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The following is a Work in Progress. INDEX ASTARTES - SIN EATERS Battle Brothers of the 3rd Company ID & HIGH GOTHIC: 0293 - COMEDENTIS PECCATI, "SIN EATERS" GENELINE: IX LEGION - GENE-DRIFT MINORIS FOUNDING: 2nd (CLAIMED), 3rd (SUSPECTED) DESIGNATION: PARTIAL CODEX COMPLIANT HERALDRY: SLATE & CRIMSON, GOUTE De SANG ON SILVER PALE CHAPTER FIEF: DUMAH, UPON THE STAR-FORT VINDICE STELLA MOTTO: AD VITAM AETERNAM, "TO ETERNAL LIFE" INTRODUCTION & PRE-HISTORY No man, bar the Emperor Himself, is beloved by all, not even a Primarch. All of the Astartes Legions, at least all for whom records remain contained those who chaffed at the changes made when they were reunited with their gene-fathers. Terran born, or traditionalist warriors who found the learned practices of their Primarch's adopted homes and cultures. Sub-legions and recon elements who missed the initial, ecstatic reunion, and never saw these larger-than-life figures in the flesh. Holdouts from an older, fouler war than the Crusade itself. The IX Legion were known, for a time, as The Revenant Legion. Eaters of the dead. Beautiful killers. Inheritors of names. These men who would in time become the Blood Angels left much behind when they were transformed by the Angel Sanguinius, when their hungers were tempered by a godling's grace. It was, for most, a revelation. Redemption. A chance to cast of a monstrous identity for something more noble. Or, to others, a false mask to hide their shame. A casting-aside of effective, sound battlefield practice that had marked them out amongst their cousins in the other Legions. A denial of their Emperor-given, transhuman edge. In other Legions such warriors often found themselves among the Traitors - or dead amongst the ashes of Isstvan III - or fighting all comers as Blackshields, but those of the IX who would eventually form the core of the Sin Eaters were loyal, to the Imperium if not their Primarch. Forced to deny their hunger, and a growing sense that they had been denied something more, they nevertheless fought throughout the Heresy, to the very walls of the Imperial Palace on Terra, and beyond. Only with the butchering of the Angel were they freed, and in the fires of the Scouring did they reformed themselves, reclaiming practices long-since forbidden. Like many quasi-independent Legion elements they were chosen to form new Chapters during the Second - Some records suggest Third, though the Chapter itself claims Second - Founding, Revenants beneath a new flag, Eaters of the Dead once more. Eaters of Sin. Brother Sergeant of the 3rd Company, a Lesser Immortal CHAPTER HOMEWORLD & FORTRESS MONASTERY Dumah is a cool, and shadowed world, thickly forested and mountainous, where it is not swallowed by vast and crushing glaciers. The human population, techno-feudal throwbacks abandoned in the distant past live in stone keeps that rise above the forested valleys and frosted peaks, kept warm by ancient generators deep within their bowels, sacred and ill-understood. War, of a sort, is constant. Warbands and raiders hunt each other between the trees, or engage in ritual battles in the few open clearings, killing each other of generational grudges, and stores to survive the long, harsh winter years. It is from this hardy stock that the Sin Eaters draw the largest single source of their recruits. Their Monastery, The Vindice Stella, sits in low orbit, a red star that passes above the peaks of Dumah, and has done for some 9,000 years. The ancient Star-Fort, left adrift in depths of space was captured by the Chapter in their earliest days, and placed above their chosen fief. Some 30% of their aspirants are drawn from Dumah, the rest from suitable human stock encountered on campaign. The Induction Sarcophagi utilized by most of the Blood Angels gene-line are capable of turning the twisted mutants of Baal into beautiful, strong astartes, and such technologies are put to good use by the Sin Eaters to allow for rapid recruitment while on the move, the various Company Fleets and Strikeforces more-or-less self sufficient, returning to Dumah to take part in Chapter-wide rituals and the sharing of heroic remains. Reclusiarch Hanuman, Chaplain of the Immortals CHAPTER ORGANISATION & CODEX COMPLIANCE Like many of their fellow Blood Angel successors, the Sin Eaters act largely within the tenants of the Codex Astartes, at least as it applies to battlefield strategies. Squad-level organisation and equipment, accepted skirmish-to-campaign strategic practices, all to be found somewhere within The Avenging Son's updated Codex, at least for the most part. Outside of the battlefield, however, divergence is found. The Sin Eaters do not keep a 10th Company. Instead, each battle-line Company is expected to raise and maintain their own initiates, and field scouts as required. This means that each Company often exceeds the usual size as dictated by the Codex, and the Chapter as a whole often doing the same. This is not without precedent amongst more mobile chapters, the needs of a specific long-term campaign leading Companies to swell their numbers when support from elsewhere is unavailable. If the Chapter, during a rare meeting of the Companies finds that it has grown too far beyond the 1,000 Marines stipulated in the Codex Astartes, a period of lessened recruitment is begun, and attrition allowed to return them to something closer to the limits placed on an Astartes Chapter. It has been some time since the last such meeting of the Companies. Ordo Astartes estimates place the Sector-wide count of Sin Eaters marines between 1,200 and 1,400 warriors, though their involvement in the ongoing 4th Tyranic war is expected to reduce those numbers dramatically. Leadership of the Chapter falls to the Immortals of the First Company, those Marines who have moved beyond death, becoming repeating patterns within the genetic memory of the Chapter, reborn in new flesh after the eating of the old. The Immortals, the True Immortals, form the First Company, and from there are assigned leadership and guidance of the Battle Line Companies, alongside fellow elites to act as bodyguards or force multipliers, forming a core of Crusade Fleets and Strikeforces. 'Lesser' Immortals, those not elevated to the First Company due to having not proven their stability to the Chapter Reclusium often lead squads within the Battle Line Companies, marked out by golden helms and personal heraldry not worn by those on their first, and likely only, lives. Immortals of the Blade IMMORTALITY & THE LAST REVENANTS The Omophagea - an organ common to all Astartes - is hyper-active among the sons of Sanguinius. The extent of this mutation has varied, over the millennia, though all from that line feel it to some extent. The urge for flesh. For blood. To the Blood Angels themselves this is a mark of shame, and curse to be warded against, but to their earliest ancestors among the IX Legion it was a gift embraced. To be able to gain intel from defeated foes through the eating of their flesh is an ill-understood practice to most Marine Chapters, one made use of sparingly. Not so the Revenants, who ate freely from the bodies of the fallen on both sides through the conquest of Terra. To them, it became a way of maintaining skills and memories of the Legion, dead warriors shared amongst their fellows, their memories imbibed. In some cases this allowed younger marines to quickly advance in rank, taking on the names and practices of those they had eaten. Ghastly, bad for the morale of allied human forces, but undoubtedly effective. The Sin Eaters have maintained this practice for 10,000 years, and in that time have learned how to coax those devoured memories to life. Their Omophagea has mutated further through repeated use, and the careful selection of desired traits by the Apothecarion. To be eaten by a Sin Eater is to be Known. Understood. Human foes are open to them completely, once their bodies are retrieved, and their own dead reclaimed for the genetic memory of the Chapter. All Initiates finish their elevation to full Astartes with a meal of the fallen, a final induction and training all in one. Stranger still are the Immortals. The genetic memory of the Chapter is strong, and certain individual consciousnesses, constructed from the devoured minds of dozens of fallen warriors stringer than most. These are the Immortals, those who have been reborn in fresh bodies when eaten, able to entirely replace the freshly hypno-indoctrinated minds of recruits, and return to the First Company clad in new flesh. These beings - or agreed upon delusions, as some within the Ordo Astartes claim - are by some measure the oldest 'living' Space Marines, with memory fragments dating back into the distant past, some for thousands of years. The re-embodiment of one of these Immortals is a grave and delicate task, overseen by both the Apothecaries and Chaplains of the Chapter. The body is retrieved, preserved in stasis, and made ready for devouring in total by a recruit selected for the task, one who has yet to taste their final meal, but is nevertheless complete and proven. They are watched and cared for during the potentially lengthy period of conversions, presented with items of their many lives, weapons and equipment, and finally allowed to return to service amongst their brothers, old eyes in a new face. The truth of the matter is difficult to discern, and harder still to ever truly confirm. Are they, as the Chapter claims, truly immortal beings within the genetic memory of the Chapter, born into new bodies through ritual and science? Or is this simply a more elaborate, and effective form of the 'spiritual' rebirth of officers in the days of the Revenant Legion, with fresh Astartes simply bolstered and aided by memories left for them by the lost? Who can say.
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The Bloodmoon Hunters are a stalwart and dedicated non-codex compliant Loyalist Space Marine Chapter created during the 13th Founding, the so-called 'Dark Founding'. This Downloadable Index is a Work in Progress to create a Supplemental Codex to use Bloodmoon Hunters unique tactics and formations in unofficial Warhammer 40k battles. In addition to capture their unique flavor and rules as they are developed.-
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By request of Jape. The Marines Scimitar aka "Space Turks". Includes logo and background layers* in Black, 'Bone', Blue, Green, Red, Yellow, and White. (*Turn on the Layers palette in your PDF viewer to activate different colors. Only the topmost active logo and background layer will print, so be sure to turn off the color layers above the one you want printed.)-
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Hey everyone. I present to you all an Index Astartes article I've written for my Deathwatch army (part of which I'm painting up for the 2016 Deathwatch Painting Challenge): members of the Deathwatch Watch Fortress Fort Excalibris. I'm looking for some feedback on this, in particular the believability of what I've laid out here. In the past I've mentioned that I dislike "special snowflakes" (being someone that absolutely has to feel special, usually by violating some core tenet of whatever project they are participating in) and that continues to this day. In 40k, being a special snowflake tends to manifest itself in things like, "Oh, he's the only Grey Knight who's ever turned to Chaos" (despite background stating that NO Grey Knight has ever turned to Chaos). I'm concerned that I might have gone a little too far in some of the things I've described here so I'd like some other people to take a look at it and tell me if that's the case. I'm also a little... I guess "scared" is the term, seeing as I've taken two actual GW places/Chapters and given them a history of my own (Fort Excalibris and the Imperial Stars). Please let me know what you think. ========== Index Astartes: Fort Excalibris Origins The facility that would eventually become Fort Excalibris was founded in the 34th Millennium as a joint venture between the alien-hunting branch of the Inquisition, the Ordo Xenos, and the Adeptus Mechanicus to capture and study the tools of the alien. The Ordo Xenos provided a complement of Deathwatch Kill Teams to investigate alien activity and retrieve xeno-artefacts whilst the Adeptus Mechanicus pledged a cadre of Tech Priests and their servants to study anything captured, as well as the space station Er Kontor that would be their base of operations. Non-military members of the Ordo Xenos would oversee the running of the facility and provide additional aid to help the Adeptus Mechanicus in their research. Less than a century after the establishing of Er Kontor, the Fabricator-General of the relatively-nearby Forge world of Mezoa discovered the pro-xenos leanings of the Tech Priests doing research there and declared them Hereteks. Unable to directly assault them for fear of reprisal from the Inquisition, Mezoa engaged in a secret cold war with the unknowing space station. Whilst Er Kontor’s initial research was extremely promising, over time as their resources dwindled and former allies removed their support they produced fewer and fewer usable results to the point that the Ordo Xenos was prepared to scrap the project altogether. But, on the cusp of victory, Mezoa tipped their hand and accidentally exposed their actions to the Inquisition, who were swift to take action. Cold war exploded into open warfare. With all pretence of subterfuge gone, the Basilikon Astra of Mezoa was despatched to blow Er Kontor out of the stars. The Ordo Xenos responded in kind, sending a flotilla of Imperial Navy ships to defend the research facility. The flotilla arrived just in time to intercept the Adeptus Mechanicus ships bearing down on the space station. Massed rows of torpedoes flew across the ever-decreasing gap between the fleets before slamming into their targets in blossoms of red and yellow. Weapons batteries on both sides blazed white hot as they spewed their fiery payload upon their enemies. Lance fire sliced open ship hulls, exposing their innards to the void of space. As the Imperial Navy flotilla drew closer, the Adeptus Mechanicus fleet attempted to outmanoeuvre them in the hopes of accomplishing their assignment then retreating without paying too heavy a toll in destroyed vessels. But the ships loyal to the Inquisition managed to draw close and launched boarding actions against almost the entirety of the Mechanicus vessels. Few of the Legiones Skitarii had been deployed to the fleet and soon their ships started to become overrun with troops of the Ordo Xenos. In a last ditch effort to succeed in their mission the Adeptus Mechanicus’s flagship, a Retribution class battleship whose name has been lost to history, fired its final complement of torpedoes at the station before signalling the withdrawal of their fleet. The deadly missiles closed the distance with Er Kontor, the salvo large enough to obliterate the already-damaged facility. At the last moment, a Sword-class frigate named Excalibris flew headlong into the spread of torpedoes. The Excalibris was utterly destroyed, ripped asunder by a full half-dozen of the plasma warheads igniting as they impacted its hull. The remaining torpedoes continued on their path and hit Er Kontor, crippling the station as secondary explosions rippled throughout its structure. As the Adeptus Mechanicus fleet limped home to Mezoa, it was clear that their gambit had failed. Er Kontor, though crippled and listing in space, was still whole; the noble sacrifice of the Excalibris and her crew had saved the station from the majority of the torpedoes at the dear cost of the ship and their lives. In the aftermath of the battle, the Inquisition censured the forge world of Mezoa. Assuring them that the Adeptus Mechanicus personnel aboard the station had been wiped out in the explosions caused by the final torpedo impacts, the Ordo Xenos claimed the research facility as being solely theirs, renaming it Fort Excalibris in honour of the vessel that had sacrificed itself. Mezoa gladly let the Inquisition claim the facility, knowing it was a small price to pay and that they could have been forced to repay far more. Homeworld As with all Deathwatch Watch Fortresses, Fort Excalibris does not recruit new Space Marines but instead draws from the best xenos killers amongst the Adeptus Astartes. Fort Excalibris itself is a sprawling complex located in the eastern portion of Segmentum Obscuris, almost on the border with Ultima Segmentum. The initial space station has been built upon numerous times into a multi-hulled space fortress, surrounded by innumerable minefields and other defence emplacements. Whilst the basic goal of the venture of Fort Excalibris hasn’t changed over the millennia, the contingent of Deathwatch Kill Teams initially stationed there has evolved over time into being a fully fledged Watch Fortress. The research portion of the facility, initially staffed by the Adeptus Mechanicus, is now fully crewed by the Ordo Xenos and their servants. As one of the few Watch Fortresses to have a facility exclusively dedicated to xeno-tech research, Fort Excalibris has a reputation within certain circles for being at the forefront of Imperial research into alien technology. As a result of this, Kill Teams from all over the Imperium deliver numerous pieces of xeno-tech to the experts at Fort Excalibris in the hope that some vital information can be gleaned for use in the future. Deep within the depths of Fort Excalibris lie a great many relics and articles of war, some of which are so dangerous they cannot be used lest they annihilate all life on a planet’s surface. The Black Vault of Fort Excalibris is one of the most diverse in the Deathwatch, allowing its castellans to be armed with the deadliest weapons known to the enemies of Man. Combat Doctrine As befits a research centre such as Fort Excalibris, its Kill Teams are usually armed with the best equipment available to the Deathwatch. In some cases this means brand new, barely-post-testing weapons whilst in others this means ancient artefacts dating from before the Horus Heresy. The Kill Teams of Fort Excalibris are well-armed and equipped to face any foe on the battlefield. Whilst capable of making quick insertions into hostile territory, they are also fully able to wage war on a longer term basis, particularly in circumstances where xeno-tech acquisition is highly likely. In such cases specially adapted Corvus Blackstars and Thunderhawk Gunships are used to airdrop varying forms of forward command posts including Aegis Defence Lines, Imperial Bastions, and even Skyshield Landing Pads to allow the Deathwatch to maintain a mobile front line. The armoury of Fort Excalibris contains some of the rarest vehicles deployed by the Adeptus Astartes. Amongst other things, the Watch Commanders of Fort Excalibris can call upon the aid of motorised behemoths such as Legion Fellblades and Typhon Heavy Siege Tanks. The Cerberus Heavy Tank Destroyer is a particularly useful and oft-requisitioned vehicle, as it allows the Deathwatch the ability to take down alien Titans at long range; many such massive engines of war have been salvaged as a result of this war machine. Organisation Like most other Watch Fortresses of the Deathwatch, Fort Excalibris follows the standard format of a strategium staff and an armoury supporting five Watch Companies, each consisting of a Watch Captain and four Kill Teams. Due to the nature of Fort Excalibris, historically the Watch Commander has been an Ordo Xenos Inquisitor as often as it has been a Deathwatch Watch Master. In addition to his usual duties, the Watch Commander is also the overall head of the research and development facilities, though a Deathwatch Watch Master holding the post usually delegates that responsibility to a senior member of the Ordo Xenos. The current Watch Commander of Fort Excalibris is Watch Master Arcturus. Originally from the Imperial Stars, a Codex Chapter whose Astartes are all curiously named after the celestial bodies the Chapter is named for, he has dedicated himself towards the extermination of the Enemy Without through a lifetime of dedicated service to the Deathwatch. Arcturus eschews the traditional Guardian Spear wielded by a Marine of his station, instead taking the field with an ornate and ancient Relic Blade of great length and power. The more superstitious members of the Deathwatch whisper rumours that suggest this Relic Blade may have once been wielded by the Emperor himself and that the merest hint of His divine essence still resides within it. The Watch Captain of Fort Excalibris’s Watch Company Tertius is Magnus Blackwolf of the Space Wolves. Recruited from Engir Krakendoom’s Wolf Guard for his part in masterminding and leading an attack on an Ork-infested space hulk, Magnus has served in the Deathwatch with distinction for a great number of years. Distrusted by many within his own Chapter due to inadvertently choosing the name of the Space Wolves’ archenemy as his own following the Test of Morkai, Magnus finds himself more at home amongst his brethren in the Deathwatch than he ever felt in The Fang, the fortress monastery of the Space Wolves. Comfortable with using the wide variety of weapons and wargear afforded him by his station, Magnus leads his Watch Company from the front with a feral grin on his lips. The highest ranking non-Deathwatch member of the Ordo Xenos at Fort Excalibris is Inquisitor Ambrosius Grax. An ageing puritan of the Monodominant philosophy, since being assigned to Fort Excalibris he has tempered his methodology and now freely embraces the idea of using the weapons of the alien against them. Despite nominally having nothing but a desk job, Inquisitor Grax often assigns himself to Deathwatch Kill Teams on their expeditions to retrieve xeno-tech. When asked why, he smirks and replies, “Rank hath its privileges.” Requests from members of his support staff to stop doing so usually end up with said support staff temporarily reassigned to scourge the environmental duct systems of dust, debris, and vermin. Due to Kill Teams from all over the galaxy guarding and delivering new materiel to the researchers, Fort Excalibris is often host to Astartes from other Watch Fortresses, including such famous names as Watch Captain Artemis of Talasa Prime and Ortan Cassius, Chaplain of the Ultramarines. On rare occasions, these outsider members of the Deathwatch are conscripted into Excalibris’s Kill Teams and sent on missions by Watch Master Arcturus. Whilst technically an abuse of power, these actions are usually excused as the experience gained by fighting alongside Deathwatch members from other Watch Fortresses is seen as extremely valuable and are often “overlooked” by those who could do something about it. Beliefs The establishing of Fort Excalibris as a centre of research has led to the Deathwatch Marines stationed there embracing the use of refitted xeno-weaponry readily. Likewise the majority of their Ordo Xenos personnel have at least a slightly radical bent, as any position within the Watch Fortress is naturally attractive to individuals who would prefer to use the tools of the alien against them. The portion of the Adeptus Mechanicus who formed the initial alliance with the Inquisition followed a set of beliefs counter to those of the majority of their associates. Their interpretation of the Xenos Testamenta, one of the Mechanicus’s Sixteen Universal Laws, meant they believed that even though the knowledge found within alien technology had been corrupted from the pure thought of the Machine God, it could still be salvaged for the Quest for Knowledge. As a result, Fort Excalibris has become something of a pilgrimage site for members of the Adeptus Mechanicus who follow similar pro-xenos beliefs, though those who do visit often do so in disguise so as not to be identified. Gene-seed Like all other Watch Fortresses across the Imperium, the Deathwatch is composed of Space Marines from a number of different Chapters, with a variety of nearly identical to little-to-no similarity in their gene-seed. The exact composition of Fort Excalibris’s Deathwatch Marines varies over time, but currently includes members of the Ultramarines, Dark Angels, Crimson Fists, Liberators, and Howling Griffins. There is a slightly higher than average number of Astartes from the Silver Skulls Chapter, likely due to Fort Excalibris’s proximity to their homeworld of Versavia. Battlecry Raising his sword towards the heavens, the leader of a given Deathwatch Kill Team or army calls out, “FOR EXCALIBRIS!” which is echoed in turn by his comrades. Watch Fortress Icon http://i11.photobucket.com/albums/a182/Masked_Thespian/Wargaming/TIC%20HPC%202016/17d%20Excalibris%20Icon.png ========== Author's Notes and Trivia The major driving force of the background was justifying certain model choices in-universe. This includes: Wanting to convert the original limited edition Emperor's Champion into my Watch Master, Including a Lord of War and a Fortification choice as per one of the painting and modelling challenges on another site that I'm participating in, Wanting to include the Deathwatch special characters Watch Captain Artemis, Venerable Dreadnought Nihilus, and Kill Team Cassius in my army as themselves, and, Wanting to include a Puritan Inquisitor with a roguish streak. In my first draft of this, Fort Excalibris was initially a Ramiles class star fort, but I couldn't justify why such an impressive installation wasn't considered a Primary Watch Fortress (as per pages 12 and 13 of the codex). The incursion by the Adeptus Mechanicus was originally an attempt to explain why it wasn't a Primary Watch Fortress (due to them maintaining a long-running grudge and starving the Fort of resources and allies), but all my attempts at writing it ended up with the AdMech holding the idiot ball. In the end, I still included the AdMech attack because I liked the inter-Imperial conflict, and I especially enjoyed writing the battle. For anyone paying attention, there are a number of references here. In particular, there are 5 specific references to Arthurian legend (excluding the fact that the name of the Watch Fortress is "Excalibris" (which is where I took the inspiration from) since that's what GW called it) and 1 Star Trek reference (which kind of doubles up to 2 if you look at it in the right light). Bonus points are available for anyone who finds them all
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The Verdant Phoenix Of Flame and Steel The Phoenix Verdant are stoic guardians of humanity who safeguard Imperial worlds through fast and precise counter-offensives. Charged with the security of the Irea system and its surrounding sectors, a cautious gaze hides their fierce and exacting methods for crippling and then destroying their foes. Much like their progenitors the Iron Hands marines of the Verdant Phoenix chapter hold a deep seeded obsession for logic and advancement. Driven towards specialization, these precise warriors readily adapt to unseen challenges to make safe their sector of space. Markings and Heraldry Origins "Our task is not a simple one. This chapter in its entirety hangs in the balance, and we must uncover the truth of their existence. While the loss of such an asset would be a tragedy and leave the Imperium lesser for it, the vile machinations of their founding must be ripped out root and stem. Start with these, Victoria. We will be here for some time." - Inquisitor Yusuph Trevar Planting Seeds – The Founding Into the Fire – The Blight of Irea Rising from the Ashes – The birth of the Phoenix Homeworld "Ah, the great bread-basket of Tempestus! I know it well, and I'll tell you now there's nothing you can offer that will make me smuggle through that port no sir. The place is crawling with sisters and arbiters, and the Verdant sometimes meander the docks. I'd be a poor and foolish bastard to put myself on the cross side of that I'll tell you." - Unknown Lowlife Irea System A hub of trade and economic activity, Irea has come a long way since its reconstruction during the blight. For hundreds of years it has sat as an asset too valuable to lose, and many imperial factions have supported its growth to ensure its security. Primarily an agricultural juggernaut, Irea boasts three agri-worlds that supply much of the food needed throughout its sector of the Segmentum Tempestus. Thanks to its existence and position, many worlds enjoy expansion unhindered by sustenance concerns and thanks to that expansion, Irea has enjoyed access to any and all resources it’s ever needed to support its own growth. Included in its sphere of exports is the Ophelia system, and many of the supporting worlds that maintain the Ecclesiarchy’s position there. Irea Primary The specific homeworld of the Verdant Phoenix chapter is Irea Primary, which is also the most populated and the economic hub for the entire system. Primarily a Hive world, it houses the logistical backbone of the whole system while also containing much of the system’s industrial infrastructure. Most Imperial factions maintain a notable presence on world, including three lesser orders of the Adepta Sororitas, an inquisitorial headquarters, Irea’s two Militarum regiments, a Naval academy, numerous arms of the Adeptes Arbites, and relatively large detachment the Adeptes Mechanicus. Oddly, Irea Primary is one of the less suitable candidates for life and it’s position of importance within the system came about purely as a coincidence. When the system was originally settled it acted as a staging ground for the research of the unique atmospheres present in the system; and that head start solidified its position as a hub. Geography Populace Governing Bodies Industry and Economy Other Orbital Bodies Gene-Seed "Welcome back brother, I look forward to watching you grow again. Tell me, what do you remember?" - Brother Rasgir, Apothecary of the Second Company The Verdant are host to a stable but flawed gene-seed that has warped their self-image and challenged their faith for millennia. A subtle mutation in the Progenoid glands causes them to retrieve more than simple genetic data but also neurological data from the brain of the marine that seeded them. Contained in the Proto-Omophagea as it develops, this data is stored chemically and can be transferred to its new host upon re-implantation in the form of impulses and hallucinations, even memories at times. While these symptoms do not always develop, they can be startling if and when they do. Fortunately, on a biological level the mutation is very difficult to spot, and even then seems like it would have little effect on the system. Only by successfully re-implanting a progenoid that has been used over a full lifetime are the effects apparent. It's unclear when the mutation itself began to appear, over centuries of service its easy for such things to go unnoticed as marines refuse to disclose something that may classify them unfit for duty. It's believed it came about in M39 when the chapter’s implant success rates began to decline from ten to six percent. Since then Apothecaries have sought to understand and document it in secret, and it has become central to the chapter’s culture-even more so since their transition. Where once it was a coveted secret only discussed by the closest of battle brothers unfortunate enough to be afflicted by it, the sparks (as they're called) are now a welcomed occurrence. Marines within the chapter now trace their lineages back through time, trying to trigger episodes where they can pull from the experiences of their ancestors. Better yet, Marines in combat now allow themselves to be taken by these episodes rather than fighting them. Acting as their ancestors and pulling from skills they may not have mastered yet, these marines are beginning to conquer the drawbacks of their mutation that can incapacitate those who fight to keep control of themselves. Initiates have, since adopting these practices, taken less and less time to train; and the chapter phased out its scout company long before crossing the rubicon. Combat simulations seem to spark these experiences, especially in those of particularly old lineages. This has helped to offset the lower success rates in surgery, but even still the Chapter has to take in more recruits than normal to maintain fighting strength. Also, many marines object to having their implants removed before death, coveting the opportunity to impart their experiences on the next generation. This has put pressure on the chapter's medics, as each soldier who is not harvested on the battlefield is a severe disappointment to their comrades, and can even draw rage on the fallen's behalf. Chapter Recruitment “You have to be forward thinking. Men can always be made available to you as recruits, but it will be easier if they want to. Send your marines out now, when Irea is at its weakest. Lend their formidable labor and intellect to the reconstruction of our system. The men they aid will be too old for your purposes, but the boys... They won’t soon forget it. And when they come of age they’ll line the streets to fight for you.” - Director Aelia Corrilan The Verdant recruit exclusively from the Irea system. Its governing bodies have long fulfilled their commitment to the chapter's recruiting quotas, providing a mixture of volunteers and conscripts as needed. Since Irea recruits for its many military operations together, veteran marines and even officers stationed on world will regularly visit recruiting centers to encourage and oversee. Once recruits have finished their preliminary testing, those who meet the chapter’s serious requirements are separated and organized into aspirant groups. These teams of aspirants often find the proud and exceptionally educated volunteers tested alongside gangsters of Irea Primary’s hives, encouraging them to rely on one another's strengths to advance. Focused on finding strong warriors but also capable tacticians, those in charge of screening tend to favor aspirants who work together to solve problems with efficiency and forethought. Perhaps the most sought traits of all are analytical thinking and humility, as the chapter's tactics often find small groups tackling large problems there is rarely room for error or pride. Through their tests, aspirants have results demanded of them first, followed by efficiency, and finally speed. Most notably, unlike many chapters that put individual recruits through their trials, the Verdant Phoenix chapter organizes almost entirely group tests that require teamwork to succeed. Most groups succeed or fail together, but in some outlying cases individuals prove themselves so worthy even among a failing group that they are given another chance with another group; or sometimes those in successful groups contribute so little that they are failed outright. The final test and trial for aspirant marines is the only one they take alone, and it involves surviving one hour on the scorched surface of Issai. Most go into this trial assuming it to be a test of physical endurance, withstanding the scorching heat and toxic fumes; but that couldn't be farther from the truth. Those who fall prey to this misconception find their lungs full of soot and ash while their clothes and then skin and tissue burn and boil away. The trial instead is about resourcefulness. Aspirants must first locate a cave and quickly, as their flesh begins to burn and peel away within minutes. Once underground and away from the ignited atmosphere they must then navigate to a safe spot in the pitch black and count the hour out. Too deep and their scorched limbs may not be able to carry them out, too shallow and they'll pass out and suffocate slowly. They must then demonstrate the calm and focus necessary to count the remaining minutes with exceptional precision. Emerge too soon, and they will likely die before making it back to their hiding spot. Emerge too late, and the serfs who brought them there will have left. The aspirants who pass their trials are brought to the fortress monastery to begin their surgeries, and surviving that: their new life. Chapter Cult and Culture “It is the Emperor’s flame that lights the way. That flame that keeps back the gnashing cold of the void and it is that flame by which the spirit is cleansed of weakness. For you today, Brother, it relieves you of your hubris. For your enemies tomorrow, it will relieve them of their flesh.” - Chaplain Romu of the 2nd company, to a disciplined marine. While the Verdant Phoenix chapter has long since embraced a pragmatic approach to most affairs, they still maintain their own form of zealotry. Most prominently fire is seen as its own form of holy symbol, and in the eyes of the chapter it is the preferred tool by which to devastate the Emperor’s enemies as well as burn weakness out of themselves. Chaplains of the chapter carry pyres ignited by Issai’s still burning skies, and similarly sourced flames adorn the halls of their fortress monastery. Prayer and penance are both taken before the flame, and burn scars are common among older marines. Because of this mild obsession, Battle brothers carry nothing flammable into battle. No tabards or books, not even purity seals which can draw the ire of other chapters. Instead their armour is anointed with holy oils, entire texts written out invoking the emperor’s protection and strength that is then burned away to cement its sanctity. These rites of purity are written out by the marines themselves, and normally cemented through ignition by the chapter’s chaplains upon inspection. Additionally, each of the chapter’s ten battle barges carries a massive pyre lit and then carried aloft from Issai’s surface which is used in such rituals while its company is abroad. Perhaps the most pervasive tenant in their lives is towards reformation and improvement. While this takes many forms, from technological innovation to behavioral conditioning, it has proved itself the driving force behind most of the major changes the chapter has undergone since its rebirth. Their gene-seed too has reinforced ideologies of constant advancement and nothing is beyond reproach within the chapter’s organization. While they do not suffer from the body dysmorphia of their progenitors, it has led to some unfortunate issues when taken to the extreme; neophytes exercising or training themselves to death for example. It has however made the chapter stronger and a more effective war machine in the Emperor’s name. Modified equipment to better suit their specific charge and tactics, as well as the chance to discuss and second guess leadership decisions have both led to unlikely victories over the centuries. It does lead to at times difficult situations with other arms of the Imperial military, namely other chapters, where the input of those lowest on the chain of command is not as welcome. Still, the constant pressure to become better and leave a stronger legacy is at the heart of the chapter, and they have long since outgrown denying it. Cooperation is also held very close to the heart of most battle brothers, who have held good and close relationships with several of the Imperium's military and civilian organizations. Used to commanding elements of the Militarum on the field and assisting citizens on the streets, the chapter’s marines are better socialized than most and look upon humanity’s plebs as guardians and teachers would. This often can conflict with their loathing for weakness and can snap to rage in the face of exceptional incompetence or impudence; but these instances are relatively rare. Brothers of the Verdant Phoenix have a very specific relationship with their Sisters of Battle, close enough that many of their orders are welcome within the halls of the chapter’s fortress monastery from time to time. Their actions during the Blight of Irea inspired centuries of cooperation and trust, and a bond that has only grown stronger over time. While would-be marines start their lives among the chapter young and ignorant but eager to learn, the sisters who they come into contact with are always experienced and vigilant; and neophytes are encouraged to learn from them. Apothecaries especially get a good portion of their training from the orders hospitallier and meet their medical colleagues as kin. Chaplains as well commune with members of the faithful and hold the unrivaled devotion of the Sororitas in very high esteem even through disagreement on semantics. The Mechanicus as well, from their active forge on Moira, are responsible for most Verdant Phoenix equipment and war machines. Not just for their production, but the innovation of the chapter’s tools of war is owed primarily to the techpriests they work with. While they don’t interact as much as other elements of the Imperium, and rarely on the battlefield; the chapter still regards them as worthy allies and of common objectives. The Rubicon With the return of Guilliman and the start of the Indomitus Crusade, a new rhetoric has entered the halls of the fortress monastery. Their practices of advancement vindicated with Cawls new inventions, a swirl of vigour has taken hold of the chapter and few are positioned to stop their now rampant pursuit of new practices and equipment. Entire companies were rotated out of active duty to cross the Rubicon together, seeking newfound power in a newfound form. Performing the surgery with Apothecaries rather than servitors, the chapter has managed to reduce failed implantations to just under twenty seven percent. But the losses have still been considerable, and ever vigilant recruiting methods have been needed to keep up. Thankfully, few marines see death as a deterrent; especially knowing their seed would be harvested immediately for future use. Battlefield Doctrine Where their strength and resolve was tested for millennia as the Agriguard, the Verdant Phoenix chapter has entered an era of refinement and reorganization that has endured for centuries. Historically their tactics were influenced heavily by the Red Talons, relying on bombardment and warmachines to face the brunt of the enemy, but since the blight and reformation these tactics have been built upon and specialized to suit a specific role. Simple and blind adherence to old wisdom is behind them, and the chapter has long been reevaluating each and every battlefield practice they once held dear. At its core, Verdant Phoenix battlefield doctrine surrounds Irea and its defense. As the chapter’s influence and resources have grown, other important worlds such as Ophelia have found themselves within its watchful guardianship and in turn shaped their methods of war. Due to Irea’s unique atmospheric asset, it is absolutely imperative that certain types of threats never make planetfall onto its agri worlds. Orks stand the most to gain from the local stimulant, but Tyranids also are considered potentially system ending threats. Of course the blight seared into the system’s history has left a mighty scar, but as the worlds have grown and become even more important and a similarly destructive event would have an even more devastating impact on the segmentum. As such, the system’s director has taken all efforts to obfuscate the system’s importance while the local armed forces have taken up a proactive method of eliminating threats that even arrive in nearby systems. At their center, the space marines of the Verdant Phoenix stand ready and waiting to strike at anything unfamiliar within thousands of lightyears. Deploying as full companies, often to threats not fully known until arrival, the chapter has slowly shifted to an organization of self sufficiency where each company can operate wholly autonomously. Traveling to, engaging in, and returning from conflicts must also be done quickly so as not to leave any threat unattended, and the chapter employs considerable support staff to maintain efficiency and speed. Traditionally, brief recon periods are followed by precise and relentless bombardment to make way for meticulously planned troop deployments, shattering any hope for cohesion and overpowering whatever resistance remains. These simple steps have been put to great effect over centuries, and the captains that coordinate them have learned to adapt them to any threat they are called to face. In all cases, the Verdant will always keep their marines as close to support assets as possible and heavily depend on vehicle transports and firepower to move in force. In newfound Primaris form and with the equipment and tactics that come with them, the chapter has embraced grav-tanks for rapid deployment from orbit post-bombardment. Additionally, each company fields one dedicated vanguard squad made up of the company's most veteran soldiers. These squads are often deployed pre-bombardment to gather intelligence and identify key targets as recon and early strike units. Often smaller conflicts can be resolved with their careful application alone, but they will often harass enemies into more favorable positions for precise orbital strike. While this recent change to their combat practices has taken some time to be fully realized, Verdant Phoenix companies have noted an increase of combat efficiency since employing widespread vanguard deployment. These tactics have proven consistently successful and easily adapted to suit new threats the chapter faces, but commanders are always wary of enemies ready for their common tactics and look for opportunities to experiment with new methods and strategies. Chapter Organization High Command Battle Companies Armoury Apothecarion Reclusiam Librarius Fortress Monastery Chapter Fleet “What do you think? Director Corrilan had intended for it to be a gift, bartered it away from some trader, Alano Duran I think was his name. Rough condition or course, but if I recall you Astartes like a challenge.” - Vao Golha, Irean Sector Steward [REDACTED] "You have my word, director, the system will never be without its protectors. Never." - Chapter Master Taigon Notable Members WIP History WIP
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++ INDEX ASTARTES ++ SOMETHING LURKS BENEATH THE SUFACE The Thalassians Space Marines Chapter Cruel and fierce, the Space Marines of the Thalassians Chapter bring a ruthlessness to the battlefield matched by few others. Sailing the inky darkness of the void as easily as the oceans of their aquatic homeworld, Vathys, they have engaged enemies of the Imperium in several vicious campaigns, leaving devastation in their wake - from raids against the enigmatic Eldar to brutal wars of attrition with the endless swarms of the Tyranid hivemind. While their effectiveness cannot be questioned, the sheer carnage of their methods and their preference for taking prisoners for dark purposes leave few Imperial forces willing to fight alongside them, and have at times drawn the scrutiny of the Inquisition's most suspicious orders. Origins Created in the mysterious Thirteenth Founding, the true purpose behind the creation of the Thalassians is lost to time. Even within the chapter, all that is known is that in roughly M.36, a great Adeptus Mechanicus fleet arrived in the dark skies above Vathys carrying progenoid glands and all of the material necessary for the operation of a chapter. The fleet brought with it ancient technologies and artefacts that would form the foundation of the chapter's fortress-monastery beneath the waves. The representatives of the High Lords of Terra sought out the populace on the various islands and atolls that scatter the surface of Vathys's endless oceans. These were hardy people, descended from ancient colonists who had adapted to survive among the world's massive predators and violent storms. From these isolated communities, the first recruits were taken to form the nascent chapter. Preferring to allow local custom and belief to influence chapter doctrine, it was decided to call the chapter Thalassians after the natives' deep-rooted fear of what dwelled in the depths. Whether the High Lords truly understood the nature of these beliefs, and what dark things the locals whispered prayers to beneath the waves, remains uncertain. What is known is that the chapter took readily to these traditions, incorporating them into their rituals and combat doctrine. The numbers of the chapter swelled quickly, and in training, it developed an affinity for close-quarters combat that went beyond mere skill. Their instructors noted a level of savagery far beyond that of even chapters as ferocious as the Blood Angels, though the Thalassians' brutality was cold and deliberate rather than born of battle-fury. They easily integrated the pack tactics they used to hunt megafauna on the high seas into Astartes combat doctrine, herding their foes into traps before closing in for the kill. Once readied, the chapter easily took to void warfare, its similarities to conflict upon the sea making for an easy transition. Aboard their newly christened battlecruiser The Breaker, they set out to dispense the Emperor's justice wherever it was needed. Their first recorded campaign was a series of lightning raids against Eldar corsairs in the Damocles Gulf, where they earned their reputation for taking prisoners and conducting bloody spectacles for the chapter's entertainment. Home World The ocean world of Vathys is the third world in a system of eight. Almost entirely covered in water, it is dotted with atolls and short island chains - peaks of massive mountains that push through to the surface. Wracked by hellish storms and with seas full of gargantuan beasts, the human population has to fight daily to survive. Multiple moons create complex tidal patterns that can swallow whole settlements, while deep-sea predators large enough to swallow small vessels whole prowl the depths. After the chapter's establishment, the Thalassians had it within their power to cull the monsters that lurk beneath the waves, but instead left them to continue their predations against the scattered settlements as they had since time immemorial. In this way, potential aspirants would be tested their entire lives, and only the strongest would survive to adulthood to even attempt the trials. The chapter views these losses as necessary sacrifices, though some whisper they serve as offerings to whatever dwells in the deepest trenches of Vathys. The native population lives in a constant state of vigilance, building their settlements on stilts and maintaining extensive warning networks. Each community maintains a fleet of vessels, both for fishing and defense, crewed by warriors who learn to track and fight leviathans from an early age. These skills serve as the foundation for the chapter's own combat doctrine, though the Thalassians have transformed these survival techniques into methods of warfare that would horrify their mortal counterparts. The chapter's fortress-monastery, known as the Abyssal Reach, lies hidden in one of Vathys's deepest trenches. Its exact location is known only to the chapter, though passing vessels sometimes report hearing strange hymns carried through the water, accompanied by the screams of those who have drawn the chapter's dark attention. KAJAE SOMNIOS, CHAPTER MASTER OF THE THALASSIANS Chapter Master Somnios has led the Chapter of the Thalassians for over two hundred years. In this time he has stood at the forefront of two major campaigns. The first, in the Betalis System, saw him orchestrate a series of brutal trap-and-ambush operations against the Eldar of the Mymeara and Alaitoc craftworlds who had been harrying Imperial settlements. The second proved even more devastating - defending the Vathys system from a tendril of the Tyranid hive fleet Megalodon, where he personally led boarding actions against the largest bio-ships. It was during this campaign that Somnios lost his left eye in single combat with a Tyranid Lictor in the flooded corridors of a bio-ship. His face now horrifically scarred, rather than receive cybernetic implantation to replace the eye, he instead chose to have an ornate bronze eyepatch permanently bolted to his skull. The patch bears the chapter's symbol, the eye of the kraken, a reminder to those who would challenge him of the price of underestimating the Thalassians. In battle, he embodies the chapter's ruthless nature, often staging elaborate traps that result in the complete annihilation of his enemies. He has been accused of being careless with the lives of his men, and Thalassians are known to have a high rate of attrition in the process of completing their objectives. While the Inquisition has investigated these losses multiple times, they can never quite prove they're anything more than the brutal cost of victory. When not called to battle, however, he displays an unsettling joviality, often found sharing tankards with rank and file Space Marines, telling tales of battles old and new. These drinking sessions frequently end with him presiding over ritual combat between prisoners in the chapter's fighting pits, his laughter echoing over the roar of the crowds. Such practices, while questioned by other chapters, are carefully maintained within the bounds of Imperial doctrine - at least on the surface. Combat Doctrine The Thalassians are considered by Imperial strategists to be experts in vehicular fast assault. Ever eager to meet their foes in combat, they race towards their enemies with all haste so that they may quickly engage with bolter and chainsword. Those who have witnessed a Thalassian assault describe brother marines hanging from transport vehicles like ancient whalers on their boats, ready to strike the moment prey is sighted. Rather than the traditional power sword, Thalassians prefer to employ long-hafted power spears and harpoons reminiscent of those used in great hunts. These weapons, often decorated with maritime iconography and ancient runes, are as much symbols of rank as they are tools of war. Their fondness for chainswords persists, with many warriors modifying the teeth of their weapons to match the serrated patterns found in the maws of Vathys's deep-sea predators. For centuries, the Thalassians have employed large contingents of bike and land speeder squadrons, treating the battlefield like ocean currents to be navigated. With the introduction by the Adeptus Mechanicus of anti-gravitic tanks such as the Repulsor, these swift and agile troop carriers have found their place in many Thalassian deployments, piloted with the same predatory grace as the watercraft native to the Vathian seas. Heavy weapons are eschewed in all but the largest engagements, as the toll on mobility is often seen as too great a burden. When such firepower is required, the chapter relies primarily on vehicle-mounted weaponry, such as the twin-linked lascannons of their Land Raiders or the fearsome arsenal of their Repulsors. This preference for mobile firepower allows them to maintain their aggressive hunting strategies even in larger conflicts. The incredible savagery of a Thalassian assault has made many other Imperial forces wary of fighting alongside these Space Marines. Their thirst for blood often manifests in ritualistic brutality - hearts torn from bodies with cruel, hooked weapons, trophies claimed mid-battle, and war cries that sound more like hunting calls than battle hymns. Those who survive a conflict with the Thalassians quickly learn that death in battle might have been a mercy. Prisoners are stripped of their armour and dignity, given crude weapons reminiscent of ancient fishing tools, and forced to fight in bloodsport arenas while the chapter's warriors place bets on the outcomes. These grim spectacles often take place in partially flooded chambers deep within their vessels or fortress-monastery, where the losers' bodies are said to be offered to the depths. Beliefs It is whispered in many corners of the Imperium that the Thalassians only pay lip-service to The Emperor of mankind, and instead owe allegiance to some fel-entity lurking deep beneath the waves of their abyssal homeworld. Their rituals, while ostensibly devoted to the Emperor, often involve offerings cast into the depths and strange hymns in ancient Vathian dialects that make observers uneasy. During these ceremonies, it is said that the waters around their fortress-monastery grow unnaturally still, as if something vast were listening. Others have told tales of the chapter's librarians holding some kind of psychic bond with what can only be described as "a great eye," and that it is from this communion that the Thalassians receive instruction. These librarians are known to spend long periods in meditation chambers that face the deepest trenches of Vathys, and some claim to have witnessed their eyes turning completely black during these sessions, like the endless depths themselves. Some hold that the eye that the chapter bears on their shoulder guard is that of this creature, while others maintain that it is merely a representation of the massive beasts that claim Vathys as their home, and the harpoon running through the eye a symbol of the Thalassians' domination of these monsters. The chapter itself offers no explanation, though it is notable that their oldest treaties speak not of hunting these creatures, but of proving worthy of them. When questioned by Imperial authorities, the Thalassians display all the proper devotions to the Emperor, and their battle records show nothing but loyal service to the Imperium. Yet those who have fought alongside them speak of battle-prayers that sound more like ancient summonings, and victories that come at suspiciously opportune moments, as if guided by some unseen intelligence from the depths. The chapter's chaplains hold a particularly complex role in maintaining this duality of faith. Officially, they are responsible for tending to the spiritual needs of their battle-brothers and maintaining devotion to the Emperor, as in all chapters. However, the Thalassians' chaplains, known informally among the chapter as "Deep Speakers," perform their duties in ways that differ subtly from Imperial doctrine. Their skull helms are cast in bronze rather than black ceramite, with eye lenses that glow with an unsettling blue-green light in darkness. These Deep Speakers lead their brothers in what they claim are ancient Vathian variants of Imperial litanies, though the words they speak seem to make the air heavy and cause nearby water to vibrate in unnatural ways. Their ceremonies often take place in partially flooded chambers, where the chaplains wade chest-deep in the waters while leading their warriors in call-and-response prayers. Whether these rituals truly venerate the Emperor or something else entirely remains a matter of grave concern to those few outsiders who have witnessed them. Most troubling to Imperial observers is the chaplains' role in overseeing the chapter's prisoner combats. What should be merely brutal entertainment is transformed into something more ritualistic under their guidance, with the Deep Speakers marking victorious prisoners with strange symbols in bronze paint before their next bouts. These marked warriors often fight with unusual ferocity, as if driven by more than mere survival instinct, though few live long enough to explain what the markings mean. Gene-Seed The true lineage of the Thalassians, like many chapters of the mysterious 13th Founding, remains a subject of speculation and debate. Their gene-seed displays several distinct characteristics that have led to various theories about their origins, though the chapter itself maintains no records of their genetic ancestry. The most obvious manifestation is their heightened predatory instincts, even by Astartes standards. While some point to this as evidence of Blood Angels lineage, the Thalassians lack both the Red Thirst and Black Rage that plague the sons of Sanguinius. Their aggression manifests not as uncontrolled fury, but as a cold, calculating brutality that speaks of different genetic stock entirely. Their innate grasp of rapid assault tactics and preference for lightning warfare has led others to suggest White Scars ancestry. However, the chapter lacks the tribal traditions and distinctive facial features common to sons of Jaghatai Khan. Moreover, their preference for terror tactics and psychological warfare stands at odds with the honourable combat doctrine of the White Scars. More troubling are the subtle changes that occur in long-serving battle-brothers. Their eyes gradually develop an unusual opalescent quality, appearing almost luminous in darkness, like those of deep-sea predators. The Apothecarion maintains that this is merely an adaptation to the dark waters of Vathys, though some whisper of similarities to certain pre-Heresy genetic markers that should have been long purged from Imperial record. Of particular note is the chapter's unusual resistance to pressure changes and ability to operate in both void and underwater environments with remarkable ease. While the Adeptus Mechanicus has recorded these traits as beneficial mutations, there are those who question whether these adaptations arose naturally, or if they speak to darker truths about the chapter's genetic heritage. The High Lords of Terra's records regarding the founding of the Thalassians remain sealed, and inquiries into their genetic lineage are routinely denied. This official silence has only fueled further speculation, particularly regarding why such a remote ocean world was chosen for their inception, and what purpose their creation truly served. Hunter's Wake The scattered lasfire did little to illuminate the corridor of the drifting hulk. Privateer Captain Lohrn cursed as another of his men fell to precise bolter fire. They had thought the ancient vessel would be easy salvage. Now they ran, pursued by ceramite-clad monsters who turned their own ship into a killing ground. "Seal the bulkhead!" he screamed, but it was already too late. The massive pressure door, designed to contain void breaches, opened smoothly at the command of better authorization codes than his own. Through it came the Thalassians, their deep sea-green armor marked with battle honors and their blue helmets reflecting the emergency lighting. Bronze aquilas gleamed on their chests, though the eyes of the Imperial eagles seemed oddly focused, almost alive. "Please," he began, "We surrender! We—" "The hunt is joined," spoke their leader, voice cold through his helm's vox-grille. "And you are witnessed." The last thing Lohrn saw before they took him was the chapter badge on their pauldrons – that stark white eye, pierced by its harpoon. In his final moments of freedom, he could have sworn the pupil followed his movement, like something vast and ancient gazing through from impossibly far away. Three weeks later, an Imperial Navy patrol investigated the derelict. The ship's logs showed a lawful boarding action by the Adeptus Astartes. Of the privateer crew, they found only corpses - those who had died fighting, their bodies bearing the precise wounds of bolter fire and power weapons. Of Captain Lohrn himself, they found nothing but his void suit, bearing strange marks that might have been claw marks, or might have been bronze ritual scarring. The suit's internal sensors recorded only a final spike in pressure, as if its wearer had been dragged down to impossible depths. The Thalassians had long since moved on, patrolling the void in search of new prey. But they had left their mark, as they always did. Another offering to the deep, another secret kept beneath the waves. Battlecry “Beneath the waves, we hunt!”
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+++INCOMING TRANSMISSION+++ +++FID Indicator - ALPHA+++ +++Via Astropath 7NBS2069LVP1+++ +++Via Astropath 8849042+++ +++Via Astropath 100496-B7+++ +++Thought for the day: Do not wait for death.+++ +++Begin message+++ My noble and revered cousins of the Legio, Attached for your consideration, you will find a datafile containing the summation of the noble and resolute Astartes Chapter, the Sanguine Gargoyles. It is a most esteemed honor to have been entrusted with compiling this Index, with the hope of inclusion in the Liber Astartes. Within the datafile you will find my own annotations; please forgive my additions, but I do not feel my Librarium staff quite captured the soul of my beloved Chapter, and I felt the need to elaborate and explain certain aspects I felt were noteworthy. Once again, I humbly thank you for the opportunity to honor my Brothers in blood and arms of the Sanguine Gargoyles. May the Emperor ever watch over you. Your humble servant, Pellegrino Tempest-wright of the Sanguine Gargoyles +++Begin Datafile+++ Index Astartes: Sanguine Gargoyles "May your soul be cleansed by the rain." Index Astartes Chapter Datafile [INSERT CHAPTER EMBLEM HERE} CHAPTER NAME: .............. Sanguine Gargoyles PRIMOGENETOR: .............. Sanguinius GENE-SEED (PREDECESSOR): ... Blood Angels (IXth Legion) FOUNDING: .................. 21st, 991.M35; Ultima, 999.M41 [Rebirth] CHAPTER MASTER: ............ Lucian, Chapter-wright and Master of Pandemonium HOMEWORLD: ................. Fleet-Based, semi-nomadic SEGMENTUM: ................. Obscurus FORTRESS MONASTERY: ........ Pandemonium, Forgeship COLORS: .................... Dark stone gray w/ dark crimson right shoulder pad SPECIALTY: ................. Terror, Guerilla Warfare SUCCESSORS: ................ None STRENGTH: .................. Unknown (estimated to be nominal to above strength) BATTLE-CRY: ................ "For Sanguinius!"/"We avenge the Angel!" The steadfast warriors of the Sanguine Gargoyles Chapter stand amongst the ranks of the Emperor's finest, ever ready to deliver His wrath and justice upon those that would seek to subvert the Imperium. Origins The First Millenium When: 992.M35; 21st "Cursed" Founding Why: Strategic Prgonostication Founded as Saviors of the Chalice Captain, Chaplain, Librarian, Sanguinary Priest, five Veterans, Veteran Sergeant and ten Marines permanently seconded as training cadre The Aerie Fortress Monastery on Bowden IV Bowden IV destroyed in Gothic War Battle Barge Light of the Angel used as de facto fortress monastery until new homeworld can be found Friends and Enemies The Mutant Gene-seed manipulation by Mechanicus to remove progenitor flaws appears successful at first, but is later seen to have made genetic flaws devastatingly worse Genetic instability leads to weakening of chapter's forces Death of a Chapter Gothic War - Most of chapter lost in destruction of homeworld Less than 200 battle-ready Astartes left Remaining forces give up on finding new homeworld, decide to embark on crusade until they are destroyed or the chapter is rebuilt A Chapter Reborn Chapter gene-seed is stabilized with help from Mechanicum and Blood Angels' Brother Corbulo Primaris reinforcements from Guilliman's Unnumbered Sons Some Firstborn undergo the Rubicon Primaris, many do not; those who remain Firstborn continue to experience exacerbated genetic mutation New Primaris forged with stabilized gene-seed lift the chapter out of the ashes of death and into Chapter is reorganized to make best effect of new troops and Guilliman's new strategic force organization Voidborne Mechanicus gift the chapter a forgeship Geneseed Progenitor: Blood Angels Purity: Flawed Data archives list the known, stable, gene-seed mutations the Sanguine Gargoyles currently suffer from. No known cure or treatment for any of them has been found thus far: Melanchromic Organ Malfunction [Some Astartes' skin bears grayish discoloration; severe cases have stone like growths over large portions of their bodies.] Mutated Catalepsean Node [This causes what is effectively extreme insomnia; all members of the Chapter suffer this mutation.] Non-Functioning Betcher's Gland [All members of the Chapter suffer from this mutation, as well as calcification of their vocal cords, which appears to be one side effect of the mutation. However, the severity of calcification varies widely from one brother to the next. One might be unintelligible when he talks, nothing but the sound of cascading rocks or rushing water issuing from his throat; another might simply have a rich baritone voice; a third might offer a barely audible whisper.] The Apothecarion and the Ordos Biologis have been unable to decipher why only some members of the Chapter suffer certain mutations while others don't. But hope still remains that a solution might be found, for once every few generations, a battle brother suffers none of the Chapter's genetic mutations. Fleet-Based Fortress-Monastery: Forgeship Pandemonium Recruiting: tithe agreements (demands) from saved worlds/systems as primary source of new recruits; small number of volunteers from within fleet taken as supplemental recruits; kidnapping all children, ages 5-13, from an entire planet as emergency source of recruits (also used as a punishment against a planet in some circumstances) Beliefs & Culture Chapter Beliefs: Revere the Primarch Daily meditations include prayers to Sanguinius for guidance, thanks, and forgiveness "Sanguinius blesses you," "May the Angel guide your body and mind," and "I offer my actions to our father Sanguinius that he might judge my soul," are common benedictions heard throughout the Gargoyles' fleet. Against the forces of the Black Legion, the Gargoyles fly into an almost murderous rage, eager to exact revenge from every single traitor legionnaire. Characteristic Chapter Training: Mens et Manus This chapter believes in building their brother's minds and bodies to peak performance, the better to be ready for anything. Demeanor: See But Don't Be Seen Armor is matte where possible, and appears chiseled from stone rather than forged of metal; overall appearance of statues when standing still Flaw: We Stand Alone Will only request support from other descendants of the IXth Legion except in the most dire of circumstances Will offer aid to those in need, but will disappear without word Will not fraternize with anyone outside the Chapter, even other Chapters of Sanguinius' line; will not even remove helmets around outsiders, except under very exceptional/dire circumstances Angel Graces/Warrior's Virtues The Gargoyles strive to embody the Graces of the Angel and the Virtues of the Warrior. Ever a work in progress, they understand is less about achieving those things, but rather that they continue to better themselves every day. Naming/Cultural Traditions Because of numerous different sources of recruits, the Gargoyles have no standardized naming practices. The chapter utilizes sculpturing and masonry as a way to hone body and mind; their statues are some of the finest in the sector, and numerous humanitarian efforts have been aided by their stone-working. They even apply the practice to their armor, often sculpting leering, howling faces onto their helms and valleys and ridges on their armor to allow water to flow better and create more "natural" sounds when running off them. When not armored, brothers wear a leather jerkin or linen tunic, leather trousers, boots and bracers, a stonemason's belt and tools, and a double-layered linen neck gaiter. Organization Unique Organization Over-Strength 7 Flights (Companies) Each Flight has thirteen Talons (Squads) except 7th, which has the normal ten. 1st Company has unique structure: First seven squads form Veteran Squads (Bladeguard, Sternguard, Terminator, and Vanguard), while the last six form the "command" echelons; Captains and Lieutenants are pulled from 1st Flight ad-hoc to lead Strikes, based on their strengths and capabilities. No Company Captain rank; instead, they are given the title Shisa (function is similar to the Black Templar's Emperor's Champion, but less dogmatic and less exclusive). It is their duty to mentor the Marines in their respective company. Chapter Leadership The Conclave, Chapter Leadership Chapter-wright Lucian, Master of the Pandemonium, [Chapter Master] High Blood-wright Armand, "the Anointed" [Master of the Apothecarion] Soul-Warden Philippe [Master of the Reclusiam] Tempest-wright Pellegrino [Master of the Librarium] Chief Forge-wright Solarus [Master of the Forge] Maester Lamonte [Primary Wing Commander] Maester Bellon, "the Young" [Strike Wing Commander] The Prefecture, Chapter Council Commander of the Arch-Angels; Primus Damascus Master of Reconnaissance; Prefect Zaphiel [2nd Flight Captain] Master of the Marches; Prefect Mercutio [3rd Flight Captain] Master of the Fleet; Prefect Namora [4th Flight Captain] Master of the Arsenal; Prefect Valenti [5th Flight Captain] Master of Relics; Prefect Xorbel [6th Flight Captain] Master of Recruits; Prefect Tovaani [7th Flight Captain] Specialty Restrictions: Limited Tech-Marines Chapter-specific terms Chapter Master - Chapter-wright Techmarine - Forge-wright Librarian - Storm-wright Apothecary/Sanguinary Priest - Blood-wright Chaplain - Soul-wright Sanguinary Guard - Arch-angel Death Company - Revenant Commander - Maester Company Champion - Shisa Captain - Stone-wright Lieutenant - Artisan Sergeant - Mason Brother - Apprentice Dreadnought - Golem Company - Flight Demi-Company - Strike Squad - Talon The Arch-Angels An Arch-Angel, the Gargoyles' Sanguinary Guard After the mutation of the Chapter's gene-seed, and with the chapter in near-ruin, a glimmer of salvation appeared. It took the form of a small number of brothers, seemingly untouched by the ravages inflicted upon their brethren. These warriors formed the core of the Chapter's forces during its dark years of recovery. After the Chapter had rebuilt its numbers enough to venture on its own once more, the Sanguinary Guard changed its name, to honor the warriors who brought the Chapter back from death. Just as with all Chapters descended from the IXth, the Arch-Angels stand apart from the structure of the Chapter's main force. They are the most highly skilled and venerated of the Gargoyles' brothers, each a Chapter legend in his own right, surviving battles against all manner of foe. There are no specific requirements to become an Arch-Angel; instead, spots are awarded based on merit and skill, regardless of rank within the Chapter. Like all iterations of the Sanguinary Guard, the Arch-Angels each bear a Glaive or Sword Encarmine and Angelus Boltgun or Inferno Pistol. Unlike the others, however, they eschew the golden armor of their forebears; instead they color their armor an alabaster white. [It is a curiosity worth noting that, throughout the millennia, a high percentage of brothers unmaligned by the Chapter's gene flaws have gone on to become Arch-Angels. It remains to be seen if there is a correlation between these two occurrences, or if they are merely coincidental.] The Revenants A Revenant, the Gargoyles' Death Company ... Chapter Fleet As a fleet-based chapter, the Sanguine Gargoyles possess a larger fleet than other Chapters might, though not its vessels all are commanded by Astartes. Though not nearly a match in scale, it is reminiscent of the vast fleets of the Great Crusade in regards to its composition. The Gargoyles' fleet is a blend of the Astartes' flotilla, the remnants of Penal Legion Theta-Delta-Beta's troop fleet, a few Explorator vessels from the Adeptus Mechanicus, and a permanent detail from the Order of the Shrouded Martyr (including their Dominator-class Cruiser, the Dominus Irae), plus the swarms of the fleet's attendant ships. The Gargoyles command the battle barges and strike cruisers while the rest of the fleet, with the exception of the Sororitas vessels, is commanded by Imperial Navy personnel. This arrangement between the Chapter and the Navy ensures the Gargoyles can prosecute their enemies as they desire, and the Navy gets to do its job, without either side getting in the other's way. The fleet of the Sanguine Gargoyles is split into three smaller fleets. The Main Fleet makes war, wherever it may take them. Up to five separate, flight-strength campaigns could be supported individually, though it is most often the case that numerous small-scale operations are taking place around one or two larger scale engagements. Additionally, The Rook heads a small splinter fleet, a fast strike force intended to neutralize the most dangerous threats present, or to offer Flight-strength support as rapidly as possible. The last of the fleets, the Fledgling Fleet, traverses the trail of outposts the Gargoyles have set up in their region, termed by the Chapter the "Aeyrie." The members of Seventh Flight see to the Chapter's recruiting as part of their training duties, and they draw aspirants from a handful of such outposts. Combat Doctrine Terror (primary) Lightning Strike/Stealth (secondary) Appearance Standard armor coloration of the Sanguine Gargoyles fair-skinned, but some have patches of stone-like growths; hairstyles vary based on tribe or planet recruited from Livery Prior to their rebirth as the Sanguine Gargoyles, the Saviors of the Chalice wore alabaster white armor with crimson pauldrons and gold detailing and decoration. Following the traditions of their brethren, helmets identified a warrior's squad type, with individual squad markings worn on the right knee pad. The Chapter Badge was worn on the left pauldron, while company markings and personal heraldry were worn on the right. Veteran status was denoted by a golden helm and pauldron trim. After the Ultima Founding and the rebirth of the Chapter, the Sanguine Gargoyles bear new colors. Their armor is a dark, stone gray, with the right pauldron painted crimson. Members of the Librarium, Reclusiam, and Sanguinary Priesthood follow their orders' traditional coloring, with the left pauldron painted the same dark stone gray as their battle-brothers' armor. Flight (Company) is denoted by pauldron trim, and battlefield roles are still identified by helmet color, however squad markings and personal heraldry are no longer worn. Sergeants' helms and right pauldrons are colored the same as the rest of their armor. Lieutenants are identified by a gray helm and right pauldron, while Captains bear an almost-white helm and pauldron. Chapter Badge White wings outstretched behind a golden chalice was the original badge of the Saviors of the Chalice. Since their transformation, the Sanguine Gargoyles' emblem bears only a small resemblance to their original; instead of angel-like wings, stone-gray bat wings spread open, with a crimson skull replacing the chalice. Veterans who wear the chapter badge have the skull colored gold. The Arch-Angels and the Revenants Both of the Blood Angel's unique companies, the Sanguinary Guard and the Death Company, bear visually unique armor colorations from their brothers. This is also the case for the Sanguine Gargoyles' interpretation of them. The Arch-Angels are adorned in sculpted plates of ceramite colored a white marble, evoking imagery of statues from the ancient Achaemid Empire, and their helms and chest detailing are gold The Revenants wear armor colored a pale, ghostly gray, with a deep bronze helm and chest detail. Red saltires are still emblazoned on various surfaces of their armor, and their helms' lenses are also colored crimson. Honored by their brothers for their sacrifice, the Revenants bear gold trim on their pauldrons, conferring the (honorary) status of Veterans on those in this baleful brotherhood. Chapter Arsenal Special Equipment: Blessed Wargear, Modified Jump Packs Dreadnoughts Storm-Golem Carmine, Librarian Dreadnought Dreadnought Force Weapon Frag Cannon Golem Verson, Furioso Dreadnought Frag Cannon Blood Fist with Heavy Flamer Golem-Ancient Quintus; Venerable Hellfire Dreadnought Paired Twin-Linked Lascannons Golem-Ancient Alessandro, Venerable Ironclad Furioso Dreadnought Paired Blood Fists, with Heavy Flamer and Meltagun Draugr; Death Company Dreadnought Paired Blood Talons, with Heavy Flamer and Meltagun Soul-Golem Derceus; Venerable Chaplain Dreadnought Plasma Cannon "Stonefist" Reliquary Angel's Light [Ryza pattern "Sunspite" plasma pistol; badge of office of the Master of the Librarium] Aza'zel [Relic force sword; badge of office of the Master of the Librarium] The Dread Spear [A relic spear of unknown origin, made from a xenos metal with a marble-like appearance; badge of office of the Chapter Master] Stonefist [A Blood Fist crafted using the shattered remnants of Soul-wright Derces' Crozius Arcanum, with a built-in meltagun] Death Masks [I think everyone with clearance to read this will already have knowledge of the death masks worn by those of the Angel's line.] The Fleet Common areas are subjected to constant "rain" from the ships' fire suppression system; this doubles as decontamination, and puts the Marines' minds at ease. Personal quarters have knobs to adjust the flow of the rain for desired strength. Pandemonium Forgeship gifted to the Gargoyles from the Adeptus Mechanicus [Once again, I have added a sub-list below containing the breakdown of the Sanguine Gargoyles' fleet disposition, for your perusal.] Chapter Legends Chaplain Derceus Derceus led his Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by the Chapter's enemies, and is a reminder to all Battle Brothers of their holy duty. Brother Alessandro Referred to as Alessandro the Selfless; suffered mortal wounds fighting to recover the bodies of a squad of Initiates and their Sergeant from a Dark Eldar raiding party. Notable Battles & Campaigns ... ca. ~142–160.M41: The Gothic War (Abaddon's 12th Black Crusade) ca. ~999.M41: The Devastation of Baal The Sanguine Gargoyles, though barely a surviving chapter at the time, sent a squad of Marines and a pair of warships to aid in the void battle against Leviathan and its splinter fleets. None of the seconded members survived. Allies & Enemies Chapter Allies Adeptus Mechanicus Adeptus Sororitas (Order of the Shrouded Martyr) Astra Militarum (Wilson's Irregulars) Chapter Enemies Abbadon & the Black Legion Valorous Host Warband Kha'Banda Hive Fleet Leviathan Slaghulk's Killa Mob +++End Datafile+++ +++Closing Thought: Only in death does duty end.+++ +++End Message+++
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...Upon a Troubled Brow Located within the carved head’s leering mouth, Arslan surveyed the night jungles below from the balcony of the Panther’s Lair. Enjoying the beauty of the night sky with Primordus looming large on the horizon, Arslan didn’t turn as he heard the sound of feet on the flagstones. Jagaa: Chieftain, I would speak with you. Jagaa approached in a plain woven tunic, his Rosarius jangling around his neck. He leaned against the balcony’s guardrail, facing the Chieftain on his right. Arslan didn’t respond. Jagaa was speaking in formality. This usually preceded some sort of chiding. He knew where this was going to go. Jagaa: My Lord, that did not go well. Arslan: You don’t say? Jagaa: Your sarcasm is noted, but I warn you, you must tread lightly with the Council. Arslan, turned to face Jagaa, frustration in his eyes. Arslan: They do not need to be coddled. We are half the size we once were, we must adapt. Besides, they are an advisory council, I...am the Chieftain. Jagaa: Many agree as you do, but with the losses we’ve faced, many are simply seeking anything stable to grasp a hold of. Further reorganizing the Chapter has raised some hackles. The Council simply wants to know their advice is being taken seriously. The Council members know, we must adapt, but you do yourself a disservice by being so dismissive of their concerns. Arslan sighed in resignation. Arslan: I know I have been short of temper lately. But by thrones, it is not unwarranted. They have been questioning my decisions since I took Command. I..not Baraata...not any of the others, am Chieftain. I...was chosen. They must accept this. Jagaa placed his hand on his friend’s shoulder. Jagaa: If they did not, I think we would be in a much more difficult situation. Still, this is nothing new to you, you are more on edge than normal. What is the matter? Arslan shrugged the hand off of his shoulder and turned back to stare out into the jungle, growing stiff. He said formally. Arslan: It is nothing of consequence, Jinong. Jagaa made the sign of the Aquila in frustration. Jagaa: By the Emperor! I am doing what I can to keep Baraata’s challenge from ever being issued. I think you are our Chapter’s best chance of rebuilding. But if you cannot tell me what is on your mind, then I have nothing left to do, but assume you are as impetuous and moody, as they say your are! Arslan sighed with resignation. Without turning, his voice lowered to almost a whisper. Arslan: The Sword has given me a vision. Jagaa:...and...? Arslan: It heralds dark portents. I saw what I can only interpret as the death of the Chapter...and I am ultimately responsible. Jagaa said nothing for a minute, processing the information. Then he spoke Jagaa: Are you sure? From my understanding the Sword’s visions aren’t always accurate. Arslan: You’re guess is as good as mine, old friend. But I can feel in my bones that there is truth to this. Emperor’s light, guide me away from this fate. Jagaa: Why not share this with the council. If you truly feel you’re going to be responsible for this catastrophe, why not abdicate? Arslan: Because I cannot guarantee that I won’t be responsible even if I am not Chieftain. I still wield the Sword, and as you know, that is not something that can be easily given up. No, I cannot second guess my decisions. Unfortunately my friend, the only conclusion I can come to, is that I must continue down this path, until I can identify a fork in the road. Jagaa: I understand, brother. The Emperor Protects. Your victories during the Rite of Conflict proved that.The Emperor put you here, you must trust the Emperor will guide you to the necessary decisions. In the mean time, I will go soothe the council. With that, Jagaa turned and left the Chieftain to his solitude, with the image of his friend attempting to stare his troubles into the jungle below, on his mind. “The Council has no idea the burden that Sword has put upon him. Heavy is the head that wears the crown,” Jagaa thought to himself, as he slipped back into the fortress. He would have many more conversations, before he could turn in for the night. Void Panthers Those who thrive in scarcity, overcome adversity. Scarcity begets Need. Need begets Necessity. Necessity begets Tenacity. Tenacity begets Strength. Strength begets Dominance. Founding: 23rd or 24th Founding, the Imperium records of this time detailing the founding date of the Void Panthers have been lost. However, through oral tradition, the Void Panthers can trace their founding to around this period of time. Geneseed: Since the records recording their exact founding have been lost, the Void Panthers have no knowledge of the origins of their geneseed, nor do they seem to much care. Background: . Founded sometime after the Age of Apostasy, the Void Panthers were originally sent to the Primordus System, to protect that region of space, from the numerous renegades, pirates, xenos incursions. Specializing in the complexities of void combat, they are adept at void assaults and ship (or space hulk) boarding actions. Due to events following the eruption of the Cicatrix Maledictum, a full two thirds of the Chapter and much of its fleet, has been lost. Now they must focus on rebuilding the Chapter, with limited numbers, limited resources, and a limited armory. Fortress Monastery: The Panther’s Lair Located on the Mitra, the moon of Primordus. Hewn deep into the black basalt bones of the Mt. Turaala, the Panther's Lair looks like its namesake, with giant stone paws jutting out of spur, hidden within a canopy of thick jungle forestry. It is unknown just how deep into the mountain the fortress monastery extends, however, dozens of blast doors can be counted, if one knows where to look. Mitra: Mitra is the jungle moon of Primordus. Mysteriously, much of the local flora and fauna that exist on Primordus are also found on Mitra, with one exception. The Atalan tree can only be found on Mitra, and is used extensively by the Void Panthers, in ritual weaponry and iconography. Disposition: What defines the Void Pather’s mentality is one of strength through struggle, and perseverance over adversity. A warrior’s willpower is his most powerful weapon. “If the will is strong,” they say, “then the body will follow.” Much of this mindset comes from the very culture that they are recruited from; where the struggle for survival is paramount. Thus they have an almost “Survival of the Fittest” mentality. The Void Panthers constantly test, and hone their mind, bodies, and wills, like a warrior sharpens a sword. Most of their rites and rituals involve some sort trial, be that physical or mental, that the participants must overcome. By always seeking to test themselves, they seek to emulate the great cats, from which they get their namesake -- the apex hunter; a predator of the highest order who can strike without warning, with the utmost ferocity and the cunning to ensure it’s victory. Like many Adeptus Astartes Chapters, the Void Panthers are fairly indifferent to plights of the average Imperium citizen. According to them, these citizens should be thankful for the opportunity the Emperor has given them to test their strength in his name. Individuals may vary, but many will not bat an eye at any collateral damage that occurs when fighting the foes of the Emperor; as those who endure are now better equipped for the future. Curiously, however, they do feel a greater sense of responsibility, maybe even attachment, to the people of Primordus. Their sole recruitment source, the Void Panthers feel responsible in the same way a man would feel about a beloved herd of Sheep. They must be carefully groomed and maintained. Should a wolf get one, that will only make the group better at avoiding, predators. However, should a wolf threaten them all, the Void Panthers will hunt it, with impunity. Humans who serve the Chapter as a squire or fleet staff, are treated like respected servants--they are treated with formality, but are very clearly of a lower status. “Our History has bent and shaped us, like the steel speaker’s hammer.” - Jinong Jagaa baratu Significant Events M38 Founding: The Void Panthers are founded as a Codex-compliant Chapter in the Ultima Segmentum. They establish their fortress monastery, the Panther's Lair, within the treacherous jungles of Mitra, the moon of Primodus. Early Campaigns: The Void Panthers earn a reputation for methodical and disciplined warfare in their early centuries, participating in several successful campaigns against Ork WAAAGHs!, Aeldari raiders, and rebellious human factions, in the east of the Ultima Segmentum. The Battle At Vaneer: The Void Panthers engage Astartes renegades known as the Hydra's Coil in void space, north of Forge World Vaneer. Boarding the renegade cruiser, the Panthers begin to methodically clear decks. Masters of deception, Coil, lure them deeper within the warped corridors, using feigned retreats and ambushes. The Panthers, suffering heavy losses against the Coil's tactics, are forced to rely on their melee training and numerical superiority, to batter through the Coil’s defenses, and are ultimately successful in destroying the voidcraft. This encounter, ignites a change within the Chapter. Recruited from a primitive society where melee prowess is paramount, they begin to favor close-quarters combat as a doctrinal preference. Their tenacity and ferocity in boarding actions becomes a hallmark of the Void Panthers. M39 The War for Zambula: Responding to a plea from the besieged Imperial world of Zambula, the Void Panthers Chapter arrived to find the planet overrun with Orks. A massive Ork WAAAGH!, calling themselves "DA MURDA-KILLAZ," had overwhelmed the planet's defenses, leaving the local forces on the brink of collapse. The Void Panthers understanding the need to “divide and conquer,” in order to be victorious, they abandoned their methodical approach and embraced a strategy of aggressive assault. Utilizing a drop pod assault, directly into the heart of the Ork horde, the Void Panthers tore through the enemy lines. Their close-quarters combat prowess proving devastatingly effective against the surprised Orks, they shattered the WAAAGH!'s momentum, turning the tide of the battle and securing a decisive victory for the Imperium. This triumph on Zambula marked a turning point for the Void Panthers, solidifying their shift towards a more aggressive combat doctrine, one that embraced close-quarters fighting and rapid deployment to overwhelm their foes. M40 The Untamed Maw Campaign: The Void Panthers become embroiled in a protracted conflict with the Drukhari of the Kabal of the Untamed Maw. The Drukhari, drawn to the Primodus system by its proximity to the Webway, launched a series of raids, seeking to enslave the populace and plunder its resources. The Void Panthers responded with aggressive counter-attacks, boarding the Drukhari flagship. Fighting in the close quarters of ship corridors, a strike team, famously known as the Midnight Claws, managed to sabotage the ship engines, destroying the main Drukhari vessel and scattering the fleet, back from whence they came. Hailing from the 1st Company, the Midnight Claws died in the performance of their duties. The 1st Company, adopts “The Midnight Claws” name for itself, to honor their sacrifice. The Scourging of Ondar: The Hive World of Ondar erupts in fervent rebellion, its populace enthralled by the insidious whispers of a "Six-Armed God." The planetary government, crumbling under the weight of insurrection, issues a desperate plea for aid before falling silent. Answering the distress call, the Void Panthers Chapter arrives in orbit to find Ondar consumed by anarchy. Captain of the Second, Tituus Kalaan, assessing the situation, orders his strike cruiser into a bombardment position, deeming the hive's claustrophobic confines unsuitable for the Astartes' armored might. However, the Sisters of the Valorous Heart, still clinging to a bastion within the hive, reach out to the Void Panthers, before the orbital strike commences. They reveal the existence of an ancient and powerful holy relic, now in the clutches of the cultists, and implore the Astartes to help them recover it. Its destruction, they warn, would be a catastrophic loss for the Imperium. The Sisters propose a daring strategy: the Astartes will utilize their heavy firepower to clear the wider avenues, while the nimble Sororitas navigate the cramped underhive, reclaiming the relic. Intrigued by the plan's audacity, Kalaan agrees to the alliance. A brutal and bloody campaign ensues, with the Sisters paying a heavy price in blood and lives. Through their unwavering faith and sacrifice, they succeed in retrieving the sacred relic. After witnessing their valor, the Void Panthers gain a newfound respect for their allies, acknowledging that even the mightiest warriors can benefit from the aid of others. The rebellion on Ondar is crushed, but the memory of the Sisters' sacrifice and the lessons learned resonate deeply within the Chapter. M41 The Wounding: The Great Rift's opening plunges the Primordus System into darkness. All psykers within the Chapter either die, or go insane, causing casualties in the wake of their madness. With the Imperium in disarray, and communications extremely limited, the Void Panthers faces a relentless onslaught of Chaos raiders and renegades, looking to expand their territory outside of the Warp. To survive, they mobilize their fleet in a desperate attempt to defend their home system. In the heat of void combat the Chapter lives up to it’s namesake, and strikes at the enemy fleets with a desperate ferocity. Over the course of the next seventy years, the Void Panthers manage to keep the system out of the hands of the various factions seeking control, but are losing the war of attrition. By the time the Indomitus Crusade had reaches them, they had lost over two thirds of their number, and much of their fleet and weaponry. M42 The Indomitus Crusade: With the arrival of one of the Indomitus Crusade Task Forces, marked a possible reprieve from the eventual death of the Chapter. Bringing with it were: several dozen Primaris Astartes outfitted with the latest in wargear the Imperium could muster; a Adeptus Mechanicus research team, named the Probability Cascade; void shielded, system defense platforms, to shore up the Primordus Systems defenses; and the latest equipment used to create new, and transition old, Astartes into Primaris. The Culling: The nature of the Void Panthers is one of resilience amidst adversity. However, their willingness to endure can sometimes lead them to make overconfident decisions. Desperate to improve the status of their Chapter as quickly as possible, nearly all of the traditional Adeptus Astartes in the Chapter, chose to cross the Rhubicon Primaris. This arduous trial, would do nothing but further strengthen their resolve, or so they thought. Unfortunately, this made matters worse. Nearly forty percent of those who tried, did not survive the process. Even with the addition of the new battle brothers brought by the task force, the Void Panthers were now numbered approximately three hundred. The Sword Awakens: With the ascension of a new Chieftain in possession of the Chapter’s greatest relic, many believe there is hope yet for the Void Panthers. He has instituted drastic changes in the organization in order to maintain the flexibility needed to defend their System. Through his leadership, he has managed to stabilize the Chapter’s numbers, and almost doubled their size. Still, they contend with semi-regular incursions from the Warp, xenos raids, the discovery of Necron tombs within the system itself. Despite their growing numbers, the Void Panthers are pressed on all sides. But as the people of Primordus say, “Those who thrive in scarcity, overcome adversity.” The Oscillus Bombardment: Through system scans conducted by the Probability Cascade, a Necron vault is discovered on Oscillus in the Primordus System. Magos Grelt of the Adeptus Mechanicus orders the accompanying research team to prioritize the retrieval of xenos technology, unbeknownst to the Void Panthers, who understand the objective to be simple surveillance. Upon arrival, the Void Panthers Chapter and the Probability Cascade contingent find the vault dormant. During the investigation, the research team tampers with the vault's technology, activating it. Necron forces awaken and engage the Imperium forces. Chieftain Arslan Bataar, knowing the Chapter must contain the threat at all costs, orders an orbital strike that destroys the vault and all personnel on the planet. This incident creates a significant rift between the Void Panthers and the Probability Cascade, with both sides blaming the other for the loss of life and potential technological gains. Diplomatic efforts, by Jagaa Baratu, prevent further conflict, but the relationship remains damaged. “Hit Hard, Hit Fast, Hit First, with Finality.” - Training Seneshcal Jayaatu Battle Doctrine The Void Panthers are masters of a audacious and deadly form of warfare, a doctrine forged in the crucible of their history and refined by necessity. Their approach is a blend of calculated aggression and relentless assault, prioritizing cunning and resilience above all else. The Void Panthers' tactical doctrine is deeply rooted in their origins as specialists in close-quarters combat. For much of their existence, they excelled in shipboard assaults and boarding actions, honed in the confined spaces of voidships and the dense jungles of their homeworld. This specialization was further cemented by The Wounding, forcing them to rely on their existing strengths. The core of their battle doctrine is a swift and decisive strike, echoing the predatory creatures of Primordus. They favor medium-range engagements that rapidly transition into brutal close-quarters assaults. Expert marksmen with bolters and skilled with sword, axe and spear, they prioritize eliminating high-value targets and disrupting enemy formations before launching a ferocious melee assault. This aggressive approach is designed to overwhelm and scatter the enemy, allowing the Chapter to isolate and eliminate them piecemeal. This emphasis on close combat necessitates a high degree of cunning and adaptability. The Panthers understand that even the best-laid plans rarely survive first contact with the enemy. They have thus developed a philosophy of relentless aggression. They, "hit and keeping hitting,” allowing them to seize the initiative and maintain pressure on a flagging opponent. This often manifests as daring flanking maneuvers, feints, and ambushes, always seeking to exploit an enemy's weakness and strike at their "throat" with overwhelming force. Recognizing the inherent risks of their aggressive doctrine, the Void Panthers place great emphasis on cultivating tactical acumen in every Astartes. Puzzles, riddles, and strategic games like Regicide are not mere pastimes, but essential tools for honing their minds. They are trained to think several steps ahead, anticipating enemy movements and adapting their tactics on the fly. This mental agility allows them to react effectively to unexpected situations and maintain the initiative even in the face of adversity. While they favor swift and decisive victories, the Panthers also recognize the grim reality of attrition warfare. Their limited numbers make prolonged conflicts particularly costly, but they have learned to endure, embodying the resilience of the predators they emulate. As their saying goes, "One does not hunt a mighty beast without risking its bite." “Primordus has been our home for centuries. Just because the warp has spewed itself within our eyesight, and its infested with xenos filth, does not mean we will let Hemperator’s enemies just have it.”- Jinong Jagaa Baratu Home System Upon the eruption of the Great Rift, the Primordus System was caught right in the middle of it. Located in the Ultima Segmentum, east of Cirillo Prime and south of Corinthe, the Primodus System has been home to The Void Panthers since their inception. Unknown until recently, the Primordus System of planets, houses some sort of unusual "Pilons", within the mantles of most of the System’s planetary bodies. It is theorized that these "Pilons" may have stabilized the space immediately around the system. Whether that has anything to do with, why the System is within conventional travel distance of the “temporary rift corridor” between Imperium Sanctus and Imperium Nihilus, is unknown, but speculated. This “temporary rift corridor” opens for approximately nine months out every decade, making it a promising opportunity for the Imperium, if a way can be found to permanently keep the corridor open. A sizable contingent of Adeptus Mechanicus, known as the “Probability Cascade,” arrived during the Indomitus Crusade ferrying Primaris technology and new orders from the Lord Regent. Any surviving Void Panthers are to maintain control of the system, and assist the Probability Cascade research teams to stabilize the corridor. Such a thing would be a great strategic boon to the Imperium and ease the pressure on Vigilus. Recruitment Planet: Primordus Environment: Containing one major continent (Tuganda) and several subcontinents, Primordus has a varied climate, ranging from humid jungles, near the equator, to ranges of ice covered mountains toward the poles. Wildlife: Home to numerous species of megafauna, Primordus was almost classified as a death world, during the survey taken during the Great Crusade. The Apex of the local food chain is a species of feline, known as the Tugandan Panther. Standing at roughly seven Imperial Standard Feet tall, from foot to shoulder, the Tugandan Panther is one of the largest feline species recorded in Imperial records. Revered by many of the locals as the epitome of strength and resilience, luckily they tend to stay away from human settlements, and can only be found it the deepest and wildest parts of Tugandan Jungle. Other Dangerous Wildlife of Note: Strangle Trees: Similar in appearance to the extinct Terran Willow tree, the Strangle Tree is a rare type of plant, that is both aggressive and carnivorous. It uses its quick flexible limbs to constrict its prey. The desiccated corpses of its victims litter the base of the trunk where it drinks up the nutrients spilled from those rotted forms onto the soil. Terrorbirds: A carnivorous terrestrial avian, they resemble their Terran Prehistoric namesake. Standing at roughly six feet tall, these birds hunt prey in the tall grass of the plains and brush of the tall deciduous forests. Known for hunting prey of all sizes, they hold a particular hazard to humans, as they are highly aggressive, and extremely cunning. Other Planetary Bodies in the System: Tartarus: The fourth planet in the Primordus System, the atmosphere consists primarily of methane. Its lifeless crust is covered with large rocky outcroppings and large lakes of Hydrargyrum, which gives the planet a soft ghostly caste in the Primordus night sky. Charon: The fifth planet in the Primordus system, Oscillus possesses and atmosphere similar to Primordus. Moreover, it is just close enough to Tartarus, to catch the heat reflecting off of the other planet’s methanic atmosphere. This leaves Charon with a complex series of zones, based on the rotation and orbits of the two planets, that can sustain life. Within these zones, is a harsh environment resembling a mild ice age of ancient terra. Ferns and large deciduous trees have taken root amidst the frost covered rocky soil. Thick pelted animals of all kinds dot the area. Outside of the “Tartarus Zone” the planet is covered in freezing temperatures and endless tracts of snow. Oscillus: Cold, barren and lifeless, it has been discovered that Oscillus is a Necron Tombworld. The void panthers to their knowledge have destroyed what was left of the Necron presence on Oscillus, but time will tell whether that is true or not. Chaaribdis: The farthest Planet from the Primordus Sun, it is desolate lacking an atmosphere. It completes an orbit around its star, every five Imperium Standard Years. Due to its position in the system, the Void Panthers have installed an early warning censor station, called The Tower. This has since become the main operation center for the the research conducted by the Probability Cascade. Containing the “Black Pylons” like the other planets in the system, Magos Grelt continues his research on these pylons and their affects on the Warp, from the convenience of The Tower. “Mail will give a man a survivor’s chance – Steel will make him dangerous – but cunning will make him a predator.” - Primordus Folk Saying Inhabitants and Common Cultural Practices The people of Primordus have been inhabiting their world for millennia. Liberated during the Great Crusade, they accepted Imperial rule readily. However, because Primordus had no particular strategic significance, the Imperium quickly moved on, and left the local rulers to their own devices. Dangerous even then, Primordus was initially fated to be classified as a death world, however due to a typographical error in the assessor’s initial notes, Imperial records keepers ultimately classified Primordus as a Feudal world. Possessing of a feudal system, Tuganda is littered with city-state regions controlled by kings and warlords. Due to the harshness of the terrain and aggressiveness of the local wildlife, the people of Primordus, grow up hardy and wise, if not a touch barbaric. All of the settlements appear to be built around the ruins of some other civilization. Built in ages long forgotten, each city’s walls are a patchwork of ancient cyclopean black stone ruins, with strange glyphs carved upon them, and the more roughshod work of the most recent inhabitants. The reason they build their settlements within these strange ruins is simple, the aggressive plant and animal life seem to be repulsed, providing some much needed respite from the hazards of the wild. Even behind the protective walls of the cities, however, life is hard. With very little ability to farm due to the hyper aggressive nature of the local plant life, the inhabitants sustain themselves through the small communal farms located within the city walls (often stunted by the same ruins that stunt the more wild growths), and hunting the great beasts. The cultures among the different settlements are varied, but they all share this singular commonality. Life outside, these handful of stone sanctuaries is fraught with dangers. The “barbarian tribes,” (according to those in the “civilized nations”) live short, brutal lives, where anything gained is done so through blood and steel. Making their homes often in cave systems, for the simple amount of protection they provide, the “barbaric peoples” are not so different from their urban counterparts. Much of their time is spent hunting, like their city counterparts, but also raiding, and mercenary work is very common. Many cities will pay tough warriors handsomely, to add even greater skill in bush-craft to their military ranks. The Riddle of Steel: Metallurgy is an important foundation for the people of Primordus. Regardless, of city or social status, arms and armor are prized over almost everything, and for good reason. Not only must these people brave the wilds for everything they have, but must also defend it against other such people. As such, men who know how to “speak the tongue of steel” are regarded in the highest of esteem. Known as “shapers” or “steel sculptors,” their positions have grown into one that is both religious and practical. The spiritual leaders of their given communities, they guide their people, down the Great Hunting Trail. With their wisdom, they help every person discover the answer to the “Riddle of Steel.” The Riddle is the question upon a warrior’s death, Hemperator, the god of light and sky, will ask the newly departed soul. Imperial Cult scholars believe this to be a local derivation of “The Emperor,” he is viewed as the source of order and wisdom, by the local inhabitants, something prized above everything in such a wild place. Should the wayward soul not know the correct answer, it is believed n eternity of doom awaits—an eternity of torment, conducted by the four great behemoths. Thus the “Shapers” help each person in their community find the answer to the Riddle. It is believed only through trials, such as hunting the great animals of Primordus will the truth reveal itself. The Great Hunt: Held every year the Great Hunt is a festival celebrated across all Tuganda. The festival has a wide variety of rituals depending on which community is celebrating. However, in all communities the Great Hunt culminates in one simple rite. Those young hunters who seek to become one of the “Chosen,” the “Warriors Supreme of Hemperator,” will travel to the highest mountain within their region. Shapers say these mountains became holy sites, when aeons ago, Hemperator's chosen signaled their significance with blinding pillars of light from the sky. Traveling alone, they must find along the way a trophy worthy of their skill as hunters. Once they reach the mountain, they must scale its heights to the offering site, with their trophies. A difficult climb without carrying the dead weight of an animal, once at the top they will present their trophies. If the Hemperator is pleased with their offering, it is said they will be whisked into the sky to become one of the “Chosen,” never to be heard from by their families, again. It is known by the people of Primordus that only offerings showing the youth's skill and valor have a chance of being accepted. Pelts of Tugandan Panthers are known to be prized most of all, as to hunt the hunter, requires the highest of skill, if one is to survive. Other offerings such as mail and weapons of steel won through battle, and Terrorbird feathers are thought to be of value to Hemperator as well. Even so, showing up with these trophies is no guarantee of acceptance. Most die in the endeavor, while a handful of others, return home with tales of a terrifying masked warrior who, insulted by the meagerness of their offering, rejected them, and “cast them off the mountain.” The Final Test Tars' breath came in deep gulps as he pitched himself over the side of the cliff face he had been climbing for the better part of three hours. As he lay there at the top gasping for air, he pulled on the rope that was dangling around his waist. At the end of the rope was a tied package, covered in waxed linen, that he dragged up hand over hand. Once he had the package in hand, he stood up and surveyed his surroundings. The bare rock of the ledge gently sloped upwards into a crested hill. With a quick breath, Tars loped up to the crest of the hill, and noticed that the peak of the mountain was actually a perfect half sphere depression. The rock was unnaturally smooth, like volcanic glass, and the depressions was approximately fifty meters in diameter. As he looked into the depression, he could see several alters arrayed in a circle surrounding a raised platform. On that platform sat a lone figure. Tars noticed several staircases carved into the rock leading down from the sides of the bowl to the center of the depression, which was, in turn, covered in pure white sand. Walking along the edge to the nearest staircase, Tars began to descend. As he was doing so, he noticed three other figures, all young men like himself, at three of the other alters. As Tars' foot touched the last of the steps, he loped towards the nearest alter, untied his package and placed a thick blue black pelt on the alter. As was tradition, Tars spoke, “I have hunted and won my trophy. I have braved the mountain, with my trophy intact. Great one, I dedicate this trophy to you, in the hopes of being one of Hemperator's Chosen. I await the final challenge.” As Tars finished the words of the ritual, he took a good hard look at the figure on the dais. He was seated crossed legged, on a large dark skin, very similar to the one Tars brought. The man was a giant, with corded muscle bulging as if it was about to tear out of his skin. He was bare to the waist with a thick leather girdle topping his hide breeches and his left hand was covered in steel gauntlet. Curious metal like discs were embedded in his flesh at regular intervals in his chest and arms and neck. The Warrior wore a pelt covering the top half of his face, head, and back of this neck. The pelt was of the face and head of one of the great panthers. Its eyes had been removed and their place Tars could just see the whites of the Warrior's eyes peaking through. The mask ended just beneath his nose, where the jagged teeth of the panther pointed down to the permanent scowl that was painted on his unreadable face. It was clear to Tars by the expression on the other youths' faces, that the warrior had sat motionless, as they completed their ritual, as he had with Tars. Now they were all just waiting for something to happen—and at last something did. The Warrior spoke. “You have traveled a great distance to come here. You have scaled the jagged crags of T'Chara, to bring me an offering of your bravery and skill. Very well, your offerings are accepted. But take heed, I am watching you. Every action you take, every word that you speak, will bring you credit or disgrace. I can see inside the hearts of men. Every emotion you feel, every pain in your bodies you endure...I know them. You have been warned. I have but one question to ask of each of you, and your answers will prove your worthiness. I will approach each of you, and you will whisper the answer to my riddle. As with all great mysteries, the one true answer should not be known to those who have not earned the wisdom to know it.” Tars' eyes widened as the hulking warrior, stood. He was even larger than expected, a true giant, standing close to double his height. Tars watched as the warrior approached the first alter on the right. The warrior paused as he looked at what was offered, it was a headdress of large greenish feathers. He picked up the headdress and examined it. The young hunter offering the headdress, gulped visibly, this close to the inhumanly large warrior. The young hunter was smaller than than the rest. Clearly, the Spring of Youth had not fully bloomed, even though he had reached the Age of Trial. The warrior, towering over the hunter, asked in a booming voice. “What is the Riddle of Steel? I would have your answer.” The warrior knelt on one knee, as an adult would, to hear a secret from a small child. The hunter leaned in close and whispered his answer, and the warrior nodded and stood. “When you awake, get off my mountain.” Faster than Tars could see, the warrior backhanded the young hunter into the sand. The hunter was unconscious. The Warrior then stalked to the next alter in dangerously powerful yet graceful strides, and gazed down at the next offering. It was five mailed hauberks. The hunter who offered these was covered in battle scars, clearly a young but very fine warrior. The giant moved the chain shirts around with the tip of his index finger, lifting them up, flipping them over; discovering the various holes in them. Clearly a sign of what happened to their last wearers. “Before you give me your answer, I demand another,” boomed the giant. With a small amount of awe in his voice the Pelted Warrior asked, “Did you single-handedly slay all the warriors who wore these?” Encouraged, the hunter nodded in the affirmative. The giant replied, “very well....liar!” and he punched the hunter so hard in the chest that he flew backwards thirty paces and collided with the interior edge of the bowl. The hunter crumpled over, with his chest caved in, clearly dead. The warrior turned towards the remaining aspirants. “To be a great hunter one must possess cunning, and deception is a part of that. However, in the hunt, as in battle, if a deception fails, the deceiver often pays with their life. I have no time for someone who is too stupid to understand when to rely on cunning, and when not to. I see inside your hearts, lies will avail you nothing!” He then approached the next offering. It was a Rhinodox hide and horn. Standing behind it was a youth sporting a black warrior's mohawk with a shock of red through the center. The Warrior spoke, “I would have your answer,” as he knelt. The youth answered, and the warrior stood. “OH SO!” bellowed the Warrior with mirth. “If you are right, tell it to my gauntlet.” The youth was doubled over and vomited, as the Warrior swatted at the youth's midsection with his gauntleted fist. The warrior looked as though he was doing nothing more than batting away cobwebs. “Begone. If flesh were stronger than steel, you wouldn't be in pain!” the Warrior exclaimed. Slowly the young man collected himself and started hobbling towards the nearest staircase. Tars tried to still the racing of his heart as the Warrior approached his alter. The giant didn't even seem to care about the Tugandan Panther pelt, that Tars had almost died to acquire. “I would have your answer.” The Warrior boomed as he knelt close to Tars. Tars, staring into the almost inhuman grey eyes of the Warrior, swallowed, and whispered. “I do not know.” Before, he could even inhale another breath, Tars felt a vice grip around his throat as he was lifted off his feet. He was caught in the clutch of the Warrior's massive fist. The Warrior stood holding Tars outstretched as if he was doing nothing more than examining a doll. The muscles in Tars' neck strained from the exertion, the fight to get any air a pure agony. “You do not know!?” exclaimed the Warrior. “You dare to come here without an answer! I can see the fear in you boy, coward!” Clawing at his throat, Tars fought down the panic rising in his chest, as he heard the Warrior dishonor him. Urgency was upon him, but the fear was being burned away, burned away by hot searing defiance. Tars let go of the Warrior's wrist with one hand and reached down for his knife. With all the force he could muster, he drove the knife point deep into the giant's forearm. The giant's brows narrowed. “Do you think such a paltry attack could release you from my grip?” Tars' vision began to blacken at the edges as he was running out of oxygen. He pulled the knife out and plunged it back in, over and over again, the wounds almost instantaneously clotting as he pulled out the knife. Tars was weakening, but he kept stabbing. He was moments from blacking out, when he felt himself drop to the hard packed earth, air flooding into his lungs. He wheezed in gasps of air through white hot lungs. Only a second or two had passed, by the time Tars' mind raced back to the threat at hand. As quickly as his weakened body could, he settled into a fighting crouch, knife pointed at the Warrior. “I tire of you, little thing. Go back to your people,” spat the Warrior, “or die here!” Tars remained where he was. Amidst gulps of air, Tars managed to croak out a response. “It is clear, I cannot best you, honored Chosen. However, I would sooner die here, than leave in disgrace!” Tars exclaimed. A resigned smile settled on Tars' face. One that spoke of a pure resignation of purpose and coming consequence. With his free hand, Tars beckoned the giant close, “Let us end this, you and I.” In a blur the Warrior had slapped the knife out of Tars hand and had knelt to meet the youth at eye level. He placed his massive hand on Tars' shoulder pinning him in place. The grip was firm but gentle. “You are truly seen, young warrior. Your struggle this day has ended, your answer is accepted. Say nothing, and wait for me over there,” the Warrior said pointing at the central dais, “There is still one more that may be in need of further testing.” A flood of emotions flooded Tars all at once in a massive adrenaline dump. Relief, elation, curiosity, trepidation, almost overwhelmed him. But he managed to control his demeanor and calmly staggered over to where he was told to wait. Tars watched as the Warrior, examined his wounds or the scabs that were already forming on his forearm. His struggle complete, Tars noticed The smallest youth was slowly regaining consciousness. As minutes drifted by the Warrior stood where he was, watching the slowly awakening young hunter. The young man, blinked and looked around to get his bearings. When he realized where he was, the look of disappointment covered his face, as he remembered what had happened to him and the giant's last words. He sunk his head in shame for but a moment, then he slowly climbed to his feet, widened his stance and stood, not like a defeated dog, but as a proud young man. The Warrior addressed the young man, “I told you to get off my mountain. You told me your answer, 'you cannot trust living beings, but steel you can trust.' A clearly false answer, as that steel you carry, will not stop me from killing you. Can you trust it when I take it from your broken hands, and ram it in your imbecilic face?” The hunter stared placidly back at the Warrior. “I don't know what happened to the others, but do what you must, I...am...not...leaving.” Tars watched as the warrior brutalized the young man, and time after time, the young man kept getting up. It was then, that Tars understood the game being played here. The Warrior had such overwhelming strength, he could have killed all of them with one blow at any time. He had proven that, and yet, he hit his latest victim with just enough force to keep him alive. Every time, the youth struggled, and stood back up, just to be knocked down again with the unstoppable force of the Warriors blows. “I've broken six of your ribs, and your left arm at this point, how much more can you endure?” The youth glance towards Tars, then back at the Warrior, and replied, “As much as I have to, to stand next to him.” “I can see in your heart, young one. I know the pain your body, and the conviction in your heart.” He stepped back to be able to address both aspirants. “You both, through hardship and pain have discovered the answer. Steel is not strong, it cannot be trusted, for what it does depends on the wielder. Neither is the hand that wields the steel. What is strong is the force of will. The will bends the metal into the shape the forger desires. The will, forces the hand to practice, through pain an agony, over and over to develop skill in weaponry. It is the force of will that changes this galaxy. You two have shown a will stronger than steel. You have proven yourselves worthy, and your struggling ends for today. But understand this, while this trial is over, the real tests have just begun.” “The regent wrote the codex astartes. Thus it should not be questioned. Necessity unfortunately, seems to disagree.” - Lord Arslan Bataar Organization Over the centuries the Void Panthers' organization has significantly diverged from the Codex Astartes. Change was incremental, until the heavy losses incurred by the The Culling, forcing the change from strict company based assignments, to lodge based assignments to each company. This was done to create more flexibility with less manpower, and maintain the functioning of the Chapter. Lodges: Due to their significant losses from their new situation, it was a necessity to be more flexible with their organizational structure. Having culturally adopted lodges centuries ago, they have recently adapted this system to allow more flexibility in responsibility of an individual marine. As a brother progresses through the ranks he will enter a new Lodge as his skills grow and his responsibility increases. If needed one brother can always serve in the lodge they left long ago. The Void: This is the first lodge a battle brother is inducted into after “walking” the Wheel of Pain and completing the transformation into a true Adeptus Astartes. This lodge is used to reinforce the lessons learned during their aspirancy, these Astartes typically serve the standard Infantry role. This allows them to gain experience in all manner of fighting situations, and perfect the skills of the predator. In other Chapters they would be part of an Intercessor squad, but Brothers of the Void form a much less strict grouping called a Host. A Host consists of five to twenty Brothers of the Void whose ranks are increased by future brothers still undergoing the Trial of Combat. Their numbers are selected based on the tactical needs of the given mission. Iconography: The Void, black backdrops with stars and other celestial bodies. Colors are typically red, yellow, and black. Depictions of chains often feature among the Void motif. Traditions: Commonly amongst the Brothers of the Void is the use of chains to secure their weapons. This is both a practical and spiritual necessity. These chains are a visual reminder that one must always be centered, and that force of will is a much more potent weapon in the warp than the weapons the chains are connected to. These chains metaphorically bind them to their service to the Emperor. When times become trying, they remind them of that commitment. The chains are made from the iron bark of the Atalan Tree. A type of tree that grows only on Mitra. The Moon: As the young Void Panther's skill as a “predator” grows, he masters the art of stalking prey and closing the distance for the quick and quiet kill. After the Astartes' has proven himself as a Brother of the Void, he will be inducted into the Lodge of the Moon. Brothers of the Moon typically serve as close assault support and scouting/infiltration units. The Lodge of the Moon, symbolizes the protection of night when a hunter can truly come to grips with his prey. Iconography: Moons of all phases. Colors are typically black, silver, white, sometimes dark blues and reds are also seen. Traditions: Brothers of the Moon often undertake ritualistic hunts. To strengthen their awareness as a predator, they will arm themselves with the traditional weapons of Primordus (sword, spear, and ax) and hone their stalking abilities, by hunting down one of the apex predators, the Tugandan panther. The Sun: The Sun signifies heat, strength, and overwhelming power. Moreover, during the day is the most difficult time to hunt prey, as the hunter doesn't have the benefits of the cloaking darkness of night. For this reason, only veteran brothers of the other two lodges get inducted into the Lodge of the Sun. They usually serve as fire support, heavy weapons teams, and vehicle operators. Only experienced hunters can be trusted to effectively use these highly valuable, and in the case of their isolation, often hard to come by weapons. Iconography: Suns, sunrays and beams, triangles are also common. Colors are often red, yellow, orange, and white. Traditions: Fire support is not something that comes instinctive to the Void Panthers. Despite their Ultramarine predecessor's preference to flexibility, they often prefer medium to close ranged engagements. Despite this, Brothers of the Sun know the necessity for these powerful weapons, and the tactics needed to employ them. They have grown to appreciate the patience required to strike from a distance, and strictly enforce this in their newer members. Seneschals of the Sun are often seen with swagger sticks, that they use to viciously strike new Sun Brothers should they show anything other that pure cold stoicism in the heat of battle. The Eclipse: The significance of the eclipse is that it encompasses all celestial bodies in the Primordus sky. Brothers of the Eclipse are the eldest most experienced members of the Void Panthers. Veterans of centuries of warfare, they have the honor of holding the leadership positions within the Chapter, as well as wearing the Chapter's few remaining suits of Tactical Dreadnought Armor. Many also serve as the Chapter's Seneschals, the veteran sergeants to other squads within the other lodges. Iconography: Suns and moons combined. Colors include, black, white, red, and yellow. Traditions: Eclipse Brothers are the elite of the Chapter. They are the apex predator; deadly in all cycles of the day, and with all weapons. Having mastered all types of the hunt, they no longer operate within a squad or Host structure. It is at this point they are given the future role within the Chapter. Often they are made Seneschals of a Host from a lodge their demeanor most readily favors. However, some truly zealous brothers are chosen for the Chaplain Corps. “I...bear the Horns of Power. That does not mean my decisions are infallible...but I challenge any of you to prove me wrong!” - Lord Arslan Bataar to the Twilight Council Ranking Structure Chieftain: The current Chieftain, or Chapter Master, is Lord Arslan Bataar. Notable Responsibilities: Master of the Wheel: As the Chapter Master, Arslan serves as the Master of the Wheel of Pain. His role is to devise the tests and trials used to ensure their Acolytes have the will to stand against the Emperor's foes. With the assistance of the Twilight Council, each trial is meticulously designed to test the aspirants where they are weakest to forge their wills into steel. Supreme Namer: Officiator of the Rite of Naming, as the bearer of the Sword of Portents, it is the current Chieftain’s responsibility. Jinong: Jagaa Baratu is the Jinong or Master of Sanctity of the Chaplaincy. He along with the other chaplains are responsible for the Void Panther's spiritual well-being. Notable Responsibilities: Witchfinder: Jagaa is responsible for rooting out any taint from the Warp within their Acolytes. The Void Panthers have a complex relationship with psychic ability. Due to the human stock they recruit from, they have an abnormally low to practically non-existent occurrence of latent psychic ability. Additionally, due to the proximity to of the black "Pilons", most latent psykers go insane very early in life. The Namer: Should the Sword of Portents not have a bearer or is unavailable, the Jinong becomes the officiator of the Rite of Naming. Twilight Council: An advisory council to the Chieftain, it consists of available Captain Orlacs, senior level Astartes from the Chaplain Corps and Apothecariate. While ultimate decision authority lies with the Chieftain, the individuals on the Council wield considerable “soft power” within the Chapter. Apothecariate: The corps of Apothecaries that administer to the medical needs of the Chapter. They are often attam, the Void Panthers, have a spiritual reverence for forged steel. It takes a special kind however, even among the Void Panther Chaplains to seek out the arcane knowledge of the Machine God. These individuals are marked by the Machine Gods color (red), and no longer typically perform the traditional duties of a Chaplain. They are still capable of doing so, which is becoming more and more common; however, they are no longer devoted to hardening the soul into steel, but to the steel itself. Notable Responsibilities: Machine Rites: The members of the Tetragrammaton perform the typical Techmarine duties of any other Chapter. After the schism with the Adeptus Mechanicus, they have become even more vital. Captain Orlac: Each Orlac leads a Ja'un, or Company. The Void Panthers currently have seven Ja'uns. Seneschal: The seneschal is one who has attained the knowledge of the “Apex Predator.” As such, they use their advanced wisdom to guide the younger, less experienced brothers. They serve as the Sergeants of any particular squad, or Host as they are sometimes called. Some also hold the honor of wearing the few precious remaining suits of terminator armor the Void Panthers still have in their depleted armory. Acolyte: Unique to the Void Panthers, the Acolytes are aspirants that have not yet completed the transformation to Adeptus Astartes. Like other Astartes, these Acolytes must go through a rigorous series of trials and screening. In the case of the Void Panthers, this is called “Walking the Wheel of Pain.” Usually these individuals in a compliant Chapter would be put on a squad devoted to scouting. Not so, in the Void Panthers.They simply no longer have the numbers to have that luxury. All acolytes are put in with the rank and file battle brothers, to understand what they are facing, for themselves. Imbedding acolytes into a Void Lodge squad, is one of the Spokes on The Wheel, known as the Trial of Combat. The acolytes are guided and cared for by the Seneschal, and they may only leave the squad, when they prove themselves or die. There is no time limit to how long this takes. However, since each member is named in the Book of Names alongside the Seneschal who approved their worthiness, each Seneschal is very exacting in ensuring Acolyte IS worthy. Acolytes imbedded in a Host is typically called “Acolyte,” or differentiated by the sequential number they are given when are introduced. They will be given their true names once they complete walking the Wheel of Pain. Ja'un: A Ja'un is a company, in the Codex's lexicon. The Void Panthers currently have five such Ja'uns. Each Ja'un is organized to be as flexible as possible, with an even distribution of assets across the Chapter. Due to the lack of specialization, they not only have fewer Ja'uns than a Codex Chapter would have companies, but the numbers within each Ja'un is typically more. Even so, even with maximized recruitment, they are still only half the size of a typical codex Chapter. The Librarius and other Psykers The Librarius of the Panthers Chapter has always been small, even by the standards of other Astartes Chapters. The people of Primordus seemed to possess an unusually low incidence of latent psychic ability. But the Great Rift's eruption and its proximity, proved catastrophic for the Chapter's Librarians. Most perished outright, their minds overwhelmed by the raw power of the Immaterium. The two Chapter Epistolaries survived initially but were driven to madness, turning their powers against their battle-brothers before they were finally killed. A few survived, because they happened to be protected by a Gellar Fields on one of the Chapter’s voidcraft. However, after the decades of intense battle following the eruption of the Cicatrix Maledictum, all remaining members of the Librarius are dead or presumed lost. This tragedy, known as The Wounding left a deep scar on the Chapter's psyche. The Void Panthers developed a profound aversion to psychic powers, viewing them as a dangerous curse. The Apothecariate instituted rigorous screening procedures to identify and eliminate any aspirants with even the slightest hint of psychic potential. These unfortunate individuals were quietly executed, deemed too great a risk to the Chapter's stability. Recently, the discovery of ancient xenos artifacts known as the “"Pilons"” has offered a possible explanation for the scarcity of psykers among the people of Primordus. The Chapter's Apothecariate theorize that the “"Pilons",” whose true purpose remains shrouded in mystery, somehow suppress the emergence of psychic abilities. The Chapter's aversion of psychic powers extends even to the Astropaths and Navigators they require for interstellar communication. These psykers are recruited from outside the Primordus system and treated with a mixture of respect and caution. When their services are not needed, they are confined to luxurious but isolated quarters within the Panthers' fortress-monastery, the Panther's Lair. These gilded cages are perpetually shrouded in a Gellar Field, effectively keeping the Astropaths quarantined and preventing any potential psychic contamination. The Chapter's stance on psychic powers is a complex one, born of tragedy and a deep-seated hostility of the Warp's corrupting influence. While they recognize the necessity of psykers for certain tasks, they remain wary of their power, preferring to rely on the strength of their arms and the purity of their faith in the Emperor. We have been wounded, but hardship breeds strength, we will endure. For Hemperator! - Jinong Jagaa baratu ARMORY The Void Panthers exemplify a resourceful spirit, born from enduring hardship and honed by the scarcity that has become their constant companion. The losses inflicted during "The Wounding" were profound, impacting not only their Librarius but also their armory and fleet. Forced to operate with limited resources, they have become masters of conservation, adaptation, and ingenious integration. Fleet: Originally quite sizable, the Void Panthers have lost much of their fleet in the wake of The Wounding. The Savage Wrath: The sole remaining Battle Barge in the Chapter’s possession, it is outfitted with dense plates of void armor. Still of gothic, cathedral-like design, the Savage Wrath has a more aggressive quality. Gone are much of the ornamentations, such as the golden eagles, and soaring spires. . Originally named “The Emperor’s Justice,” “The Savage Wrath” was renamed after The Wounding. Through decades of continuous conflict, the Savage Wrath has been retrofitted, over and over again, from parts savaged from the destroyed wreckages of the other two battle barges that no longer exist in the Void Panther fleet. Painted midnight black, the Savage Wrath is the hammer that the Void Panthers use to scatter their foes in void space, and bring wrathful vengeance to any that seek to threaten the Primordus System. Strike Cruiser Fleet: The Void Panthers currently possess four strike cruisers. “The Shadow of Primordus,” “The Stalker in Solitude,” “Prowl of Ondar,” and “The Starfang.” Tactical Dreadnought Armor: The Chapter does not possess many suits of Terminator Armor, having lost many during the void wars following The Wounding. What they do have, is lovingly cared for by the Tetragrammaton. By last record, the Chapter currently has no more than thirty of these prized relics. Transport and fire-support: While the arrival of reinforcements from the Indomitus Crusade brought a welcome influx of advanced wargear, necessity dictates frugality. They recognize the value of the new anti-gravitic technology embodied in the Gladiators, Repulsors, and Impulsors, particularly suited to the challenging terrain of their home system. However, they understand that relying solely on new technology is a luxury they cannot afford. The Techmarines of the Tetragrammaton, guided by their arcane knowledge of the Machine God, are adept at not only maintaining and repairing existing equipment but also at merging old and new technologies. When a new vehicle is damaged beyond conventional repair, they skillfully salvage its valuable components, integrating them into older chassis and weapon systems or visa versa. This practice ensures that no valuable technology is wasted, extending the lifespan of their arsenal and maximizing their combat effectiveness, even if making it makes their equipment look a bit “patchwork.” This resourceful approach extends beyond their vehicles and weaponry. Ammunition is meticulously accounted for, armor is maintained with painstaking care, and every piece of equipment is valued and utilized to its fullest potential. The Void Panthers have partially thrived because they have prioritized making the most of what they have, a testament to their ability to adapt and overcome any challenge, no matter how scarce their resources may be. “We come from a very superstitious people, from a certain perspective, they are also wise. Our ceremonies honor them, just as much as the God emperor.” - “Jinong Jagaa Baratu Significant Rites Right of Ascension: The ceremony conducted when a battle brother joins a new lodge. The rites differ from each lodge, based upon what they specialize in. Like most of the rituals in the Chapter, the rite takes the place of some sort of challenge, in which the participant must prove their worthiness, usually through triumphing through some sort of physical or mental hardship. Trials in the past have taken the form of, ritual duels, stare downs, bullrings, and games of strategy. Regardless of the form, it is the Lodge-Master, a position held by one of the Orlac Captains, who designs the rite. Should the participant fail the rite, they must stay in the lodge they are currently in, until they again prove themselves worthy for another attempt. Trial of Combat: The ritual starts fairly simply. The participant is given armor and weapons, and assigned to a Void Host. The participant will then be a part of that Host under the guidance of the Seneschal until they have proven to the Seneschals satisfaction, they are worthy to walk the final spokes of the Wheel. These aspiring Astartes, are considered to be “under” this right, until they have died, or proven themselves. Rite of Conflict: This ritual has a unique prize, the Horns of Power. A relic and symbol of the office of Chieftain, when the bearer of the Horns dies, this rite is held to determine the new one. Any and all challengers are welcome to participate, however, it is typically accepted that only those of the Eclipse Lodge are experienced enough to have a chance at triumphing; and even then its usually only the Orlacs, who are considered “next in line.” This ritual takes place in an underground arena, built within the Panther's Lair. It consists on several single elimination rounds, where participants are pitted against each other. However, each participant is forced to independently undergo a series of exhausting trials, to tire them to the point of mental and physical exhaustion. Then, and only then, do they engage their opponents. Depending on the number of participants, this ritual can last for weeks, given the constitution of an Adeptus Astartes. None of the participants are allowed to sleep until they are defeated, or are declared the winner. Each member of the Twilight Council is responsible for creating the parameters for each challenge of the ritual. Participants can face physical duels in traditional sense, to mental challenges such as, games of regicide, riddle competitions, to even stare-downs. Each challenger must be ready for anything, especially the cunning of their opponent. The rounds are designed to find the most well rounded, warrior within the competition and ultimately find a warrior that can truly think and perform under the most adverse of circumstances. That is the warrior that has earned the right to rule. Rite of challenge: Invoked when there is a serious disagreement amongst brothers, this rite is a ritualistic duel. The challenged chooses the type of duel. Then the two participants let the Emperor decide. Recently there have been hushed whispers, behind closed doors, on whether or not this tradition can be used to claim the title of Chieftain. A Lesson in Cunning Tulaak had had enough. The verbal taunts of Training Seneshcal Jayaatu, had gone too far for his liking. He may be the master of training, but that does not make him an expert in everything. Besides, it had been a half-century since Tulaak had fallen under Jayaatu’s tutelage. “By the glory of the Emperor, you have gone too far,. I demand a satisfaction!” Tulaak exclaimed. All swordplay in the practice hall immediately ceased. A half dozen eye-pairs, stared at the interaction in silence and anticipation. Jayaatu’s eyebrow raised in curiosity. Seeking to placate the proud warrior in front of him, Jayaatu offered, “I have simply been pointing out flaws in your form. Constructive criticism is essential for improvement, you should not take offense.” Unmoved Tulaak retorted,“I am not your student any longer.I have long earned my mail.” Tulaak shook his ax, “Famed swordsman or not, I’ll show you the ‘flaws’ in my axe swing!” Jayaatu smiled, “Of that I have no doubt. Clearly, I have another lesson to teach my former pupil, you were always so hard headed. Very well I accept.” Tulaak backed up a space in eager anticipation. He set his feet in ready stance. Tulaak taunted, “Whenever, you can draw your sword....” Jayaatu, slowly walked to the outside of the practice ring, toward the rack of weapons. He bypassed the weapons and walked out the door. Some of the onlookers stood perplexed, others smiled to themselves. The “Old Drillmaster” was up to something. Seconds later, Jayaatu returned with a small folding table. He nonchalantly set it in the sand of the practice ring. “The source of the problem, is that you telegraph where you will strike.” Jayaatu continued as he pulled out a small box from his belt and began setting up the small Regicide board. Tulaak’s eyes widened as he realized what was happening.“You may be powerful, but you still think simplistically. Brute force will not solve everything, especially if your opponent is clever. He finished setting up the board, “I choose Regicide,” he said firmly, “You may have the first move.” .“You trapped me. You know I cannot beat you in Regicide.” Tulaak croaked, trying to save face. “You trapped yourself, issuing a foolish challenge,” Jayaatu said in the tone of a stern schoolmaster. “I could have chosen to embarrass you, and chosen hand to hand combat. But, there is more to combat than strength, you should know this. So this will serve as a better example for you to learn from. Now play, or don’t, either way we both know you’ll admit I am right.” Rite of Naming: A ceremony held for every new full fledged Astartes, this is one of the few rites that is not a test, in the traditional sense. Traditionally, the bearer of the Sword of Portents, will use the sword to look into the new Astartes' future. The sword never shows a clear picture of the future, however, the bearer will usually see enough to be able to interpret the new Astartes' death. He will then relay this vision to the participant to allow them to reflect upon this. The idea behind this, is knowing your own death will further breed a willpower of steel. At this point, based on what the Bearer saw, he will give the new Astartes a new name, and record that name in the book of names. Should there be no Sword Bearer at that particular time, or he is unavailable, the duty of naming falls upon the Jinong. Since he monitors the execution of the training of all Acolytes, it is believed he can use his divine faith, and knowledge of the Acolyte, to bestow a name the Emperor would approve of. Rite of Willpower: The fifth spoke in the Wheel, the Rite of Willpower is a trial that takes place in the mind. After initial hypnotherapy, the participant is put through a series of mental tests, designed specifically for them to test where they are weakest. Whether its their pride, fear, or pathos, the Chaplains designing these trials, do their jobs well. Indeed, some do not make it through this test, as they are driven to insanity. The majority that do, become even stronger warriors. “Our relics remind us who we are....and who we once were.” - Relic Master Ni’all Significant Relics The Book of Names: The Book of Names is a massive tome, filled with lists and lists of names, and how they heroically die. This is recorded when they first get their name during the Rite of Naming. Their names and potential deaths are recorded, and once they die, their accomplishments and honors are transcribed for record. In the extremely rare occasion when a brother is dishonored, that is recorded as well. While the Void Panthers do possess electronic records of all of these, they maintain these paper records out of a sense of tradition. The Hammer of Hemperator: This relic is currently carried by Steel Speaker Gruune. The eldest in the Tetragrammaton. This relic appears to be a standard Forgehammer, and it functions as such. However when it is activated for war, the switch activates a miniature de-atomizer in the head, which deconstructs all matter at the atomic level when struck. It seems this was designed to take away the need for all momentum in a swing of the hammer. Chapter historians claim the device inside was recovered long ago in a mysterious cave deep under the surface of Oscillus, the eighth planet in the solar system. Given recent events, the Hammer has raised a few Mechanicus proboscises. The Horns of Power: The Horns of Power is not only a symbol of the Office of the Chieftain, it is also contains an extremely small force shield embedded inside the Horns. This allows the user to shrug off even the most powerful of wounds. Such is the rarity and status associated with this relic, in order to wear it, the bearer must be the champion of the Rite of Conflict, and thus the Chieftain. Typically the “best” warrior in the Chapter, the last Chieftain died in battle just months before the eruption of the Cicatrix Maledictum. The Sword of Portents: Much mystery surrounds the Sword of Portents. Even the secretive and knowledgeable Adeptus Mechanicus, have no knowledge of it’s origins. The Sword of Portents is both the Void Panther's most cherished of relics and their most potent weapon. It's blade is made from an unidentified alloy. The jewel centered in its hilt, named the Eye of Primordus, gleams with a dull red shine. What makes the Sword truly unique, is that it seems to choose its bearers. By itself it is an inert, almost dull blade. It is said, that it only awakens in times of dire need. In the hands of its chosen user, it becomes filled with energy, capable of cutting through almost anything, like the finest of relic power swords. Reportedly, it also grants the bearer visions of the future. Before its most recent bearer, Arslan, “conquered the Eye,” the sword had been inert in the Chapter reliquary for the last five hundred Imperium Standard Years. Conquering the Eye Arslan surveyed the armory. He was the Chieftain now, and needed to review the Chapter’s supply and logistics capabilities. “My Lord...” said Ni’aal, as he slowly knelt in greeting and subservience. Ni’aal was the fortress monastery's Relicmaster. Approaching the venerable age of one hundred and twenty three, Ni’aal, like many of the staff in the Lair was once an acolyte in training. For one reason or another, he could not complete the Wheel of Pain, but was lucky enough to come out of it roughly unscathed. So his potential life as one of the Emperor’s Chosen, ended, but his new life in the service, of those Chosen began. Arslan nodded in greeting and gestured for the servant to rise. Slowly rising to his feet, Ni’aal looked up at the towering Chieftain. “I beg your pardon, my lord. These old bones don’t move as quickly as they used to.” laughing, he continued, “I’ve been told you’ve come to see the reliquary?” “Yes, it is the last item remaining in my assessment, and, I hear...” Arslan emphasized, “that you are the one to speak to.” Turning away from the chieftain, Ni’aal began to walk down the hall toward the vault door. “Of course, my lord,” he said over his shoulder, with an air of nonchalance, “follow me.” Arslan couldn’t stop a smile from crossing his face, as he followed behind the old man. He always liked subtle impertinence of this old quartermaster. .... The vault door ground closed behind them, Arslan gazed upon a long corridor with display racks covered in force fields aligned along each wall. The corridor ended in a thirty by thirty imperial foot room. This was the vault that stored all of the fabled weapons and trophies since the beginning of the Chapter. A room only a select few, with permission from the Chieftain could enter. Now he was here, gazing upon banners once flown by long dead heroes, or taken from long defeated foes. Ni’aal pulled out a dataslate and started going through the catalog of each item. As they slowly made their way down the corridor, Arslan felt a subtle tug. Something was amiss. He felt himself being pulled toward the room at the end of the hallway. “Is there something wrong, my lord?” Ni’aal asked, as Arslan started to slowly walk down the hallway. Arslan continued down the corridor, until he stopped at the threshold of the small room. “Something is trying to draw me into this room.” Surveying the room, in the center, on a raised pillowed dais sat a sheathed long sword, with a prominent glowing red jewel inset in its curved handguard. Ni’aal arriving from behind, audibly gasped. “My lord Arslan, the Sword of Portents it has awakened. The last record of this,” he checked his dataslate, “was over five hundred years ago.” Arslan hesitantly released his gaze from the sword and looked down at the old servant, “so what does that mean?” Clacking away at his dataslate, Ni’aal replied, “Records are unclear, however, there are notes about the Sword becoming active during great times of need. Be cautious lord, there is much evidence that not all who touch the blade remain with the living!” .... Arslan found himself floating in a black void, immediately after gripping the Sword. But it wasn’t him as he is, but as he was. He appeared to be a normal human man. As he looked around, he noticed a deep dark abyss below him. The abyss was darker than dark, as if light never existed there. Then he heard a voice, “Are you worthy?” it asked. “What is this, who are you?” Arslan replied. Suddenly his wrists were wrapped in a vicelike, invisible grip. Slowly he was being pulled down into the black abyss. Again, he heard the voice, “are you worthy?” Arlsan began to fight against the grip, but to no avail. It felt as if all the strength in his body was being drained away. His thoughts racing, he could not allow himself to be pulled into, what he instinctively knew, would be his doom. He struggled and struggled, but it did no good, he was slowly sinking toward the abyss. “By throne,” he thought, “I will NOT die like this. You...WILL NOT...BREAK ME!” With that thought, he could feel the pull weakening. The fire of defiance rising up within him. He grit his teeth as hard as he could, and concentrated, and resisted. He would not be pulled into this abyss. The spirit of this sword will not succeed, he will win, he will conquer! And then he pulled... With every ounce of willpower he could muster, every fiber of muscle, he resisted the grip. Slowly he felt the pull ebbing, then he was held in place, as his efforts brought him to a stalemate, with the ghostly grip. He bellowed a mighty roar, and clamped his mouth closed so hard, he broke his teeth. With blood pouring down his chin, he redoubled his efforts. He pulled, and pulled, and pulled. He could feel the his elbows dislocating from the strain, and yet he still pulled. Suddenly the grip released. Arslan’s breath came in huge gasps, as his body collapsed from the exertion, floating where he was. “You are worthy,” the voice said, “see and understand.” He saw himself off in the distance of an unknown battlefield. Heavily armored, he was fighting with the Sword against a huge monstrosity. The monstrosity was sleek and powerful, and its skin seemed to be made of pure molten metal. He watched the duel play out for a few minutes, before he saw the foe impale him on a massive spear. He crumpled as his life was oozing out of him. He saw himself being lifted off the ground so the enemy could inspect its handywork. With a last gasp, and a great heave, Arslan saw himself pull himself along the spear shaft to close the distance and strike the monstrosity in the neck with the Sword. The monstrosity’s head came clean off of its shoulders, and they both flopped to the mud. With three feet of spear protruding from in between his shoulder blades, Arslan saw the light go out of his eye, dead. Arslan bowed his head in solemnity, as the vision ended. Then he collapsed backwards within the darkness of the void he was floating in. His back arched involuntarily in pain, as he instinctively put a hand over his right eye, it felt like a blazing inferno. As the “fire burned,” he saw images of battles, wars, victories, defeats, friends, enemies, glories and tragedies. The images came in unclear and jumbled together, then the pain subsided and his vision cleared. .... He awakened standing right in front of the dais. As he looked down he noticed he was holding the Sword, its jewel glowing with power. A small blood drop, streaked down his face to drip on the floor. He pulled the blade of the sword toward his face, to see himself within the reflection of the blade. His right eye had been burned out of his head, that was the pain that he had felt. As he looked at the glowing jewel, he could almost hear, “The price has been paid. You may bear me." ++VERMILLION++ My Lord, Having spent the better part of a year, researching the relic in question, I have found nil definitive evidence of its origins. However, given the accounts recorded and the similarities to other relics in the galaxy, I humbly submit these three possible theories. I . The Sword is a weapon made during the Golden Age of Technology. Either it was found or given to the Void Panthers by someone of high rank within the Imperium. Records suggest it may have been ++REDACTED BY ORDER OF INQUISITOR GENERAL++ It should be noted, Lord Ferrus Mannus and his Xth, originally liberated Primordus during the Great Crusade in M31. It is documented that he spent several months upon the surface, records of his purpose cannot, as of yet, be found. II. The Sword originates from the Warp, and is possibly some sort of possessed weapon of unknown origin. The possibility that it may be influencing this Chapter, bears some serious consideration. The suspicion of this alone, is enough for the Ordo Malleus to call for their extermination, should this information be released to the greater Inquisition. The Void Panthers have yet however, to show any signs of taint that can be detected. This should be watched very carefully. III. There is some evidence to suggest the Eye of Primordus is an ancient piece of xenos technology known as a “Soul Stone.” Based on Chapter legend, the entity may have some sort of interest in helping the bearers, should they prove worthy. Rumors of such an artifact match accounts that this may be one of the accursed “Crone Blades,” of the Aeldari. Currently awaiting information from my Ordo Xenos agent: ++REDACTED++ Trivor Gent, Inq Inquisitor Trivor Gent, Ordo Astartes ++THE INFORMATION IN THIS DOCUMENT HAS BEEN SWORN TO THE MOST HONORABLE INQUISITOR GENERAL, AS TRUE, IN THE SIGHT OF THE SUPREME GOD EMPEROR OF MANKIND.++ ++USE OF THIS INFORMATION IS Restricted to EYES ONLY FOR AGENTS OF THE ORDOS, WITH A NEED TO KNOW++ ++ORDOS PERSONNEL MUST REQUEST ACCESS THROUGH THE OFFICE OF THE INQUISITOR GENERAL, IN WRITING.++ ++HAIL THE GOD EMPEROR OF MANKIND++ ++VERMILLION++
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Index Astartes The Basilisks Chapter “To know that our eyes are upon them must cause our enemies to be paralyzed with fear, to acknowledge the immediacy of their mortal lives. To look upon our silent gaze, they must know death, swift and sure!”-Asmodeus, 1st Serpent Lord Origins Meeting of Inquisitor Moisei and Master Kalis “Many eyes have pried into the cloying shadows of that founding, Inquisitor. Few have found what they sought. Fewer still have emerged unscathed.” The Inquisitor scoffed, but had no reply. The power armored giant chuckled again. “Don’t let my words deter you. We have the utmost interest in your…findings” Of the many Chapters birthed from the darkness of the 21st founding, few proved successful, and many were even driven swiftly to extinction. Among the enduring 'Cursed' Chapters are the Basilisks. If they were created with a specific purpose, it remains unknown. Official observers have concluded that the Basilisks are of Iron Hands descent, attested to by their doctrine, and a timely submission of gene-seed tithes. Since the time they emerged from the void no records have followed to confirm this, or give any other clues regarding their origins…which isn’t to say that no one is looking. Multiple factions within the Imperium have, in the past, questioned both the legitimacy of the Chapter’s genetic material, and its loyalty to the Emperor. Some still do. The Basilisks have, with great effort, evaded most unwanted attention, though they are still dogged from sector to sector by one Inquisitor Moisei, who has long doubted how such ‘purity’ could have emerged from the 21st Founding. The Chapter avoids as much contact with these and other Imperial Forces as possible, remaining tight-lipped under whatever scrutiny the Inquisition attempts to pursue…which has done nothing to dissuade their detractors. The Fleet Final audiolog from the pirate frigate Sorento “Is that a cruiser!? An Astartes cruiser!? You said the frigate was a Trader! Get us back to the fleet, now! Damn it all, is that another? Brace for im----” To the knowledge of the Imperium and even the Basilisks themselves, they had no world of origin. Since they were first sighted plowing through the void, no marine has set foot planetside except to do battle. The fleet is extensive, and continually grows with the addition of captured ships. These include a startlingly high concentration of Battle Barges, which despite being of a younger and smaller caliber than the venerable vessels of the Heresy, are able to give significant body to the otherwise thinly spread Basilisk fleet. The Monastery Battle Barge Serpent's Tongue and its escort are found at the heart of the fleet, where they are best able to support any engagement, while the rest of the fleet is spread in a loose, coiling line across a vast stretch of space on either side and there is no consistent course or predictability to the fleet’s movements. Constant communication is maintained from one end of the fleet to the other with as much accuracy as possible in an effort to allow fleet elements to redeploy for support as quickly as possible. The Chapter’s more frequent enemies, traitor fleets and pirates both human and xenos, have learned to attack or flee at the first sign of a Basilisk ship, as reinforcements are never far behind. In turn, the Basilisks have developed an expertise in rapid boarding actions as well as improved methods of defending smaller patrol fleets. Recruitment Survivors The Apothecary’s expression was impassive as he dressed the recruit’s wounds, stemming the open flow of blood issuing from his arm and side, while the man lay still on the table. His eyes stared straight up, unmoving. He would survive his wounds, but whether or not hypnotherapy and conditioning could get him past the mental trauma remained to be seen. The Chaplain stood looking silently on for a long time, but finally revealed his purpose. “Can you describe what you saw?” The recruit flinched; the Chaplain had undone all his effort thus far to bury the last eight hours, but he did not change his gaze. Eventually, he slowly shook his head. The Chaplain appeared to be satisfied, and turned and began walking from the room. “One final test awaits you,” The Chaplain stopped at the doorway, “Steel yourself. You will return to that ship again before your trial is over. If you are not ready, you will become what you now fear. To become one of us, you must know no fear.” The neophyte sat bolt upright, heading snapping to the doorway, but the Chaplain had gone. Falling slowly back to the table as the Apothecary grumbled at replacing the newly torn wrappings. The recruit’s gaze returned to the ceiling. Back to the ship. One more time. Like most Chapters of the Cursed Founding, the greatest challenge of the Basilisks is not victory in battle, but propagation. In order to maintain a flow of successful initiates, the Chapter takes suitable candidates en masse from liberated worlds. For the inhabitants of such worlds, it is the price paid for freedom, as the green clad Astartes move among them, claiming the choicest of their youth. No word of explanation is ever given and often the Basilisks leave a liberated world without the planet's inhabitants even knowing who they are. Few worlds visited by the Basilisks understand anything more about their visitation other than that they are purged of whatever heresy plagues them in return for however many children the marines choose to spirit away. The trials faced by recruits are among the most lethal of tests employed by Space Marines, and despite taking large numbers of prospective initiates there are very few survivors. While the exact nature of the trials is unknown, the bodies of most failed neophytes are unceremoniously jettisoned into the void, and their occasional recovery by Inquisitor Moisei has long fueled his obsessive investigation. Some of these corpses appear to have been pierced by the fangs of some great maw, others torn by man made weapons, and still others show signs of both. These aren’t unusual fates among Astartes recruits, but they do indicate that the Basilisks house some sort of creature for these trials, though no one has ever observed the Basilisks collecting any such specimens. The Chapter keeps a fairly large body of serfs, but they are maintained at a distant arms length, usually assigned to the support of ships in the fleet rather than working with battle brothers. This is the most fortunate fate to befall unfit recruits, while the dregs are augmented or turned into servitors to assist the Techmarines in their considerable work. Combat Doctrine Day 16 of the Wailing Portent Campaign For two days the rangers of Iybraesil had lain in wait, assured by the Farseer that the humans would pass this way with minimal support. While Ynarana’s banshees were too important to set aside for days at a time, they would arrive in time to mop up. Mendor and his squad were beginning to shift into ready positions as the appointed time came close, sliding the barrels of their long rifles over ledges amid the debris of the ruins, sighting down the only clear path through the area. Minutes passed, then hours. Mendor began to stretch, and sniffed as a strange scent reached his nose. He had turned part way toward the source when he felt his muscles seize up, his eyes catching sight of a small canister on the ground nearby. He couldn’t move. The ground crunched heavily beside him, but he couldn’t turn to look. What came into view first was Ynarana’s head, jaw slack, eyes sightlessly staring, hair caught in the gauntleted fist of a Space Marine. The green armored figure crouched down. “Expecting someone, witch-kin?” Issued the voice from the helmet, then the figure straightened up and Mendor saw the free hand reach for him and felt the grip on the back of his neck, pulling him easily off his feet, “Worry not. We will keep you company. We can discuss the location of your webway gates.” AAll of the Basilisks most significant actions have either been ship to ship boarding maneuvers, or targeted at planetside orbital defenses, usually aimed at creating a beachhead for other Imperial forces. The Basilisks don’t wait for support, and the forces these beacheads are intended for are usually days or even weeks behind. The Chapter has become adept at creating large, defensible groundside footholds, and loyalist forces descending on a world visited by the Basilisks will often find well stocked defenses waiting for them, though the Chapter itself is frequently gone by then. The Basilisks are extremely well suited to fighting in the cold confines of dying capital ships, as well as the shadow-pocked, rubble strewn, urban battlefields of hive worlds. Indeed, they seem to prefer such restrictive environments. On a larger scale, the fleet of the Basilisks feels like an omnipresent threat to enemies of the Chapter or the Imperium, for wherever there is one ship there are not only several more close at hand, but virtually half the fleet can redeploy to an engagement before within short order of the commencement of hostilities. In fleet engagements, their ships seek to close quickly to boarding distance, from multiple angles if possible, in order to disable and capture enemy vessels before they can react, after which said ships are usually used against the very planet or fleet they had defended. One favored tactic involves covertly introducing a paralytic nerve agent into an enemy vessel’s environmental systems, leaving entire crews helplessly at the Basilisk's mercy, which is, at best a quick shot to the head and at worst a one-way trip to the airlock. Basilisk attacks can be quick, or prolonged, according to the adaptability of the Codex and tactics inspired by the creature for which the Chapter is named. The initial strike of any Basilisk force is aimed at forcing the enemy to dig in, whether by pinning them with hails of ranged fire or holding them in place with bloody assaults. If this fails the strike force will fall back, regroup, and repeat the attempt until successful. As soon as the Basilisk force has ‘caught hold’ of the enemy, they move to surround them. Usually this is done by drop pod assault into the enemy’s rear rather than redeployment of ground forces, but fast moving tactical units have effectively fenced in target forces on many occasions. Once surrounded, the Basilisks either grind the foe into oblivion with steady and unrelenting fire, supported by assault units that flush out entrenched targets, or the Chapter may employ an orbital bombardment, destroying everything within their grip. If said grip should be broken, or the enemy can’t be held down long enough to surround, the Basilisk force will withdraw, usually to make an attempt from another angle. The Chapter does not move or fight with such fluidity on an open battleground, and their tactics are far less effective in pitched battle situations. At these times the Basilisks are more likely to break off the attack and seek to engage the enemy in an area more of their choosing, or to bleed them with endless hit-and-run attacks that drain the enemy of vitality each time. What few Scouts they employ are adepts of sabotage, especially using poisons. Where this proves ineffective, such as against the multi-filtered nervous and digestive system of other marines, more direct means are used, such as explosives. Sabotage like that is usually aimed at enemy ammunition supplies and armor. In more urgent situations, or especially if striking at a port or manufactorum, the enemy may be shelled using the same gaseous nerve agent employed in their boarding actions in an effort to minimize damage to salvageable assets. The tactic is often looked down on as cowardice by other Astartes, but the Basilisks are either oblivious to the stigma or simply don't care. Individually, most Basilisk marines favor close combat, and most of their extensive bionics are optimized for it. While the majority of these enhancements and prosthetics are still covered by armor, some Basilisks make frequent use of digital weapons and so sacrifice armor to better facilitate cooling. Veterans invariably possess the most bionic replacements. Organization Despite the size of its recruitment pool, it appears the Chapter has never grown far beyond six hundred marines in strength. Even so they have proved on multiple occasions to be willing to commit up to three hundred marines to an engagement without hesitation, and within a reasonably short space of time. These marines usually come from the three nearly full strength only Battle Companies, spaced roughly evenly throughout the fleet. Their remaining marines are distributed across six half sized Reserve Companies, usually lingering near the Monastery Barge. The Basilisks are, despite their numbers, fairly Codex adherent, with only a few variations in their naming conventions. The Chapter Master is known as the Serpent Lord, and no other power in the Chapter, individual or group, is equal to his. As in any other Astartes Chapter, he is indisputably the strongest marine among them, physically and mentally, perhaps even more so considering how long the Serpent Lords tend to live. At the turn of each generation thus far, caused each time by the death of the Master in battle, the Chapter disappears and is lost even to the unclosing eye of the Inquisition. When it next appears, usually not for decades, the Chapter is markedly weaker for a time. Twice they have fallen to less than two hundred marines. This too usually lasts a few decades. The cause for this decline is also a mystery. The current Chapter Master is Serpent Lord Sicariss, who has been the head of the Basilisks for well over three and a half centuries. The Basilisks have not looked favorably on the Ultima Founding. When they were called upon to augment their ranks with Primaris marines, they responded with silence, and seem to avoid joining with Primaris chapters on the battlefield. The Head Transfusion The doors to the Serpent Lord’s chambers sealed with a hiss, leaving the black and gilded casket sitting in the center of the darkened room. After several moments of silenced, a whirring and hum of power announced the activation of a pair of servitors recessed into a wall. One, some sort of surgical servitor, approached the casket, while the other, which appeared to be a Historitor, moved toward the bank of screens and monitors that dominated the wall across from the casket. Deft mechanical appendages keyed several panels, deactivating and reactivating several screens, and moving subtly hidden levers and switches. A few seconds later the wall split and opened, revealing an alcove, softly lit by the glow of the translucent screens still suspended in front of it. The light fell on a whispering, shifting form, a humanoid bound and connected to the wall behind it by cables and chains, all sallow skin and exposed circuitry. The historitor reached out to a plinth over which this hidden servitor was held, metal digits skittering across it. The sound of sparks and buzzing current came from the mess of cables and cords, and the figure twitched and jerked briefly, before its unintelligible burbles and whispers were replaced with a single, low hum, almost musical to hear. At this, the historitor settle back on mechanical haunches and quieted, waiting. Behind it, the surgical servitor had unsealed and opened the casket, and with drills, saws and scalpels was peeling back layers of skin, muscle and bone on the figure within. It worked methodically, ceaselessly, slowly extricating wires and circuitry from the now faceless cranium. Eventually, whether hours or days later, the continuous monotone of the hidden servitor pitched up for a moment and then went silent, at which the historitor stirred and straightened, eyes abnormally attentive. A rasping, modulated voice issued from the hanging form. “Report.” The response came from the historitor, but the voice and cadence was not that of a lobotomized servant. “Scitalis has expired on the battlefield of Pharsalia, my lord. The Basilisks are entering dormancy.” “The Chain Node?” The supposed historitor turned to look at the surgical servitor, which stood in active over the casket, a mesh of fine wires and organic components held in one claw. Turning back, the strange servant answered. “Intact.” “Well done, Li-Char. We will begin preparing potential successors,” the voice answered, “Rendezvous coordinates forthcoming. To the coming of the True Omnissiah.” “To the coming of the True Omnissiah.” Beliefs Volcanic Deathworld Cerregra The feed from the servo-skull was spotty, marred by static bursts and light flares from the lava below. A group of Astartes stood beside the molten river, several of them gesturing upstream, while one was kneeling by a device on the bank. Presently, they stood and trotted off further downstream. Moisei did not send the skull to follow immediately, but as the visual began to shudder, he realized he should have. The drone turned to see some sort of detonation erupt on the side of the ashmount, and the lava flow immediately swelled, doubling, and then tripling in size, until a veritable wave of lava was rolling down the mountainside. There was a heatbloom in the feed as the skull tried to escape, and then the connection was lost. Moisei sighed, pushing away from the monitor in frustration. What were they after on this hellscape, these supposed sons of the Gorgon? And how many servo-skulls was it going to take to find out. There appear to be two tiers to the belief system of the Basilisks. The first echoes the Iron Hands mantra of Purge the Weak, with a slightly more progressive approach: a doctrine known as Shed the Weak. According to the Basilisks, the transformation familiar to Iron Hands and their successors for millennia is a natural order of evolution prompted by the very first advent of technology. They believe that humanity may ‘grow into’ this changed and improved form over time, which progression is based on merit. The first thing shed by every Basilisk upon initiation is his given name, and after induction, the traditional right hand of Manus’ sons. From then on, augmentations and bionic replacements are earned. Should a marine suffer a wound or lose a limb on the battlefield without having proven his worth, he will not be saved except for his invaluable geneseed, and is considered as shed weakness. This much is known because the Basilisks have, in the past, allowed Imperial agents unrestricted access to their regular rites in an attempt to dissuade Inquisitorial attention, and these rites clearly suggest another level of doctrine among the Basilisks. This other ‘tier’ of beliefs is repeatedly mentioned during regular rites, in the oratories of their Chaplains. What this second tier is exactly is unknown to any but the brothers of the Chapter, and is referred to simply as The Quest. Every marine seems to be aware of its meaning since both Initiates and Veterans are present when the Chaplains are relaying its urgency and significance, and all those who are present respond with equal fervor. This suggests that the knowledge is planted along with the 19 organs, during hypnotherapy, and this process has always been strictly prohibited from outside view. The truth of The Quest is surprisingly simple, something of an evolution of a belief common among the Gorgon’s sons, that one day the Primarch may return. The Basilisks don’t espouse this exact belief, but rather they believe that the bearers of the Iron Hands legacy must become as their Primarch, believing that to do so requires not only mastery of the mechanical, but the literal hands of Ferrus Manus. The Quest, in essence, is a search for the spawn of Asirnoth, which the Basilisks are convinced exists somewhere in the galaxy, and can grant them the power of the Primarch, or in other words, return His power to the Imperium. Where this belief originated is unclear, but it accounts for the haste with which they answer any call from a world with remotely volcanic activity, which has been the only pattern ever detected in their fleet movements. Though he has little to no support among other Inquisitors, Moisei has long investigated the Basilisks because of these strange beliefs coupled with rumors of the Basilisks attacking and destroying young Chapters under the banner of perceived Chaos influence, only to claim the remaining fleet assets for their Quest. The most substantiated occasion involved a newly gathered Ork invasion which sprung up in the Heltoez system, only a subsector from the volcanic homeworld of the young Ash Eagles Chapter. Though the Greenskin invasion saw to it that surviving records were scarce, sources suggested that when the Basilisks ‘answered’ the call for help, their ships orbited the planet, guns and launch bays still, for two and a half weeks while the Ash Eagles scoured wave after wave of Greenskin hordes, and were ultimately ground down to less than half a company. After the Basilisks joined battle, the conflict was decisively ended, but the Eagles were lost while the Basilisks left with all the fledgling Chapter’s fleet elements. For Moisei, the mere possibility that this transpired is more than enough evidence that the Chapter has turned from the Emperor’s light, while others, who he derides as ‘charmed by the snake’ question how or why the Eagles wouldn’t have conveyed such damning evidence of treachery to anyone. The appearance of the Cicatrix Maledictum seems to have fueled the urgency of the Basilisk’s quest, and they now traverse the Dark Imperium erratically, smashing aside resistance of any form as they scour sector after sector for clues to the location of Asirnoth’s kin. New rumors have risen about the Imperial costs of the Basilisk’s campaign; supplies and materiel that has been more raided than commandeered, PDFs abandoned in the middle of battle with chaos forces, and worse. Gene-seed The genetic material of the Basilisks is severely mutated, the cause of their thin numbers and low rate of implantation success. Extensive genetic manipulation during the gene-seed’s growth would have been required to arrive at the functionality of an average Basilisk marine, and the fact that they display any genetic stability at all is a testament to Mechanicus handiwork and not the simple passage of time. For any other founding of marines, this would be great cause for alarm, but among the marines of the Cursed Founding, signs of deliberate mutation among essential Space Marine organs is more the rule than the exception. The first significant change is in the Occulobe. Basilisks do not have the hypersensitive eye-sight of other Adeptus Astartes, nor can they see as clearly at range. However, Basilisk marines can make use of frighteningly accurate vision on the thermal spectrum without the use of a filter of any kind, making them especially lethal urban hunters. Their second mutation is of the Neuroglittis which has been so overcharged that a marine need only open his mouth to taste what is before him. With chemical injector augmentations, usually one of the first received by most Basilisks, the Neuroglittis can be used to track scents at an alarming distance, when eyes might fail. The final mutation is of the Mucranoid, which produces a thicker, tougher than usual covering, allowing marines to last longer than usual in the vacuum, as well as decreasing the effects of harsh elements. Basilisk marines customarily force the Mucranoid covering to form after each augmentation, only removing it to replace a broken layer, or at the time of the next shedding. The layer formed is almost completely covering, and requires the placing of a rebreather as well as spacers and seals over the eyes and ears, though these are fairly simple to integrate. Such advanced mutation would attract Mechanicus attention were it not for the campaign of carefully spread rumors by Chapter serfs, exaggerating the staggeringly low success rate of implantation, the weakened Occulobe and insinuating a completely absent Neuroglittis. Once perpetuated, these rumors left the Adeptus Mechanicus with little interest in digging deeper, content to simply receive the Chapter’s tithe. The misinformation has not, however, dissuaded the Basilisk’s “resident” Inquisitor. There is no official knowledge of any further mutation among the Basilisks, despite the ample opportunities to study them, as their fallen marines are so frequently left on the battlefield. Even those suitable for dreadnought interment are rarely saved. The damning truth is that the Basilisks are far more genetically unstable, only very skilled at hiding it. The Chapter’s progenoids mature normally enough, and so tithes of it have not betrayed them yet. Pinning down the source of the mutation has proved impossible, but in most cases the full complement of organs together causes aspirants to grow well beyond standard Astartes size, turning them into voracious and cannibalistic predators. The engineered enhancements appearing in normal Basilisk marines are greatly intensified in these monsters, giving them hides which have been seen stopping bolter rounds, and supernal hunting senses. If the Chapter were ever forced to subject to true Inquisitorial investigation, discovery would be likely be immediate. In an effort to cull these aberrations, one ship out of the fleet is designated for the implantation process. Fortifying the medbay into a bunker, and equipped with a trap door, each aspirant that succumbs to the mutation is dropped into a lower chamber and released into the ship. It is this same vessel where recruits face their trials: to outhunt and destroy these nameless beasts. Survivors learn what it really is that they defeated after successfully receiving the last organ, and from then on are sworn to silence. Battle-cry The Basilisks offer no call or outwardly audible sound at all when in battle .
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THE DEATH’S REDEEMERS http://i1164.photobucket.com/albums/q578/kydoimos2/Deaths%20Redeemers%20tactical%20marine_zpsdsvxcsxt.jpg CHAPTER NAME: .............. THE DEATH’S REDEEMERS FOUNDING: .................. 22nd CHAPTER WORLD: .............PRAXIDIKA VII FORTRESS MONASTERY: ........ THE EMPEROR’S EYE GENE-SEED (PREDECESSOR): ... THE DARK ANGELS KNOWN DESCENDANTS: ......... NONE "LIGHT SHALL PREVAIL" The Death's Redeemers were created as a standing force, designed to strengthen and defend the Astartes dominion over the extreme south-east border of the galaxy. Situated in the Segmentum Ultima, based on the world of Praxidika VII directly south of the prosperous kingdom of Ultramar, they’re facing the Exodite worlds created by those Eldars who chose exile rather than decay and death. A successor of the famed Dark Angels chapter, the Death's Redeemers were zealous hunters of the Fallen in their early history. However, they see themselves more like defenders of the ideals of the Imperium now rather than a force belonging to the secretive successors chapters of the Dark Angels. They are therefore dedicated Marines, fighting for the glory of the Emperor, who believe that His grand design, embodied by the Great Crusade, must not be forgotten as it is too frequent in these grim days. A still young chapter, they nevertheless have gained the respect of their peers by showing their utter determination in eradicating the enemies of the Imperium of Mankind and defending an optimistic vision of the future. Sorely tested in these hard times, their faith in their cause need to be defended now more than ever. Fierce enemies of Chaos, their history is scarred by their breaking up with their genitor chapter, the Dark Angels. Unable to accept the sacrifices in human lives thought needed by their brothers, the Death’s Redeemers have cut their ties with them and became close followers of the Codex Astartes and the example given by the Ultramarines. ORGANIZATION The Death's Redeemers are a codex-adherant chapter. They follow the principles of the Codex Astartes and draw their tactical inspiration from the words of Roboute Guilliman rather than their original chapter, the Dark Angels. As such, they have abandoned the divergent organization of their genitor chapter and respect the rules edicted by the Primarch of the XIIIth Legion. The Death's Redeemers developed a taste for massive drop pods assaults. Albeit risky in the extreme, this mean to deliver Marines in the heat of battle had shown enough advantages for the Chapter to be adopted as the main assault technique. Therefore, every unit is training to this particular and dangerous way of fighting, even the Devastators. This choice is not only motivated by tactical considerations. It is also a way to answer the main demand the Death’s Redeemers imposed to themselves: to safeguard the planets they attack and the people living there as much as possible in order to bring them back as willingly as it is possible to the Imperial dominion. War is not an end in itself for the Chapter; it is the expression of the Emperor’s will and therefore must serve His design of a peaceful and united galaxy. The Death’s Redeemer also considers that following the precepts of the Codex Astartes is a key element to reach this goal. Not as dogmatic as the Ultramarines or their successors chapters can be regarding the edicts of Guilliman’s legacy, they will however respect it strictly, as long as it is not antagonist with their superior goal of restoring Imperial light in the galaxy. HOMEWORLD The Death's Redeemers’ fortress-monastery is based on Praxidika VII, a medieval and arid world. They are not the direct rulers of their planet but rather maintain a distant but constant watch over the population, not interfering in political matters, awed by their presence which is shrouded in mystery and legends. Praxidika VII is a planet with a harsh environment. Few could survive on its surface without the knowledge of advanced survival techniques in an arid world. SPECIFIC HISTORY The Death's Redeemers’ have a rather complicated history regarding to their origins and their evolution. Created from the Dark Angels gene seeds, they have developed similar characters traits: secretive, relentless and stubborn, they were designed for the hunt of the Fallen and embraced it willingly at the beginning. Dedicated to this task, they organized their newly-founded chapter in order to keep these secrets hidden to those unworthy. And behind their apparent dedication to the Imperial cause, they were relentlessly searching for any traces of their lost brothers, hunting them and everyone suspected to hold information regarding their whereabouts. However, this situation was not designed to endure. Having gathered information on a possible location of a Fallen angel plotting against the Imperial and Astartes dominance in relation with Eldars corsairs based close to the Maelstrom, the Death's Redeemers’ asked for help from their genitors. The plan, based on information gathered by the Ravenwing of both Chapters, was to lead a powerful strike, both by teleportation and ground assault, in order to destroy the Fallen’s fortress. But nothing went along as planned. The first problem to occur was that the people living on the planet were not as pacific as it seemed. As soon as the Death's Redeemers’ ground elements landed on a remote area, they were surrounded by frenzied humans, poorly equipped but relentless in their hatred of the Astartes. Forced to fight back, the spearhead couldn’t accomplish its objective in due time. This action showed something else: that the attack against the Fallen was known and surprise couldn’t be exploited. Both leaders wondered if the teleported assault should be carried out; the Death Redeemers’ chapter master, Caïn Ektes, voted against this option whereas the Dark Angels firmly asked their allies not to deny their secret oath. Unwillingly, Ektes agreed to follow his allies into battle under high pressure, startled by the aggressiveness they shown but not decided to break his word and show his honor as a Son of the Lion. Final preparations were made for the assault when an alert sounded in the Death's Redeemers’ battle barge’s strategium. Expecting an imminent attack at first, both Astartes leaders discovered that the fleet in approach belonged to the Adepta Sororita. The messages sent by this unexpected ally made things more complicated: suspecting a chaotic infestation on the planet, Sisters sent there had for mission to search for actual clues proving this assertion and, if needed, destroy subversive elements, if it wasn’t too late. The Dark Angels decided to use these allies as bait in order to create a new element of surprise. In conjunction with the Arbites forces on the ground, the Adepta Sororita organized an armed reconnaissance in the suburbs of the main city on the planet. During this time, the Astartes force withdrew, simulating a general fallback and abandoning the ground task force. However, they kept an eye on the Sororita’s action which functioned as planned: drawing the attention of the enemy, they were assailed by a large force, pushing them back from the city. This was the moment: the Dark Angels launched a surprise teleport assault on the fortress, destroying the command centre and capturing the Fallen. Withdrawing, they started an orbital bombardment in order to destroy the Ecclesiarchy’s forces, witness of their action. Ektes stood witness of all these actions in awe: he couldn’t believe anymore in the legitimacy of this hunt that was driving Astartes forces to fight and kill the very ones they were made to protect. Acting boldly, he rushed in order to retrieve his men stuck on the planet. Seeing this, the Dark Angels force stopped shooting. But this was a mere satisfaction: the Ecclesiarchy’s ships, believing the Death's Redeemers were the source of the attack against their forces started to shoot at them, while the Dark Angels were swiftly disappearing. In his anger, Ektes ordered to destroy the Ecclesiarchy’s ships that attacked them, retrieve their brothers on the ground and leave the planet. Since then, and after a very violent explanation with the Dark Angels, the Death's Redeemers have voluntarily forsaken their oath to hunt the Fallen and strive to earn forgiveness for their actions. http://i1164.photobucket.com/albums/q578/kydoimos2/Deaths%20Redeemers%20tactical%20marine_zpsdsvxcsxt.jpg Brother Rheto, 2nd tactical squad, 5th Company [http://i1164.photobucket.com/albums/q578/kydoimos2/Terminator%201ere%20Cie_zpsnuto6eal.jpg Veteran Brother Nedam, 1st Company ORGANIZATION The chapter organization is in keeping with the Codex Astartes. There are 10 companies: the first one regroup the Chapter’s veterans, either equipped with Terminator armor or classical power armor; the 2nd, 3rd, 4th and 5th companies are battle companies led by captains and made of 6 tactical squads, 2 assaults squads and 2 devastator squad, each of them having their own armory and dedicated Dreadnoughts. 6th, 7th, 8th and 9th companies are reserve companies and the 10th squad is made of scouts. The Death's Redeemers have a high number of drop pods due to their tactical doctrine and assaults squads are also trained to excel in boarding actions. Their veteran in Terminator armor equally favors teleporting assault in these situations or planet fall attacks. The Chapter’s fleet is a reflection of their combat doctrine. The Death's Redeemers own few capital class ships compared to others chapters and focus rather on small, fast and aggressive ships. Their void combat doctrine is similar to their planetary engagements: they favor close quarters actions through the massive use of boarding torpedoes. Once on board, their assault squads, specifically equipped, are tasked with the destruction of the main propulsive elements of the enemy ships whereas their Terminators squads are looking for leaders in order to destroy them utterly, ending the fight as quickly as possible. The Death's Redeemers’ power armor is painted in black and ivory colors. They adhere strictly to the Codex Astartes’ principles regarding companies, squads and officers distinctive signs. SELECTED BATTLE HONORS The Occlusiad War [550.M37] Albeit far from Praxidika VII, the Death’s Redeemers took part to this conflict suspecting the presence of a Fallen behind the Blind King actions. The Death’s Redeemers distinguished themselves by leading several bold boarding operations in the numerous void battles that occurred during this conflict. Break-up with the Dark Angels [723.M38] The Death’s Redeemers, following the events on the planet of Merak, give up their hunt of the Fallen and publicly adhere to the Codex Astartes. They also develop their ties with the Ultramarines, which are now considered as their source of inspiration. The Redemption Crusades [131.M39] The Death’s Redeemers are a major force accompanying the global burst leading to the recovery of numerous worlds across the Imperium. The First Tyranic War [745.M41] Based on a world close to Ultramar, the Death’s Redeemers had to defend themselves against a tendril of the Hive Fleet Behemoth. However, the poor amount of biomass on Praxidika VII weakened the aliens that couldn’t get enough genetic material to renew their strength. However, the victory was hard-won and the chapter suffered important losses, until they could destroy the last Tyranids force disoriented after the victory of the Ultramarines in the battle for Macragge.
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This is a Early look at what I am trying to develop as a Chapter. Chapter Datafile: Heralds of Ash The Heralds of Ash Date:...............57.M42 Ref:................LBC//TEC7710101 By:.................TechCaptain Re:.................Adeptus Astartes - Heralds of Ash Thought:............"." CHAPTER NAME: .............. THE Heralds of Ash FOUNDING: ..................6TH CHAPTER WORLD: .............Accusation FORTRESS MONASTERY: ........Sanctuary GENE-SEED (PREDECESSOR): ...Unknown (Blood Angels Suspected) KNOWN DESCENDANTS: ........."NONE" Primary Data Allegiance: Imperium of Man (Fedelitas Constantus) Chapter Master: Magister Size Estimate: Unknown Specialty: Psychic attack, Predictive Understanding, Religious Purges, Policing Actions, Suppression of Ideological Revolt, Targeted Decimation Battle Cry: " " Colours: The Heralds of Ash are a Loyalist Space Marine Chapter of the Adeptus Astartes created during the 6th Founding, which occurred sometime during the latter years of M33. Suspected of being created from the lineage of the heroic Blood Angels, the Heralds of Ash were one of several Chapter founded in the wake of the notable event known as 'The Year of Ghosts', when the Imperium was beset by extreme Warp activity and daemonic incursions. Only when the honoured dead rose up from their graves to drive back the terrors of the warp that the heart of the Imperium just barely managed to survive. Following this event the High Lords of Terra authorised the raising of a new Founding to help bring about stability and law back to those imperilled worlds that still suffered in the iron-grip of those who followed the Dark Gods. Chapter History In M33, the newfound Heralds of Ash Chapter was ordered to claim their own Chapter planet, after being initially fleet-based. During their search for an unclaimed planet within the Imperium, a charismatic Rogue Trader convinced the Chapter Master to aid in his search for a long-lost relic on behalf of the Ecclesiarchy in exchange for exclusive rights to trade on a lucrative pilgrimage passage, which the Trader believes is on Accusation. A deal was made; the Rogue Trader received the relic to return to the Ecclesiarchial Cardinal of the sector, the Astartes would the planet. Upon landing, a large contingent of Drukhari and Chaos cultists were discovered, and the subsequent combat between the Imperial forces, Dark Eldar, and Chaos heretics was ferocious. In the course of the brutal campaign, the Rogue Trader fell in battle alongside his forces and the Heralds of Ash. To honor him, the Space Marines chose to build their fortress-monastery around the relic's burial site, preserving it for his descendants of his Rogue Trader House to return. The Inquisition, however, suspected the "relic" to be tainted, and outright warned them to stay away, leaving the artifact in the Chapter's care. They stand vigil over its corrupting influence to this day. Around the year 831.M33 (know as the Year of Ghosts) the fairly young Chapter was assigned to a Campaign against a Word Bearer invasion of a Holy world that was created during the War of the Confessor not many years before along side a contingent of Space Wolves, and many others. For a Hundred years the war raged on as not even the dead stayed truly that way. Ghosts and Demons were common sights, but in the end the Heralds of Ash and their allies were victorious but not without great cause. Their Chapter was critically low of personnel and even the Space Wolves were eliminated. When the Inquisition came forth to investigate the war it was decided the best policy was to kill those who were direct witnesses but more so to use the superstitions as a guard against further invasions. The First Chapter Master should have the First Captain undertake a pilgrimage to Fenris, to return the fallen Wolves' gene-seed and relics, and tell of their valor. The Heralds of Ash during the Plague of Unbelief (Unknown.M36) sent out several companies tracking down and eliminating the many false prophets that appeared throughout the anarchic Age of Apostasy, some little more than madmen leading rebel armies, others spiritual demagogues who commanded worlds and armies. Homeworld Accusation's surface is Ashen Wastes full of the graves of the dead and the structures to house them. With nearly every square metre of dirt on Accusation devoted to the dead, even the capital city was considered an extravagance. This world is full of feral Tribes who live outside the processing center cities. Mountains full of Cairns and Tombs fill the world while very large cities act as the points of contact with the greater Imperium. The narrow alleys and passages were steep and cobbled, leading up to the crowning monument -- the heart of the main hive city in both a physical and spiritual sense -- the Memorial Mausoleum. Nestled at the heart of the devotional architecture and adorning the metropolis like a crown was the enormous roof-dome of the sacred vault that dominated the city skyline. A colossal archway-barbican decorated the entrance to the memorial mausoleum. The pillars of the stately sepulchre were thick and tall, and the darkness of the threshold beckoned Imperial pilgrim and cleric alike. The funereal beauty of the Mausoleum was astounding: the intricate scrolling on the wall internments; the silver lettering adorning the floor slabs, recording the names of past pontiffs and cardinals of the Ecclesiarchy; loggia supports and fat sculpted pillars reaching up to the exquisite detail of the Mausoleums domed ceiling. Candles and incense burned from a thousand suspended sconces, and stern statues of Ecclesiarchs already elevated to sainthood by the Imperial Cult adorned the sepulchre space in a ring around a simple block-crypt of obsidian brick. A silver-plated elevator was used to transport clerics and Adepta Sororitas guardians deep below the sepulchre to a small complex of condition-controlled crypt chambers residing behind a thick vault door. A circular gallery spiralled about the sepulchres exterior, made up of marble steps and landings, providing access to the wall-combs, vaultia and the upper stories of the Mausoleum. Imperial mortuary lighters brought an unending supply of the Imperium's noble dead from necrofreighters down to the Accusation surface. The prestige of spending just a century in the precious earth drew cadavers from light years around. Senior officers of the Imperial Guard, the Imperial Navy, members of of Hive World noble houses, powerful merchant lords, Navigators, other planetary nobility and devoted members of the Ecclesiarchy itself were all buried in Accusations sacred topsoil. Coffins and sarcophagi are dug up for shipment back to the families following the expiration of their leases in an unending cycle of inhumation and exhumation on a planetary scale. Grave niches in the catacombs are reused. A body may lay there for a set amount of time and any more time the buried or relatives are willing to pay for, thereafter are the bones removed and placed in an ossuary or charnel house. A Servo-skull Manuifactorum make up one of the great industries of the world along with a trade in pilgrimages. The tourist and pilgrim industry for people wanting to visit the mausoleums of famous people and saints is booming. Pilgrims have to pay to get to the areas where their mausoleums are, then have to pay to get close to the mausoleum, and then pay extra to go in in the mausoleum. Many pilgrims dont think about how to get back home after having visited the holy sites and stranded pilgrims make up a notable underclass on Accusation. Mausoleums have to be paid for. Those that dont have any tourists or pilgrims paying for them, nor any founds or relatives paying upkeep are abandoned or reused. Cremation happens often and the kind of wood used important. The poorest dead are just thrown into gas crematories while those that have paid a bit more get burned with wood, while the richest get buried for a time unless they were significant enough to get one of the Imperial Organizations to pay. Notable parts of Accusation are plantation forests that are grown only to create good funeral wood. Bones that are still there after cremation is considered blessed and are used to create lesser relics. Fortress-Monastery The Sanctuary is a structure in the center of the ruined city of The Unredeemed that is under the "protection" of the Heralds of Ash. The tower has since become a symbol of judgment by the Heralds of Ash as the city of The Unredeemed was built around it. For over the millennia, the tower cast a great shadow down on the inhabitants of the city which became a site of daily persecutions with the lower class living in tents outside the city and either dying of torture or from starvation and plague. Only the Strongest survive going through the ruined city of the downtrodden to make their way to the Sanctuary and finding none. Their they have to pledge sacrifice and loyalty to even undertake trials to become one of the Angels of Death who were above the prosecuted. The only Sanctuary to be had is being strong enough to grant it to one's self. Chapter Beliefs They deviate significantly from the Codex Astartes. Ash is considered sacred by the Chapter, and when Heralds of Ash Battle-Brothers are called to go to a distant war they perform one last act before leave-taking, a ceremony known as the Shouldering the Burden. This ash is carried in a flask by every member of the Chapter, to anoint every planet that they step foot on in a ritual ceremony called the Sharing the Burden. Knowledge was power but needs to be seen through the lens of the Emperor. They believed there was no discipline their intellect could not master, no secret he could not unlock and make serve their purpose. For the Ashen Heralds, knowledge is salvation, the means to controlling the psychic legacy of their Primarch's gene. Every book was sacred, every writing worthy of study, every document a resource to be drained. The Ashen Heralds are publicly dogmatic, swearing oaths of loyalty and singing the Imperial hymns. They fight for the expansion of the Emperor's realm with diligence. To further this Vision Journeys to understand the future and their connections to it as blessed by the God Emperor. Heralds make use of fire in many of their rituals and ceremonies and believe that they must be cleansed by the pain of fire before every major undertaking or initiative. The Chapter Cult that governs the beliefs of the Heralds, placing great emphasis on self-reliance, loyalty, and self-sacrifice. They hold a firm belief in isolationism, the tenet that only through spiritual meditation and exploration performed alone and in isolation from others can a person gain a true understanding of both themselves and how they can best serve the will of the Emperor. Heralds are an extremely devout group whose faith ventured into fanaticism. They are completely dedicated to the Ecclesiarchy and an ardent followers of the God-Emperor. They greatly emphasized religion in everything they do and act with great zeal in their quest to purge the worlds of "heretics". They are portrayed as a considerably dangerous zealots and are known and feared around the Imperium. They possess an intense proclivity towards the use of torture to "purify" those they saw as heretical and are infamous for using painful and varied forms of execution. They have tried and questioned hundreds using brutal and intense methods of religious interrogation, but only a traumatized few had lived through the treatment. After battle the Chapter keep a great memorial service for the fallen, they expect any allied Forces to participate, and react hostile to any who dont. Most Battle-brothers write death poems before important battles. The Heralds, when possible, treat all the dead on the battle field with proper burials/cremation and death rituals. Be they allies or enemies. The Heralds are usually a quiet, sombre, and melancholic Chapter but have great reveling feasts for the death after battle. They try to keep their hunger and rage in check by doing some form of artistic endeavours mainly calligraphy, death poem writing, gravestone carving, death mask making, scrimshawing, coffin making, sculpting of grave statues or mausoleum planning and making. The Chapters generally battle-brothers rest in specially prepared grave niches. Battle-brothers always carry around candles they light at any graveyard or lone grave they pass, including the ones they dig themselves. Dead battle-brother's remains are used to enhance the arms and armor the fallen use to have. By using the reclaimed carbon from his ashes to make auspex-absorbent material with which to coat repaired armor, or press the ashes into a diamond coating for the fallen's sword, in addition of using the bones of the fallen as pieces for the fallen's weapons like Femurs for buttstocks. Techmarines and Chaplains tell a Marine his predecessors' names, when/where/how they died, how their remains were used to improve the relic arms and armor he is about to inherit, and how his own remains will be used to improve his successors' arms and armor, in a grim ceremony as the wargear is issued. Combat Doctrine The Heralds of Ash have a preference for close-ranged fire fights and use many Melta and Flamer weapons to burn whole swathes of infantry troops and to smash armoured foes. Their coming was nothing less than apocalyptic judgement delivered upon the guilty from on high, as descending from the skies on wings of fire. Against the xenos, no such quarter was given, and the wrath of the Chapter was made manifest as a tide of unrelenting carnage that only gave way once complete extermination had been achieved. The Chapter's tactical doctrines are heavily focused on the use of powerful shock assaults to shatter an enemy's resistance in a single, devastating blow. However, they cannot be counted upon to hold a position in the same disciplined way as the Ultramarines or Dark Angels, as any Marine in the midst of battle could suddenly him to charge forward in an attempt to tear the enemy limb from limb. This often has the benefit of creating victories in the unlikeliest of situations through sheer aggression. Before battle, the Heralds of Ash gather in ritual prayer, chanting hymns and doctrines to affirm their faith in the power of the Emperor burning great effigies of the enemy and invoking blood rights to engage their primal instincts. Once done groups of Heralds charge forth in Berserk fury as remainder pick up the standards and chant holy prayers for guidance and victory to a steady drumming of war. The relentless advance of the Heralds is a terrifying sight, as the monotonous chant and beat of drums can break even the strongest will. The night before battle, the enemy can hear mutterings emanating from all around, echoed in the pounding drums, stretching the nerve and instilling every man with fear. The unshakable belief of the Heralds of Ash, that they alone can save the galaxy. Any victory won over the Heralds of Ash is only won at a terrible cost, as their fanatical attacks will only ever end when all are dead. Groups of Heralds are charged beyond the battlefield with hunting down works of false doctrine and those who purveyed it, consigning both to destruction and eradicating flame. On the battlefield, they are tasked with seeking out those things which gave the foe the heart and courage to fight: charismatic leaders, priests, battle flags and champions. Once singled out, they are destroyed with brutal fervour, often far in advance of their own lines in order to do so, with no thought as to their own survival. Carrion eaters are somehow drawn to the Chapters presence and follow them, partially due to the Chaplains and Judiciars bearing censers burning incense whose scent attracts the beasts. Though none say why this is for it has not been proven the correlation. Chapter Gene-Seed A high percentage of Heralds of Ash manifesting some level of psychic ability. A small, but significant percentage are prone to physical mutation. The rate of fatalities among aspirants is frighteningly high. There are also those who argued that the mental scars suffered by those who survived the change were just as deep, instilling a sense of cause and purpose that manifested as unflinching, unreasoning fanaticism bordering on madness, a certainty which could in mere moments turn to insane fury when that purpose was challenged. A tendency for skin pigmentation to permanently darken and appear Ashen often adopting an unnatural granite-like or ash quality. The Heralds of Ash have a grim determination to do their duty. This is not so much a desire to die as it is an acceptance that death is the only end to the path a Space Marine treads, and everything he does is another step along that path and one closer to his eventual demise. As this condition increases, the Battle-Brother can become more and more fatalistic about his chances. These black moods will not affect his willingness to do his duty nor makes him turn from his brothers, but it can press in upon his squadmates all the same. Primarch's Curse: Holy Path of Destruction The Craving for Battle Deep within the psyche of every Herald of Ash is a destructive yearning, a battle fury and hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold this in check unceasingly -- it is far from unknown for Heralds of Ash to temporarily succumb to its lure at the height of battle. This craving is the Heralds of Ash darkest secret and greatest curse, but it is also their greatest salvation, for it brings with it a humility and understanding of their own failings which make them understand their connection to the Emperor as humanity's warriors. Holy Rage The Heralds of Ash suffer from a psychic imprint left upon them they don't understand. This can cause them to go insane prior to or during battle and feel a terrible rage that is almost all consuming. Rather than let them face a slow, insane death, Heralds of Ash will form those who have newly succumbed to the Rage into a special unit known as Breakers. Breakers who has fallen to the Holy Rage are kept awake and not sedated but bound when not in combat. Their ravings and screams are faithfully recorded, since it is believed that there are prophesies and holy insights hidden in them. Wounds appear on the raving and restrained Marines despite there being no sign of the hand that inflicted the wounds, due to the sheer psychic trauma inflicted upon them. Sometimes meditative rituals during which the battle-brother is buried alive and has to claw themselves out when finished are used to try to bring a brother back from the brink of becoming a Breaker. Chapter Recruitment Accusation's society is full of death cults who each practice their own way of sending the enemies of the Emperor's to his judgment and there is a constant shadow war between the cults about whose practice is the true path. Every 10 years all the cults send their best young aspirants to the gates of city of The Unredeemed where they have to first get to the Sanctuary tower. The prospects are told they must enter the catacombs, and fight the undead haunting the tunnels, clearing the way so a Chaplain may conduct an exorcism and banish the traitors' spirits; in truth, they're fighting predators imported from death worlds, as well as aesthetically modified combat servitors, with which the observing Chaplain may see how the prospects fare under stress. Many cult-aspirants die during this time, those that return either do it broken or in honour, those that don't return are either dead or have been found fit to become initiates in the Chapter. The chapter have hidden keeps beneath the deepest/most dangerous catacombs protected by traps, and many passages are too small for full-grown men, those making it so that only the young can get all the way. Once they have come far enough they are captured and given a full mental and physical check, those boys that are show to be physically and mentally fit become initiates, the others are healed, memory scrambled so they dont remember anything. Chapter took over some disused catacombs for use as training sites. To avoid ruffling feathers with the organizations maintaining graves on Accusation, these organizations and the planet's populace are told the catacombs belong to traitors whose crimes and sins weren't revealed until after death, forcing the Administratum to declare them damnatio memoriae. Investigations: Heralds of Ash Date:...............Multiple Ref:................LBC//TEC37ORD56 Re:.................Adeptus Astartes - Heralds of Ash Inquisitional Archive: Noted Artifact discovered by Heralds of Ash on world now designated Accusation has markings of Xenos and possibly other origins. The artifact seems to be indestructible, pursuant of artifact now deceased. Family of the pursuant warned never to claim artifact under Inquisitional authority. Archivists will be dispatched to study artifact under the care of the Heralds of Ash. Cardinal who dispatched pursuant, eliminated. Sizable compensation that was to be awarded upon retrieval has been forwarded to the family but now they are marked as worthy of observation evermore.Investigation Status: Logged
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Hail, Battle Brothers & Battle Sisters - Masters and Mistresses of the Liber, WELCOME! I'm new to the game 40K and the B&C, and I want to build a Space Marine army. I'll be acquiring a codex & some models this weekend. Meanwhile, I've been dipping into the various forums and gaining inspiration (and spending too much time using the online painter). I'm feeling the creative bug now. Everyone likes to hit a great idea out of the ballpark their first time out, but I know that rarely happens. Anything I start now will most likely change the more I work on it. But, we all have to start somewhere, which is why I'm here. If I'm going to do this, I'd like to do so with respect to the lore (which I know little of). This will be my "placeholder" post, to be edited with the most updated version of my Index Astartes. [edit] "Clean Slate Protocol" activated
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I'm not sure this force will be my next DIY, but I felt that even this tidbit would be appropriate, given the recent updates to the Basilisks. The Pythons will receive updates, too, just not 100% sure how soon. Chapter Datafile: Baal Pythons Primary Data Founding 21st Progenitor Legion Blood Angels Known Descendants None Homeworld Unknown Status Excommunicate Traitoris Notable History Originally known by the name of the Blood Angels' homeworld, their time in the warp and loss of their own records have corrupted the speech of the Baal Pythons, who now identify themselves with a mispronunciation of their former name. Inquisitorial records of the Cursed Founding name the Pythons among the Chapters created, but from the very date of their sanctioning until 198M41 the Chapter has no registered appearances on any battlefield, nor submitted any tithes, but has been lost to all Imperial knowledge. Curators were hesitant to label the Chapter as destroyed when it was unclear whether or not a single marine was even created. Such is no longer the case. Having emerged from the warp transmitting dated imperial codes and bearing the heraldry recorded under their name, the Baal Pythons have returned. The fleet transmissions of the Pythons lasted less than an hour, and were heavily encrypted. To date only portions are understood which appear to implicate the Basilisks Chapter in heretical gene experimentation. The Pythons did not remain to be questioned, but fled again through the warp at the appearance of the first Imperial vessel. These encounters repeated until the Pythons finally appeared to find what they were looking for: The Basilisks' fleet. An Imperial Navy patrol found the Pythons with a sizeable fleet engaging the Basilisks in ship to ship. When Navy forces called for a cease fire, the Pythons turned their guns on the Navy ships, destroying one as they fled again into the warp. Remains recovered from the battle reveal that the Pythons have been horrifically mutated, and they have since been declared Excommunicate Traitoris. What remains of the Chapter continues to harass the Basilisks while avoiding other sources of Imperial contact. They have begun to make open transmissions once more, but their garbled broken language and persistent outdated codes have made their intentions unclear.
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Index Astartes CHAPTER NAME: ..............THE KNIGHTS VINDICANT FOUNDING: ..................26TH [738.M41] CHAPTER WORLD: .............N/A FORTRESS MONASTERY: ........MONUMENT OF AWE GENE-SEED (PREDECESSOR): ...BLACK CONSULS [uLTRAMARINES] KNOWN DESCENDANTS: .........NONE "May our deaths be glorious, that our foes remember our wrath." Harlan Skorus, Master of Sanctity; to Battle Brothers at the Battle for Talacra Prime. The Knights Vindicant are a Space Marine Chapter, created as descendants of the Black Consuls Chapter, and through them the Ultramarines Legion, during the 26th Founding. Originally intended as a replacement Astartes Praeses Chapter for the destroyed Black Consuls, the Chapter instead was diverted to patrolling the Eastern Fringe in the wake of Hive Fleet Behemoth's attack on Ultramar. The Chapter notably suffered heavy losses battling Hive Fleet Vritra twice between 992.M41 and 001.M42 and functioned at minimal strength for just over a century, until being brought back to full strength by absorbing Primaris Greyshields from the Indomitus Crusade. The badge of the Knights Vindicant is a black eagle head over white crossed swords. Their colours are silver with blue. On most marines, the blue is displayed on the shoulder pads, kneepads, helmet, belt, and backpack. The Company colour is displayed on the left shoulder pad trim, and also on the chest decoration. Veteran marines also paint their helmets gold, the colour of the 1st Company. Colour scheme for Librarians, Chaplains, Apothecarions, and Techmarines are according to Codex Astartes. The Knights Vindicant battle cry is Memento Ira!/Remember our wrath! “Security breeds complacency, and we will know no rest.” Brother-Captain Maekor Eltas of the 1st Company, addressing new recruits, 102.M41 Originally intended as a Crusading Chapter, the Knights Vindicant were fleet based. The Battle Barge Terrible Vow served as their mobile fortress-monastery, and recruits were taken from whichever suitable worlds they were granted recruiting rights to. This led to the Chapter's new recruits having a variety of cultural and societal beliefs, a lack of any one domineering cultural bias ensuring the Chapter has not had reason to deviate from the Codex Astartes. As the Chapter has largely been based near the Eastern Fringe since its inception, most of those who are not founding members of the Chapter hail from this area of Imperial space. For a brief period between the Poriphon Wars against Hive Fleet Vritra at the end of M41, the Knights Vindicant based themselves on the Ocean Planet of Talacra, forming a floating Fortress-Monastery from the ruins of their destroyed flagship, the Battle Barge Terrible Vow. The planet was abandoned when overrun at the start of the Second Poriphon War however, and the Chapter once again resumed its spacefaring nature, basing itself across Darina’s Fire and Excisor, their two remaining Strike Cruisers. The arrival of a Torchbearer fleet bearing reinforcements in 102.M42 also brought with it the Battle Barge Monument of Awe, which now serves as the Chapter’s headquarters. Having spent the prior 120 years defending the Barus Sector, they have been granted access to a number of recruiting worlds within this sector; primarily, the feral world of Obol in the Har Myrae system, where the Chapter has taken it’s recent stock of aspirants for assessment and induction. “From my vigil on the Watch Fortress, I looked on, helpless, as my Brothers fell to the Great Enemy. By the Emperor's divine will, I have been given a chance to change what I could not. We will not end, not yet.” Brother Antedes, Venerable Dreadnought; during a council held by the remaining Knights Vindicant following the end of the Poriphon War. The Chapter was founded as part of the 26th founding, in 738.M41, primarily using the geneseed of the all-but extinct Black Consuls Chapter. The Chapter's founding leader was Oris Antedes, a Black Consul who had been serving as a Watch Captain of the Deathwatch; the Chapter's recruits were initially trained by Antedes, the few remaining Black Consuls he could muster, and a detachment of the Ultramarines Chapter. Although originally intended to patrol the Cadian Gate, the Knights Vindicant were instead diverted to the Ultima Segmentum almost as soon as they had reached battle strength due to the incursion of Hive Fleet Behemoth. Although not arriving until after the major battles had been fought, the Knights Vindicant worked in concert with numerous other Chapters and Imperial forces in hunting down any remaining elements of Hive Fleet Behemoth. The Knights Vindicant then started on a long patrol into the Eastern Fringe. Encountering numerous Tau colony worlds, they won significant victories over the Tau at the Battle of Madragast VI (796.M41) and the Irusci Insurrection (802.M41). Chapter Master Antedes was gravely wounded during the Irusci Insurrection and was interred into a Dreadnought, as the Chapter continued it's crusade into the Eastern Fringe under Chapter Master Molon. Of note, they defeated a sizable Ork Waaagh! under Warboss Grazgar Rendklaw at the Battle for Isadoni (845.M41); and the Dark Eldar Kabal of the Wild Light, defeating them on the surface of the moon Maroch (878.M41), before destroying the Kabal aboard their fleet in a mass boarding action led by the young Captain Indrus Baeloc and the 3rd Company (879.M41). Since the victory over the Kabal of the Wild Light, the Knights Vindicant were involved in a score of minor conflicts of little note, up until the outbreak of the Poriphon War. The Poriphon Wars Whilst on route to Sotha to assist the forces battling Hive Fleet Kraken in 992.M41, the Knights Vindicant had stopped to resupply in the little-known Poriphon system when a splinter of Hive Fleet Kraken was discovered on the outer edges of the system. Dubbed Hive Fleet Vritra, it rampaged through the outer planets of the system before Captain Indrus Baeloc, with the help of four regiments from the Heralic Armoured Infantry, managed to halt the Tyranids on Heral. The war spread to consume Talacra, another planet in the system, where the Chapter sustained grievous losses including most of their fleet, hundreds of Marines and most of their Command staff, including Chapter Master Molon, in an effort to destroy the bulk of the Tyranid threat.[/background] The Hive Fleet was eventually destroyed with the intervention of Battlefleet Barus, although not until Heral had been abandoned and subjected to Exterminatus. The Knights Vindicant suffered catastrophic losses in the war, with little more than a hundred Space Marines and only two of it's Captains surviving the battles with Hive Fleet Vritra, alongside the losses of much of their armoury and all but two Strike Cruisers of their fleet. From 993.M41, the Chapter based itself on the planet Talacra in the Poriphon system whilst it tried to rebuild, forging a floating Fortress of the remains of the Battle Barge Terrible Vow. The Knights Vindicant also took responsibility for combating the unexpected resurgence of the Tyranid threat on Talacra; a very small number of Xenos having seemingly survived the bombardment of Talacra that ended the Poriphon War, seeming to grow in numbers despite efforts to eradicate them. Chapter Master Indrus Baeloc did all he could to deflect requests for the Chapter's presence elsewhere by the Imperium in the period up to 999.M41, fueling speculation that the Knights Vindicant were a crippled Chapter; some onlookers going so far as to cast aspersions as to the stability of their gene-seed. In the dying days of 999.M41, the Second Poriphon War broke out. Without notice, the Terrible Vowcame under attack by swarms of Tyranids rising from the deep; having evidently spent years breeding and adapting to their underwater environment. The Knights Vindicant fought a bitter battle, desperately holding out until less than a Chapter’s worth of survivors could be evacuated from Talacra aboard their Strike Cruiser, Darian’s Fire. Those left were led to the nearby agri-world Ymirica; also experiencing a resurgence of Hive Fleet Vritra that nearly overwhelmed the local PDF and Heralic Mechanised Legion regiments stationed there since the end of the First Poriphon War. Under Baeloc’s leadership, Ymirica was also kept safe, and Vritra was defeated for the second and final time when an artillery company attached to the 212nd Heralic Armoured Infantry sacrificed itself to destroy the Bio-Titan at the core of the Xenos swarm. Age of the Dark Imperium With the fall of Cadia and the birth of the Cicatrix Maledictum, what was left of the Knights Vindicant were set to policing the wider Barus Sector by Baeloc, knowing that with limited numbers they balanced on the precipice of extinction. Spreading themselves thin in order to bolster as many Imperial defences as possible, they forged a legend as heroes of the sector as new battlefields came alive one after the other, foes of the Imperium seeking to capitalise on its weakness and confusion. Over the next century, the Knights Vindicant would notably lead the defence against numerous attempts of the minor Tau Pa’shel sept to encroach on outlying planets of the sector, and were instrumental in the defeat of Waaagh! Gurgor, Indrus Baeloc slaying the Ork warboss himself after the remnants of the Chapter launched a lightning strike on Gurgor’s personal retinue of Nobs. Meanwhile reinforcements trickled in; but with the Imperium in Chaos, they did not come quite as fast as the Chapter lost its strength. Small losses across numerous battlefields added up, and when the Torchbearer ship finally found the Chapter battered and bloody in the wake of Waaagh! Gurgor, just seventy Knights Vindicant and a handful of tanks remained. Under these circumstances, Baeloc had no choice but to willingly accept almost an entire Chapter’s worth of Greyshield Primaris marines under his leadership, retiring or recommending obsolete vehicles to the Deathwatch in return for an armoury of Impulsors and Repulsors, and receiving a new Battle Barge and two new Strike Cruisers for it’s fleet. One last tragedy would strike, however. In order to integrate themselves with their new Brothers, the remaining Knights Vindicant held a council in which they decided as one to all submit themselves to the Rubicon Primaris. Perhaps the Rubicon was as dangerous as first feared, or perhaps the naysayers of late M41 had been correct when they doubted the worth of the Chapter’s geneseed. Regardless of the reason, over half of those who had survived over a century of almost endless combat died undergoing the arduous surgeries required. “Strike not without purpose; strike hard, and strike fast, and find your next foe before the first realises he is dead. Brother-Captain Orstan Larentes of the 2nd Company, Battle of Hive Fraxxis Largely adherent to the guidelines laid down in the Codex Astartes, the Knights Vindicant have a preference for surgical armoured strikes; not the overwhelming force of those such as the Aurora Chapter, but using their mobility to strike with speed and precision against key targets in tactics reminiscent of the White Scars. This developed through the Chapter's link to the Black Consuls and their favoured tactic of mass Drop Pod assaults, through an approach of heavy armoured assaults. Although the Chapter lost much of it’s armoured strength in the years following the Poriphon Wars, these too have been replenished by a large stock of Primaris Repulsors and Impulsors, in return for the Chapter offering what few tanks remained to them for service in the Deathwatch. The Chapter has even benefitted from a detachment of the Astraeus super-heavy grav tank which form the core of its armoured strength. “Some days it is hard to remember all that Vritra took from us. Some days it is hard to forget.” Carve Sorris, Chief Apothecarion; from conversation logs with Chapter Master Baeloc. Recent reinforcements have led to a period of re-adjustment within the Knights Vindicant, operating at full strength for the first time in over a century. Indrus Baeloc retained those of the Chapter who survived the Rubicon Primaris in key command positions across all companies, relying on those he knows the abilities of whilst assessing the leadership and prowess of his newer Greyshield recruits. Reverting to a Codex-compliant structure, there are few differences of note from standard Chapter organisation. Owing to the Chapter’s doctrine of focused armoured strike, each Company will have a core of vehicles dedicated to it, rather than being assigned from the Chapter’s armoury. This allows vehicle crews and squads a closer bond, and the Knights Vindicant infantry and armoured elements are known to work particularly efficiently in concert. The armoury in the meantime retains the battle tanks of the Chapter, assigning detachments of Repulsor Executioners and Astraeus tanks as they are required. The 1st Company, usually expected to consist of Chapter veterans, does not yet have considerably more combat experience than the rest of the Chapter. Due to the recent influx of Greyshield reinforcements, admission to the 1st Company is currently fluid; two squads have been picked of the most aggressive Primaris, forming them into Excelsor-units who enter battle carrying Eviscerator Chainswords. The remaining strength of the 1st Company is made up of 10 Parimaris marines each nominated from the 2nd through 9th Companies, who are technically slightly overstrength as a result. It is expected that in time, identification of a 1st Company ‘core’ will form and this practise will cease as units are permanently absorbed into the 1st. Where traditional Chapters might have the 10th Company consist of Scout initiates, the Knights Vindicant operate theirs as a Vanguard company. New recruits are expected to gain experience in Battleline, Close Support and Fire Support roles in this Company, before being moved into one of the other Companies to gain more specific, in-depth experience as normal. “Gulliman held the Imperium together as it threatened to shatter in the wake of his predecessor. I must do the same.” Indrus Baeloc, Chapter Master; from conversation logs with Chief Apothecarion Sorris. Chapter Master Indrus Baeloc Formerly Captain of the Knights Vindicant 3rd Company, Indrus Baeloc was instrumental in the Chapter's defeat of the Kabal of the Wild Light in 878-879.M41, and further distinguished himself in the battle against Hive Fleet Vritra. Despite their inevitable defeat, Baeloc's rearguard held the planet of Heral long enough for Battlefleet Barus to arrive and destroy the Tyranid ships in orbit before they had a chance to consume the planet. Baeloc assumed leadership of the Chapter following the First Poriphon War, and was instrumental in saving the system from a resurgent Vritra in the Second Poriphon War of 999.M41-001.M42. A solid warrior and an exceptional tactician, favouring lightning strikes against key targets, Baeloc was forced to spend his forces as efficienlty as possibly across the Barus sector, watching his brother's numbers dwindle with every engagement. Leading the Imperium to victory against numerous incursions from the Pa'shel Tau, and marshalling the defence against Waaagh! Grugor before slaying the Warboss in combat, Baeloc has become something of a hero to the local militarum regiments. With a new influx of Greyshield Primaris finally putting the Chapter back at full strength, Baeloc has set about defending the embattled Barus sector with a renewed ferocity. Venerable Brother Antedes Originally of the Black Consuls, Ores Antedes was serving with the Deathwatch at the time of the Black Consul's destruction at the Siege of Goddeth Hive. Antedes had risen to the rank of Watch Captain through various tours of service at Indomitus Point Watch Fortress, and had resigned himself to life as a Black Shield before he was offered the opportunity to head a new Chapter. Antedes served as Chapter Master of the Knights Vindicant until suffering a mortal injury in an ambush by a Tau Crisis Suit team during the Irusci Insurrection of 802.M41, and was interred within a Dreadnought. Antedes has continued to fight alongside his brothers, providing heavy fire support with the pin-point accuracy that he had become known for. Brother Antedes was one of just two Dreadnoughts that survived into M42, and with centuries of experience, has become one of Baeloc's most valuable advisors. Known for his fierce temperament, in recent years Antedes has been content to see the Knights Vindicant re-established a a full-fledged Primaris Chapter, knowing as he freely admits that it will make him one of the last of his kind. Venerable Brother Cantekles The second of the two Castaferrum dreadnoughts to still exist in the Chapter, Cantakles' scroll of honour is not quite as long as Antedes, but he is a redoubtable foe no less. Armed with two twin-linked autocannons, he is most often found reinforcing the fire support elements of any force he is attached to. Stoic where Antedes is fiery, Cantakles offers little interaction with his brothers until they reach the battlefield, where he truly thrives. Carve Sorris, Chief Apothecarion Carve Sorris has served in his post since before the First Poriphon War, where much of the Chapter's geneseed was lost. Facing the monumental task of keeping a Chpater most thought doomed to inevitable loss from becoming extinct, Sorris had been prone to bouts of severe melancholy. However, sis demeanor has been tempered in recent years by the introduction of the new Primaris reinforcements, and he expresses a warm, if sometimes intrusive, curiosity towards them. 1st Company Captain Maekor Eltas Previously a Sergeant in the 1st Company, most often found leading a detachment of Terminator-clad warriors, Eltas recieved a sudden and unexpected promotion after his predecessor fell tackling an infestation of Genestealers. He has taken to the role well, using any opportunity he can to remind the new influx of Primaris marines of the storied history of the Chapter, and casting a keen eye to identify any aspirants he thinks suitable for the vaunted 1st Company. 2nd Company Captain Orstan Larentes A veteran of many battles, Larentes has led units since the first engagements against Hive Fleet Vritra. One of Javas Varantis' trusted sergeants, he took over command of the 2nd Company after Varantis fell in battle with the Warboss Grugor. Known for being even-tempered, his mood has been soured somewhat by the Rubicon Primaris, a difficult transition leaving him with intermittent pains in the head. 2nd Company Lieutenant Gor Nayvir Seen as the most promising of the Greyshield recruits, Gor Nayvir is a veteran of the Indomitus Crusade. A noted veteran of the Battle of Ophelia VII and the Cleansing of Pyros, he was quickly identified as a future leader of the Chapter, quickly adapting his favoured tactic of overlapping static gunlines to the Knights Vindicant's more mobile approach. Knights Vindicant Chapter Banner. Knights Vindicant Brother Argo, 2nd Company, Squad Firaxes (M41)
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Index Astartes: Iron Gorgons Although they were once a Chapter of the Adeptus Astartes as noble as any other, the desire of the Iron Gorgons to replace weakness with strength led them into dark places from which they could not return. Origins Iron Gorgon of the Kajomn Clan At the time of the Twelfth Founding in the latter days of the Thirty-Fourth Millennium the High Lords of Terra decreed that one of the new Chapters would be drawn from the geneseed of the Iron Hands, a First Founding Chapter and the scions of the primarch Ferrus Manus. Representatives were dispatched to Medusa, the Chapter’s homeworld, to speak with the Great Chapter Council (the Iron Hands are peculiar in that they do not have a Chapter Master, preferring to divide power between multiple individuals). Tainted From Conception? Some Imperial scholars have concluded that the founding process doomed the Gorgons from the start. They argue that including individuals in the initial training core who would have preferred to remain with the Iron Hands bred bitterness against their superiors into the Chapter, resulting in the frosty relationships between the Gorgons and other Imperial bodies. Some even maintain that, although all of the members of the Sorrgol Clan had been tested and proven to be pure following their return from the Eye of Terror, the taint of Chaos lay hidden in the training cadre and over the millennia infected the entire Chapter. At that time the Sorrgol Clan (roughly equivalent in size, if not composition, to a company in a Codex Chapter) had just returned from a crusade into the Eye of Terror and were below half strength. It was decided that half the survivors would remain with the Iron Hands to rebuild and the other half would form the core of the new Chapter. The Council decided to randomly pair each Astartes warrior with another and have them fight a duel. The winner of each duel had the honour of choosing whether to remain an Iron Hand or become part of a new Chapter; the loser was assigned a role by his superiors regardless of his wishes. In this way the strong would go where they could serve to the best of their ability and the weak would learn the harsh lesson of defeat. Such is the way with the scions of Ferrus Manus. In total the training cadre was made up of two dozen members of the Sorrgol Clan and an additional dozen specialists drawn from several other clans of the Iron Hands. The new Great Chapter Council met for the first time to decide upon a name for the new Chapter whilst on route to the planet they had been granted as their homeworld. They decided to honour their Primarch by naming themselves the Iron Gorgons – Ferrus Manus is referred to as the ‘Gorgon’ in some historical accounts. When they arrived at their new homeworld they were mightily impressed by the character and determination of the indigenous tribesmen. This in itself is very uncommon for the descendents of Ferrus Manus, who often look down on any who are not of their own geneseed, holding unaugmented humans in particular contempt. Over the next millennia-and-a-half the Iron Gorgons fought countless battles against every enemy of the Imperium. Their largely autonomous clans spread far and wide over Segmentums Obscurus, Pacificus and Ultima, replying to calls for aid as and when they occurred. Over time they developed a reputation as stubborn siege-breakers, who could keep on pushing when all other Imperial forces had withdrawn and still claim victory. The cost of this was that the Gorgons had a very high casualty rate. Combined with their refusal to even consider excepting recruits from anywhere other than Sarkosh this meant that the Gorgons were very rarely at full strength. The Gorgons also developed a sense of superiority over other members of the Imperium. Imperial Guard regiments who fought alongside the Iron Gorgons suffered from extremely high levels of friendly fire incidents and members of the Gorgons frequently came to blows with allied Space Marines over the slightest real or perceived slight. The Gorgons only had good relations with other descendents of the Iron Hands and the Mechanicum, the latter of which regularly granted tributes of vehicles, power armour and other rarer equipment to the Gorgons far in excess of most Chapters of the Adeptus Astartes. The Fall The Iron Gorgons emerged from the dark and chaotic days of the Occlusiad relatively unscathed. As a result of this the entire Chapter was able to respond to the general call to arms at the beginning of the Taninim Crusade to regain territory lost to the Imperium’s enemies. Following a series of stunning victories over the mutant empire of the Dual King the Chapter gathered en masse to strike at the worlds of the Gnorghaan, despite a millennia old decree forbidding any Imperial personnel from straying within ten light years of Gnorghaani territory. The Gnorghaan There is very little mention of the Gnorghaan in Imperium records. Undoubtedly much was destroyed along with many other documents pertaining to the Taninim Crusade, but the shortage of information is still puzzling. Apparently the Gnorghaan were humanoid in appearance, although only around the height of a human child aged seven standard years. They were physically very weak but possessed an innate ability to understand the workings of their heretical technology and could innovate to a degree deemed impossible by members of the Cult Mechanicus. Their armour, laser technology and sonic weapons were far superior to Imperial equivalents. In the Forty-First Millennium the only remaining Gnorghaani technology is in the hands of the Iron Gorgons and the occasional well-equipped Rogue Trader. The initial strikes on the outlying colony worlds of the Gnorghaan were extremely successful. The xenos were unused to such brutal war, having lived at peace with their neighbours for hundreds of years. However they quickly adapted, evacuating outlying settlements to fortified cities and preparing for a lengthy siege. If the Gorgons had developed any feelings of complacency they were swiftly abolished when their forces were met with battalions of heavily armoured tanks armed with multiple laser and sonic weapons easily capable of penetrating power armour. Every victory won by the Gorgons was paid for in Astartes blood. Nevertheless, this was the combat the Gorgons excelled at and they eventually forced the Gnorghaan back to their capital world. By the time the Gorgon fleet arrived in orbit above the world designated as Gnorghaan Alpha the Chapter was barely above half strength. Lesser Chapters would have called for reinforcements or left a blockade fleet in the system whilst they returned to their homeworld to recruit and rearm, but not the Gorgons. They deployed every available warrior and vehicle to the surface of Gnorghaan Alpha to wipe out the xenos once and for all. Several hours after the last Thunderhawk Transporter had landed on the planet the Gorgons lost all contact with their fleet in orbit. At first they dismissed this as atmospherics interfering with the vox signals, or perhaps a Gnorghaani vox-jammer. But as the hours turned into days the Gorgons grew more concerned that something terrible had happened to their fleet. After two weeks with no contact of any kind with their orbiting forces the Gorgons accepted that the fleet had gone and they would have to defeat the Gnorghaans without reinforcement or resupply. By this stage five of the xenos fortified cities had been destroyed, but four more remained and they appeared to be better defended than any previously encountered. The Gorgons had also suffered heavy casualties. Four clans had been completely wiped out and the remainder were all below half strength. The sixth city fell at great cost and by this stage the situation was becoming increasingly desperate. Most of the Gorgons had run out of ammunition and had resorted to slaying their enemies with their bare hands. The remaining vehicles were all badly damaged and also running out of ammunition. At the daily Grand Council Meeting to determine the next stage of the war several of the Techmarines and Iron Fathers of the Chapter ventured the idea of using captured Gnorghaani weaponry against its creators. After all, the code of the Gorgons was that the strong would dominate over the weak. In this case, wasn’t it logical that the strong Gnorghaani technology should triumph over the weak Imperial technology? The Gorgons always strove to purge weakness from their ranks. Why should this not apply to their machines as well as their flesh? After lengthy discussion it was decided to test this principle in the coming assault on the seventh Gnorghaani city. The Deepest Mystery To this day the disappearance of the Iron Gorgons’ fleet is a complete mystery. One theory among Inquisitors who have investigated the Gorgons is that the Gnorghaani possessed some kind of surface-to-space weaponry on their capital planet that they used to destroy the Iron Gorgons fleet, although this raises the question of why they did do so earlier. Another common theory is that one of the many xenos or heretic fleets displaced by the ferocity of the Imperial crusade entered the system and attacked the Gorgons’ fleet whilst it was stuck in low orbit supporting the ground assault. Another theory is that one of the Iron Gorgon librarians, stuck in orbit whilst he recuperated from injuries sustained in a previous battle, suffered a terrible vision of the heresy his brothers were about to commit and somehow persuaded the fleet to abandon them on Gnorghaan Alpha. The only evidence for this theory is a pirate captured by Inquisitorial forces two decades later who claimed to have once been a serf of the Iron Gorgons. The pirate was suffering from a multitude of warp-travel related mental illnesses, and cannot be considered a reliable witness. Although designed for the small and agile hands of the Gnorghaan, the process of adapting it for use by power armoured Space Marines was relatively straight forward for the remaining Techmarines and Iron Fathers. The few vehicles that had been captured intact were more difficult but after stripping away most of the secondary power generators and life support systems it was possible for a single Astartes to operate one without too much trouble. The defenders of the seventh city were taken completely by surprise by the new tactic. The Gnorghaan had obviously never expected their own weapons to be used against them, the armour of their infantry soldiers proving as fallible as Imperial power armour had. Lacking both the superhuman physiologies and grim determination of the Emperor’s finest, the Gnorghaan were completely massacred. The captured vehicles likewise proved very successful, their only failing being a lack of numbers. The Taninim Crusade Lasting from 678.M37 to 714.M37, the ill-fated Taninim Crusade was an attempt by the High Lords of Terra to galvanise the Segmentum Obscurus, reeling from the Occlusiad War, by expanding its borders and removing age-old xenos threats. No less than eleven Chapters of the Adeptus Astartes were dispatched into the Taninim Expanse to cleanse it of xenos and filth. Much of what happened there has been purged from Imperial history, but it is clear that only a few of Chapters returned from the Expanse with their loyalty to the Imperium fully intact. Following such a decisive proof of the superiority of their new strategy, every Gorgon replaced his Imperial-sanctioned weaponry with those of the xenos. As final evidence that their chosen course was correct the last two Gnorghaani cities swiftly capitulated, although again the loss of Astartes life was severe. By this stage only three clans existed in a recognisable state, with two others only made up of half a dozen brothers each. The other five clans had been completely annihilated. Their duty complete, the Gorgons modified a Gnorghaani vox mast to broadcast an extraction request to all Imperial personnel in that area of space. Two months later one of the main crusade fleets, made up of ships from Battlefleet XXX and the YYY and ZZZ Chapters of the Adeptus Astartes, broke warp over Gnorghaan Alpha. The Gorgons had expected to be greeted as conquering heroes who had fought a powerful xenos empire single-handedly and triumphed at great cost. Instead they were treated with suspicion for their use of xenos technology and disregard for the decrees of the Mechanicum. Events came to a head when Inquisitor Sophia Vorgrazzi and Magos Hertz called for them to be put on trial for crimes against the Emperor as Omnissiah. Condemned both by their supposed superiors and by one they considered an ally cut the remaining Gorgons to the core. The Grand Council violently resisted arrest by brothers of the ZZZ and then captured a Strike Cruiser, fleeing the system with the last survivors of the Iron Gorgons. Vorgrazzi promptly declared the Chapter renegade and Excommunitus Traitoris. The Forty-First Millennium Following what they saw as their betrayal by the Imperium, the Gorgons became raiders. They roamed the northern edges of the Segmentums Obscurus and Ultima; capturing ships, equipment, raw materials and, most importantly, recruits. Over time the three surviving clans grew large enough to once again operate autonomously, although the Chapter will still gather as one to attack a large target of opportunity. The Gorgons still consider themselves loyal to the Emperor and maintain a deep hatred of Chaos, regularly attacking Chaos Space Marine warbands when they come across them. However, they despise most of the Imperium as too weak and foolish to accept that it is not the source of technology that is important but its usage. They hope that if they can gather enough strength they can launch an attack on the Sol System to prove the superiority of their augmented Gnorghaani weaponry over that of Mars and persuade the Mechanicum to allow true innovation and adaptation of xenos technologies Organisation Like their Iron Hand progenitors, the Iron Gorgons were originally made up of ten autonomous clans. Each recruited from a specific group of Sarkoshi tribes and had their own unique traditions and history. Representatives from each clan made up the Great Chapter Council to coordinate campaigns including more than one clan and to arbitrate in inter-clan disputes. After the Taninim Crusade only three clans were left in a recognisable state and the survivors of the conflict reorganised accordingly. At first the clans did not possess the numbers to operate autonomously as they once had, but as the Gorgons rebuilt and recruited they once again separated to roam the Imperium independently. The Great Clan Council now only meets occasionally (and usually through a psychic intermediary rather than face-to-face) to coordinate large attacks consisting of two or three clans. Originally each of the ten clans consisted of around one hundred battle-brothers, in keeping with the proscribed Chapter size of one thousand line-troops. Since their betrayal the Gorgons no longer saw the need to be bound in such a way. As such there is no longer an upper limit to size a clan may reach, although levels of recruitment and casualties conspire to ensure that a clan will very rarely number more than two hundred, meaning that the Chapter as a whole is made up of approximately six hundred line-troops at any given time. Combat Doctrine The Iron Gorgons always had a reputation for being siege breakers, and that tradition has carried on since the Taninim Crusade. Many of the finest fortresses in the northern Imperium have fallen prey to the implacable might of the Gorgons and their powerful xenos-augmented weaponry. The Techmarines and Iron Fathers of the Gorgons have continued to innovate and reverse engineer alien technology to render the Chapter’s weapons utterly devastating and their armour nigh indestructible. Beliefs The Gorgons believe that for humanity to survive in this cruel universe they must continually strengthen and better themselves. Where flesh is weak, it must be replaced with machinery. When machinery is weak, it must be replaced with stronger machinery. They do not see xenos technology as heretical, they see xenos as heretical. If they can slay a xenos then they have earned the right to use that xenos’ technology in order to improve themselves. The only alternative is stagnation and death. The Gorgons hope that eventually they will be strong and numerous enough to strike deep into the Sol System, overcoming the formidable defences of Terra itself and proving to the High Lords and the Mechanicum that the way of the Gorgons is the only way that will raise mankind out of the dark ages and into the light of progress and true galactic supremacy under the watchful gaze of the Emperor Himself. On Sarkosh there existed a legend brought from ancient Terra itself. This legend was of the Gorgon, a mythical monster that could kill a man with a single glance. Over time this belief spread throughout the Chapter, and many Astartes started to believe that the Gorgon was the pinnacle of the Emperor’s ambition for his Space Marines. When they could slay their enemies just by looking at them, then they would know that they had achieved perfection. It became tradition that when a neophyte became a full Astartes he would have his weak eyes replaced with infallible augmetics. As he progressed through the ranks the augmetics would be upgraded to incorporate lasers to strike at his opponents. However, the Techmarines of the Chapter struggled to produce power generators small and powerful enough to actually kill an opponent. The best they could manage was to cause enough pain to distract an enemy and leave him vulnerable to the fatal blow of a chainsword or combat knife. However, when the Chapter began incorporating Gnorghaani laser technology into their weapons they realised that their quest was at an end. One of the many superior qualities of Gnorghaani laser technology is its compact efficiency. Finally the Gorgons could achieve what they saw as perfection, the replacement of their frail flesh eyes with an augmetic that functioned much better as an optical device and could also kill a man just by looking at him. Their eye lasers are much shorter range than hand-held equivalents, but they ensure that when the Gorgons reach close combat they are almost unbeatable. Homeworld Sarkosh was a planet of craggy mountains and deep, jungle-filled valleys. The native tribes made their living hunting the various creatures that lived on Sarkosh, such as the huge bird-like batrosz that rode the thermals above the mountains and only descended to lay their eggs, and the cunning chameleowolves that could change their skin colour to blend into any surrounding. The tribes also delved into the deep caverns under the mountains to gather valuable gemstones for the tribute barques that landed on the few grassy plains every eight years. Life on Sarkosh was tough and bred strong, determined and uncomplaining young men as recruits for the Gorgons. With Sarkosh now an airless rock, the mountains fused into radioactive glass, the Gorgons are forced to recruit from the Imperial worlds they attack. When the Gorgons win a victory they put all the human opponents they capture to work as slaves aboard their forge-ships. Only the strongest slaves survive more than a few months, and those that do are forced to fight one another in single combat. The victors become the equivalent of Chapter serfs, serving a single Astartes and attending to his every need. Those few that are still young enough for geneseed implantation are given the opportunity to become Astartes themselves. The Gorgons also defend Imperial worlds from the forces of Chaos, whom the Chapter still despises despite its betrayal by the Imperium, or xenos. Normally, however, the Gorgons will only defend worlds it sees as strong and uncorrupted – usually backwards planets of the death world, feral world or feudal world categories. After the enemy is defeated the Gorgons will organise tournaments for the young men of the planet and the victors become neophytes. Geneseed The descendents of Ferrus Manus despise the weakness of flesh and praise the strength of the machine. Some see this as a fundamental flaw of the geneseed, although the Inquisition and the Mechanicus both regard it as pure. The same cannot be said for the geneseed of the Iron Gorgons. Although tithes before the Taninim Crusade are free of mutation, on the rare occasions since then that the Mechanicus has been able to retrieve samples of Gorgon geneseed they have been alarmed by the level of deviancy from what is deemed acceptable in loyalist Chapters. Most Magos who study the geneseed have reached the conclusion that the Gorgons have carried out experimentation on their own lifeblood to ‘improve’ it. Whilst the Mechanicum cannot examine what effect the experimentation has had without carry out live geneseed implantation – something it is unwilling to countenance – the implications for the Imperium cannot be good. Battle-cry Each clan has several unique battle cries linked to its history, but a common battle-cry across the entire Chapter is “Vengeance for Sarkosh!”
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- Renegade
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Dear Liber, more than half a year later, kindled by the upcomming 8th Editon, I took the time to go through my Index Astartes for my Chapter the Thousand Fists, and finalize the texts. I can't remember when or why, I came up with writing it as letters from an Apothecarius of the Thousand Fist to an Apothecarius of the Scythes of the Emperor, but that's the form it has now. Probably it's because, the whole reason for coming up with a homegrown chapter is, it have an own background to start writing more stories about. I'll be publishing a new letter every day in this thread (five are already written two others half way done and I have content for a ninth). As always: Please be kind, when it comes to orthography (English is not my first Language) and thanks in advance for any Feedback. I sincerly hope you enjoy it, your humble servant, Filius P.S.: Thanks everyone, who already helped me. I wouldn't have come so far without the people in this most amazing place of the Galaxy in the 40th Millennium. Thanks a lot! P.P.S.: I skipped that "publishing a new letter every day" thing. I'l just publish them here, when they are ready.
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- Loyalist
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Well now, this had been a very, very long time since I posted an IA here for you Liberites to feast over and tear to pieces. () But I am back with all of this 13th Black Crusade nonsense going on and figured I should bring back an IA from the Archives and see if I can refine and complete it anew. Some of the old hands may remember these guys. Anyway, onto the article! Decimators My brothers, we live in a universe of apathy, greed, corruption and power. Xenos attack our Imperium’s every front and heretics attack from within. Humanity is weak against this perpetual fight of survival, we see it in their flesh and in their actions. They require protectors that reside above such weaknesses of the flesh, and in this nature we serve. For we are the Decimators, the sons of the iron fisted Ferrus Manus, pure in thought and action. We are the hammer that strikes against the anvil of war. We cleanse the xenos, purge the heretic and eradicate all who attempt to destroy us. May our enemies fear our name, for we are their destruction! - Chapter Master Fernos during the siege of Garosh. The Decimators have a long history of executing justice upon the enemies of the Imperium. Forged from the gene-seed of one of Ferrus Manus’ successor chapters, the Brazen Claws, the Decimators were raised up to be a great hammer to strike against and annihilate the enemies of mankind. Created during the 17th founding, the young chapter was trained in the Segmentum Obscurus by their parent chapter in battles against the Eldar and Orks. Captain Anton Grevius of the Brazen Claws’ 3rd Company was bestowed the honour of becoming the leader of a new chapter, his blunt and direct style of warfare being key to creating the Decimators’ battle doctrine over its growth as a chapter. After just over a century of fighting under their parent chapter’s tutelage, the Decimators had built up their numbers and resources to become a fully-fledged chapter with the strength of four Companies. To fully declare the chapter independent, Chapter Master Grevius declared a campaign against Ork Warboss ‘Eadkruncha’s building Waaagh!, which had begun to plague the Imperial worlds of the Nexus Ring. Leading his chapter as an example of heavy hitting annihilation, Grevius and his Decimators destroyed ‘Eadkruncha’s Orks with devastating ease. This doctrine grew into the Decimators’ most favoured method of war, using overwhelming brute force to utterly annihilate a foe. Striving for perfect eradication, the chapter would not declare their most righteous work done until every last enemy they faced had been destroyed. Campaign after campaign, the Decimators proved their aptitude and skill as the Emperor’s avenging angels of war. But, like all chapters of the Adeptus Astartes, the Decimators also learnt harsh lessons during their history which would shape their outlook on warfare and the Imperium. The greatest lesson being the loss of their homeworld, Kairus at the hands of those who were once allies. The Desolation of Kairus Chalice Knights The Chalice Knights descended from the geneseed of Sanguinius’ Blood Drinkers. The Decimators had worked alongside them in a number of key campaigns, within the Segmentum Obscurus against a variety of foes, both Xenos and Chaos. The two chapters held a close bond for over two millennia prior to the Desolation, aiding each other when required and openly sharing their knowledge of current threats within the Segmentum Obscurus. The Chalice Knights’ betrayal, falling to Chaos and to Khorne, cut the Decimators deeper than any blow an enemy could inflict, leading to great changes in the outlook of the sons of Ferrus on the inhabitants of the Imperium of Man. The fall of the Decimators’ home planet, referred to as the “Desolation” occurred at the start of the 874.M37. A large force of the Chapter, including a large amount of its command staff were engaged in the retaking of the Calanus Gulf from an Ork incursion, leaving the Fourth, Seventh and Tenth Companies to guard and protect their homeworld of Kairus. When the expedition force returned from their campaign, they found their home system to be desolate, Kairus itself scoured clean of all life. As the stunned and battle-weary fleet searched through the wreckage of a space battle above Kairus, it was clear that their planet’s defenders were annihilated by Space Marines. It was soon identified the force responsible were those whom Decimators had once regarded as close allies. Discovering the distinctive chalice symbol with an eight-pointed star behind it upon shattered enemy ships, it was insurmountably clear to the Decimators that the Chalice Knights had turned their back upon the Imperium. Stunned and close to despair, Chapter Master Harmun ordered his Chapter to investigate the ruins of the Decimators’ fortress monastery. Mercifully, the chapter’s geneseed vault was found to be left intact, its hidden location deep underground protecting the vault from the destruction above. For the three companies guarding Kairus however, the same could not be said; each and every corpse found had been butchered and robbed of their geneseed. Enraged further by this callous act, Harmun declared the Decimators would engage in a crusade to find and eradicate every trace of the Chalice Knights from the galaxy, avenging the loss of their homeworld and to bring justice for the desecration of their battle brothers. Harmun then declared that he would slay the leader of the Chalice Knights personally to truly eradicate the taint of the renegades. Reporting the heresy of the Chalice Knights and recovering whatever they could from their planet, the Decimators began their crusade to purge all traces of the now traitor Chapter. Over the next century, the Decimators searched for and destroyed any trace of wherever the Chalice Knights had been with elements of the Ordo Hereticus in tow, baptising their crusade as the ‘Cleansing Hunt’. The now renegade chapter had left increasingly frenzied assaults upon planetary systems they found, as they began aligning themselves further to the Blood God, Khorne. The two former allies, now hated enemies, eventually faced each other in full force, ironically, within the Calanus Gulf, where the Decimators had been deployed when Kairus fell. The controlled, righteous fury the Decimators brought to bear in the void and upon the surface of a number of worlds eventually overwhelmed and defeated the bloodthirsty and frenzied attacks of the Chalice Knights. The Chaos renegades were dealt a final blow upon the planet of Grimhold, where Chapter Master Harmun finally faced off against the Daemon Prince that now led the once honourable and loyal Chalice Knights. Engaging each other in singular combat as the battle raged around them, Harmun eventually felled the Daemon Prince with his mighty hammer, ‘Ironfall’ at the cost of his own life as the Daemon Prince speared its warped blade through the Chapter Master’s hearts in a final, hate filled strike. The Huntsmen After the sundering of the Chalice Knights on Grimhold, a handful of Decimators felt that any remnant of their enemy’s existence was a stain upon the galaxy to be cleansed. Requesting that they band together as a group, whose sole purpose was to destroy all remnants of the Chalice Knights, the new Chapter Master of the Decimators acquiesced to their request. Naming themselves the Huntsmen, this small group of twenty Astartes headed for the Eye of Terror, intent on finding any trace of the Chalice Knights and destroying it utterly until nothing was left of their existence. Each Huntsman altered their armour’s colour by replacing the red of their helms, chest Aquilas and gauntlets with an all consuming black. Contact with this band of Decimators was lost a decade after they had reached the Eye of Terror. The fate of the Huntsmen is unknown to the chapter, some believing they died as glorious martyrs, whilst others hold the belief that the Huntsmen still fight within the Eye of Terror, eradicating all traces of the Chalice Knights. The Decimators keep a constant vigil for any sign of their crusading brethren, should the Huntsmen ever return with their deed done and oath fulfilled. As the Daemon Prince was cast back into the warp, the few still sane remnants of the Chalice Knights began to fall back towards the small rift the death of their master had created, as the malefic body was sucked back into the realm of Chaos, knowing that the battle was lost and more slaughters awaited them in the future. With the battle over, the Decimators felt their duty to destroy the Chalice Knights had been done, the traitor Astartes having splintered into small warbands as they fled into the warp rift before it closed. However, the Decimators were dismayed to discover that the body of Chapter Master Harmun was lost to them, having been sucked into the warp with the Daemon Prince he had felled. All that remained of Harmun was his thunder hammer, ‘Ironfall’ and his broken helm, which had been knocked aside in the battle earlier. Reverently recovering these items of wargear with pride for Harmun’s achievement in fulfilling his oath, the Decimators returned to Kairus to choose their new leader and prepare for their next action. Having acted as a fleet based chapter whilst hunting for the Chalice Knights and seeing its benefits, the newly appointed Chapter Master Kell began preparations for the Decimators to become a permanent fleet based force. The High Council of the chapter decided that Kairus’ now desolate surface was a perfect place to train the recruits they would need in future and their Fortress Monastery was to be used a crypt for their fallen. As the Decimators regained their strength and reflected upon the horrific events of the Desolation and the Cleansing Hunt, the chapter grew an increasing wariness of those descended from Sanguinius geneseed. The chapter became convinced that the flaws within The Blood Angels’ geneseed were a major weakness that could be utilised by the ultimate enemy of the Imperium. This wariness also flowed on to a mild distrust of other chapters who have descended from what the Decimators regarded as “flawed and impure” geneseed. In more recent centuries after the Desolation, the Decimators have faced the forces of Chaos repeatedly, seeking to purge any trace of its twisted mutations and weaknesses from the Imperium’s worlds. Their location within the Segmentum Obscurus has also seen the chapter face the numerous Black Crusades the Despoiler has unleashed since their founding. The Decimators have always committed their entire chapter strength against the Chaos armies during these crusades. The greatest and most hard fought defence the Decimators participated in was the 12th Black Crusade, when Abaddon’s forces emerged into the Gothic Sector, close to the region the Decimators’ protect. The chapter suffered heavy losses, but their duty in cleansing the region of the forces of Chaos was achieved with the aid of their fellow loyal Astartes chapters and the further armies and Ordos of the Imperium. The Decimators have now developed their combat methodology to specifically counter the power armoured forces of the Traitor Legions. Beliefs Descending from the seed of Ferrus Manus’ Brazen Claws, the Decimators inherited the belief of the flesh being weak from their parent chapter. When a recruit is blessed with his black carapace, it is traditional the recruit also has bionics implanted into his body to ensure that he lacks weakness. The most common body parts that are replaced are the arms and hands, so that the initiates appear and feel closer to their Primarch and Legion of origin. As well as developing a wary mistrust towards chapters with mutated geneseed, the Decimators have grown to hold a far greater contempt towards what they regard as “impure” humanoids, such as the Imperial Guard’s Ogryn and Ratling soldiers. The chapter has been known to refuse to fight alongside any abhumans in a number of campaigns when possible. As a result of one infamous event; the Decimators are remembered with disgust by the Tarnus 12th Imperial Guard Regiment, after the chapter executed a large cohort of Ogryn from the 12th in the aftermath of their defeat on the planet Sarrim. The Decimators came to the conclusion that the impurity of the Ogryn had been one of the factors of the campaign’s loss. When the Inquisition was made aware of this incident by the Regiment’s high command, the Decimators were issued a warning by the Ordos. When a similar incident occurred 5 years later under similar circumstances, the Decimators were sent on a penance crusade in the far edges of the Segmentum Obscurus for three decades. The chapter still refuses to fight alongside abhumans of any kind, but the memory of their penance crusade by the Inquisition reminds them to keep their views in check, or they will suffer greater consequences for their actions. The Decimators see the Emperor as the greatest warrior in the history of mankind and that they should all strive to be warriors following the Emperor’s example. The chapter view their Primarch as being the great fabricator of the war machines of the Imperium and they believe that their wargear possesses the mark of Ferrus’ soul within the machine spirit. Thus, the Decimators revere every piece of equipment they possess, seeing it as a direct link to their gene-father. Since the events of the Desolation, the chapter have developed an enormous hatred for the dark armies of Chaos. On the armour of the Decimators, verses of loyalty and purity are embossed in gold script, to remind them that their belief in the Emperor is absolute and that they will remember to keep their perturbation towards what they regard as impure allies in check, lest they suffer the consequences. In the chapter’s ten year cycle, there are two great markings of remembrance; the first being the Feast of the Founding, where the Decimators celebrate their creation and it is regarded as a time to reflect on the past year’s events and their achievements and losses. The second event is the Night of the Heresy, where the chapter remembers the great betrayal of Horus and the ten legions that cast their oaths of loyalty to the Emperor into the dust, turning away from His light. It is during this time that the chapter claim their oaths of loyalty once more and they punish themselves for their actions over the past decade if they had sinned. The traditional punishment is that a fellow battle-brother takes a whip with lead ball bearings on the tails and the sinner is given 10 lashings for each sin they have caused, which is placed in a log over the decade and is called out during their punishment. Since the loss of Kairus and the turning of their brother chapter, the Decimators are even more stringent in choosing new members and their Librarians constantly examine their brothers for any sign of taint before, during and after a campaign. Organisation The Decimators follow the Codex Astartes with little deviation from it, bar some of the names in their rank structure. But the chapter’s battle brothers are encouraged to not follow the codex by the letter, focusing on their own knowledge and initiative. In terms of wargear, the Decimators notably rely heavily on Predator Destructors in lieu of the Annihilator variant, after losing a large amount of their Annihilators during the Gothic War. A larger amount of Vindicators populate their armoury than what is considered the norm, with each Battle Company proudly containing their own Linebreaker squadron. Land Raider Gladius The Land Raider Gladius is a rare variant of the mighty vehicle and six are known to exist within the Segmentum Obscurus. It consists of a twin-linked autocannon tank turret atop the Land Raider’s hull, with twin-linked heavy bolters on its sponsons and frontal turret. Troops cannot be deployed within the Gladius, due to the amount of ammunition needed to be stored, but it has proved to be an effective battle tank against masses of Orks and other xenos with light armour. Their use against power armour however, has not proven to be as effective, but the variant has stood its ground on more than one occasion during sieges and assaults against the forces of Chaos. The Decimators’ 9th Company withholds most of the extremely heavy and rare vehicles of the chapter. These include at least one of the Land Raider Terminus, Ares and Achilles variants. It is also known that the Decimators created a unique variant of the Predator and Land Raider chassis, as a result of two separate, vicious campaigns. The first being the Land Raider Gladius, created in M36 from the damaged remains of the Chapter’s Predator Destructors and a Land Raider Prometheus, during their fight against the Ork’s Goff clan. Four are known to exist within the chapter’s armoury, after the first Gladius proved its effectiveness against the Orks. The unique Predator variant created by the chapter is aptly named Predator Decimator. Created during the 11th Black Crusade by High Techlord Heran, the Techmarine built a Predator wielding a twin-linked autocannon turret with plasma cannon sponsons, its use against the advancing forces of Khorne’s forces, at the defence of the hive-city Brasshold. The tank proved to be lethal with its plasma cannons paired with the autocannon turret annihilating the power armour of the Chaos Marines. The variant has been adopted by a number of chapters the Decimators had fought alongside during and after the 11th Black Crusade, notably the Crimson Fists, Sons of Doom and the Swords of Orion. Recruitment Geneseed The Decimators use the seed of Ferrus Manus and there are currently no known mutations with their geneseed. The tithes with the Mechanicum have always been kept up to date, it is known for the Decimators to ask for their geneseed to be analysed more often, to ensure that it is as pure as it can be for the next generation of Astartes. Being fleet based, the Decimators recruit new warriors from a number of planets varying in their geography, including desert planets and hive worlds. The process for recruitment is one that begins with the hopeful aspirants being told that if they chose to join the Decimators, they would serve the Emperor and the chapter no matter what would happen. They are then taken off their homeworlds to the deathworld of Dermur, where the aspirants face the most gruelling and toughest challenges where failure means death or eternal slavery aboard the ships of the Decimators as servitors and chapter serfs, thus keeping the promise that the aspirants would serve the chapter and the Emperor. The first challenge is a great march through the mountain ranges on Dermur’s largest continent, a region filled with vicious predators that stalk the ridges of the mountains. Those who fall are left where they are and the survivors are picked up later by the sergeants to convert them into servitors for the chapter’s fleet of ships. Other challenges and tests taken include tests of faith and skill, such as the aspirants being required to defend themselves from fast approaching targets whilst answering questions from their tutelage, on the history of the Decimators and the legacy of their gene-father, Ferrus Manus. The second major test is one of combat expertise, where the initiates are scattered across the remains of Kairus’ surface, the now inhospitable land providing the perfect challenging environment. Each recruit is given a sword, krak grenade and a shield before being ordered to return to the ruins of the Fortress Monastery. Many initiates fail at this point, either by the harsh climate of the Decimators’ former homeworld, or from myriad of predators that still roam the harsh wastelands, but those who pass are taken to the crypts of the Decimators, still intact beneath the fortress monastery, to make the final test before the statues of the great fallen commanders of the chapter and of their Primarch. The initiates must chisel their name into the “Stones of Kairus”, placing their name alongside the many warriors who have served the Decimators over its history. When they have finished this task, the initiates are sent back to the Decimators’ flagship, the Divine Eradicator and become full members of the Scout Company, blessed with a bionic implant to bring them closer to their gene-father’s legacy. Combat Doctrine Battlecry The battlecry of the Decimators is commonly where the senior commanders shout “In the name of Ferrus!” and the rest of the chapter bellow in response “Hammer down the foe!“. In some cases, though the marines simply shout out the latter cry as they rally their brothers for a charge against the enemy. The Decimators are generally a codex-oriented chapter when it comes to their combat doctrine, but they have a tendency to use Devastator Squads and heavy weaponry more than their Assault Squads. The chapter do however use Landspeeders and Bike Squadrons often, utilising their speed to strike at an enemy whilst they are being bombarded by the heavy weaponry brought to bear. Due to their origins from the Iron Hands, the Decimators utilise a large amount of exotic and rare technological weaponry, such as the use of plasma guns and meltas being favoured in most engagements. The Devastators typically use the more exotic Lascannons and Plasma Cannons over their other options, having grown used to dealing with the heavy armour of Chaos Marines. Due to their constant battles against mechanised forces in offence and defence, the 6th squad of every Battle Company is regarded as the “Tank Hunters”, in which the squad is armed with melta weaponry. The squad is always attached to a heavily armed and armoured Rhino, ensuring that their mobility is at maximum to deal with any armoured threats quickly and effectively. The chapter excel at destroying fortified defences more than fighting in close quarter combat, but after a number of engagements against the forces of Khorne, led primarily by the remnants of the Chalice Knights, the Decimators have developed a unique fighting style for the frenzied attacks of the Bezerkers, the chapter’s developed method proving useful against the Ork menace. The chapter’s recent actions has seen them face an array of xenos, including the sadistic Dark Eldar and the ever marauding Orks, but their most common enemy is the forces of Chaos. As a result, many of the bolters and other weaponry of the chapter have been painted gold to reflect the Emperor’s light and have been anointed with holy oils, to ensure the purity of the machine spirit within. Thunder Hammers are the most common close combat weapon amongst the veteran sergeants of the chapter and the Assault Terminators commonly prefer the use of them over a pair of lightning claws. ++++++++ And there you have it! As always, any and all Comments/Critiques/Ideas are greatly welcomed, so I leave the floor to you all! Damn is it good to be home. Cambrius
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Hey all, I've spent time this weekend writing my thoughts into a more coherent form. Still heavily WIP, but with nearly 4000 words I think there's enough meat here to get feedback from those whom are both better writers and more in-tune with the lore than I. Please let me know your thoughts! INDEX ASTARTES: TIMBERWOLVES The Timberwolves are a Loyalist Space Marine Chapter created during the Ultima Founding in response to a direct request by Inquisitor Ra’lesh for a protective Astartes force at the western edge of the T’au Fifth Sphere of Expansion. Initially made in haste from Primaris of various lineages to serve the immediate needs of the Canidae system, much of the original “Greyshields” force was decimated in the first T’au invasion of the tribal world Canilus before they could establish a foothold in the region. Only a miraculous, mysterious, assistance prevented the nascent force from being erased almost before it could be recorded in the halls of Terra as an official chapter. Through the subsequent rebuilding, the chapter’s genetic makeup has been established to be of Raven Guard lineage. The Timberwolves are one of the rare chapters who integrate with the local human population, its brothers sitting in council positions and heads of families in the local tribes from which they recruit. While maintaining an incredible stronghold on their home world, the Timberwolves also act partially as a crusading fleet, cycling battle companies between defense of their homeworld and crusading throughout the local region. CHAPTER HISTORY CHAPTER ORGANIZATION CHAPTER COMBAT DOCTRINE CHAPTER BELIEFS CHAPTER HOMEWORLD CHAPTER GENE-SEED NOTABLE TIMBERWOLVES CHAPTER FLEET CHAPTER APPEARANCE
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Here is the Crimson Spectres, my Raven Guard successor Chapter. If anyone here goes to /tg/, you might find them familiar. They are the same Chapter created in one of their game threads, Chapter Master Quest. Since I was instrumental in its creation in that thread, I don't feel like I'm "stealing" it. Just sort of claiming it, though I have absolutely no problem of anyone else who was a part of that making their own variation, of claiming it for themselves. Or aiding me in further developing this one. To everyone else, yes, yes. I know. Yet another Chapter with black and red. Origins The Crimson Spectres are among the youngest of Chapters, founded in the most recent Founding mere centuries past. Their veteran officers that formed their training cadre and remain with them still have kept them close to their Raven Guard roots. They operate unseen and with few numbers. Much of their identity they keep hidden, with even the true location of their homeworld and recruitment center kept secret. Despite their young nature and low numbers, the Crimson Spectres have created a well-deserved reputation for efficiency and effectiveness in their region of space. Decades after their original formation, they participated in a crusade against worlds heavily occupied by the primitive cousins of the hated Eldar. Many times regiments of the Imperial Guard would approach a known enemy position to find it destroyed, bodies of xenos scattered and signs of battle scarring every surface, but with no sign of its destroyers. Rarely did the Imperial Guard witness the Crimson Spectres in combat and even then the combat was too swift and disorienting to be properly followed. With the Crimson Spectres striking hard and fast for the heaviest points of resistance, the Crusade accomplished its tasks with great alacrity. Nearly half a dozen of claimed Maiden Worlds have since been colonized by the Imperium. One of these, called Pyrax, was given to the Mechanicum due to its high mineral content. The young Forge-World is tasked with the care and upkeep of the young Chapter's technological needs. Following this victory, the Crimson Spectres waged all-out war with an immense Ork incursion. With the surprise assaults the Chapter had become known for, the Ork leader was slain, his grotesque and bloated giant machine flattening the Ork army with its detonation. The Orks have since fallen into a series of internecine wars that the Chapter silently watches over, acting only when necessary to perpetuate their self-destruction. However, their reputation received a blow in recent years. Accompanied by the Honoured Brethren Chapter, a Chapter the Crimson Spectres can find no information on, the Crimson Spectres have been engaged with putting down a series of uprisings that have thus far thwarted the mortal forces stationed there. Initially, when acting alone the Chapter was proving exceptionally successful. The Crimson Spectres had nearly eradicated all of the secessionist cells when the Honoured Brethren despatched a taskforce to aid in the cracking of a particularly difficult world. Despite the additional forces and support of a brother Chapter, the rebellious world repeled the invaders. In rapid succession, cells thought entirely destroyed revived themselves and renewed their efforts with greater alacrity than before. Though the war to put down the foolish thoughts of secession had nearly been won and the rebellious forces were unable to stand against the efforts of the Crimson Spectres, suddenly the forces of two Chapters of the Adeptus Astartes was too small to stem the tide. With signs of Chaos worship growing across the embattled worlds, the Crimson Spectres immediately petitioned for a Crusade, knowing that the rebellious forces had acquired for themselves some unholy patron. Immediate and total destruction was required, to prevent the corruption from spreading. They received resistance from an unexpected quarter however, as the Honoured Brethren spoke against the claims of the Crimson Spectres. They felt that their pride and honor was at stake and to request additional aid was both unnecessary and cowardly. With the older Chapter having greater weight and authority, no Crusade was forthcoming. By the close of the 41st Millennium, the two Chapters are locked in combat still among the revolting worlds. Though still allied together in name, many times the two Chapters have nearly come to blows and the Crimson Spectres have begun to question their true intent. However, they fear bringing their suspicions to the Inquisition, knowing that the pervasive Inquisitors would find their own secrecy far more diverting. Any attempts to take matters into their own hands would be equally foolhardy. Both Chapters are present with their full numbers, making the Crimson Spectres outnumbered two to one. Homeworld Deep in Sub-Sector Archein, what the Imperium believes is uninhabited space, the Crimson Spectres discovered a unique world. It did not appear on their onboard sensors, but it could be sensed by those of psychic capabilities once nearby. Its entire surface was enveloped with cloud cover so dark as to be seen from space as nothing more than an empty hole on the field of stars. Close inspection found that the cloud cover were made up of rare metallic dusts, explaining why the world never showed on long-range sensors. Knowing there was human life deep in the blackness that the psykers could sense, the Crimson Spectres sent forces down upon the world. They found an Imperial hiveworld that the Imperium had forgotten. Due to its unique nature and clerical errors, the world of R'hanada had been erased from Imperial records only a century past. With the behemoth and labyrinthine Imperial bureaucracy being true to its nature, the error was lost in the immense, ever-changing flood of information the Administratum eternally processes. The Crimson Spectres, up to then fleet-based, were intrigued by R'hanada. Its human population had been hardened by its isolation. Though it had been severely reduced without the constant shipments bringing sustenance from nearby agri-worlds, what remained were deemed suitable as recruitment stock. The Crimson Spectres settled upon R'hanada and took it for their own. Officially, they remained fleet-based, operating outside of their Fortress-Ship the Clandestinus, and declared the feral world of Tarren as their source of recruitment. To keep appearances, it is from Tarren that the Crimson Spectres receive the majority of their Chapter serfs, though they are not opposed to truly inducting a particularly promising Tarren to the Chapter. Combat Doctrine The Crimson Spectres are adherents to the Codex, operating outside its scope only in ways that their small numbers necessitate. Though the Crimson Spectres often commit to battle openly, they do so only after an initial stealth assault. Using sabotage, subterfuge and ambushes to critical effect, the Crimson Spectres ensure that they inflict the maximum amount of damage possible while exposing themselves to as little danger as necessary. An assault by the Crimson Spectres rarely comes from an expected direction and are usually accompanied by loud and deliberately distracting explosions within the enemy camp, where explosives had been set by experts at stealth and sabotage at key points to demoralize and cripple the enemy. Often when the Crimson Spectres meet the enemy in open battle, the enemy is bereft of leadership and without any hope of support, reeling in confusion as the hammerblow finally arrives. In this way the Crimson Spectres are able to use their small numbers to maximum effect. Organisation The Crimson Spectres do not deliberately deviate from the Codex Astartes. Due to genetic instability, the Chapter has been slow in building up its forces. Currently the Chapter has only three battle-ready companies outside of the scout and veteran companies, with the First Company led personally by the Chapter Master. With such low numbers, the Crimson Spectres prefer not to split their forces among multiple warzones. Instead, the Chapter arrives in full force, with a single company remaining behind to guard their homeworld and oversee recruitment. Though the Chapter can account for five companies, none are at full strength. In truth, the Crimson Spectres have only just over three hundred fully-fledged Marines. In keeping with the character he had infused within the newborn Chapter, the founding Chapter Master, though a great and renowned hero from his previous days as a Raven Guard, has forsaken his own identity and is referred officially only as the Spectre. Though the few powerful individuals with enough clearance could perhaps explore his past and discover his true identity, none can know if the current Spectre is the same as the original. Beliefs The Crimson Spectres care little for honor or glory and focus only on that which they deem practical, traits they feel that their Primarch Corax epitomized. The Chapter does have its limits on what it deems practical, refusing xeno or warp technology no matter the aid it may bring. They know that their potential uses are far outweighed by their corrupting nature. Following the traditions set by their primogenitors, the Raven Guard, the Crimson Spectres record their battles. Each Marine is expected to devote themselves to understanding their strengths and faults by studying their actions and those of others, so as to better themselves and to properly teach them their place in the Chapter. Often this is done in large gatherings so that the insights gleaned from such study can be openly and fairly shared. Theories and concepts related to war are deliberated and evaluated solely on their pragmatic applications. The Crimson Spectres require only the destruction of the enemy in ways that will have the least impact on the Chapter's ability to wage further war. Despite their lack of concern for matters of glory and honor, the effectiveness of their attitudes has nonetheless gained them such in the eyes of others. Gene-seed The Adeptus Mechanicum utilized the purest strains of gene-seed derived from Corax that they had in stock. As such, the Crimson Spectres have little to fear of the mutations that can be common among Raven Guard successors, though they do keep the common physical appearance. Though the Chapter's stock of gene-seed is not mutative, it has proven especially difficult to properly implant. Though rejection of gene-seed is a problem all Chapters must face, the rejection rate of gene-seed for the Crimson Spectres is extremely high. Though their recruitment programs have stepped up exponentially to offset this issue, the growth rate of the Chapter has been abysmally slow, having been able to create only a single company's worth of stable Marines after three centuries. Battle-cry An assault by the Crimson Spectres is not heralded by stirring chants or terrifying battle-cries. Explosions and gunfire upon an unsuspecting foe speak loudly enough. http://i.imgur.com/JXenda9.jpg
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Origins “Following him is a lesson in futility. His is a war fought on an entirely different level, too fast for the likes of us to participate. But that is fine. He leaves more than enough behind him for the rest of us.” –- attrib. Batukhan The known history of the Guardians begins sometime in the 33rd Millennium, when the Chapter was ordered to the Midas Cluster, far to the Galactic North. This is not, however, when the Chapter was Founded, though very few scraps of information remain from the period before their coming to the Midas Cluster. What little is known of this fuzzy period in the Guardians' past is that the Inquisition had a heightened awareness of the Chapter, with Inquisitorial agents and decrees a constant presence in the initial centuries of the Guardians' arrival. Many in the Chapter look toward their genetic flaw with progenoid gland production as the cause for their paranoid attentions. What little remains of the Guardians' existence prior to the 33rd Millennium are vague, providing little facts. Fragment writings attributed to what is believed to be one Batukhan, the Guardians' potential founding Chapter Master, detail his rise to command a Brotherhood of the White Scars Legion prior to the formation of Chapters, making the Guardians a potential 2nd or 3rd Founding. Whatever the history of the Chapter in that mythical age, the Midas Cluster proved a powerful influence, virtually recreating the Guardians in its image. The Midas Cluster had resisted the scouting forces of the Imperium at the tail end of the Great Crusade. With the horrific aftermath of the Heresy, the Imperium's attention turned inward. For millennia, the Midas Cluster had remained aloof, distant from the greater Imperium. Tasked by the Inquisition, the Guardians were sent wholesale into the Midas Cluster to take it for the Imperium. Though the fleet-based Chapter was a power unto themselves, capable of toppling whole worlds with the boom of their guns and the tread of their boots, the Midas Cluster resisted them at every turn. Wild xeno of breeds unknown, worlds and dangers missed or overlooked by ancient Imperial cartographers, and small bands of human colonies that wanted little to do with the Imperium. The Midas Cluster was rife with them and it proved a heady challenge the Guardians came close to failing. The battle that would have ended the Guardians' struggles was in the Archaegosian System, in orbit over its large, arid third world, whose derelict hives harbored a small but self-sustaining human population. The Eldar, whose presence in the Cluster had been a thorn in the Guardians' side, committed themselves to battle fully against the Chapter fleet. Their Craftworld, formidable in spite of its smaller size to some of the more well-known Craftworlds that have plagued the Imperium, entered the foray itself, turning a pitched battle into what nearly became an open rout. Though the Chapter lost a majority of its ships, it was their habit of taking considerable risks that ended up saving the Chapter. Rather than retreating, or burning alongside their own ships, the Guardians launched a full boarding assault against the Craftworld. Though the death toll was high for Marine and Eldar alike, the frantic battle concluded with the Craftworld's burning plummet onto Archaegos Tertiary. Though in considerably poor shape, the Guardians succeeded in breaking the backs of their greatest enemy within the Midas Cluster, allowing them time to recuperate their losses and consolidate their winnings within the Cluster. Some in the Chapter believe that the proliferation of their flaw began in this period, when the Chapter took chances with their recruitment programs to rebuild lost Companies. Though the continuing conquest of the Midas Cluster continued at a slower pace, it was declared secured in the Emperor's name four centuries after their arrival. However, the Midas Cluster has never been made truly compliant, and the Guardians, now the Guardians of Midas, have dedicated their efforts for millennia to holding the Cluster intact from xenos and traitors alike. Though they remain a fleet-based Chapter, the destruction of so many ships has forced them to utilize multiple Chapter Keeps scattered across the Cluster on the Six, human worlds the Chapter claims the majority of its recruits. Though many of the Guardians' Brotherhoods have ventured beyond the Cluster to take part in grander Imperial Crusades, the Guardians of Midas have largely dedicated their efforts to the immense Cluster and remained isolated. Home World “There! They are retreating through their portal. Get the damned ready; we won’t have much time before they close it behind them.” -- Ruin Lord Stanko Alfonz The Guardians do not maintain a fortress-monastery upon any one world. Mostly fleet-bound, the Guardians instead utilize Chapter Keeps as recruitment centers, the only land holdings the Chapter maintains. Scattered across six worlds, often referred to collectively as the Six, each Keep serves as the base of operations for a Brotherhood, providing that Brotherhood with an identity unique to the rest of the Chapter. Shalya, where humans locked in primitive tribal cultures hunt across immense salt flats to take down native megafauna and pray to the Eagle-father, the local stand-in for the Emperor. The watery world of Marrune, with its singular, almost ring-shaped continent, where roaming, ocean-floor hives mined the mineral-rich waters. The poisoned world of Geddonia, whose human population is forced to live underground following an apocalyptic attack by Orks. The war-torn world of Navaroik, a land of two kingdoms that are rarely at peace with each other. The moon of Loi, in orbit over Keiran, whose wildlife mirrors that of the planet below, but who have evolved in ways to classify it as a deathworld. The over-sized dry rock of Archaegos, whose landscape is littered with the bright emerald ruins of an ancient war. Each world, though unique to each other, is home to the golden Rocs. Birds of prey large enough to prey upon man, they are not native to these worlds, or to the Midas Cluster. They were brought into the Cluster by the Guardians themselves, and it is believed that they are native to the venerable home world of their Primarch, Choggoris. Legends kept by the Guardians depict Jaghatai Khan, while still young, catching a young Roc, who became a companion to the demi-god, giving the great Khan his nickname among his tribal people, the Warhawk. The Rocs are integral to the Chapter's recruitment trials, and many Guardians wear large red-gold feathers as fetishes upon their armor and weapons. Combat Doctrine “Let them move closer, we’ll strike from below like the manticore serpent, our fangs no less envenomed.“ -– Sergeant Yuto Jian, Brotherhood of the Moon The Guardians are at heart a White Scar Successor Chapter, their love for speed undiminished by time and isolation. Prevalent across the Chapter is a predilection towards tactics that bring combat to a quick close, often seeking to go against odds and take perhaps unnecessary risks. Their approach to the Eldar and the Webway being the perfect example of this demeanor. For most within the Chapter, this is the thrill of the hunt, the heavily competitive interaction between Brotherhoods. For others, this is deliberately intended to cull those who bear the sin of corruption within them. Each Brotherhood embodies their home world not just in culture but in tactics as well. The Brotherhood of the Sea is adept at limiting the destruction of their warrior ways, making of them a scalpel that cuts only where intended; a tactic made necessary by the hive gangs of Marrune, who can ill afford a stray shot penetrating the hull of their underwater vessels. The Brotherhood of the Blood are the most competitive of the Chapter, even within their own Brotherhood, as rivalries created upon Navaroik have resisted all attempts to remove by indoctrination. Organisation “Your competitive nature has served you well, Sea-Brother. It has seen you rise in the ranks of our Brotherhood, but it will not see you join the Brothers of the Hawk. Your rivalries would have no place there. Learn to let it go, or accept your place among us as permanent.” -- Chaplain Kia Iona, Brotherhood of the Sea Due to genetic mutations, the Guardians, in their own eyes, have never operated at full strength, having nearly two companies' worth of ostracized Marines at any one time. Within the proper Chapter, the Guardians are perhaps more Codex compliant than their White Scar forbearers. Veterans of the six Brotherhoods are collected within the First Brotherhood, the Brotherhood of the Hawk. Though each Brotherhood is responsible for the recruitment programs upon their chosen worlds, the recruits are gathered into a Scout Company, which has never been given a Brotherhood name for it is a temporary station. Once a recruit has become a full-fledged Marine, he is returned to the Brotherhood of his home world, where he will remain until death or advancement into the Brotherhood of the Hawk. Here Codex divergence returns, as each Brotherhood is a self-sustaining Battle-Company wokse make-up is theirs to decide. The Brotherhood of the Land prefers short-range, decisive firepower over long-range guns, fielding more flamers than other Brotherhoods, tactics that were most useful to in the packed quarters of the underground hives of Geddonia. The Brotherhood of the Moon, perhaps reminiscent of their short lives on Keiran Loi, are markedly self-sufficient, under perpetual desire to conserve energy and supplies for when needed most. The ostracized, who have committed the sin of impurity, are gathered into over-sized squads called the Hunters. They are not part of any Brotherhood, but are attached to them and serve as shock troops, the first in and last out. As quality gear is left to the Chapter proper, the Hunters are often ill-equipped and suffer horrendous attrition rates. Only when the Eldar are encountered, whether the space-faring xenos or their darker or more primitive kin, is the true intent of the Hunter squads revealed. They are tasked with entering the domains of the Eldar, of any type, whether it is a portal into the Webway, a Craftworld, an Exodite World or Commoragh itself. They are given only one order, come back with the Khan or not at all. Only then would their corruption be erased, their purity proven. With single-minded abandon, many Hunter squads have disappeared into such covens, never to return. Beliefs “In the air, we breathe thunder. In our chests, it rumbles loud. Salt is in our veins. The ground upon which it spills is nourished by it. Thunder is our father, the salt our mother. For both, we live. For both, we fight. For both, we die.” -- Skyseer Antinanco Who Was Born Whole The Guardians have great pride in their heritage, most especially linked to their Primarch, Jaghatai Khan. This pride is linked to the vast importance they place upon genetic purity, at odds with their own prevalent mutation, leading to the segregation of afflicted Marines. As the Khan is the focus of their beliefs, his absence is a sorely felt hole within them, aching to be filled once more by their gene-father's return. Early in the Guardians' history, during the wars to conquer the Midas Cluster for the Imperium, the Chapter found fleeting clues that their Primogenitor may have been present in ages past, as ever on the leading edge of the Imperium's advance. The possibility of finding the Khan is too great for the Guardians to ignore, and many of their plans and actions are dedicated to his retrieval. For the impure, only by such a discovery could see the stain of their existence purified. As ever, the home worlds of the Guardians have a profound impact on their attendant Brotherhoods. The Brotherhood of Ruin are most of all dedicated to their lord father's return, while the Brotherhood of the Sky share in the more esoteric beliefs of their home world, with an occult attraction to the number three. Gene-seed “This is all we have left of our father, our blood. It is what connects us to him, what elevates us beyond what we were. Our blood is everything. There is no price too high to pay to protect it and keep it pure.“ –- Ramapravin Ottama, Apothecary attached to the Brotherhood of the Blood The Guardians of Midas are of the White Scars genetic stock, with all that entails. Though the Chapter places great importance on genetic purity, with an active Apothecarion that keeps close tabs on their gene-seed banks, it is a permanent shame upon them that they have been plagued with a singular mutation. In the process of maturing, a Space Marine produces two sets of progenoid glands, effectively assuring the survival of the Chapter by allowing for the production of two Marines for every one. Among the Guardians of Midas, for every five recruits reaching this genetic maturity, only four produce the second set of progenoid glands. This leaves twenty percent only capable of producing the first set. Though this mutation has not kept them on the radar of the Inquisition or the Adeptus Mechanicus as tithes have been collected, nor has it impeded their ability to make war in the Emperor and the Warhawk's name, it is enough for the Guardians to look upon those so afflicted as imperfect and corrupted. Though their progenoid glands are removed, the Apothecaries keep careful track to ensure that they are never used for future implantations. They are kept aside for when the Imperium requests its often long overdue tithes. Though this practice is intended to restrict the mutation and prevent it from spreading to healthier gene-seed, it has wholly failed to eradicate it. The Chapter views the Brothers of the Eagle as paragons of virtuosity and purity. Their Terminator suits are kept fastidiously pristine in-between battles, their hammer blows elegant and sudden. Battle-cry "Death is in our eyes, fire in our blood!" -- Battle-cry of the Brotherhood of the Land http://i.imgur.com/KxVzoRz.jpg
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- Cormac Airt
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