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  1. House Fásacha is a Questor Imperialis Knight House, located on the world of Tarakon. They are a warrior house, where martial honor is regarded in high esteem. Each Lord Protector that is not a part of his Exalted Court is given a charge of furthering the known expanses of the Wilderness Space and to ensure they send their best men to Tarakon to join the Wardens. An ancient House that has always guarded the Wilderness Zone that was finally discovered by the Imperium when the Explorator Fleets of Mjorn and Incendius Lux first went beyond the Gate of Blood to colonize the first Frontier Worlds. Sámhach de Fásach, the heir apparent, has been given the charge that she shall complete a taking. With oaths to the Mechanicus of Mjorn, this house has learned to excel in their roles as protectors of the Eastern Fringes. History Long before the rise of the Emperor and the birth of the Imperium, during the Age of Technology humanity reached out to the stars, eager to occupy new worlds and expand its burgeoning interstellar empire. Vast colonization starships carried eager human settlers, along with all the resources they might require, and landed on far-flung, often isolated worlds. Tarakon was among the first Knight Worlds that were founded at the very start of the Age of Technology, when scouts from Terra travelled far through the galaxy seeking planets to use as agricultural worlds to provide food for Mankind's burgeoning population, or as mining colonies to provide the materials needed to fuel their expansion across the stars. Indeed, Tarakon had already been established for thousands of standard years when the Imperium was first founded in the 30th Millennium. By the 25th Millennium, ferocious Warp Storms had largely isolated the widespread human colonies, and the era that came to be known as the Age of Strife had well and truly begun. Tarakon was among those isolated for the longest time, it wouldn't be for many Millennia for it to be discovered by the Imperium. After years of preparation in 126.M36, the Kabal of the Crystal Daggers launch an attack on the world of Tarakon outside the Ishtar Subsector, but even with the destabilization and distraction of the precursors to the Lunar Venatorii regiments, they were able to reorganize faster than planned and forced the Shards of the Renderers to retreat before being exterminate by the House Fásacha guardsmen, mostly the one of the Cavalry like the later 487th Lunar Venatorii Cavalry Regiment. This was the first major defeat in realspace of the Kabal of the Crystal Daggers, and since that day the Kabal swore to avenge this defeat and since has done a great number of raids in the surrounding area; waiting in the shadows for the perfect moments to strike. By the time of M37 Incendius Lux and a now established and independent Mjorn were again ready to send a new wave of Explorator missions into the fringes. The fleets of Mjorn soon discovered an ancient Knight World named Tarakon, whose ruling House Fásacha had long served as the protector of the bleak planets that existed on the other side of the Sanguis Portus. Mjorn quickly struck an alliance with the House, and the Departmento Munitorum took advantage of the fact that hardened soldiers were drawn to Tarakon by House Fáscaha from across the fringes to form the Lunar Venatorii Cavalry Regimentum, and quickly established training academies and Schola Progenium facilities on Versliaus, Tarakon’s moon. The Ishtar Sub-Sector was mercifully largely saved from the brunt of Hive Fleets Behemoth and Kraken and were able to devote forces to aid in their destruction, however the appearance of Genestealer Cults would soon emerge as a lasting threat. The Emergence of the Great Sautekh Dynasty would prove to much dire threat however, as its Necron Legions marched a war of expansion practically next door to the Sub-Sector, although fortunately it would largely be occupied with and act as a insulator against the Charadon Ork Empire. The T’au as well, in their expansions would frequently cause conflict as expeditions into T’au space occurred alongside T’au infiltration efforts into the Sub-Sector. These Shadow Wars would culminate in the Damocles Crusade, in which the forces of Ishtar devoted significant men and material. Although called off with the emergence of the Tyranids towards the close of M41 the conflict would be reignited in what would become known as Warzone Damocles. Amidst these conflicts the Fortress World of Cadia feel to Abaddon the Despoilers 13th Black Crusade, an event which resulted in the Galaxy split by the Great Rift and embroiled in Warp Storms. As the Great Rift saw the Galaxy driven into madness the Ishtar Sub-Sector saw themselves besieged on all fronts. An increase in Chaos Cult activity resulted from the waxing power of the Von Grothe’s Rapidity, Hadex Anomaly Warp Storm, and Cyclonus Nihlus warp storms, Genestealer Cults began to rise up as tendrils of Hive Fleet Kronos snaked through the Sub-Sector searching for Chaos to destroy. Opening of the Cicatrix Maledictum(0 ICM.M42) Great Rift Opens and the Noctis Aeterna cuts off the systems of the Ishtar Sub-sector from each other and the wide galaxy. As darkness descends across the Sub-sector a variety of threats threaten to see it burn in the fires of war. Corruption and Heresy surges within the ranks of the local Ecclesiarchy and Mechanicus. The Frontier Worlds erupt into chaos as House Fásacha and the Lunar Venatorii struggle to repel a tide of Drukhari, Ork Freebooter, Chaos, and Harlequin raiders. Orks from the nearby Charadon Empire emerge near the Contrador system sparking continuous naval battles. Finally, the Bloodmoon chapter sees the Great Rift as the herald of the fulfillment of the Prophecy of Blood, and fervently seek to identify and defeat signs of the prophecy. Hand of the Inquisition(48+ ICM.M42) The Noctis Aeterna finally lifts and reliable travel in and out of the Sub-sector is finally possible. Inquisitor Belladonna of the Ordo Militarum works with Sector Administratum Command to ensure Departmento Munitorium control is reestablished over Sector military forces, in particular she focuses much of her attention to the Ishtar Fringes and the unusual control House Fásacha held over the Militarum Regiments stationed there. Although nothing is ever confirmed the sudden illness of the High Protector of House Fásacha and the strange deaths of several field officers and members of the General Staff are rumored to be her doing, it is considered coincidence that the replacements on the General Staff are much more in line with standard Imperial Doctrine and slowly the Adminstratum exerts more influence in the fringes, often leading to friction between the Adminstratum and House Fásacha. Homeworld Tarakon is an ancient Knight World of the Questoris Familia, whose ruling House Fásacha had long served as the protector of the bleak planets that existed on the other side of the Sanguis Portus. Mjorn quickly struck an alliance with the House, and the Departmento Munitorum took advantage of the fact that hardened soldiers were drawn to Tarakon by House Fáscaha and quickly established training academies and Schola Progenium facilities on Versliaus, Tarakon’s moon. One end of the Sanguis Portus Corridor, Tarakon and it's moon serves as a bulwark between the settled Imperial Worlds and the xenos infested Frontier Worlds. Home of the fearsome Wyrms and the Gallant House Fásach, it has become known for some of the fiercest warriors of the sector. Among the deserts and swamps of Tarakon large reptilian beasts known as Wyrms form the backbone of a ecosystem. Only the bravest venture near which are few, unless they are among the warriors of the Knight House. Tarakon uses these creatures that they can tame to bolster their forces. Culture Over time, House Fásacha developed a personal culture of their own, a blend of frontier and strait-laced values that even retained vestiges of chivalry. Such hazardous work in isolated conditions also bred a tradition of self-dependence and individualism, with great value put on personal honesty, exemplified in songs and poetry. The code also included the Gunfighter, who sometimes followed a form of code duello, in order to solve disputes and duels Extrajudicial justice is common in the frontier, such as lynching, vigilantism and gunfighting. The nobility of feudal worlds, still riding off to prove their honor with primitive electro-lances. A code duello is a set of rules for a one-on-one combat, or duel. Codes duello regulate dueling and thus help prevent vendettas between families and other social factions. They ensure that non-violent means of reaching agreement be exhausted and that harm be reduced, both by limiting the terms of engagement and by providing medical care. Finally, they ensure that the proceedings have a number of witnesses. The witnesses could assure grieving members of factions of the fairness of the duel, and could help provide testimony if legal authorities become involved. House Fásacha culture places high value on a person's ability to handle himself in a brawl, or with a gun. The traditional culture of House Fásacha has been called a "culture of honor", that is, a culture where people avoid intentionally offending others, and maintain a reputation for not accepting improper conduct by others. A theory as to why the House Fásacha had or may have this culture is an assumed belief in retribution to enforce one's rights and deter depredation against one’s family, home and possessions. The House Fásacha culture of honor is often tied to the relative persistence of dueling, a cultural phenomenon in which special caution is taken to not offend others and misconduct is not taken lightly (dealt with swift and firm retribution). A high premium is placed on toughness in this culture of honor, because one is expected to defend one's resources and deter predators. According to the House Fásacha laws, each Baron is authorized up to fifty personal armsmen, all other Armsmen are sworn to their holdings and the planet not the Baron. Those personal armsmen are the Baron’s Own Guard. Every personal armsman an officer's commission in the House Fásacha Army Armsmen. The first responsibility of personal armsman, based on their sworn oaths of loyalty, was to their Baron. This meant that activating their Army commissions could only be done with their Baron's permission. Notable House Nobles High Protector Moar de Fásach - The current High King of House Fásacha and as such is Imperial Governor of Tarakon, a hardened career warrior, often displayed a calm and collected demeanor, rarely showing any signs of fear in extreme circumstances. He buried his emotions deep inside himself, causing some to see him as cold and uncaring. He possesses a indomitable will for justice. Through years of training and experience, he developed heightened levels of endurance and reflexes. Lady Protector Sámhach de Fásach - De Facto High Protector and Heir Apparent, Possessing great wisdom in warfare, she was a fierce warrior that sparks fear and admiration among her enemies, colleagues, and allies. Although she holds a calm and collected demeanor, she possessed such a strong and overbearing presence that others are intimidated by her whenever she questioned their mistrust towards her abilities. She is a very strong-willed person and had a very strong charisma. Countess Dóiteáin de FaStoirm - Honor-bound to help the Ordo Mechanicus, specifically Adam Clarke. Young for a Knight Pilot, her status in the house is high due to her accomplishments and her connections to various Imperial Organizations. She seems to be a skilled diplomat. Baron Ionsaí de Fásachian - Baron Court leader during a campaign against expanding Ork Empires.
  2. Adeptus Mechanicus Report: Forge World Mjorn Mjorn Skitarii Affiliation: Adeptus Mechanicus (Imperium of Man) Class: Forge World Orb. Distance: unknown Temperature: unknown Gravity: 1.12 G Population: 290,000,000+ Tithe Grade: Aptus Non Production Grade: III-Tertius Ruler: Fabicator-General Skitarii: Various Classes Titan Legion: None Specialty: Genetics and Communications Equipment Location: Damuterr System, Ishtar Sub-Sector, Segmentum Ultima The Imperial Forge World of Mjorn is one of the most influential planets in the Ishtar Sub-Sector of the Segmentum Ultima, and the only Forge World of the sub-sector. Settled long ago by a large Xenarite Explorator Fleet seeking refuge after a devastating journey through the warp and harrowing encounters with Xenos that shaped the founders of the world into a distinctly new culture, it has grown rapidly into a major regional industrial powerhouse in the Sector and is known for its aggressive exploration, examination, and destruction of xenos ruins across the galaxy as well as possessing several rare STCs. Biosphere A geologically active moon of Blüde Seod loosely described as 'terrestrial'. Mjorn is typified by rugged mountainous terrain, but in the low-lying regions (and several high plateaus) dense forests surround a network of bubbling swamps and interconnecting streams. The gasses produced by these swamps are volatile and poisonous to humans, and have become all the more toxic due to the industrial run-off of Mjorn's production facilities which inhabit the mountains. An unusually large axial tilt causing extreme seasonal changes. Both the northern and southern hemispheres experience harsh winters, with cold nights that can last for weeks or months at a time depending on latitude. The atmosphere is composed mostly of nitrogen and oxygen, but high levels of carbon dioxide and carbon monoxide make it lethal to humans. History Politics, Culture, & Dogma Factions of Mjorn Production Output and Capabilities Military Forces Personnel of Note Mjorn Skitarii *Fabicator Locum Raymond Raven: A Magos of the Divisio Digitalis and Divisio Biologis on Mjorn in the Ishtar sub-sector. He is part of the reason that the 487th Lunar Venatorii Cavalry Regiment is so technologically advanced. As the high ranking member of that division, he was able to authorize the creation and training for a Electro-Magnetic Warfare Section in the 487th as a favor his brother who is a Colonel of that Regiment. Arch-Magos Digitalis Raven is the second highest ranking member of the Cult Mechanicus on Mjorn and a firm believer of the Xenarite beliefs. As such he is dedicated to the study and exploitation of alien technology, a policy which most Tech-priests find highly offensive. *Magos Cyon-Xi Zeth: Magos Juris Cyon is a man full of contradictions that he finds ironically beautiful, when someone remarks upon him. Born and raised on Mjorn, a peculiar Forge World with its Priesthood having more then a mere penchant for developed lateral thought and dabbling in xenos technology, where Cyon was inducted into the Adeptus Mechanicus. Following the ambition of his peers he glared into the starful void in look for answers atop one of many research observatoriums that orbit the Forge World. *Iron Maiden Celes 'Celestia' Ferronica van Alderson: Celes is a curious woman due to the way she grew up on the world of Mjorn, the capital of the Sect of Absolute Truth, Iron Maiden being a title granted by her sect. It goes far enough like many other individuals of the cult to even embrace knowledge that is not meant for regular humans. Considering the indirect Sect founder and main figure of it was 'Alderson' an Iron Hands Master of the Forge, seconded to the Deathwatch. He died sometimes before The War of the Beast and was renown for his experimental technology, though most of his achievements were long lost, having been declared heretical. Celes knows that the importance to record data is of utmost importance, if people question how much knowledge of alien technology and civilization should be recorded, she usually uses the excuse that the radical Ordo Xenos inquisitors as well as Astartes have used for long 'know your enemy'. The Explorator Inquisitor Adam Clarke came across her during a hunt for a runaway traitor. *Magos 'IN364': Leader of the Magos Biologis maniple of Mjorn that worked with Rogue Traders and proposed owing to the abhuman heritage of the Felinid residents of the world of Dumizid, that the worlds be left alone until holdover knowledge from the golden age of technology could be fully recovered. Discovered genetic processes that lead to various Gene Therapy techniques used by the priests of Mjorn. *Magos Donover Thet is a notable member of the Adeptus Mechanicus that hails from the forge world of Mjorn, serving as the Head of Industry for Velara. He is also a member of the radical and secretive sect known as the Xenarites, whose primary focus is on studying and using alien technology. *Enginseer Lukas Brecher: Trained on the forge world of Mjorn, Lukas was assigned to work alongside the '''18th Cogger Hive Guard Mechanized Infantry Regiment''', in their invasion of a string of asteroids and planets controlled by Ork Pirates. He spent almost a decade alongside them, ministering to the vehicles and flyers of the troops and he gained a reputation as a man who gets the job done no matter how much he’s being shot at. When the war was finally finished and the Orks were driven from the system Lukas was assigned to construct a forward operations base on a remote planet in Segmentum Ultima and to assist the Magos’ who controlled the base. His skills at repair and maintenance are noteworthy and his desire to advance in the Cult Mechanicus means he will endeavour to show his best side. *Theta-Xi 285 AKA 'Karinitha': A Magos with frequent dealings with those outside the Mechanicum came looking for someone who could be an basis for a Skitarii Protector to act as his guard. Finding her to be a suitable subject at the age of 14, the Magos promply took her and subjected her to the necessary procedures to elevate her to Skitarii-hood, but with a particular bent towards making the augmentations relatively unobtrusive to the untrained eye, as befitting the Magos's dealings. *TA-251 AKA 'Terna Atheros': Once a humble scholar on the Hive World of Cogger, as an humble Adept of the Administratium before one day during work, a group of rebels stormed the main building with a view to take hostages so that they could force change to better the lot of those in the Underhive, with the hostages having the notable member of a Magos of the Ordo Reductor. She managed to escape from the grips of the rebels, and after fighting for hours she managed to by enough time for the Arbites to arrive. In the light of her actions, Terna was inducted into the ranks of the Ordo Redutor as a Thallax, being renamed TA-251. Forges, Data-Vaults, & Extraction Sites Forge World Patterns Mjorn has many patterns of both ancient and newer make. The Techpriests of the Forge World are foremost researchers and scientists before they are manufacturers, and due to this they utilize many things that are unique or rare outside the Ishtar Subsector. Mjorn Pattern Skitarii Classes are a series of genetic and mechanical experiments with the results being turned into manufacturing lines for their own forces with also had some success in producing gene therapies and other Mjorn Augmentation Patterns. Mjorn Pattern Las Weapons are variants on Lucius built patterns known for Mjorn's use of whisper modules and the ability to modify outputs giving soldiers the ability to use what is best for the situation, while the Mjorn Pattern Flamer Weapons are recovered ancient STCs that Mjorn uses to great effect. Mjorn Pattern Electromagnetic Technologies are a culmination of Xenarite studies and recovered STCs from various frontier worlds. Forge World Relations *Ordo Machinum: With the Ordo Mechanicumm a complicated relationship that is more of a game of cat and mouse and who is who can be get easily confused has formed with the Inquisition representative known as Adam Clarke. The years spent as a servant of many Xenarite Faction Magi has given Adam a unique insight to how the political structures of the Cult work. He wasn't privy to their secrets of craft and knowledge but he had attended many meetings as one Magi's guard or another. Mjorn specifically tries to hide their deeper secrets from him and he investigates their Hereteks and tries to uncover them. As one of "The Judicators of the Forge", the Ordo Machinum. His concentration is to scrutinize the Adeptus Mechanicus. Specifically, he is concerned with the reintegration of recovered STC variants into the Imperium's armies and the rare adoptions of alien technologies into established Mechanicum protocols.
  3. The Cogger Hive Guard are the Astra Militarum regiments that hail from the industrial hive world of Cogger. Primarily recruited from the planet's factory workers that fail to uphold their industrial quotes or from the most incorrigible hive gangers, these recruits are rounded up by the hive cities local Adeptus Arbites and forced to undergo neural-conditioning. After being "programmed" with the necessary knowledge and skills needed, they are inducted into the ranks of the Cogger Hive Guard. Cogger Hive Guard The PDF of the Hive World Cogger are made from those factory workers that don’t meet quota or particularly troublesome Gangers arrested by the Arbites, they then go through a variation of mind wipe and are implanted with new memories and training and are used to protect the great Hive Cities. The most promising of these mind-wiped PDF are formed into the regiments of the Cogger Hive Guard. Cogger Hive Guardsmen undergo a variation of mind wiping known as Neural Programming provided by Mjorn Techpriests that is for the mass use of training their soldiers. A subject endures multiple sessions in a Neural Programming tank where they were "programmed" with knowledge and skills needed for the desired occupation. Cogger Hive Guard commanders preferred "obedient" over "improvisational" and use of Neural Programmed soldiers possessing little or no initiative a fodder for the grinding wheels of the Imperial wars. These Cogger Hive Guard are known for the Line Infantry, Armored, and Mechanized Infantry Regiments they produce from the foundries and factories of the Hives on the planet Cogger. Cogger also produces a small number of Penal Legions of those that resist Neural Programming but fill up the over flowing prisons of the Arbites. Those workers who commit minor offenses are given neural programming to quickly render them combat capable and to ensure obedience, at the cost of some of their memories, prior skills, personality, and initiative. They are led by non-programmed officers drawn from the nobility that runs the massive Factorum-Cities. These soldiers form the PDF of Cogger, which are under the direct command of the Planetary Governor, as well as forming the bulk of forces seconded to the Imperium as part of Cogger's Tithe, in the form of Cogger Hive Guard Mechanized Regiments. The second kind of regiment is the Cogger Hive Guard Armored Regiment. Using the Leman Russ Exterminator as it's primary vehicle, it is one of the most common Leman Russ variants, and although it surrenders the ability to effectively combat enemy armour, it is an extremely effective anti-infantry vehicle. The Leman Russ Exterminator is capable of laying down a withering hail of fire. The Exterminator's Autocannon shells can tear through a lightly armoured chassis as easily as they rip through flesh and bone. Though lacking the long range of some other tank variants, the Leman Russ Exterminator is capable of devastating whole ranks of enemy infantry before they have reached the Astra Militarum lines. The final kind of regiment that is produced is more of a way to get rid of the worst scum of the hives. These individuals are those that resist Neural Programming but are the worst kinds of criminals and heretics the Hives produce. Coming from the various prison facilities that each hive has for those that cross the nobility, the Cogger Hive Penal Legions are massed light Infantry given explosive collars and shock cuffs, are transported as mine sweeper support for the regiments in which Cogger Hives pride themselves on. Also those who have committed greater crimes, rather than taking up space in prisons, are subjected to far more intense levels of neural programming, completely washing away their former selves until the subject is barely more than a servitor. These programmed criminals are then sent to the Legiones Penatante for use as cannon fodder. Regimental Recruitment & Training A significant proportion of the Cogger Hive Guard was manned by "culturally challenged" individuals who had undergone neural programming via brain surgery, implants such as aggression inhibitors, and programming tanks. Counseling and drug therapy were also used to help overcome criminal and/or anti-social tendencies. Despite this source of manpower, it was not always sufficient to replace battlefield losses, and instances of law-abiding persons being conscripted and subjected to "programming" were not unknown. In any case, volunteers are few. Recruits and conscripts considered too scrawny or weak for the Cogger Guard are given steroid and stimulant treatments in order to increase their muscle mass. Criminal recruits were given no R&R time. Regimental Combat Doctrine The Cogger Hive Guard Mechanized Infantry is the Militarum Regimentum of the Astra Militarum that fights as mechanized infantry alongside Chimera and Chimerax armoured personnel carriers in defense of the strategically-located Imperial Hive World of Cogger and its surrounding star systems. Cogger, located in the Segmentum Ultima, is a planet blighted and poisoned by millennia of heavy industrial output, though it is also a major manufacturing centre of Autocannons. In addition, Guardsman from Cogger make fine assault troops for fighting in urban and hive city environments as well as heavy industrial zones, chemical sumps, and other such toxic regions. Their equipment and experience with such acrid environments make them invaluable for trudging through all sorts of polluted or otherwise noxious wastelands, from underhives filled with the toxic residue of ancient atomic generators to ruin-filled swamps rife with hallucinogenic flora, quicksand, and near-invisible pockets of lethal gas.
  4. Dataslate: Planetary Information Dump, Civilized Moon Verliaus Verliaus appears to be solely dedicated to it's academies and as such has built what terrain features had not already formed naturally. A terrestrial moon famous for its deep valleys and gorges and its meadows of luminescent flowers. There are no distinguishable continents, and all the moon's rivers flow into a single ocean in the western hemisphere. On the opposite side of the moon to the ocean is vast, unbroken desert. The most successful creatures on the planet are large burrowing arthropods. Orbiting Tarakon is the Civilized Moon of Veralius, whose surface is studded with the many edifices and colleges concerning the academia of war. The people of Veralius have long been tied to Tarakon for which they orbit, and they too have taken upon many aspects of the Wyrm. They have sought to embody its natural keen intellect and wisdom, as well as its merciless ability to slay all those who offend its honor. To this end, Veralius has long been a source of additional warriors for House Fáscha, separate from the House and its traditions, but highly valued nevertheless as cunning scouts and keen warriors with which to defend against the dark predators slinking form the void. With the arrival of the Imperium, Veralius built across its landscape renowned colleges and institutions of war, its peoples immersing themselves in the arts of battle and the warrior ethos of the Wyrm. The Adminsitratum quickly built Schola Facilities up from these war colleges, again separate from the peoples of Tarakon, but drawing upon their hard-earned wisdom. Soon Veralius became a major School facility in the region, producing many fine officers, beauracrats, sororities, commissars, and storm troopers gathered from the orphaned scions of the Imperium. Yet still the Veralius war colleges produced their own soldiers with their own proud lineage and killing edge. These warriors became known as the Veralian Lunar Venatorii. Each a warrior-born, trained from childhood by the warrior colleges, with the ethos of the Wyrm and a love for the Emperor becoming their creed. Mjorn did not fall to noticed these proud and capable warriors, and again seized the opportunity. From Mjorn, the lunar Venatorii would be given the best of wargear, and outfitted with war machines to full enable them to act as keen scouts and relentless hunters as instilled upon them by their long cavalry traditions. Yet instead of the horses native to Veralius, these mounts would be of metal and smoke and fire, and mount mighty weapons of death. Mjorn would also instill in them an appreciation for the technological theatre of war, and soon the War Colleges taught selected students to act as the Vox-Adepts, masters at manipulating vox systems to help allies and to hinder the foe. After all, a foe that is blind, deaf, and unable to speak is much easier to hunt and slay. Mjorn would frequently also send Transmechanics, either at the request of the Munitorum or of their own volition to aid the Signals and Communications companies of the Venatorii, bringing their own secret and arcane knowledge of communications systems to occlude the senses of the foe and to improve their own. The Lunar Venatorii would swiftly begin sending troops to aid the forces of Mjorn and House Fáscha in exploring the fringes and the wilderness, although plenty of capable and determined warriors were left for the Munitorum’s tithes. Those that were tithed were raised to form the Veralian Lunar Venatorii Cavalry Regiments, where their honed skills, warrior ethos, top-notch equipment, and knack for reconnaissance and vox-warfare would make them highly capable, and much sought after, forces in the eyes of the Munitorum’s General’s Staff. The War Colleges of Veralius do not just produce the able warriors of the Venatorii, however, from prestigious schools also come forth elite pilots. These pilots serve to protect Veralius from attack, and are also prized support for Mjorn’s Explorator Fleets. The Administratum is also keen to capitalize on this resource, and these pilots are selected and raised as Aeronautica Imperialis Wings, flying their aircraft to defend the Imperium. The local Munitorum prizes these elite air wings greatly, and it is not unusual for the Munitorum to take advantage of pairing them in theatre with the Lunar Venatorii, whether it is to be seconded to regiments to create Air Cavalry Regiments, or to fly independently to offer close air support. Where the Warriors and Pilots of the Veralius War Colleges bought make war, the foe is sure to fall.
  5. The Ishtar Rangers are the highly trained Astra Militarum Regiments that hail from the Imperial pleasure wold of Ishtar, located in the Ishtar Sub-Sector in the Segmentum Ultima. These Guardsmen serve as Scouts and Snipers for the Imperium. Raised in the forests of Ishtar, hunting and scouting the way of life. Background Their origin from legitimate hunter/anti-poacher forces patrolling giant noble forest estates made ideal recruits. Skilled in woodcraft, hunting and marksmanship, self-reliant, but obedient to authority, extremely mobile, especially in forested terrain, the Ishtar Rangers are some of the best scouts on foot around. The regiments are skilled at surviving in the wilderness, and its soldiers are masters of operating in forests. Hunters and trackers almost without peer, there are few who can escape their pursuit. Utilising the long las or sniper rifle, the soldiers of these regiments hone their abilities to strike at range, preferably neutralising their targets without ever revealing their own presence. These Guardsmen are light infantry units trained in covert warfare tactics and deployed against the Imperium's enemies as infiltrators, assassins, and saboteurs. Stealthy and dangerous, these soldiers spend much of their time well behind enemy lines carrying out clandestine, top-secret missions behind enemy lines or even on worlds entirely held by foes. They tend to show more initiative and creative thinking in the field than the average Guardsman. Indeed, it is this ability to think on their feet and adapt to quickly changing tactical situations that keeps them alive and allows them to carry out their dangerous missions successfully. Experts at asymmetric warfare, their missions typically include killing or capturing enemy leaders, interrogation, and deep infiltration strikes against enemy installations and infrastructure. The commanders of these regiments are often quiet and contemplative, men of few words. When one of them does speak, it is with great and solemn purpose, to give commands that have been considered in exacting detail. The Commanders of Ishtar Rangers do not command loyalty through rhetoric or heroics, but through quiet competence, and their men have learned to trust in the skill commanders show and rely on the chain of command. Regimental Recruitment & Training Soldiers endure the great mental and psychological stresses and physical fatigue of combat; to create and cultivate such a physical and mental environment. The training primarily comprises field craft instruction; students plan and execute daily patrolling, perform reconnaissance, ambushes, and raids against dispersed targets, followed by stealthy movement to a new patrol base to plan the next mission. Receive instruction on military mobility training, as well as techniques for employing a platoon for continuous combat patrol operations in a mountainous environment". The stamina and commitment of the Ishtar Ranger is stressed to the maximum. At any time, he or she may be selected to lead tired, hungry, physically expended Ishtar Rangers to accomplish yet another combat patrol mission. The Ishtar Ranger continues learning how to sustain themselves and their subordinates in the Forests. The rugged terrain, severe weather, hunger, mental and physical fatigue, and the psychological stress the Ishtar Rangers encounters allow the leaders to measure their capabilities and limitations and those of their fellow Ishtar Rangers. Regimental Combat Doctrine Rangers are full-time soldiers employed by nobles to patrol between fixed border fortifications in reconnaissance providing early warning of raids. During offensive operations, they act as scouts and guides, locating villages and other targets for task forces drawn from the militia or other troops. Rangers often perform Fire-fighting and Law Enforcement duties as well. Further their doctrine reflects these duties when in the field, often deployed to aid in policing civilians on the battlefield. When in combat they prefer to remain unseen and act from a distance.
  6. The Inanis Thrashers are the elite Astra Militarum regiments that hail from the inhospitable and harsh void stations of Inanis. Due to their harsh living and working conditions, the troops of these regiments make ideal void-borne warriors and often deploy as heavy void infantry formations. They also excell at planetary operations and can deploy as light infantry ground formations. As such, they are fully trained and equipped to deploy to void war zones, hazardous planetary environments and operate both as "interface" troops (meaning transitioning from void to ground operations in combat conditions) and fight heavily contested boarding actions. The regiments of Inanis are hardened fighters and vicious up close, deadly in melee as well as at range. Armed with the tools of their grim trade, they are not afraid to face their enemies in single combat, and feel the hot blood of the freshly-slain on their skin. The deadly, winding corridors of Inanis, endless mineshafts and tunnels deep below an asteroid's surface are where these specialists are borne and bred. Lightly armoured and armed with carbines, bullpups, and other short-barrelled weapons along with numerous deadly melee weapons, these close quarters specialists are trained to move and fight effectively in confined spaces. Most Inanis Clansmen regard the strict rationing, draconian regulations, and complex bureaucracy of the Departmento Munitorum as needless restrictions upon their capabilities. These regiments are populated with those who scavenge additional equipment from the battlefield, possessing a habit of finding things that have dropped into their pockets by 'accident', picking things up in the streets, finding 'junk', and generally acquiring things that belong to other people. Inhabitants of a varied kinds of orbital stations from agri-domes and trading hubs to defence stations. Inanis Clansmen generally spend time in heavy mining operations strip an entire belt of asteroids of valuable metals and materials as they freely flow between what jobs are required on their stations. It is no surprise that many individuals born to serve aboard these facilities spend their entire lives space-bound, never setting foot on a world's surface, unless, that is, they are chosen to serve in the Imperial Guard. Life amongst the machinery and cramped corridors of a void station is quite different to life beneath an open sky, and is confining even by the standards of a hive world. Due to their being born and raised in these void stations, the Inanis Thrashers train extensively in artificial and even zero-gravity environments, becoming especially adept at operating in such environments under normal conditions and in emergency situations. They are considered a Void born regiments are relatively rare within the Imperial Guard, as such are often highly valued by the general staff for their unique skills. Thrashers are often appear unnaturally pale and gaunt, combined with the insular, clannish ways of many Inanis have difficulties when interacting with non-Inanis regiments. Thrashers are well known for their fierce independence, as well as their highly innovative (though somewhat dangerous) methods. Other regiments generally do not think well of them. The Inanis use mines and processing facilities located throughout the subsector to acquire materials for the Imperium. Homeworld The Inanis' top priority is the survival and sustainability of their Complex. Most of their laws and customs revolve around this goal. Because every Inanis depends on his or her crewmates to survive, they are much more community-minded than individualistic than most. Loyalty, trust, and cooperation are highly prized qualities. Even in their ancient past they were very emotional people. Conditions aboard most Inanis stations and ships are extremely cramped. It is not uncommon for all family members to share the same small living space, which in turn is in close proximity to many other families' quarters. These spaces are often uncomfortable and ill-designed for living in, having been reappropriated from other functions such as storage. Families decorate their individual dwellings with colorful quilts, which serve to muffle sound and also to make the environment more cozy. Inanis place low value on personal possessions, instead evaluating objects by their usefulness and bartering them for other items once they are no longer needed. Every ship has a designated trading deck where those looking to barter can gather to do business. Inanis is governed by bodies such as the Board and the democratically-elected Conclave, though ship captains and onboard civilian councils tend to address most issues "in-house" before it gets that far. The Conclave is overseen by the Board, five Inanis who can override the Conclave's decisions. Inanis are divided into several clans that can be spread across several ships, or restricted to one. The Inanis Complex is broken up into various clans, sometimes spread over several ships and stations. Each individual ship or station has long been retrofitted to house as large a crew as possible. Over time the Inanis thin out the vessels they can't use or are too damaged to repair, pooling the resources to buy and convert new ships and stations. They rely mainly on secrecy to ensure their safety from predatory Imperial Representatives. They are extremely adaptable and can adjust their equipment and lifestyle to suit various harsh conditions. They rely on others for assistance, products, etc. as little as possible. Regimental Combat Doctrine First Wave clears a hole Second wave comes out and forms a kneeling firing line Throwing grenades Final line charges in melee while enemy is off balance I was thinking pop choke grenades into a tunnel, Flamer march forwards, spewing flames, then they can split, melee dudes charge forward, then behind them you could lascarbines supporting with suppressing fire and stun grenades
  7. This is my main Chapter as it is on 40k Homebrew Wiki. All my art was developed by Algrim and Achilles of 40k homebrew wiki administration. That is the source site, and as a disclaimer all the 40k stuff belongs to GW, etc. (Just to be safe, I make no claims besides being the mind behind my brews.) Nevermind, the image extension is now allowed here. Please look there for the art. Chapter Datafile: Bloodmoon Hunters The Bloodmoon Hunters Bloodmoon Hunter Brother Bloodmoon Hunter Brother Bloodmoon Hunter Journeyman (Raptor School Hunters) of the 3rd Hunt Company ("Blades of Folsom"), 7th Battleline Squad. Date:...............57.M42 Ref:................LBC//TEC7710101 By:.................TechCaptain Re:.................Adeptus Astartes - Bloodmoon Hunters Thought:............"The Blood of the moon looms as shadows deepen in it's red glare." CHAPTER NAME: .............. THE Bloodmoon Hunters FOUNDING: ..................13TH [M.35] Dark Founding CHAPTER WORLD: .............Aigéad Fuil FORTRESS MONASTERY: ........Folsom's Keep and Lebenmali Star Fort GENE-SEED (PREDECESSOR): ...Unknown (Claims to be Iron Hands, Inquisitorial Investigation Ongoing) KNOWN DESCENDANTS: ........."NONE" Primary Data Allegiance: Imperium of Man (Fedelitas Constantus) Chapter Master: Hunt Grandmaster Shasmu Khonsu Size Estimate: 500 to 600 Specialty: Small Unit Tactics, Assassination, Ambushes, Covert Actions, Asset Retrieval, Tracking and Pursuit Actions, and High Technology Battle Cry: "Hunters of the lost." ; "Harvesters of knowledge." Colours: Dusty Dark Red and Dark Grey 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'. Little is known of this mysterious founding as there are no reliable records that indicate how many Chapters were conceived during this Founding or what became of them. Extant records indicate that the Bloodmoon Hunters were supposedly created during this Founding around the time a recorded prophecy foretold their inception. It is generally believed that the Adeptus Mechanicus might have played a role in the creation of this Chapter, as their inception occurred sometime in early M35, during the divisive and widespread doctrinal conflict known as the Moirae Schism. The Bloodmoon Hunters were known to maintain close ties with the Archmagos of the Cult Mechanicus as well, receiving a wide diversity of arms and weaponry, including power blades and relic weaponry of the finest quality and rare, advanced patterns of armored vehicles and gunships. Chapter History Bloodmoon Hunter Sergeant Bloodmoon Hunter Sergeant Bloodmoon Hunters Sergeant (Lupine School Hunters), 2nd Hunt Company ("Blood Seekers"), 3rd Battleline Squad, wearing relic Mk III Power Armour and armed with a Combi-Bolter/Melta Suspected to be Founded in the 35th millennium as part of the mysterious 13th Founding, the Bloodmoon Hunters were created around a time a prophecy was recorded. "Under the Blood Moon of Harvests, Hunters of the immaterial will find not what they seek but the answer to the question unasked." During the Moirae Schism, the Bloodmoon Hunters were formed with close association to the Cult Mechanicus. The Chapter was given three missions for it's priorities. The first was to guard the warp corridor known as the Sanguis Portus. This was the only stable set of warp routes out to the Fringes of the Ishtar Subsector. This mandate would be the binding chain that kept them beyond the edge of most known centers of power. The second was to support the Fleets being sent into the far reaches of the Fringes. And Lastly the Bloodmoon Hunters were to guard the Ishtar Subsector as a whole. Bloodmoon Hunters have stayed in the shadows for most of it's time. However, the Bloodmoon Hunters and their ways has made impacts on the Eastern Fringe as they combat various Xenos threats and worse threats of heretics that haunt the fringes. During the years leading to the Great Rift, Bloodmoon Hunters performed various hunts earning honor for their Chapter. Even with this they are little known to the majority of the Imperium, records being what they are few hear of their accomplishments. The Great Rift Opens and the Noctis Aeterna cuts off the systems of the Ishtar Sub-sector from each other and the wide galaxy. As darkness descends across the Sub-sector a variety of threats threaten to see it burn in the fires of war. Corruption and Heresy surges within the ranks of the local Ecclesiarchy and Mechanicus. Necrons emerge on Incendius Lux, Delta Lux, and Crucia. The Frontier Worlds erupt into chaos as House Fásacha, the Lunar Venatorii Cavalry Regiments, and Ishtar Rangers struggle to repel a tide of Drukhari, Ork Freebooter, Chaos, and Harlequin raiders. Orks from the nearby Charadon Empire emerge near the Contrador system sparking continuous naval battles. The Penal World of Contrition erupts in revolt, and Khornate cults emerge wherever Penal Regiments are stationed. Finally, the Bloodmoon Hunters chapter sees the Great Rift as the herald of the fulfillment of the Prophecy of Blood, and fervently seek to identify and defeat signs of the prophecy. The Primaris Marines of Cawl have yet to make it as far as the Ishtar Fringe Corridor known as Sanguis Portus but rumor has it a squad of Hellbasters in Bloodmoon Hunters colors have made themselves known among the Unnumbered Sons and are on their way to join their brethren on the Eastern Fringe. As it stands The Comhairle of Fiach has yet to make judgement on the rumors nor on Primaris Marines in general. Like all on the front, they wait for proof of the abilities to survive the ends of the Imperium. Homeworld On the former Icy Hive World, now turned Volcanic Death World of Aigéad Fuil in the Damuterr System, a single settlement, protected by void shields exists on this world, has a burgeoning society of techno-barbaric gangs. They are allowed to commit their gang warfare in the trade city as long as they don't attack off-worlders and give a tithe to the Astartes overlords. The Techno-Barbarians use armored vehicles, and scavenge from failed recon teams and aircraft from the wastelands due to the acidic atmosphere. But the risks of these expeditions and the rapidly degrading hulls of the vehicles cause inter-gang warfare, as gangs fight for loot and intact hulls for their own craft.The hardened youth, with an experience of armored warfare and technological expertise are perfect candidates for the Astartes. The ancient hives that eked out a harsh living on the acid-rain soaked planet of Aigéad Fuil was brought into the Imperial Fold, and would be gifted to the Bloodmoon Hunters Chapter for overseeing the warp routes further into the Ishtar Fringes that would become known as the Sanguis Portus, or the Blood Gate. Few others make life out of heavily processed ancient lower hives of hives whose void shields has failed over time. Fortress-Monastery Notable Campaigns Organization Chapter Recruitment The gangs of Aigéad Fuil are monitored for their potential. When a likely candidates, for the Astartes of the Bloodmoon Hunters, are observed they are told that the representatives of the God-Emperor would like an audience and to bring an offering of a hide from one of the great beasts of the wastelands. Once the potential hunter has found a suitable offering and was able to defeat it, the aspirant must traverse to the great citadel of the Hunters of the Bloody Dark in the ravine and cave system that is the entrance of Folsom Keep. To accomplish this they must pass the trials of the Hunters and face the various beasts that hunt the hunters. Once the aspirant has proven capable and clever enough to make it to the entrance their final task is to hunt a group of cyborgs that are under the control of a Master while under the influence of a special cocktail of drugs meant to test the mind of the aspirants. Those able to defeat their enemies or better yet find the mastermind under these conditions are then inducted into the Chapter having proved they are cunning enough in the hunt. Chapter Beliefs Combat Doctrine Inquisitorial Note Some Inquisitors who fight beside the Bloodmoon Hunters notice the Bloodmoon Hunters use similar tactics to ones Traitor Marines have been observed using, and have a similar obsession with hunting. Geneseed Inquisitorial Notation Deathwatch Apothecaries noted unusual divergence in the Bloodmoon Hunters' gene-seed when they in service to the Deathwatch. Notable Members Chapter Fleet Chapter Relics Adeptus Mechanicus Observations Adeptus Mechanicus Rune Priests compared images of Bloodmoon Hunters Chapter relics to those of pre-Heresy Raven Guard, and noted striking similarities. Deathwatch Service The Bloodmoon Hunters are known to be a great source of knowledgeable Masters of the Forge for Deathwatch Outposts. Most Artificers of the Bloodmoon Hunters will spend several years in service with the Deathwatch as a matter of pride. All the Bloodmoon Hunters are trained in the ways of the priests of mars to a larger degree then most chapters by the Techmarines of the chapter. Due to this the Bloodmoon Hunters will offer their kill-team a great amount of knowledge on both imperial and xeno technological works. The relentless dedication with which a Hunter will pursue their objectives makes them ideal for the harder tasks the more humanitarian chapters would struggle to carry out. Artificers trained as both the Spiritual keepers of the Bloodmoon Hunters as well as the Technology masters for their Chapter also provide inspiration and guidance to their Brother Astartes in the Deathwatch when they serve the long vigil. Even Bloodmoon Hunters who are not artificers find it a great honor to be chosen as the representatives to the Inquisition from the Chapter on how to hunt the Alien. Being chosen by the masters for such an honor is an aspiration for many a Journeymen. Chapter Appearance Notable Quotes
  8. There was no noise from the raider's party as the sounds of Imperial artillery fire whistled overhead of the warehouse, the survivors of the failed assault had grouped together at the rendezvous point, it was a pre prepared position that had been kept secure thanks in part to its obscure location as well as relative ease to defend plus its viability as a potential staging area. It was an old warehouse stationed on the edge of a river with a roof that had mechanical systems in place so that it could open itself up for transports to carry goods and materials across the city, the interior of the warehouse was filled with empty metal containers many of which still held an assortment of supplies and materials that the defenders could use to better hold this position The planet was a civilized world, a planet that was in the process of being converted into a hive world due to its growing population but became the interest of the Dark Eldar's Kabal for its viability as a rich source of human slaves in contrast to its average strength PDF. A substantial amount of support for the raid had been garnered by the Archon to undertake this raid including a detachment of the slave force line infantry an initiative started up by the concept of a unit capable of fighting a war of attrition with minimal loss of Eldar life. Acting on this information the Archon of the Dark Eldar's Kabal conducting the raid on this planet had expended the slaves with little more than an after-thought using them to take the brunt of the PDFs attention while the actual Drukhari raiding party attempted to destroy key military positions. However the commander of this PDF had displayed above average intelligence in terms of precognition in this assault and had fortified vital areas of his defense forcing the Kabal to fight in a protracted engagement the sounds of which can still be heard in the distance. Gathering together in the warehouse were both veterans and raw recruits of the raid including actual Drukhari that had volunteered to be part of the raid squads. The Drukhari drillmasters and beast tamers had managed to broaden their spectrum of recruits and have picked only the finest of individuals to become cannon fodder for their armies. The sounds of battle could still be heard in the distance and the mood inside the warehouse was grim, a breakaway force of troops had retreated from the conflict to consolidate here in an abandoned storage building by the river running through the city. The warehouse was situated next to a bridge that forded the river of which additional troops were streaming through but it was unclear if even these would be enough to turn the tide of battle. Inside the warehouse the consolidating forces were arranging metal containers to fortify their position and were taking stock of their available equipment and vehicles but the command structure responsible for maintaining discipline was stretched thin. All the troops gathered in the warehouse were of a typical raider fare. Some were mercenaries and other might be slaves. All of which were having their own ideas on what to do next now that they have consolidated. The raid had made short work of the established defenses of the PDF but the resolve of the Imperial defenders had been more resolute than previously anticipated and had managed to recover from the initial attack with remarkable speed. The mere fact that the PDF had artillery support plus a solid defensive line around the planetary governors palace and even have forces left over to engage the raiders proved that there was some element within the local forces that was far more competent than the average PDF commanders capabilities. A number of squads were leaving the warehouse striking out on their own after the failed assault to follow their own agendas and scattering across the planetary capital, no bid was made to stop them as those that stayed rallied around a central mustering point readying for a counterattack. Those that left were an assortment of individuals, some were deserting the field of battle, others were keen to start looting the area for personal profit and some of the more predatory like the Dark Eldar themselves were setting off to start preying on the citizenry forsaking their charges. Those that stayed had their hands full maintaining discipline but would be setting off to rejoin the battle soon but in the process would likely become more fodder sent to further whittle down the numbers of the PDF. Towards the south was the battlefield that the raiders had just left, a significant Imperial force was engaging other raiders and were seeking to break through to reach the cities military quarter to the north. Although the battle was being held in place for the time being by the remaining Kabal forces still fighting should the Imperial forces break through they could join up with PDF forces in the military quarter and pose a serious threat to Kabal operations. Beyond the battlefield was the Planetary governors palace a stronghold built to withstand air assault and very possibly crawling with the governor's most loyal troops, the Drukhari had wished to not attack this location for now. To the north there was the cities military quarter and the location of the planets tithing station, shortly after the raid started a force of the Kabal had struck at this zone in particular wiping out communications and senior leadership in the area leaving the PDF in disarray and unable to support other elements of defense in the city. Although details of what happened after this initial attack is unclear to the Band of Exiles it is certain that the bulk of the Kabal forces are yet still engaging military targets here to contain the still considerable number of PDF troopers. Deep in the militarized zone stands the tithing station itself which is in fact a space elevator stretching up into the planet exosphere to an orbital harbor, the primary route for planetary tithes to be dispatched off world. Back towards the east across the bridge was the residential district, a large sprawling area which took up the majority of its side of the river and before the raid started was in the process of being converted into a series of hab blocks to replace the smaller civilized world apartment buildings. The Kabal is presently rounding up captives from this location in particular to be transported back to Commoragh and effectively have this part of the city under their control, but issues are arising from confrontations with the planets feral Ork population that had been attracted to the fighting in ever greater numbers. A few pockets of PDF also still yet fight in this area and the local preachers of the Adeptus Ministorum are actively encouraging the Imperial citizenry to take up arms against the Kabal. Towards the west was the cities industrial district a location that had collapsed into anarchy as soon as the attack started, when the communications were shut down the gangers here took matters into their own hands developing into several significant factions that just as readily fight each other as well as any Kabalite or associate forces of the Kabal. In amongst the carnage are also several smaller initiatives started by the Adeptus Mechanicus seeking to protect the machinery of the manufactorums, although poorly equipped to handle combat scenarios they manage to hold onto several critical industrial areas which they among themselves deem logical to defend. To add to the warzone developing in this district the feral Orks have also started to establish themselves here looting from the manufactorums and becoming stronger with each passing moment. Underneath the city was also a well developed network of foundations maintenance tunnels and sewers that had been built to accommodate the cities conversion to a hive city, these passageways stretch all across the city and have been filled with all manner of the basic machinery needed to manage the cities water, motive force and ground cable communications. However in a concerning development just after the raid started all underground communications were suddenly cut by an unknown force although Kabal exploratory forces report nothing but brightly lit empty tunnels. Malaskia Vileblade looked out over the confusion of another hellish battle-scape and sighed. It wasn't that the suffering of so many wasn't invigorating in its own way. She felt the thrill in her empty excuse for a soul. The delights of a real-space raid were as good as they ever were. But ... The Hekatrix sighed. She idly flicked the tail of her agoniser so that it tapped on the nearest wall, leaving a trail of coruscating energy. Malaskia Vileblade was not good with the finer emotions. She had no training in them and was likely to stab anyone that tried to explain them if she even recognized what they were talking about. But a few things were clear. Frank Draken was going to follow her about and try to protect her. Frank was honestly all right with that idea. He was not really equipped to do so in the hostile world of Commorraghan politics, and he was hopelessly loyal. And somehow the thought of him dying made her sad. It shouldn't have mattered, but Malaskia Vileblade knew that she felt sad when she thought about him dying. This made her angry, and if several of her would-be suitors had felt the ... dubious benefits? been the lucky recipients? of her attempts to make the feeling go away in a tide of hedonism, well, they hadn't complained and no-one had been killed. At least not permanently. Like that chap with the boomerang. Malaskia Vileblade couldn't remember his name just now, but he'd certainly been agile. But none of it had worked. Eventually, through some of her more dubious Pirate acquaintances, she's learned of some places they sometimes used as free ports - places to sell whatever they'd raided and get repairs while in realspace. Still not very safe. But, on a still more select few, there were occasional contacts from what the Humans called Rogue Traders. Those were a bit safer, because the Humans liked these people to have somewhere to go. He had been on this job forever. He was hired to find someone special, someone who had baggage, who could be convinced to work for the man who gave him this contract. He had the leverage but he hadn't been ready to go back to his employer. This job had benefits plus, he kinda liked her but, he could not stall any longer and she liked him enough that if he carefully chose his words and asked her to come with him, she would likely follow. Now was the time to get paid and maybe change his profession. He wondered if his employer would accept him as an official permanent hire...he would mention it, only if she was convinced to do the same.
  9. The Arali Siege Sappers are the Astra Militarum regiments that hail from the industrial trade world of Arali. Primarily recruited from the planet's Trade Guild Families who operate as the Regiment's officers while various gangs and travelers are rounded up to make up the foot troops. Arali Siege Homeworld A lifeless planet with an economy centered around gambling. Aside from a few uranium mines, gambling is the only industry on the planet, and with few resources and a poisonous atmosphere, loose gaming laws are the only reason this backwater colony exists. A small rocky planet with a toxic atmosphere of 83% carbon dioxide, 10% oxygen, and 6% nitrogen. The planet is famed for the many terraces that look as though they have been 'carved' into rock faces. An extensive network of caves also exists. While many people insist that these structures are not natural and must have been made by intelligent lifeforms, there is no actual evidence of this. In fact there is no evidence of life ever having existed on the planet besides these strange rock formations. When a nearby inhabited planet suffered a catastrophe, the caves were sealed off from the atmosphere and converted to serve as an emergency refugee camp. Many of the survivors still live there today, having converted the caves and tunnels into a vast underground city. Regimental Recruitment & Training The harsh Arali Siege homeworld conditioned the Arali psychology for toughness just as it did the body. Arali have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing". Most Arali trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility. The Arali live with a generally violent and short-sighted attitude of personal gain. Their version of cooperation is reflected in one of their sayings: "Seek the enemy of your enemy, and you will find a friend." Regimental Combat Doctrine Traditional Arali tactics are built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support. To a Arali Commanders, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few Arali casualties. Arali military doctrine has a different take on what "scouting and reconnaissance" means. While other Regiments scouts prefer stealth and discretion in carrying out their tasks, Arali Seige scouts instead opt to deal psychological warfare when they find the enemy by way of occasional harassment or intentionally exaggerating their numbers. The reasoning is that it is a lot easier to count enemy numbers when some of them get blown up. Arali are known as siege sapper specialists. Methodical planning for finding a stronghold's weakness is premier for Arali Siege success for when found all sorts of further weakening such a point is applied before directing a brutal but swift taking of a point, breaking sieges. Notable Arali Siege Lt. Inoke Arterius: An extremely short-tempered and proud young man who always likes to think he is the strongest fighter in a situation, constantly challenging most people he comes across and wanting others to respect and praise him for his skill. Sergeant Eden Williams: Following her family's tradition, Eden enlisted in the Imperial Guard after high school and was assigned to the Recruit Training Depot. During training, then Private Williams was certified proficient with the standard-issue lasgun and light to heavy-weight combat suits. She also completed certification in zero-gravity combat aboard the Orbital Platform in geosynchronous orbit. For Hostile Environment Assault Training, she was awarded a commendation for her bold assault technique in a field exercise simulating an attack on defense emplacements.
  10. A sudden burst of lighting erupts in the orbit of an unnamed planet in the Ishtar fringe of the Segmentum Ultima. The mighty prows of the Mechanicus Cruisers Bronze Expanse and Steel of Invention bursts out of the warp. Seconds later the rest of it's supporting fleet with the escorts in a spherical formation around the vulnerable transports burst out from the warp. An aging Archmagos of Mjorn would rise from his command chair his massive amount of bionics assisting the aging man along with a cane being held by what remains of his right arm. He addressees the bridge crew "We have arrived at the coordinates indicated by the rumors. If there is some truth to these words upon this lowly rock will be a vault of artifacts dating back to possibly even before the Dark age of technology and a map leading to an undamaged STC. By the Omnissiah's will we shall find this vault and crush anything that dares to stand our way on this most holy of quests!" He looks to one of the communications officers "Instruct the escorts to break formation and to begin mapping out the surface of the planet and instruct the transports to ready drop-ships to land on the surface and begin to send out survey teams." "Yes lord!" The communications officer salutes and instructs the vox operators to send the orders to the ships. The transports of the fleet each ready a Devourer dropship for landing equipping them with long range scanning equipment and loading building supplies into them so permanent outposts can be made after the initial landing. The majority of their passengers are aspiring Tech priests that volunteered to take part in the expedition though some Skitarii Rangers and battle servitors are also being sent down to protect the outposts and the would be explorers during their expeditions into the alien wilds. The inquisitorial representative and his routine are also being sent down at their own request. The personnel being sent down have been assembled in the main bay of the transport for a quick briefing before launch. The ship's captain would walk up to a raised platform in front of the assembled passengers. "Your dropship has been assigned to land near a large purple gash in the north west side of the planet. Orbital imaging has suggested this is some kind of sea though the reason to it's strange coloration is currently unknown." An image would be brought up on a large screen that was moved there for the briefing. "To be precise the landing point will be here in the large plain that separates this sea from the planet's North Pole. Our main objective will be to track down the whereabouts of the vault containing the artifacts through any means necessary. If studying either the North Pole or the sea could lead to finding the vault you may do so and remember any and all Xenos must be catalogued but you have full authorization to exterminate anything if they pose a threat to the operation. Are there any questions before you are sent off?" "Initial scans and orbital imaging have found several signs of large flora and fauna but have found no signs of advanced civilization either they are underground or life on this planet hasn't evolved to that point. As always caution is advised even the most simple of creatures can kill a man and if scans are correct this planet is in no short supply of beasts. Are there any other questions?" The Inquisitor revealed his presence among the mass of Mechanicus acolytes having transferred over for this briefing. He quickly asked a questions about the survey teams and how they plan to be transported around when landed. The captain was somewhat startled by the inquisitor revealing himself. He had been told the inquisitor would be sent down from his ship but he had net seen him until now. "Ye.. Yes lord the survey teams will be sent out upon landing and be given a modified Taurus that has had the weapon and ammo stores replaced with seats for passengers. The fleet will be on stand by and continually scan the planet and anything with in it's orbit like it's two moons." A communications officer would walk up to the Captain and whisper something to him and run back to the bridge. "Very well I have just been informed that you must be sent down immediately. Please proceed to the boarding ramps leading to the top floor of the dropship the servitors will be loaded into the vehicle bay." With that the rows of assorted soldiers and tech priests move into the dropship which filled relatively quickly do to it being mostly filled with building materials and supplies rather than troops like it would normally be under other circumstances. Maneuvering thrusters lift the ship up and out of the bay and past an enormous air lock and into the void through the few view ports the planet took up the entirety of the view. The intercom would spark to life "Prepare for atmospheric entry." The safety bars on the seats and the mag locks in the cargo bay would activate holding everything and everyone down. The view ports were quickly covered by a protective blast panel that came down from above it. From the outside it looked as if the ship was spewing flames from it's fins as the shear force of friction blackened the belly of the ship. The planet's atmosphere was thicker than expected this made maneuvering difficult for the lumbering ship as it seemingly plummeted towards the ground. Until the pilots activated it's thrusters slowing it down almost immediately if it weren't for the safety bars every single passenger would have been thrown from their seats. Using their new means of control the pilots steered the beast of a dropship towards where the plains meet the purple sea. With a final blast from their forward facing maneuvering thrusters they where able to stop their forward momentum and ease the ship into a large clearing now devoid of wild life as they were scared off due to the amount of noise coming from the ship. With the push of a button the landing gear unfold from their shielded compartments and touch the alien red soil. Once it was confirmed the landing gear had made contact the pilots cut the engines and released the shaft bars and mag locks. The intercom sparked up again "Landing successful you may get up and walk around, once comfortable head outside and group up with your assigned survey team or guard patrol. Before anyone asks yes the air is breathable readings show the atmosphere actually has a high oxygen percentage and gravity is slightly lower than Terran gravity but it is not really noticeable unless your bionics are overly sensitive. Good hunting and Omnissiah watch over you." The crimson courier shuttle touched down in the immediate proximity of the makeshift landing field springing up almost organically around the dropships. The loading ramp descended with a muted hiss of hydraulics. A quartet of crimson robed Tech Guard marched down the ramp fist. Their brass skull masks denoting them as Martian Protectors, the noble Forge Guards of Mars. They swiftly proved the area secure to a satisfactory standard. The whirring of servos heralded the descent of their illustrious charge. A Magos-Errant scuttled down the ramp on his brass-gilded stilt legs like a predatory arachnid. His optics scanned the noosphere in the area and locked on the to the signatures of the rest of the team. They were already boarding transports, to his immediate displeasure. [Command: Follow] The Magos-Errant spat in a hasty binaric burst. His guards followed their impatient master in earnest, barely managing to keep up with his fevered pace. The salamander transports were already starting up, their combustion engines revving up to speed. All were full save the last transport in line, which had but one occupant. The fact that he would have to share a transport with a servant did not improve his mood. None the less, he scuttled inside and found a place to secure himself. He activated the mag-locks in his stilt-legs to secure him to the transport deck plates. The Magos-Errant paid no mind, as it was barely above a servitor in sentience as it was. Instead he reached out through the noosphere to his intended contact. Opening a heavily encrypted channel, he extended a greeting to the Magos-Explorator. [Acknowledgement: Greetings my Lady Magos. I am the Magos-Errant of this expedition. You no doubt received the data package from my superiors, and as such know why I am here. My Masters hold the Archmagos in high regard. He has done much to further our cause. Let us hope you live up to his expectations] His cant was formal, but with an undercurrent of expected skepticism. Wright was untested. She no doubt understood that the Magos-Errant was as much a useful asset, as he was insurance. Much hinged on their success. The leaders of the Xenarite Cults expected much from this expedition, if their sources were indeed correct about the supposed Vault. The presence of the Inquisition complicated this however. No doubt they were aware of the Magos-Errant' presence. The Ordo Machinum were ever vigilant in that regard. No matter. They had no evidence to doubt his loyalties, but there would be suspicions. There always were. If Adam Clarke or any of his Inquisitorial lackeys obstructed his objectives, they would be removed . . .
  11. Another I have taken from my pages on the 40k Homebrew Wiki Review of Inquisitor Adahm Klerixus Languages Spoken: High Gothic, Low Gothic, Lingua-technis, Cant Mechanicus, Basic Aeldari Lexicon Skin Colour: Dark Tan Hair Colour: Dirty Blond Height: 5'10" Weight: 200lbs Adahm Klerixus was a Lunar Venatorii Vox Adept turned Cybernetics enhanced Magos Bodyguard and now serves as an Inquisitor of the Ordo Machinum. He is a member of the Heimdall Conclave. A Radical of the Xeno Hybris faction of Inquisition in alliance with Xenarites of Incendius Lux and Mjorn that has migrated to the Heimdall Sector and beyond. Primarily focuses on Forge Worlds and their fleets. History Personality Relations Adam had a good relation with his former Regiment, but after his revival by the Magos of the Cult Mechanicus, the [[Lunar Venatorii Cavalry Regiments]] think him dead. A quiet man who keeps his opinions to himself, Adam has a quirk of reporting only the logical facts as his training has taken most of the colorful commentary out of his reports. His efficiency at accomplishing his missions has led to the greater Inquisition to put trust in his instincts. His retinue respect him but do not love working for him. Being coldly logical can make people feel that if needs be he will spend your life to get the job done. They have over time found that he is unlikely to let go of resources if he could help it, including them. Base of Operations Officially, Adam Clarke works out of the Inquisitorial Fortress of the Hiemdall Conclave but that is just the central place of the Conclave. Lead by the the Inquisitor who is Grandmaster of the conclave has given Adam access to Inquisitorial Fortress on the Ocean World of Kimoa as well as access to a secret network of Bases, Estates, Libraries, Armories, and Safe Houses built by the enclave in addition to his own personal network built through alliances and political maneuvering. The native Storm Troopers of the Conclave, are the Death Troopers, special elite Geno Troopers bred by the Kimoan Gene-Wrights and trained within local Schola Facilities that are ruthless and utterly dedicated and loyal to the mission of the Inquisition. Adam himself commandeered a Excubition-class Cruiser, ''The Gears of Retribution'' that he then used his influence with the Mechanicus to modify to his specifications to where it is hardly anything like Naval classes. It is this ship that he uses as his true base of operations as he flies from one investigation to the next. Wargear Retinue Erxandros, Bloodmoon Hunters Artificer Frank Draken, Mercenary Fio'Vre O'Shera, Tau Engineer Malaskia Vileblade, Drukhari Pirate Alpha Alternative Operative Number Seven, Skitarii Tribune Forces
  12. This is what I have as a start to my Chaos counterpart to my Bloodmoon Hunters. Chaos is not usually my thing but I wanted to show the dark side of the Bloodmoon Hunters way of doing things as well as the Hereteks of Mjorn who take their Xenarite beliefs too far. The Unchained Confederation is a chaos warband that was created from the thirst for innovation, power and knowledge. They are a grouping of warbands that no longer believe in the Sanctity or righteousness of the Emperor. They feel that the Emperor's rules and visions bog them down from acquiring the power and knowledge that could make them a Power House in the Universe. Although they do not share knowledge and information between the many parts of the warband, they are quite effective considering their erratic and adaptable fighting style. Not knowing exactly who their leader is, puts them at an advantage for their leader cannot be found and killed to terminate the warband activity and if, by happenstance, she was to be killed, any other member can keep the warband together because only a select few know who the leader is. This warband is very adverse to being bogged down by rules and are quite successful in their mission for knowledge and innovation. Warband Organisation The Unchained Confederation are a loose gathering of groups under various war leaders who provide mutual support for supplies and otherwise but mainly work their own individual objectives as dictated by their leaders. A mysterious female Heretek is the ultimate leader of this loose confederation but few in the warband know and even fewer if any outside it. The Unchained Cofederation is divided into numerous independent groups which have limited knowledge of their counterparts. This ensures that should one group be compromised, the others would not be captured. Combat Doctrine The Warband shows a high-degree of adaptability in battle, both in terms of tactics and the weapons its members employ. When an enemy counters one tactic used by the Unchained, the war leader plans accordingly, adapts, and changes strategy, enabling it to outmaneuver its enemies and catch them completely off-guard. Flexibility and willingness to adapt to their situation represents the core of the Warband's combat doctrine. As they prepare to engage their opponents, these members are always careful to identify all of their assets and utilize them to the fullest means possible. These often include assets that are not identified within the constraints of the Codex Astartes. These members often choose to take measures that others might consider dishonorable. The Hereteks of the Unchained are enigmatic figures in an expansive organization which trades in information and technology, always selling to the highest bidder. The Hereteks appear to be highly competent in their trade: all secrets and technology that are bought and sold never allow one customer of them to gain a significant advantage, forcing the customers to continue trading information to avoid becoming disadvantaged, allowing them to remain in business. These Hereteks supports the principle that any methods of advancing humanity's ascension are entirely justified, including illegal or dangerous experimentation, terrorist activities, sabotage and assassination. Their operatives accept that these methods are brutal, but believe history will vindicate them. Communication throughout the Unchained sometimes takes the form of steganographic messages embedded within broadcasts and other forms of media. Warband Beliefs Freedom from the shackles of the Imperium is one of the few unifying concepts of the Unchained Confederation. Most consider the lack of freedom as the greatest punishment and the greatest sin. The Unchained Astartes seem to bear little respect for anyone or anything, save for power and innovation. They tend to show no love for civility or deference when dealing with others, but they have been known to show pleasure in testing their skills against worthy foes. The Unchained Astartes have made deals with Hereteks, many from Mjorn to continue their trend of improving upon themselves seeking perfection. Many have fallen either to Slannesh or Khorne due either to a mentality for Perfection or Bloodlust of the hunt. What balances these forces of the Chaos Undivided leaders who unite them under their banners. A very very few fall to Tzeentch getting caught up in making ever more complex plans for ambush. Nurgle is represented as well for various reasons but these are another minority. A great many of the Unchained see the gods as a pantheon and a tool. A path to power and as a whole the groups follow no centralized set beliefs. Mjorn Xenarites Hereteks continue to pursue of forbidden xenos technology. Such is their curiosity, they wage war against the alien races of the galaxy not to conquer or exterminate, but to study. The Xenarites are dedicated to the study and exploitation of alien technology, a policy which most Tech-priests off of Mjorn find highly offensive. Xenarite Heretek expeditions attack alien populations, planetary garrisons, even the Skitarii Legions of other Forge Worlds. Open war with Imperial authorities common. These Hereteks pursue the dark path of tech-heresy completely on their own, forging their own roads to damnation independent of any direct connection to Chaos or the Dark Mechanicum, though still wholly in violation of the strictures of the Cult of the Machine God. They support the Astartes of the Unchained to improve upon them and use them as a steady supply source. It is among the Hereteks, Tzeentch has a greater following. Hereteks involve themselves in innovation and manipulation heavily. Homebase The Chained Barque is an ancient and highly complex device constructed by unknown Xenos as a superweapon, but never successfully implemented before their extinction. It is unknown who initially began the development of the Chained Barque. Countless different species obtained and made contributions to the design over the course of millions of years, but none successfully deployed it. Despite the Chained Barque's elegant design, techpriests could only determine that the device exploited the same technology, and were left to speculate on how it would ultimately function. Experimental mixtures of compounds were to make a more efficient fuel for Barque traveling long distances. The interferometric array into the Barque's systems results in a real-time map of a Sub-sector. The Chained Barque serves as both a data repository and stealth ship for the enigmatic information traders. The ship ingeniously draws it power from the thunderstorms raging constantly on one of their hidden base planets that they set it to orbit, relying on an interlocking system of kinetic barriers, grounding rods and capacitors to avoid being ripped apart. Cortical implants allow users to "see" screens projected in front of them. A user's eye movements are tracked, syncing to hand gestures as they sift through data. Notable Warband Members Ciara Ghlic - The Mysterious leader of the Unchained Confederation. What little is known about her other than she is a Dark Skinned Renegade from the Forge World Mjorn. She was a follower of the Xenarite principles. Known now as Mistress Shackle, she manipulates and controls the Unchained Confederation central leaders. Ruling from the shadows on her massive Barque, she has access to information through many and sometimes unknown methods. Her most dangerous weapons are her abilities to process information and her willingness to use such information.
  13. http://www.bolterandchainsword.com/topic/363589-ia-bloodmoon-hunters-chapter-ig-2020/ First off, Above is the Index Astartes for the Bloodmoon Hunters that I have been off and on working. I have links in there to the other pages in which I have worked on them including the Warhammer 40k homebrew wiki. The only rules I have developed with thank to the RPGers of Bolter and Chainsword have been for the PBP board. Special thanks to Mazer Rackham and Commissar Molotov for the rulesets I do have as it was mainly them with the ideas. Deathwatch Bloodmoon Hunters Attack Pattern: Prey in Sight (NOVAMARINES ATTACK PATTERN: WEAK SPOT) Bloodmoon Hunters Solo Mode Ability: Hunter's Camouflage (Raven Guard Solo Mode Ability: Master of the Shadows) Bloodmoon Hunters Defensive Stance: Predator's Plan (BLOOD RAVENS DEFENSIVE STANCE: BATTLE KNOWLEDGE) Chapter Demeanor: Hunter's Focus +5 Intelligence and Perception Primarch's Curse: From the IA: "This is because one of the unusual traits of Bloodmoon Hunters Astartes, which may derive from an unforeseen mutation within their gene-seed, is that every Hunter possesses a near-genius ability to observe, memorize and adapt to any situation. This is what makes each a Hunter of unparalleled ability, for even the smallest signs can be tracked." So if a Bloodmoon Hunter endured mental trauma (and failed a save), they would spiral into some kind of OCD, given the fact they are superhuman, everything is turned up to 11 after all. (Thanks Mazer specifically for this) RELICS If your army list led by a [bLOODMOON HUNTERS] WARLORD, you can, when mustering your army, give one of the following Chapter Relics to a [bLOODMOON HUNTERS] CHARACTER model from your army. Named characters and Vehicle models cannot be given any of the following Relics. Note that some Relics replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Chapter Relics your models have on your army roster. TEORAINN A Relic Stalker Artifex Pattern Bolter fitted with a suppressor unit to dampen its sound and muzzle flash, and an optical sight to augment the user’s aim, use of a Dark Eye nightscope that greatly enhanced the weapon's accuracy during nighttime operations. Teorainn is engraved with sigils of disruption that destabilise a psyker's connection with the Warp. Teorainn has accuracy and power unrivalled in other Bolters of its size and integrates a Fire Selector as well as a Targeter. ''Teorainn'' fires glittering rounds imparting freezing payload as they explode deep in the flesh of their victims using unknown technologies to make it's ammunition this way... [MODEL] only. Rule … has the following profile: Weapon Range Type S AP D [TEORAINN] x x x x x Abilities: Rule EICLIPS NA GEALAÍ A Relic Pistol that fires micro-atomic munitions that draws power from a planet's magnetosphere to form the unique ammunition as it fires. The munitions that leaps from its muzzle can reduce a man to a blackened shadow in a solar second and can cut holes in a heavily-fortified Aquila Stongpoint if necessary. The bulk of the barrel is surrounded by coils of conductive material, these coils generate an electromagnetic field oriented along the barrel. the micro-atomic munitions are sped to just short the speed of light. [MODEL] only. Rule … has the following profile: Weapon Range Type S AP D [EICLIPS NA GEALAÍ] x x x x x Abilities: Rule FUILPHLASMA A Plasma Pistol that was used by an Master Raknor on a now lost Agri World against the Tau. Under the leadership of Blood Warden, the Master of 3rd Hunt Company, Blades of Fulsom, his men held the line against a massive Tau incursion in which the Master lost his life and so did most of the Hunting party. It was a pyrric victory but his heroics in sniping a TY7 Devilfish with this Plasma Pistol held the lines for Astra Militarum support turning the tide at that time. [MODEL] only. Rule … has the following profile: Weapon Range Type S AP D [FUILPHLASMA] x x x x x Abilities: Rule SÍCEACH-BÁS A Power Sword etched with silver, hand-inscribed hexagramic wards and edged in Blackstone. The creation of this unique sword is unknown, but it seems for have incorporated Xenos techniques. It has known to be drenched in the blood of many psykers and witches, it is believed this has forever made the blade a bane of those that use warp powers. Those who wield this blade seem to be immune or heavily resist the abilities of the Warp... [MODEL] only. Rule … has the following profile: Weapon Range Type S AP D [sÍCEACH-BÁS] x x x x x Abilities: Rule Helmet of the Retiring Hunter One of the symbols of the Artificer, Copper circuitry had been inlaid, running from each temple, down the orbital, across the cheek until it ended suddenly on either side of the jaw. The circuits had glowed a continuous electric blue in combat, but when hiding in the dark, they only occasionally showed a brief blue spark running the length of the circuit. The face plate had been carefully worked into the visage of a human skull, with dim glowing bulbs peeping out from cavernous eye sockets. Each is a unique artifact of a full-fledged artificer. To view the glowing skull is to know the death of the machine that is one's body, beckoning for the Bloodmoon Hunters' enemies to retire from this life ever more. [Model] only. Rule … has the following profile: Weapon Range Type S AP D [Weapon Name] x x x x x Abilities: Rule NIMIT A Cyber-Mastiff bound to Master Scáth Hiachóir. A Relic of the Bloodmoon Hunters for this Ancient Mastiff has been a companion of one of the most revered Masters of the Chapter in it's history. Nimit is carefully crafted as a true terror weapon, a massively built and heavily-armored steel construct of considerable bulk. Nimit tracks, hunts, and kills any target loaded into his sophisticated spoor-identifying protocols, equipped with a pair of Gamma weapons in pods mounted on the shoulders, this formidable equipment suite is combined with an insidiously effective training regimen. [Model] only. Rule … has the following profile: Weapon Range Type S AP D [Weapon Name] x x x x x Abilities: Rule LITANIES OF X Unlike other Adeptus Astartes Chapters, the [bloodmoon Hunters] … All [bLOODMOON HUNTERS] ARTIFICERS know the Rights of Detestation (see below). In addition, before the battle, generate the additional litanies for PRIEST models from your army that know litanies from the Litanies of X using the table below. You can either roll one D3/D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the priest knows. When a PRIEST unit from your army recites a litany, replace all instances of the <CHAPTER> keyword on that litany (if any) with the name of the Chapter that your PRIEST is drawn from. RIGHTS OF DETESTATION (AURA) For your sins against the Emperor; False Brother, We Detest Thee. For the shame you bring upon your Gene-Father; False Brother, We Detest Thee. For abandoning your duty; False Brother, We Detest Thee. For embracing mutation; False Brother, We Detest Thee. For worshiping the darkness; False Brother, We Detest Thee. For all these crimes, I cast you from the Emperor's Light. Your name is dead. Your memory is gone to us. False Brother, We Detest Thee, We Cast You Out, We Turn From You. ....Rule.... So this is what I have so far.... Combat Doctrine to help:
  14. Fleet Command ....... Tarakon Station (Fleet Command) Number of Line Ships ...... 1 Battleship, 20 Cruisers Number of Escort Squads ...... 6 Wolfpacks Segmentum ...... Segmentum Ultima Battlefleet Ishtar can date back its roots to at least to M34 and the formation of it's doctrines that persist to present. Over millennias saw mainly small battles and skirmishes but brought a variety of enemies with different tactics. Major fleet operations were done in the support of the neighbouring Sectors. The creation of the Great Rift saw the Battlefleet able to counter a myriad of Chaos and pirate raids in its aftermath. Battlefleet Ishtar has a great many tasks including defending the Ishtar SubSector against invasions. Vessels from the Battlefeet are broken into Battlegroups to patrol the SubSector and Wild Spaces to find pirates and enemy scouts or to escort troop transports and give orbital support for ground troops. Executing Terminatus orders fall into their responsibility as to help evacuating worlds, perform search and rescue actions when vessels or even space stations are destroyed or even to transport colonists to new planets. The Combat Doctrine of Ishtarian Battlegroups are for the Lance equipped Light Cruisers to strike at the heart of an enemy formation with a Screen of Frigates and Destroyers as Light Cruisers with lighter craft release their payloads of Fighters, Bombers, and Interceptors. Following up the Warden moves forward to provide mid range support to the battle while the Corvettes screen the lightly defended carrier Light Cruisers. The Lance Heavy Classes provide heavy punched from middle ranges as the Destroyers perform hit and run attacks weaving through the battlefield trying to gain a flanking attack on enemy capital vessels or engaging with other escorts. Combat Division Battlegroup Tarakon Station Battlegroup Ishtarian Wilds Patrol Battlegroup Ishtar Subsector Patrol Logistic Division Logistics is handled by not the Imperial Navy in the subsector due to the lack of support and ships available. Instead Logistics is handled by the home fleet of Forge World Mjorn located in the Ishtar Subsector. Reserve Division There is no strategic reserve Division in Ishtar Subsector, instead the reserves of the Battlefleet is the main fleet tasked with guarding Fleet command of Tarakon Station. Otherwise there is some reliance on the Bloodmoon Hunters Fleet located in the Damuterr System. However there is a small detachment of cruisers who are tasked with guarding an important research site and a gateway to Tarakon Station.
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