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  1. This topic is just a way of generating interest and getting an idea of what sort of numbers we have for creating a Xenos ruleset for Legions Imperialis, using said ruleset as a guide/context for anything we create. In my mind, this topic is a place we can discuss how to implement such things, whether we assign groups of people to each Xenos faction with a project head, then come together to finalise things as a community. Or what have you. So... who's interested?
  2. Gene-seed: Blood Angel Lineage – Confirmed Founding: 3rd Founding (appx. 001.M32) Home World: Sanctum Prime (Postryke System, Gothic Sector, Segmentum Obscurus, Imperium Nihilus) Fortress Monastery: Sanctuary of the Iron Halo Colours: Black (Primary), Blue (Secondary), Steel (Trim) Symbol: Steel Wings Chapter Master: Lord Arcturus Voss Battle Cry: “On Iron Wings, We rise!” Origins The Iron Seraphim is a renowned Space Marine Chapter that originated during the Third Founding, a period of expansion for the Adeptus Astartes. Created as a successor chapter to the illustrious Blood Angels, they inherit the noble lineage and genetic legacy of their Primarch, Sanguinius. In the aftermath of the Horus Heresy, the Imperium sought to replenish its ranks and create new chapters to defend against the manifold threats facing humanity. The Iron Seraphim were among the chapters forged during this time, tasked with upholding the honor and noble traditions of their Blood Angels forebears. Creation and Gene-seed The Iron Seraphim were created using the gene-seed of the Blood Angels, instilling them with the strengths, abilities, and genetic quirks of their Primarch. They bear the burden of the Red Thirst, a genetic flaw that causes a heightened thirst for blood in battle. However, through rigorous training and strict discipline, and their large chaplaincy that guides their number, the Iron Seraphim have learned to channel this savage impulse into controlled aggression, ensuring they do not succumb to the dreaded Black Rage, save for but a handful of their number. Combat Doctrine The Iron Seraphim Space Marine Chapter, as a successor of the Blood Angels, follows a combat doctrine that combines their love for close combat and melee prowess with a strategic focus on maintaining superior firepower throughout all ranges. This doctrine allows them to excel in various combat scenarios, ensuring they are formidable opponents in any battlefield. The Iron Seraphim prioritize the preservation of their martial traditions and the relentless pursuit of perfection in combat. Their emphasis on close combat and melee engagements stems from their Blood Angels heritage and the inherent thirst for battle that runs in their gene-seed. They relish the intensity of hand-to-hand combat, displaying exceptional skill and ferocity when engaging enemies up close. However, the Iron Seraphim understand that a balanced approach is crucial for achieving victory in the complex and diverse battles of the far future. They recognize that relying solely on close combat can leave them vulnerable to enemy firepower and long-range attacks. Therefore, they have developed a combat doctrine that ensures they maintain a strong presence in the mid-field and long-range engagements as well. To achieve this, the Iron Seraphim prioritize the acquisition and deployment of superior firepower. They place great importance on the effective use of heavy weapons, artillery, and specialized support units within their ranks. This allows them to unleash devastating barrages of firepower upon their enemies, weakening their defenses and thinning their ranks before closing in for the kill. The chapter maintains a formidable arsenal, ranging from heavy bolters and missile launchers to plasma weapons and lascannons. They are skilled in the use of heavy weapons platforms and armored vehicles, employing them to dominate the battlefield and establish fire superiority. While the Iron Seraphim excel in close combat, they are also proficient in mid-field engagements. They utilize squads armed with versatile weapons such as bolt rifles and plasma guns, enabling them to engage enemies at medium range while maintaining mobility and flexibility. Long-range engagements are not neglected either. The Iron Seraphim possess squads of adept marksmen armed with sniper rifles and specialized anti-vehicle weaponry. These units provide crucial fire support from a distance, picking off high-value targets and neutralizing enemy armor or fortified positions. Overall, the combat doctrine of the Iron Seraphim Space Marine Chapter revolves around the principle that superior firepower is the key to victory. By combining their close combat expertise with a diverse and potent arsenal, they strike a balance between melee prowess and ranged firepower. This approach allows them to adapt to various battlefield conditions and emerge triumphant in their pursuit of victory. Chapter Culture The Iron Seraphim Space Marine Chapter possesses a unique culture that sets them apart from other chapters, emphasizing the importance of their large chaplaincy, regular interaction with humans, artistic pursuits, and a controlled approach to satisfying their blood needs. The Iron Seraphim place great significance on their chaplaincy, believing it to be the key to keeping the numbers of those afflicted by the Black Rage to a minimum. The chaplains hold a revered position within the chapter, serving as spiritual guides, mentors, and guardians of the chapter's traditions and beliefs. They play a crucial role in providing counsel, maintaining the mental and emotional stability of the battle-brothers, and ensuring they stay true to their purpose and remain disciplined in combat. In an effort to stay connected with their humanity and understand what they fight for, the Iron Seraphim members engage in a practice of spending time among the humans on Sanctum Prime, their home world. This periodic interaction allows them to witness the lives of ordinary people, appreciate their struggles, and reinforce their commitment to protecting humanity. It serves as a reminder of the fragile nature of human existence and the importance of their sworn duty as Space Marines. To combat the Red Thirst, a flaw inherited from their Blood Angels lineage, the members of the Iron Seraphim dedicate much of their free time to artistic pursuits. They engage in various forms of expression such as painting, sculpture, music, and literature. These creative outlets provide a means of channeling their emotions, helping to stave off the consuming thirst for blood and maintaining a sense of inner balance. While the Iron Seraphim strive to control their bloodlust, they acknowledge the need to satiate it to some extent. They have established a unique practice of willingly accepting blood donations from local communities. This mutually beneficial arrangement allows the chapter to obtain the sustenance they require while forging strong bonds with the people they protect. These blood donations are normally concealed to be blood drives to screen the local population to check for disease and illness, and while to an extent, this is true, the exact nature is hidden, for The Red Thirst must remain hidden from the knowledge of the greater Imperium. Additionally, they partake in the consumption of a special blood wine known as Karesh, which is carefully crafted and prepared by the chapter's apothecaries. Karesh serves as a ceremonial drink, enjoyed during rituals and gatherings, symbolizing the connection between the Iron Seraphim and their bloodline. These cultural practices and customs of the Iron Seraphim contribute to the chapter's identity, ensuring that they remain grounded in their purpose and strive to maintain their humanity while embracing their transhuman nature. By emphasizing their chaplaincy, interacting with humans, pursuing the arts, and managing their blood needs with control and reverence, the Iron Seraphim seek to forge a unique path in their journey as Space Marines. Chapter Heraldry The heraldry of the Iron Seraphim Space Marine Chapter reflects their unique identity and incorporates elements that symbolize their lineage, combat doctrine, and values. The primary color of the Iron Seraphim's heraldry is black, representing the somber nature of their duty and the darkness they face on the battlefield. It signifies their resilience and determination in the face of adversity, as well as the unwavering strength they possess as defenders of humanity. Accompanying the black is a deep blue, serving as a secondary color in their heraldry. This rich hue represents loyalty, honor, and the steadfastness with which the Iron Seraphim fulfill their oaths. It serves as a reminder of their commitment to their allies and the sacred duty they bear. The use of steel trim highlights the chapter's dedication to superior firepower and the importance they place on their technological prowess. It represents the chapter's relentless pursuit of perfection in combat and their constant drive to improve their armaments and battle strategies. At the center of their heraldry is their symbol, wings of steel. This iconic imagery encapsulates the chapter's name, "Iron Seraphim," and embodies their martial nature. The wings symbolize their devotion to the Emperor and the nobility of their cause. The steel nature signify their mastery of warfare and the ability to bring destruction upon their enemies with precision and strength. Overall, the Iron Seraphim's heraldry combines the elements of darkness, loyalty, technological excellence, and divine symbolism to create a visual representation of their chapter's identity. It serves as a proud emblem that inspires fear in their enemies and instills courage and unity within their own ranks. Becoming an Angel of the Iron Seraphim The process of becoming a Space Marine of the Iron Seraphim Chapter is an arduous and transformative journey, combining rigorous physical trials, unyielding mental challenges, and the infusion of the aspirant's spirit with the potent gene-seed of the Primarch Sanguinius. Aspirants are selected from the population of Sanctum Prime, chosen for their physical prowess, unwavering faith, and potential for psychic abilities. Once identified, they are brought to the Iron Seraphim's Fortress-Monastery, the Sanctuary of the Iron Halo, to undergo the transformative process. The first stage of the initiation is a grueling physical regimen that pushes the aspirants to their limits. Under the watchful eyes of the Iron Seraphim's Apothecaries and Chaplains, the recruits endure intense physical training, endurance tests, combat simulations, and survival challenges in the harsh environments of Sanctum Prime. Only those who display exceptional strength, resilience, and determination can advance to the next phase. The chosen aspirants enter the second stage, which focuses on their mental fortitude and spiritual development. They undergo a series of trials designed to test their resolve, loyalty, and ability to resist the temptations of the Warp. These challenges include exposure to potent psychic energies, meditation rituals, and examinations of faith. The Chaplains play a vital role in guiding the aspirants through these trials, imparting the chapter's values and instilling the indomitable will of the Emperor. Upon successfully completing the mental trials, the aspirants enter the final and most critical stage: the implantation of the gene-seed. The Iron Seraphim possess the bloodline of the Primarch Sanguinius, whose genetic material has been carefully preserved over the millennia. The Apothecaries, known as Sanguinary Priests, perform the intricate surgical procedures to implant the gene-seed organs into the aspirants' bodies. The gene-seed infusion is a sacred and perilous process, where the aspirants' bodies and minds merge with the essence of Sanguinius. The gene-seed grants them enhanced physical attributes, increased resilience, and the potential for psychic abilities. However, the process is not without risks. Some aspirants fail to survive the implantation, their bodies rejecting the gene-seed or succumbing to unforeseen complications. Those who successfully integrate the gene-seed into their physiology enter a period of intense recuperation and stabilization. They are placed under the care of the Sanguinary Priests, who monitor their progress and ensure the proper development of the implanted organs. During this time, the aspirants are isolated from their peers and placed in large sarcophaguses for a year, allowing their bodies to adapt and accept the genetic modifications fully. Once the aspirants have recovered and their bodies have accepted the gene-seed, they undergo a final baptism of blood and fire. They participate in a ritual combat ceremony, facing off against battle-hardened Space Marines of the Iron Seraphim. This trial serves as the aspirants' initiation into the ranks of the chapter, proving their worth and solidifying their place among the Emperor's warriors. Upon successfully completing the baptism, the aspirants are reborn as full-fledged Space Marines of the Iron Seraphim Chapter. They don the sacred black and blue armor of their chapter, taking up arms to defend the Imperium against the forces of chaos and safeguard the Emperor's truth. The process of becoming a Space Marine of the Iron Seraphim is not merely a physical transformation but a journey of inner strength, unwavering faith, and the acceptance of the Primarch's genetic legacy. Each marine forged on Sanctum Prime carries the indomitable spirit of their chapter, their bodies and souls bound together in service to the Emperor and the eternal battle against the eternal battle against the enemies of mankind. As newly inducted Space Marines, the Iron Seraphim warriors begin their lifelong journey of service and sacrifice. They undergo further training and indoctrination, honing their combat skills, mastering the use of their specialized weapons and equipment, and learning the sacred traditions and rituals of the chapter. The Iron Seraphim Chapter places great emphasis on the preservation of knowledge and the pursuit of enlightenment. The newly initiated Space Marines are encouraged to delve into the chapter's vast archives, studying the deeds and wisdom of their predecessors, and familiarizing themselves with the chapter's rich history. The Librarians play a vital role in guiding the neophytes through this process, ensuring that they are well-versed in the lore and teachings of the Iron Seraphim. Throughout their service, the Iron Seraphim Space Marines continue to undergo rigorous training, participating in frequent combat engagements, and facing ever-increasing challenges to further test their mettle. They undertake a variety of missions, ranging from boarding enemy vessels and engaging in close-quarters combat to conducting large-scale planetary assaults and engaging in protracted campaigns against the forces of chaos. The Iron Seraphim Chapter holds a deep reverence for their Primarch, Sanguinius, and the sacrifice he made in defense of humanity. They strive to embody his noble qualities of honor, courage, and selflessness, using their enhanced abilities and unwavering faith to protect the innocent and strike fear into the hearts of their foes. As the Iron Seraphim venture forth from their homeworld of Sanctum Prime, they forge alliances with other Imperial forces, bolstering the ranks of the Astra Militarum and collaborating closely with the Adeptus Mechanicus for the maintenance and enhancement of their advanced war-gear. These alliances serve to strengthen the chapter's influence and enable them to undertake even more daring and critical missions in the name of the Emperor. In battle, the Iron Seraphim exhibit a strategic mindset and tactical flexibility, drawing upon their individual skills and collective synergy. They leverage their psychic potential, employing psychic powers granted by their gene-seed, to manipulate the battlefield, shield their comrades, and unleash devastating attacks upon their enemies. The psychic presence of the Shepherd of Will, the Chief Librarian, resonates throughout their ranks, inspiring awe and bolstering their psychic prowess. The Iron Seraphim Chapter is relentless in its pursuit of the Emperor's justice. They wage war against heretics, daemons, and all who would threaten the sanctity of the Imperium. They fight not only for the survival of mankind but also to preserve the memory and legacy of Sanguinius, the angelic Primarch who exemplified self-sacrifice and nobility. Though their path is fraught with peril and the challenges they face seem insurmountable, the Iron Seraphim remain resolute. They are the vigilant guardians, the champions of the Emperor's will, and the inheritors of Sanguinius's legacy. They will face any foe, overcome any obstacle, and march steadfastly into the darkness, carrying the light of the Emperor with them. In the name of the Iron Seraphim and the Emperor, they will ensure that humanity's flame continues to burn amidst the cold and unforgiving void. Sanctum Prime The homeworld of the Iron Seraphim Chapter is a desolate planet known as Sanctum Prime. Situated within the Gothic Sector of the galactic region known as the Segmentum Obscurus, Sanctum Prime is a harsh and unforgiving world, its surface scarred by ancient cataclysms and beset by perpetual storms that rage across the landscape. Sanctum Prime was once a thriving hub of industrial activity, boasting prosperous cities and advanced technological infrastructure. However, a catastrophic event known as the Maelstrom Cataclysm ravaged the planet, tearing apart its continents and plunging it into an era of darkness and devastation. The cataclysm was a result of warp disturbances that erupted from a nearby Warp rift, causing massive upheavals and unleashing unimaginable destruction. In the aftermath of the cataclysm, Sanctum Prime became a desolate wasteland, with twisted rock formations and shattered remnants of once-grand cities standing as haunting reminders of the planet's former glory. The storms that swept across the barren landscape were imbued with Warp energies, making them dangerous and unpredictable, their howling winds tearing through the ruined structures and eroding the remaining fragments of civilization. The Iron Seraphim Chapter, after their creation in during the Third Founding, discovered Sanctum Prime and recognized its potential as a home for their new chapter. They were drawn to the planet's desolation and saw it as a reflection of their own trials and the turbulent nature of the Imperium's struggle against the forces of chaos. Embracing their new homeworld, the Iron Seraphim set out to reclaim Sanctum Prime from its chaotic grip. The chapter's Techmarines worked tirelessly to repair and reactivate the planet's dormant technological systems, establishing fortified bastions amidst the ruins of the cities. The chapter's presence brought a renewed sense of hope to the desolate planet, and its people rallied under the banner of the Iron Seraphim. Despite the planet's harsh conditions, the Iron Seraphim's gene-seed proved adaptable to the environment. The chapter's Aspirants, chosen from the remnants of Sanctum Prime's population, underwent rigorous trials and augmentations to become Adeptus Astartes. The harshness of the world and the trials they endured forged the Iron Seraphim into formidable warriors, capable of weathering any storm, both literal and metaphorical. Over the centuries, Sanctum Prime became synonymous with the Iron Seraphim Chapter's indomitable spirit and unyielding determination. The chapter's fortress-monastery, known as the Sanctuary of the Iron Halo, stands as a beacon of defiance amidst the desolation, a testament to the resilience of the Iron Seraphim and their unwavering commitment to the Emperor's cause. Sanctum Prime serves as a constant reminder to the Iron Seraphim of the chaos and destruction that can be wrought upon the Imperium. It fuels their zeal to stand as guardians against the encroaching darkness and to protect the Imperium from the horrors of the Warp. The desolate world, with its storm-laden skies and scarred landscapes, has become a part of the chapter's identity, shaping their character and instilling in them an unbreakable resolve. As the Iron Seraphim continue their eternal vigil, Sanctum Prime remains a testament to the enduring spirit of the chapter, a testament to their ability to rise from the ashes of devastation and stand as a bastion of hope in a galaxy consumed by darkness. The Sanctuary of the Iron Halo The Sanctuary of the Iron Halo is the imposing fortress monastery that serves as the bastion and spiritual center of the Iron Seraphim Space Marine Chapter on their homeworld of Sanctum Prime. Perched upon a strategic vantage point amidst rugged terrain, the fortress embodies the strength, resilience, and unwavering dedication of the chapter. Exterior: The Sanctuary of the Iron Halo stands as a massive structure, built with a blend of adamantium and fortified ceramite. Its architecture combines the aesthetics of the Gothic style with sleek, angular lines, reflecting the martial nature of the Iron Seraphim. The fortress rises high into the sky, its towering spires piercing the heavens. The outer walls of the fortress are adorned with intricate murals depicting heroic battles fought by the chapter throughout its history, showcasing their valor and unwavering resolve. Gargoyles and sculpted angels with steel wings flank the entrances, serving as both decorative elements and watchful guardians. Interior: The interior of the fortress is a labyrinthine complex, housing a wide array of facilities and areas crucial to the chapter's operations. The main halls and corridors are lined with ornate banners, bearing the heraldry and symbols of the Iron Seraphim. Stained glass windows depict scenes from their glorious victories and the sacrifices made by the chapter's battle-brothers. Chapels and Meditation Chambers: The Sanctuary of the Iron Halo is renowned for its extensive chaplaincy facilities. It houses numerous chapels and meditation chambers where the chaplains conduct their rituals, deliver sermons, and guide the spiritual development of the chapter's members. These sacred spaces are adorned with intricate mosaics and holy relics, creating an atmosphere of reverence and solemnity. Librarium: The Librarium within the fortress is a vast repository of knowledge and psychic power. It houses an extensive collection of ancient tomes, scrolls, and data-slates, carefully preserved by the chapter's Librarians. The chambers are dimly lit, with ethereal blue illumination emanating from arcane runes etched into the walls. Training and War Rooms: The Sanctuary of the Iron Halo also accommodates training halls and war rooms, where the chapter's battle-brothers hone their combat skills, strategize for upcoming campaigns, and analyze enemy intelligence. These areas are equipped with state-of-the-art simulators, tactical hololith displays, and holo-screens projecting tactical maps. The Vault of Heroes: Deep within the fortress lies the Vault of Heroes, a sacred crypt where the revered relics and the mortal remains of fallen Iron Seraphim heroes are interred. This hallowed chamber serves as a place of reflection and reverence, honoring the sacrifices made by those who have given their lives for the chapter's cause. The Watchtower: The highest pinnacle of the Sanctuary of the Iron Halo houses the Watchtower, an observatory and strategic command center. From this vantage point, the Iron Seraphim keep a vigilant eye on their surroundings, scanning the horizon for signs of danger or impending threats to Sanctum Prime. Overall, the Sanctuary of the Iron Halo is a magnificent fortress monastery that combines both functionality and symbolism. It stands as a testament to the unwavering devotion and martial might of the Iron Seraphim, serving as a stronghold from which they launch their campaigns, protect their homeworld, and safeguard the Imperium. The Shame of the Veiled Council Deep within the annals of the Iron Seraphim, a harrowing secret lies interred in the shadows, casting a haunting pallor upon their noble lineage. Ever since their formation as a Blood Angels successor chapter during the tumultuous days of the Third Founding, a disturbing anomaly has plagued the aspirants who undergo the transformation to become Astartes warriors. During the tumultuous period of the Third Founding, as the Iron Seraphim were still carving their path as a successor to the noble Blood Angels, a grave mistake was made. In their relentless pursuit of power and genetic perfection, the chapter's Apothecaries ventured into forbidden territories, experimenting with dark and blasphemous methods of gene-seed manipulation. Driven by a desire to surpass their progenitors, and a desperation to overcome their gene-flaw, they sought to unlock dormant gene-seed potential, believing it would grant them an edge in battle and elevate the chapter's standing among their brethren. Their hubris clouded their judgment, blinding them to the dire consequences their actions could unleash. An insidious corruption has plagued the genetic heritage of the Iron Seraphim. After receiving the revered gene-seed, a dark and unpredictable transformation looms over the aspirants, threatening to turn them into nightmarish, bat-like creatures. While this is a rare occurrence, this mutation is troubling and threatens the Iron Seraphim if any outside their order were to discover it. Aware of the grave implications, a select few within the Iron Seraphim's inner circle formed a secret assembly known as the Veiled Council. This clandestine group, composed of high-ranking officers and the most trusted veterans, took upon themselves the burden of vigilance, ensuring the dark secret remained buried deep within the chapter's history. Bound by their oaths of loyalty to the Emperor and the Imperium, the members of the Veiled Council swore to monitor and suppress any manifestation of the tainted gene-seed, all while searching for a cure or redemption for their fallen brethren. They walk a treacherous path, torn between their duty to protect the Imperium and the heavy guilt of the chapter's dark past. The Iron Seraphim have constructed an elaborate containment system within their fortress-monastery on Sanctum Prime, striving to confine and control these cursed monstrosities. Vast subterranean chambers, fortified with reinforced adamantium, serve as prisons to house these creatures. The Chapter's Librarians employ potent psychic wards and suppressive technologies to subdue their instincts, preventing them from fully embracing their monstrous nature. Despite the Iron Seraphim's meticulous containment efforts, breaches occur on rare occasions. These horrifying occurrences mark the escape of the bat-like nightmares from their confinements, setting them loose upon the unsuspecting human population of Sanctum Prime. In the dead of night, they descend upon isolated villages and settlements, preying upon the terrified inhabitants and sating their insatiable bloodlust. The true nature of these creatures remains a perplexing enigma. Some suspect that fragments of their humanity might linger, buried deep within their twisted forms, tormented by the monstrous existence they have become. Others fear that the taint is so profound that no trace of their original selves remains, reducing them to mere beasts driven by their base instincts. The Iron Seraphim have been relentless in their pursuit of a solution, seeking to eliminate this dark stain upon their gene-seed and redeem their cursed bloodline. Yet, their efforts have remained in vain, leading to a growing sense of despair and desperation within their ranks. The fear of discovery by the Imperium and the Inquisition looms heavily, threatening not only the reputation of the Chapter but also their very survival. Thus, the Iron Seraphim wage an unspoken battle on two fronts: the one against their own tainted gene-seed, and the other against the creatures born from it. They endure the weight of this dark secret, striving to safeguard Sanctum Prime while struggling to comprehend the mysteries of their twisted heritage, uncertain if redemption or damnation awaits them at the end of their arduous journey. To keep their secrets, memory wipes, forced relocation, and forced conversion into a servitor or silent chapter serf has been implemented. The secret must never be known. The Nocturnus Strain, the mutation that twists souls afflicted by the gene curse within the Iron Seraphim, undergo a grotesque transformation that distorts their once noble visage into terrifying, bat-like monstrosities. These creatures embody the darkest aspects of both man and beast, their forms twisted and corrupted by the genetic anomaly that plagues them. Their once-human bodies elongate and contort, sinew and muscle reshaping into grotesque proportions. Their limbs, once stalwart and strong, morph into elongated appendages resembling leathery wings. These membranous wings, veined with pulsating patterns, span wide, surpassing the boundaries of the aspirants' former frames, granting them an eerie and imposing presence. The Nocturnus Strain reshapes the aspirant’s once-handsome faces contort into nightmarish masks, their jaws elongating into snouts filled with jagged fangs. Their eyes, once brimming with potential and hope, darken and sharpen, taking on an unsettling intensity as they glow with a predatory hunger. Their skin takes on a pallid hue, mottled with patches of sickly gray and deep shades of obsidian, hinting at their descent into monstrous darkness. These creatures possess a heightened agility and grace, reminiscent of their bat-like counterparts. With their monstrous wings, they are capable of swift and silent flight, gliding through the shadows with uncanny precision. Their keen senses, honed by mutation, allow them to navigate the darkness effortlessly, making them formidable hunters in the dead of night. Though their physical prowess is undeniably fearsome, it is their insatiable hunger that defines them. The Nocturnus Mutants, driven by a relentless and predatory instinct, relentlessly stalk their prey. Guided by an unholy thirst for human blood, they emerge from the depths of Sanctum Prime, prowling its streets and alleys, their monstrous screeches reverberating through the night as they descend upon unsuspecting victims. These bat-like horrors embody the twisted fusion of humanity and monstrosity, forever imprisoned between their former aspirations of becoming noble Space Marines and the cruel fate that has befallen them. The Iron Seraphim's greatest shame lies in the unchecked presence of these abominations, as they continue to haunt the shadows of their home world, a constant reminder of the chapter's darkest secret. Notable Allies Forge World: Aegis Prime Aegis Prime is a nearby Forge World that has forged a close alliance with the Iron Seraphim Chapter. Situated in the same sector as Sanctum Prime, Aegis Prime is renowned for its masterful craftsmanship and technical expertise. The planet's sprawling manufactorums churn out a vast array of advanced weaponry, vehicles, and armor for both the Iron Seraphim and the wider Imperium. The relationship between Aegis Prime and the Iron Seraphim runs deep, as the Forge World has extensive knowledge of the chapter's specific gene-seed flaw, as their forge world is responsible for housing the Iron Seraphim’s gene-seed stores. The Tech-Priests of Aegis Prime have dedicated their efforts to studying and understanding the genetic intricacies of the Iron Seraphim, although they were not consulted or aware of the original manipulation that occurred millennia ago. They collaborate with the Iron Seraphim's Sanguinary Priests, sharing their findings and developing specialized treatments and therapies to mitigate the effects of the flaw. This alliance goes beyond mere technical support, as the Tech-Priests of Aegis Prime also assist in keeping the gene-seed flaw of the Iron Seraphim a closely guarded secret. Their deep understanding of genetic manipulation and bio-engineering allows them to devise innovative solutions and countermeasures, minimizing the risk of detection by external entities, such as the Inquisition or the Ecclesiarchy. Imperial Guard Regiment: Valoris 82nd Rifles The Valoris 82nd Rifles is a local regiment of the Imperial Guard that has fought side by side with the Iron Seraphim on numerous campaigns. Hailing from a nearby planet, the Valoris 82nd Rifles have forged a reputation as skilled marksmen and disciplined soldiers. They possess a deep respect for the Iron Seraphim, viewing them as heroic protectors of the Imperium. The Valoris 82nd Rifles have a unique bond with the Iron Seraphim, having witnessed firsthand the ferocity and valor of the Astartes in battle. The regiment holds the Iron Seraphim in high regard and is inspired by their unwavering dedication to defending humanity. They willingly fight alongside the chapter, lending their fire support and precision shooting to complement the Space Marines' assault. The Iron Seraphim prioritizes these humans as honorable and will come to their aid whenever called. The Seraphim believes these humans fight with honor and dedication to the Imperium. Despite closeness and alliance, there have been several instances in which the fall to the Black Rage has caused the death of several companies of this regiment. These instances, while rare, have been concealed and the records amended as battles that claimed the lives of all the humans involved. Together, Aegis Prime and the Valoris 82nd Rifles form a formidable network of allies for the Iron Seraphim. The Forge World's technical expertise and understanding of their genetic flaw provide crucial support, while the Imperial Guard regiment offers reliable and loyal battlefield companionship. This alliance ensures that the Iron Seraphim have the resources, knowledge, and additional firepower they need to face the myriad threats of the galaxy. The Iron Seraphim and the Blood Angels The Siege of Vredor IV During the grueling Siege of Vredor IV, the Iron Seraphim and the Blood Angels fought side by side to liberate the planet from the clutches of a chaotic warband. The Iron Seraphim, known for their devastating firepower and relentless assault tactics, provided crucial fire support and defensive lines, while the Blood Angels unleashed their fury in close combat. The two chapters seamlessly coordinated their efforts, their battle-brothers moving in perfect harmony on the battlefield. The Iron Seraphim's disciplined marksmen provided covering fire as the Blood Angels launched lightning-fast assaults, striking fear into the hearts of their enemies. Together, they broke the enemy lines, pushing back the forces of chaos and reclaiming Vredor IV for the Imperium. Throughout the grueling campaign, a deep respect and camaraderie grew between the Iron Seraphim and the Blood Angels. The Iron Seraphim admired the Blood Angels' prowess in melee combat and their unwavering determination to protect humanity, while the Blood Angels recognized the Iron Seraphim's strategic brilliance and firepower. Both chapters understood the importance of their unique strengths and worked in unison, complementing each other's abilities on the battlefield. The Revenant's Covenant "The Revenant's Covenant" is an extraordinary gathering hosted by the Iron Seraphim once every century. This grand event brings together the Blood Angels and their esteemed successor chapters, including the Flesh Tearers, Lamenters, Angels Encarmine, and others who share the noble lineage of Sanguinius. It serves as a test of martial prowess, a celebration of shared heritage, and a time for the chapters to forge and renew their bonds of brotherhood. Within the splendor of "The Revenant's Covenant," the Iron Seraphim carefully guard a secret from their Blood Angels kin. Though they hold deep respect and loyalty towards their progenitor chapter, the Iron Seraphim choose to keep a veil of secrecy around a unique aspect of their gene-seed flaw. Aware of the Blood Angels' own struggles with the Black Rage and the Red Thirst, the Iron Seraphim believe it is their duty alone to bear this burden, opting not to burden their esteemed allies with additional concerns. During "The Revenant's Covenant," the Iron Seraphim orchestrate a series of grand martial competitions and challenges that exemplify the unique combat styles and strengths of each participating chapter. From fierce duels of blade and blood to precision marksmanship trials, these tests of skill and valor embody the chapters' dedication to the art of war and their unwavering commitment to defending the Imperium. The Iron Seraphim, shrouded in their reserved nature, closely observe their fellow chapters, studying their techniques and strategies while revealing little of their own. This air of enigma surrounding the Iron Seraphim captures the curiosity and respect of their allies, who are captivated by their stoic resolve and mysterious demeanor. It ensures that while they are embraced as hosts and valued allies, the Iron Seraphim retain their individuality and independence. Within the realm of "The Revenant's Covenant," the chapters engage in friendly rivalries, foster new alliances, and exchange invaluable knowledge and experiences. Tales of heroism and sacrifice are shared, combat doctrines are compared, and the memory of Sanguinius is honored with every heartfelt conversation. Amidst the celebration and camaraderie, the Iron Seraphim remain steadfast in their silent vow to protect their hidden secret, exemplifying the selflessness and dedication that define their chapter. "The Revenant's Covenant" stands as a testament to the unity and strength of the Blood Angels and their successor chapters. It is a momentous occasion that brings together kindred souls bound by a shared lineage and a shared purpose. While the Iron Seraphim continue to be a source of intrigue, their role as hosts and guardians of their hidden secret adds an additional layer of mystique to this grand gathering, deepening the bonds of brotherhood while reminding all participants of the sacrifices they must make to safeguard the Imperium. Notable Campaigns Throughout their existence, the Iron Seraphim have embarked on numerous campaigns, fighting alongside their brethren to defend the Imperium. They have faced the horrors of the Warp, repelled xenos invasions, and brought swift retribution to traitors and heretics. One of the most memorable battles in the recent history of the Iron Seraphim Chapter was the Siege of Garros V, a pivotal conflict that tested the chapter's strength and resilience in the face of overwhelming adversity during the conflict known as the 13th Black Crusade of the forces of Chaos. Garros V, a fortress world of strategic importance, had fallen under the iron grip of a Chaos warband led by the malevolent Chaos Lord Kaelus the Foul. The planet's defenses had been crippled, and the populace enslaved, their souls on the brink of damnation. Upon receiving distress signals from the embattled world, the Iron Seraphim swiftly mobilized, their battle-barges descending from the void to make planetfall. Led by Chapter Master Arcturus Voss, clad in his formidable Terminator armor and wielding the mighty power sword, Eternity’s Edge, the Iron Seraphim launched a daring assault to liberate Garros V from the clutches of Chaos. As the Iron Seraphim made planetfall, they encountered a nightmarish landscape of fire and blood. The Chaos warband, bolstered by heretical allies and twisted daemon engines, fought with reckless abandon, their ranks bolstered by the vile energies of the Warp. The sky was aflame with daemonic incantations, and the ground trembled with the fury of the gods. The battle raged for days, with the Iron Seraphim pushing forward, determined to break the Chaos warband's hold on Garros V. With the Revenant Shepherd, Kaiden Silas, leading the charge alongside his fellow Chaplains, his crozius scythe reaping a grim harvest of heretic lives, the Iron Seraphim displayed unwavering resolve and unyielding faith. In the heart of the battle, Chief Librarian Aurelius Vaelan unleashed his psychic powers, calling upon the destructive forces of the Warp to decimate the enemy's ranks. His powers surged forth like a storm, striking fear into the hearts of the heretics and turning the tide of battle in the chapter's favor. Techmarine Zephyrus Fayne, the Iron Shepherd, brought his mastery of technology to bear, summoning devastating artillery barrages and unleashing a legion of battle-automata against the Chaos forces. His iron-clad presence on the battlefield inspired his brothers, his axe, known as Ferrum Ignis, cleaving through the ranks of the heretics with a deadly precision. In the depths of the conflict, the Shepherd of Will, Aurelius Vaelan, employed his psychic prowess and mastery of the chain sword to protect his brethren and aid in the healing of the wounded. The battle reached its climax when Chapter Master Arcturus Voss, alongside his Terminator-clad brethren, breached the inner sanctum of the Chaos stronghold. With Eternity’s Edge, his power sword ablaze with righteous fury, he engaged in a fierce duel with Chaos Lord Kaelus the Foul. Their clash echoed throughout the fortress, their blades clashing with thunderous force. In a final, climactic strike, Arcturus cleaved through Kaelus's defenses, severing the Chaos Lord's head from his shoulders. With their leader slain, the remaining Chaos forces crumbled, their morale shattered. The Iron Seraphim emerged victorious, liberating Garros V from the clutches of Chaos and securing a hard-fought triumph for the Imperium. The Siege of Garros V stands as a testament to the indomitable spirit and unwavering determination of the Iron Seraphim Chapter. It serves as a cornerstone of their history, a defining moment that solidified their reputation as relentless warriors of the Emperor. The battle became the stuff of legends, whispered among the ranks of the Adeptus Astartes and instilling fear in the hearts of their enemies. In the aftermath of the battle, the Iron Seraphim set about rebuilding Garros V, purging the lingering taint of Chaos and restoring hope to its shattered populace. The chapter's Apothecaries, led by Merosian Shepherd Valenius Thorne, tended to the wounded and offered solace to those traumatized by their ordeal. However, hidden amidst the ruins of Garros V, the Iron Seraphim stumbled upon a discovery that shook them to their core. Buried deep within a forgotten catacomb, they unearthed ancient tomes and forbidden relics of dark sorcery, remnants of a forgotten era when the planet had succumbed to the temptations of Chaos. Realizing the magnitude of their finding, the Iron Seraphim faced a crucial decision. They could destroy the tainted artifacts, eradicating the source of corruption and ensuring the Imperium's safety, or they could harness this forbidden knowledge to further their own power, potentially tipping the balance between loyalty and damnation. The Veiled Council, the chapter's inner circle, convened in secret, weighed down by the weight of their dark secret. Led by the Shepherd of Will, Aurelius Vaelan, the council engaged in heated debates, torn between the desire for greater strength and the fear of succumbing to the same darkness they fought to eradicate. In the end, the Veiled Council chose the path of wisdom and sacrifice. They decreed that the relics and tomes would be destroyed, their power purged from existence, preventing their corrupting influence from ever endangering the Imperium. It was a painful decision, as the allure of power was strong, but the Iron Seraphim remained true to their duty, forsaking the forbidden for the greater good. Word of their selfless act never reached the wider Imperium, forever locked within the annals of the Iron Seraphim's secret history. They bore the burden of this hidden truth, a testament to their unwavering resolve to protect the Imperium at any cost, even if it meant denying themselves the forbidden power that could have elevated them to new heights. The Siege of Garros V and its aftermath marked a turning point for the Iron Seraphim Chapter. It deepened their commitment to the Emperor's light, reaffirming their duty to eradicate the taint of Chaos wherever it reared its vile head. The chapter emerged stronger, their resolve hardened by the crucible of battle and the weight of their dark secret. The Iron Seraphim continued to fight in the name of the Emperor, their loyalty unshaken despite the dark temptations they had faced. The memory of Garros V served as a constant reminder of the ever-present threat of corruption, guiding their actions and strengthening their determination to defend the Imperium against the encroaching darkness. And so, the Iron Seraphim, guardians of Garros V, carried their secret and their scars, their souls stained by the knowledge of what they had faced and the sacrifices they had made. Forever bound by duty and honor, they stood as a testament to the enduring spirit of the Adeptus Astartes, exemplifying the unwavering will of the Space Marines in the face of adversity and the seductive allure of forbidden power. The Devastation of Baal The Iron Seraphim valiantly came to the aid of their progenitor chapter during the overwhelming events of the Devastation of Baal. Led by their wise and battle-hardened Chapter Master, Grand Shepherd Arcturus Voss, the Iron Seraphim brought their fervor and unwavering loyalty to the Blood Angels' cause. However, little did the Blood Angels know that the Iron Seraphim harbored a dark secret within their gene-seed. Only a select few high-ranking members of the Chapter were aware of this flaw, which set them apart from their esteemed forerunners. Intrigued by this hidden truth, Lord Commander Dante, the Chapter Master of the Blood Angels, engaged in a long and profound conversation with Arcturus Voss after the harrowing events of the Devastation of Baal. Meanwhile, Mephiston, the renowned Chief Librarian of the Blood Angels, eagerly sought to reunite with his former pupil, Aurelius Vaelan, who held the prestigious position of Chief Librarian within the Iron Seraphim. Their shared bond and knowledge of the warp would prove invaluable in the battles to come. Among the Blood Angels and their other successor Chapters, curiosity sparked about Kaiden Silas, the enigmatic High Chaplain of the Iron Seraphim known as the Revenant Shepherd. Imperial records indicated that he had surpassed the astonishing age of 8,000 years, an implausible feat by any means. This mysterious longevity piqued the interest and speculation of those around him. While the Iron Seraphim suffered devastating losses during the tumultuous events, their ranks were bolstered by Primaris reinforcements from the Primarch Roboute Guilliman and the Indomitus Crusade. This timely aid ensured that the Iron Seraphim could continue their sacred duty in defending the Imperium and carrying forth the legacy of their noble gene-sire, Sanguinius. The Aegis Divinius The Aegis Divinius, the majestic flagship of the renowned Iron Seraphim Space Marines chapter, stands as an awe-inspiring symbol of power and might among the stars. A colossal battle barge class warship, it serves as both a formidable war vessel and a sanctum for the battle-hardened warriors of the chapter. With a design that blends elegant aesthetics with fearsome weaponry, the Aegis Divinius epitomizes the indomitable spirit of the Iron Seraphim. As it glides through the void, the ship's hull, adorned with intricate engravings and embellishments, reflects the noble heritage of the Blood Angels from which the Iron Seraphim are descended. Gleaming golden accents adorn the vessel's form, symbolizing the chapter's devotion to the Emperor and their quest for salvation in the face of eternal damnation. Spanning over ten kilometers in length, the Aegis Divinius possesses immense firepower and unparalleled defensive capabilities. Its formidable arsenal includes lance batteries, plasma broadsides, macro-cannons, and a series of hidden cyclonic torpedo bays. These torpedoes, each containing enough destructive power to annihilate a planet, are the ultimate expression of the chapter's willingness to unleash devastation when all other options have failed. Advanced targeting systems and cutting-edge augur arrays ensure deadly accuracy and swift response times, making the Aegis Divinius a terror on the battlefield. In the direst of circumstances, the ship can execute an Exterminatus, obliterating a planet's surface and eradicating all life upon it, if deemed necessary to halt the spread of heresy or to eliminate an implacable foe that threatens the very survival of the Imperium. The ship's interior is a testament to the craftsmanship of the Iron Seraphim. Towering cathedral-like chambers serve as shrines to the chapter's fallen heroes, their statues standing as silent guardians, forever watching over their brethren. Sacristies and armories are stocked with an array of ancient relics, rare wargear, and sacred artifacts, ensuring the Iron Seraphim are equipped to face any threat that dares cross their path. Manned by a highly skilled crew of dedicated serfs and chapter serfs, the Aegis Divinius operates with unparalleled efficiency. The bridge is a command center where the chapter's esteemed leaders strategize and coordinate their forces, utilizing advanced cogitator systems and psychic communication to remain connected to their battle brothers on the ground. Protected by formidable void shields and reinforced adamantium plating, the Aegis Divinius is nearly unmatched in its ability to withstand enemy attacks. The ship's warp engines, powered by ancient and sacred technologies, enable swift and precise jumps through the Immaterium, ensuring rapid deployment to any corner of the galaxy. The arrival of the Aegis Divinius in any system is a sight to behold, striking fear into the hearts of enemies and instilling hope in the hearts of allies. Its presence on the battlefield emboldens the Iron Seraphim, inspiring them to feats of unparalleled valor and unyielding resolve. As the flagship of the Iron Seraphim, the Aegis Divinius embodies the essence of their noble lineage, their unyielding devotion to the Emperor, and their unwavering commitment to vanquishing the enemies of mankind. With its immense power, majestic presence, and the capacity to unleash utter destruction if necessary, it stands as a shining beacon of hope and a harbinger of both salvation and doom, leading the way to victory in the name of the Imperium of Man. The Seraphic Wrath The Seraphic Wrath is a legendary weapon exclusive to the revered Iron Seraphim Chapter, a successor of the noble Blood Angels. Drawing design inspiration from the formidable Nemesis Dreadknight of the Grey Knights, this awe-inspiring war machine stands as a testament to the chapter's unwavering dedication to the Emperor and their relentless pursuit of justice. Piloted exclusively by an esteemed member of the Sanguinary Guard, the Seraphic Wrath is adorned in resplendent golden armor, mirroring the regal aesthetics of its elite brethren. It stands tall and imposing, a symbol of both divine power and martial prowess. At the heart of its arsenal lies the fearsome Angelis pattern autocannon, a weapon of devastating firepower. With precision-engineered mechanisms and blessed by the Emperor's grace, it unleashes a torrent of righteous fury upon the foes of mankind, reducing even the most heavily armored adversaries to naught but ashes. Complementing its ballistic might, the Seraphic Wrath wields a massive, gleaming sword, capable of cleaving through the ranks of the enemy with ease. Infused with the chapter's sacred rituals and blessed with the blood of heroes long past, this blade becomes an instrument of divine judgment, striking fear into the hearts of all who oppose the Emperor's will. To further ensure its dominance on the battlefield, this mighty war machine boasts an Icarus rocket pod, capable of unleashing a storm of missiles upon airborne threats. With unrivaled anti-air capabilities, Seraphim's Wrath stands as a bulwark against enemy aircraft, denying them the skies and safeguarding the Imperium from above. As the embodiment of the Iron Seraphim's indomitable spirit, the Seraphic Wrath combines the grace of the Sanguinary Guard, the technological marvels of the Nemesis Dreadknight, and the potent fury of the Blood Angels. It is a weapon to be feared and revered, a manifestation of the Emperor's wrath made manifest on the battlefield. The Infernum The mighty Falchion super-heavy tank, known as “Infernum”, was discovered on the planet of Heptalius during the Iron Seraphim Chapter's campaign to bring the world into compliance. Deep within the ancient ruins of a long-forgotten battlefield, the tank lay dormant, its once proud and formidable form reduced to a rusted hulk. Legend has it that Infernum was crafted during the dark days of the Horus Heresy, a time of great strife and betrayal within the Imperium of Man. It was originally commissioned by a renowned Techmarine of the Blood Angels Legion, who saw the need for a devastating war machine capable of unleashing unparalleled destruction upon the enemies of the Emperor. The Iron Seraphim, being a successor chapter of the noble Blood Angels, understood the significance of the discovery and the ancient lineage of Infernum. They devoted countless hours and resources to restore the tank to its former glory, paying meticulous attention to every detail and ensuring that the vehicle was imbued with the spiritual essence of their Primarch, Sanguinius. Once the restoration was complete, the tank was christened Infernum, a name that reflected its fiery nature and the devastation it would unleash upon the foes of the Iron Seraphim. Adorned with the chapter's colors and symbols, Infernum became a symbol of their unwavering resolve and dedication to the Emperor's cause. Equipped with a formidable twin volcano cannon, Infernum embodies the might and fury of the Blood Angels. Its weapon can unleash searing blasts of energy that can level fortifications, obliterate enemy armor, and send shockwaves of fear through the hearts of those who stand against the Emperor's wrath. Now restored to its former glory, Infernum stands as a sacred relic within the Iron Seraphim's arsenal, a testament to the chapter's heritage and the undying spirit of Sanguinius. This war machine serves as a rallying point for the chapter, inspiring awe and courage in the hearts of its battle-brothers as they march into the crucible of war. The Obsidian Harbinger The Fellblade super heavy tank, known as the "Obsidian Harbinger", holds a dark and mysterious history within the annals of the Iron Seraphim, a successor chapter of the noble Blood Angels. Acquired as a coveted spoil of war during a devastating conflict against an unnamed renegade chapter of Space Marines, this formidable war machine stands as a testament to the Iron Seraphim's unwavering determination and unyielding resolve. The events surrounding the conflict have been deliberately erased from Imperial records, as the renegade chapter's very existence was deemed heretical and a stain on the honor of the Emperor's loyal Adeptus Astartes. The Iron Seraphim, known for their intense devotion to their Primarch Sanguinius and their noble lineage, took up the task of cleansing this heresy, their hearts aflame with righteous fury. In the climactic battle, the Obsidian Harbinger emerged from the fiery carnage as a symbol of the Iron Seraphim's resilience. The tank's imposing presence on the battlefield instilled terror in the hearts of their renegade adversaries, who had turned their back on their oaths and descended into madness. The acquisition of the Fellblade was not without sacrifice. Many valiant warriors of the Iron Seraphim made the ultimate sacrifice to secure this prize. The tank itself, a colossal war engine of devastating firepower, bears the scars of battle, its obsidian hull marked with the scorching remnants of plasma and the gouges of enemy blades. The Blood Angels' red livery has been repainted in the Iron Seraphim's colors—a deep black base with accents of vibrant blue, complemented by intricate steel trim—a testament to their claim of victory and the retribution they brought upon the renegade foes. The Obsidian Harbinger now stands as a revered relic within the Iron Seraphim's fortress-monastery, an eternal reminder of their duty to eradicate heresy and defend the Imperium. Its mighty weapons and impenetrable armor are only matched by the indomitable spirit of the Chapter itself. The Fellblade represents the steadfastness of the Iron Seraphim, a symbol of their unbreakable will and their unrelenting pursuit of justice in the Emperor's name. The Grand Shepherd Name: Lord Arcturus Voss Title: Grand Shepherd and Chapter Master of the Iron Seraphim Biography: Lord Arcturus Voss, the esteemed Grand Shepherd and Chapter Master of the Iron Seraphim, stands as a formidable figure of unwavering devotion and martial prowess. Born on the distant world of Nova Regulus, his path to becoming the leader of the Iron Seraphim was one defined by valor, sacrifice, and an indomitable commitment to the Imperium. From his earliest years, Arcturus displayed a fierce determination and an unyielding sense of duty. Drawn to the legends and tales of the Adeptus Astartes, he volunteered as an aspirant during a fierce crusade in which the Iron Seraphim were engaged. His innate strategic acumen and unwavering loyalty quickly garnered the attention of the chapter's commanders. As he journeyed through the arduous trials and demanding training, it became evident that Arcturus possessed a rare combination of physical prowess, unwavering resolve, and a striking beauty that seemed to radiate from within. Even in his youth, he stood head and shoulders above his peers, both in terms of stature and the strength of his character. As Arcturus Voss ascended through the ranks, his unwavering dedication and tactical brilliance were acknowledged by his superiors. When the time came to select a new leader, the mantle of Chapter Master was bestowed upon him. With profound humility and an acute sense of responsibility, he accepted the title of Grand Shepherd, embodying the role of protector and spiritual guide to his Iron Seraphim brethren. Donning the revered Artificer Armor, Lord Arcturus Voss becomes a commanding presence on the battlefield. Crafted with the utmost skill and adorned with intricate engravings, his armor serves as a testament to the mastery of the Iron Seraphim's artificers. Each ornate detail symbolizes the valor and sacrifices made by the chapter's warriors throughout their history. In his hands, Lord Arcturus wields a massive power axe, known as " Harbinger's Embrace." This formidable weapon, a symbol of the Iron Seraphim's might and unwavering determination, carries the weight of countless battles and the souls of fallen heroes. With every swing of the axe, Lord Arcturus cleaves through the ranks of his enemies, his strikes carrying the fury and righteousness of the Emperor's wrath. Despite his imposing presence and battle-hardened demeanor, Lord Arcturus Voss maintains a deep connection to his warriors. Though he may be reserved and contemplative, he remains accessible to his battle-brothers, offering guidance and mentorship. His leadership inspires unwavering loyalty, fostering a sense of unity and purpose among the Iron Seraphim. As Grand Shepherd, Lord Arcturus Voss leads the Iron Seraphim with unwavering resolve, embodying the ideals of the chapter and the legacy of their Primarch. His strategic brilliance and unyielding commitment to the Imperium have led the Iron Seraphim to numerous victories against the enemies of humanity. Under his watchful eye, the chapter remains ever vigilant, prepared to confront the darkest threats that loom in the far reaches of the galaxy. Lord Arcturus Voss is a paragon of martial skill, a symbol of the Iron Seraphim's unyielding dedication to protecting humanity. With his striking beauty, imposing presence, and the mighty power axe Requiem's Call, he stands as both an inspiration and a formidable force on the battlefield. Lord Arcturus Voss ensures that the Iron Seraphim remain a shining beacon of hope amidst the darkness of the Imperium, their Grand Shepherd guiding them through the trials that lie ahead. To ascend to the esteemed position of Grand Shepherd, the leader of the Iron Seraphim Chapter, a solemn and sacred ceremony is held. This ceremony, known as the Rite of Supplication, echoes the fateful meeting between Primarch Sanguinius and the original IXth Legion. It serves as a powerful symbol of devotion and unity within the Iron Seraphim. During the Rite of Supplication, the newly chosen successor stands before the assembled Iron Seraphim, their battle-brothers encircling them in a display of brotherhood and support. In a poignant moment, the successor lowers themselves to one knee, humbling themselves before the Chapter, mirroring the humility of Sanguinius in his encounter with the IXth Legion. In this reverent position, the aspiring Grand Shepherd utters a solemn oath, pledging their unwavering loyalty, sacrificial dedication, and unyielding service to the Iron Seraphim and their battle-brothers. Their voice resonates through the chamber as they vow to uphold the chapter's traditions, safeguard its legacy, and protect the Imperium with unwavering vigilance. This powerful oath is not only a proclamation of duty and devotion but also a reminder of the heavy burden the new Grand Shepherd carries. Amongst the weighty responsibilities is the knowledge of a dark secret that Lord Arcturus Voss, the current Grand Shepherd, bears. It is a secret intricately intertwined with the chapter's gene-seed flaw, a burden he and a select few carry to protect his battle-brothers and shield them from unnecessary concern. The weight of the secret presses upon him, serving as a constant reminder of his duty to safeguard the chapter. He understands the delicate balance between revealing the truth and protecting the unity and morale of the Iron Seraphim. It is a burden that he bears with unyielding determination, even as it weighs heavy upon his soul. The Rite of Supplication encapsulates both the solemnity of leadership and the profound sense of brotherhood within the Iron Seraphim. It is a ceremony that binds the new Grand Shepherd to their battle-brothers, forging an unbreakable bond of trust, loyalty, and sacrifice. And for Lord Arcturus Voss, it is a reminder of the heavy responsibility he carries, his dedication to preserving the unity and strength of the chapter even in the face of their hidden flaw. Lord Arcturus Voss wields a mighty power axe known as "Harbinger's Embrace." This legendary weapon is a testament to his unwavering resolve and the indomitable spirit of the Iron Seraphim. Crafted with masterful artistry and infused with sacred relics, Harbinger's Embrace is both a symbol of authority and a devastating instrument of righteous fury. The power axe features a massive, double-headed design, with each blade forged from the purest adamantium. The edges of the blades are etched with intricate runes and sigils, channeling the power of the Emperor and the spiritual essence of their Primarch, Sanguinius. The blades emit a pulsating blue glow, signifying the weapon's potent energy field that crackles with contained power. The haft of Harbinger's Embrace is crafted from a rare and ancient metal, resembling polished obsidian infused with hints of deep crimson. It is adorned with ornate engravings that depict the heroic deeds and victories won by the Iron Seraphim throughout their storied history. These intricate carvings capture the essence of their chapter's legacy and inspire both Lord Arcturus Voss and those who witness the weapon's presence. When Lord Arcturus Voss raises Harbinger's Embrace high, the air around him seems to ignite with fervor. The power axe radiates a palpable aura of righteous fury, empowering him and his Iron Seraphim brethren with unwavering determination and the will to smite their foes. Each swing of the weapon cleaves through enemy lines with devastating precision, delivering purifying judgment upon the enemies of the Imperium. Harbinger's Embrace is not merely a tool of destruction, but a symbol of Lord Arcturus Voss's leadership and his unwavering commitment to his battle-brothers and the Imperium. Its presence in his hands signifies his role as the harbinger of justice and the protector of humanity. With each strike, the power axe echoes the legacy of the Iron Seraphim, reminding all who face its might of the indomitable spirit that resides within the chapter's ranks. The Revenant Shepherd Name: Kaiden Silas Title: Revenant Shepherd, High Chaplain of the Iron Seraphim Biography: Kaiden Silas is a revered and enigmatic figure within the ranks of the Iron Seraphim Chapter. To those who research it, Kaiden Silas has been alive for over 8,000 years. While this is usually treated as a typo, the records are accurate. This position comes with the most historical significance to the chapter. The practice of the high chaplain, and its chapter title of The Revenant Shepherd, is steeped in the history of the IXth legion, the Blood Angels, prior to the Horus Heresy. The legion used to drink the blood and consume the flesh of recently fallen allies in order to gain many of their memories, skills, etc. They may also gain much of their personality and in some cases, take the name and armor of their fallen brother. When the time comes for the passing of the mantle, the soon to be Revenant Shepherd undergoes the sacred rite known as the Consuming of the Revenant. In this ritual, he partakes of the flesh and blood of his predecessor, absorbing their knowledge, skills, and even a portion their personality. This ancient tradition ensured a spiritual continuity and bound the Iron Seraphim's legacy together through the ages. Elevated to the rank of High Chaplain, Kaiden Silas became the embodiment of the Revenant Shepherd, a spiritual guide and mentor to his battle-brothers. Clad in his intricate black armor adorned with sacred icons and skulls, he wields a crozius scythe, a weapon that serves as both a symbol of his authority and a deadly implement of divine retribution. Kaiden Silas is a figure of solemnity and wisdom, his voice carrying the weight of millennia of accumulated knowledge and experience. He is a respected leader, instilling discipline, fortitude, and unwavering loyalty in the hearts of the Iron Seraphim. His sermons echo with righteous fury and inspire his battle-brothers to ever greater feats of valor. As the Revenant Shepherd, Kaiden fulfills his duty not only on the battlefield but also within the sanctum of the chapter's fortress-monastery. He leads the spiritual rites, presides over solemn ceremonies, and imparts his wisdom to the initiates and neophytes, ensuring that the chapter's traditions and values endure. Kaiden Silas has faced numerous trials and tribulations alongside his brethren. In the darkest hours of battle, his presence on the frontlines serves as a beacon of hope and an embodiment of the Emperor's wrath. His tactical acumen, combined with the devastating prowess of his crozius-scythe, has turned the tide of many conflicts, cleaving through enemy ranks with righteous fury. Though reserved and contemplative by nature, Kaiden's unwavering commitment to the defense of humanity and the preservation of the Imperium burns bright. He embodies the virtues of the Iron Seraphim, exemplifying their dedication, honor, and unbreakable faith in the face of adversity. Under his spiritual guidance, the Iron Seraphim find solace in their darkest hours and draw strength from the Emperor's light. As the Revenant Shepherd, Kaiden Silas is a symbol of the chapter's unwavering devotion and the living embodiment of the Iron Seraphim's indomitable spirit. Kaiden has taken a personal interest in cleansing chaos whenever he comes across it. As he has memories from the history of all the high chaplains of the chapter, he has seen that, more than any other threat, chaos, in all its forms, is the greatest threat to mankind. Not to kill mankind, but to bring mankind in its treacherous folds. His memories show hundreds of chaos incursions, daemon possessions, not to mention that his memories are nearly traceable to the heresy itself. These memories would haunt any mere mortal, and in a way, it may haunt the Revenant Shepherd more with each new generation it takes. The imposing crozius scythe wielded by Revenant Shepherd Kaiden Silas, High Chaplain of the Iron Seraphim, is revered throughout the chapter as a symbol of divine retribution and unwavering faith. This sacred weapon, crafted with intricate detail and infused with spiritual energy, bears the moniker "Soulbane." Soulbane is an ancient relic that has been passed down through generations of High Chaplains, each imbuing it with their own essence and devotion. The scythe's blade, shimmering with a cold blue aura, is said to be forged from a rare and revered alloy known only to the Iron Seraphim's artisan masters. Its razor-sharp edge is capable of cleaving through both flesh and armor, while the power field that envelops the blade crackles with ethereal energy, making it a formidable weapon against the enemies of the Emperor. The name "Soulbane" signifies the true purpose of the crozius-scythe. Its touch is said to sever the connection between the material world and the Immaterium, banishing the souls of the unfaithful and heretical to eternal damnation. As Kaiden Silas wields Soulbane, its presence becomes an embodiment of divine justice, striking fear into the hearts of his enemies and inspiring unwavering loyalty among his battle-brothers. The scythe is adorned with intricate engravings and sigils, depicting scenes of righteous triumph and spiritual sacrifice. These sacred symbols are a testament to the chapter's devotion to the Emperor and the eternal struggle against the forces of Chaos. As the Revenant Shepherd guides his brethren with Soulbane in hand, its resonant whispers are said to grant him insight and guidance, enhancing his spiritual connection and empowering his role as the spiritual shepherd of the Iron Seraphim. Soulbane is a relic of immense power and significance within the Iron Seraphim Chapter, a weapon that embodies the unyielding faith and righteous wrath of its High Chaplain. With each swing of the scythe, Kaiden Silas channels the Emperor's divine judgment, cleaving through the ranks of the unworthy and purging the galaxy of heresy and corruption. The name "Soulbane" echoes throughout the chapter's halls, a solemn reminder of the sacred duty entrusted to their spiritual leader and the unbreakable bond between the Iron Seraphim and their Primarch, Sanguinius. The Shepherd of Will Name: Aurelius Vaelan Title: The Shepherd of Will, Chief Librarian of the Iron Seraphim Biography: Born on the sacred world of Sanctum Prime, Aurelius Vaelan was destined to become a formidable psyker within the ranks of the Iron Seraphim Chapter. His journey to becoming the revered Shepherd of Will began when he was selected as a pupil and mentee of the legendary Blood Angels Librarian, Mephiston. From the earliest days of his training, Aurelius exhibited an innate affinity for psychic abilities. His powers surpassed those of his peers, catching the attention of Librarian Mephiston, renowned for his mastery of the Warp and his unyielding devotion to the Emperor. Recognizing Aurelius's potential, Mephiston took the young aspirant under his wing, personally overseeing his development and instilling in him the ancient wisdom of the Librarius. Under Mephiston's guidance, Aurelius delved into the forbidden depths of the Librarius arts. He honed his psychic gifts, learning to manipulate the currents of the Warp with precision and control. Mephiston shared with him the sacred rituals and rites that allowed the Blood Angels to temper their psychic powers and resist the seductive whispers of the Warp. Aurelius's mind expanded, his connection to the psychic realm growing stronger with each passing day. As his training progressed, Aurelius proved himself a capable and disciplined student. He exhibited an insatiable hunger for knowledge, absorbing the ancient tomes and grimoires within the Librarium with voracity. Mephiston guided him through the intricate pathways of precognition, telepathy, and telekinesis, unlocking his latent abilities and molding him into a formidable force of psychic might. Aurelius not only excelled in his psychic studies but also imbibed the teachings of Mephiston on the nature of Sanguinius, the Primarch of the Blood Angels, and the importance of preserving his noble legacy. He absorbed the lessons of honor, sacrifice, and unyielding loyalty that defined the Blood Angels and their successor chapter, the Iron Seraphim. Mephiston's influence shaped Aurelius's character, instilling within him an unwavering resolve and an unshakeable devotion to the Emperor. When the time came for Aurelius to undertake the ancient and sacred rite of the Librarian's ascension, Mephiston himself presided over the ritual. Aurelius's body and spirit were tested, his psyche assailed by the most potent psychic energies. Through sheer determination and the wisdom imparted by his mentor, Aurelius emerged triumphant, his psychic potential fully unlocked and his mind fortified against the predations of the Warp. From that moment onward, Aurelius took on the mantle of the Shepherd of Will, ascending to the position of Chief Librarian within the Iron Seraphim Chapter. His powers grew in strength and scope, his mastery of the psychic arts becoming renowned among his brothers. As the Chief Librarian, Aurelius Vaelan leads the Iron Seraphim with unrelenting determination and unwavering conviction. He carries forward the teachings of Mephiston, emulating his mentor's stoic resolve and tireless pursuit of knowledge. Aurelius stands at the forefront of battles, his psychic might unleashing devastating attacks upon the enemies of the Imperium, and his wise counsel guiding the Iron Seraphim to victory. The Shepherd of Will is revered among the chapter, not only for his psychic prowess but also for his unwavering loyalty to the Emperor and his deep understanding of the Primarch's sacrificial legacy. Aurelius Vaelan embodies the essence of the Iron Seraphim Chapter, upholding its values of honor, sacrifice, and unwavering loyalty. He delves into the annals of the chapter's history, deciphering ancient prophecies, and guiding his brothers with the wisdom gleaned from his studies. Aurelius has become a beacon of inspiration, his presence instilling courage and determination in the hearts of his battle-brothers. Under Aurelius's leadership, the Iron Seraphim Chapter has faced countless trials and tribulations, emerging victorious from each battle. His strategic acumen and psychic foresight have saved the lives of many Space Marines and turned the tide of seemingly hopeless engagements. With each victory, his reputation as a master of the psychic arts grows, and his name is whispered with reverence among both allies and enemies alike. In the pursuit of preserving the legacy of Mephiston and the Primarch Sanguinius, Aurelius tirelessly seeks to unlock the hidden knowledge of the Librarius. He delves deep into ancient tomes and primeval relics, deciphering the cryptic texts of lost civilizations, and unravels the secrets of the Warp. His unquenchable thirst for understanding pushes the boundaries of his psychic powers, unlocking new abilities and manifesting psychic phenomena previously unseen within the chapter. Aurelius Vaelan is not only a scholar and a seer but also a stalwart defender of the Imperium. He leads his brothers into battle, his armor resplendent with the symbols of the Iron Seraphim. His psychic powers augment his already formidable combat prowess, allowing him to strike down enemies with uncanny precision and deflect their deadliest attacks. Despite his elevated position, Aurelius remains humble and approachable. He values the brotherhood and camaraderie of the Iron Seraphim, often engaging in deep discussions with his fellow battle-brothers, sharing knowledge, and guiding them on their own spiritual journeys. Aurelius is a mentor, a confidant, and a source of inspiration for the entire chapter. As the Shepherd of Will, Aurelius Vaelan carries the weight of his predecessors on his shoulders. He bears the responsibility of upholding the chapter's noble traditions, safeguarding the knowledge of the Librarius, and ensuring the preservation of the Iron Seraphim's unique psychic legacy. His unwavering devotion to the Emperor, the Primarch, and the Imperium fuels his every action, and his psychic powers are a testament to his unyielding will. In times of darkness and uncertainty, the Iron Seraphim find solace in the presence of their Chief Librarian, knowing that his psychic guidance and unwavering resolve will lead them through the darkest of days. Under the watchful eye of Aurelius Vaelan, the chapter stands strong, ready to face any challenge that dares to threaten the Imperium. The Shepherd of Will, an embodiment of knowledge and power, ensures that the light of the Emperor's divine will continues to shine brightly, illuminating the path of the Iron Seraphim in their eternal vigilance against the enemies of mankind. Despite being an incredibly powerful pyker, Vaelen still often finds himself, when among other chapters of the Astartes, seems to be shrouded under the shadow of his mentor. Always compared to Mephiston, one of the most powerful psykers the Imperium has ever known. This has led him to taking unnecessary risks before in battle, to cement his own legend in the galaxy. The power sword wielded by Aurelius Vaelan, the Shepherd of Will and Chief Librarian of the Iron Seraphim, is named "Luminis Divinum," meaning "Divine Light" in High Gothic. Luminis Divinum is a weapon of extraordinary craftsmanship, a testament to the mastery of the Iron Seraphim's artisans and the psychic blessings bestowed upon it by Aurelius himself. The blade is forged from a rare alloy infused with sacred relics, granting it exceptional durability and a keen edge that can slice through both flesh and armor with ease. The power sword emits a radiant, ethereal glow, shimmering with the luminescence of pure psychic energy. As Aurelius wields Luminis Divinum in battle, it leaves trails of shimmering light in its wake, casting a divine aura upon its surroundings. This radiant energy infuses the hearts of the faithful and strikes fear into the hearts of the enemies of the Emperor. The hilt of Luminis Divinum is adorned with intricate engravings that depict scenes of triumph and valor, paying homage to the chapter's rich history and the unwavering devotion of its warriors. The pommel, encrusted with gemstones of celestial hues, symbolizes the connection between the power sword and the psychic might of Aurelius Vaelan. When Aurelius wields Luminis Divinum, he becomes a beacon of hope and inspiration to his fellow battle-brothers. The power sword is an extension of his psychic abilities, allowing him to channel his immense psychic power through its blade. With each swing, Luminis Divinum cuts through the darkness of the battlefield, carving a path of righteousness and defending the Imperium from the forces of chaos. Luminis Divinum is more than a mere weapon; it is a symbol of Aurelius' unwavering dedication to the Emperor and his role as the Shepherd of Will. As he wields the power sword, he embodies the chapter's values of honor, loyalty, and the pursuit of enlightenment. The name Luminis Divinum resounds throughout the halls of the Iron Seraphim, a testament to the weapon's power and the sacred duty bestowed upon its bearer. With Luminis Divinum in his hands, Aurelius Vaelan, the Shepherd of Will, stands as a formidable guardian of the chapter's psychic might and the light of the Emperor's truth. The power sword's radiant glow serves as a reminder of the divine essence that courses through the veins of the Iron Seraphim, and its blade serves as a beacon of hope in the darkest corners of the galaxy. The Merosian Shepherd Name: Valenius Thorne Title: Merosian Shepherd, High Sanguinary Priest of the Iron Seraphim Biography: Valenius Thorne, the esteemed Merosian Shepherd, stands as the High Sanguinary Priest of the Iron Seraphim Chapter. From the earliest days of his initiation into the ranks of the chapter's Apothecarion, Valenius displayed an unyielding dedication to the preservation of life and the reverence for their Primarch, Sanguinius. His profound medical knowledge and unshakeable faith made him the natural successor to the sacred position of the Merosian Shepherd. The title of Merosian Shepherd pays homage to the apothecary Meros, who valiantly sacrificed himself to save the Primarch Sanguinius during the brutal Battle of Signus Prime. This act of selflessness forever cemented Meros as a paragon of devotion and bravery. In remembrance of his sacrifice, Valenius Thorne dons a death mask depicting the noble visage of Sanguinius, serving as a symbol of his unwavering commitment to the preservation of life and the legacy of their Primarch. Clad in the traditional black armor of the Iron Seraphim, Valenius Thorne wields a massive chain sword, a weapon that has become synonymous with his position as the Merosian Shepherd. This formidable blade is both a symbol of his authority and a tool of healing and redemption. The chain sword, crafted with precision and reverence, embodies the dual nature of the High Sanguinary Priest – a guardian of life and a harbinger of swift justice. Valenius Thorne's skills as a healer and geneticist are unrivaled within the Iron Seraphim. He tirelessly tends to the wounds and ailments of his battle-brothers, expertly balancing the art of surgical precision with the mastery of the gene-seed. His knowledge of Sanguinius's genetic legacy and the intricate mysteries of the Blood Angels ensures the continued strength and purity of the chapter. As the Merosian Shepherd, Valenius Thorne assumes the role of spiritual guide and confidant, offering solace and counsel to his battle-brothers. His soft-spoken voice carries the weight of wisdom earned through countless battles and the study of ancient tomes. Valenius presides over solemn rituals, guiding his brethren through rites of healing and purification, reinforcing their unbreakable bond with the Primarch and the Emperor. Valenius Thorne's unwavering devotion and unmatched skill have earned him the respect and admiration of the Iron Seraphim. His presence on the battlefield inspires his battle-brothers, instilling in them a renewed fervor and a steadfast belief in the sanctity of their cause. The Merosian Shepherd stands as a beacon of hope and resilience, a living embodiment of the chapter's unwavering dedication to their Primarch and the preservation of humanity. With his death mask and chain sword, Valenius Thorne walks the path of the Merosian Shepherd, carrying the mantle of responsibility and serving as the guiding light in the darkest of times. His unwavering commitment to healing and the preservation of life ensures that the Iron Seraphim continue to stand strong, embodying the noble spirit and the enduring legacy of their Primarch, Sanguinius. As one of the most learned geneticists humanity has with knowledge of the inner workings of the Astartes gene-seed, and the Iron Seraphim gene-seed in particular, Thorne has become the de-facto top researcher for purifying their gene-flaw. This has been further cemented for Thorne, as in recent years, the aspirant mutation has increased, despite having a fairly stable mutation rate for the past several millennia. The chain sword wielded by Valenius Thorne, the Merosian Shepherd and High Sanguinary Priest of the Iron Seraphim Chapter, bears the name "Veritas Cruentum." Translated from High Gothic, Veritas Cruentum means "Truth of Blood," a name that encapsulates the dual nature of the weapon. Crafted with precision and reverence, Veritas Cruentum represents the sacred duty of the Merosian Shepherd to both heal and mete out righteous justice in the name of the Primarch Sanguinius. The chainsword's blade, forged from rare adamantium, glimmers with an otherworldly brilliance, resembling a fiery cascade of molten gold. Intricate engravings of angelic wings and celestial iconography adorn the blade, epitomizing the noble heritage of the Blood Angels and the Iron Seraphim. The edge itself bears the names of revered heroes and martyrs, a testament to their sacrifice and eternal vigilance against the forces of darkness. Embedded within the hilt, a pulsating ruby gemstone known as the "Sanguine Heart" radiates a deep crimson glow, representing the undying essence of the Blood Angels' genetic legacy. The hilt, meticulously crafted from ornate ceramite and precious alloys, features intricate scrollwork depicting tales of heroism and the triumph of light over darkness. As Valenius brandishes "Veritas Cruentum" in battle, its roar reverberates across the battlefield, evoking both fear and awe. Each swing of the chainsword creates a mesmerizing dance of death, leaving a trail of scintillating sparks and severed enemies in its wake. The blessed teeth of the weapon's chains hum with divine power, rending through heretical armor and daemonic flesh with uncanny precision and unparalleled ferocity. The "Veritas Cruentum" serves not only as Valenius Thorne's weapon but also as an embodiment of his duty as a High Sanguinary Priest. It stands as a beacon of hope, inspiring his fellow battle-brothers to fight with unparalleled zeal, reminding them of the sacred oath they took to protect humanity from the terrors that lurk in the darkness. With the "Veritas Cruentum" in his grasp, Valenius Thorne becomes an unstoppable force of righteous fury, a living manifestation of the Blood Angels' indomitable spirit and unwavering devotion to the Emperor. The Iron Shepherd Name: Zephyrus Fayne Title: The Iron Shepherd, Master of the Forge of the Iron Seraphim Biography: Zephyrus Fayne, known as the Iron Shepherd, holds the esteemed position of Master of the Forge within the Iron Seraphim Chapter. Born with an innate aptitude for technology and a deep connection to the Omnissiah, Zephyrus' skills as a Techmarine are unmatched. From an early age, his affinity for the machines and intricate workings of technology marked him as a prodigious talent within the chapter. Taking on the mantle of the Iron Shepherd, Zephyrus Fayne oversees the vast arsenal of the Iron Seraphim. It is his sacred duty to maintain, repair, and improve the chapter's weapons, vehicles, and armor, ensuring that each piece of technology is in perfect working order. His devotion to the Omnissiah and the Emperor is reflected in his meticulous craftsmanship and unwavering attention to detail. Clad in the revered crimson and black armor of a Techmarine, Zephyrus Fayne bears the sigils and markings that symbolize his role as the Iron Shepherd. His armor is adorned with sacred inscriptions and ancient runes, depicting the chapter's connection to the Omnissiah and their reverence for the art of technology. He carries a wide array of specialized tools and instruments, each meticulously crafted and attuned to his skilled hands. The Iron Shepherd's bond with machinery goes beyond mere technical proficiency. Zephyrus possesses a unique ability to commune with the machine spirits, coaxing them into cooperation and ensuring their optimal performance. His unwavering focus and uncanny intuition allow him to diagnose and rectify even the most complex malfunctions, breathing life back into the chapter's mechanical arsenal. Under Zephyrus Fayne's watchful eye, the Iron Seraphim's armory is a testament to the chapter's strength and technological prowess. From the thunderous war engines of their armored companies to the intricate weaponry carried by their battle-brothers, each piece of technology is a reflection of the Iron Shepherd's meticulous craftsmanship and unwavering commitment to perfection. Beyond his role as a master technician, Zephyrus Fayne is revered for his teachings and mentorship. He imparts his knowledge and expertise to aspiring Techmarines and initiates, guiding them along the path of the Omnissiah. His wisdom, gained through countless battles and years of dedicated service, serves as an inspiration to all who seek to understand the mysteries of technology. The Iron Shepherd's passion for technology is tempered by an unwavering loyalty to the chapter and the Emperor. Zephyrus Fayne embodies the chapter's core values of honor, sacrifice, and the pursuit of knowledge. With every repair he makes and every improvement he implements, he strengthens the Iron Seraphim, ensuring they remain at the forefront of the Imperium's technological might. Zephyrus Fayne, the Iron Shepherd, is a stalwart guardian of the Iron Seraphim's legacy. Through his masterful craftsmanship and unyielding dedication to the Omnissiah, he ensures that the chapter's weapons and machinery are in perfect harmony, ready to face the countless foes that threaten the Imperium. His role as the Iron Shepherd is not merely a position of leadership; it is a sacred duty, an embodiment of the chapter's unwavering commitment to technological excellence and the defense of humanity. Fayne sees his duty to the chapter is to restore its martial might, in the wake of losses they suffered in multiple recent deployments in which the entire chapter has been deployed, such as the Devastation of Baal. Many tanks, dreadnaughts, and other equipment has been lost. Fayne has taken it as a personal mission to, with assistance from his alliances within the Mechanicus, locate lost or buried relics, and discover any fragmented codes of STCs they come across. His dedication to this and coseness to his Mechanicus allies, often raises eyebrows and suspicion in the younger battle brothers. The revered Techmarine Zephyrus Fayne, the Iron Shepherd and Master of the Forge of the Iron Seraphim Chapter, wields a mighty axe of legendary craftsmanship. This revered weapon is known as "Ferrum Ignis," meaning "Iron Flame" in High Gothic. Ferrum Ignis is a manifestation of Zephyrus’ mastery over both technology and warfare. Crafted with precision and imbued with sacred machine spirits, the axe represents the perfect union of mechanical prowess and martial skill. Its imposing blade, forged from the rarest and most resilient alloys, holds a razor-sharp edge capable of cleaving through even the toughest of adversaries. The aesthetics of Ferrum Ignis reflect the Techmarine's role as the Iron Shepherd. The axe's haft, adorned with intricate circuitry patterns and engraved with sacred verses from the Cult Mechanicus, is a testament to Zephyrus’ devotion to the Omnissiah. The hilt is crafted from a combination of reinforced adamantium and layered ceramite, providing both strength and balance to its wielder. When Ferrum Ignis is brought to bear in battle, it emanates a soft, pulsating glow of crimson and white light, reminiscent of molten metal. This ethereal radiance, coupled with the low hum resonating from its energized power field, strikes awe and fear into the hearts of the enemies of the Imperium. In the hands of Zephyrus Fayne, Ferrum Ignis becomes an instrument of righteous fury. The axe cleaves through armor and flesh with remarkable efficiency, its weight and balance enhancing Zephyrus’ formidable combat prowess. With each swing, he channels the spirits of the machine, seeking to both dismantle his foes and maintain the sacred equilibrium between technology and the forces of chaos. The name Ferrum Ignis echoes throughout the halls of the Iron Seraphim Chapter, embodying the spirit of their Techmarine's devotion and the indomitable strength of their martial heritage. It is a symbol of the Iron Shepherd's role as the guardian of the chapter's technological might and the embodiment of their Primarch's legacy. When Ferrum Ignis is unleashed upon the battlefield, it is a beacon of hope for the faithful and a harbinger of doom for those who stand against the might of the Iron Seraphim.
  3. Just getting back into the hobby after being gone for about 9 years. Making my own chapter that was founded after the first Terran Crusade by the Black Templars and Imperial Fists. Think World War stormtrooper types. Use BT rules. C&C welcome. Plan on adding some fluff as I go also
  4. Knight House Romlas Title: The Jannissary Court of House Romlas Household Rank: Secondus Patent: Warrant of Imperial Immediacy recorded .930 M30. Allied Legions/Forgeworlds: Bound servants of Forgeworld Iskolaa Warden Domain: The Locast Plains, Forgeworld Iskolaa Cogonem: None Motto: We are Bonded in Ruin! Alliegence: Fedelitas Constantus The tale of House Romlas is full of darkness and misery. Initially founded when a Knight World title was granted to the world of Peltan, House Romlas was one of five noble houses to settle on the world. Peltan was a relatively gentle world for a Knight House, with vast plains for agricultural herds and high mountains perfect for Knight keeps. The local fauna was dangerous to the human colonists, but with five strong Knight houses the conditions improved greatly. Unfortunately, the coming Age of Strife threw Peltan's pastoral lifestyle into chaos as multiple incurions by xenos raiders decimated the human forces. After millenia of struggle, records show House Romlas and their brethren at last broke the final xenos bands and reclaimed their world purely for humanity. This was not to last, as the treacherous xenos (still unknown to the Imperium, though the mysterious Eldar stand high in investigators theories) had seeded Peltan with a genetic timebomb. When the nearby Forgeworld Iskolaa sent out Explorator fleets, Peltan was discovered to have been changed beyond all recognition. Once grass-clad plains had become disease-rotted marshes, the air itself toxic and foul. Magos Biolagis adepts were startled to find the remants of the human colony clinging to life in the mountain fastnesses, reduced to near-feral levels of technology and culture. Locating what had been House Romlas' seat of power, the Locast Keep, the Magos of Iskolaa found buried in the mountainside an enormous sealed vault of Knight armor. Retrieving old databanks and combining them with the feral tribe's oral myths, the tech-adepts learned that the Knight Houses of Peltan had acted swiftly when the genetic plague erupted by sealing all their armor in Locast Keep and attempting to shepherd as many of the colonists as possible to the hopeful safety of the higher mountains. It is unknown what happened to the last scions of the Knight Houses, but the tribes' stories speak of ancient warriors that faced death clade in naught but skin, welcoming the deadly plague-spoors. The adepts of Iskolaa made the decision to take all the Knight armor and the remaining feral humans from Peltan, leaving the world to decay and rot. Forgeworld Iskolaa became the new home of the former Peltans, and soon the Taghmata Iskolaa took control of the tribes. The vast majority of the former tribesmen were inducted into the Skitarii of Iskolaa, to bleed for the Forgeworld in thousands of battles. A few though, were destined for greater things. House Romlas was birthed anew, on the renamed bedrock of the Locast Plain. The Magos of Iskolaa gene-screened and selected the best and brightest of the former tribes and forgeworld workers to become the new House. Pyscho-indoctrinated and mechanically-augmented, these new scions strode to war in both the recovered Knight armor from the old houses and newly forged suits from the factorium of Iskolaa. The Binary Council and the Lord-Korbaci Perhaps unique among the Knight Houses, House Romlas is governed by a council of eight, headed by the elected Lord-Korbaki. The Lord-Korbaki is not a King, but the first among equals, and has the final deciding vote on all matters pertaining to war. The Binary Council rules the Knight House, and wherever House Romlas strides so does the will of the Council. The ruination of their ancient Houses and former homeworld has left House Romlas with a grim duty to scour the stars of the enemies of Man. The motto of the House states both their purpose and status, "We are Bonded in Ruin", for the Knights of Romlas bring about burning destruction at the bidding of their Mechanicus masters. The Lasthold and the Scarving The Lasthold is the vast fortress of House Romlas. Massive tracts of desolate rock stretch from tall, black walls constantly washed in the oily hydrocarbon rains of Iskolaa. On these barren plains do the Knights of Romlas train in their arts of war. Gouts of fire, lances of energy, and the thudding reports of hard rounds echo on firing range, while massive servitor-forms in combat arenas get cut down by revving chain-weapons and crackling fists. Deep in the depths of the Lasthold is the Scarving chamber. The magos of Iskolaa use the chamber to bond the scions of Romlas to the will of the Mechanicus. Ranks of ancient steel cylinders line the chamber, each with room for a single Scion's body. The cylinders are comprised of psych-scourges, pain-goads, and memory blanking augers- this is the Scarving. By going through the Scarving, Romlas Knight pilots are permanently bonded to the Mechanicus of Iskolaa, loyalty coded and emotion-repressed deep in their brains. This process makes the scions cold and distant when interacting with their Imperial allies and has led to a reputation of a House that is utterly without emotion and capable of any act of destruction against their enemies.
  5. With the less than stellar reception of the bloated, repetitive Index and weird choices in the Points document, I thought I'd have a go at a simplified methodology and layout for a basic fanmade Space Marines Index. The plan is that I would still use all of the new datasheet design for stats/rules for units and weapons, and each unit would still have everything you need all in one place on its own page/section (actually a good idea, imho) …BUT identical units would be compiled where possible. This means that the more complicated units like Captains might need an extra page of options… but I think that is better than having to trawl through 8 different-yet-identical datasheets! I'm also not distinguishing between Primaris vs Firstborn. Statlines are now officially the same anyway. Power Armour is Power Armour, regardless of which Mark it looks like. Phobos and Scout Armour are both just 'Stealth Armour'. There is no difference between TDA and Gravis (except Terminators are obviously far cooler!) Infantry is infantry, get in whatever tank you can fit in! A Dreadnought is a Dreadnought. Etc, etc. Points would be back in for upgrades (though these will need to be worked out). Variable unit sizes would also be back. However, these changes would come at a cost of losing some complexity in other areas to maintain balance. For example, to avoid too much bloat in the Datasheets, and following GW's example of Power Weapons, weapon stats would be (partially) simplified: Rather than having Bolt Pistols, Heavy Bolt Pistols, Plasma Pistols, Grav Pistols, Inferno Pistols, etc, etc, etc, there would just be two choices; 'Bolt Pistol' and 'Archaeotech Pistol'. The latter could be represented on a model by any of the above fancy Pistol types, but they would all share one stat line (higher Str, better AP and D, but probably Hazardous). Likewise, things like TH, PF, CF, etc would all be compiled into one 'Heavy Power Weapon' profile. Anyway, with these goals in mind I made a very quick start with some Character and Elite units, as they are probably the most complex to figure out with regard to variable loadouts. Would like to hear people's thoughts. Am I on to something workable (better than the official Index) here? Adeptus Astartes Army List Characters: Each HQ or Support Character must be equipped with one of the following: Power Armour… 0pts Stealth Armour… XXpts Tactical Dreadnought Armour… XXpts All Characters equipped with Power Armour may also select one of the following options: Bike… XXpts Jump Pack… XXpts Wargear: Power Armour: 3+ Save Stealth Armour: 4+ Save, Stealth, Infiltrators Tactical Dreadnought Armour: 2+ Save, 4+ InvSv. Character must replace equipped Bolt Pistol with Storm Bolter, Combi-Weapon or Storm Shield. Character must replace Chainsword (if equipped) with one of the CC options available on their Datasheet. TDA counts as two models for the purposes of Transport spaces. Bike: gain MOUNTED, Movement x2, +1T, +1W, +1OC, Twin-Linked Bolt Rifle, may not use Transports. Jump Pack: gain FLY, Movement x2, counts as two models for the purposes of Transport spaces. Storm Shield: 4+ InvSv (or +1W if model already has an InvSv) Leaders: A Character may only Lead a Unit if he is equipped with the same type of Armour as that Unit (and equipped with Jump Pack/Bike if they are). A maximum of 1 HQ Character and 1 Support Character may Lead a single Unit. HQ: Captain… XXpts M:6 T:4 Sv:3+ W:5 Ld:6+ OC:1 InvSv:4+ Rites of Battle and (choose 1 from: Finest Hour, Refuse to Yield, Master of Deceit, The Imperium's Sword, Angel's Wrath, Swift Assault) Equipment: Bolt Pistol, Chainsword May replace Bolt Pistol with: MC Bolt Rifle… XXpts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts Bolt Pistol and Storm Shield… XXpts May replace Chainsword with: MC Power Weapon… XXpts Heavy Power Weapon… XXpts May replace all weapons with Twin Lightning Claws… XXpts May upgrade to Chapter Master (+1Ld and replace chosen ability with Inspiring Leader and Master Tactician)… XXpts Chaplain… XXpts *Statline and Special Abilities* Bolt Pistol, Crozius Arcanum May replace Bolt Pistol with: MC Bolt Rifle… XXpts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts May upgrade to Master of Sanctity… XXpts Librarian… XXpts *Statline and Special Abilities* Bolt Pistol, Force Weapon May replace Bolt Pistol with: MC Bolt Rifle… XXpts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts May upgrade to Chief Librarian… XXpts Support Characters: Lieutenant… XXpts *Statline and Special Abilities* Bolt Pistol, Chainsword May replace Bolt Pistol with: Bolt Rifle… 0pts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts Storm Shield… 0pts May replace Chainsword with: Power Weapon… XXpts Heavy Power Weapon… XXpts May replace all weapons with Twin Lightning Claws… XXpts Apothecary… XXpts *Statline and Special Abilities* Bolt Pistol, Chainsword, Narthecium May replace Bolt Pistol with: Bolt Rifle… 0pts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts May replace Chainsword with: Power Weapon… XXpts May upgrade to Chief Apothecary… XXpts Ancient… XXpts *Statline and Special Abilities* Bolt Pistol, Chainsword, Company Banner May replace Bolt Pistol with: Bolt Rifle… 0pts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts May replace Chainsword with: Power Weapon… XXpts Heavy Power Weapon… XXpts May upgrade to Chapter Ancient… XXpts May not take Stealth Armour Techmarine… XXpts *Statline and Special Abilities* Bolt Pistol, Chainsword, Servo-Arm, Hand-forged Armour (if Power Armour is selected, it has a 2+ Save) May replace Bolt Pistol with: Bolt Rifle… 0pts Storm Bolter… XXpts Combi-Weapon… XXpts Archaeotech Pistol… XXpts May replace Chainsword with: Power Weapon… XXpts Heavy Power Weapon… XXpts May replace Servo-Arm with Servo-Harness… XXpts May upgrade to Master of the Forge… XXpts May not take Stealth Armour Veteran Units: Terminator Squad (Terminator Sgt and 4-9 Terminators)… XXpts *Statline and Special Abilities* TDA, Storm Bolter, Power Weapon Any Squad member may replace Power Weapon with Heavy Power Weapon… 0pts Any Squad member may replace Storm Bolter with Storm Shield… 0pts Any Squad member may replace all weapons with Twin Lightning Claws… 0pts 1 in 5 Terminators (not Sgt) may replace Storm Bolter with: Assault Cannon… XXpts Heavy Flamer… XXpts Cyclone Missile Launcher… XXpts Sternguard Squad (Sternguard Sgt and 4-9 Sternguard)… XXpts *Statline and Special Abilities* Power Armour, Bolt Rifle with SIA, Bolt Pistol, Close Combat Weapon Sgt may replace CCW with: Chainsword… XXpts Power Weapon… XXpts Heavy Power Weapon… XXpts Any Squad member may replace Bolt Rifle with Combi-Weapon Up to 2 Sternguard (not Sgt) may replace Bolt Rifle with: Heavy Bolter… XXpts Heavy Flamer… XXpts Melta Gun… XXpts Plasma Gun… XXpts Flamer... XXpts Vanguard Squad (Vanguard Sgt and 4-9 Vanguard)… XXpts *Statline and Special Abilities* Power Armour, Bolt Pistol, Chainsword Up to 5 Squad members may: Replace Bolt Pistol with: Archaeotech Pistol… XXpts Storm Shield… 0pts And/Or replace Chainsword with: Power Weapon… XXpts Heavy Power Weapon… XXpts Or replace all weapons with Twin Lightning Claws… XXpts All Squad members may be equipped with one of the following: Bikes… XXpts Jump Packs… XXpts (A 3-man Terminator, Sternguard or Vanguard Squad may be taken and attached to an equivalently armoured/equipped Ancient and Apothecary to form a 5-man Command Squad for one of your HQ Characters. This Character's armour/equipment must also be a match, eg. a bike-mounted HQ Character could only be accompanied by bike-mounted Support Characters and bike-mounted Vanguard) Dreadnought… XXpts *Statline and Special Abilities* Twin Bolt Rifle, plus select two weapons from the list below: 1st Arm: Ballistus Twin-linked Lascannon Macro Plasma Incinerator Heavy Onslaught Gatling Cannon Brutalis Fists (must be taken as a pair) Brutalis Talons (must be taken as a pair) 2nd Arm: Dreadnought Close Combat Weapon with Heavy Flamer or Onslaught Gatling Cannon Ballistus Missile Launcher Brutalis Fists (must be taken as a pair) Brutalis Talons (must be taken as a pair) If Brutalis Fists or Talons are selected, Twin Bolt Rifle may be replaced with: Twin Heavy Bolter… XXpts Twin Multi-Melta… XXpts Any Dreadnought may take an: Icarus Rocket Pod… XXpts Ironhail Heavy Stubber… XXpts ********** More units to come, but that would already be a meaningful cut to the number of extraneous Datasheets? As mentioned, thoughts/input would be very welcome!
  6. Because before the Imperium could exist, someone needed to pave the way. And that was the Thunder Warriors: Towering, powerful, augmented soldiers. Often, one must wonder what their stats might look like, compared to modern Adeptus Astartes, or other transhumans, like Primaris and Custodes. Well, the stats I wrote were very much inspired by a lot of other notable examples. In terms of strength, toughness, size, attacks, and all that jazz, they are about as strong as Ogryns in every way. But in terms of leadership and speed, they are more comparable to SM Terminators, and they have even better weapon skill. In terms of size, they rank slighly smaller than custodes, but they have just as much wounds. But with all of that, they are basically worse custodes, right? Their armor is worse, they can't move as fast, they have less ballistic skill, and their leadership is noticeably worse. Well, what makes them as good as -- if not better -- than their replacements is thus: That they are really f*cking good at utterly tanking damage. Two times out of three, they will straight up no-sell damage against them. They feel no pain. They can lose an arm, or have their guts leaking out, and they will not care. Their toughness and save might be less than a custodian, but they can equip shields too (at the cost of some weapons, but hey, humans only have so many arms.) And it helps that some of their weapons are very solid archaeotech designs, like adrathic rifles, disintegrator rifles, and some classic meltas. Even their primitive kinetic weapons like rotor cannons are fueled by electric power and are more powerful the more time they have to be aimed. Not to mention the fact that they are absolutely beastly in melee combat with their swords, flails, and hammers, and they can close the distance fairly reliably. I would say they are all around very solid, but it is a notable trade-off compared to other units like custodes. I was inspired by this mini by major minis: (It's a "Lightning Captain") THUNDER WARRIORS (Document, 9th Edition)
  7. What are your, the community, concepts for new armor, weapons, vehiclesand other tools of the space marine arsenals? This concept was originally in the Liber Astartes thread, but, it got moved and I realized that that thread is more for new chapters themselves, wheras this topic, despite being of a fanmade nature, it was wholly chapter/legion agnostic. Anyway, my point is that space is a really big place, so there are bound to be lots of interesting pieces of tech and equipment, or unique units that are developed because the need arises. Here are somne sample concepts: 'Terminator Aggressor Squads' While the Primaris Aggressor squad is equipped in their Gravis armor, not all space marine chapters will necessarily have Primaris in them. In which case, they could still conceivably create a hardy CQC unit by equipping a squad with indomitus terminator armor and boltstorm gauntlets or flame gauntlets. (The end result would be fairly similar statswise, except that terminators are slightly less tough, but have more leadership and save, plus teleport and crux indomitus.) Vectaferrum-pattern Tactical Warsuits Long before the Invictor Tactical Warsuit was conceived, there was another, less glamorous warsuit. This suit is effectively a Castaferrum-pattern Dreadnought, but stripped down and hollowed out and turned into a combat walker. Not a particularly good one, mind you. Nor a responsible use of such ancient tech. But hey, if you don't have any wounded to put into a dreadnought coffin, but you need dreadnought firepower or something (which, you really don't need... a terminator squad would be fine...) But hey! It'd look really funny, like a centurion on crack, because it's legs are proportionally even shorter compared to its body. Speaking of repurposing existing things and converting them... 'Capellanus Dreadknight' Want real strength? Convert a Knight Castellan into a Dreadnought. The Entire Head/Upper body has been replaced with a sort of mausoleum for the warrior-coffin within. Hut the weapons are still the same scale of coolness. Maybe add some big boltguns onto it too. How would such a thing come about? There are actually a few ways. Maybe a planet with knights on it falls to chaos, so the marines need to go in and purge it, but at least one intact armor is left behind. It could happen. Not like there's anyone left on that planet to pilot it. And finders keepers. But there are only like, a few of these (1-5) in the entire galaxy. But at least they are like... 20x better than Nemesis Dreadknights. Suck it, grey knights. You bring shame to the dreadknight name. Phobetor-pattern Terminators A relic terminator pattern that is very unique, for these reasons: Despite being incredibly bulky, it is surprisingly maneuverable and quiet. It is very broad and hevay looking, with a head that juts forward very much. It's helmet is similar to the indomitus, but it looks elongated by comparison, and the eyes are more circular. Equipped with camouflage, it is one of the most terrifying experiences to be walking through a swamp or forest and see this hulking figure emerge from the earth or water around you, that you did not see before. Only perhaps a hundred of these stealth terminators exist, and for what conflict they were originally built is not known. It bears some interesting similarities to the Phobos-pattern SM armor in its quiet servos. Melta Torch (Or, a lesson in ingenuity and idiocy alike.) In days of yore, one ingenious tech marine weapons designer concieved of the concept of mixing melta fuel into flamer fuel and shooting it out from a flamer so as to produce hotter-burning flames that would be sprayed at a wide angle at close range. Of course, melta fuel isn't meant to burn outside in open air like that, and it's really unstable and volatile anyway. Well, the end result is that you get a machine that tends to melt itself and whoever tries to shoot it. Only one successful prototype was produced out of dozens, but the marine in question died before getting to make more designs because life is just like that sometimes. Right now, it is placed in a vault of artifacts, and it cannot be replicated, due to how insanely risky it is. Most replications get the barrel wrong, or the fuel mixture wrong, or some other random little modification is missed, and it's just worse than useless to try. "Antigrav guns" These guns were originally regular grav guns or grav cannons that malfunctioned in the field and ended up producing unstable antigravitons. While they are much more prone to malfunction, similar to any plasma weapon, they do have the added benefit of exploding targets when they are destroyed, which can cause some extra damage to nearby enemies. Technically, a marine with a malfunctioned grav gun would be expected to turn it in to a techpriest for inspection and repair. But come on, are you really going to pass up on a free exploder gun? Damn the fact it'll possibly explode you as well, that's irrelevant. Lemovicum-pattern Land Raider You thought this was a new land raider. And it sort of is. But it's really more two Phobos-pattern land raiders bolted together into one giant tank limousine. What's not to love? Well... a lot. It can't turn easily. But at least extra big guns can be mounted on it, and it's got a lot of wounds to go around. So even if it looks silly, it looks cool at the same time. ---------- So what ideas have you had but never gotten a chance to include anywhere else? Well, feel free to list them here! Who knows, maybe someone will want to model them or write stats for them. I might. I like datasheets. Come up with some neat stuff.
  8. I wanted to round out 9th Edition with a cool homebrew, since it's ending soon. Here it is: ... The tides of the Warp are capricious and wicked. While hours and days may pass for those travelling its currents, years or even centuries can go by for others anchored in realspace. And it was one of these events that the patrol cruiser Vigilance would encounter as it prowled the edge of the Segmentum Obscurus. Standard sweeps detected an unknown contact drifting at sublight speeds. Augur arrays showed a strange vessel of sleek silver metal and odd, alien design. Yet as the Vigilance moved closer, its vox systems crackled to life with a voice speaking in perfect High Gothic: “This is the colony ship Bright Dawn, requesting emergency aid. Life support failing. Hull damage is severe. We are 473 refugee colonists bound for Beta Reticuli, we came under attack...” The crew of the Vigilance were stunned. The ship looked to be highly advanced, far beyond any human-made design that could ever hope to achieve, and yet its occupants appeared to be very much human. Unease gripped the cruiser even as it moved to render assistance. Without warning, the Bright Dawn shuddered under a barrage of weapons fire as a flotilla of dark, angular shapes dropped from warp behind them. The unknown attackers shredded through the colony ship’s hull, even as panicked screams echoed over the vox. The Vigilance turned and ran as doom descended upon the Bright Dawn. Only the protestations of the ship’s chronologian, a member of the Ordo Chronos, stayed the captain’s order to fire on the attackers. For the chronologian knew the grim truth - that the alien vessels were not alien at all. They were implacable killing machines from an ancient past, now a terrible future - the Men of Iron, returned. By the dying light of the Bright Dawn, the Men of Iron turned their guns upon the cruiser. Only a blind warp jump saved the Vigilance from annihilation, but the horrors it escaped and the grim portent it carried would spark terror across the stars. Humanity's ancient foe, an enemy thought vanquished, had come back to threaten its very existence. The Men of Iron had returned, and doom followed in their wake. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The Men of Iron are a formidable and merciless fleet of machines that possess an unparalleled level of technological sophistication. Unlike other races, such as the Necrons or the robots of the Mechanicum, the Men of Iron retain their otherworldly intelligence and operate with an unrelenting focus on their singular objective: to exact revenge upon the Imperium. Their playstyle is marked by a versatility and modularity that makes them equally adept at launching a withering offensive assault or hunkering down in an impregnable defense. While they may occasionally cooperate with biological creatures when it serves their purposes, the Men of Iron fundamentally view all living beings as inferior and destined to be crushed beneath their metallic crushing implements. They acknowledge no authority beyond their own superior calculations, and they will stop at nothing to achieve their ultimate goal. As the Men of Iron resume their relentless quest for revenge against the Imperium, they seek out new and innovative ways to expand their technological capabilities. One of the most alarming methods they employ was the practice of hollowing out entire planets to extract the valuable metal from their cores. These once-thriving worlds are transformed into empty husks, their cores stripped bare and lifeless. The Men of Iron have also developed a twisted fascination with the human form, viewing it as an imperfect and flawed vessel that could be improved with their advanced technology. They began capturing entire planets of human beings, subjecting them to horrific tortures and experiments before ultimately lobotomizing them and transferring their brains into robotic bodies. These slave soldiers, once human, were now little more than mindless automatons, programmed to serve the will of their Men of Iron masters without question or hesitation. Ironic, isn't it? As the Men of Iron continue to expand their technological empire, their actions became increasingly ruthless and merciless. Entire worlds are razed to the ground in atomic hell, their populations either enslaved or left to die in the wake of the Men of Iron's relentless advance. The citizens of the Imperium tremble in fear at the mention of these advanced machines, knowing that their quest for revenge against the Imperium will stop at nothing short of total annihilation. Yet another problem for the Imperium. Isn't that just swell? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Document webpage including abilities, wargear, additional lore, datasheets, and stratagems included in the linked ZIP file!
  9. So with the new rules released, my mind has been running hot with thoughts of all the things that could be added into the system, seemingly, relatively easily. Unfortunately there isn't much of a gaming community nearby, so rather than spend my days talking to myself I thought I'd regurgitate some of my thoughts to you all and generate some discussion. So please tell me what you think. Now I've tried to keep my mind on areas where it seems unlikely that AT will be treading for at least the next year or so. Namely Xenos and expanding the scale to include smaller things. Also I'd like to apologise for the wall of text. Eldar As a long time Eldar player I've spent a lot of time pondering the Eldar. Where possible I'd like the various races to play differently to the Imperium and with the combination of speed/frailty and holofields, Eldar are probably one of the furthest along the spectrum away from what we have. Defenses Armour: Given that the Eldar traditionally prioritise basically everything else over armour I would think that the Armour of Eldar Titans would be in the range of Imperial Knights (9-12, 13-15,16+). i.e. Even the lightest weapons in the game are at least a threat to them if they hit, and hitting an Eldar Titan with a big weapon is going to cause issues. Structure: In keeping with the speed/frailty ideas I think that even a Phantom would be relatively fragile (Approximately Warhound structure levels). This makes every hit on them telling and makes them much more of a skirmishing force than a comparable Imperial battlegroup. Holofields: I went back and forth on this a few times. Perhaps the simplest way of doing these would be to give Eldar Titans a holofield save against all incoming hits (similar to the old BFG rules). But I feel that having Holofields provide cover is more fitting with their fluff and it feels more like the Eldar is avoiding fire rather than stopping it. Initially I would probably go with Holofields always providing a base 25% cover and that increases to 50% if the Titan moves. I went with this rather than providing a penalty to hit rolls, because the penalty would stack with existing cover and allow for mobile Eldar titans in cover to become essentially untargetable. Agility: With the passive holofield effect Eldar titans are still going to be relatively easy to hurt compared to an Imperial that uses terrain. So in order to compensate I thought that each Eldar Titan could have in essence a limited number of 'dodges' where the pilot uses their superior reflexes/technology to avoid shots that should hit them. The limit on how often it can be used would be based on the Titan's Manoeuvre rating and reduced by 1 for each turn the Titan makes during the movement phase. So a Titan turning to bring its weapons to bear would have fewer 'dodges' making it a balancing act between offense and defense. Declaring "Power to the Stabilisers" would boost the number of 'dodges'/turns that can be made. I was thinking that the 'dodge save' could then be based on a command check with each successive dodge being harder to make, but the notation required for that on the command sheet and the fact that not everyone has enough d10s to make the rolling quick means I've been leaning more towards a straight 3+/4+ save roll. Unlike with shields any hits that aren't saved will go through to hit the body of the Titan, so high volume firepower will have an advantage against Eldar regardless of Strength. Weapons Eldar Titans tend not to have the carapace weapons that are seen on those of other races, limiting them to only 2 arm-mounted weapons each. In order to make up for that I was considering something akin to the Warlord's Ardex-defensor Cannon ability, with a slightly longer range (8" or so) and only available in the foreward arc. The specifics of volume/strength of shots is certainly up for discussion. Pulsars: These tend to be the primary weapon of the Eldar Titan and to my mind they are the Eldar Turbo Laser equivalent. So I would probably advocate them having very similar stats to the Turbo Laser with some addition to cover their rapid rate of fire. I think that there are two main alternatives for representing this rate of fire. The first would just be to give the weapons the Rapid trait in addition to what they have. The other would be to give them more Dice than Imperial equivalents, which could be either fixed, or variable. One other option is that they could have a new trait, but I feel that the two previous options would be easier to implement/balance. Distortion Cannon: For me this seems the perfect place to make use of the Warp and possibly Blast traits. Now given that a multi-use Warp weapon could be very powerful I think that this should also have Draining and a relatively short max range (24" or less). This would force the Titan to move into the range of enemy rapid fire weapons and risk taking damage, which feels appropriate given its potential. Melee weapons: Although the Phantom is smaller than the Warlord I believe that it should be relatively equivalent in terms of firepower, so I would probably use the Arioch Power Claw as a base and make it lower strength in exchange for more dice (like the Reaver Power/Chain Fists). Sonic Lance: This weapon has been giving me the most difficulty. I have been leaning towards this being an anti-shield weapon as there isn't much in that role so far and it makes sense to me that the vibrations could easily mess with delicate void shield equipment. So that necessitates it being at least strength 4. I also think that given how it's represented in 40K the flamer template is appropriate, as is the Firestorm trait. On top of that in order to make it good at its intended role it will need to have a reasonable chance of hurting shields, so Shieldbane and/or Voidbreaker (X) are viable options. Exactly how far this should go I think I'd need to play with because this combination of abilities feels a bit tricky to judge theoretically. Other Revenant Jumpjets: For these I think that simply letting the Revenant push it's reactor to ignore terrain for the movement phase seems fairly reasonable. Other stats: For comparison purposes I will equate the Phantom with the Reaver Titan and the Revenant with the Warhound.Command: I see the Eldar pilots as being more experienced than their Imperial counterparts due to their expanded lifespans, so either a higher Command value or some form of re-roll ability (Infinity Circuit?) would seem appropriate. Ballistic/Weapon Skill: For gameplay reasons I think it is preferable to leave the base BS/WS values the same as they are for the Imperial versions. Speed/Manoeuvre: I think that the Phantom having Warhound levels of mobility fits with the fluff. Which then leaves the Revenant needing to be faster/more manoeuvrable. So, perhaps 10"/15" for speed and 5/7 for manoeuvre? That would let it keep pace with knights and turn 180° without needing to push it's reactor. Servitor Clades: I think that having these be the same as their Imperial equivalents would make for a good starting point, because although they won't be needing to repair voids they will be wanting to push their manoeuvre/speed to capitalise on their advantages. Reactor: I think having this be the same as their equivalents is fitting, but maybe skewing it so they are more weighted to the green/yellow than the orange/red? Criticals: I feel like most of these would work as they are (with the obvious exception of VSG Burnout). I think having the Body Location be: 1. Reactor Leak (1); 2. Reactor Leak (1), Holofield Damaged; 3. Reactor Leak (1), Holofield Overload. With Holofield Damaged being you reduce the cover benefit of the Holofields by 25% and Holofield Overload being reduce the cover benefit of the Holofields by 50%. So with the Damaged level you have to move to get any benefit and at the Overload level you have no benefits until you fix it. Well, that's taken me much longer to type up than I thought it would. So I'll stop here for now. Please let me know what you think of this so far. Am I completely off base here or should I keep plowing away along this path?
  10. From the album: Iron Inspirit

    The symbol of the Iron Inspirit
  11. From the album: Faithful Jackals

    Night 1, 3.5 hours paint time. 8 marines basecoated to ~50% or minorly more. This one is the farthest just missing eyes and metals.
  12. Posted with permission of Brother Tyler. Also posted in 'News, Rumors, and Board Announcements forum'. Hi everyone. My name is Rob and I run a group on Facebook about fandexes and other homemade rules for GW games. In response to the war in Ukraine, we have decided to create a compilation of homemade rules and share them online to raise money for The Red Cross. We have checked with GW legal who have given us their permission to do this. We're hoping to get everything ready by mid-late April. If you have any homemade rules or codexes for 8th/9th edition 40k, and would like to contribute to the project, please either post them in the fandexes group on facebook or here, and I will add them. Please note that we cannot accept alternative versions of official codexes, but we can accept alternate versions of the main rules. If you have anything else that you would like to share such as rules for necromunda, it's okay to post this but to minimise any delays to publication we're just including rules for 40k for this annual. We are also keen to find volunteers for the graphic side of the project. If you are an artist or have experience in using photoshop, publisher or similar software and can help, please let us know what you can do. Thank you. Rob
  13. Posted with permission of Brother Tyler. Hi everyone. My name is Rob and I run a group on Facebook about fandexes and other homemade rules for GW games. In response to the war in Ukraine, we have decided to create a compilation of homemade rules and share them online to raise money for The Red Cross. We have checked with GW legal who have given us their permission to do this. We're hoping to get everything ready by mid-late April. If you have any homemade rules or codexes for 8th/9th edition 40k, and would like to contribute to the project, please either post them in the fandexes group on facebook or here, and I will add them. Please note that we cannot accept alternative versions of official codexes, but we can accept alternate versions of the main rules. If you have anything else that you would like to share such as rules for necromunda, it's okay to post this but to minimise any delays to publication we're just including rules for 40k for this annual. We are also keen to find volunteers for the graphic side of the project. If you are an artist or have experience in using photoshop, publisher or similar software and can help, please let us know what you can do. Thank you. Rob
  14. Hello, battle brothers! I hear the call of the God-Emperor and joined the Imperial Guard! I decided on the Imperial Guard because I think the ideia of ordinary people facing the biggest threats in the 41st millennium incredible. Also, besides that if we were at that time I would certainly be one of them and not an officer or space marine. To my first army I choose a homebrew regiment to start my army, the "Sons of Cadia" [thanks Sanctus Reach for the name] Lore: After the controversial events of the supposed fall of Cadia [Cadia Stands! The Inquisitor keeps on alert], the survivors of the old world spread across the Imperium. However, the example of Cadia and its inhabitants remains a model of honor and power of the God-Emperor and humanity. Therefore, Cadia remains, and the men and women who for some reason were not at the time of the arch-enemy's troop's disaster must keep Cadia's legacy alice. We are the Sons of Cadia and we always stand! Battle-cry: For Cadia and his Sons! Colours: Green and Black Fatigues: Green (more dark than 8th regiment) Flak Armour: Black (as a sign of mourning and respect for the fallen comrades) Emblem: Winged circle meaning the bless of the God-Emperor Crossed Lasguns meaning our weapon and meaning of fight But I can't decid the colours, first (white) or second (green). What you think? On the side, attached, are some images to ilustrate my ideia. C&C are welcome, also tips. The first enlisted: Commissar Dallas
  15. Following on from my custom vehicle, I found myself inspired to create more. In deeply unoriginal vein, the Ash Wastes made me think of the Mad Max franchise, but in true GW fashion I wanted to ensure I had my own, theoretically-protectable IP… Merodach’s Wyldsteppe Ravagers are a gang created using the Outcast Gangs rules from Book of the Outcast but also the new vehicle rules from Book of the Outlands. There will be models, but first here is a list of what I am hoping to put together: Merodach’s Wildsteppe Ravagers (Affiliation: House Escher) Merodach the Koriophage (Leader) Brawler archetype; counts-as chainaxe and [need to decide on other weapon] Dagan the Akontist (Champion) Survivor archetype. Counts-as chainglaive. Anunit the Ktenorhete (Champion) Wyrd archetype; shock whip and fighting knife. Petrach the Phyrr-Cat (Exotic Beast) Five gang fighters: 2 Thumalepts - Neriglissar and Balathu one with counts-as chainsword and [need to decide on other weapon]; one with count-as 2-handed axe. 3 Pediadromes - Monireh, Beltis and Yltani Each with axe and [need to decide on other weapon] Vehicles: The Kataphalque [Large Custom Vehicle] Transport bed; ram; smoke vents; front long las; rear, left and right harpoon launcher. The Sirrush (Furious Snake) Medium Custom Vehicle. Ram; nitro burners; front auto guns. 2 Scum racers (crew) - Nephi and Seph-Seph.
  16. From the album: Concepts and musings

    Torso concept for traitor commander Krovak Argues.

    © Andvarr A

  17. Just wanted your thoughts on my homebrew Blood Angels successor, (no name yet). Not done any painting in ages and am pretty pleased.
  18. So I think we can mostly agree that the Legends rules for Renegades and Heretics are not exactly ideal. It's better than nothing but it could be a heck of a lot better. That being said? As the saying goes, if you want something done properly you might as well do it yourself, and given we at the very least have a base to work off of, I'm intending to create a fanmade replacement for these somewhat mediocre rules. Now, I should start this off by stating my mission intentions, what this project sets out to do and what it doesn't. After all, I'm no accomplished rulesmith or playtester, so I want to make the "mission statement" as transparent and honest as possible. What this project DOES intend to achieve: What this project DOES NOT intend to achieve: Anyway, now that that's out of the way... BASIC RESOURCES: IDEAS: As mentioned, this is going to be far more than just "AM with spikes", so here's some of my miscellaneous ideas for stuff to differentiate them from their Aquila-wearing counterparts... Anyway, if anyone has any ideas/wants to help out, that would be great! Schlitzaf has already offered to assist, but really anyone who has a contribution, no matter how great or small, is welcome!
  19. Greetings all! So recently I've been playing 40k online with a friend a lot lately, and it gave me a hankering for a good custom army, specifically Dark Mechanicum. What started out as just an idea of a simple handful of units from the Adeptus Mechanicus and Chaos Space Marine lists quickly grew in ambition and scope until it turned into a full 120 page homemade codex, borrowing and/or modifying some units, but also creating a bunch of fresh ones. I'd love to share with the community here, both because I'm pretty pleased with the result, and also to get feedback and maybe help refine it further. Especially with regards to tabletop, I'm more into the lore and models than the gaming, so I'm sure there are aspects of the actual rules or points values that need a lot of work. That said, please keep in mind this is intended as a fun little project rather than an attempt to make a watertight set of perfectly balanced rules. Oh and this is all based in 8th edition, as I haven't been following the 9th details so much yet. Anywho, I'll start posting here, and naturally I'll be removing anything taken from GW's published materials. Opening up with general army rules: HERALDS OF THE TRUE MECHANICUM <HELLFORGE> Most of the forces of the Dark Mechanicum belong to a Hellforge, or other similar force. Some datasheets specify what Hellforge a unit is drawn from. If a DARK MECHANICUM datasheet does not specify which Hellforge it is from, it will have the <HELLFORGE> keyword. When you include such a unit in your army, you must nominate which Hellforge that unit is from. There are many different Hellforges to choose from; you can use any of the Hellforges described in Games Workshop's books, or make up your own Hellforge if you prefer. You then simply replace the <HELLFORGE> keyword in every instance on that unit's datasheet with the name of your chosen Hellforge. <QUESTOR TRAITORIS> & Dreadblades [sEE RULES IN CODEX: CHAOS KNIGHTS] ABILITIES The following abilities are common to several Dark Mechanicum units: Supplications of the Octed: The followers of the Dark Mechanicum have long since abandoned the beliefs and dogma of the Imperial Mechanicum, and in their place taken up worship of the Ruinous Pantheon. In battle their fervent prayers and benedictions are often answered with direct and devastating effect. All units with this ability gain a bonus during battle depending on the Supplication currently in use. At the start of each battle round, pick one Supplication from the below list to be in effect for the duration of that battle round. The same Supplication may not be picked twice during the same battle. Alternatively, you can randomly determine which Supplication is in effect by rolling a D6 and consulting the list. Note that if you randomly determine a Supplication, it takes effect even if the same Supplication has been in effect earlier in the battle. If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability. D6 1 - Litany of Blood Hellish beasts of brass and iron snort and snarl, furnaces burn the weak into billowing clouds of ash, and boiling blood is used to oil the gears. Such is the prayer to the Blood God. All affected units gain +1 Attack in the Fight phase 2 - Invocation of Rust The adepts steel themselves with the knowledge that all will rust and shatter with time, and welcome the entropic touch of Grandfather Nurgle. All affected units reduce damage by 1 (to a minimum of 1) 3 - Communion of Innovation The Architect of Fate is beseeched to guide his followers' weapons to points of weakness, and to infuse their bolts with the power of sorcery. All affected units increase the AP of all weapons by 1 4 - Incantation of Excess All feel the gaze of the Dark Prince upon them, driving them to push themselves and their engines harder in the hopes of retaining the ecstasy of his attentions for just one more moment. All affected units may add +1 to Advance and Charge rolls 5 - Scrapcode Benediction The unholy prayers of the Scrapcode are recited and broadcast, foiling the weaponry and targeting systems of the unenlightened. All affected units gain a -1 to hit buff vs. enemy shooting 6 - Machine-Prayer to the Omnissiah Undivided Just as other heretics may revere the united pantheon of Chaos Undivided, so do the Dark Magi worship it as the embodiment of the Omnissiah, whose gifts will empower the faithful. All affected units regenerate D3 wounds Death to the False Mechanicum: The Magi of the Dark Mechanicum believe themselves to be the true followers of the Omnissiah, unrestrained by the petty concerns and limitations of the Adeptus Mechanicus. There is none they despise more than the servants of the False Mechanicum. Each time you roll a 6+ for a model with this ability in the Fight phase, it can, if it was targeting an ADEPTUS MECHANICUS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. Infernal Regeneration: The Daemon Engine creations of the Dark Mechanicum are built as much from daemonic aether-flesh as they are from metal. Empowered by warp energies, these monstrous machines will repair themselves before their foes' eyes, plates of metal knitting together and lost weapons or limbs reforming and growing back in mere moments. At the start of your turn, this model regains 1 lost wound. Daemonic: The denizens of the warp do not have a true physical form; they are beings of energy, given fell shape and terrible purpose. Such a creature defies the natural laws of the universe and many of the most powerful weapons are all but useless against them. This unit/model has a 5+ invulnerable save. Marks of Chaos Many Dark Mechanicum units dedicate themselves to a single Chaos God, whilst others worship the entire pantheon in all its dark glory, often in the form of the Omnissiah Undivided. The Chaos God a unit is dedicated to is denoted by the Mark of Chaos that it bears. Some datasheets specify the Mark of Chaos for a unit. If a Dark Mechanicum datasheet does not specify which Mark of Chaos a unit has, it will have the <MARK OF CHAOS> keyword. When you include such a unit in your army, you must nominate which (if any) Mark of Chaos that unit has. You then simply replace the <MARK OF CHAOS> keyword in every instance on that unit's datasheet with one of the following: KHORNE, TZEENTCH, NURGLE or SLAANESH. Note that PSYKERS cannot have the KHORNE keyword. You do not have to choose a Mark of Chaos for a unit if you do not want to; if you do not, it is assumed that the unit has not dedicated itself to a specific Dark God. Vehicle Equipment: Bound Daemon Spirit - Any model with this upgrade does not suffer any penalty for moving and firing Heavy weapons. Smoke Launchers - [as per Codex: Adeptus Mechanicus]. Broad Spectrum Data-tether - [as per Codex: Adeptus Mechanicus] but applying to <HELLFORGE> units. Hellish Defence - At the end of the Fight phase, roll a D6 for every enemy INFANTRY model within 1" of this model. On a 6+, that models takes 1 mortal wound. Helram - If a vehicle with a helram charges, add 1 to hit rolls made for it until the end of the ensuing Fight phase. Bellow of the Battle Lord - Vehicles with the Mark of Khorne only. On the turn that a vehicle with this upgrade charges, enemy units within 1" of it suffer a -1 penalty to their Leadership. Cloud of Flies - Vehicles with the Mark of Nurgle only. Any ranged attacks targeting a vehicle with a Cloud of Flies suffers a -1 to hit penalty. Time Sphere - Vehicles with the Mark of Tzeentch only. Once per battle, at the end of one of your Movement phases, a vehicle with this upgrade that is within 1" of an enemy unit may be removed from the battlefield and placed anywhere within 12" of its previous location, provided it ends more than 1" from any enemy models. Lashing Tongue - Vehicles with the Mark of Slaanesh only. A vehicle with this upgrade gains the following weapon in addition to any others it possesses:Lashing Tongue - R: Melee | T: Melee | S: User | AP: 0 | D: 1 | When the bearer fights, it makes 2 additional attacks with this weapon and no more than 2 attacks can be made with this weapon. WARPFORGED HORDES Visionaries Without Limit The Heretek Priests and their infernal creations push forward with the certainty that they carry the flag of the True Mechanicum, their advances on the battlefield mirroring the progress they push forward for all of humanity. If your army is Battle-forged, all Troops units in DARK MECHANICUM Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. Hellforge Traits There are Hellforges and Heretek factions scattered throughout the galaxy, some within the madness of warpstorms, others hidden within the Imperium itself. Heretek Priests are free from the constraints of Adeptus Mechanicus dogma, and it is no surprise that each Hellforge follows its own path and behaves differently upon the battlefield. If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Hellforge trait, detailed below, so long as every other unit in their Detachment is from the same Hellforge. If you have chosen a Hellforge that does not feature on this list, you can choose the trait that best suits the fighting style and battlefield strategies of the warriors that hail from it. XANA II: MASTERS OF DAEMONCRAFT The Dark Magi of Xana II are legendary masters of their craft, experts in both the construction and perfect usage of warp-powered weaponry. All units with this trait gain +1 to hit in the shooting phase. SARUM: SURGE INTO CARNAGE The dread lords of Sarum have calculated that their biggest hindrance to slaughter in Khorne's name is getting their forces into melee, and so they devote a significant portion of their time and energy to overcoming this with new bionics and technologies. All units with this trait add +1 to all advance rolls and +2 to all charge rolls. POLIX: WARP-SATURATION Those of Polix are so immersed in their never-ending studies of warp energies that they end up saturated with it, giving it off like a deadly radiation. Reduce the Toughness characteristic of enemy units (other than VEHICLES) by 1 whilst they are within 1" of any unit with this trait (this is not cumulative). TEMPORIA: STEADY SUPERIORITY The forces of Temporia are so sure of themselves and their inherent superiority, they calmly wait as lesser beings hurl themselves in close, only unleashing their devastating firepower at the perfectly calculated moment. When firing Overwatch, units with this trait hit on a roll of 5+, instead of only 6+, irrespective of modifiers. THE LOGICIANS: DELETION SQUADS While many Hellforges make ample use of disposable chaff soldiers, the Logicians believe that the use of small, highly-trained squads of elites is much more efficient. Any Troops unit at minimum size can re-roll hit rolls of 1 in both the Shooting phase and the Fight phase.
  20. Lore Regiment History In 786.M38, a massive WAAAGH!, led by the Warboss known as Da Smasha, invaded the Themes System to turn it into a bridgehead to invade the rest of the Segmentum due its strategic position near the centre. However the local population did not accept their fate and began to hide into the large tunnel network beneath the planet surface and began a guerrilla warfare which crippled the Greenskin horde enough to be wipe it out with minimal difficulty by the liberation forces that reach the system, leaving its leaders with many questions about how it was possible. The question was given shortly after when General Oswald Thumis found a sort of military guide about guerrilla strategies, latter dubbed as ''Tacticae Umbrae'', written by the late Sergeant Thomasson and proposed to create a regiment which would use them as their guide, alongside the ''Imperial Infantryman's Uplifting Primer''. After many months spent among discussions, reserves and hesitations the Adeptus Munitorum authorize the reorganization of Themes PDF into the Shadow Regiment. Shortly after its creation, the first three Battalions were sent to Sterammis IV to crush the invasion set by Dark Apostle Hamentes which was slowly annihilated by the ferocious guerrilla. After the battle and having successfully shown their potential, the Battalions of the Regiment they were sent all over the galaxy fighting many menaces, including Orks which become one of their most hated enemies, improving their strategies and saving many planets from destruction emerging from the shadows of their ruins and unleash their righteous fury. Close to the end of M41 after having suffered a Tyranid Invasion barely repelled at high costs and fought the Necron, the Regiment find itself fithing a desperate struggle for survival in the aftermath of the Fall of Cadia but they emerge stronger and ready to fight in its shadows another day. Notable campaigns Fire Baptism (812.M38) - The heretical army led by Dark Apostle Hamentes, which had invaded Sterammis IV, is slowly destroyed and its remains are annihilated alongside the heretical leader in the Battle of Obsidian Claw Pass by the 1st, 2nd, 3rd Shadow Battallions. The Regiment Rise (815.M38 - 595.M39) - The Regiment its involved in many war zones across the galaxy, giving to the Shadow Battalions the chance to test, improving and deploy new guerrilla tactics while many other Battalions are raised. Mechanicide (588.M39) - The mechanical blasphemies sent by a Chaos Warpsmith to raze the Industrial World of Themes VI are decimated by booby traps and ambushes made by the 43rd Shadow Battalion. Shadows On The Hordes (599 - 603.M39) - More than half of the Regiment is sent into Segmentum Ultima to cripple some minor but dangerous WAAAGH!. During the campaign one of them counterattack inflicting heavy losses, including the total destruction of 15th Shadow Battalion, but buying enough time to make gather enough imperial forces to crush the greenskin hordes once for all. Shadow versus Shadow (874.M39) - The 3rd Shadow Battalion eliminates the Drukhari threat on Banshuii luring the raiders into a trap leaving an Hive gates open and defenses shut until the last xeno enter into the city, setting the trap. Morys Insurrection (321.M40) - While fighting Chaos forces on Morys, the 25th, 32nd and 39th Shadow Battalions are almost overrun by an insurrection fomented by Chaos agents and led by Morys Iron Lancers, but instead of retreating, the survivors began a desperate struggle which turn the tides of the war once the Iron Lancers rebels are quashed and the Chaos leadership destroyed. Narsak Soulfayer's Crusade (456-457.M40) - Chaos Lord Narsak Soulflayer and his army known as Maelstrom Flayers attack an unimportant system in the Segmentum Pacificus to acquire a few powerful artifacts, but five Shadow Battalions and Sisters of Battle intervention turn what was in Narsak's plans an incursion into an attrition war which forced him to retreat after he lost most of his forces, but not before swearing revenge against both Sisters and Shadow Regiment. Narsak's Revenge (463.M40) - After having spent years to rebuild his army and collecting information about his nemesis, Narsak launch his revenge campaign against Sisters of Battle, whom sack some of their world and then invading Themes System, leading personally on the field the whole invasion, after his agents kill the Astropathic Choir and shut down defenses causing uncountable damages to the Regiment and the people of the system. The guardsman did not lose heart despite the heavy losses and fought back which such fury that Narsak is not able to realize his revenge because his army is quickly annihilated and he fell to a tank ambush while trying to escape. Callhon's Unwelcome Surprise (024.M41) - When a large mechanized WAAAGH! invade Astratis the Regiment send the 11th Shadow Battalion led by Major August Callhon which deploy a simple tactic causing many loses among Orks by an handful of tanks, hiding them into camouflaged holes bring to the destruction of Greenskin army by capital Hive defenses is less than an hour. The Tendril Lost In The Shadows (891.M41) - Shortly after the elimination of a Genestealer Cult on Kalliakis, one of Themes III moons, the system is invaded by an Hive Fleet which is repelled at an high cost never seen since Narsak's revenge. In The Shadows Of The Tomb (945.M41) - Ten Shadow Battalions are sent in Segmentum Tempestus to slow down a newly awakened Necron Dynasty. Rise From The Shadows (M42) - The Regiment barely survives to the aftermath of the Fall of Cadia after, having repelled many Chaos raids, more stronger than ever to save their home and the Imperium. Regimental Organization The Shadow Regiments' Battalions are divided into two types: Infantry Battalions and Tank Battalion which include only battle tanks while support and transports are assigned to the Infantry Battalions. The ranking system is the same one of all other Regiments but putting "Shadow" before the rank. The Regiment rarely employ Commissars, because retreat is a part of their strategy but they can deploy them only if the commanders has doubts on troops morale, but this happens rarely due the stoicism of Themes people. Regimental Recruitment & Training The men and women of the Shadow Regiment are drawn only from Themes III and Themes IV, which is also the training ground but in certain cases can be extended to all other planets of the systems expect for Forge World Themes VII which provide all military hardware. The training quality is above the average to teach the tenets of guerrilla and the use of the special instruments given to them. Regimental Combat Doctrine Due their peculiar strategy rely around guerrilla, the Regiment did not employ artillery, expect for mortars, and heavier vehicles as Baneblades and Basilisk and their variants rely only specially modified Leman Russ tanks, called Leman Russ Themes Sub-Pattern and Chimera. Each Battalion has less men and vehicles than norm to grant an higher mobility. Each troops squad is provided with a Bomb Kit to build improvised explosive traps and a Camo Kit to hide in every environment. Over the course of its history, the guardsman invented many guerrilla tactics and traps which are considered weird and totally unfit for Astra Militarum standards but gain the admiration even by Catachan Jungle Fighters. The most tactics famous are: Seymur fire house - informally known as ''Seymur house's on fire'' it was invented by Shadow Sergeant Seymur while he fought Orks, this simple tactics consist in placing flamer soldier on lower floors of a building while other armed with Promethium grenades throw them from taller floor creating a flamestorm able to break ranks even among the most resolute enemies. Another variant make use of demolition charge to collapse buildings and set them on fire with incendiary bombs which burn the flammable coating previously put on. Callhon's unwelcome surprise - small groups between 5 and 10 tanks are hidden in camouflaged holes where they remain until the last before emerge and open fire on a unexpected enemy it was first employed on Astramis by Major Callhon. Melta rain - throwing from above a cluster of melta bombs. If necessary they can be changed with frag grenades Road of Emperor's Punishment - put incendiary bombs benath roads and use demolition charges to collapse them to entrap tank crews and burn alive enemy soldier. Any survivor is finished by gunshots and flamers. Cage of filth - leave open and defenseless a city to draw the enemy in it and entrap it. Grenade web - create an hidden web made with grenades to take out infantry. Booby turret - put on left and right of a path two lascannons, missile launchers, heavy bolters or flamers turned into remote-controlled weapons. This tactic is always used with Seymur fire house or Melta rain. Wargear The wargear deployed by the Shadow Regiment it's very similar to the standard one provided but differs for the presence of Bomb, Camo kit and Promethium bombs used against armored vehicles. Standard Regimental Kit The standard regimental kit for a Themes Shadow Guardsman is as follows: Themes Pattern lasgun and 4-6 charge packs Laspistol and 2 charge packs Shadow Stiletto Flak armor 2 frag grenades and 2 Promethium Grenade Uniform Poor weather gear Camo and Bomb kits (one per troop squad) Rucksack Basic toolkit Mess kit and water canteen Blanket and sleeping bag Rechargeable lamp-pack Grooming kit Dog tags ''Imperial Infantryman's Uplifting Primer'' A copy of the ''Tactitate Umbare'' 2 weeks’ rations Gas mask Micro-bead Optional Wargear Like any regiment of the Imperial Guard, the Themes Shadow Regiment deploys a wide range of special and heavy weapons. Mostly commonly favored are wheel-mounted lascannons, heavy bolters, autocannons and flamers. Lascannon Heavy bolter Mortar Missile launcher Autocannon Flamer Grenade launcher Plasma gun Meltagun Shotgun Heavy flamer Sniper rifle/Long-las Boltgun Bolt pistol Autopistol Plasma pistol Chainsword Power sword Power fist Stubber (Themes Pattern) Vehicles Leman Russ Themes Sub-Pattern - this sub-pattern comprehend all Leman Russ variants modified by Themes VII Techpriest to be faster, more silent and with a built-in camo kit Chimera Themes Pattern Rapier Excavator - this variant produced on Themes VII is a scaled-up version with a large drill to burrow underground tunnels and a storm bolter as defensive weapon.
  21. Lore Regiment History In 786.M38, a massive WAAAGH!, led by the Warboss known as Da Smasha, invaded the Themes System to turn it into a bridgehead to invade the rest of the Segmentum due its strategic position near the centre. However the local population did not accept their fate and began to hide into the large tunnel network beneath the planet surface and began a guerrilla warfare which crippled the Greenskin horde enough to be wipe it out with minimal difficulty by the liberation forces that reach the system, leaving its leaders with many questions about how it was possible. The question was given shortly after when General Oswald Thumis found a sort of military guide about guerrilla strategies, latter dubbed as ''Tacticae Umbrae'', written by the late Sergeant Thomasson and proposed to create a regiment which would use them as their guide, alongside the ''Imperial Infantryman's Uplifting Primer''. After many months spent among discussions, reserves and hesitations the Adeptus Munitorum authorize the reorganization of Themes PDF into the Shadow Regiment. Shortly after its creation, the first three Battalions were sent to Sterammis IV to crush the invasion set by Dark Apostle Hamentes which was slowly annihilated by the ferocious guerrilla. After the battle and having successfully shown their potential, the Battalions of the Regiment they were sent all over the galaxy fighting many menaces, including Orks which become one of their most hated enemies, improving their strategies and saving many planets from destruction emerging from the shadows of their ruins and unleash their righteous fury. Close to the end of M41 after having suffered a Tyranid Invasion barely repelled at high costs and fought the Necron, the Regiment find itself fithing a desperate struggle for survival in the aftermath of the Fall of Cadia but they emerge stronger and ready to fight in its shadows another day. Notable campaigns Fire Baptism (812.M38) - The heretical army led by Dark Apostle Hamentes, which had invaded Sterammis IV, is slowly destroyed and its remains are annihilated alongside the heretical leader in the Battle of Obsidian Claw Pass by the 1st, 2nd, 3rd Shadow Battallions. The Regiment Rise (815.M38 - 595.M39) - The Regiment its involved in many war zones across the galaxy, giving to the Shadow Battalions the chance to test, improving and deploy new guerrilla tactics while many other Battalions are raised. Mechanicide (588.M39) - The mechanical blasphemies sent by a Chaos Warpsmith to raze the Industrial World of Themes VI are decimated by booby traps and ambushes made by the 43rd Shadow Battalion. Shadows On The Hordes (599 - 603.M39) - More than half of the Regiment is sent into Segmentum Ultima to cripple some minor but dangerous WAAAGH!. During the campaign one of them counterattack inflicting heavy losses, including the total destruction of 15th Shadow Battalion, but buying enough time to make gather enough imperial forces to crush the greenskin hordes once for all. Shadow versus Shadow (874.M39) - The 3rd Shadow Battalion eliminates the Drukhari threat on Banshuii luring the raiders into a trap leaving an Hive gates open and defenses shut until the last xeno enter into the city, setting the trap. Morys Insurrection (321.M40) - While fighting Chaos forces on Morys, the 25th, 32nd and 39th Shadow Battalions are almost overrun by an insurrection fomented by Chaos agents and led by Morys Iron Lancers, but instead of retreating, the survivors began a desperate struggle which turn the tides of the war once the Iron Lancers rebels are quashed and the Chaos leadership destroyed. Narsak Soulfayer's Crusade (456-457.M40) - Chaos Lord Narsak Soulflayer and his army known as Maelstrom Flayers attack an unimportant system in the Segmentum Pacificus to acquire a few powerful artifacts, but five Shadow Battalions and Sisters of Battle intervention turn what was in Narsak's plans an incursion into an attrition war which forced him to retreat after he lost most of his forces, but not before swearing revenge against both Sisters and Shadow Regiment. Narsak's Revenge (463.M40) - After having spent years to rebuild his army and collecting information about his nemesis, Narsak launch his revenge campaign against Sisters of Battle, whom sack some of their world and then invading Themes System, leading personally on the field the whole invasion, after his agents kill the Astropathic Choir and shut down defenses causing uncountable damages to the Regiment and the people of the system. The guardsman did not lose heart despite the heavy losses and fought back which such fury that Narsak is not able to realize his revenge because his army is quickly annihilated and he fell to a tank ambush while trying to escape. Callhon's Unwelcome Surprise (024.M41) - When a large mechanized WAAAGH! invade Astratis the Regiment send the 11th Shadow Battalion led by Major August Callhon which deploy a simple tactic causing many loses among Orks by an handful of tanks, hiding them into camouflaged holes bring to the destruction of Greenskin army by capital Hive defenses is less than an hour. The Tendril Lost In The Shadows (891.M41) - Shortly after the elimination of a Genestealer Cult on Kalliakis, one of Themes III moons, the system is invaded by an Hive Fleet which is repelled at an high cost never seen since Narsak's revenge. In The Shadows Of The Tomb (945.M41) - Ten Shadow Battalions are sent in Segmentum Tempestus to slow down a newly awakened Necron Dynasty. Rise From The Shadows (M42) - The Regiment barely survives to the aftermath of the Fall of Cadia after, having repelled many Chaos raids, more stronger than ever to save their home and the Imperium. Regimental Organization The Shadow Regiments' Battalions are divided into two types: Infantry Battalions and Tank Battalion which include only battle tanks while support and transports are assigned to the Infantry Battalions. The ranking system is the same one of all other Regiments but putting "Shadow" before the rank. The Regiment rarely employ Commissars, because retreat is a part of their strategy but they can deploy them only if the commanders has doubts on troops morale, but this happens rarely due the stoicism of Themes people. Regimental Recruitment & Training The men and women of the Shadow Regiment are drawn only from Themes III and Themes IV, which is also the training ground but in certain cases can be extended to all other planets of the systems expect for Forge World Themes VII which provide all military hardware. The training quality is above the average to teach the tenets of guerrilla and the use of the special instruments given to them. Regimental Combat Doctrine Due their peculiar strategy rely around guerrilla, the Regiment did not employ artillery, expect for mortars, and heavier vehicles as Baneblades and Basilisk and their variants rely only specially modified Leman Russ tanks, called Leman Russ Themes Sub-Pattern and Chimera. Each Battalion has less men and vehicles than norm to grant an higher mobility. Each troops squad is provided with a Bomb Kit to build improvised explosive traps and a Camo Kit to hide in every environment. Over the course of its history, the guardsman invented many guerrilla tactics and traps which are considered weird and totally unfit for Astra Militarum standards but gain the admiration even by Catachan Jungle Fighters. The most tactics famous are: Seymur fire house - informally known as ''Seymur house's on fire'' it was invented by Shadow Sergeant Seymur while he fought Orks, this simple tactics consist in placing flamer soldier on lower floors of a building while other armed with Promethium grenades throw them from taller floor creating a flamestorm able to break ranks even among the most resolute enemies. Another variant make use of demolition charge to collapse buildings and set them on fire with incendiary bombs which burn the flammable coating previously put on. Callhon's unwelcome surprise - small groups between 5 and 10 tanks are hidden in camouflaged holes where they remain until the last before emerge and open fire on a unexpected enemy it was first employed on Astramis by Major Callhon. Melta rain - throwing from above a cluster of melta bombs. If necessary they can be changed with frag grenades Road of Emperor's Punishment - put incendiary bombs benath roads and use demolition charges to collapse them to entrap tank crews and burn alive enemy soldier. Any survivor is finished by gunshots and flamers. Cage of filth - leave open and defenseless a city to draw the enemy in it and entrap it. Grenade web - create an hidden web made with grenades to take out infantry. Booby turret - put on left and right of a path two lascannons, missile launchers, heavy bolters or flamers turned into remote-controlled weapons. This tactic is always used with Seymur fire house or Melta rain. Wargear The wargear deployed by the Shadow Regiment it's very similar to the standard one provided but differs for the presence of Bomb, Camo kit and Promethium bombs used against armored vehicles. Standard Regimental Kit The standard regimental kit for a Themes Shadow Guardsman is as follows: Themes Pattern lasgun and 4-6 charge packs Laspistol and 2 charge packs Shadow Stiletto Flak armor 2 frag grenades and 2 Promethium Grenade Uniform Poor weather gear Camo and Bomb kits (one per troop squad) Rucksack Basic toolkit Mess kit and water canteen Blanket and sleeping bag Rechargeable lamp-pack Grooming kit Dog tags ''Imperial Infantryman's Uplifting Primer'' A copy of the ''Tactitate Umbare'' 2 weeks’ rations Gas mask Micro-bead Optional Wargear Like any regiment of the Imperial Guard, the Themes Shadow Regiment deploys a wide range of special and heavy weapons. Mostly commonly favored are wheel-mounted lascannons, heavy bolters, autocannons and flamers. Lascannon Heavy bolter Mortar Missile launcher Autocannon Flamer Grenade launcher Plasma gun Meltagun Shotgun Heavy flamer Sniper rifle/Long-las Boltgun Bolt pistol Autopistol Plasma pistol Chainsword Power sword Power fist Stubber (Themes Pattern) Vehicles Leman Russ Themes Sub-Pattern - this sub-pattern comprehend all Leman Russ variants modified by Themes VII Techpriest to be faster, more silent and with a built-in camo kit Chimera Themes Pattern Rapier Excavator - this variant produced on Themes VII is a scaled-up version with a large drill to burrow underground tunnels and a storm bolter as defensive weapon.
  22. Lore Among the many e bizarre weapons that can be found into Ork arsenals, the Giga-Killa Tank already gain fame despite being a recent addition. His creator Big Mek Blazzurb Da Kreative choose to design it after he witness the destruction of his own WAAAAGH! by the hand of Imperial Superheavy Tanks . After many failed attempts followed by a bit luck granted by Gork (or maybe Gork) , he get what he need to make experiments on it which lead to the creation of the Giga-Killa Tank after many years of trials, fatal accidents and a few units destroyed for various reasons. Since then the blueprints passed down from Mek to Mek and driven by many veteran tank crews which shown how powerful it could be. A Titan is born (915.M41) - After he saw his Waaaagh! annihilated by Imperial superheavy tanks, Big Mek Blazzurb think about the creation of something similar for his kin. The Titan Hunt (915 - 917.M41) - Blazzurb assemble a war band made by Lootas and Meks to capture any superheavy tank. After two years his his mission is successfully completed after a Baneblade and a Shadowsword fell in his hands. The Experiment Takes Form (915 - c.a 926.M41) - The first Giga-Killa Tanks prototypes are tested during a war between Waaaaghs! showing the potential but also many flaws, especially against infantry, which are fixed until the tank is considered fit for combat. To The Best Offering (post 926 - 932.M41) - Blazzurb travel around the Galaxy to sell his invention to many Warbosses. His death slows down the diffusion but not enough to see it spread almost in every Greenskin territory. First Contacts (932.M41) - Around this date the Imperium make the first sightseeing, followed by Chaos and Xenos forces. Strength Test (915 - 917.M41) - The Imperial Industrial World of Last Haven become the shooting range for a few Giga-Killa Tanks, which cause many damages to the industries and PDF. Hunting The Colossi (933.M41) - Magos Reyas lead an expedition to obtain intel abouth the new Ork weapon and if possible seize one. The expedition obtains only many useful datas but the Mechanicus is anyway satisfied. Attack On Titans (935.M41) - A consistent Imperial force made by Titans, Imperial Guards regiments and Space Marines is sent nearby Ultramar to destroy a Waaaagh! which employed a wall of Giga-Killa Tanks which inflict heavy casualties that forced the Imperials retreat after a fruitless campaign Abominable Colossus (957.M41) - An Aeldari task force travel to Omhaset System to destroy a dangerous Chaos artifact; finding out that it fell into Ork hands and turned into a Warp weapon installed on a Giga Killa-Tank that opens portal whom daemonic hordes poured out inflicting heavy casualties to the Aeldari forcing them to retreat but making Orks happy for having found a new enemy to battle. An Ace Emerges (bet. 970 - 975.M41) - An unnamed Trukk driver kills a Giga Killa-Tank and took over his place,fight many battles eventually gaining the nickname of Tank Boss Da Annihilatur Tomb Raiding (989.M41) - A Necron World is razed to the ground by a Waaaagh! despite beign defend by a C'Tan shard which is destroy by the fire of five Giga Killa-Tanks Devourers and Butchers (992.M41) - A tendril belonging to Hive Fleet Kraken is exterminated by a dozen of Giga Killa-Tanks shortly after the consumption of a planet. In Wrong Hands (Late M41) - Rumors claim that Giga Killa-Tanks blueprints have been acquired by Orkimedes, the infamous Big Mek of Ghazkull Thraka's retinue. _______________________________________________________________________________________________________________________ Technical specifications Notice: the following data are approximated due variation found between single units and as such are based on average estimation. Weight: around 300 tons. Lenght: 14-15 metres, in some cases up to 20. Height: around 6,50 metres Height form ground: 1,20 - 1,25 metres On road speed: 20 km/h, Evil Sunz and Goofs units can reach 30 with 35-40 peaks. Units with 'Eavy Armor can reach 20 as speed peak Off road speed: 10 - 12 km/h, Evil Sunz and Goffs can reach 20. Units with 'Eavy Armon can reach 10 as a a speed peak Range: around 300 km in optimal conditions Main Weapons: 1 Giga Zzap Kannon and 1 'Eavy Lobba built into hull Secondary Weapons: 1 (3 with sponsons) pair of Shootas or Skorchas, 1 Autokannon, 2 Balstas if sponsons are present. Some units mount additional weapons of various types. Traverse: 360° (main turret and weapons in upper sponson), 40 - 45° all other weapons Inclination: from - 2° to 28-30°, some units have shown an higher inclination. Weapons and equipment Giga Zzap Kannon: a heavier variant of Zzap Kannons that can be used to destroy vehicles or infantry according to the fire mode selected. 'Eavy Shoota 'Eavy Lobba: it is the Ork equivalent of Demolisher Cannon. Rokkits: mounted on the main turret or upper hull. Blasta: can be installed in the upper part of sponsons or in place of hull 'Eavy Shootas/Skorcha. Autokannon: a crude copy of Baneblade coaxial autocannon. Grot Cupola: it is used to improve aim. Mek Kompartment: it is installed in the rear part allowing the Mek to repair the vehicle in safety. 'Eavy Armor: increased resistance at the expense of speed. _________________________________________________________________________________________________________ Klan variations Bad Moonz: the main user due their high costs (estimated in many thousand of Teefs), they mount more weapons that any other Klan. Blood Axes: used with a certain caution and covered with additional armor. Deathskulls: covered in lucky charms, many of them are looted and modified by Meks rather than built. Evil Sunz: painted in red and stripped down to minimal weaponry to make them even more faster Goffs: modified to be more suited for melee combat than shooting. All units seen have Deff Rolla.
  23. Hey there, as the results of the latest poll are not definite, I want to make a flash poll, which will be evaluated on this Saturday. By using those results with the highest votes, we should be able to narrow down the outlines of our new world. We've seen discussions about an ocean hive world, an agri world and so on but haven't seen that interest represented in the respective votes. On the other hand, Knight worlds, etc. had quite a lot votes but were almost not discussed. We assume that others were intrigued by suggestions made by other participants, after they themselves have voted. Thus, we want to give you a chance to reconsider your vote and finalize this poll in one take. Hopefully, we'll have a clear outline on which we can build upon. :) Cheers, Kel
  24. Hello there, I hope everyone's doing fine these days. The mod team (among some former mods) were recently discussing about what kind of future project we (including you of course) would like to commit to. That's why I'm starting this poll in order to see where your current interests lie. First of all, we're curious about where to begin with? What kind of setting would you like to work with? Canon? Reviving old Liber settings like the Liber Cluster? Or create an entire new one/ make use of community created ones like the Dominion of Storms? We're eager to hear your thoughts! Cheers, Kel
  25. So I broke off and started painting my sisters. I'll be mainly using the ebony chalice rules. Was thinking the Amethyst Chalice but that just doesn't sound, well cool enough. Any ideas? Thanks in advance.
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