail the ritual, either by simply dying or by developing severe brain damage, the latter of which are repurposed into servitors, if possible. Those who harbor psychic potential are even more at risk, as their version of the ritual is even more demanding and dangerous, which is why the base itself is kept under watch. Those who survive are allowed to start their training, though the ritual may happen several times over a Slayer’s career as they climb through the ranks or as penance. Whether or not the ritual has any positive effect on the Chapter's capabilities is hard to quantify, but the Slayers have sworn by their methods for millennia. BELIEFS ‘Weak minds beget weak deeds.’ – Teachings of Bash Tchelik. The Void Slayers hate weakness, but believe the source of all weakness is the mind. They have made it their unending quest to steel their minds and to rid themselves of fear, emotion or any corrupting thought that might interfere with their effectiveness as Astartes. While no doubt similar in their beliefs to other gene-cousins, they view the Iron Hands’ hatred of the flesh as a heretical distraction, an obsession born out of mental weakness. Replacing lost limbs with bionics is tolerated by the Chapter, but any sign of mechanical fixation is not. On the other hand, if a battle-brother openly shames another for using bionics, a Chaplain will in turn reprimand the brother for manifesting weakness through shaming. To ensure that all Void Slayers follow the same mental doctrine, a strict code of conduct was created by Bash Tchelik and his cohort in the early days of the Chapter. This code is enforced and upheld by both Chaplains and Librarians who constantly screen the minds of their fellow Slayers. All emotion except for hate is to be suppressed, but even hate is tightly controlled, only to be used within certain parameters. This code is embedded into the litanies of hate that the Chaplains chant and every Slayer knows by heart, constantly repeated both on and off the battlefield. The Slayers’ disdain for weakness also extends to their allies. While they don’t expect them to adhere to their code to the same degree, they have no problem expressing their displeasure and have on occasion gone to extreme lengths to punish what they see as treasonous weakness. To the Void Slayers, there is no such thing as personal glory or honor, as only the glory of the Emperor matters, who they view as nothing more or less than the greatest man who ever lived. They wear few ornamentations, except for those that are justified with battlefield utility, like rank markings and fear inducing imagery. They care little for history and less for revering it, focusing more on the cold facts of campaign reports, battle analysis and weapon telemetries. They acknowledge Ferrus Manus as their gene-father and a great warrior, but no more. Instead, Ferrus serves as another example of how even the strongest and most capable of the Emperor's sons can lose their head. ORGANISATION ‘Trust the Consensus and act without question.’ – Teachings of Bash Tchelik. The Void Slayers are mostly organised along the lines set out by the Codex Astartes, with a few key exceptions. Partly due to their distaste for personal glory, the Void Slayers have no dedicated Veteran Company. Instead, they employ five highly independent Battle Companies that are constantly on the move. As in most Chapters, a Slayer will join the Scout Company then progress through the Reserve Companies as they receive their training, but once they join one of the Battle Companies they usually stay there for life, imparting their wisdom and expertise to every new generation. Similar to the Iron Council of their progenitors, the Chapter’s ruling body is called the Consensus, consisting mainly of ten mighty warriors, usually former Captains. There is no Chapter Master, instead one member of the Consensus holds the position Voice of the Chapter, which rotates every ten years. The Voice acts as the Chapter’s face outwards and has the deciding vote in Consensus stalemates, but for the most part the Consensus act as one. Librarians and Chaplains share a heightened importance in the Chapter, due to their roles in the Clearing and ensuring the mental strength of all Void Slayers. The Chief Librarian and Master of Sanctity, alongside the Chief Apothecary, are part of the Consensus, keeping their fellow members in line should old company loyalties linger or any other sign of weakness manifest. Like Chaplains and Apothecaries, a Librarian is permanently attached to each company, serving alongside the Captain as one of his most important advisors. Only the Master of the Forge does not have a vote in the Consensus. Bash Tchelik did not continue the tradition of Iron Fathers when he left Medusa and the Slayers have harbored a heightened sense of distrust towards their Tech Priests ever since. Immediately upon returning to the Chapter from training, a Tech Adept is again subjected to the Clearing - to ensure both his loyalty and resolve remains. The Chapter also has no Dreadnoughts. While the Slayers now believe that death is the final rest and holding on to the past is for the weak-minded, this was no doubt originally an attempt to further distance themselves from their progenitor’s obsession with the mechanical. To support the Chapter’s modus operandi, the Void Slayers maintain a strong fleet of twelve Strike Cruisers and numerous support vessels. Preferring the speed of the Strike Cruisers, their single ancient Battle Barge, the Warrior Eternal, has rarely left the Narakan system since their arrival, acting as an additional layer in their orbital defense systems. However, in the days of the Dark Imperium, the Warrior Eternal is more active than ever, operating as a mighty forward base. In lieu of better alternatives, scores of refugees fleeing the ravages of war regularly plead the Void Slayers for sanctuary aboard the Battle Barge. If there is room, the Void Slayers in turn put all but the frailest to work, so that they may serve the war effort. The refugees have few options other than accept and can only look on in horror when the Void Slayers occasionally execute those whose mental states are deemed detrimental to the cause. COMBAT DOCTRINE ‘Know no fear, but for your enemy’s.’ – Teachings of Bash Tchelik. Since establishing themselves in the Desolus Stars, duties have required the Void Slayers to frequently participate in ship-to-ship engagements to protect the many trade routes in the systems. They often fight alongside the Imperial Navy and have earned a fearsome reputation among Battlefleet commanders. While certainly more reliable as allies than most of their gene-brethren, they can still be unpredictable once they have committed their forces. They have in principle no problem submitting to the leadership of other Imperial Commanders. However, they will go against the overall plan if they deem their own approach superior - or doubt the mental fortitude of their allies. In conventional warfare, the Slayers maintain a slight preference for ranged combat, exploiting the psychological effects of overwhelming suppressive fire and orbital bombardments. This is further enhanced by their fearsome Librarians, who are experts at piercing the minds of their enemies and destroying them from within. Still, the Slayers strive to not overspecialise in one area of combat, and their disregard for glory and honor means the Slayers have few notions of shameful tactics on the battlefield. A common manoeuvre is a tactical withdrawal to lure the enemy into a charge, followed by exploding traps, volleys of fire and a cold-blooded counter assault. Unyielding and uncaring in battle, the Void Slayers’ methods have come under scrutiny several times over their long history, often due to their general disregard for history and collateral damage. Their only real punishment came in the early years of M.34, when the Slayers embarked on a penitent crusade following the successful eradication of Orks from a Cardinal World, which also resulted in the destruction of sacred structures and many human lives. Since that time, complaints have continued to be raised against the Slayers, but their loyalty has become near undeniable, and Imperial High Command prefer to find ways to harness their unyielding nature against the enemies of the Imperium. GENESEED ‘From iron to steel!’ – Chapter mantra. Through the ever diligent and disciplined work of the Apothecarion, the Void Slayers’ geneseed has remained pure and stable throughout the millennia. Now, with the integration of Primaris technology, their genetic integrity has become stronger still. When the Torchbearer taskforce first reached the Void Slayers, the Consensus quickly assembled to determine what the Chapter’s official stance was on the new technology and influx of Primaris battle-brothers. The reinforcements were accepted, but it was determined that all Primaris warriors must pass the Clearing or be deemed unworthy of the Chapter. Most survived as the Primaris themselves embraced the challenge, though they never had a real choice. Even if most Void Slayers display none of their progenitors’ obsession with the mechanical, they do share a deep hatred for weakness and it is still unknown if this is genetic. Perhaps the Slayers’ absolute focus on mental strength has led to them merely suppressing an underlying body dysphoria present in all Iron Hands successors. Whatever the case, the Void Slayers do not care. To them, such speculations are nothing but a distraction for the weak willed and has no impact on their effectiveness as Imperial warriors. INSIGNIUM ASTARTES: VOID SLAYERS --- Original Discussion Topic
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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.
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The first DIY chapter I ever created here at the B&C, and still my favorite, is the Avenging Lions. This chapter was inspired by several things: There aren't enough chapters that use brown as their main color. No one has any right to tell anyone else that they can't create a successor chapter of the Black Templars. No one has any right to tell anyone else that they must use the Index Astartes article format. I suppose I was being a bit contrarian in creating this chapter. I created the Avenging Lions in 2010. You can see the original discussion here. The climate in the Liber Astartes forum at that time was highly toxic. A gang of overbearing members had got it into their heads that they were the experts on DIY chapter creation and that their views on the lore were the correct views - anyone that dared go against them was bullied mercilessly. They may have been well-meaning, but they were presumptuous and arrogant. In their defense, they were somewhat knowledgeable in the lore (even when I disagree with some of their conclusions) and they understood quality writing, presentation, and DIY development. The problem, however, was that they mistook their opinions for facts, pushing their views on other members as if they were holy writ. I saw a lot of enthusiastic new members get crushed under the mean-spirited feedback given by these so-called "experts." Too many of those new members were victimized by the bullies and either gave up in their creative efforts or left the community, which was a real shame. You can see the newly-updated article here, and the linked discussion topic here. Why brown? Many chapters use bright colors or black. Very few use neutral colors. The Raptors and [Emperor's] Warbringers come to mind, as well as a few others, but those are chapters that are rarely seen on the tabletop. While the Adeptus Astartes in many ways evoke the Spartans and the military orders of Christendom, and their colors are often reminiscent of the uniforms of the Napoleonic era, I wanted a chapter whose color scheme might be appropriate in modern day warfare. Camouflage was out of the question, not because I follow Rogal Dorn's dictates, but because it is such a PITA to paint (and it doesn't really look that good on Adeptus Astartes models - just my opinion). The Raptors already had a good military green scheme, and numerous chapters use good grays (the Relictors and Revilers being standouts). So I settled on brown. Also, since brown is used so rarely in Space Marine armies, my army would stand out in its own way if I ever get it painted up and on the table. The notion that the Black Templars have no successors is very popular, and the arguments supporting the (subjective) conclusion are not without their merits. To this day, many hobbyists still insist that the Black Templars have no successors. However, nothing in the official lore even implies that the Black Templars have no successors. True, the known lore allows for the Black Templars to be without successors, but it equally allows the opposite. Realistically speaking, we simply don't know. They might, or they might not. Lacking explicit information one way or the other from Games Workshop, it's within the realm of the possible (and even the plausible) for the Black Templars to have one or more successors rampaging around the galaxy (or perhaps destroyed at some point in time). Given this, it's perfectly acceptable for hobbyists to try their hands at creating their own Black Templars successors. For my part, the premise I set up was that the High Lords of Terra selected the Black Templars gene-seed in honor of the service they had performed for the Imperium in helping to bring down Goge Vandire. It could be speculated that the other chapters involved in that action, the Imperial Fists, Soul Drinkers, and Fire Hawks, were similarly honored, but I didn't touch on whether that happened as I was focusing solely on the Black Templars successor. Drawing upon the arguments that many hobbyists use to defend their conclusion that the Black Templars have no successors, that they are too focused on their unending crusade, I decided that the Black Templars wanted nothing to do with their descendant. As a result, the nascent chapter was trained by Adeptus Astartes from some other chapter (I chose the Imperial Fists, but I could have selected another Chapter - and I may choose to do so later). Though their gene-seed is from the Black Templars, the chapter's initial set of traditions were those learned from the chapter that trained them, so they bear little resemblance to their predecessor. I wanted to create some sort of reconciliation between the Avenging Lions and their sire, but I didn't want that reconciliation to lead to the Avenging Lions becoming like the Black Templars. The format of the article was another issue that some hobbyists just couldn't get over. I chose the format that was used in the Badab War books from Forge World because it presented the type and amount of information that I wanted. It's my chapter and my article, so I get to choose the format. Period. End of story. It was mildly annoying that some members felt that it was appropriate to try to pressure me into using a format that didn't achieve the end-state that I wanted, as well as for them to criticize the format that I chose. I don't have any problem with the Index Astartes format (which you'll see in some of my other DIYs ), but it wasn't the format that I wanted to use for the Avenging Lions. Don't get me wrong - the bullies weren't just bullies. They meant well, and they often provided good advice (sometimes they provided very good advice). Sometimes, however, their advice was misguided. Worse, it was often overbearing, as can be seen in the linked discussion. Conversely, I don't claim to have any more expertise than the bullies. I don't have any less, either. Just as they often provided other members with good feedback, they provided me with good feedback that I incorporated into revisions. I definitely appreciated that they took the time to read my work, and though some of the feedback was toxic, some of it was very good. In a way, I was picking a fight. I saw how the self-appointed experts treated other members that dared to defy the experts' opinions and I felt it necessary to stand up to them. Conversely, I really do like this chapter and how it came out. Of all the Space Marine chapters I've developed, this remains my favorite and will be the one that I focus on first as an army. Any progress I make in collecting an Avenging Lions army, as well as any other development on the chapter, will take place in this blog. I've been considering how to bring them up to date for the Era Indomitus...
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Ok, got a bit of progress to show for my Knives vow, a AoD KT of one of my DIY Chapters, the Marines Adamant. Terminator Sgt (Captain) Intercessor Sgt Intercessor Assault Intercessor Gunner Grenadier Heavy (Bolter) Intercessor The Chapter are Iron Hands Successors but recruit from a Feral World, hence the choice of bits. The Captain's rules for additional survivability are counts-as for the TDA Sgt, which felt right for IH. One more mini to arrive and build, as I want to be able to swap out different Operatives, but progress is good and I should be undercoated and ready to start painting by March 1st!
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Hey guys, I had an idea the other day regarding a potential complete overhaul of my DIY Chapter's origins- but I wanted to run the general idea past everyone to make sure it fitted in with the established background or not before trying to write it all up. My idea is to have my Chapter born from the remnants of one of the Nomad-Predation Fleets that Corax exiled before the Dropsite Massacre at Isstvan V, and here's the rough plan for how I envision it to work. The fleet began to use the name 'Sable Hawks' to distinguish themselves from the old XIXth Legion & from the Raven Guard from which they were exiled. (General feeling amongst the fleet after the Battle for Gate 42 was that Horus saw the XIXth as nothing more than a disposable tool to further the glory of his own Legion, whereas Corax viewed them as nothing more than a constant reminder of his traumatic past.) They drew the name from an ancient Terran myth that spoke of ominous "Black Hawks" that would descend upon the enemies of the old Tyrants to deliver their wrath. These mythological creatures were said to bring with them the Tyrants most elite warriors, highly trained hunters from which escape was almost impossible. (This ties into the XIXth's role prior to the great Crusade as the Emperor's hidden hand of vengeance, tasked with hunting down those who would rather flee than bend the knee.) The fleet was formed from the remnants of an Assault Company noted for their use of gunships to launch lightning assaults upon the enemy. Although originally made up entirely of Terrans, battlefield losses had seen about 40% of their number replaced with Deliverance-born Legionnaires. Reason for exile: Corax saw them as a reminder of the regime he had overthrown, due to their wholesale slaughter of the enemy and their refusal to accept any surrender once hostilities had began as well as their casual disregard for the lives of civilians on the battlefield. When the news of Horus' betrayal reached the fleet, it was brought by to them through a chance encounter with a Mechanicum fleet when they were forced to seek refuge in the Kasio System from warp storms. The Mechanicum Priests had declared for Horus and sought to turn the fleet to the Warmasters cause, however, they had no intention of being involved in any war between a Father & his Son(s). This was until they heard the details of the massacre at Isstvan V. Hearing how their brothers had been deceived, butchered then hunted like animals by those they had once called friend & ally enraged the fleet. Rage soon became action, and the Sable Hawks attacked the Mechanicum fleet without warning, leading to a swift and decisive capture of their ships. With emotions running so high, the ships were scoured clean of all life save for the most high ranking Priests who were captured for interrogation. Upon investigation, the data-stacks & holds of the ships would divulge a horrific secret- the traitor Mechanicum had created heretical creations that fused both machine & warpborn flesh. Furthermore, there was details of numerous Forge Worlds practising this blasphemous work. The news of their Legions demise and the discovery of these heretical creations led to a massive debate amongst the fleet, one that almost led to open war, for some of the Sable Hawks wanted to rush back to Deliverance to aid their brothers in their darkest hour, whereas others wanted to launch a campaign against the corrupted Forge Worlds before they could unleash their foul creations upon the Imperium. This leads me to a point where I could go several ways with them: Idea 1- The fleet decides they must go to Deliverance to aid their brothers, for even in exile, they are XIXth Legion! Idea 2- They decide to honour their exile, but remain loyal to the Imperium & the Emperor, so launch a campaign to destroy corrupted forge Worlds & hunt the heretic Mechanicum Priests. Idea 3- They decide that they need to strike for Terra and take orders from the Emperor himself. Whatever path I decide to take them, will see them set upon the path of relic hunters who seek out the lost & ancient tech from the Great Crusade and before to prevent the forces of Chaos using them against the Imperium. As always, all thoughts and opinions are greatly appreciated. Hopefully this all makes some sort of sense and can be the new beginnings for my Chapter. Thanks in advance.
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Origins “Who are you, Valko, to defy me? In my veins run the blood of kings and gods. I never needed vindication from the rest of you. The storm was all the evidence I needed. You untried whelp, you are nothing!” Final words of the Unremembered, moments before being stabbed in the back The Imperial Dragons Chapter was a crusader force that fought and bled across the galaxy since their formation during the 5th Founding, back during the 33rd Millennium. Like many other sons of Dorn, the Imperial Dragons were of zealous stock, filled with a fury barely held in check until meeting the foe on open ground. For four thousand years, the Chapter participated in battles and wars that spanned the breadth of the Imperium. Honor and glory was every Marine’s right to take, and the Imperial Dragons took much. With a level of respect for their ancient heroes bordering on veneration, the Dragons kept careful track of their lengthy rolls of victory and honored the duties of their Apothecaries. The Imperial Dragons were held in great esteem by those who held high ranks within the greater Imperium. They were favored great authority in the many campaigns and crusades waged by Imperial forces. It was from such a lofty height that the Imperial Dragons suffered their first true blow. Though far from mortal, it had the most grievous aspect of coming from within. In the 37th Millennium, a cancer grew in the Imperial Dragons. Its exact origin and nature is unknown, the truth dying alongside the conspirators. The corruption came to the Chapter’s attention when the traitors from within struck and captured the Sword of Okhlos, the venerable Battle-Barge once seen combat as a vessel of the Imperial Fists Legion and now serving as the fleet-based Chapter’s Fortress-Monastery. In a bid for power, the now-reviled First Captain of the Imperial Dragons struck down his Chapter Master, naming himself lord. Recent, unexpected setbacks on a major campaign were cited as evidence that his now slain lord was no longer worthy in the eyes of the Emperor. Elements of the veteran First Company that were among the other fighting Companies of the Chapter opened fire on their brothers, attempting to decapitate Company leadership and forcibly take command. These insurrectionists were aided by the Chapter’s Librarium, which had itself been largely consumed by a corrupt few. Only three Company commanders survived the assassination attempts. An intense war followed as brother fought brother. Many within the usurped Companies and commandeered Chapter vessels refused to forsake their vows, and tension between the traitors saw the First Captain lose the support of the Librarium. Before climaxing, the internecine war dragged in Imperial Guard regiments and the Inquisition. With defeat imminent, the First Captain’s sins returned full circle. The battles ended as Vanov, former First Company Champion and whose gene-seed had come directly from the First Captain’s progenoids, slew his own lord for his failures and escaped with those veterans who followed him. The end of the traitors saw the beginning of the loyalists’ penitence crusade. With only three Captains and barely half of the Chapter remaining, the Imperial Dragons took what resources were left of them and embarked on a century long hunt for those traitors who yet lived. By Inquisitorial decree, they were restricted from recruitment or replenishment for the duration of the Crusade, forbidden to choose a Chapter Master from amongst them until they are declared cleansed. What was left of the Imperial Dragons was divided among the Captains, whose legends were beginning to grow in the wake of the devastation. For a century, the Imperial Dragons splintered after the fading trails left by the traitors. The remnants of the First Company, led by Vanov, had declared themselves for Khorne. Though ever on the move, the slaughters left behind by the Sky Piercers warband, as they had named themselves, made them easy to track. Much more difficult to track was the corrupted Chapter Librarium, led by the former Chief Librarian Hristo Veselin. The unnamed force was insidious, landing upon worlds and fomenting rebellions and uprisings. Captured cultists told tales of Marines wearing Imperial Dragon colors, splashed with yellow to mar Chapter icons, but had little evidence of how they arrived or departed, or to where. After a century had passed, the Imperial Dragons had failed in their quest. The Sky Piercers had joined a larger Iron Warriors warband, disappearing into the Eye of Terror. The Yellow Insurrections, as the Imperial Dragons had begun to refer to the rebellions sparked by Veselin’s band of sorcerers, became so widespread that it was impossible to pinpoint where the traitors were. As such, the Inquisitorial Cohort that accompanied them refused to declare them purified, and instead had the Chapter renew its oath of penitence. For a second century, the Imperial Dragons continued the penitence crusade. This second century did prove more fruitful, as the heroics of Captain Bogomil Kosta saw to the capture and execution of many of former battle-brothers that had followed Veselin into damnation. The Sky Piercers, however, had taken over the Iron Warriors warband despite all odds, and remained at large. However, by then the Inquisitor Lord who had been tasked with their censure had passed, and the former acolyte that took his place was made of less stern stuff. The Imperial Dragons were finally granted reprieve, and deemed pure in the Emperor’s eyes. Nonetheless, centuries of hunting down those who had betrayed them from within had left an indelible mark, and the Imperial Dragons emerged from this period utterly changed from their former self. Gone was their aloof nature, their sense of self-worth, their grandiose and overly confident nature. They had grown more insular and closed off, paranoid of not only others but of themselves. Morbidity had crept into the Chapter. No longer did they see the past as something to prove themselves against, to surpass. Now the venerated past represented their former height, from which they had fallen far and could never hope to achieve again. The penitence crusade may be over, but not the hunt. Homeworld “Creire will serve the purposes of our Grand Company perfectly. Like us, it is the oldest. Like us, the lesser kingdoms are formed from their blood, though greatly watered down. Return it to the prominence it deserves.” Grand Captain Kaloyanov Genadiev, studying the history of the kingdoms of Si’giu The Imperial Dragons, like many other sons of Dorn, were a fleet-based Chapter for much of their history. With the destruction of their flagship, the Sword of Okhlos, and the over-all worn down nature of the fleet after the two centuries’ long penitence crusade, the Imperial Dragons were granted the right to an Imperial world to utilize as their base and to recuperate losses from its population. The world of Si’giu is young by planetary standards, its primordial oceans split by a single supercontinent like the Pangaea of Terra’s own prehistoric past, balanced by a single, small island continent that is nearly at the opposite end of the world. This supercontinent is home to many feudal kingdoms, often at war and prone to shifting alliances. When the Imperial Dragons descended, the isolated, barren island continent had been made the site of the Chapter’s Fortress-Monastery, its construction only just begun when the Chapter arrived. The Grand Captains determined that they would need recruits used to eternal war, to prepare them for what awaits them among the stars. Each Grand Company chose a single kingdom to patron, and those recruited to the Chapter would be tested by bringing these three kingdoms to dominance before joining the 10th Company as scouts. Over the millennia, these three kingdoms, believing themselves divinely inspired and aided, have split the titanic landmass between them. Ages of peace are quickly ended by design, the Imperial Dragons having forged the world into the living representation of war that they had wanted. Combat Doctrine “We of the Nesebar line are what you would call . . . rash, yes. But while we may be cut off from the rest of you, so far ahead, we are also the first to reach the enemy’s throat. And by that virtue, the first to cut it.” Grand Captain Bogomil Kosta, to his second in command, Captain Nayden Bakalov The Imperial Dragons epitomize the stubborn ideals of their Primarch. Any battle the Chapter is involved in becomes a storm of hell for both sides, within which the Chapter endures while their enemies falter. Their former predilections as urban war specialists remained when the Chapter was split into three Grand Companies, however over the millennia since each Grand Company has developed its own individuality on the battlefields. The Grand Company Nesebar is an assault heavy force, preferring to remain on the offensive at all times and strike with overwhelming force. The Grand Company Tarnovo has the tendency to over-think its strategies, planning each battle with exacting detail. War, as fought by the Grand Company Tarnovo, is one where there ought to be no surprises, no upsets. Only the death of the foe. Organisation “We were once mocked by my brother Grand Captains. I was raised among them solely because we were all that was left. My blood did not have the lengthy history as theirs did. Well, they shall mock us no more.” Grand Captain Mladen Valko, scrutinizing the battle plans for bringing the Sky Piercers to the executioner’s block The Imperial Dragons’ former Codex organization was deliberately stripped from the Chapter at the onset of its centuries’ long penitence. The Inquisition had forbidden them to elect a new Chapter Master, or to reform their veteran 1st Company. As such, the Chapter reformed itself into three ad hoc formations, each led by a hero of the civil war. These Grand Captains, taking an old Legionary title not seen since the heady days of the Great Crusade, took command of not only their own Companies, but also split the remaining Companies amongst them. Only the 10th Company of recruits and scouts remained independent, for its use and importance to each was equal and paramount. Of these Grand Captains, Kaloyanov Genadiev of the venerable Ohrid line commanded the lion’s share of four Companies, while Mladen Valko, of the young, untried Tarnovo line, was in command of only his own Company. After the two centuries of relentless war, the Imperial Dragons had between them four Companies. Finally released from penitence, the Chapter licked its wounds and recuperated. However, once returned to full strength, the formation triad had left an indelible mark. After two centuries following these Grand Captains, the choice of who would rise to become Chapter Master was a difficult one. None of the Grand Captains was willing to relinquish his authority to one of the others, and so a compromise was reached. The Grand Captains would continue to split the Chapter between them, three Companies each, while the responsibilities and duties of leading the Chapter, without the authority of being over-all master, would be given to the commander of the 10th Company. The commander of the 10th Company would double as Si’giu’s Imperial Governor. The triumvirate has remained ever since. Each Grand Company consists of three Companies, the commander of the first of which holding the title Grand Captain and in command over the other two Companies, autonomous from the other Grand Companies. To ensure no repeat of the terrible internecine war, each Captain and Grand Captain is paired with a Chaplain. These Chaplains, themselves students in the art of war and master strategists, are there to advise and aid the officers, as well as to ensure they remain on the true path. The first Company of each Grand Company holds the veterans of that Grand Company. Though more diluted than the 1st Companies of other Chapters, being the veteran hundred of only three hundred Marines, and having very few suits of Tactical Dreadnought Armor, it nonetheless fulfills the role of the elite. The second Company of each Grand Company is equivalent to a regular Battle-Company, forming the backbone of all action any Grand Company may see. The final Company of a Grand Company is a Reserve Company, though its make-up is more varied than a regular Reserve Company, and varies again between each Grand Company’s favored uses. Beliefs “I advised him to argue to retain the Grand Companies with his brother Grand Captains. It will create hardship and strife, but it will also defend us from the sins of our past, and strengthen us to meet the dangers that await us. I also longed to see him placed in command of us all, but this is right.” Chaplain Apostol Rayko to Captain Deyan Bozhidar, second-in-command of Grand Company Ohrid The Imperial Dragons place an extreme importance on genetic legacy, to the point of recording the genetic line of every Marine. When the progenoid glands are removed, and each gland is removed as soon as they have matured, the donor is noted and their name added to the growing branches of heredity. Every inductee to the Chapter is made aware of whose gene-seed he is being implanted with, and by careful study of the genetic records, they can trace their genealogy through the mists of time, reciting all those whose blood they now share. There is no equality along these hereditary lines. Some are more glorified than others, based upon the heroic deeds of the Marines listed upon them, and these are the lines that have earned a name. The lines containing the ancient Chapter Masters and Grand Captains are highest of all. When the Chapter was betrayed from within, those lines were utterly purged so that none could trace their heritage back to them. The hereditary lines are named for its founders, many Marines adding their line’s name to their own out of respect and reverence. When recruits begin their implantation process, from which line the recruit is given gene-seed is decided based upon their actions and potential shown to the Chapter’s careful watchers. Those who show the greatest promise are granted gene-seed from the greatest lines. Since heritage is so important, the Imperial Dragons have an unfortunate habit of punishing themselves whenever they perceive that they have not lived up to their line or are not doing enough to raise it further. To die having provided nothing for the Chapter’s genetic heritage is a sin, to bring the line down with you out of incompetence or cowardice the worst sin of all. However, these beliefs vary from Grand Company to Grand Company, in no small part because of their own heritages. Those of Grand Company Ohrid, so named for its founding Grand Captain was a scion of the Ohrid line, are the most concerned with heritage, being named for the gene-line most directly linked to Imperial Dragons’ founding lord. Likewise, those of Grand Company Tarnovo are the least concerned. They are more aware that their heritage is not the sole factor in their worth. Their founding Grand Captain, Mladen Valko, was of the Tarnovo line, a line whose legacy extended only four generations, when Naum Tarnovo had gained sufficient glory to give his line its name. Though, it has been said that if it were not for Tarnovo’s legacy, that line would have been named for Mladen Valko. Indeed, many Marines, including Captain Nikifor Valko, have taken the Valko name over Tarnovo. Gene-seed “You will remember me. Erase my name. Forget my lineage. I am the greatest warrior this Chapter has ever produced. I will live forever, for you will never kill me.” Chaos Lord Vanov, to Grand Captain Mladen Valko With such particular care given to their gene-seed because of their beliefs, the gene-seed kept has suffered no degradation over the millennia, remaining as pure as it was when the Chapter was first formed, developing no further mutations as was commonplace when the Imperial Fists marched as a Legion. When tithes are demanded, it is from the lesser lines that it is provided, to ensure the genetic legacy of the Chapter remains strong in the times to come. It is perhaps for this reason that the Imperial Dragons hold the Dark Sentinels in poor favor, despite the Chapter having been formed from Imperial Dragon gene-stock. As they are the caretakers of the Chapter's gene-seed repositories, Imperial Dragon Apothecaries are afforded great respect and honor. Theirs is a sacred duty for all Chapters, but to the Imperial Dragons they are of paramount importance. It is the Apothecarion that keeps careful records of the Chapter's many gene-lines, kept tagged, collated and filed. The choice of gene-seed to be implanted into an initiate has always been their domain, though they listen often to the wise counsel of their in the 10th Company. However, unlike other Chapters that place such heightened importance on the Apothecarion, the Imperial Dragons do not field more of such specialists than is normal. Though the high regard of the Apothecaries does see a large increase in the number of potential brothers to join their fraternity, so too does it see an increase to the already strict criteria and selection process. Battle Cry By the blood of my ancestors! http://i.imgur.com/uCV5JEy.jpg From left to right: Grand Company Tarnovo Grand Company Ohrid Grand Company Nesebar 10th Company
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- Cormac Airt
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Hello there, at long last, it is about time to publish my newst project; a DIY version of the Dominion of Storms. Mentioned on the galaxy map during the Horus Heresy, which was don by Forge World, it inspired me to recreate this region as the setting for all of my selfmade chapters, warbands and the like. Though it took me some time, I enjoyed it quite a lot. I also started to write something down in the fan fiction section but don't expect any great writing skills. In this thread, I will upload every project I'll work on, including my Storm Riders chapter which was published a couple of weeks ago. Long speech short, I hope you will enjoy reading it and as allways: comments and criticisms are welcome. Cheers, Kelborn -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+- The Dominion of Storms (Ancient depiction of the realm known as the Dominion) (depiction of the realm known as the Dominion in the late 41st Millenium) (current depiction of the realm known as the Dominion in the beginning of the 42st Millenium) In the Imperium’s eastern border lies a huge and desolate area of space, its common name on astronavigation charts being the “Dominion of Storms”. This region of void was renowned for the ferocity and frequency of the ethereal gales that beset vessels that dared sail the Empyrean there. But still, within the raging storms and hideous nebulas, which prevented every attempt to unify this realm under a single rule, there are regions which are not constantly plagued. In these stellar oases, entire systems can be found which were as well colonized in ancient times, like the rest of the known galaxy. Separated from one another, different cultures and governments had developed, each of them being able to sustain themselves. Nevertheless, trading and few diplomatic connections were established, though it was nearly impossible to maintain this rare contacts as the constantly moving storms did their part to separate them again. Ignored during the Great Crusade and left behind to be brought into compliance when the Imperium had consolidated itself entirely, this region cam into prominence during the dark days of the Horus Heresy. Used by the traitors Lorgar and Angron as a cutoff to bring death and betrayal into the realm of Ultramar, it was quickly acknowledged by both sides of the war for its potential of being a bastion and waypoint for the future. While Horus advanced to prepare his strike on Terra and Lorgar and his brother Angron led their Legions through the Dominion of Storms to hide themselves before bringing annihilation to Ultramar, the hordes of the Traitors nearly ignored the Dominion in their backs. But there were others, who were more long-sighted. Perturabo, Primarch of the IVth Legiones Astartes Iron Warriors became interested in the wider Dominion as it was not only a perfect base of operations but further a source of yet uncovered resources and potency. Tasking a strike force of his own Legion to conquer it, Perturabo concentrated on the larger scale of war. But there were others, who laid their hands on this precious zone. Small in numbers but fierce in battle, black clad members of the Legiones Astartes arrived in the southern regions of the Dominion. Having renounced their heritage and not considering themselves as belonging or beholden in any way to their Primarch or their erstwhile brethren, none can tell where they have come from or who they previously were. After their arrival, they started to fortify the Domerian cluster, one of many small and isolated empires within the Dominion of Storms. From there, they started their own crusade, holding up the ideals of the Great Crusade. Within the borders of the Dominion, they quickly came to know as the Phantom. Known for their secretiveness and success on the battlefield, they declared themselves as the sworn guardians of the Dominion. It was them, who tried to stop the fleets of Lorgar and Angron, binding at least a small portion of their so called Shadow Crusade. But yet another side of the war joined them in their lust for conquer, the Brotherhood of the Storm Riders, members of the Vth Legiones Astartes White Scars. In search for the remains of the Ullanor Orks, the sons of the Great Khan joined forces with the Phantoms to secure the Dominion for the Imperium. After that and after learning about the betrayal of Horus, the Legionnaires under Thoruk Khan sought to join their Primarch again. It was then, when the Phantoms were alone again, that the strike force, sent by none other than Perturabo, the Lord of Iron himself, arrived at the borders of the Dominion, ready to take it for their own means. Soon, the wheal of death and war would spin again. Timeline Pre Imperial era Sometime between M15 and M19 - The Creators downfall: The ancient race known as Quoraz conquered the entire region which will later be known as “Dominion of Storms”. They used their advanced technology to form this region how they wanted it to be, including rearrangement of whole star systems, intense terraforming and even shaping some of the native species into sentient races as laborers and servants. By this, the xenos races of Arak, Tul’vyr, Abashi and Rai’Q came to live. While the first three races were designed to serve as labourers and workers, the Rai’Q was shaped to reminiscent their creators, keeping a part of their intelligence to protect the realm of the Quoraz. Unfortunately, the Rai’Q learned much while serving until they gathered their forces and tried to overthrow their masters, resulting in an apocalyptic war which ravaged the entire realm of the Quoraz. After nearly 100 years of constant war, the Quoraz were able to kill nearly all Queens of the Rai’Q who served as a vital connection between their swarms and therefore ending the war. Without them, the remaining Rai’Q fell to anarchy, killing everything in sight and destroying their own achievements like bio ships capable of flying through space which were destined to carry them to the borders of the galaxy. The last Quoraz learned from their mistakes, sealing the remains of their kingdom with multiple storms and nebulas. No one shall ever enter or leave this new Dominion of Storms. Too few to keep a race alive, the last Quoraz died a couple of years before the awakening of the Emperor. Since then, the Rai’Q had never shown up, although rumors claim that one queen might have survived but was never found. The other races of the Quoraz were now isolated, each of them developing differently. The Abashi of Hanaii regressed into savage barbarians, while the Arakk and the Tul’vyr formed an isolated but peaceful society on Uldunar. M30 – M31 – Great Crusade006.M31 - A home within storms: An unknown fleet under the leadership of black clad Astartes entered the unsecured region of the infamous Dominion of Storms, discovering a couple of habituated planets which introduce themselves as the Kingdom of Domeria. Acknowledging the potential of the entire dominion concerning resources and the offered possibilities, they decided to remain, to secure and fortify the Domerian cluster and to explore this mysterious realm even further. Unbeknown to the rest of the Imperium, they began their own crusade to unify the worlds of the dominion. 007.M31 - The Green Tide: A sizeable fleet of Orks, which had once belonged to the forces of Ullanor fled into the Dominion of Storm as they were hunted by members of the Legiones Astartes. When they reached the Domerian cluster, they were welcomed bywell prepared forces of the black clad Astartes, who named themselves the Phantoms. In trying to overwhelm them, the Orks stretched their forces too thin, resulting in their systematically annihilation. M31 - Horus Heresy / Great Scouring 007.M31 – The Shadow Crusade: Using the unstable and dangerous Dominion as a cut off for their unholy Shadow Crusade to bring war to the realm of Ultramar, the fleets of Lorgar and Angron were scattered within the restless storms. Some ships like the Catechism of Revelation were lost forever. Others like the Tenacious Zeal and the Eternal War, both part of a small portion of the impressive traitor fleet, were separated from the bulk of their crusade, travelling separately through the void. In doing so, the infamous Preachers of the Truth Word Bearers chapter and the 26th World Eaters Company discovered several planets and systems as well as numerous resources hidden within the storms. When the Phantoms’ scouts found them, they were immediately engaged by the whole forces of Domeria, resulting in several ambushes and battles within the borders of the Dominion. 007.M31 - Treachery uncovered: The Storm Riders brotherhood of the Vth Legiones Astartes entered the realm of Waniku, which as well is a part of the Dominion like the Domerian cluster, searching for elements of the Ullanor Orks which had fled before the might of the Imperium. None could be found. Instead of them, they were faced by combined forces of the Word Bearers and the World Eaters, fighting against an unknown force of Astartes Legionnaires. As they had been separated from the wider Imperium for a couple of years, the White Scars under Thoruk Khan had not heard of Horus' great betrayal and the atrocities that were committed. Therefore, they were caught off guard when both, the XVII's Preachers of the Truth chapter and the XII's 26th company attacked them, as the Sons of the Great Khan had officially sided with the Emperor during the second battle of Prospero. Alongside the unidentified force, which had offered a pact to destroy the aggressors, the Storm Riders faced the traitors, ravaging nearly half of the Waniku sub sector, until finally facing them on YT-1300, an uninhabited world at the edge of the Waniku sub sector. In this final confrontation, Warp storms erupted because of a breaching warp engine and several dark rituals done by the Diabolist of the Word Bearers, forcing the loyalist to retreat and trapping the traitors within, resulting in the renamed Dreadstars. 008.M31 - The Departing: Thoruk Khan and his men decided to return to their Legion to fight at their Primarchs side. The black clad Astartes, who introduced themselves as Phantoms, declared that they would remain to secure the Dominion and its numerous routes through the SegmentumUltima. Furthermore, they assumed additional forces of the traitors within the Dominion. When being asked to which Legion they belonged, the Phantoms replied that they were the loyal sons of the Emperor, the last ones of his Ghost Legion and there was nothing more to say about it. 009.M31 – The Iron Dawn: Tasked to claim the Dominion of Storms and its assumed resources by their Primarch Perturabo, the 117th Grand Battalion of the IVth Legiones Astartes Iron Warriors passed the borders of the Dominion, right after the battle of the Dreadstars. A long and devastating war erupted, when they were intercepted by the loyalists’ forces of the Phantoms, ravaging a wide area and several planets of the Dominion. In making use of guerrilla, ambush and infiltration tactics the Phantoms were able to slowly decimate the Iron Warriors’ forces. During the last battle in the orbit of Pheistos, a subdivision on the Iron Warriors fleet renounced their heritage and their traitorous Primarch, pledging their true fealty to the Imperium. They allied themselves with the Phantoms, destroying the remains of the 117th Grand Battalion. As it turned out, these loyal sons of the Iron Warriors were heavily outnumbered and have waited for the right time to pledge their true loyalty and to inflict as much damaged upon their treacherous Legion. Both, Iron Warriors and Phantoms joined forces, resulting in the foundation of the Phantom Blades. 011.M31 - A bastion of calm: In the final days of 011.M31, under the command of Arceas Odenathus of the 10th Chapter, the Ultramarines moved to assault the world of Desperation, in the northern borders of the Dominion of Storms, seeking to establish a zone of Loyalist control in the Dominion. 013.M31 – Honourum retaken: When Arcaes Odenathus, captain of the Ultramarines, rallied the scattered Imperial garrisons across the Dominion of Storms in order to recapture Honourum, the Phantom Blades heeded his call for aid. Fighting against the stationed World Eaters and Word Bearers garrison, they proved their worth in retaking the former outpost of the Ultramarines. Experienced in fighting the traitorous sons of both, Lorgar and Angron, the Phantom Blades were a decisive factor in the loyalists’ assault. 024.M31- A new home: The Storm Riders brotherhood under Thoruk Khan returned to the Waniku sub sector, claiming the world of Aukkaja as their new home. From then on, they are the sworn guardians of Waniku and, alongside their allies of the Phantom Blades chapter, of the entire Dominion of Storms. M32 – The Forging 035.M32 - Death from below: The Storm Riders chapter and a fleet of the Departium Munitorum discover Tanyaba and the nearby ocean world Kajio, which was the home of House Toho, who furthermore were facing annihilation by an unknown, amphibious xenos race. After defeating the native Nagazh, Kajio and Tanyaba joined the Imperium. 076.M32 - Who's da Boss?: After being defeated by House Valcorian during the war against the Beast, the Grinskull Freebootas under Kaptin Dabossa, headed for something new to plunda! When they found the realm of Waniku cluster, they immediately set course for it. Defending their home against this new threat was the first challenge for the relatively newly founded Storm Riders and their new allies of House Toho. 079.M32: Rise of the Beastslayer:Tanyaba, famous for its vast and diverse forges, was declared to become home of a new Titan Legion, Legio Gojira. Making use of the same modifications House Tohos Knight Suits had, Legio Gojira was able to fight under water for a certain amount of time. 354.M32 - Horrors of the past: An ancient, insectoid race awakens and threatens the entire realmof Waniku, House Toho, the 26thAlphic Scorpions, a Militarum Tempestus regiment and the first Titans of the newly risen Legio Gojira engaged them while the Storm Riders and Phantom Blades chapters are distracted elsewhere. 354.M32 - Hunting the moon: The Phantom Blades hunted the Cabal of the Reaping Moon, a band of Dark Eldar pirates which had its own kingdom within the more unstable regions of the Dominion. M33 - A galaxy aflame 087.M33 - The Scion of Madness: In the first years of the 33rd Millennium, the government of the Waniku realm lost contact with a convoy of the Adeptus Mechanicum, near Kuabos. The last transmission was about a giant, unknown ship of unknown class on its way to intercept the convoy. When the 4rd Tribe of the Storm Riders chapter found the missing convoy, nothing was left behind except the wreckages of the convoys' ships. Within the cold bones of the dead crewman, they found a message which was left behind: "You were found of being weak and corrupted. The galaxy will be purged of your existence. The Iron Fist will be your doom." 089.M33 - The Fist strikes: Kuabos was attacked by the Scion of Madness. Cold and efficient logic coupled with the savagery of daemon machines secured the renegades victory. The inexperienced defending Skitarii and Taghmata regiments stood no chance against a foe, which had waged war since the Great Crusade of the Emperor and the horrors of the Dark Mechanicum. Helldrakes and Forgefiends tore the defence systems apart, while Legionnaires and masses of adjacted auxiliary forces raided the hive cities Furisa Tertius and Secundus. Furisa Primus fought fierce and was spared from the atrocities the others had to endure. Killing every soul within the hives and scavenging everything useful, left both hive cities as massive, silent graves behind. When reinforcement had arrived, the warband of the Iron Fist was already long gone. 176.M33 - The genocide of Konig Secundus: When the Imperium lost contact with the entire star system of Konig Secundus and its surrounding outposts at once, a nearby crusading fleet of the Soul Drinkers chapter was recruited to engage the incident. With an emergency strike force, consisting of elements of the 26th Alphic Scorpions and the Phantom Blades chapter on route to support them, the Soul Drinkers hurried to arrive as soon as possible. Entering the outer rims of Konig Secundus just in time to support the last survivors of the local Astra Militarum, the Soul Drinkers witnessed the carnage which was unleashed here. The Scion of Madness hung deep in the lower orbit above Konig Secundus, the defending fleet scattered around it. There was nearly no response from Konig Secundus itself but those survivors, who had gathered within the southest fortress, Tal Dabor. Engaged by the Soul Drinkers fleet, the Scion of Madness was long enough distracted until imperial reinforcements had arrived. Outnumbered and in a desperate battle for survival, the Iron Fist was about to flee. Sacrificing much of its warmachines to secure the escape, the Scion of Madness was barely able to flee but it made it into warp. As both sides had taken heavy casualties and with the completed genocide on Konig Secundus' people, no one dared to call that a victory. M35 - The Time of Schisms 143.M32 - The Sons of the Lion: High Cardinal Alonsus declared the independency of the Kuljantis cluster within the SegmentumUltima, near the Dominion of Storms, renaming it the Four Heavens. Alongside the Angels of Redemption were the Phantom Blades sent to deal with the seemingly corrupted Alonsus and his priesthood of Westshire. Instead of dealing with the fanatical armies together, the Angels of Redemption went straight for the High Cardinal in a decapitate strike while the Phantom Blades systematically engage the whole cluster, purging it from its heretical belief. In doing so, they encountered a black clad Astartes warrior who was responsible for the corruption of the High Cardinal and his priesthood. After taking the Astartes into custody, they were faced by the Angels of Redemption. The following argument between both chapters lead to a bitter feud as the Phantom Blades were forced to surrender the traitor to the Sons of the Lion. Curious about the unusual behaviour of their so-called allies, the Phantom Blades decided to find out of what had happened to the scions of the Dark Angels in order to led them threat a fellow Astartes chapter. M36 – Age of Apostasy 351.M36 - The Children of the Sun: After years of preparations, a chaos cult rose on the beautiful shrine world of Omoke. With every shrine or temple they destroyed, the barriers between the mortal and daemon realities were weakened until the Children were able to summon the first demons. With the whole planet drowning in blood, the combined forces of the Storm Riders 1st, 3rd and 7th Tribes and the Tempestus Scions of the 26th Alphic Scorpions were able to hold the demonical forces at bay, while a small contingent of the mysterious Grey Knights cleansed each temple from its demonical incursion, reassembling the barriers between the planes and ending the constant stream of daemons. Cornered, the Children of the Sun fought desperately and it was revealed that an ancient and long thought defeated enemy had founded the cult: The Preachers of the Truth. Hearing that their old nemesis was still out operational, made the Phantom Blades immediately focused all of their forces to find and hunt down every living member of the Word Bearers warband. 666-937.M36 - The Tion Hegemony: During the so called Age of Apostasy, many revolts and insurrections arose because of all kind of demagogues, chaos conspiracies and oppressed populations. But the records of one specific were locked deep within the archives of Terra and the holy Inquisition: The Scions of the Sigilite. On Hephelios Primaris a man named Tion, who proclaimed he to be the reborn Malcador the Sigilite, was born. Not only did he look like him, but he also shared memories and visions of the Emperors closest advisor. As he gathered more loyal followers he tried to spell before the local governments of the Dominion. All of them denied accepting him as the true Sigilite. Therefore, he left the Dominion in search of other, more open followers. And he did found them. In the subsequent years, Tion the Reborn Sigilite, as he was named by his loyal followers, was able to gather various followers. About 200 planets, several regiments of the Astra Militarum and Ordo Tempestus, an order of the Adeptus Sororitas and three chapters of the Adeptus Astartes pledged their fealty to him, resulting in the founding of the Tion Hegemony. When the Hegemony declared its independence, the High Lords of Terra at last reacted. The subsequent attempts of peaceful negotiations resulted in a disaster. War erupted, which lasted for nearly three hundred years and shook the Imperium in its foundations as more worlds and another two Astartes chapters joined the Hegemonies' cause. A devastating civil war arose, which was halted by a crusade of nearly insane size as 15 Astartes chapters and hundreds of Astra Militarum regiments were recruited to end the reign of the pretender. The gigantic Crusade of Truth was divided in three smaller crusades to engage the vast Hegemonie from different sides. Led by the Ultramarines, the Black Templars and the Carcharodons chapters, these three crusades of truth, revelation and justice were, though acting separately, successful. The war and the Hegemony itself ended when the still living Tion the Reborn Sigilite was captured by the Carcharodons, judged guilty by the Ultramarines and executed by the Black Templars. This long lasting campaign took the Imperium many centuries to finally recover from it and still, the name Tion was whispered behind closed doors within the formerly Hegemony. M37 - Age of Redemption 399 – 402.M37 - Bonechewa-Waaaagh!!!: BossSkullswalla, one of the last descendants of the mighty Shadowtooths clan, invaded the Waniku sub sector with countless bloodthirsty Orks. Undefeatable on the ground, the only way to stop him was to confront his fleet in space. Imperial forces under the leadership of the Storm Riders chapter lured him in a trap between the gravity of Monsuna and its asteroid belt, resulting in his utter defeat. The few surviving Orks, which were able to flee, crash landed on the near world of Kumula. There, they were hunted down until they lost every bit of technology, turning them into primitive wild Orks which fought each other. Therefore, Kumula was then renamed into the Green Hell. 589.M37 – Rise of the Forsaken: The former chapter of the Blessed Blades were said to be loners, rarely fighting at the side of other imperial institutions as they have seen themselves to be superior and the chosen sons of the Emperor. In the early years of the 37nd Millennium, the Imperium lost contact with them because of the outcomes of the warpstormDionys. Their entire home system was caught in one of countless erupting warpstorms of that time. They were declared to be lost forever. Centuries later, near their former home of Elia-Hathel, a warband clad in the colours of decay appeared out of nowhere, assaulting nearby systems. It is assumed by high ranking members of the Ordo Malleus, that the so called Forsaken are the remains of the former Blessed Blades chapter. In 589.M37, they entered the south-western realm of the Dominion of Storms for reasons unknown. A strike force consisting of the Knights of House Toho and the Phantom Blades was sending to intercept them. After several devastating battles, the Forsaken were at least put to rest. M38 - A Time of Unrest 527.M38 - Xenos in shepfur: The 3rd Tribeof the Storm Riders chapter supported a Deathwatch Killteam led by Inquisitor Xulvias and brother captain Maxamius of the White Consuls chapter in hunting down a rising genestealer cult hidden deep within the hive cities of Hana. Though heavy tensions between the Astartes leaders and the loss of Inquisitor Xulvias, they were able to overcome their differences and extinguish the Xenos cult. 973.M38 - Bread and Excess: Over generations, the rulers of Polymus became more and more decadent, ruthless and addicted to wealth, power and sensation. When they enacted the creation of a gigantic coliseum for brutal sports like gladiator fights or entire war scenes, the Inquisition became curious of them. Lord Inquisitor Tobeas Markucien recruited the nearby living Phantom Blades to engage the seemingly corrupted cast of rulers. After several months of infiltration, espionage and the like, the loyal forces of Markucien and captain Damios of the Phantom Blades found out that the upper echelons of Polymus’ society were indeed corrupted by the god of pleasure. The following campaign took nearly two years and annihilated entire cities until the cult, later known as the Seekers of Pleasure, was annihilated. Worlds of the Dominion Because of its numerous, dangerous and unstable storms and stellar phenomena, it is not possible to name the Dominion of Storms a single realm. Instead, several stellar oases in between these storms permitted mankind to colonize many untouched planets, leading to the foundation of a handful of independent kingdoms and empires. Those listed below are the most considerable as for their importance for the Imperium and their decisive history: Waniku: Of regular size for a sub sector, Waniku is governed by a council, consisting of representatives of each colonized world, with the Warchief of the Storm Riders chapter acting as the head of all military forces of Waniku. Notable planets of Waniku are: Aukkaja– Ocean and Adeptus Astartes homeworld - first planet of Waniku being rediscovered by the forces of the Imperium; became the homeworld of the Storm Rider Brotherhood of the V Legiones Astartes White Scars after the Horus Heresy and the following Second Founding Hana – Hive World - Hana is one of the most productive worlds within the Waniku sector. Hanaii - Death World - It spends much of its time eclipsed by another planet, causing it to have long periods of twilight and nighttime. Every couple of months, the planet slips out of eclipse and is blasted by harsh heat from the sun. The primitive Xenos population, known as the Abashi, often seeks shelter in the planet's vast and thick forests, but during this period, forest fires are also frequent. During the eclipse period, the Xenos population is constantly on the run and hiding from Hanais variety of dangerous creatures. To survive, Abashi learn to be extremely adept at stealth and hunting. Place of ScholaProgenium of the 26th Alphic Scorpions, who are using the planets special environment and natives, sometimes along with their allies of the Phantom Blades chapter, as their training ground. Kalo - Agri-world - This planet and its orbiting moons have a Mediterranean climate, making them ideal for agriculture. Kaijo - Ocean and Knight World - Homeworld of House Toho, the Nagazh race and the giant Ke'mano monsters Koya – Feral World - Koya is a Storm Riders Training World used largely for increasing the tactical and strategic skills of the Chapter's Neophytes. Having several drastic climate zones this world is ideal for their training process and maneuvers. Make’ao - Dead World – Before the Great Crusade, Make’ao was well known as Ka’mala, the proud jewel of Waniku. It was a world full of life, beauty and all kind of arts. Destroyed by life-eater bombs during the conflict between the Storm Rider brotherhood and the World Eaters' 26th company in the first years of the Heresy. Omoke- Shrine World - spiritual center of Waniku, the damage done by the rise and fall of the cult known as Children of the Sun was nearly total, changing its beautiful surface for all eternity as the continent Hiboja was ravaged entirely, turning it into a barren world Pal Harboris- Hive world - While Tanyaba is the industrial center of the Waniku sub sector, Pal Harboris is well known for its giant, orbital shipyards. Every imperial force, be it imperial navy or Astartes chapter, of the entire Dominion is delivered by the lords of Pal Harboris. Their ships are well known to be perfectly balanced in terms of arms, protection and speed. Specially customized ships for the Storm Riders and Phantom Blades chapters are produced as well. Recently, Pal Harboris had suffered a horrible catastrophe. About 70% of its shipyards were heavily damaged, nearly the entire docked fleet was stolen and the population took casualties in the millions as three hive cities were nearly vaporized as a distraction by the infamous Alpha Legion. It will take years until they will have recovered. Tanyaba - Forge World – Tanyaba is a Forge World ruled by the lord magi of the AdeptusMechanicum. Home of LegioGojira The Dreadstars- place of the final showdown between the Storm Rider Brotherhood and the traitorous World Eaters forces, Warp Storm erupts and swallowed entire system, since then it became a bastion and refuge for all servants of Chaos from cultist to space marine and even daemon. Nowadays, the storms have lifted for reasons unknown and a huge army of chaos followers emerges from the Dreadstars. A strike force consisting of elements of all nearby imperial forces, the Inquisition and the mysterious Grey Knights gathered to engage this new thread of old times. The green Hell - Once known as Kumula this planet is a former Death World, covered entirely with jungle. Remains of Bonechewa clan fled to this planet after the disastrous ending of the Bonechewa-Waaagh!!!. Degenerated to wild Orks without proper technology. Domerian cluster - small cluster of handful of planets in the southern realm of the Dominion Polymus - Civilised World, seat of power of the Domerian cluster Sheda, penal moon of Polymus Arexis, fortress moon of Polymus Neptus - Paradise World, being the crown jewel of the Domerian cluster Klepiames – Agri World, supplies the Domerian cluster with food Taspar - Death World, homeworld of the mysterious Phantom Blades chapter, home of the deadliest predators of the Domerian cluster, including the Helenian Nighthunter and the Hydarian serpent, a harsh planet with several climatic zones, which make Taspar the ideal trainings world of a Astartes chapter, habituated by a couple of native kingdoms, technology level is at ancient bronze era Pheistos – Industrial World, center of Domerian industry Elemes, mining moon of Pheistos The Yurai nebula – a giant and strange nebula in the northern realm of the Dominion; it is assumed that it is not a natural but rather an artificial phenomena of unknown originCraftworld Umare, A medium sized Craftworld, the Eldar of Umare are lead by Runeprophet Alveras, they believe that enemies like the Orks, Necrons, Tyranids and especially the powers of Chaos can only be defeated if the Eldar and the Imperium would stand together. The tried several attempts to join forces with the Imperium, their greatest success being to have become the allies of one of the Emperors Sons. At least they say so. If that would be true, it would be of great insight about what happened to one of the Lost & Forgotten Legions. Since the days of the Horus Heresy they hide within the dangerous Yurai nebula, allying themselves with the nearby imperial forces, for example the Storm Riders, against a common foe. Shen-Jian - Maiden world, allied with craftworldUmare, first world to be conquered by the Eldars of craftworldUmare to establish a safe haven for those who had lost their home in the recent time Illyas’ Tear - Maiden world, allied with craftworldUmare, second world to be conquered by the Eldars of craftworldUmare to establish a safe haven for those who had lost their home in the recent time Quel'Doraj - Dead world, formerly the third world conquered by Craftworld Umare and first to fell beneath the emerging Twilight Crusade of the powerful chaos champion known as Dal'Gun Sharjaszh, daemon world, former homeworld of the peaceful Arakk and Tul’vyr races, conquered by Dal’gun and turned into a daemon world, formerly known as Uldunar The eternal Storms – several closely gathered stellar storms (ion, warp and other), either created on purpose or it is the result of an unknown event (for example the destruction of a planet system or to lock something up)Fel-amor, hidden base of the Dark Eldar force known as the Cabal of the Reaping Moon Nyg-Sarthu- Daemon and Fortress world, hidden center of Dal’Guns emerging forces and his seat of power as well as the former homeworld of the extinct Quoraz race Hyperias - unique space station, a seemingly ancient space fortress, heavily armed and defended, all who tried to enter it where perished or driven off, there are some rumors and legends that it might have belonged to a Space Marines Legion of old, which disappeared from one day to the next, some even claim that it is still inhabited Known Forces Imperium of Mankind AdeptusAstartesStorm Riders, successor chapter of the White Scars; Deriving from the stormy world of Aukkaja, the Sons of the Great Kahn protect the realm of Waniku. Known for their fast and merciless strikes, the are an important part of the loyal forces of the Imperium. Phantom Blades, a secretive brotherhood, not much is known about them. Making use of infiltration, sabotage and feints, they lured their enemies into death traps, overwhelming them in surprise assaults. These black clad Astartes are hunting in the dark, watching over their home, the Domerian cluster and the wider Dominion of Storms. QuestorisFamilia; Household Toho CollegiaTitanica; LegioGojira Astra Militarum Ashigaru regiments of Kaijo Dustwalkers of Hana KaloanPraefectors Ordo Tempestus; 26th Alphic Scorpions The alien, the heretic, the mutant OrksBonechewa clan GrinskullFreebootas Shadowtooths clan Dark Eldar; Cabal of the Reaping Moon Chaos Space Marines The Forsaken [formerly known as the Blessed Blades] Preachers of the Truth [Word Bearers] Nightmarchers [former part of the Storm Riders] The Iron Fist [iron Hands] Wolves of Apocalypse [Wolf Brothers] Chaos CultsBrotherhood of Kain (Tzeentch) Children of the Sun (Nurgle) Carnage Incarnate (Khorne) Seekers of Pleasure (Slaanesh) Daemons; Butchers of Katharax [KhorneDaemonkin / remnants of 26th World Eaters company] Neutral Eldar; YuraiEldar [craftworld Umare and Maiden worlds]
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Devotion beyond Death - The Infinity Knights "Take this broken shell, and harvest from it anything that may still function to give my brothers the strength to continue our Primarch's legacy." - The last request of Chapter Master Cassar Thadrus, Infinity Knights History: "Sometimes in death, we can exceed our achievements in life." - Captain Rall Hamir, Infinity Knights Second Company http://www.bolterandchainsword.com/sm.php?b62c=@i1HDG_hAbQO.i8TzJ@@@@@@@hnVFB@hd0fp@@..@__@@@@____.@.______@@@@@hCmX3hd0fp______@@_____hr3ufiakk7&grid=TRUE Pictured: A tactical marine of the Infinity Knights 4th Company. Created in the 9th Founding, the Infinity Knights were blessed with the geneseed of Rouboute Guilliman via his sons the Ultramarines. Their given mission was straightforward - reinforce the Imperial presence in the area of space close to the border between Segmenta Obscurus and Ultima. The new Chapter would be led by Captain Cassar Thadrus, formerly of the Ultramarines' Second Company. Somewhat surprised by the honour, Thadrus vowed to take his mission to heart, setting forth as soon as possible to put his new brothers to work. The Infinity Knights were assigned a homeworld, Ashar, in the Saias system. Previously noted by Inquisitor Tarret as an eminently suitable world for Astartes to recruit from, Ashar was only a short distance from the space that would later be claimed by The Storm of the Emperor's Wrath. Almost as soon as they arrived there, the Infinity Knights departed in search of battle. All throughout the sector, Space Marines and Guardsmen alike found the call for help answered by the Space Marines of the Infinity Knights. The Chapter seldom fought alone in these early years, instead reinforcing Imperial forces across a hundred battlefields. Chapter Master Thadrus' tenure as an Infinity Knight was regrettably short. He met his end on the surface of Laucus' World, fighting the vile Dark Eldar. His last wishes were simple, if unusual - Thadrus implored that his body to be frozen, and any worthwhile organs harvested to replace damaged ones in his brother marines. This unorthodox request struck a chord within the Chapter - numerous dying marines would plead for a similar fate, until eventually the Chapter's Techmarines were forced to modify a chamber on each Strike Cruiser and Battle Barge to accomodate the willing dead in a form of cold storage. The practice of replacing damaged organs spread throughout the Chapter over time. Eventually, this practice expanded - lost limbs would frequently be replaced with arms or legs taken from fallen warriors of the Chapter, rather than replaced with bionic parts. Although outsiders find the practice unnerving, or even reprehensible, the Infinity Knights see it as a way of honouring the dead - even past the boundaries of their mortality their strength of arm, or keenness of eye earns them honour after honour. Dreadnoughts, too, became prized by the Chapter, for a similar reason. Using these sacred machines, a Space Marine could essentially conquer the domain of death, and defiantly live on past the time alloted to him. Over time, debate rose in the ranks of the Infinity Knights, calling their mission into question. Some amongst the Chapter felt that they should be travelling further afield, aiding Imperial Forces over a much larger scale. Others felt that the Chapter should stay true and steadfast to the original mission dictated to it by only fighting in the sector surrounding their homeworld. Some amongst the dissidents proclaimed that the Infinity Knights could never be true to their mission without expanding their area of influence. The numbers of those in favour of travelling afar grew with each recruitment cycle, and unrest threatened to rear its ugly head. Eventually, after years of debate, and with the consent of the Infinity Knight's Captains of the time, a new, altered interpretation of the Codex-approved Chapter formation was put forward. Now, the Fourth and Fifth Companies were re-designated 'Wandering Companies' and dedicated to ranging further afield than the other companies, seeking out battle wherever they might find it. Since that time, the Infinity Knights have earned a reputation for honour and valor, the Wandering Companies throwing themselves into conflicts alongside Imperial forces across almost the length and breadth of the galaxy whilst their brothers earnestly protect their homelands. Beliefs: "Death is not the end of honour." - Chapter Master Algren Irames, Infinity Knights The death of Chapter Master Thadrus, all those millenia ago, left a profound mark on the Infinity Knights, who found a deep and satisfying meaning in the simple request of their mentor. The spread of marines donating their bodies to the apothecarium rose with startling quickness, but quickly became just another part of ordinary procedure for the Chapter, and is now surrounded with ritual customs and practices both seen as ancient and hallowed by the Infinity Knights. Cybernetic parts are infrequently seen within the Chapter, although organic replacements are quite commonplace, especially amongst older marines. The Chapter's views on death are also somewhat unusual - marines whose organs or limbs are used after their death to repair injured brothers are said to gain a portion of every honour that the repaired marine earns from that point onwards. Dreadnoughts are seen as an extension of this - allowing a worthy marine to surpass his alloted lifespan and continue to serve the Emperor in defiance of the boundaries of death. Battle-Brothers whose limbs or organs have been biologically replaced frequently engrave or paint the names of their donor-Brothers on their armour. An evolving tradition within the Chapter is to paint or engrave the names of organ donors on the inside of a marine's armour, rather than the outside. In recent times, one increasingly frequent behavioural fault has surfaced within the Chapter; sometimes older Infinity Knights suffer from mild bouts of schizophrenia, sometimes borrowing mannerisms or personality traits from their donor-Brothers, or answering to their donor-Brother's names as well as, or instead of, their own. Occasionally, afflicted Battle-brothers also find themselves using 'We' rather than 'I' as a personal pronoun. The Infinity Knights' fervour in the pursuit of their mission has also burnt itself into the Chapter psyche. They respond to any Imperial call to arms with zeal and haste, diving into even the most dangerous of battles without further thought. Though this approach has cost them dearly in lives, through these actions the Infinity Knights have forged good relations with the Adeptus Mechanicus, Imperial Guard and even some of their brother Chapters. On some occasions, Strike Cruisers have returned with barely any marines alive after desperate battles. Sometimes the Cruisers never return at all, leaving their true fate unknown to the rest of the Chapter. The losses of life on these missions, so far from home, is still a cause of some tension within the Chapter, for some Infinity Knights still disagree with the decision to wander so far abroad. The Infinity Knights, like most Space Marines, venerate the Emperor as the pinnacle of Humanity's potential. Guilliman, as the Chapter's great ancestor, is held somewhat above the other Primarchs. However, the Knights hold all the loyal Primarchs in good esteem, feeling each represents both a being of truly steadfast honour, and a legacy of great servitude to humanity. Organisation: "Our mission should be to protect the whole Imperium, not simply one portion of it." - Chaplain Sedris, Infinity Knights 4th Company The Infinity Knights, while fundamentally reverent of the Codex, tenuously adopted an altered Chapter formation to better deal with their changed perception of their mission. The 4th and 5th Companies would take up the mantle of 'Wandering Companies', using the Chapter's Strike Cruisers to reach further out into the stars. Whenever a Wandering Company returned home, they would replenish their ranks and exchange roles with another Battle Company, allowing a fresh division the chance to serve Humanity and The Emperor further afield. The most notable difference is that each Wandering Company is given the right to induct any worthy recruits discovered on their travels into an ad-hoc Scout formation. These recruits are then admitted to the Tenth Company on their return to Ashar. When a Wandering Company returns home, there is usually a brief celebration in honour of their success, then a period of re-arming and re-organizing before the Company leaves again. Often the returning Wandering Companies will rotate various members back into the ranks of the Battle Companies. This serves the dual purpose of allowing more marines to experience combat in faraway places against a myriad of new foes, and allowing the marines with that experience a chance to utilize their new knowledge in defence of their home. Apothecaries are highly prized in all companies, for only they can perform the difficult surgeries used to replace damaged or failing bodyparts with those of the fallen. Such is the importance of the role to the Infinity Knights that the Chapter has expanded its Apothecarium to accomodate a greater number than commonly seen in Codex-adherent Chapters. The Infinity Knights also boast a higher than average number of Dreadnoughts, gifted over the centuries by the Adeptus Mechanicus as rewards for battles fought alongside explorator fleets. These treasured machines are always treated with utmost reverence and looked after with extreme dilligence - a practice that has earned much respect from various factions within the Mechanicus. Combat Doctrine: "Only victory lives forever." - Captain Bruc Haedar, Infinity Knights Seventh Company The doctrine of the Infinity Knights on the battlefield is simple - strike enemies hard and fast. The Chapter, to this end, often engineers its strategies in favour of a single, fatal attack, most frequently revolving around the deployment of the Chapter's Dreadnoughts to 'tear the heart from the enemy' and break down their strongest forces. It is worth noting that the Infinity Knights sometimes take higher losses than other Astartes Chapters, as this strategy is occasionally employed even when not an optimal way to achieve victory. The Infinity Knights' unusual views on death, however, mean that they do not neccesarily view this as a drawback. After victories, the Infinity Knights are known to linger for long enough to gather their dead and bring them before the apothecaries, a duty usually supervised by a Chaplain who chants litanies to ensure the continued purity of the lost marines. Homeworld: "My life began and will end here on Ashar, but it will be spent waging war amidst the stars." - Sergeant Raul Dussan, Infinity Knights Fourth Company Ashar, the main recruiting world of the Infinity Knights, is a large planet, substantially bigger than Holy Terra. Much of its landmass is barren desert, with widely scattered mountainous regions. Humans mostly survive in two ways on Ashar. Either by seeking cover in the mountains, on the slopes of which vast, sheltered cities have evolved; or by travelling in tribes across the desert. War between cities, or between tribes, is commonplace on Ashar. The Infinity Knights themselves have taken an active hand in influencing their homeworld. Junior members of the Apothecarium are required to spend several months travelling from city to city, or from tribe to tribe, practicing and teaching such medicine as required by the Asharans. As such, the people of Ashar have an inbuilt respect for doctors and medicine, and to raise a hand in anger against one can have dire consequences. It also means the Asharans have advanced in the field of medicine - in many cases showing an understanding of biology and medical science that belies their primitive technology. The Infinity Knights hold recruitment trials out in isolated, desolate locations, accepting volunteers from all walks of life to try and earn their way into the Chapter. Those that arrive at these trials in the deserts are made to work with members of other tribes or cities, and pitted through gruelling challenges designed to test the limits of the human body. Those that pass these tests are considered eligible for recruitment, and taken via thunderhawk to the Fortress Monastery, built into the side of a cliff near the north coast of the largest continent. An old Asharan tradition amongst the city-dwellers is that dead warriors are buried in the valleys that run between the mountains, their graves marked by a spear driven into the ground. Whilst the Infinity Knights have taken to ritually freezing the bodies of their fallen brothers, the technology used to do so is not perfect, and over time even those carefully managed and frozen body parts can suffer damage that renders them useless. In homage, perhaps, to that Asharan warrior tradition, whenever a Company returns to Ashar, the remains of any dead Infinity Knights borne by the Company are buried in vast caverns beneath the Fortress Monastery. Most frequently, the bodies have many functioning organs removed prior to the burial, and kept for as long as possible in the specially modified storage rooms aboard the Company's vessels. A popular rumour amongst Asharans is that on the day the Emperor walks again, he will restore the dead Astartes from the depths of Ashar, made whole and incorruptible, to serve alongside him once again. Geneseed: "In life and death both, we embody the legacy of our Primarch." - Apothecary Asir Sciran, Infinity Knights Tenth Company The geneseed of the Infinity Knights comes directly from the lineage of the Ultramarines, the sons of Roboute Guilliman. It is considered a link not only to the Primarch, but to all heroes from any Chapter descended from this noble lineage. However, over the centuries, a minor flaw has revealed itself in the geneseed - older Astartes are occasionally prone to a slow degredation of the organs that mark a Space Marine. For the most part, the failing organs can easily be replaced with working ones via surgeries, so as yet this flaw has not directly claimed any lives within the Chapter. While much study has gone into determining the cause of this degradation, Apothecaries, Librarians and scholars alike are yet to find the source of the problem. Theories that the geneseed's recent degredation are linked to the schizophrenia developing in the Chapter's veteran circles are presently considered groundless. Battle Cry: "Victory Eternal!" -=-=-=-=-=-=-=-= Updated 05/04/2016 (English date) Thanks for reading! See any mistakes? Think something needs to change? Give me a shout! All opinions and criticism welcome, as always.
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As part of the Liber Unity Project, this thread exists so that the community can create a new Sisters of Battle Minor Order. We will need to consider why they were founded, what they're like and what separates them from their fellow Sisters. (Post to be updated) I look forward to your participation! Mol.
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As part of the Liber Unity Project, this thread exists so that we can try to create a Chaos Warband. In a similar way to the Collaborative Chapter Creation Project, I have posted the list of named Chaos Warbands from various Codices: Chaos Space Marine Legions and Warbands (LIST) I would appreciate your thoughts and assistance in showing the creativity of the Liber in this endeavour! Mol.
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Lepers of Barbarus Origins This individual tentatively identified as Haron Kaend As the unity and enlightenment of the Great Crusade was torn down by the rebellion of Horus every member of the Legiones Astartes had to decide where his loyalty lay. The 4th Battalion, 3rd Great Company, XIV Legion, known as the Mortals’ Shield, was bitterly divided. More than half their number were betrayed on the death-ridden soil of Isstvan III. Those who followed their Primarch were viewed with suspicion and scorn by their brothers. The 4th Battalion had long been set apart. Their early actions had seen them fight long campaigns away from the rest of the legion, with only the mortal men of the Imperial Army as support. They did not develop the contempt for mortals that many of their brothers held. The commanders of the 4th specifically requested assignments out on the fringes where they were free to operate as they saw fit. During the Heresy the remainder of the 4th fought alongside traitor Army regiments on a series of backwater supply worlds along the southern galactic rim. It was only when Mortarion gathered the XIV for the voyage to Terra that the 4th rejoined their legion. They fell to the Destroyer Plague like the rest of the Death Guard. Even after that the 4th shunned and were shunned by their brothers. During the Siege of Terra they were assigned to the XVII Legion, acting as the anvil on which the Chapter of the Radiant Star sought to drive the White Scars during the battles outside Lion’s Gate spaceport. During the chaos after Horus’ death the 4th fled with the rest of the traitors. The Long War Begins As the traitor legions alternately licked their wounds and settled grudges with their former allies the astartes of the 4th chose Sarendis Kranh, an unusually charismatic figure, as their new Commander. Kranh delved into the mysteries of Chaos and discovered the true nature of the Plague God, that of a creator of life and father to all. This brought great comfort to the men of the 4th, who had never been close to their father Mortarion and regarded his abandonment of them following his ascension to daemonhood with little more than resigned acceptance. Despite having no allies amongst the traitor legions the 4th gathered a large complement of mortal soldiers; survivors of the Heresy, cultists from the Eye and more recent turncloaks from the resurgent Imperium. Kranh taught them all of the majesty of Nurgle and they in turn saw him as a great prophet, calling him Kranh the Blessed. During the first of Abaddon’s black crusades Kranh the Blessed led his forces to the fortress world of Harjinn. With the blessing of Nurgle Kranh’s magic and daemonic allies were unstoppable. The world was on the verge of collapse when the Imperial forces suddenly rallied behind a mere mortal woman, Captain Agathe of the 5th Harjinn Mamelukes. The favour of Nurgle was inexplicably withdrawn, throwing Kranh and his forces into turmoil. Kranh ignored the pleas of his senior officers to withdraw, deluding himself into thinking Nurgle’s blessing would soon return. This fantasy lasted until his dying moments, engulfed in flames by a vengeful Captain Agathe. For the surviving astartes of the 4th Battalion this was a seminal moment. Abandoned by first one father and then a second, friendless and alone. They left their mortal allies to die and fled into blackness of space. They were the 4th, the Mortals’ Shield, no longer. Now they were truly outcasts, worthless plague victims marked with despair and ill fortune. Now they were the Lepers of Barbarus. Penitence The Lepers of Barbarus believed they had failed their father Nurgle and sought to earn his forgiveness. With their prophet Kranh the Blessed dead the Lepers were leaderless. With no guidance they went wherever the warp would take them, blindly washing up on the shores of Imperial worlds every century or so, as time is measured in the realm of mortals. For the Lepers their voyages lasted anything from a day to a decade. On arrival in system the Lepers would attack lonely outposts and rural hamlets, inflicting minimal casualties but utterly destroying any buildings, infrastructure, livestock or crops. Within days of their attacks vast numbers of refugees would flee from the countryside to the cities, carrying with them plague and fear. By the time a planet’s military might could be gathered or offworld reinforcements could arrive it would already be too late. The disease-ridden cities would be plague houses, any survivors doomed to a slow death from starvation with the food supplies infected or destroyed. The Lepers would return to their ships and set sail into the unknown. Death The Lepers of Barbarus met their end on the world of Narayan in 290.M36. They had been planetside for less than a day when a strike force of the Sanctors of Terror was spat from the fickle tides of the warp, months before it had even set sail. The ships of the Lepers turned to meet the Imperial fleet but were too slow. The battle was short, vicious, and ended with the Lepers’ flagship crash landing into the planets largest mountain range, obliterating an entire nation. The Sanctors made landfall soon after. The Lepers were scattered across the surface of Narayan, attacking a score of defenceless targets. They resisted with the tenacity and fearlessness that characterises all sons of the XIV legion. Their death was prolonged and exacted a high price, but it was inevitable. And so the Lepers of Barbarus died as they had lived: despised, outcast and fatherless.
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edit: now a proper project blog! edit 2: update to better reflect project scope (ever increasing it seems...) edit 3: now we're including Thousand Sons, guess the brackets were prophetic? edit 4: now the Thousand Sons can fulfil a detachment they get their own topic in the Thousand Sons section edit 5: Daemonettes have their own home too, also updated warband scheme at bottom of post After getting a taste for Kill Team my gaming circle got into some talk about collecting small kill teams from new armies as a fresh modelling opportunity. Whether or not this comes to fruition is another matter, but I thought this would be the chance to tick a few boxes of mine; namely to get my Slaanesh on and experiment and push my modelling and painting abilities. So here I am to scope it out before anything gets started! I'm familiar with Marines, but having not encountered Chaos for a while I'm a bit out of touch with the finer details of what's going on aside from the obvious. How does Slaanesh fair these days? What about daemon units? I'm not too fussed about the other gods at the moment, if I did end up using their stuff I might counts-as them as something Slaaneshi as a good excuse to hone my converting skills. This is all sort of unplanned so you'll have to forgive the rambling nature (or more rambling than normal?). I quite like the idea of whites, pinks/purples and maybe some black and gold but I gather this is fairly typical of Slaaneshi stuff? I'm not set on anything yet other than liking something bright, maybe with something in the pinky-purpley range - all my armies have green on so far, could that be good somewhere? As I said I really want to get outside of my comfort zone but I also want to do something I'd like. I crafted a quick CSM painter colour scheme up, behold it's probably generic glory: Well, everyone starts somewhere right? Painting a halved scheme would be something new too, I'm discounting quartered because I'm slow enough painting as it is While I'm sure that the army has a good chance of growing into a full one given time (isn't it always the way?) I'm only focusing on a Kill Team right now so I'd prefer to start with suggestions based on that first I've not given any thought to backgrounds, names etc yet either but I'll put some time to this if it ends up having legs. Thanks in advance Edit 5 new scheme image with more accurate colours and bits:
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So it's 2015 now, probably about 4 years since I used to frequent the Liber, and I finally got the inspiration to return. Unfortunately all records of my trademark DIY, the Angels of Perdition, have been lost to the warp. Rather than cry about it though, I see this as a chance to start anew and come up with an even better product. I'm very rusty, but I believe I have all the inspiration and drive I need to accomplish my goal and return the Angels to the mighty ranks of the Liber Astartes. I'll be progressing gradually. I have an outline which I will post and replace with the fleshed out sections as I go. As always, all comments, feedback, and critiques are welcomed and encouraged. Hope you enjoy! Angels of Perdition “We are the slayers of kings, the destroyers of worlds, bringers of ruination and death in all its forms.” http://i189.photobucket.com/albums/z121/mnesimache/Vocates/angelsofperditionpy6.jpg The Golden Founding In the final days of the forty-first millennium, grim are all tidings. The armies of Man fall, the light of the Astronomicon has grown weak, and the well of Hope that the galaxy draws upon in dark times has all but dried. However, the Imperium of Man has occasionally been spared of its despair and known times of triumph. Ancient Imperial records show that the 14th Founding of the Adeptus Asartes was one such time of hope. It was to be a Golden Founding, and the High Lords spared no resource in raising the new champions of Humanity and arming them with the most mighty arms and armor with which to bring death to the foes of the Emperor. Even the careful selection of gene-seed during the Founding was meticulous almost to a fault, as the Adeptus Mechanicus insured that the vast majority of the fledgling Astartes Chapters were created from only the purest genetic stock of Roboute Guilliman and Rogal Dorn. Rumors abound as to why so much care was afforded to the 14th Founding in particular. The real reason has long been lost to time and the abyss of bureaucracy, but many Imperial Scholars and experts on the subject believe the momentous effort put into the 14th Founding in fact stem from the previous Astartes Founding: the 13th “Dark” Founding. That being said this is only conjecture, as all records regarding the subject have been replaced en masse by speculation, hypothesis, and superstition. Chapter 639, who would later be known and feared as the Angels of Perdition, were given life during the 14th Founding. They are scions of the Ultramarines through way of the Nemesis whom also also provided the nascent chapter with its initial training cadre. The honor of leading the chapter as its first chapter master was given to Lither Brahka, Veteran Captain of the Nemesis 3rd Company. Though described as an extremely humorless and dour individual, Brahka's service record was extensive as it was unquestionable. He was a commander known among the Nemesis as having an absolute intolerance for any breach in disciple, and that when it came to carrying out the Emperor's Will the ends always justified the means. Given command of 1,000 of the Emperor's Chosen and their mighty fleet, Chapter Master Brahka struck out into the Segmentum Pacificus without celebration. Bringing ruin to the mutant, xenos, and traitor at the alter of war would be their founding ceremony. For 14 years, Chapter 639 battled the enemies of Man without pause, exterminating heretical cult after traitor warband in the name of the Emperor. [add color battles and accolades here] EDIT:: Updated the outline. See below
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The New Eden Rifles Renowned for their stoic steadfast nature and their stubborn refusal to accept defeat the New Eden Rifles have gained a name across the length of the Imperium as all but unbreakable in defence and just as determined in assault. The New Eden Rifles regiments combine a defiant nature with a plucky and almost irreverent attitude to war and their enemies that has, on occasion, caused their allies to question their reliability on the field of battle but once battle is joined they quickly change their minds. The New Eden regiments are siege masters without equal in the Sub-Sector Incogni meeting their enemies with unbroken trench works and shelling them relentlessly from artillery batteries. Regimental History The planet that would become known as New Eden was discovered in the later days of the Great Crusade. Noted for its virgin arable lands and harsh but beautiful landscape its was inhabited by a primitive hunter gatherer nomads whose technology was equivalent to ancient Terran Stone Age. It was quickly earmarked for settlement and before long settlers arrived from across the vast expanse of space. Its lands were perfect for farming and soon the surface was dotted by vast sprawling farming estates ruled over by wealthy nobles whose lands were worked in turn by criminals, slaves and indentured freemen supplemented by those natives of the planet whom had been deemed useful for integration with the Imperium at large. Qualified overseers and tradesmen arrived from across the breadth of humanities worlds to help supply the farm workers and soon New Eden was a flourishing Agri World supplying foodstuffs across much of Sub-Sector Incogni and further afield. It was not to last however and in the closing days of M.39 the region of space that Sub Sector Incogni bordered on, known as the Bleak Stars, became a hot bed of activity for the xeno species known as the Orks. A lawless region that had escaped the reach of the Emperor’s Great Crusade it easily was subdued by the by the beastial xenos and soon they would push into Imperial help space. Faced with Xeno invasions across multiple Sub-Sectors, including Incognil, the Imperial High Command was unable to meet every push against the xenos and in the vast bloated bureaucracy of the Imperium Incogni and New Eden were either forgotten or deemed unimportant and resources were sent elsewhere. As orkoid vessels pushed into the sector what little Imperial forces that were their were quickly brushed aside. Deciding to cut their losses and regroup on one of the newly established fortress worlds Sub Sector Incogni was declared a loss and the Imperium turned its back on those whom still dwelt there. Declared lost by the Imperium the world of New Eden was far from fallen. Its PDF stood defiant against the off-world xenos. Defences were quickly set up and soon New Eden’s farmlands were divided by sprawling trench works and make-shift bunkers. The planets defenders prepared to sell their lives dearly and it wasn’t long before the Orks arrived on-world. Expecting to find frightened farmers and flimsy defences, like they had on the rest of the Imperium’s worlds so far, the orks were instead surprised to find stoic lines of defenders in their path. Their would be no easy victory on New Eden. Steadfast defiance and unbreakable determination met bestial and unthinking rage and it wasn’t long before New Eden’s verdant fields were turned into a bloody quagmire of blasted apart corpses, both xeno and human, and craters bloomed across the ground like pox marks. But the orks are a race bred for war, they thrive on it, and whilst the ork numbers seemed exhaustible the PDFs were not. Despite their intractable defence their numbers began to dwindle and so the Planetary Governor issued a decree, known forever after as simply “The Emperor’s Call”. A lotto would be taken with every citizen of New Eden, from the lowest criminal slave labourer to the Planetary Governor himself, entered. A day of the year would be drawn at random and every person born on New Eden on that day would be drafted into service in the PDF. It was an initiative the Governor would prove himself committed to when his only child, a daughter, was taken in the first Call. His position was simple, New Eden would stand even if he had to spend every last drop of blood on the planet to do so. When Imperial Forces eventually pushed the orks back in the early days of M.40 they expected to arrive in Incogni to find destroyed worlds overrun by greenskins. Instead they found New Eden still standing, her once verdant fields covered in vast elaborate trench works and defensive positions that ran like spider webs across every clear surface. And when the trench works had fallen the men and women of New Eden had fought for every inch of their cities. Roads were choked with razor wine and make-shift tank traps. Machines and animals, once used to tend to farms or clear land had been turned to war. Weed spraying trucks had been outfitted into crude flame thrower tanks and plows had been reforged into dozer blades. Despite being abandoned for as long as it had New Eden still held on defiant. The newly arrived Imperial crusade quickly helped the New Eden inhabitants reclaim their planet. As the last orkoid was burned in righteous fire Lord Commander Ferius, commander of the Imperial Crusade, commented on that is was as If by the Emperor’s divine providence itself that the world had held. He promised them whatever aid they needed to restore New Eden to its former glory, a gift for their loyalty, when the orks were pushed back to the Bleak. It was a surprise to him when the commander of the planets defenders, the former Planetary Governor whom himself had been taken in the thirteenth Call, declared that he and his men would come with them to see the orks driven from the Imperium for good. Thus was the 1st New Eden Rifles formed. Lord Commander Ferius was good to his word and ensured aid to the planet following the defeat of the orks and it wasn’t long before New Eden was recovering. Crater’s were turned to water supplies and the trenches were kept, a reminder of the regiments proud past. It wouldn’t be long before they would be used again, however, with the orks of the Bleak rising again and again to threaten the Imperium throughout the new few Millennium. Notable Campaigns Pilium Crusade (M.39) The newly founded 1st New Eden Rifles accompany Lord Commander Ferius on his next crusade following his success against the orks, along with many other regiments and no less then two companies of the Space Marines against the traitor forces near the warp storm known as the Pilium Anomaly. Despite great success contact against the enemy eventually the contact is lost with the forces after they enter the Anomaly itself and eventually they crusade is considered lost. Fall of Gokh (M.39) The 22nd New Eden Rifles form part of the Imperial Forces besieging the seccesionist forces on the world of Gokh. Despite horrendous casualties on both side, including losses due to the employing of Phosphex artillery by the planets defenders the Imperial forces are victorious and the Secessionists are put to the sword. The Battle of Bridge 432 (M.40) Assisting the forces of the Iron Heralds Astartes Chapter elements of the 34th and 22nd New Eden Rifles help hold of a previously unknown Xeno species known as the Desmerax. The turning point of the battle comes when the Rifles hold the Bridge, designation 432, against countless waves of xenos before the Heralds can eliminate the xeno leaders, breaking their forces and sending them back into the Bleak. The Second Battle for New Eden (M.40) Although it has come under constant assault over the years from orks as well as other xeno races the second major invasion of New Eden came in the later part of M.40 when a vast force of Traitor Astartes sworn to the Blood God, Khorne, invaded. The New Eden Rifles would stand firm as always and the waves of frothing madmen were met with ranks of sustained fire and constant artillery bombardment. The invasion would be broken and the planet held, but not before extensive damage was caused again to the planets farming again. The Charge of the 1st New Eden Light Horse Brigade (M.41) On the desert world of Al-Ermain Imperial Forces had been fought to a long standing stale mate against traitor forces. Facing impressive trench works and bristling gun emplacements the forces of the Guard were unable to push any further forwards without sustaining heavy casualties. Several sorties from the infantry and tank brigades had simply caused substantial losses on the Imperial forces without gaining any true ground. Knowing that a victory here was essential to capturing the world Captain Johanne Winters of the 1st New Eden Light Horse Brigade ordered his men charge straight into the gun lines. Seen as a suicidal assault Johanne was determined his men would break the enemies lines. It was a ploy that worked when surprised by this seemingly mad man and his men’s charge the traitors guard fled their positions or surrendered in a panic, unsure how else to react. With the gun lines broken with minimal casualties the Imperial forces went on to secure victory and Johanne was awarded the Star of Terra, one of only two Guardsmen of New Eden to ever receive the award. The Black WAAAAAGH!!! (M.41) Ork Warboss Drizog Blacktoof leads a vast orkish invasion from the Bleak into Sub-Sector Megara, sector of the Iron Heralds homeworld and neighbouring sub sector to Incogni. No less then seven combined regiments of the New Eden Rifles, including the 13th New Eden Rifles led by the heroic Colonel Katrin Pendt and the 1st New Eden Light Horse, still led by the unflappable Johanne, are deployed to help the Iron Heralds defend their homeworld. Joined by forces from throughout the Sub-Sectors the Orks are eventually defeated when Drizog is slain by Chapter Master Seric in single combat. Colonel Katrin is awarded a relic bolter by the Chapter Master due to her part in the defence on the Pelion Fields. Homeworld Its vast farmlands tended by criminals, slaves and indentured common folk New Eden is somewhat of a melting pot of cultures from across the immediate area of the Imperium. This peculiar blend of different cultures had strangely bred a strong bond between the planets inhabitants. It is a camaraderie that serves them well both in the fields as when as on the battle fields. Although officially an Agri World New Eden has started to bare many similarities to a Fortress World. With the ever present orkoid threat in the Bleak Stars as well as the fact that the Imperium never truly recovered from the losses from the first orkish invasion means that New Eden is frequently assaulted by disparate ork warbands, although nothing on full WAAAAGH!!! status. The New Eden PDF is well drilled and experienced, working to maintain the vast trench networks and gun emplacements that have become as much a part of New Eden’s landscape as its sweeping farmlands. Most native born New Edene, as they are called, end up working on the planets farms as either overseers or qualified craftsmen of some sort on the farms or in one of the three major hive settlements on the city that have grown around the planets space ports. These hubs are a vast market of sorts with food stuffs and other farmed goods being exported across much of the nearby Imperium and all sorts of criminals and farm machinery arriving daily to feed the labour needs of the vast farming estates. Recruitment There are two ways one can end up in service in the Guard on New Eden. The first is service within the planets PDF and is typically a voluntary commission. Any and all, from lowest criminal to highest noble, are welcome to swear their lives to the service in the PDF and if they do so they are trained and equipped to defend their homeworld and can expect to spend the rest of their lives in the trenches of New Eden, either keeping them repaired or fighting in them. The other way is through the Emperor’s Call. A practice established in the early defence of the planet it has been kept as a standard practice to help meet the Imperial Tithe alongside the planets food output. Much like the first Calls a date will be drawn at random and any and all those born on that day must report to their local recruitment centre where they will be deemed fit for service or otherwise. Even those unfit for direct service will often find themselves drafted for service into the regiments support crews. These recruits are then stationed with the PDF for a short while to receive basic training and equipment before being sent off world in service to the Emperor. It is this way that the New Eden Rifles Regiments are usually split equally amongst men and women and recruits will range from criminals and poor labourers to the highest ranking nobles. All are equal once they answer the call however and the regiments original officers are drawn from PDF where their service and experience has given them the skills needed to lead the newly founded regiment. It is not uncommon for ab-humans to be sent to New Eden for service on the various farms. Each have their own uses in the vast Agri complexes and these services can serve equally well in the Guard. Because of this they aren’t exempt from the Call, just like any and all on the planet. Regiment Organisation Regiments from New Eden are typically divided into separate core formations depending upon their previous skills and employment. The most common of these are the regiments of ‘Rifles’. These tend to follow the standard size and layout as prescribed in the Tactica Imperialis. It is these regiments that most think of when they think of the regiments of New Eden. Implacable in defence and attack they have a down to business attitude matched with an almost irreverent attitude towards war and their enemy that mas many doubt their effectiveness until they see them in battle. New Edene have a strong sense of camaraderie that will often see them going to great lengths to save a wounded comrade. It is this combined with their never say die attitude that has seen them stand defiant when many other regiments have fallen. Other forms of regiments drawn from New Eden often relate to specialisations that the drafted soldiers had before their Call. Regiments such as the ‘Light Horse’ regiments formed of those herdsmen whose job was to ride animals similar to the now extinct horses of ancient Terra to shepherd the vast herds of farm animals on New Eden as they make their way across the landscape. Others are formed from the farm vehicle operators drafted into ‘Armour’ or ‘Artillery’ regiments depending on the needs at the time. It isn’t uncommon for New Eden Regiments to serve alongside each other in warzones where Imperial Commanders just refer to them as ‘New Eden Rifles’, but not in front of the soldiers themselves whom seem to have developed a friendly competitiveness between regiment types. Regiment Wargear The standard New Eden Trooper is equipped as follows: 1x M36 Lasgun: The standard work horse of the Astra Militarum the M36 is one of the most common patterns of lasgun in the Imperium at large. All guardsmen receive one upon being inducted to the guard. It has been commented that a lasgun is far more valuable to the Imperium then the man whom hold it, a saying that the New Edene regiments take objection too. It is from this weapon that the New Eden Rifles get their name. 4x Charge packs: Standard ammunition pack for most imperium las weaponry. Can be recharged crudely by throwing into a camp fire. This does reduce the life of the charge pack however. A fair trade off as far as the New Eden Rifles are concerned, not that they would admit this in front of the Commissariat. 2x Frag Grenades: Standard Imperial Issue fragmentation grenades 2x Krak Grenades: Standard Imperial Issue krak grenades. 1x Auto Pistol: A favourite side arm amongst Astra Militarum forces. Issued to troopers to use as a last resort. The New Eden Rifles tend to favour them once enemies have breached their trench lines, favouring the smaller size in the close quarters. 2x Auto Pistol Magazines: Standard Imperial Issue magazines for an Auto pistol containing solid metal jacket rounds, 1x Combat Knife: Good for cutting enemies if all else fails. Or your field rations if all chewing fails. Just don't let the Brass catch you doing the later. 1x New Eden Trooper Uniform: Typically dark grey combat fatigues similar in style to the plain thick grey clothes worn by the planets farm workers. Indeed it has been noted that they may be the surplus of exactly that. They are sometimes, but rarely, changed with slight camouflage patterns depending on the warzone the trooper is fighting in. They are designed to offer protecting in even inclement weather although only to a point. 1x Flak Armour: Standard Imperial Issue flak armour, based off the design worn by Cadian Shock Troopers. Not that the New Edenes care about where it comes from as its often the only thing between them and a bloody death on some back water world of the Imperium. The helmet often has an inbuilt short range vox suite 1x Rucksack with Entrenching Gear: Masters of trench warfare most every New Eden Rifleman is provided with basic gear for entrenchment, including shovels and wire cutters. More specialised units within the regiments are provided with more gear and training for full trench construction. 1x Basic Field dressing: For very, very basic emergency first aid (Increases trooper survival by 1.5% compared to untreated wounds) 1x Sleeping Bag or Blanket: Sleeping in luxury… 1x Mess Kit, stale dry rations and two days (mostly clean) water: eating only the finest foods… 1x Dog Tags: When you need to know who that bloody mess was. 1x Rechargeable lamp pack: Basic hand held lamp pack, good for late night reading. 1x Imperial Infantryman’s Uplifting Primer: Standard issue text that covers everything from how to on gear maintenance, combat tactics, field first aid and prayers and guide to proper devotion to the God Emperor. Commissariat recommends this to to be the ONLY thing you are reading at night. Punishment for loosing or damaging this text is severe. Other more specialised regiments or troopers may be issued with: Heavy Weaponry consisting of possibly: Mortar, Heavy Bolter, Lascannon, Auto Cannon or Missile Launcher. Usually issued to two man teams due to the size and encumbrance of the weapon. Specialised Weaponry consisting of possibly: Flamer, Grenade Launcher, Plasma Gun, Sniper Las-Rifle. Depending of situational needs Medical Kit: Slightly more comprehensive kit issued to company medic for first aid in combat situations. Vox Caster: Standard communication device issued to ensure good communication in battle environments. New Eden Proto-Steed: A strange blend of bio-mechanics and nature creating a steed similar to the horses of ancient Terra. Ridden into battle by particularly fool hardy troopers. Regimental Markings New Eden regiments tend to follow a fairly standard regimental marking system, with squads being issued a unique three digit number upon enlistment. Command staff are typically issued a two digit number with a skull in the middle and more elite or specialised regiments have three digit numbers starting with a zero. Regiments are often issues with a second number, typically the date of their birth date and the reason they were called in the draft. Regardless all troopers, from the lowliest conscript to the highest ranking officer, carry the rising sun symbol of New Eden on their left shoulder pad. Notable Regiments 1st New Eden Rifles: Founded following the liberation of their homeworld from orks the 1st New Eden Rifles continued on their glorious service until they disappeared into the Pilium Anomaly along with the rest of the Crusade they were with. Only their regimental standard was ever recovered and it rests with honour on Terra in the Hall of Heroes. In honour to the first scions of New Eden the number was retired with honour. 1st New Eden Light Horse Brigade: The first founded regiment of Light Horse designation the 1st New Eden Light Horse has served faithfully since then, having fought the length and breadth of the Imperium. They have been all but wiped out on several occasions but they are always rebuilt and continue to serve faithfully. They are currently commanded by Captain Johanne Winters, a unflappable scion of New Eden’s noble houses possessed of steel nerves and unshakable courage. 13th New Eden Rifles:”Katrin’s Own”: 22nd New Eden Rifles “The Blood Hounds”: 34th New Eden Rifles: 102nd New Eden Mechanised“The Free-born” : The first regiment ever from New Eden to consist entirely of the free children of indentured criminals on New Eden it was formed specially at request of Inquisitor Stromnash to serve during the Siege of the White Spire. Following the Imperial victory they were released back into Imperial service. 255th New Eden Heavy Armour Division “The God Killers”: Notable Heroes Colonel Katrin Pendt: TBA Captain Johanne Winters TBA Lord Commissar Jon Abram TBA First Lieutenant Sharia Tothe TBA Major Luthias Brom TBA
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Summary: ▪ GENE-SEED (PREDECESSOR): Disciples of Caliban ▪ FOUNDING: Sentinel Founding ▪ CHAPTER MASTER:Asimov ▪ CHAPTER WORLD: Menov ▪ FORTRESS MONASTERY: Anwar Peak ▪ MAIN COLOURS: ▪ SPECIALITY: Tailored Warfare ▪ BATTLE CRY: "Lions Roar" ▪ CURRENT STRENGTH: Full Strength ▪ KNOWN DESCENDANTS: None Known Obsidian Lions The Sentinel Founding saw a great number of Chapters being created to reinforce the Imperium’s strength that had taken a toll in the preceding millennia. The Obsidian Lions were founded to help patrol the fringes of Segmentum Tempestus which had assaulted repeatedly by Xeno. Although the Obsidian Lions are a Dark Angel Successor they were instead trained by the Howling Griffons. This seeded distrust on behalf of the Dark Angels towards the Lions that eventually led to the Obsidian Lions to break ties with the Dark Angels and the rest of the Unforgiven. In the many millennia since the schism the Obsidian Lions have moved past the shadow of the Unforgiven and forged their own image amongst the Astartes. The Lions are well known for being able to tailor their forces and bringing the right tool for the battle at hand. Origins: The Obsidian Lions have had an air of suspicion since their inception. No one has been able to clarify with any proof as to why they were created from the Disciples of Caliban so soon after their creation. Many say that the request to have the Disciples created doubts about why the Dark Angels wanted a new Successor. Rather than openly accuse one of the original Chapters of any wrongdoing they decided to put the gene-seed to the test. Following their creation and training with the Howling Griffons they adopted the world Menov as their homeworld. They fought many battles alongside the Howling Griffons honing their skills of war. Their tactical ingenuity was praised and long after their training had finished the Griffons still sought the Obsidian Lions assistance. Eventually they fought alongside the Dark Angels at the Battle of Zenith. After the battle the Dark Angels acknowledged that the Obsidian Lions were indeed of their lineage, while the meeting was amicable the Lions could sense an air of unease emanating from the Dark Angels. They vowed to prove to the Dark Angels that they had the strength of the Lion. As time passed the Lions began to mimic the organization and tactics of the Dark Angels, including Deathwing and Ravenwing. No matter what victories the Lions secured or how many Imperial forces gave laurels to them they always seemed on the outside of the Dark Angels’ circle of allies. There had been many times where the Obsidian Lions were not privy to objectives or tactical information when heading into battle when fighting alongside the Unforgiven. Many times they would be leading the vanguard only to realize that their allies have changed tactics and objectives or left the battlefield all together. Their oath to prove themselves to the Dark Angels started taking its toll on the Obsidian Lions. They had been fighting at half strength for a while and whenever the Unforgiven chased their own targets the Lions end up paying a steep price. It all came to a boiling point when the Angels of Absolution were supposed to flank the enemy at the Wavium Conflict. The Angels of Absolution changed tactics and attacked the leadership without notifying the Lions. This lead to the Lions quickly being surrounded and if not for timely reinforcements from their Battle Barge, the Lion’s Den, they would not have survived the battle. While the Angels were successful into throwing the enemy forces into disarray the Obsidian Lions sustained a large number of casualties. Amongst the casualties was their Chapter Master, Naziel, who was found battered surrounded by bodies including his broken obsidian swords. The Lions confronted the Angels about their treachery and the Angels replied that it was an mean to an end, casualties were an unfortunate side effect. The two forces began to fight as Chief Librarian Solomon scanned the minds of the Angels and saw that they saw them as tainted. In his fury he saw unleashed a psychic force that killed many Angels of Absolution before his ire was reeled in. The Angels decided to retreat seeing this as a battle they could not since they were outnumbered both on the ground and in orbit. Following this event the Obsidian Lions took time to rebuild and restructure as they saw the Dark Angel’s tactics and structure flawed. They also no longer responded to the Unforgiven’s calls for assistance. They would carve their own destiny apart from the Dark Angels and their progeny. Chapter Home World: Menov was established as the Obsidians Lions’ home planet shortly after their creation and has been extensively fortified over the millennia. They had made planet fall to answer a call for assistance against a Tau force that had attacked some of the kingdoms on the planet. The Tau was a small reconnaissance force and the Lions were able to make quick work of them. While they were battling the Tau they had come across black lions with silvery manes and they took this as a sign. It did not take long before their entire fleet was in orbit over the planet. Menov is a feudal world with many kings carving out their kingdoms within the forests. A few of the kingdoms have grown strong and technologically advanced enough to be able to expand their borders. The thick forests isolate the kingdoms so conflict between the kingdoms is rare, survival is more about battling the elements of the planet than other kingdoms. Two continents dominate the planet with small oceans separating them. Menov’s water seems to be concentrated in the rivers and lakes that cut through the forests that cover the large continents. The larger continent is Nemea, which has a mountain range that runs diagonally through its center. The Obsidian Lions made Anwar Peak their home, greatly expanding the already massive cave system within the mountain. The second continent, Damond, is smaller, but not by much, and is very similar to Nemea but their mountains ranges are much smaller. The vast Gedoc Desert in the center of the continent is its distinctive feature; it is the only sizable dry area on the planet. All rivers seem to flow around the Gedoc and no water flows into the desert. The most distinctive flora on the planet are the forests that canopy the continents and the fauna is varied although the lions top the food chain. The Nemean Lion is the creature that drew the Obsidian Lions to the world, is the largest carnivore on the planet and its razor sharp claws can gouge plasteel. The Nemean Lion is scared to the people of Nemea so it is never hunted unless it attacks an Astartes. The only lion to exist on both continents is the Crephym. The Crephym is a winged lion that is smaller and lighter than the Nemean Lion but is a dangerous predator that rules the skies and mountain peaks of the planet. Another member of the lion family is the Damond Lion, also called a Lightningback because of the golden streak of fur on its back, is the smallest of the lions on Menov. The Damond Lion hunts in packs and has an acidic spit that it uses to lure prey. While the spit itself will not cause take down most animals it on its own it can cause major damage if multiple doses are applied. The Damond Lion will use it to get prey’s attention and lead it into an ambush where the rest of the pride is waiting. Present Activities: Currently their forces are split in two, a Strikeforce was sent to the Masade System to assist with the increasing Necrons presence. The rest of the Chapter has been deployed to fight the Black Crusade. Battle Honors: Wavium Conflict - This battle lead to the schism between the Lions and the Dark Angels. The Lions answered the call to assist the Angels of Absolution in quelling a rebellion. The Lions deployed a sizable force and were to lead the frontal attack while the Angels' Ravenwing was supposed to attack the enemy's flanks. During battle the Angels were nowhere to be found and the Lions were soon engulfed by the opposing forces and the firepower they brought to bear was more than they anticipated. Reinforcements arrived their flagship to turn the tide but the Lions lost more than a full Company and among the casualties was their Chapter Master. What the Lions were not told is that the rebellion was incited by Traitor Marines and among them were suspected Fallen. The death of their Chapter Master lead to blows between the two Chapters and the Obsidian Lions have not answered an Unforgiven heed for assistance since. Redemption Crusades - Following the Wavium Conflict the Lions took time to rebuild their Chapter and restructure. After a few decades they began to lend aid to every call outside of the Unforgiven's that they could. They made sure to show themselves in force and never stretch themselves too thin. They wanted to make amends for turning their backs on their founding Chapter and to prove to themselves that their blade was still sharp. Cebitus Struggle - The Lions responded to reports that Orks had encroached the Cebitus system and suffered their first major defeat. The Lions applied a strike of one hundred Astartes and were pushing the savages back after each battle. The Orks proceeded to crash their ship into the surface killing the long range support iand the swarm of Orks that survived quickly overwhelmed the Lions. There were no survivors but were avenged by a combined effort of the Obsidian Lions and Howling Griffons. This changed how the Lions constructed their strikeforces to make sure they always had contingency support. Xibalba Wars - The Lions fought alongside the Void Angels against the Watchers of Prophecy. When arriving on Vespertilio the Obsidian Lions saw the population in deplorable state, the Watchers had turned the population of the the planet into were-beats. After the initial battles they ruled that the world was beyond reprise and deemed Exterminatus extremis necessary. Shortly after the Void Angels arrived looking for the Watchers of Prophecy. They finally cornered the traitors on the planet Calor and they followed the Watchers into their keep. Once inside they could not be found, some believe that the Tzeentch himself saved them while others say that they had found a webway entrance. Chapter Organization The Obsidian Lions deviate significantly from the Codex Astartes as they feel that their organization allows for more tactical flexibility that was instilled in them by the Howling Griffons. After they severed ties with the Unforgiven they expanded the Dark Angels structure they had adapted to. They saw merit in having specialized units but why just two companies, so they shifted to specialize all their companies. The first and second Companies mirror those of the Dark Angels, Silver Manes and Hunters respectively. The Silver Manes are the Veterans from all of their Companies. Upon reaching the rank of Veteran Knight they join the other veterans of the Chapter, which has led the Silver Manes to rise above 100 Astartes. The Hunters are a fast attack Company like the Ravenwing. The 3rd through 6th are the Chimeras, their Tactical Marines. They are the only units who try to train in all aspects of warfare and are the backbone of all strikeforces. The 7th Company are the Crephyms, their Assault Marines. This Company is an all out assault force and have no bikes or other vehicles attached to them. The 8th Company are the BLANK, the Devastators Company. The 9th is the Iron Company, which is their Armored Company. The Iron Company are skilled in piloting and wielding the devastating power of the Chapter’s tanks and airships. The Iron Company has honed their skills attempting maneuvers and pushing their machines to levels that most other Chapter’s would not even attempt. Finally the 10th is the Scout Company in which all Astartes start their training. They also deviate in how the Astartes are ranked. When a Scout joins any of the Company he has the rank of Squire until he has proven himself in battle. Once he has felt the heat of battle he gains the rank of Brother. From here an Astartes can reach the rank of Knight through battle and through the Broken Sword Tournaments. A Knight are the elites with each Company and it is from here that Sergeants are chosen from. Those who excel are then promoted Veteran Knight and they then join the Silver Manes. In other Companies Astartes earn their rank based solely on their performance, but in the First Company they are directly competing with their fellow Veterans. The top 20 Veteran Knights have the title of Champion-Knight, which is a bittersweet honor because those Astartes who lose the title feel a sense of dishonor. The Champion-Knights can then become a Knight-Captain to one of the Companies of their discipline. Once they have proven their prowess to leading others the can become Knight-Commanders who lead the Strike forces into battle. Fleet Assets The Obsidian Lions are a very active Chapter and have a large fleet of vessels. Lion’s Den – is the Chapter’s flagship Nomadic King – Battle Barge Leo Tenebris – Battle Barge Midnight Prowler – Strike Cruiser Emperor’s Aegis – Strike Cruiser Wrath of Menov – Strike Cruiser Recruitment The Lions primarily recruit from the Kingdoms of Menov. Every generation the Obsidian Lions will request that the kingdoms hold their own tournaments from which recruits will be chosen from. It is a great honor in the kingdoms to have their children inducted into Obsidian Lions. Some families train their children from a very young age for these tournaments. Chapter Master Silver Manes Terminator Hunters Chimaeras Predators Lightningbacks Iron Pride Combat Doctrine The Lions’ principles of war are based on flexibility and applying the proper pressure to the enemy, this has been shaped by their mentors, Howling Griffons, and their progenitors, Dark Angels. The Howling Griffons instilled tactical flexibility in the Lions, to never become too rigid and always use the best tool for the battlefield. The Dark Angels’ Deathwing and Ravenwing showed them how effective specialized Companies can be. The Obsidian Lions create strikeforces for each engagement taking squads of each Company. Normally the larger campaigns are lead by Knight-Commander but for smaller operations a Knight-Captain can lead it. The Strikeforce leader will deduce what elements will be needed to fight the enemy at hand and also what forces he will need for contingency. Local rituals On Menov the Obsidian Lions hold a tournament every year to test an Astartes strength and skill. The tournament includes singles combat, squad-based combat, marksmanship, among other things but the highest honor is to win the Gauntlet. A race through the forests of Nemea with no armor, armed only with a combat knife. The victors of each tournament have the privilege to wear the silver Broken Blade on their left knee until the next tournament. These tournaments are also where a Squire will get their first taste of combat, testing their training to confirm they have what it takes to be an asset on the battlefield. Beliefs The Lions revere the Emperor and their Primarch like any other Chapters with the exception that they feel they have not lived up to Lion El’Johnson’s legacy because they turned their back on the Dark Angels. The first thing they do when becoming an Astartes is to take the Oath of the Broken Blades, an oath to uphold the ideals of the Lion and to never abandon an ally. They hold oaths in a very high regard but compared to the Griffons, the Lions swear few oaths. A completed oath is a source of much personal pride and it is typical for a satisfied oath to be inked onto the skin of the Astartes. On the other side a failed oath brings shame to the Astartes, it is not unknown for an Astartes to take a vow of silence or denounce their rank because they were unable to fulfill an oath. Gene-Seed: Description of origin and current status - Dark Angels, Obviously! Battle Cry “Lion’s Roar!” litany before battle – “The enemy lies at the tip of our blade and it shall weep with their blood.” Champions of the Chapter Asimov - has been the High Commander of the Obsidian Lions for the last century. He is not one to rush into any fight and rarely gives into the battle fury. His level headedness has always allowed him to make sound tactical decisions and to always weigh his options. He is held in high regard by his men because he always leads from the font lines. He is the only High Commander to have never won a tournament for his prowess was on the battlefield. He wields the Broken Blades of Naziel and wears the Silver Fleece. Naziel - was the third Chapter Master of the Obsidian Lions. He was a great warrior who never backed down from a battle and always pushed his men on to glory. But what he is remembered most for is his death. During the Wavium Conflict he was leading the Lions into battle waiting for the Angels of Absolution to attack the enemy's flanks, the Angels never arrived. He was enraged at the constant disregard the Unforgiven had towards his Chapter. With his obsidian blades in had he cut down traitor after traitor until he was killed by a melta blast, then the traitors began to mutilate his body out of anger. When reinforcements arrived and the Lions were able to finally clear a path to Naziel they found his battered body laying next to his broken obsidian swords. This marked the end of the Lion's wanting to live up to their progenitor's ideology and no longer sought their acceptance. Renock - is currently the Chapter's top Champion-Knight. Renock was a Chimaera and was part of he Fifth Company. He was proficient with any weapon that he wields to the point that he one of the few Obsidian Lions to have won every tournament he entered. He is a great combatant but his tactical sense has come into question at times. There are whispers that for all his battle prowess he will never make the rank of Knight-Commander, something that he intends to prove wrong. He is the current owner of the Starwall and wields the Sword of Oaths. Nasla - was recently promoted to Knight-Commander. While he has only fought a few battles since receiving his new rank, Nasla is a seasoned commander as the Knight-Captain of the 4th Company. He is a very reserved individual and never boats about his accolades. He carries the Emperor's Peace. Gar - is the current Knight-Captain of the Predators. Gar is a fearsome close combat fighter, always looking to challenge enemy force's champions. Always looking for combat opportunities that if he is not leading a strikeforce he will volunteer to accompany his men in a different strikeforce. Gar wields the Fateripper and a Nemean Hide. Relics Broken Blades of Naziel - Naziel's blades were taken after the Wavium Conflict and put fitted into a pair of lightning claws replacing the claws. The blades can be protracted for a better reach and also used to penetrate armor. The blades are given to the High Commander upon his ascension. Heart of Anwar - is a master crafted Power Hammer. These hammers were worked on many times to better deal with the dense Menovian rock during the initial expansion of the caves. All the hammers were lost with the exception of one. Later on they were able to use better equipment for the expansion but this power hammer has shown to be a strong weapon of war as much as well powerful tool. Sword of Oaths - This master-crafted claymore was given to the Obsidian Lions by the Howling Griffons after their training had been completed. The Griffons held the Lions in high regard and saw a potential in their fervor. This blade was a symbol of the oath of brotherhood that sworn by the two Chapter Masters.The sword is given to the highest ranked Champion-Knight. Lion's Tail - This cimbi-melta is that was wielded by Galtan on the world of Rayvon. The Lions assaulted the Dark Eldar on this Shrine world to stop the desocration of the the world where the Emperor had visited while he still lead the Great Crusade. The only surviving Lion was allowed to clean his equipment in the moat that surrounded the main cathedral, the moat is said to be blessed for the Emperor himself drank its water. The Lion's Tail has never malfunctioned since that day. Silver Fleece - Menov's rarest and most dangerous predator's, the silver Nemean Lion, hide has special characteristics that create a small field of protection when charge is applied to it. The Nemean Hides are worn only by the Obsidian Lion's officers and the Silver Fleece is a masterpiece among them that is passed from High Commander to High Commander. Tower of Lions - This storm shield was created for the first Chapter Master to receive the tile of High Commander. While the artificers expertly crafted and adorned the shield as a tribute to the new title, the High Commander was unwilling to part with the Blades of Naziel. He asked his Commanders to duel for the shield. Whenever the owner of the shield passes the remaining Commanders and whoever is elevated must duel to see who the new owner is. Trinity of War - The Trinity of War is a set of weapons that was commissioned for the winner of the first Gauntlet tournament. The owner eventually joined the ranks of the Veteran-Knight. Since his death the weapons are dueled for during for during the Broken Blade Tournaments and only one other person since has possessed all three weapons. Fateripper - a master crafted power sword. Emperor's Peace - A master crafted bolt. This weapon is able to shoot a volley of bolts without jamming. Starwall - is a master-crafted combat shield. Whenever the the field is struck the energy ripples resembling a wall of stars.
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