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  1. https://www.youtube.com/watch?v=cZcKJ5IvmrU “Even the darkest night will end and the sun will rise.” Victorian Hewgo the Miserable, Frank playwright M02 There are times when I wish that I had never witnessed what I have seen, when the sorrows of glories past are too much to bear for my mortal soul, and I break down in tears. Then there are the moments when my memory wanders to heroic sacrifices no longer known by anyone but me, acts of valor that would fill anyone with pride, and I regain something of my ailing strength once more... My name is Jern Zonalf, and though my part in the tale that I will tell is small and humble, it is important that you know who I were, and why I saw the deeds that I will speak of. I was born in the 183rd year of the Great Crusade, in Jermani on Terra itself. I was a weak and sickly child, and it was no surprise that the chance to become an Astartes passed me by, nor was it unexpected that I was deemed unfit to serve as a soldier when I came of age. There, but for my skill with pen and quill, could my life had taken the path of a common laborer. With these talents I was trained as a Remembrancer instead, taught to follow in the footsteps of the Legiones Astartes as they spread the Emperor's Light across the Galaxy and to document their deeds for the generations to come. Glory and adventure beckoned, and thus it was with great expectations that I boarded the ship that would take me from the cradle of Man and into the darkness of space. I was young then... Not this withered husk of a man clinging to the last threads of his life, racing time as he tries to pass his knowledge on before closing his eyes for good. I will try to find the strength to speak for the voiceless dead a final time, but if that fail, know this. Once there was hope, once there was a golden future for Man. Once there was a time of heroes... So, this is it. Time has come for MrBear to join the numerous others onboard the Heresy Train. Some of you might already know me for (slowly) painting Night Lords over in the 'Works in progress' section, and if you're not among those: Nice to meet you brothers and sisters! Whether or not you already know me, this is the culmination of my growing interest for the Heresy era of our hobby. It's going to be an erratically updated project where I'm aiming to build my first 'gaming' army for 11 years. That's right, last time I gamed with far future post humans was back in 2005. I've kept up painting through the years but never built a 'proper' army in all that time, I've simply been a collector. These last couple of years though, I've become more and more interested in the Horus Heresy, and when BaC was released I seriously started to consider a 30K army. I finally gave in, and I've decided that now is as good a time as any to start. With loyalist Sons of Horus as my chosen path. A couple of important things you'll need to know though: First, I am slow. Don't expect frequent updates, full of painted stuff. Second, I am a very 'background oriented' guy, meaning that I enjoy giving my guys and units backgrounds, and I really don't care much for unit efficiency or 'killer combos'. 'Interesting' characters and units pretty much always comes before powerful but 'less interesting' ones when I paint stuff. It also means that I haven't got a planned list on what to paint, or when to paint it. I have a rough idea on what I'm going for, but that will probably change along the way if past experiences are anything to go by... I can already hear people going: 'Yeah, that's all very nice. But what about models?!' Not much to show yet to be honest, but I have a couple of things prepared: These are the tester models I've painted. A bit darker than most Sons of Horus I've seen, but not as far off as they might seem in this picture (I don't have a light box), and I'm going to add some weathering on future models aswell (as in the picture above) so the guys that's going to be part of the army will have a suitable look. Speaking of those guys though: Everything is just tacced together at the moment, so poses aren't final. I'm probably going to do some minor conversions on a couple of these guys as well. No sculpting though, I'm terrible when it comes to using green stuff. That's it for now really. I hope to start painting during the week, and if I'm lucky I'll have some pictures showing progress in a few days. Cheers!
  2. INDEX ASTARTES: VOID SLAYERS 'Weak minds beget weak deeds' CHAPTER MASTER None (The Consensus) ______________________________ FOUNDING 3rd [001.M32] GENESEED Ferrus Manus ______________________________ PREDECESSORS Iron Hands HOMEWORLD Naraka ______________________________ FORTRESS-MONASTERY Steeldome With strength of will valued above all else, the Void Slayers have become machines in all but flesh, constantly seeking to steel their minds. Their hatred for the weak willed and distaste for personal glory makes the Void Slayers a highly unforgiving Chapter, executing their duties as elite Imperial warriors with ruthless efficiency. For millennia, they have tirelessly protected the Desolus Stars from all manner of foes and continue to do so even in the Dark Imperium. ORIGINS ‘Forget their names - remember their weakness.’ - First Chapter Master Bash Tchelik. In the aftermath of the Horus Heresy and the death of their Primarch, Ferrus Manus, the Iron Hands were a fractured Legion. Heated arguments over their future raged for years and continued long after the second founding. While the Iron Council had decreed that the Iron Hands would forever strive to purge themselves of all weakness, philosophical disagreements on exactly how to achieve this goal endured, both between and within the Clan Companies. Iron Captain Bash Tchelik was an outspoken veteran who fought against the Chapter’s growing hatred of flesh and obsession with bionics. He argued that in their pursuit of strength, the Iron Hands had fallen to the weakness of the mind. He was always opposed, and over time, pressures from other Clan Companies and within his own made it clear to Bash that his views would never win through. When the historical third founding was initiated, the Iron Hands were requested to oversee the formation of an entirely new Chapter created from their geneseed, in honor of Ferrus Manus. Bash Tchelik quickly nominated himself, seeing an opportunity to bring his vision of true strength to life. The Iron Council did not object, as the exodus of Bash and his followers’ beliefs would help unify the Iron Hands in theirs. Wasting little time, Bash left Medusa with his most trusted brothers and set out to forge a new generation of warriors with minds of pure steel. The new Chapter took the name Void Slayers and made the Desolus Stars their home, ordered to protect its systems, patrol its trading lanes and to seek out all its enemies. For millennia, the Void Slayers have fought with machine-like discipline against countless xenos and heretics, in the Desolus Stars and beyond. Early on, they spearheaded the White Fire Crusade to cleanse the entire sector of Orks. During the Age of Apostasy, the Slayers kept order with an iron fist and constantly pursued Drukhari pirates taking advantage of the galactic turmoil. Through great victories or major losses, their single-minded focus has never wavered. Whether celebrated or feared by the ones they protect, their ruthless methods only change when forced to by other Imperial authorities. To the inhabitants of Desolus, the Chapter may not be their guardians of choice, but in the dark days of Imperium Nihilus, the Void Slayers might just be who they need. HOMEWORLD ‘Your mind shall be diamond. Hard. Clear. Flawless.’ – Teachings of Bash Tchelik. The Void Slayers homeworld, Naraka, is within the Desolus Stars, not too far north of the Great Rift in the Ultima Segmentum. These systems are home to a variety of worlds and institutions key to the Imperial machine, all in need of the extra security that comes with the presence of an Astartes Chapter. Bash Tchelik spent many of his early years as Chapter Master securing alliances with Imperial commanders in the systems. Forming connections with a more pragmatic wing of the Adeptus Mechanicus, he was able to come to a mutually beneficial agreement with the local Forge World. In addition, he claimed recruitment rights from several planets as payment for their protection. The strength of these alliances have waxed and waned dramatically over the years, but in the times of the Dark Imperium, several worlds in the Desolus Stars have ceded their authority to the Void Slayers. The Slayers built their home on the small, dead terrestrial world of Naraka, the only planet in its system. Aside from long depleted deposits of metals, Naraka has no inherent value beyond its strategic position in the sub-sector, its landmasses empty but for the vast training grounds and defenses of the Chapter’s Fortress-Monastery. Named Steeldome after the largest visible structure above ground, the Fortress-Monastery is an immense and formidable structure if unremarkable in its design, housing all the vital facilities of the Chapter deep below the surface. The only facility not within the defenses of the Steeldome is in a small base built on Naraka’s moon, Yama. While the base also works as an additional layer in their orbital defense systems, Yama serves a different and far more important purpose to the Slayers. In fact, many of the closest defense systems are by default pointed at this base. It is here the many recruits come to prove their worth to the Chapter, in the ritual known as ‘The Clearing’. During 'The Clearing', a Neophyte is escorted by the Master of Sanctity into a chamber devoid of light and sound save for the soft glow of a candle and the rasping chants of focus, carried and recited by the Chaplain. As they move to the middle of the chamber, the Chief Librarian stands waiting in the darkness. The Neophyte kneels before the psyker, who lays his hand on the young warrior’s head and pierces deep into his mind. Any lingering longings or fears are exposed and exploited. Memories of days long gone come rushing back to the neophyte, but twisted and terrible, as the smell of brimstone assails his nostrils. Friends or family he knew and lost come back, only to die again in gruesome ways. For what seems an eternity, the Neophyte’s mind is tortured. He must do what he can to retain his sanity, focusing on the increasingly louder words of the Chaplain, until only the chant remains. Many fail the ritual, either by simply dying or by developing severe brain damage, the latter of which are repurposed into servitors, if possible. Those who harbor psychic potential are even more at risk, as their version of the ritual is even more demanding and dangerous, which is why the base itself is kept under watch. Those who survive are allowed to start their training, though the ritual may happen several times over a Slayer’s career as they climb through the ranks or as penance. Whether or not the ritual has any positive effect on the Chapter's capabilities is hard to quantify, but the Slayers have sworn by their methods for millennia. BELIEFS ‘Weak minds beget weak deeds.’ – Teachings of Bash Tchelik. The Void Slayers hate weakness, but believe the source of all weakness is the mind. They have made it their unending quest to steel their minds and to rid themselves of fear, emotion or any corrupting thought that might interfere with their effectiveness as Astartes. While no doubt similar in their beliefs to other gene-cousins, they view the Iron Hands’ hatred of the flesh as a heretical distraction, an obsession born out of mental weakness. Replacing lost limbs with bionics is tolerated by the Chapter, but any sign of mechanical fixation is not. On the other hand, if a battle-brother openly shames another for using bionics, a Chaplain will in turn reprimand the brother for manifesting weakness through shaming. To ensure that all Void Slayers follow the same mental doctrine, a strict code of conduct was created by Bash Tchelik and his cohort in the early days of the Chapter. This code is enforced and upheld by both Chaplains and Librarians who constantly screen the minds of their fellow Slayers. All emotion except for hate is to be suppressed, but even hate is tightly controlled, only to be used within certain parameters. This code is embedded into the litanies of hate that the Chaplains chant and every Slayer knows by heart, constantly repeated both on and off the battlefield. The Slayers’ disdain for weakness also extends to their allies. While they don’t expect them to adhere to their code to the same degree, they have no problem expressing their displeasure and have on occasion gone to extreme lengths to punish what they see as treasonous weakness. To the Void Slayers, there is no such thing as personal glory or honor, as only the glory of the Emperor matters, who they view as nothing more or less than the greatest man who ever lived. They wear few ornamentations, except for those that are justified with battlefield utility, like rank markings and fear inducing imagery. They care little for history and less for revering it, focusing more on the cold facts of campaign reports, battle analysis and weapon telemetries. They acknowledge Ferrus Manus as their gene-father and a great warrior, but no more. Instead, Ferrus serves as another example of how even the strongest and most capable of the Emperor's sons can lose their head. ORGANISATION ‘Trust the Consensus and act without question.’ – Teachings of Bash Tchelik. The Void Slayers are mostly organised along the lines set out by the Codex Astartes, with a few key exceptions. Partly due to their distaste for personal glory, the Void Slayers have no dedicated Veteran Company. Instead, they employ five highly independent Battle Companies that are constantly on the move. As in most Chapters, a Slayer will join the Scout Company then progress through the Reserve Companies as they receive their training, but once they join one of the Battle Companies they usually stay there for life, imparting their wisdom and expertise to every new generation. Similar to the Iron Council of their progenitors, the Chapter’s ruling body is called the Consensus, consisting mainly of ten mighty warriors, usually former Captains. There is no Chapter Master, instead one member of the Consensus holds the position Voice of the Chapter, which rotates every ten years. The Voice acts as the Chapter’s face outwards and has the deciding vote in Consensus stalemates, but for the most part the Consensus act as one. Librarians and Chaplains share a heightened importance in the Chapter, due to their roles in the Clearing and ensuring the mental strength of all Void Slayers. The Chief Librarian and Master of Sanctity, alongside the Chief Apothecary, are part of the Consensus, keeping their fellow members in line should old company loyalties linger or any other sign of weakness manifest. Like Chaplains and Apothecaries, a Librarian is permanently attached to each company, serving alongside the Captain as one of his most important advisors. Only the Master of the Forge does not have a vote in the Consensus. Bash Tchelik did not continue the tradition of Iron Fathers when he left Medusa and the Slayers have harbored a heightened sense of distrust towards their Tech Priests ever since. Immediately upon returning to the Chapter from training, a Tech Adept is again subjected to the Clearing - to ensure both his loyalty and resolve remains. The Chapter also has no Dreadnoughts. While the Slayers now believe that death is the final rest and holding on to the past is for the weak-minded, this was no doubt originally an attempt to further distance themselves from their progenitor’s obsession with the mechanical. To support the Chapter’s modus operandi, the Void Slayers maintain a strong fleet of twelve Strike Cruisers and numerous support vessels. Preferring the speed of the Strike Cruisers, their single ancient Battle Barge, the Warrior Eternal, has rarely left the Narakan system since their arrival, acting as an additional layer in their orbital defense systems. However, in the days of the Dark Imperium, the Warrior Eternal is more active than ever, operating as a mighty forward base. In lieu of better alternatives, scores of refugees fleeing the ravages of war regularly plead the Void Slayers for sanctuary aboard the Battle Barge. If there is room, the Void Slayers in turn put all but the frailest to work, so that they may serve the war effort. The refugees have few options other than accept and can only look on in horror when the Void Slayers occasionally execute those whose mental states are deemed detrimental to the cause. COMBAT DOCTRINE ‘Know no fear, but for your enemy’s.’ – Teachings of Bash Tchelik. Since establishing themselves in the Desolus Stars, duties have required the Void Slayers to frequently participate in ship-to-ship engagements to protect the many trade routes in the systems. They often fight alongside the Imperial Navy and have earned a fearsome reputation among Battlefleet commanders. While certainly more reliable as allies than most of their gene-brethren, they can still be unpredictable once they have committed their forces. They have in principle no problem submitting to the leadership of other Imperial Commanders. However, they will go against the overall plan if they deem their own approach superior - or doubt the mental fortitude of their allies. In conventional warfare, the Slayers maintain a slight preference for ranged combat, exploiting the psychological effects of overwhelming suppressive fire and orbital bombardments. This is further enhanced by their fearsome Librarians, who are experts at piercing the minds of their enemies and destroying them from within. Still, the Slayers strive to not overspecialise in one area of combat, and their disregard for glory and honor means the Slayers have few notions of shameful tactics on the battlefield. A common manoeuvre is a tactical withdrawal to lure the enemy into a charge, followed by exploding traps, volleys of fire and a cold-blooded counter assault. Unyielding and uncaring in battle, the Void Slayers’ methods have come under scrutiny several times over their long history, often due to their general disregard for history and collateral damage. Their only real punishment came in the early years of M.34, when the Slayers embarked on a penitent crusade following the successful eradication of Orks from a Cardinal World, which also resulted in the destruction of sacred structures and many human lives. Since that time, complaints have continued to be raised against the Slayers, but their loyalty has become near undeniable, and Imperial High Command prefer to find ways to harness their unyielding nature against the enemies of the Imperium. GENESEED ‘From iron to steel!’ – Chapter mantra. Through the ever diligent and disciplined work of the Apothecarion, the Void Slayers’ geneseed has remained pure and stable throughout the millennia. Now, with the integration of Primaris technology, their genetic integrity has become stronger still. When the Torchbearer taskforce first reached the Void Slayers, the Consensus quickly assembled to determine what the Chapter’s official stance was on the new technology and influx of Primaris battle-brothers. The reinforcements were accepted, but it was determined that all Primaris warriors must pass the Clearing or be deemed unworthy of the Chapter. Most survived as the Primaris themselves embraced the challenge, though they never had a real choice. Even if most Void Slayers display none of their progenitors’ obsession with the mechanical, they do share a deep hatred for weakness and it is still unknown if this is genetic. Perhaps the Slayers’ absolute focus on mental strength has led to them merely suppressing an underlying body dysphoria present in all Iron Hands successors. Whatever the case, the Void Slayers do not care. To them, such speculations are nothing but a distraction for the weak willed and has no impact on their effectiveness as Imperial warriors. INSIGNIUM ASTARTES: VOID SLAYERS --- Original Discussion Topic
  3. Version 0.9

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    The Bloodmoon Hunters are a stalwart and dedicated non-codex compliant Loyalist Space Marine Chapter created during the 13th Founding, the so-called 'Dark Founding'. This Downloadable Index is a Work in Progress to create a Supplemental Codex to use Bloodmoon Hunters unique tactics and formations in unofficial Warhammer 40k battles. In addition to capture their unique flavor and rules as they are developed.
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    Index Astartes style PDF of the Depthwatch using the super cool templates provided by Brother Tyler.
  5. Howdy Folks. This list is going to be my next big hobby purchase and I was wondering what people thought? I am doing two versions. One with a Leviathan Dred and one without. ++ The Age of Darkness (Legiones Astartes: Age of Darkness Army List) [3000pts] ++ + HQ + Praetor Tribune, Legion [580pts] . Master of the Legion . . Justaerin Terminator Squad: 2x Chainfist, 5x Justaerin Terminators, Multi-melta . . . Anvillus Pattern Dreadclaw Drop Pod: Frag Assault Launchers + Elites + Veteran Tactical Squad, Legion [310pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun Veteran Tactical Squad, Legion [220pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade Veteran Tactical Squad, Legion [220pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade Veteran Tactical Squad, Legion [215pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter . . Power Weapon: Power Sword . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade + Troops + Tactical Squad, Legion [170pts]: Drop Pod, Legion, 9x Tactical Space Marines, Legion . Additional Wargear: Bolters . Tactical Sergeant, Legion: Artificer Armour, Bolter Tactical Squad, Legion [170pts]: Drop Pod, Legion, 9x Tactical Space Marines, Legion . Additional Wargear: Bolters . Tactical Sergeant, Legion: Artificer Armour, Bolter + Fast Attack + Reaver Attack Squad [280pts]: Artificer Armour, Jump Packs, 7x Reavers . 5x Chainaxe . Power Fist . Power Weapon: Power Axe . Power Weapon: Power Axe Xiphon Interceptor [205pts] + Heavy Support + Jetbike Sky Slayer Support Squadron, Legion [225pts]: Multi-melta, 4x Space Marine Sky Slayers . One Sky Slayer may be upgraded to a Sky Slayer Sergeant: Bolt Pistol, Chainsword or Combat Blade . Standard Wargear: Chainsword or Combat Blade Leviathan Siege Dreadnought Talon [405pts]: Dreadnought Drop Pod, Legion . Leviathan Siege Dreadnought: Cyclonic Melta Lance, Heavy Flamer, Heavy Flamer, Leviathan Siege Claw, Phosphex Discharger + Allegiance + and Allegiance, Legion: XVI: Sons of Horus, Loyalist Rite of War: Orbital Assault ++ Total: [3000pts] ++ WITHOUT Dread. ++ The Age of Darkness (Legiones Astartes: Age of Darkness Army List) [3000pts] ++ + HQ + Praetor Tribune, Legion [580pts] . Master of the Legion . . Justaerin Terminator Squad: 2x Chainfist, 5x Justaerin Terminators, Multi-melta . . . Anvillus Pattern Dreadclaw Drop Pod: Frag Assault Launchers + Elites + Veteran Tactical Squad, Legion [310pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun . Veteran Space Marines, Legion: Bolt Pistol, Chainsword or Combat Blade . . Combi-weapon: Combi-weapon: Meltagun Veteran Tactical Squad, Legion [220pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade Veteran Tactical Squad, Legion [220pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter, Power Fist . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade Veteran Tactical Squad, Legion [215pts]: Drop Pod, Legion, Veteran Tactics: Marksmen . Veteran Sergeant, Legion: Artificer Armour, Bolt Pistol, Bolter . . Power Weapon: Power Sword . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade . Veteran Space Marines, Legion: Bolt Pistol, Bolter, Chainsword or Combat Blade + Troops + Breacher Siege Squad, Legion [280pts]: 9x Breacher Siege Space Marines, Legion . Additional Wargear: 2x Meltagun, Nuncio-vox, Vexilla, Legion . Breacher Siege Sergeant, Legion: Artificer Armour, Melta Bombs . . Power Weapon: Power Sword Tactical Squad, Legion [170pts]: Drop Pod, Legion, 9x Tactical Space Marines, Legion . Additional Wargear: Bolters . Tactical Sergeant, Legion: Artificer Armour, Bolter Tactical Squad, Legion [170pts]: Drop Pod, Legion, 9x Tactical Space Marines, Legion . Additional Wargear: Bolters . Tactical Sergeant, Legion: Artificer Armour, Bolter + Fast Attack + Anvillus Pattern Dreadclaw Drop Pod [100pts]: Frag Assault Launchers Reaver Attack Squad [305pts]: Artificer Armour, 5x Chainaxe, Jump Packs, Meltagun, 3x Power Fist, 7x Reavers Xiphon Interceptor [205pts] + Heavy Support + Jetbike Sky Slayer Support Squadron, Legion [225pts]: Multi-melta, 4x Space Marine Sky Slayers . One Sky Slayer may be upgraded to a Sky Slayer Sergeant: Bolt Pistol, Chainsword or Combat Blade . Standard Wargear: Chainsword or Combat Blade + Allegiance + and Allegiance, Legion: XVI: Sons of Horus, Loyalist Rite of War: Orbital Assault ++ Total: [3000pts] ++
  6. 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.
  7. Index Astartes: Hounds of the Hunt “Ferocious Hunters” For the Emperor… We hunt our foes. For the Chapter… We honor the hunt. For Mankind… We sacrifice our lives. Origins The Dark Huntsman Once a century the entire Hunt gathers and in the dance and chant storytelling of the Hounds they recount their oldest legend. The Hounds act out the myth of the mysterious Dark Packmaster. This enigmatic figure has been seen by brothers of the Hunt from their Founding day to now. He is described as a tall being shrouded and hooded in a dark cloak, his glowing green eyes are the only visible feature. He appears with a pack of enormous hunting canines. At each manifestation of this infamous figure his hounds have touched the gathered Hunt and none of the Hounds have fallen to the curse. There is no Imperial record of the Dark Huntsman being seen by anyone not of the Hunt, but his existence has a real impact on the Hounds of the Hunt. The common presumption is that the Hounds of the Hunt were created during the cursed 21st Founding. Several narratives of the era report a fledgling chapter of their description, and rumors of the chapter’s behavior would seem to confirm the genetic and temperamental instabilities so common to Astartes of that unfortunate Founding. Elements of the chapter’s oral history could refer to the Hound’s creation at some secret Adeptus Mechanicus facility, though they may also simply be examples of the semi-mythical creation stories not uncommon among the Adeptus Astartes. The chapter displays acute olfactory and auditory senses that are coupled with hunting instincts rare even amid their Astarte cousins, suggesting that they may be products of unusual genetic experimentation. Imperial records do report that the Hounds were given the planet Eametanene on the rim-ward edge of the Segmentum Obscurus on the border of Segmentum Ultima. On their naming day, the Hounds were commissioned to hunt renegades, traitors, and corrupted Adeptus Astartes near both the Maelstrom and the Eye of Terror. The Hounds refuse to name their first Chapter Master, but his reprehensible actions still influence the chapter to this day. This omission is speculated to be linked to a massacre of the Chapter’s First and Tenth companies early in its history. The result is that no Hounds leave their home world until they can don the power armor of a Hound. Despite this excess caution, the Hounds are now a depleted Chapter, probably as a result of the genetic instability common to their Founding. The chapter is reported to have begun trying to increase the size of their recruiting population by transplanting war orphans from their campaigns to their home world, though it remains to be seen if this will be effective. Still, the chapter continues to pursue its mission of hunting down the enemies of the Emperor. The Curse The Hounds are thought to have been created from potentially manipulated Salamander gene-stock, a claim substantiated by their early physical appearance and many practices of their chapter cult. Incomplete apothecarial records from the Hound’s early years indicate that they carried a third progenoid zygote, demonstrated elevated speed and stamina, and utilized acute senses to track the renegade, traitor, and chaos Adeptus Astartes, but suffered from and overly aggressive demeanor. It seems likely that they were intended to produce superior Astartes at a faster rate. Considering the diminished state of the chapter, it seems likely that these successes are now tarnished by drawbacks and mental instability. Indeed, narratives from various battlefields suggest that the Hounds after being bloodied frequently fly into a rage where they will tear apart anything in their path. Of note, to date, there is no record of Imperial troops being caught in one of these frenzies. The secondment of individuals to the Deathwatch and other such organizations is uncommon, and some observers have suggested the Hounds are trying to ensure that no brother is ever left in a position where he will become enraged without anyone to restrain him. The oral histories of the Hounds describe their gene-seed as coming from the “Three Brothers,” implying that their stock may be a chimeric amalgamation of several sources. They apparently lack a Betcher’s gland zygote and at minimum possess a mutated Occulobe zygote as exhibited by their glowing green eyes. If any other mutations or deficiencies exist they have not been observed nor are the Hounds forthcoming on the subject. To this date the Bone Seers, Hound Apothecaries; have been unsuccessful in finding a cure for the curse. The Hounds have repeatedly petitioned the Adeptus Mechanicus for samples of their early gene-stock, but have met with refusal. This denial has frustrated the Hounds and lends to their less than cordial relationship with the Mechanicus. Home World Eametanene Eametanene is a “feral death world” with a single supercontinent covered by plains with scattered forest groves and small lakes. The super continent is bordered by jagged mountains and volcanos. The apex predators are flightless scaled creature known as a Terror Bird, which produces venom so potent it causes hallucinations in Astartes. The natives of Eametanene are hunter-gatherers which are formed into several loose familial tribes. The natives hunt the herds of Hexabison, a six-legged herbivore, following the creature’s migratory patterns through the seasons. The indigenous people constantly have to defend their temporary settlements from the Terror birds and feline pack scavengers, constant threats make the young hunters of Eametanene prime candidates for recruitment into the Hounds. The Eametaneneans worship the Emperor in the guise of the local sun, a religion which appears to stem from an ancient abandoned Ecclesiarchy mission on the planet which predates the Hounds’ Founding. The Hounds’ Cult Seers use the chapel to masquerade as priests and guide the tribes without revealing their presence. The Hounds’ Fortress-Monastery, Hunt’s End, is located in an enormous dead volcano on northeastern edge of the super continent. Most of the Chapters facilities are underground in a series of catacombs called the Underworld. Since the Hounds honor their brothers in funeral pyres the Underworld houses the individual war trophies of the Chapter’s fallen battle brothers. The ancients of the Hounds, the venerable dreadnoughts, also dwell in the lowest levels of the Underworld where they slumber until called back to the Hunt. Chapter Cult Pure Bloods The Hound Dreadnoughts are revered as a direct connection to their past. These ancient warriors are also symbols of hope for this Cursed Chapter. The brothers in the dreadnoughts have not succumbed to the Curse despite mortal wounds which lead to their internment. Their gene-seed is isolated and only implanted in the most worthy of initiates. Above all else the Hounds of the Hunt respect the Emperor as the greatest warrior to have ever lived and their genetic father. The Hounds revere all the loyal Primarchs as the greatest sons of the Emperor. Combining an instinctive pack loyalty with their familial reverence for the Emperor produces their remembrance for the Chapter’s fallen brethren by knowing the names of those from whom their individual gene-seed derives. The Cult of the Hounds, established prior to their official founding, is a perverted form of the Promethean Cult. The cult teaches self-sacrifice for the good of the Hunt and for the protection of humanity. Another tenet of the cult is fire as a purifying force and the bodies of fallen Hounds are always burned to facilitate their journey to dwell with the Emperor and the honored dead. All of the rites of the Hounds are performed under the open sky whenever possible and fire is a common element. The Hounds celebrate successful hunts, the conquest of foes, and significant deeds of bravery with artistic images burned into their flesh with a red hot knife. These brandings are usually performed by the Chapter Apothecaries. As a new brother joins his first squad, he is forced by his fellow Hounds and his aggressive nature to challenge the senior members of the squad. These fights of dominance are the core of the Chapter’s pack mentality. This practice permeates the Hounds at all levels of command with the exception of the specialized Seers. The need for instituting pack dominance is so overwhelming that detachment commanders challenge their cousin Astartes for the right to lead planetary campaigns and expect non-Astarte leaders to capitulate in their presence. Every brother in the Chapter is encouraged to develop skill in some form of artifice. The carving and engraving of armor and weapons is thought to help focus the mind and spirit as an aid to calm their aggressive natures. The Hounds also accumulate trophies of war. They take scalps, skulls, helmets and other ornamentation to establish their personal combat legacies, known as Life Markers. Upon the demise of the bearer their Life Marker is recovered and enshrined on the Hound home world whenever possible. The Hounds do not maintain written accounts of their histories. The Librarians of the Chapter sustain their oral histories through a type of chanting dance. These histories are shared with the Chapter during their centennial gatherings at Hunt’s End. Life Markers are entombed and new brandings are displayed during these recitations of past honors. The average Hound displays a fierce pride and brutal honesty. The Hounds are starkly pragmatic, respect martial skill and value artistic talent. The Hounds see the protection of humanity as one of their most unbreakable tenets. Despite the sanction of harming humans, the Hounds still consider their youngest members superior to any individual non-Astarte. The Hounds are considered backward savages by Astartes of other Chapters and most Imperial organizations feel that they should be leashed for the protection of all. The Hounds and the Salamanders maintain a respectful tolerance. This is due to the curse, the aggressive dominance instinct of the Hounds and the bastardized Promethean Cult they practice. The Salamanders have made issue with the implantation rites of the Hounds, calling them barbaric and savage in their execution. When the two Chapters fight together their fondness for humanity brings an uneasy truce for the duration of the conflict. Path of the Aspirant Red Hands While the Hounds never reformed a veteran company they do maintain bastardized Honor guard for their leaders. The Red Hands fulfil this role of veteran, judge, and executioner for the masters of the Chapter, Clans and Companies. These ferocious and stalwart warriors are veterans of multitudes of battlefields and each Red Hand has earned his rank by freeing one of his cursed brothers. Their shameful purpose is to prevent the leaders of the Hunt from destroying their brothers by falling to the curse. The fifteen oldest Red Hands of the Chapter are honored with the only Tactical Dreadnought Armor suits the Hounds possess. Aspirants to the Hounds are abducted by the War Seers, Chaplains of the Chapter; the best hunters of the native tribes are taken and examined thoroughly for taint or weakness. These reluctant recruits are apprenticed to a veteran Hound where he learns a form of artifice. After one year of apprenticeship during which the aspirant has been exposed to the marvels of the Imperium of Man, he is offered the chance to become an initiate. The aspirants that agree to the trial are hung from two iron pegs driven through the flesh of their chests. These aspirants must remain conscious chanting the history of their mentor from sunrise to sunset. Those that fail or refuse are sent to the orbiting ships of the Hounds’ fleet to become serfs of the Chapter. Those that succeed become initiates and begin the implantation process. During the years of Astarte organ implantation the initiates continue their apprenticeship. Before the initiates receive the Progenoid organs and the Black Carapace they are sent on a hunt. The initiate must retrieve a venom sac from one of the reptilian birds which dwell on the plains of Eametanene. The initiate must then return to Hunt’s End where three Librarians of the Chapter known as Spirit Seers will order the initiate to ingest the venom and will probe his mind through a variety of visions. If the fledgling Hound is deemed worthy he will receive the final implants. At this point the initiate has become a full battle brother and is joined to a squad where he will fight to prove his place. These novice Hounds will not join a Clan until they have completed their apprenticeship by producing a work of artifice to gift to their master and have allowed at least one of their progenoids to mature. The first mature Progenoid is removed to ensure that the Chapter can maintain its precious gene-seed stock. The Hounds do not muster a scout company. All new Hounds join the assault squads where their jump pack charges can cause the most damage. Due to the aggressiveness of the Hounds and the need to establish pack hierarchy the younger brothers are segregated from other Imperial forces. Young Hounds instinctively start fights and become protective of their territory in the presence of other Astartes. This pack hunter mentality manifests as chase games with human troops as the prey. These games inevitably leave the Guardsman terrified beyond combat effectiveness, but seldom result in bloodshed. Combat Doctrine Battle Practice “A people is not conquered until the hearts of its women are on the ground. Then it is finished, no matter how brave its warriors or how strong their weapons.” Eametanene tribal proverb First and foremost, the Hounds are pack hunters. They prefer to flush their prey into the open and engage them with overwhelming numbers. Their primary tactics focus on assault from ambush. They have few vehicles and are primarily a foot mobile force. They rely on stealth as they stalk their prey and only reveal themselves just before the kill. The Hounds distain the practice of camouflage armor schemes, instead they create hides from local materials and conceal the ambush portion of their forces. They hide their true numbers whenever possible, preferring to surprise their enemy. When forced to defend the Hounds will maintain half their numbers in reserve for a front-wide counter-attack. Whenever possible the Hounds hide their troop strength due to the dwindling numbers of brothers in the Chapter. This has brought about the quarter-centennial crusades each Clan embarks on toward either the Maelstrom or the Eye of Terror. The Clan structure hides their numbers and allows the Hounds to field at least one full strength company per Clan for each hunt. The Hounds have been noticed to engage in a high percentage of night fights. It seems that whenever possible they delay their attack until night has fallen. Few of the older Hounds have been witnessed without their helmets in sunlight; this has given rise to suspicion that the Hounds have developed vision impairment. Order of Battle Chapter Symbol The Hounds of the Hunt follow the Codex Astartes as a loose guide to the prosecution of war. Their organization is neither derived from the Salamanders nor directly from the Codex, but has evolved from their pragmatic view of combat and their tragic history. The Chapter’s current muster incorporates five Clans, each composed of one Battle Company and a reinforcing Reserve company. The First Clan is accompanied by the Chapter Master and each of the Clans is led by a senior Hound bearing the title of First Hound, which equates to the old legionary rank of Lieutenant Commander. They maintain ten companies and the Chapter Master’s household, but they lack a veteran or scout company. The Chapter’s leaders felt that their dwindling number of initiates were too vital to be placed in carapace armor. This sentiment combined with the increased aggressiveness of the Hound younglings invoked the practice of new brothers joining assault squads. With more veterans falling victim to the curse the veteran company was dispersed into each of the five battle clans. Each Battle company is roughly Codex adherent, if understrength. These companies maintain a reduced number of devastator squads and have an organic veteran squad. The Reserve Companies are composed of a 50/50 mix of tactical and assault squads. The Company officers each belong to an understrength tactical squad. The Hounds only possess sixteen sets of tactical dreadnought armor which are some of the most revered artifacts of the Chapter with each suit a lavish masterpiece of the craft of artifice. The Chapter also has a decreasing number of techmarines, known as Iron Seers. It is believed that as attrition has taken most of their vehicles beyond repair and the Adeptus Mechanicus has not replaced them in equal numbers due to the Hounds’ unrelenting requests for earlier samples of their gene-seed. War Cry While chant-like songs and dance are part of the Hounds’ culture, they do not have a war cry. Due to their preference for assault from ambush any war cry would be somewhat counter-productive. Instead the single note of a hunting horn, carried by an Assault sergeant, is used to signal their attack. This lone note is commonly the last sound their prey ever hear. Comments & Critique welcome (version 13.2)
  8. 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.
  9. Chapter Datafile: Graven Souls Graven Soul Date:...............57.M42 Ref:................LBC//TEC7710101 By:.................TechCaptain Re:.................Adeptus Astartes - Graven Soul Thought:............"." CHAPTER NAME: .............. Graven Soul FOUNDING: ..................13TH CHAPTER WORLD: .............Odokuro FORTRESS MONASTERY: ........Iron Palace GENE-SEED (PREDECESSOR): ...Unknown (White Scars Suspected) KNOWN DESCENDANTS: ........."NONE" Primary Data Allegiance: Imperium of Man (Fedelitas Constantus) Chapter Master: Lord Gravemind Size Estimate: Estimated at 1,000 Specialty: Shock Assault, High-Mobility Warfare, Extensive Use of Bikes, Guerrilla Warfare, Hit-and Run, Terror Tactics Battle Cry: "Gespenst Jäger" Colours:Dark Spectral Green The Graven Soul are bellicose Space Marine Chapter whose terror tactics has earned these notorious [Astartes a fell reputation across the width and breadth of the Imperium. They were created during the mysterious 13th Founding, the so-called 'Dark Founding', due to the scarcity of any information on this particular Founding or how many Chapters were created at that time. To add to this Chapter's mystery, it is unknown from which genetic lineage they are descended from though they claim to be from the White Scars. Of all the Chapters of the Adeptus Astartes, none exemplifies the virtues of strict self-control more than the Graven Soul. The Graven Soul Chapter culture is one that is very wary of the idea of martial glory or honour, and prefers instead to emphasise pragmatism, adaptability and completion of the mission over all other concerns. They understand that war is suffering and death. It is a brutal business that they specialize in, but they have no desire to wallow in its misery beyond what is required to carry out the Emperor's will. Its success is dependent upon its ability to think and execute in a distributed and independent fashion. The Graven Soul willingly employ whatever tactics they believe most appropriate no matter how it looks to others, relying upon success to establish their Chapter's glory rather than misguided notions of honour and dogmatic thought. Chapter History The history of the Graven Soul is a tainted and dark one. Created some time during the 35th or 36th Millennium, the Graven Soul has acted as a shadow force to many an Imperial vengeance campaign. The Imperium moves to act with decisive force as the foul taint of the xenos is found to be at the root cause of corrupted planets either by addiction to the aliens' foul psychotropics and depraved practices, or sometimes when the corruption is found in other means or cause. The Graven Soul follows Imperial strike forces and Crusades to wage wars of retribution and terror until the corrupted planets are brought back into line. Often, these campaigns required a show of force to subjugate planetary rulers and dynasties that had been used to governing their worlds for Terran centuries and even millennia. Even more often, Imperial Compliance had to be obtained by force of arms. In these great wars, tyrants were cast down and witches burned, planets purged of the foul taint of mutants, xenos and Warp-beasts such that eventually these campaigns of planetary conquest became known as Imperial Compliance campaigns or, more simply, rendering a world "Compliant." Chapter Homeworld Odokuro is completely urbanized and stacked with hundreds of layers of arcologies, covering the entirety of the planet, effectively becoming an ecumenopolis. Nearly everything within Odokuro is recycled and reused, and few things are ever wasted. The air a hive worlder breathes, the water he drinks, and the food he eats likely all has once passed through the bodies of countless others, endlessly restored to be consumed once again. When a hive worlder dies his duty to the hive and house are not done, and most hives reconstitute their dead for the resources they can provide. Corrupt and murderous gangs, whether or not they were named as such, ruled every part of Odokuro. From the heights of nobility to the lowest alley, every inch of Odokuro was someone's domain, someone's territory or hunting ground. In the slum habitation stacks, the gangs ruled by raw fear, killing and torturing as they pleased, fighting wars with the feral packs of outcasts who were closer to animals than men. It was said that many of these gangs ate the dead, treating their territories as a predator might a hunting ground. In the mines and factories which still turned the planet's wheels of industry, the gangs went by names that echoes with a false authority. Slab muscled and furnace-scarred, they walked the streets clanking with weaponry and reeking of murder, enforcing order that was little more than slavery. In the wealthier areas, the sons and daughters of the corrupt nobility gathered in packs, clad in costumes like strutting peacocks, as quick to kill with blade or gun as they were to cast an insult. No matter what their station, almost all gangs owed fealty to one of the numberless barons, counts and lords, who in turn served still more powerful men and women, many of whom styled themselves with courtly titles that echoes a long forgotten nobility. There was no law in these lightless lands, and survival existed only by a blade's edge. Only the strongest and the most ruthless survived in the subterranean warrens, and those who did grew in cruelty and cunning. The dark owned Odokuro, body and soul, and its existence was a horror to equal any xenos enslavement or nightmare of the Dark Age of Technology. If there ever had been true laws, they had vanished long ago, eaten by the greed of a few and the desperation of many. Murder was the currency of life, and strength came from violence. Every sin great and small had its home in Odokuro's endless terror filled streets. Fortress-Monastery Known as the Iron Palace, one can only get to it through the Demon's Cavern which is guarded by four "Ogres". Every entrance is sealed with heavy adamantium gates, barred by ancient and complex locks, keyed to the unique genetic code of the Graven Soul's battle-brothers. The monastery also incorporates shimmering void shields, domes of power enveloping the entire structure to ward off orbital bombardments or assaults from Titans. Covering every entrance and approach, macro-cannon turrets, heavy bolter bunkers and missile batteries scan the horizon for foes, ready to unleash their deadly ordnance at a second's notice. Notable Campaigns Wars of Apostasy (Unknown.M36) - The Graven Soul added their bother chapters by committing to a sequence of battles and wars to draw the insane High Lord Goge Vandire's forces focus to more targets thinning the amount of resources he had available. Plague of Unbelief (Unknown.M36) - Graven Soul sent out several families tracking down and eliminating the many false prophets that appeared throughout the anarchic Age of Apostasy, some little more than madmen leading rebel armies, others spiritual demagogues who commanded worlds and armies. Lost Crusade (Unknown.M37) - Graven Soul parties sent out to numerous worlds to track down and eliminate hostile elements of the menial uprisings. Many parties deploy and mostly come back with reports that uprisings were widespread. 9th Black Crusade Splinter (574.M38) - Graven Soul engage in a decades long war against various elements of far reaching fleets from the Eye of Terror. Terror of Heretical Thoughts (Unknown.M42) - The detachment of Agents who’d just survived their civil war barely had time to rest and process what had just happened, when they were called to battle yet again. In order to atone for their role in the Avalon Sector’s rebellion, the Agents were once again tasked by the Inquisition with bringing a secessionist world to heel. At this point, this force of Agents had snapped. To them, their secessionist comrades were right the entire time. Upon landing onto the planet of Amersh, the Agents who were deployed went rogue, supporting the rebellious governor in the process. The Inquisitorial forces who deployed with the Agents were quickly slaughtered. The Agents on the ground tried and failed to contact the Emperor’s Liberators chapter, for they were busy elsewhere. The only other force in the galaxy supposedly sympathetic to the values of freedom and independence were the Blood Gorgons, a renegade chapter. They were happy to reinforce Amersh, but for an agenda they never informed the Agents of. Luckily for the Agents, the Blood Gorgons arrived just in time, as Inquisitorial forces arrived alongside the brutal Graven Souls chapter. The Graven Souls led cunning assassinations against the rebel leadership, and ambushed any Blood Gorgons they encountered. The rogue Agents fought hard to protect the rebel strongholds, but they were overmatched. Most evacuation attempts were shut down by the Imperial blockade. Only a few dozen Blood Gorgons and a thousand rogue Agents of Liberty escaped. The rest were wiped out. Chapter Organisation The Graven Soul are semi-Codex compliant Chapter that utilises their own unique form of organisation, ranks and formations. The Chapter often refer to their companies as "families", each of which is slightly smaller than what the [[:w:c:warhammer40k:Codex Astartes|''Codex Astartes'']] dictates. Each family maintains a large stock of vehicles, in particular transports and bikes, and every Battle-Brother is cross-trained in the operation of them all. The Chapter Master is the overall leader of the Graven Soul, and directly beneath him are his Chief Adviser and Headquarters Chief. The chain of command is followed by the Captains of the Families, who governs their Family with the help of a Lieutenant who is himself responsible for the equivalent of a demi-company. The Squads themselves are governed by their Sergeant. Each member's connection is ranked by the hierarchy of Sake sharing. Captains are at the top, and control various Senior Advisers. The Senior Advisers control their own campaigns. They have their own underlings, including other brothers, advisers, and support personnel. Like their fellow Astartes Chapters, the Graven Soul also maintain a Librarius of potent psykers who are highly talented and trained to master the power of the Warp at the highest levels, though they refer to these warriors as "Doomseers". Doomseers act as advisers to the Chapter's leaders as well as being powerful psykers. Doomseers are able to command the very elements; their foes are battered to ruin by mighty winds or beset by forked lightning from the storm-wracked skies. Graven Soul Captains are fiercely independent, and it is incredibly rare for the Chapter to fight as a whole. Individual families are completely autonomous and are quick to lend their aid to Imperial commanders across the galaxy, with or without the sanction of their Chapter Master. Such behaviour has led some in the other Space Marine Chapters to question the Graven Soul's soundness as a military force, but most recognize that such fluidity of command only proves the presence of the Chapter's formidable discipline, not its absence. ===Officer Ranks=== Chapter Master Lord - Captain equivalent. Lieutenant ===Specialist Ranks=== Chief Adviser - Chief Librarian equivalent. Doomseers - Librarians, These psyker-warriors have deeply-ingrained mystical traditions identical to those of the gangs shamans and holy men. The Graven Flame Seers are believed to see the darkest path of all possible futures leading their brothers down dark paths and to find ways around the dark ends. Headquarters Chief ===Line Ranks=== Veteran Sergeant Sergeant Battle-Brother Scout Marine Neophytes ===Squad Formations=== Fu (風) - "Move as swift as the Wind" (Close Support Squads) Rin (林) - "Stay as silent as a Forest" (Scout Squads) Ka (火) - "Attack as fierce as Fire" (Battleline Squads) Zan (山) - "Be immovable like a mountain" (Fire Support Squads) Kaze (風) - "Wind" (Pilots) Chapter Recruitment The Graven Soul draw their recruits from best warriors amongst the Notorious Clan-gangs of Odokuro, many of whom are engaged in fierce internecine blood feuds that date back countless generations. While psycho-conditioning during the gene-seed implantation process could be used to wipe such feuds from the Neophyte's mind, to do so would risk diluting much of what makes him a desirable candidate in the first place. In order to overcome the feuding, the Graven Soul ensure that Battle-Brothers from the same gang serve in different squads, making each unit a product of many different gangs. Intermingled in such a manner, old feuds become largely irrelevant, and without squad mates from the same gangs to reinforce an ancient grudge, such matters are quickly forgotten. Chapter Beliefs Callous and brutal though they are, the Graven Soul are not without pride, and the trappings and titles of aristocracy and dominion formed a key part of their identity, and rivalry, often violent. The gang traditions of Odokuro were carried over to every aspect of their Chapter. There were few amongst their ranks who did not bear some form of title, and the craftsmanship with which they embellished their weapons and armour was remarkable. Every Member of the Graven Soul traditionally take a blood oath of allegiance, and a member who breaks the code must show penance—historically through a ritual in which they cut off his own little finger with a sword and presents it to his leader. The cutting off of one's finger, is a form of penance or apology. Upon a first offense, the transgressor must cut off the tip of his left little finger and give the severed portion to his sergeant. Sometimes an sergeant may do this in penance to the leader if he wants to spare a member of his own squad from further retaliation. So strong is their discipline and loyalty to their leader that his word of judgement is invariably final. The nature of that judgement depends on circumstances, and may result in one or both brethren being punished in some way or, in the most extreme of cases, ordered to fight one another in ritual combat to settle the matter once and for all. Despite the teachings of the leaders and Doomseers regarding the unity of all Graven Soul, it is not unheard of for existing gang feuds to flare up between fellow squad members. The Astartes of the Graven Soul get tattoos are "hand-poked", that is, the ink is inserted beneath the skin using non-electrical, hand-made and handheld tools with needles of sharpened bamboo or steel to show their allegiance with their various squads and companies. Through these tattoos one can trace the lineage of a particular marine and how they were train and more importantly who their loyalties are too. Permanent resin-based dyes have been added to prominent figures, producing hybrid scars and tattoo forms. Vivid results have been noted, yet their chemical composition is not yet fully understood by Imperial savants. The leader-subordinate relationship is formalized by ceremonial sharing of sake from a single cup. This ritual is not exclusive to the Graven Flame but is a part of sworn brotherhood relationships the Graven Soul Astartes form. The Chapter believes that as long as the spiritual powers of ancestors and spirits of the elements heed the call of the Doomseers, the Graven Soul will never falter on the field of battle. All Graven Soul bear the long, ritual scar that is called an Honour Scar and is the mark they receive when they are fully accepted into the Chapter as Neophytes. Graven Soul members are also very superstitious, every Astartes has the ability to see omens and portents but only the Doomseers are able to correctly guide their brothers down the paths the omens foretell. According to Graven Soul Doomseers, spirit-like entities reside in all things. Such spirits possessed emotions and personalities. If the spirit were peaceful it will bring good fortune—such as bountiful harvests. Violent spirits bring ill fortune—including illness and natural disasters. One's ancestors and particularly-respected departed elders accrue status as protective gods and receiving worship. Animals, objects and natural features or phenomena were also venerated as peaceful or violent spirits depending on the area. The Doomseers either convert the spirits into peaceful spirits for their brothers or command the violent ones against their enemies. The ritual for converting violent spirit into a peaceful spirit is called the Calming. Calming rituals are performed to quell maleficent spirits, prevent misfortune and alleviate fear from events and circumstances that could not otherwise be explained. Peaceful Spirits that failed to achieve deification due to lack of sufficient veneration, or who lost their divinity following attrition of worshipers, became Demons in the service of Chaos. Combat Doctrine The Graven Soul are masters of stealth, able to infiltrate a position quickly and silently. These arts appear to be innate to the Chapter, and are used most often during the games the Graven Soul use to drive their prey into paroxysms of terror. Once they have prepared themselves and found places to launch an assault that meets their standards, the Graven Soul are capable of sudden, shockingly brutal ambushes or unconventional attacks intended to thin the enemy's ranks or simply sow chaos among the foe. Despite their Astartes-enhanced physiology and their cumbersome armour, they are taught to move with silence and invisibility. Each Graven Soul warrior moves silently in his own way, and it is each warrior's understanding of the empty spaces between sounds that allows them to occupy them. One such tactic designed to enhance fear that has been observed to be used by the Graven Soul is when they unleash a fifteen second-long vox-augmented scream that ruptures any unprotected eardrums in the vicinity. Once their victims are hunched over in agony, stunned and deaf, the Graven Soul unleash their wrath. Speed and strategic maneuverability are the cardinal virtues of their campaigns, and flexibility and the ability to adapt to circumstances swiftly are the hallmarks of their finest strategists. They meet brute force with emptiness, flowing around the foe to strike at his weakest points before falling back to strike again. Some see them as unreliable, for they are wont to avoid battle save on ground of their own choosing, but time and time again they have been disregarded and ignored only for their foes and allies alike to find them suddenly present at the heart of the battle, ready to snatch victory from the jaws of defeat, always laughing as they kill. The Families strive for the honour of being declared "First" in the attack, competing in every manner to lead the assault. The families keep tally of each battle in which they have been declared "First," for the Battle-Brothers know that their deeds will be recounted for all time and their names never forgotten. To be "First" is such an honour that all gang feuds are forgotten, the bonds of Astartes brotherhood far stronger than those of mortal gangs. Because each of the Chapter's families tended to operate independently, most of the Graven Soul's vehicles are held at the company level, squadrons operating in direct support of the family's squads. The Graven Soul are veterans of countless campaigns of terror and conquest. Each member of the Chapter is highly trained and proficient in the use of terror tactics, psychological warfare, and lightning raids and ambushes intended to leave their opponents completely demoralized and easy targets for the Chapter. The combat doctrines of the Graven Soul Chapter have been honed throughout the millennia of battle and bloodshed, but they still reflect those of the original warrior-gangs of their planet. Though wild and savage, the warrior-gangers of the Odokuro hives are highly intelligent tacticians and masters of field craft. Each Battle-Brother draws on the savagery of the underhives not as a mindless berserker, but as a finely-crafted hunting spear delivered with the focused precision of a master predator. They specialize in hitting their enemy with a peerless impact and frightening speed, but they are never reckless. Time spent on preparations is vital to their strategy, as they reconnoiter each target in depth and formulate detailed plans and contingencies, coordinating their strike to ensure that maximum damage is done. Their modus operandi consists of lightning-fast hit-and-run attacks conducted by highly mobile forces, destroying the enemy piece by piece and never allowing the enemy to force a decisive or static engagement. Striking when possible from the darkness of dusk or dawn, the Graven Soul assault the enemy where they were weakest, rampaging through rear zones in order to sever lines of communication, and resupply and isolate individual concentrations of enemy troops. Often times jump assault troops are kept in reserve and then sent into action against the weakest points of the enemy line. This concept of preying on the vulnerable has led the Graven Soul assault troops to become vicious hunters who can strike anywhere, at any time. The Graven Soul Assault Troops have a tendency to modify their armour to give themselves a more terrifying appearance, mimicking the appearance of a vicious bird of prey or a swooping daemon. Graven Soul decorate their Power Armour with images designed to inspire fear in the enemy, a tactic that proves incredibly effective. Rumours of the impending presence of the Graven Soul would cause a rebel star system to pay all outstanding Imperial tithes, cease all illegal activities and put to death any mutants and suspected Traitors. One and all wear decorated masks of horrid monsters like the Ogre, the wraith, and more. The Graven Soul also uses a high number of Doomseers who actually lead when and where they strike for the greatest psychological effect. They are now known for ruthless execution of high speed targeted attacks for greatest psychological effect. Chapter Gene-Seed It is unknown which Primarch's gene-seed was utilised in the creation of the Graven Soul. Their gene-seed seems relatively untainted, if subject to some long-term degradation. The Graven's gene-seed has obviously suffered some mutations from the original source that was given to them millennia earlier. Though the source of the Graven Soul's own gene-seed remains suppressed, nobody knows exactly which Primarch's gene-seed was utilised in the creation of the Graven Soul, as their gene-seed doesn't contain any specific genetic markers. However, the real legacy of their gene seed might be psychological, as there was a tendency for paranoia and self-destructive behavior displayed by many within the Graven Soul. They thrive in the use of psychological warfare and fear tactics. The Graven Soul Seers are believed to see the darkest path of all possible futures, a terrible curse. Graven Soul Astartes are as intensely loyal as any of the Chapters of the Adeptus Astartes and do not take their duty lightly nor the oaths they take to the Emperor. Regardless, however, they retain a fatalism which can cling to them even in their most triumphant moments. Unlike the stubborn adherence to duty that other Chapters might possess, which would see a Battle-Brother fight on until claimed by death, the Graven Soul have instead a grim determination to do their duty. This is not so much a desire to die as it is an acceptance that death is the only end to the path a Space Marine treads, and everything he does is another step along that path and one closer to his eventual demise. The Graven Soul all can see in absolute darkness, with a clarity that is above and beyond even the ability of normal Space Marine ocular implants and have haunting black-within-black eyes. They also possess an innate "preysight"; the ability to see in the infrared spectrum to detect heat signatures. Finally, a Graven Soul Astartes can all have a gravelly voice that is barely a whisper on the shadows to be heard. Their voice sends chills onto those that hear it that are not of their blood, raising primal fears. It is unknown where the controlled savagery of the Graven Soul came originally from but whatever the cause, there is a ferocity within their hearts and their blood that grants them great power, but which also threatens to consume all that they are and damn them. All Graven Soul are watchful for this necessary yet insidious savagery, and it is only with great discipline, humble introspection and often the watchfulness of their Battle-Brothers that they can hope to master themselves. Primarch's Curse: Nightmare Determination When the Chapter's genetic curse manifests itself in an affected Battle-Brother, it comes on in three stages: Stage 1 - The Shadow of Death: The Battle-Brother starts to see death in everything. He becomes distant and makes little effort to forge alliances with new squad members, knowing they will soon be in the grave. He becomes more dismissive of death and the praising of the dead, seeing little glory in their sacrifice, only the inevitable end to their duty and another corpse to feed the gods of war. This attitude can grate on those around the Battle-Brother and he suffers with his fellowship when dealing with other soldiers or members of the Adeptus Astartes. Sullen and withdrawn, the urge to inflict terror of death upon their victims grows with each passing hour. Stage 2 - The Bad Beneath the Good: The Battle-Brother cannot help but reflect on the worst side of a new development and will endeavour to find the worst aspect of even the most favourable of circumstances. Quite apart from causing friction within his squad, the drawing of focus onto potential problems and unforeseen dangers (regardless of the actual likelihood they will impact on the squad's mission) can cause compromises in command and less than direct tactical judgments. They are cruel, ruthless, and opportunistic, frequently striking at vulnerable targets and toying with their unfortunate victims. Stage 3 - Game Over: Death is inevitable and the Battle-Brother is already a walking corpse just waiting for the moment when an enemy's blade or bullet ends him. Filled with visions of his own demise, the Battle-Brother begins to act recklessly, accepting that it is his time and there is nothing he can do to prevent it coming. This will not only place him in danger but can endanger his entire squad. The Battle-Brother does not contribute to the squad's cohesion as he fails to adequately aid them in battle. In addition, he tends not to gain the benefit of hiding behind cover, as even when behind barricades and walls he exposes himself to fire with little mind to remaining concealed. These Astartes live only for the thrill of inflicting terror upon their unfortunate victims, the overwhelming desire for the infliction of pain and suffering, trying to share their vision of the end. Chapter Fleet The Chapter fleet of the Graven Souls is not particularly large or notable except that it features in general Improved Stealth Systems and Electronic Countermeasures (ECM) that either mask your presence in auspices or alter your coordinates. Further they make extensive use of Boarding pods and Electronic disabling weaponry. Chapter Relics Alt Schmied Jäger: A long Double-bladed Cavalry Power Sword, comprised of two large waved blades joined by a common hilt with an extending holder. Parrying with such a sword may transmit unpleasant vibrations into the attacker's blade. These vibrations caused the blades to slow contact with each other because each wave provided additional friction. The unusual cross section of the blade would inflict wider wounds with a thrust while still keeping the blade light. Nōryoku Ken: Despite attempts at nondestructive analysis of the sword’s composition, including variations of X-ray fluorescence, Magos of the Cult Mechanicus has yet to make any significant progress toward identifying the material in question. As its stands, it is known only that the sword is forged of a non-terrestrial metallic element held in tight suspension by Psionic energy that it itself contained by forces unknown. All accounts, this weapon is a prize for both the warrior and the scholar alike. Deathwatch Service To be chosen by Graven Soul Doomseers to serve in the Deathwatch is a great honour for any Brother, as only the most elite and experienced members of a Graven Soul are ever chosen for this extremely hazardous tour of duty, the specifics of which must be kept secret by Inquisitorial order. Chapter Appearance The 'family' crests are adopted from the Clan-gangs of their homeworld. Every brother of the Graven Souls knows it is important to trace back one's heritage, and does so by honoring them by displaying their crest on their armor. When a Brother Marine becomes a Sergeant, he is allowed to display his "family's" crest on his back banner when in charge of a squad. If a Brother Sergeant becomes a Brother Captain, his crest becomes the company crest and is displayed on the company standard.
  10. The Verdant Phoenix Of Flame and Steel The Phoenix Verdant are stoic guardians of humanity who safeguard Imperial worlds through fast and precise counter-offensives. Charged with the security of the Irea system and its surrounding sectors, a cautious gaze hides their fierce and exacting methods for crippling and then destroying their foes. Much like their progenitors the Iron Hands marines of the Verdant Phoenix chapter hold a deep seeded obsession for logic and advancement. Driven towards specialization, these precise warriors readily adapt to unseen challenges to make safe their sector of space. Markings and Heraldry Origins "Our task is not a simple one. This chapter in its entirety hangs in the balance, and we must uncover the truth of their existence. While the loss of such an asset would be a tragedy and leave the Imperium lesser for it, the vile machinations of their founding must be ripped out root and stem. Start with these, Victoria. We will be here for some time." - Inquisitor Yusuph Trevar Planting Seeds – The Founding Into the Fire – The Blight of Irea Rising from the Ashes – The birth of the Phoenix Homeworld "Ah, the great bread-basket of Tempestus! I know it well, and I'll tell you now there's nothing you can offer that will make me smuggle through that port no sir. The place is crawling with sisters and arbiters, and the Verdant sometimes meander the docks. I'd be a poor and foolish bastard to put myself on the cross side of that I'll tell you." - Unknown Lowlife Irea System A hub of trade and economic activity, Irea has come a long way since its reconstruction during the blight. For hundreds of years it has sat as an asset too valuable to lose, and many imperial factions have supported its growth to ensure its security. Primarily an agricultural juggernaut, Irea boasts three agri-worlds that supply much of the food needed throughout its sector of the Segmentum Tempestus. Thanks to its existence and position, many worlds enjoy expansion unhindered by sustenance concerns and thanks to that expansion, Irea has enjoyed access to any and all resources it’s ever needed to support its own growth. Included in its sphere of exports is the Ophelia system, and many of the supporting worlds that maintain the Ecclesiarchy’s position there. Irea Primary The specific homeworld of the Verdant Phoenix chapter is Irea Primary, which is also the most populated and the economic hub for the entire system. Primarily a Hive world, it houses the logistical backbone of the whole system while also containing much of the system’s industrial infrastructure. Most Imperial factions maintain a notable presence on world, including three lesser orders of the Adepta Sororitas, an inquisitorial headquarters, Irea’s two Militarum regiments, a Naval academy, numerous arms of the Adeptes Arbites, and relatively large detachment the Adeptes Mechanicus. Oddly, Irea Primary is one of the less suitable candidates for life and it’s position of importance within the system came about purely as a coincidence. When the system was originally settled it acted as a staging ground for the research of the unique atmospheres present in the system; and that head start solidified its position as a hub. Geography Populace Governing Bodies Industry and Economy Other Orbital Bodies Gene-Seed "Welcome back brother, I look forward to watching you grow again. Tell me, what do you remember?" - Brother Rasgir, Apothecary of the Second Company The Verdant are host to a stable but flawed gene-seed that has warped their self-image and challenged their faith for millennia. A subtle mutation in the Progenoid glands causes them to retrieve more than simple genetic data but also neurological data from the brain of the marine that seeded them. Contained in the Proto-Omophagea as it develops, this data is stored chemically and can be transferred to its new host upon re-implantation in the form of impulses and hallucinations, even memories at times. While these symptoms do not always develop, they can be startling if and when they do. Fortunately, on a biological level the mutation is very difficult to spot, and even then seems like it would have little effect on the system. Only by successfully re-implanting a progenoid that has been used over a full lifetime are the effects apparent. It's unclear when the mutation itself began to appear, over centuries of service its easy for such things to go unnoticed as marines refuse to disclose something that may classify them unfit for duty. It's believed it came about in M39 when the chapter’s implant success rates began to decline from ten to six percent. Since then Apothecaries have sought to understand and document it in secret, and it has become central to the chapter’s culture-even more so since their transition. Where once it was a coveted secret only discussed by the closest of battle brothers unfortunate enough to be afflicted by it, the sparks (as they're called) are now a welcomed occurrence. Marines within the chapter now trace their lineages back through time, trying to trigger episodes where they can pull from the experiences of their ancestors. Better yet, Marines in combat now allow themselves to be taken by these episodes rather than fighting them. Acting as their ancestors and pulling from skills they may not have mastered yet, these marines are beginning to conquer the drawbacks of their mutation that can incapacitate those who fight to keep control of themselves. Initiates have, since adopting these practices, taken less and less time to train; and the chapter phased out its scout company long before crossing the rubicon. Combat simulations seem to spark these experiences, especially in those of particularly old lineages. This has helped to offset the lower success rates in surgery, but even still the Chapter has to take in more recruits than normal to maintain fighting strength. Also, many marines object to having their implants removed before death, coveting the opportunity to impart their experiences on the next generation. This has put pressure on the chapter's medics, as each soldier who is not harvested on the battlefield is a severe disappointment to their comrades, and can even draw rage on the fallen's behalf. Chapter Recruitment “You have to be forward thinking. Men can always be made available to you as recruits, but it will be easier if they want to. Send your marines out now, when Irea is at its weakest. Lend their formidable labor and intellect to the reconstruction of our system. The men they aid will be too old for your purposes, but the boys... They won’t soon forget it. And when they come of age they’ll line the streets to fight for you.” - Director Aelia Corrilan The Verdant recruit exclusively from the Irea system. Its governing bodies have long fulfilled their commitment to the chapter's recruiting quotas, providing a mixture of volunteers and conscripts as needed. Since Irea recruits for its many military operations together, veteran marines and even officers stationed on world will regularly visit recruiting centers to encourage and oversee. Once recruits have finished their preliminary testing, those who meet the chapter’s serious requirements are separated and organized into aspirant groups. These teams of aspirants often find the proud and exceptionally educated volunteers tested alongside gangsters of Irea Primary’s hives, encouraging them to rely on one another's strengths to advance. Focused on finding strong warriors but also capable tacticians, those in charge of screening tend to favor aspirants who work together to solve problems with efficiency and forethought. Perhaps the most sought traits of all are analytical thinking and humility, as the chapter's tactics often find small groups tackling large problems there is rarely room for error or pride. Through their tests, aspirants have results demanded of them first, followed by efficiency, and finally speed. Most notably, unlike many chapters that put individual recruits through their trials, the Verdant Phoenix chapter organizes almost entirely group tests that require teamwork to succeed. Most groups succeed or fail together, but in some outlying cases individuals prove themselves so worthy even among a failing group that they are given another chance with another group; or sometimes those in successful groups contribute so little that they are failed outright. The final test and trial for aspirant marines is the only one they take alone, and it involves surviving one hour on the scorched surface of Issai. Most go into this trial assuming it to be a test of physical endurance, withstanding the scorching heat and toxic fumes; but that couldn't be farther from the truth. Those who fall prey to this misconception find their lungs full of soot and ash while their clothes and then skin and tissue burn and boil away. The trial instead is about resourcefulness. Aspirants must first locate a cave and quickly, as their flesh begins to burn and peel away within minutes. Once underground and away from the ignited atmosphere they must then navigate to a safe spot in the pitch black and count the hour out. Too deep and their scorched limbs may not be able to carry them out, too shallow and they'll pass out and suffocate slowly. They must then demonstrate the calm and focus necessary to count the remaining minutes with exceptional precision. Emerge too soon, and they will likely die before making it back to their hiding spot. Emerge too late, and the serfs who brought them there will have left. The aspirants who pass their trials are brought to the fortress monastery to begin their surgeries, and surviving that: their new life. Chapter Cult and Culture “It is the Emperor’s flame that lights the way. That flame that keeps back the gnashing cold of the void and it is that flame by which the spirit is cleansed of weakness. For you today, Brother, it relieves you of your hubris. For your enemies tomorrow, it will relieve them of their flesh.” - Chaplain Romu of the 2nd company, to a disciplined marine. While the Verdant Phoenix chapter has long since embraced a pragmatic approach to most affairs, they still maintain their own form of zealotry. Most prominently fire is seen as its own form of holy symbol, and in the eyes of the chapter it is the preferred tool by which to devastate the Emperor’s enemies as well as burn weakness out of themselves. Chaplains of the chapter carry pyres ignited by Issai’s still burning skies, and similarly sourced flames adorn the halls of their fortress monastery. Prayer and penance are both taken before the flame, and burn scars are common among older marines. Because of this mild obsession, Battle brothers carry nothing flammable into battle. No tabards or books, not even purity seals which can draw the ire of other chapters. Instead their armour is anointed with holy oils, entire texts written out invoking the emperor’s protection and strength that is then burned away to cement its sanctity. These rites of purity are written out by the marines themselves, and normally cemented through ignition by the chapter’s chaplains upon inspection. Additionally, each of the chapter’s ten battle barges carries a massive pyre lit and then carried aloft from Issai’s surface which is used in such rituals while its company is abroad. Perhaps the most pervasive tenant in their lives is towards reformation and improvement. While this takes many forms, from technological innovation to behavioral conditioning, it has proved itself the driving force behind most of the major changes the chapter has undergone since its rebirth. Their gene-seed too has reinforced ideologies of constant advancement and nothing is beyond reproach within the chapter’s organization. While they do not suffer from the body dysmorphia of their progenitors, it has led to some unfortunate issues when taken to the extreme; neophytes exercising or training themselves to death for example. It has however made the chapter stronger and a more effective war machine in the Emperor’s name. Modified equipment to better suit their specific charge and tactics, as well as the chance to discuss and second guess leadership decisions have both led to unlikely victories over the centuries. It does lead to at times difficult situations with other arms of the Imperial military, namely other chapters, where the input of those lowest on the chain of command is not as welcome. Still, the constant pressure to become better and leave a stronger legacy is at the heart of the chapter, and they have long since outgrown denying it. Cooperation is also held very close to the heart of most battle brothers, who have held good and close relationships with several of the Imperium's military and civilian organizations. Used to commanding elements of the Militarum on the field and assisting citizens on the streets, the chapter’s marines are better socialized than most and look upon humanity’s plebs as guardians and teachers would. This often can conflict with their loathing for weakness and can snap to rage in the face of exceptional incompetence or impudence; but these instances are relatively rare. Brothers of the Verdant Phoenix have a very specific relationship with their Sisters of Battle, close enough that many of their orders are welcome within the halls of the chapter’s fortress monastery from time to time. Their actions during the Blight of Irea inspired centuries of cooperation and trust, and a bond that has only grown stronger over time. While would-be marines start their lives among the chapter young and ignorant but eager to learn, the sisters who they come into contact with are always experienced and vigilant; and neophytes are encouraged to learn from them. Apothecaries especially get a good portion of their training from the orders hospitallier and meet their medical colleagues as kin. Chaplains as well commune with members of the faithful and hold the unrivaled devotion of the Sororitas in very high esteem even through disagreement on semantics. The Mechanicus as well, from their active forge on Moira, are responsible for most Verdant Phoenix equipment and war machines. Not just for their production, but the innovation of the chapter’s tools of war is owed primarily to the techpriests they work with. While they don’t interact as much as other elements of the Imperium, and rarely on the battlefield; the chapter still regards them as worthy allies and of common objectives. The Rubicon With the return of Guilliman and the start of the Indomitus Crusade, a new rhetoric has entered the halls of the fortress monastery. Their practices of advancement vindicated with Cawls new inventions, a swirl of vigour has taken hold of the chapter and few are positioned to stop their now rampant pursuit of new practices and equipment. Entire companies were rotated out of active duty to cross the Rubicon together, seeking newfound power in a newfound form. Performing the surgery with Apothecaries rather than servitors, the chapter has managed to reduce failed implantations to just under twenty seven percent. But the losses have still been considerable, and ever vigilant recruiting methods have been needed to keep up. Thankfully, few marines see death as a deterrent; especially knowing their seed would be harvested immediately for future use. Battlefield Doctrine Where their strength and resolve was tested for millennia as the Agriguard, the Verdant Phoenix chapter has entered an era of refinement and reorganization that has endured for centuries. Historically their tactics were influenced heavily by the Red Talons, relying on bombardment and warmachines to face the brunt of the enemy, but since the blight and reformation these tactics have been built upon and specialized to suit a specific role. Simple and blind adherence to old wisdom is behind them, and the chapter has long been reevaluating each and every battlefield practice they once held dear. At its core, Verdant Phoenix battlefield doctrine surrounds Irea and its defense. As the chapter’s influence and resources have grown, other important worlds such as Ophelia have found themselves within its watchful guardianship and in turn shaped their methods of war. Due to Irea’s unique atmospheric asset, it is absolutely imperative that certain types of threats never make planetfall onto its agri worlds. Orks stand the most to gain from the local stimulant, but Tyranids also are considered potentially system ending threats. Of course the blight seared into the system’s history has left a mighty scar, but as the worlds have grown and become even more important and a similarly destructive event would have an even more devastating impact on the segmentum. As such, the system’s director has taken all efforts to obfuscate the system’s importance while the local armed forces have taken up a proactive method of eliminating threats that even arrive in nearby systems. At their center, the space marines of the Verdant Phoenix stand ready and waiting to strike at anything unfamiliar within thousands of lightyears. Deploying as full companies, often to threats not fully known until arrival, the chapter has slowly shifted to an organization of self sufficiency where each company can operate wholly autonomously. Traveling to, engaging in, and returning from conflicts must also be done quickly so as not to leave any threat unattended, and the chapter employs considerable support staff to maintain efficiency and speed. Traditionally, brief recon periods are followed by precise and relentless bombardment to make way for meticulously planned troop deployments, shattering any hope for cohesion and overpowering whatever resistance remains. These simple steps have been put to great effect over centuries, and the captains that coordinate them have learned to adapt them to any threat they are called to face. In all cases, the Verdant will always keep their marines as close to support assets as possible and heavily depend on vehicle transports and firepower to move in force. In newfound Primaris form and with the equipment and tactics that come with them, the chapter has embraced grav-tanks for rapid deployment from orbit post-bombardment. Additionally, each company fields one dedicated vanguard squad made up of the company's most veteran soldiers. These squads are often deployed pre-bombardment to gather intelligence and identify key targets as recon and early strike units. Often smaller conflicts can be resolved with their careful application alone, but they will often harass enemies into more favorable positions for precise orbital strike. While this recent change to their combat practices has taken some time to be fully realized, Verdant Phoenix companies have noted an increase of combat efficiency since employing widespread vanguard deployment. These tactics have proven consistently successful and easily adapted to suit new threats the chapter faces, but commanders are always wary of enemies ready for their common tactics and look for opportunities to experiment with new methods and strategies. Chapter Organization High Command Battle Companies Armoury Apothecarion Reclusiam Librarius Fortress Monastery Chapter Fleet “What do you think? Director Corrilan had intended for it to be a gift, bartered it away from some trader, Alano Duran I think was his name. Rough condition or course, but if I recall you Astartes like a challenge.” - Vao Golha, Irean Sector Steward [REDACTED] "You have my word, director, the system will never be without its protectors. Never." - Chapter Master Taigon Notable Members WIP History WIP
  11. WARNING: The following Chapter should not be taken utterly seriously. Liberites looking to take a Chapter utterly seriously should not continue to read this thread. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The High Lords' Great Shame: The Sons of =][=DELETED=][= "Oh. Oh, yes. I see. That is actually a rather serious mistake, isn't it?"- unknown former High Lord of Terra http://www.bolterandchainsword.com/sm.php?b62c=@hd3IG_i8y3o.iakk7@@@_@@@i6hFq@hnsaQ@@__@@@@.@@@.@@._._@@@@@@@@@@hCmX3hnsaQ@@@@@@@@@@@@_hnsaQ.&grid=TRUE A Battle-Brother of The Sons of =I=DELETED=I= Origins & History: "Sometimes I think the High Lords of Terra cause as many problems as they solve. This is starting to look like one of those times." - Inquisitor Cela Ropplethwaite The Origins of the Sons of =][=DELETED=][= are considered lost to time, space and mortal man. They simply seem to have appeared as though from nowhere in the midst of the Fourth Founding, and are a standard issue, mostly uninteresting, Codex-adherant Chapter. However, careful research and assembling of thousands of tiny fragments of evidence would suggest the truth behind the birth of the Sons of =][=DELETED=][= are due to one of the biggest and most embarassing mistakes in the Imperium's history. It seems that during the Fourth Founding, whilst drawing up the list of geneseeds to be used in the creation of the chapters, an un-named Magos made a small but vital error - stating geneseed was to be sourced from the XI Legion, The =][=DELETED BY THE INQUISITION=][= rather than the IX Legion, the Blood Angels. The form is undoubtedly signed by one of the High Lords of Terra, who presumably also missed the numerical flaw nestled deeply amidst the complex forms. With the signature on the document bestowing it the highest form of legality within the Imperium short of the Emperor's personal blessing, the resultant Chapter was, apparently created from the geneseed of the Primarch =][=DELETED=][=, tasked with the mission of defending the =][=DELETED=][= Sector in the Segmentum =][=DELETED=][= from Ork attack, and sent to claim a homeworld. It was only with the advent of the Chapter's first geneseed tithe that the High Lords' attention was brought to the mistake. What happened next is recorded only in fragments of information mostly gleaned from ancient rumours and hearsay, but the limited evidence points to the High Lords (perhaps out of guilt for their mistake - though the truth may never be known) cutting a deal with the young Chapter - in exchange for never talking openly about their Primarch or Legion of origin, even under the threat of exterminatus or even if doing so would save the Imperium, the Chapter would simply be deleted by the Inquisiton - any reference to themselves or anything affiliated with the Sons of =][=DELETED=][= would be removed from all official records and never mentioned again under any circumstances. Since the alternative was for the Chapter to be deleted by the Imperial Navy fleets that swarmed around their homeworld like heavily armed vultures, the Sons of =][=DELETED=][= cordially agreed to the High Lords' considerate offer. To this day, the =][=DELETED=][= Sector is reportedly seldom under attack, even in a galaxy rife with warfare, and any xeno or traitor forces that venture in are apprently dealt with by either local PDF, lost in 'warp storms', or smashed by, apparently, civic-minded asteroids which are seemingly bent on the protection of Mankind. Beliefs: "Well I could tell you about that, Inquisitor, but then you'd have to kill me." - Chapter Master Edan Vane 'The =DELETED= Crusade Perhaps the most defining victory of the Sons of =][=DELETED=][=, the =][=DELETED=][= Crusade was fought primarily against Orks invading the =][=DELETED=][= sector, home to the Forgeworld =][=DELETED=][=. The Sons of =][=DELETED=][= were able to destroy them after weeks of bitter combat by =][=DELETED BY THE INQUISITION=][=, which left the Orks demoralised and easy to take apart in a series isolated skirmishes across the sector. The momentum of the Crusade carried the Sons of =][=DELETED=][= into the neighbouring =][=DELETED=][= Sector, where battles with the Dark Eldar left the Chapter short of =][=DELETED=][=, forcing them to =][=DELETED=][= through more conventional means, until such time as the =][=DELETED=][= could be restored. Inquisitor Kafri Moto, who was tasked with monitoring the Sons of =][=DELETED=][= at the time, was 'left utterly speechless' by the dedication and valour shown by the Sons of =][=DELETED=][=. The Sons of =][=DELETED=][= have seemingly inherited their Primarch's belief that =][=DELETED BY THE INQUISITION=][=. Possibly as a result of this, marines spend much of their limited free time engaged in =][=DELETED BY THE INQUISITION=][=, leading to a =][=DELETED=][= mindest that clearly influences the Chapter's every action. The Chapter looks at the Emperor as a great man, a true guardian of human-kind, who, they believe, shared in their Primarch's aspirations to =][=DELETED BY THE INQUISITION=][=, and a similar =][=DELETED BY THE INQUISITION=][= for all of mankind, a belief that would be very controversial were the Sons of =][=DELETED=][= not bound by honour and their ancient accord with the High Lords to never discuss it with outsiders under any circumstances. The relationship between other factions of the Imperium and the Sons of =][=DELETED=][= is an unusual one. Requests by the Chapter for more supplies are dealt with anonymously and with minimum fuss, shipped in quietly by forgeworlds throughout the Segmentum. The Inquisition keeps close tabs on the Chapter, although discreetly, and the Imperial Church keeps a respectable distance from them at all times, especially in light of =][=DELETED BY THE INQUISITION=][=. Imperial Guard, Navy and of course other Astartes forces seldom encounter the Sons of =][=DELETED=][=. Those that do are often told that the Chapter's name and honours are presently being witheld as part of the terms of a long-term Penitent Crusade, and instead are referred to as =][=DELETED BY THE INQUISITION=][= for the duration of any alliances. Homeworld: "It's... er... very average. Like, really, uh... nondescript. Why, what's your homeworld like?" - Captain Gralen VonBracht of the Sons of =][=DELETED=][=, talking to Captain Bravius of the Genesis Chapter The Sons of =][=DELETED=][= took the planet of =][=DELETED BY THE INQUISITION=][=, a =][=DELETED=][= world in the =][=DELETED=][= sector, as a homeworld. The people of =][=DELETED BY THE INQUISITION=][= are =][=DELETED=][= by nature, a quality that gives them a temperament that the Sons of =][=DELETED=][= value highly, stating that it is easier to teach a recruit combat skill than it is to teach a =][=DELETED=][= outlook. The Chapter's Fortress Monastery, the =][=DELETED BY THE INQUISITION=][=, is a vast, ancient construction, occupying a prominent position on the =][=DELETED BY THE INQUISITION=][=. A recruit's first trial is to reach the gates of the Fortress-Monastery unscathed, having passed through the =][=DELETED=][= and =][=DELETED=][= with a combination of courage, skill, and =][=DELETED=][=. Organisation: "It always surprised me that =][=DELETED BY THE INQUISITION=][= wasn't in the Codex Astartes. I'm not entirely sure how the other Chapters wage warfare without it!" - Veteran Sergeant Victor Locksley The Sons of =][=DELETED=][= are adherents to the Organisational doctrines suggested by the Codex Astartes, with the exception of =][=DELETED BY THE INQUISITION=][=, a virtually unique practice that follows doctrines from the XI Legion itself. How the Chapter became aware of this is debatable, although some evidence suggests the Chapter's geneseed is capable of =][=DELETED BY THE INQUISITION=][=, which has only prompted Inquisitors to monitor the Chatper more closely.. In fairness, the Chapter sees the wisdom in masquerading as purely codex-adherant when in the presence of other Astartes, a facade that has so far helped preserve the terms of their agreement with the High Lords and keep their origins from exposure. Combat Doctrine: "What's that face for? You look like you've never seen an Astartes =][=DELETED=][= an enemy before!" - Sergeant Harris Grey Primarch =][=DELETED=][= was noted as a firm proponent of =][=DELETED BY THE INQUISITION=][= warfare, preferring to =][=DELETED=][= the enemy with =][=DELETED=][= and the use of =][=DELETED BY THE INQUISITION=][= where required. His Sons have apparently inherited their father's ideals of warfare, frequently employing their =][=DELETED BY THE INQUISITION=][= to =][=DELETED=][= the enemy in spectacular fashion. Although by no means is this their only method of bringing about the death of enemies, and the Chapter is more than capable of =][=DELETED=][= foes with all the standard tactics and doctrines common to Astartes. Geneseed: "This is the sacred, prized legacy we inherited from our Primarch... and a whole lot more trouble than it's worth." - Apothecary Armand Sinclair As the Sons of =][=DELETED=][= descend from the Primarch =][=DELETED=][=, they inherit the XI Legion's geneseed and all it's distinctions. The =][=DELETED=][= Organ works somewhat erratically, and the =][=DELETED=][= barely functions, but much like their Primarch the Chapter has the distinctive traits of =][=DELETED BY THE INQUISITION=][= and of course =][=DELETED BY THE INQUISITION=][=, the latter of which serves as an obvious visual indication of whose lineage they bear, at least to the few who study such things. Battlecry: =][=DELETED BY THE INQUISITION=][=! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= So, there we have it. The Sons of =][=DELETED=][=. What do you reckon, guys? Worth a read, or have I =][=DELETED=][= up again? EDIT: =][=DELETED=][= those typos! GRAAAAARRRRGGHHHH!!! etc.
  12. From the album: Miscellaneous

    A Chapter I invented as a cruel joke. Their entire existence makes the Lamenters look like the Emperor's chosen sons.
  13. After talking to Augustus about this army(and how to pronounce b'raass) and not having any pictures to show him I figured I might as well start a blog. So here we go! When brother falls upon brother, We become Wolves again Sentenced to death for his psychic powers and loyalty, Crysos Morturg finds himself in command of several dozen Astartes and a few warmachines from the 14th and 16th legion. Mounting a deviant defence against the traitors descending upon them from orbit. The section leader himself: Crysos Morturghttp://i.imgur.com/m9RVji7.jpg A relatively straight forward kitbash based on the limited edition Herald. The backpack is from the red scorpion librarian. An as of yet unnamed Death Guard siege breaker. http://i.imgur.com/NjwRspU.jpg Wielding a Powerscythe and Boarding shield. The scythe is made from the a Talos claw and the handle from the Magos's axe. Right arm is actually a cut up lefty. Head from the Khorne terminators with the chaos star filled in. Contemptor Dread http://i.imgur.com/7cmrALy.jpg The lascannon is just the MM with barrels from the razorback(which were a HORRIBLE cast, even FW would be ashamed of that much mold slippage.) 10 man Breacher Squad http://i.imgur.com/UlK01Vd.jpg 2 Graviton guns, sergeant with plasma and powersword, when joined by the siege breaker these guys can put out a crapton of dangerous terrain templates. A common theme throughout my army is the veritable treasure trove of bits I accumulate. Heavy support squad http://i.imgur.com/UBx2s1p.jpg 5 Heavy bolters, mostly because I had those laying around, but you can never have enough of them right?(Couldn't get all 5 into focus so you'll have to settle for some mediocre photoshopping.) Last but not least, the centrepiece of this army: A Macharius Vulcan "reclaimed" from the Istvaanian armouries. http://i.imgur.com/DmsRqFT.jpg Sponge weathering on the body is mostly done, really happy with how my first tank paintjob is turning out. Not pictured but already assembled, though not yet based, are a painted squad of Sons of Horus Luna Wolves Tactical marines and 5 Justaerin terminators. Lastly I'll leave you with a teaser for things yet to come: The Luna Wolf Centurion will have an interesting choice of retinue. Any guesses?
  14. 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.
  15. Index Astartes http://i21.photobucket.com/albums/b257/alienbastard89/sonspious.png The Sons Pious of Fe Calada Space Marines Chapter Origins Established during the 7th founding, the Sons Pious were formed to crusade through the galactic south central region of the Ultima Segmentum in a broad arc below their home system, and were raised during some of the darkest hours of the early Black Crusades. According to Imperial record, the founding hadn't been underway long when an Ultramarine strike force came upon the Bol system. There were flames across the sector, and none were higher than at Fe Calada, the hive Capital of the subsector. Daemons and Chaos legionairres were rapant over half the planet, and only one of its hive cities still stood. The planetary defense forces had been barely holding for months. The arrival of the Ultramarines was seen as the answering of prayers to the Emperor, and it saved what was left of a planet otherwise condemned to exterminatus; despite the noble efforts of the Space Marines, they were spread thin, and while conventional victory was possible, the cost promised to be high. Here the record mists and embelishments take hold. It is said that as the presiding Master of the Fleet looked down on the last burning hive, hand hovering over the command rune that would seal the planet's fate something appeared on his monitor. At the height of tallest spire a daemon writhed, hurling oily blue flames into the swirling melee below. There was a fluttering movement in the darkness of the arch behind it, and in the next moment a crackling blade erupted from its chest and it was shorn in half. Casting aside the ruined form, a PDF corpsman stepped into the light, planting the banner of Calada for all its defenders to see. The sight stayed the Fleet Master's hand, and despite the staggering losses, the defenders prevailed. When finally the threat was ended, and only the loyal remained, the Caladans and the Ultramarines looked out on bittersweet victory. The Space Marines were needed elsewhere to end the Crusade, but they would not forget the blood spilled for Fe Calada, neither would the Caladans forget the blasphemy of Chaos on their world or the noble sacrifices made there. The reports of the battles were prominent during the founding that followed, and with a recommendation from the Ultramarines a commission went through for a Chapter assigned to Fe Calada. When the Ultramarines returned to the planet, it was as both creditors and benefactors. They came to collect the blood owed the Astartes and the Emperor, but also to gift the Caladans with the power to pursue justice for their crippled world. To the great disappointment of the Astartes at large, the new Chapter retained the Caladans' faith in the God-Emperor, calling themselves the Sons Pious, and were reported as exclaiming, "If we are become the Angels of Death, we can only serve a God!" Home World Fe Calada was once a a brilliant example of Imperial might, a veritable jewel in the crown of the Imperium. Though it endured harrowing trials during the Heresy and the age that followed, it survived, along with many of its sister systems in neihboring sub-sectors. Emerging from the Heresy, the bright and glorious halls of the Emperor's time were dimmed, but by no means lost. The Caladans rebuilt their world, sure that the God-Emperor would protect them such heresy in the future. The faith they'd had for centuries kept them, strengthend them...until they were undone from within. It's unclear when or how, and the Caladans claim it came from offworld, but at some point a cult appeared in the dark, and not of the Emperor. Over the course of many years it festered and grew, but was careful never to pierce the light. It's a mystery how it was coordinated, but in a single day ten thousand Caladans were massacred, sacrificed to create a warp rift that rendered a fifth of the planet uninhabitable for more than seven thousand years down to the present. The warp disgorged a host of Tallomin's demons, and traitor Astartes with them. The bloodshed that followed led to the creation of the Sons Pious, but Fe Calada was left an irrevocable husk of its former glory. Its hives crumbled, and desolate, many of its inhabitants mutated beyond humanity. Most of these disappeared into hiding during the war, but have since emerged into the urban wasteland that remains as a plague on the human Caladans. With only their faith to cling to, they continue to fight for their world and the God-Emperor. The Sons Pious have never intervened, nor do the Caladans want them to. They few their fight for survival as penance, and the Pious view it as a forge for worthy recruits. In the rubble of the once great hive Paolus Santium lies the Morumbi, the only thing unbroken on the planet, and the Fortress Monastry of the Sons Pious. The great wall surrounding it was built only to ward off the mutants, as the natives maintain a respectful distance from their guardians at all times. The Morumbi is a huge ellipse, and fortified to withstand the most intense of seiges, whether groundside or orbital. In its center is great arena where the Chapter conducts its live fire exercises. Beneath that is the Librarium, from which the Chapter's scribes and Librarian's rarely leave and where the Chapter's records are meticulously maintained and religiously guarded. Another level down are the Tombs of the Angels, where the ashes of the fallen are kept under cerimonial guard. The Chapter armory isn't large, but it is well maintained and serves its purpose. The force that maintains the Morumbi is small, largely Chapter serfs, the vast majority of both Battle and Reserve companies deployed at any given time. Combat Doctrine The Pious are generally adherents to the Codex where tactica are concerned, with a preference for ranged combat. Favoring the tradional patterns of weapons, war machines and tactics, they also make extensive use of their reserve companies, continuously maintaining fresh troops on the front lines. The Chapter fleet is relatively small, maintaining just enough ships to deploy however necessary, but the Sons Pious prefer ground combat and rely on the fleet only to deliver them as swiftly as possible to the enemy. Uncommonly for a Chapter of Astartes, the Sons Pious exel at pitched warfare rather than the rapid strike ops Space Marine forces usually deploy for. They will frequently entrench alongside local PDF forces and fight for extended periods to accomplish not only their own mission, but to see to the success of the local forces as well. Organization Every tactical squad is a close group that is rarely separated. As a result, even more than in other Astartes formations, a Pious tactical squad is only as strong as its weakest link, making purity of body and mind of the utmost importance. Squads are thus carefully organized so that the strengths of its members compliment the inevitable flaws that still tie them to humanity. A unique feature of the Sons Pious organization is the fluidity of its command structure. No position of leadership within the Chapter is considered permanent, regardless of how long the marine in question may live. Even the Chapter Master has been absorbed back into the ranks on three occasions, another chosen to carry the mantle after, and Captains change with even greater frequency. Because so many marines, even the youngest among them, have leadership experience the Chapter frequently contributes members to the Deathwatch. The current Chapter Master, Tele Santana has led the Chapter for four centuries. Due to its fighting style the Sons Pious haven't been able to grow past eight full companies since their first campaign as a full Chapter. Beliefs The Caladans were and are strict adherents to the Imperial Creed, even despite the horror inflicted on their world, and despite the young age of Space Marine recruits, they are already thoroughly indoctrinated when chosen. The belief in the God-Emperor has made the concept of Space Marines as Angels of Death more than idea to the Sons Pious. They recognize the Saints of the Imperium, and consider them as the epitome of humankind, but to be elevated to a Space Marine is to surpass humanity. The Pious only recognize their own remaining flaws as post-humans as inevitable. Only the God-Emperor could be perfect. After the progenoids are extrated from a fallen marine, he is cremated inside his armor, the ashes entombed in the depths of the fortress monastry, the Angel believed to have returned to his God. On rotations back to Calada marines frequently spend time meditating in the tombs, believing that their brothers and ancestors can guide them and prepare them for the wars still to come. Gene-seed Thus far the only genetic anomaly among the Sons Pious is the failure of the Neuroglittis. This lost tracking capability has fortified the Chapter's preference for open, pitched war. Battle-cry With the fury of Saints and Angels! Salve Imperio! Raised as Counter (Chaos Corinthans) 1st Chapter Master Squad Sergeant of parent Chapter Imperial Glory deed of legend (excommunication of Corinthians) Feral Homeworld; Urban (Ruined) Distant Rulers Navigator associations/hate CSM
  16. 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:
  17. I've been working on a little Knight Household, who conceptually would be allied to my VII Legion army (if I ever actually went out and bought a Knight, of course. Which might not happen. But if I did...) Anyways, I've been veeery slowly chipping away at writing an article for the House in the style of the Household articles in The Horus Heresy Book 4: Conquest, and since it looks like it'll be a while 'til that's even close to finished, I thought I might share some notes about them. One thing before you look at them: I suspect they're a little bit on the snowflake side, but I'm not altogether sure if they are, and even so I'm not sure if I'd have a problem with that. I do greatly appreciate any and all critique, though, so if that impairs the quality of the concept, please say so. It's always welcome. Onto my notes: House Watchtower Oathbound to the VII Legion. As a consequence they do not bear their own household symbols but the markings of the Imperial Fists. The exception is an icon of the Watchtower, the House’s ancestral home on Terra. It takes a form similar to the rook of chess. Marble armor symbolizing their place as the defenders of the Imperium’s fortresses and bastions. Gold trim symbolizing the Imperium’s rightful governance of all mankind. Iron weapons and chassis representing that at their core, they are still warriors no matter the pomp and circumstance that surround them. The House is not organized in the same way as other Knightly houses, around a familial line, but rather an order based on merit, similar to the Knightly orders of Caliban. Pilgrims come to the base of the Watchtower, aspiring to join the House, and are put through intense trials. Those who survive this are tested for compatibility with the Knight suits. This, obviously, is quite rare, which contributes to the small size of the House. Full title: The Most Venerable and Mighty House of the Watchtower. Words: O’er The Ramparts We Watch. Homeworld: Terra. During the Unification Wars, the Watchtower was a mighty fortification that stood strong throughout the Age of Strife, typical for its time were it not for two things: firstly, its strategic position in the central Asiatics and the primitive exoskeletons worn by its defenders. During the Terran Unification War, the Lords of Watchtower had the foresight to ally themselves early on with the rising warlord who titled himself the Emperor, and rose to great prominence in the Imperial Court, becoming one of the Old One Hundred regiments of the Army. At the Siege of Roma, they campaigned alongside the VII Legion and so began a military relationship that lasted decades, ending at the outset of the Unification of Sol with the Lord of Watchtower swearing the fealty of him and his house to the Legion Master of the VII. When the Treaty of Mars was established, Mechanicum representatives were granted access to the Imperium’s war technologies and recognized the exoskeletons of Hightower as being an application of the same technology that formed the Knights. Arrangements were made, and the men of Hightower were granted Knight armour, and logged by the Officio Militaris College of Arms as being one of the first of the Questoris Familia, those Knightly Houses who prosecuted the great crusade. The Household is not led by a High King as with Terryn and many other, but by a Steward, who serves as leader of the Household in the High King’s absence. The High King is the Legion Master of the Imperial Fists. By the time of the Horus Heresy this position is held by right by the primarch Rogal Dorn. Individual Knight suits do not have their own designations. As beautiful and deadly, and as precious to the household as they are, they are still tools for the Knights who pilot them. Small Household, numbering <100 Knight suits. Full deployment during the Siege of Terra, led by Alastair, Steward of the Watchtower. Sustained massive casualties and was dissolved during alongside the Legion following the Heresy and the Scouring. Thanks for reading!
  18. +++INCOMING TRANSMISSION+++ +++FID Indicator - ALPHA+++ +++Via Astropath 7NBS2069LVP1+++ +++Via Astropath 8849042+++ +++Via Astropath 100496-B7+++ +++Thought for the day: Do not wait for death.+++ +++Begin message+++ My noble and revered cousins of the Legio, Attached for your consideration, you will find a datafile containing the summation of the noble and resolute Astartes Chapter, the Sanguine Gargoyles. It is a most esteemed honor to have been entrusted with compiling this Index, with the hope of inclusion in the Liber Astartes. Within the datafile you will find my own annotations; please forgive my additions, but I do not feel my Librarium staff quite captured the soul of my beloved Chapter, and I felt the need to elaborate and explain certain aspects I felt were noteworthy. Once again, I humbly thank you for the opportunity to honor my Brothers in blood and arms of the Sanguine Gargoyles. May the Emperor ever watch over you. Your humble servant, Pellegrino Tempest-wright of the Sanguine Gargoyles +++Begin Datafile+++ Index Astartes: Sanguine Gargoyles "May your soul be cleansed by the rain." Index Astartes Chapter Datafile [INSERT CHAPTER EMBLEM HERE} CHAPTER NAME: .............. Sanguine Gargoyles PRIMOGENETOR: .............. Sanguinius GENE-SEED (PREDECESSOR): ... Blood Angels (IXth Legion) FOUNDING: .................. 21st, 991.M35; Ultima, 999.M41 [Rebirth] CHAPTER MASTER: ............ Lucian, Chapter-wright and Master of Pandemonium HOMEWORLD: ................. Fleet-Based, semi-nomadic SEGMENTUM: ................. Obscurus FORTRESS MONASTERY: ........ Pandemonium, Forgeship COLORS: .................... Dark stone gray w/ dark crimson right shoulder pad SPECIALTY: ................. Terror, Guerilla Warfare SUCCESSORS: ................ None STRENGTH: .................. Unknown (estimated to be nominal to above strength) BATTLE-CRY: ................ "For Sanguinius!"/"We avenge the Angel!" The steadfast warriors of the Sanguine Gargoyles Chapter stand amongst the ranks of the Emperor's finest, ever ready to deliver His wrath and justice upon those that would seek to subvert the Imperium. Origins The First Millenium When: 992.M35; 21st "Cursed" Founding Why: Strategic Prgonostication Founded as Saviors of the Chalice Captain, Chaplain, Librarian, Sanguinary Priest, five Veterans, Veteran Sergeant and ten Marines permanently seconded as training cadre The Aerie Fortress Monastery on Bowden IV Bowden IV destroyed in Gothic War Battle Barge Light of the Angel used as de facto fortress monastery until new homeworld can be found Friends and Enemies The Mutant Gene-seed manipulation by Mechanicus to remove progenitor flaws appears successful at first, but is later seen to have made genetic flaws devastatingly worse Genetic instability leads to weakening of chapter's forces Death of a Chapter Gothic War - Most of chapter lost in destruction of homeworld Less than 200 battle-ready Astartes left Remaining forces give up on finding new homeworld, decide to embark on crusade until they are destroyed or the chapter is rebuilt A Chapter Reborn Chapter gene-seed is stabilized with help from Mechanicum and Blood Angels' Brother Corbulo Primaris reinforcements from Guilliman's Unnumbered Sons Some Firstborn undergo the Rubicon Primaris, many do not; those who remain Firstborn continue to experience exacerbated genetic mutation New Primaris forged with stabilized gene-seed lift the chapter out of the ashes of death and into Chapter is reorganized to make best effect of new troops and Guilliman's new strategic force organization Voidborne Mechanicus gift the chapter a forgeship Geneseed Progenitor: Blood Angels Purity: Flawed Data archives list the known, stable, gene-seed mutations the Sanguine Gargoyles currently suffer from. No known cure or treatment for any of them has been found thus far: Melanchromic Organ Malfunction [Some Astartes' skin bears grayish discoloration; severe cases have stone like growths over large portions of their bodies.] Mutated Catalepsean Node [This causes what is effectively extreme insomnia; all members of the Chapter suffer this mutation.] Non-Functioning Betcher's Gland [All members of the Chapter suffer from this mutation, as well as calcification of their vocal cords, which appears to be one side effect of the mutation. However, the severity of calcification varies widely from one brother to the next. One might be unintelligible when he talks, nothing but the sound of cascading rocks or rushing water issuing from his throat; another might simply have a rich baritone voice; a third might offer a barely audible whisper.] The Apothecarion and the Ordos Biologis have been unable to decipher why only some members of the Chapter suffer certain mutations while others don't. But hope still remains that a solution might be found, for once every few generations, a battle brother suffers none of the Chapter's genetic mutations. Fleet-Based Fortress-Monastery: Forgeship Pandemonium Recruiting: tithe agreements (demands) from saved worlds/systems as primary source of new recruits; small number of volunteers from within fleet taken as supplemental recruits; kidnapping all children, ages 5-13, from an entire planet as emergency source of recruits (also used as a punishment against a planet in some circumstances) Beliefs & Culture Chapter Beliefs: Revere the Primarch Daily meditations include prayers to Sanguinius for guidance, thanks, and forgiveness "Sanguinius blesses you," "May the Angel guide your body and mind," and "I offer my actions to our father Sanguinius that he might judge my soul," are common benedictions heard throughout the Gargoyles' fleet. Against the forces of the Black Legion, the Gargoyles fly into an almost murderous rage, eager to exact revenge from every single traitor legionnaire. Characteristic Chapter Training: Mens et Manus This chapter believes in building their brother's minds and bodies to peak performance, the better to be ready for anything. Demeanor: See But Don't Be Seen Armor is matte where possible, and appears chiseled from stone rather than forged of metal; overall appearance of statues when standing still Flaw: We Stand Alone Will only request support from other descendants of the IXth Legion except in the most dire of circumstances Will offer aid to those in need, but will disappear without word Will not fraternize with anyone outside the Chapter, even other Chapters of Sanguinius' line; will not even remove helmets around outsiders, except under very exceptional/dire circumstances Angel Graces/Warrior's Virtues The Gargoyles strive to embody the Graces of the Angel and the Virtues of the Warrior. Ever a work in progress, they understand is less about achieving those things, but rather that they continue to better themselves every day. Naming/Cultural Traditions Because of numerous different sources of recruits, the Gargoyles have no standardized naming practices. The chapter utilizes sculpturing and masonry as a way to hone body and mind; their statues are some of the finest in the sector, and numerous humanitarian efforts have been aided by their stone-working. They even apply the practice to their armor, often sculpting leering, howling faces onto their helms and valleys and ridges on their armor to allow water to flow better and create more "natural" sounds when running off them. When not armored, brothers wear a leather jerkin or linen tunic, leather trousers, boots and bracers, a stonemason's belt and tools, and a double-layered linen neck gaiter. Organization Unique Organization Over-Strength 7 Flights (Companies) Each Flight has thirteen Talons (Squads) except 7th, which has the normal ten. 1st Company has unique structure: First seven squads form Veteran Squads (Bladeguard, Sternguard, Terminator, and Vanguard), while the last six form the "command" echelons; Captains and Lieutenants are pulled from 1st Flight ad-hoc to lead Strikes, based on their strengths and capabilities. No Company Captain rank; instead, they are given the title Shisa (function is similar to the Black Templar's Emperor's Champion, but less dogmatic and less exclusive). It is their duty to mentor the Marines in their respective company. Chapter Leadership The Conclave, Chapter Leadership Chapter-wright Lucian, Master of the Pandemonium, [Chapter Master] High Blood-wright Armand, "the Anointed" [Master of the Apothecarion] Soul-Warden Philippe [Master of the Reclusiam] Tempest-wright Pellegrino [Master of the Librarium] Chief Forge-wright Solarus [Master of the Forge] Maester Lamonte [Primary Wing Commander] Maester Bellon, "the Young" [Strike Wing Commander] The Prefecture, Chapter Council Commander of the Arch-Angels; Primus Damascus Master of Reconnaissance; Prefect Zaphiel [2nd Flight Captain] Master of the Marches; Prefect Mercutio [3rd Flight Captain] Master of the Fleet; Prefect Namora [4th Flight Captain] Master of the Arsenal; Prefect Valenti [5th Flight Captain] Master of Relics; Prefect Xorbel [6th Flight Captain] Master of Recruits; Prefect Tovaani [7th Flight Captain] Specialty Restrictions: Limited Tech-Marines Chapter-specific terms Chapter Master - Chapter-wright Techmarine - Forge-wright Librarian - Storm-wright Apothecary/Sanguinary Priest - Blood-wright Chaplain - Soul-wright Sanguinary Guard - Arch-angel Death Company - Revenant Commander - Maester Company Champion - Shisa Captain - Stone-wright Lieutenant - Artisan Sergeant - Mason Brother - Apprentice Dreadnought - Golem Company - Flight Demi-Company - Strike Squad - Talon The Arch-Angels An Arch-Angel, the Gargoyles' Sanguinary Guard After the mutation of the Chapter's gene-seed, and with the chapter in near-ruin, a glimmer of salvation appeared. It took the form of a small number of brothers, seemingly untouched by the ravages inflicted upon their brethren. These warriors formed the core of the Chapter's forces during its dark years of recovery. After the Chapter had rebuilt its numbers enough to venture on its own once more, the Sanguinary Guard changed its name, to honor the warriors who brought the Chapter back from death. Just as with all Chapters descended from the IXth, the Arch-Angels stand apart from the structure of the Chapter's main force. They are the most highly skilled and venerated of the Gargoyles' brothers, each a Chapter legend in his own right, surviving battles against all manner of foe. There are no specific requirements to become an Arch-Angel; instead, spots are awarded based on merit and skill, regardless of rank within the Chapter. Like all iterations of the Sanguinary Guard, the Arch-Angels each bear a Glaive or Sword Encarmine and Angelus Boltgun or Inferno Pistol. Unlike the others, however, they eschew the golden armor of their forebears; instead they color their armor an alabaster white. [It is a curiosity worth noting that, throughout the millennia, a high percentage of brothers unmaligned by the Chapter's gene flaws have gone on to become Arch-Angels. It remains to be seen if there is a correlation between these two occurrences, or if they are merely coincidental.] The Revenants A Revenant, the Gargoyles' Death Company ... Chapter Fleet As a fleet-based chapter, the Sanguine Gargoyles possess a larger fleet than other Chapters might, though not its vessels all are commanded by Astartes. Though not nearly a match in scale, it is reminiscent of the vast fleets of the Great Crusade in regards to its composition. The Gargoyles' fleet is a blend of the Astartes' flotilla, the remnants of Penal Legion Theta-Delta-Beta's troop fleet, a few Explorator vessels from the Adeptus Mechanicus, and a permanent detail from the Order of the Shrouded Martyr (including their Dominator-class Cruiser, the Dominus Irae), plus the swarms of the fleet's attendant ships. The Gargoyles command the battle barges and strike cruisers while the rest of the fleet, with the exception of the Sororitas vessels, is commanded by Imperial Navy personnel. This arrangement between the Chapter and the Navy ensures the Gargoyles can prosecute their enemies as they desire, and the Navy gets to do its job, without either side getting in the other's way. The fleet of the Sanguine Gargoyles is split into three smaller fleets. The Main Fleet makes war, wherever it may take them. Up to five separate, flight-strength campaigns could be supported individually, though it is most often the case that numerous small-scale operations are taking place around one or two larger scale engagements. Additionally, The Rook heads a small splinter fleet, a fast strike force intended to neutralize the most dangerous threats present, or to offer Flight-strength support as rapidly as possible. The last of the fleets, the Fledgling Fleet, traverses the trail of outposts the Gargoyles have set up in their region, termed by the Chapter the "Aeyrie." The members of Seventh Flight see to the Chapter's recruiting as part of their training duties, and they draw aspirants from a handful of such outposts. Combat Doctrine Terror (primary) Lightning Strike/Stealth (secondary) Appearance Standard armor coloration of the Sanguine Gargoyles fair-skinned, but some have patches of stone-like growths; hairstyles vary based on tribe or planet recruited from Livery Prior to their rebirth as the Sanguine Gargoyles, the Saviors of the Chalice wore alabaster white armor with crimson pauldrons and gold detailing and decoration. Following the traditions of their brethren, helmets identified a warrior's squad type, with individual squad markings worn on the right knee pad. The Chapter Badge was worn on the left pauldron, while company markings and personal heraldry were worn on the right. Veteran status was denoted by a golden helm and pauldron trim. After the Ultima Founding and the rebirth of the Chapter, the Sanguine Gargoyles bear new colors. Their armor is a dark, stone gray, with the right pauldron painted crimson. Members of the Librarium, Reclusiam, and Sanguinary Priesthood follow their orders' traditional coloring, with the left pauldron painted the same dark stone gray as their battle-brothers' armor. Flight (Company) is denoted by pauldron trim, and battlefield roles are still identified by helmet color, however squad markings and personal heraldry are no longer worn. Sergeants' helms and right pauldrons are colored the same as the rest of their armor. Lieutenants are identified by a gray helm and right pauldron, while Captains bear an almost-white helm and pauldron. Chapter Badge White wings outstretched behind a golden chalice was the original badge of the Saviors of the Chalice. Since their transformation, the Sanguine Gargoyles' emblem bears only a small resemblance to their original; instead of angel-like wings, stone-gray bat wings spread open, with a crimson skull replacing the chalice. Veterans who wear the chapter badge have the skull colored gold. The Arch-Angels and the Revenants Both of the Blood Angel's unique companies, the Sanguinary Guard and the Death Company, bear visually unique armor colorations from their brothers. This is also the case for the Sanguine Gargoyles' interpretation of them. The Arch-Angels are adorned in sculpted plates of ceramite colored a white marble, evoking imagery of statues from the ancient Achaemid Empire, and their helms and chest detailing are gold The Revenants wear armor colored a pale, ghostly gray, with a deep bronze helm and chest detail. Red saltires are still emblazoned on various surfaces of their armor, and their helms' lenses are also colored crimson. Honored by their brothers for their sacrifice, the Revenants bear gold trim on their pauldrons, conferring the (honorary) status of Veterans on those in this baleful brotherhood. Chapter Arsenal Special Equipment: Blessed Wargear, Modified Jump Packs Dreadnoughts Storm-Golem Carmine, Librarian Dreadnought Dreadnought Force Weapon Frag Cannon Golem Verson, Furioso Dreadnought Frag Cannon Blood Fist with Heavy Flamer Golem-Ancient Quintus; Venerable Hellfire Dreadnought Paired Twin-Linked Lascannons Golem-Ancient Alessandro, Venerable Ironclad Furioso Dreadnought Paired Blood Fists, with Heavy Flamer and Meltagun Draugr; Death Company Dreadnought Paired Blood Talons, with Heavy Flamer and Meltagun Soul-Golem Derceus; Venerable Chaplain Dreadnought Plasma Cannon "Stonefist" Reliquary Angel's Light [Ryza pattern "Sunspite" plasma pistol; badge of office of the Master of the Librarium] Aza'zel [Relic force sword; badge of office of the Master of the Librarium] The Dread Spear [A relic spear of unknown origin, made from a xenos metal with a marble-like appearance; badge of office of the Chapter Master] Stonefist [A Blood Fist crafted using the shattered remnants of Soul-wright Derces' Crozius Arcanum, with a built-in meltagun] Death Masks [I think everyone with clearance to read this will already have knowledge of the death masks worn by those of the Angel's line.] The Fleet Common areas are subjected to constant "rain" from the ships' fire suppression system; this doubles as decontamination, and puts the Marines' minds at ease. Personal quarters have knobs to adjust the flow of the rain for desired strength. Pandemonium Forgeship gifted to the Gargoyles from the Adeptus Mechanicus [Once again, I have added a sub-list below containing the breakdown of the Sanguine Gargoyles' fleet disposition, for your perusal.] Chapter Legends Chaplain Derceus Derceus led his Chapter in many glorious campaigns, slaying hundreds of the enemy’s greatest champions. In the end, he was brought down by the Chapter's enemies, and is a reminder to all Battle Brothers of their holy duty. Brother Alessandro Referred to as Alessandro the Selfless; suffered mortal wounds fighting to recover the bodies of a squad of Initiates and their Sergeant from a Dark Eldar raiding party. Notable Battles & Campaigns ... ca. ~142–160.M41: The Gothic War (Abaddon's 12th Black Crusade) ca. ~999.M41: The Devastation of Baal The Sanguine Gargoyles, though barely a surviving chapter at the time, sent a squad of Marines and a pair of warships to aid in the void battle against Leviathan and its splinter fleets. None of the seconded members survived. Allies & Enemies Chapter Allies Adeptus Mechanicus Adeptus Sororitas (Order of the Shrouded Martyr) Astra Militarum (Wilson's Irregulars) Chapter Enemies Abbadon & the Black Legion Valorous Host Warband Kha'Banda Hive Fleet Leviathan Slaghulk's Killa Mob +++End Datafile+++ +++Closing Thought: Only in death does duty end.+++ +++End Message+++
  19. THE DEATH’S REDEEMERS http://i1164.photobucket.com/albums/q578/kydoimos2/Deaths%20Redeemers%20tactical%20marine_zpsdsvxcsxt.jpg CHAPTER NAME: .............. THE DEATH’S REDEEMERS FOUNDING: .................. 22nd CHAPTER WORLD: .............PRAXIDIKA VII FORTRESS MONASTERY: ........ THE EMPEROR’S EYE GENE-SEED (PREDECESSOR): ... THE DARK ANGELS KNOWN DESCENDANTS: ......... NONE "LIGHT SHALL PREVAIL" The Death's Redeemers were created as a standing force, designed to strengthen and defend the Astartes dominion over the extreme south-east border of the galaxy. Situated in the Segmentum Ultima, based on the world of Praxidika VII directly south of the prosperous kingdom of Ultramar, they’re facing the Exodite worlds created by those Eldars who chose exile rather than decay and death. A successor of the famed Dark Angels chapter, the Death's Redeemers were zealous hunters of the Fallen in their early history. However, they see themselves more like defenders of the ideals of the Imperium now rather than a force belonging to the secretive successors chapters of the Dark Angels. They are therefore dedicated Marines, fighting for the glory of the Emperor, who believe that His grand design, embodied by the Great Crusade, must not be forgotten as it is too frequent in these grim days. A still young chapter, they nevertheless have gained the respect of their peers by showing their utter determination in eradicating the enemies of the Imperium of Mankind and defending an optimistic vision of the future. Sorely tested in these hard times, their faith in their cause need to be defended now more than ever. Fierce enemies of Chaos, their history is scarred by their breaking up with their genitor chapter, the Dark Angels. Unable to accept the sacrifices in human lives thought needed by their brothers, the Death’s Redeemers have cut their ties with them and became close followers of the Codex Astartes and the example given by the Ultramarines. ORGANIZATION The Death's Redeemers are a codex-adherant chapter. They follow the principles of the Codex Astartes and draw their tactical inspiration from the words of Roboute Guilliman rather than their original chapter, the Dark Angels. As such, they have abandoned the divergent organization of their genitor chapter and respect the rules edicted by the Primarch of the XIIIth Legion. The Death's Redeemers developed a taste for massive drop pods assaults. Albeit risky in the extreme, this mean to deliver Marines in the heat of battle had shown enough advantages for the Chapter to be adopted as the main assault technique. Therefore, every unit is training to this particular and dangerous way of fighting, even the Devastators. This choice is not only motivated by tactical considerations. It is also a way to answer the main demand the Death’s Redeemers imposed to themselves: to safeguard the planets they attack and the people living there as much as possible in order to bring them back as willingly as it is possible to the Imperial dominion. War is not an end in itself for the Chapter; it is the expression of the Emperor’s will and therefore must serve His design of a peaceful and united galaxy. The Death’s Redeemer also considers that following the precepts of the Codex Astartes is a key element to reach this goal. Not as dogmatic as the Ultramarines or their successors chapters can be regarding the edicts of Guilliman’s legacy, they will however respect it strictly, as long as it is not antagonist with their superior goal of restoring Imperial light in the galaxy. HOMEWORLD The Death's Redeemers’ fortress-monastery is based on Praxidika VII, a medieval and arid world. They are not the direct rulers of their planet but rather maintain a distant but constant watch over the population, not interfering in political matters, awed by their presence which is shrouded in mystery and legends. Praxidika VII is a planet with a harsh environment. Few could survive on its surface without the knowledge of advanced survival techniques in an arid world. SPECIFIC HISTORY The Death's Redeemers’ have a rather complicated history regarding to their origins and their evolution. Created from the Dark Angels gene seeds, they have developed similar characters traits: secretive, relentless and stubborn, they were designed for the hunt of the Fallen and embraced it willingly at the beginning. Dedicated to this task, they organized their newly-founded chapter in order to keep these secrets hidden to those unworthy. And behind their apparent dedication to the Imperial cause, they were relentlessly searching for any traces of their lost brothers, hunting them and everyone suspected to hold information regarding their whereabouts. However, this situation was not designed to endure. Having gathered information on a possible location of a Fallen angel plotting against the Imperial and Astartes dominance in relation with Eldars corsairs based close to the Maelstrom, the Death's Redeemers’ asked for help from their genitors. The plan, based on information gathered by the Ravenwing of both Chapters, was to lead a powerful strike, both by teleportation and ground assault, in order to destroy the Fallen’s fortress. But nothing went along as planned. The first problem to occur was that the people living on the planet were not as pacific as it seemed. As soon as the Death's Redeemers’ ground elements landed on a remote area, they were surrounded by frenzied humans, poorly equipped but relentless in their hatred of the Astartes. Forced to fight back, the spearhead couldn’t accomplish its objective in due time. This action showed something else: that the attack against the Fallen was known and surprise couldn’t be exploited. Both leaders wondered if the teleported assault should be carried out; the Death Redeemers’ chapter master, Caïn Ektes, voted against this option whereas the Dark Angels firmly asked their allies not to deny their secret oath. Unwillingly, Ektes agreed to follow his allies into battle under high pressure, startled by the aggressiveness they shown but not decided to break his word and show his honor as a Son of the Lion. Final preparations were made for the assault when an alert sounded in the Death's Redeemers’ battle barge’s strategium. Expecting an imminent attack at first, both Astartes leaders discovered that the fleet in approach belonged to the Adepta Sororita. The messages sent by this unexpected ally made things more complicated: suspecting a chaotic infestation on the planet, Sisters sent there had for mission to search for actual clues proving this assertion and, if needed, destroy subversive elements, if it wasn’t too late. The Dark Angels decided to use these allies as bait in order to create a new element of surprise. In conjunction with the Arbites forces on the ground, the Adepta Sororita organized an armed reconnaissance in the suburbs of the main city on the planet. During this time, the Astartes force withdrew, simulating a general fallback and abandoning the ground task force. However, they kept an eye on the Sororita’s action which functioned as planned: drawing the attention of the enemy, they were assailed by a large force, pushing them back from the city. This was the moment: the Dark Angels launched a surprise teleport assault on the fortress, destroying the command centre and capturing the Fallen. Withdrawing, they started an orbital bombardment in order to destroy the Ecclesiarchy’s forces, witness of their action. Ektes stood witness of all these actions in awe: he couldn’t believe anymore in the legitimacy of this hunt that was driving Astartes forces to fight and kill the very ones they were made to protect. Acting boldly, he rushed in order to retrieve his men stuck on the planet. Seeing this, the Dark Angels force stopped shooting. But this was a mere satisfaction: the Ecclesiarchy’s ships, believing the Death's Redeemers were the source of the attack against their forces started to shoot at them, while the Dark Angels were swiftly disappearing. In his anger, Ektes ordered to destroy the Ecclesiarchy’s ships that attacked them, retrieve their brothers on the ground and leave the planet. Since then, and after a very violent explanation with the Dark Angels, the Death's Redeemers have voluntarily forsaken their oath to hunt the Fallen and strive to earn forgiveness for their actions. http://i1164.photobucket.com/albums/q578/kydoimos2/Deaths%20Redeemers%20tactical%20marine_zpsdsvxcsxt.jpg Brother Rheto, 2nd tactical squad, 5th Company [http://i1164.photobucket.com/albums/q578/kydoimos2/Terminator%201ere%20Cie_zpsnuto6eal.jpg Veteran Brother Nedam, 1st Company ORGANIZATION The chapter organization is in keeping with the Codex Astartes. There are 10 companies: the first one regroup the Chapter’s veterans, either equipped with Terminator armor or classical power armor; the 2nd, 3rd, 4th and 5th companies are battle companies led by captains and made of 6 tactical squads, 2 assaults squads and 2 devastator squad, each of them having their own armory and dedicated Dreadnoughts. 6th, 7th, 8th and 9th companies are reserve companies and the 10th squad is made of scouts. The Death's Redeemers have a high number of drop pods due to their tactical doctrine and assaults squads are also trained to excel in boarding actions. Their veteran in Terminator armor equally favors teleporting assault in these situations or planet fall attacks. The Chapter’s fleet is a reflection of their combat doctrine. The Death's Redeemers own few capital class ships compared to others chapters and focus rather on small, fast and aggressive ships. Their void combat doctrine is similar to their planetary engagements: they favor close quarters actions through the massive use of boarding torpedoes. Once on board, their assault squads, specifically equipped, are tasked with the destruction of the main propulsive elements of the enemy ships whereas their Terminators squads are looking for leaders in order to destroy them utterly, ending the fight as quickly as possible. The Death's Redeemers’ power armor is painted in black and ivory colors. They adhere strictly to the Codex Astartes’ principles regarding companies, squads and officers distinctive signs. SELECTED BATTLE HONORS The Occlusiad War [550.M37] Albeit far from Praxidika VII, the Death’s Redeemers took part to this conflict suspecting the presence of a Fallen behind the Blind King actions. The Death’s Redeemers distinguished themselves by leading several bold boarding operations in the numerous void battles that occurred during this conflict. Break-up with the Dark Angels [723.M38] The Death’s Redeemers, following the events on the planet of Merak, give up their hunt of the Fallen and publicly adhere to the Codex Astartes. They also develop their ties with the Ultramarines, which are now considered as their source of inspiration. The Redemption Crusades [131.M39] The Death’s Redeemers are a major force accompanying the global burst leading to the recovery of numerous worlds across the Imperium. The First Tyranic War [745.M41] Based on a world close to Ultramar, the Death’s Redeemers had to defend themselves against a tendril of the Hive Fleet Behemoth. However, the poor amount of biomass on Praxidika VII weakened the aliens that couldn’t get enough genetic material to renew their strength. However, the victory was hard-won and the chapter suffered important losses, until they could destroy the last Tyranids force disoriented after the victory of the Ultramarines in the battle for Macragge.
  20. This is a Early look at what I am trying to develop as a Chapter. Chapter Datafile: Heralds of Ash The Heralds of Ash Date:...............57.M42 Ref:................LBC//TEC7710101 By:.................TechCaptain Re:.................Adeptus Astartes - Heralds of Ash Thought:............"." CHAPTER NAME: .............. THE Heralds of Ash FOUNDING: ..................6TH CHAPTER WORLD: .............Accusation FORTRESS MONASTERY: ........Sanctuary GENE-SEED (PREDECESSOR): ...Unknown (Blood Angels Suspected) KNOWN DESCENDANTS: ........."NONE" Primary Data Allegiance: Imperium of Man (Fedelitas Constantus) Chapter Master: Magister Size Estimate: Unknown Specialty: Psychic attack, Predictive Understanding, Religious Purges, Policing Actions, Suppression of Ideological Revolt, Targeted Decimation Battle Cry: " " Colours: The Heralds of Ash are a Loyalist Space Marine Chapter of the Adeptus Astartes created during the 6th Founding, which occurred sometime during the latter years of M33. Suspected of being created from the lineage of the heroic Blood Angels, the Heralds of Ash were one of several Chapter founded in the wake of the notable event known as 'The Year of Ghosts', when the Imperium was beset by extreme Warp activity and daemonic incursions. Only when the honoured dead rose up from their graves to drive back the terrors of the warp that the heart of the Imperium just barely managed to survive. Following this event the High Lords of Terra authorised the raising of a new Founding to help bring about stability and law back to those imperilled worlds that still suffered in the iron-grip of those who followed the Dark Gods. Chapter History In M33, the newfound Heralds of Ash Chapter was ordered to claim their own Chapter planet, after being initially fleet-based. During their search for an unclaimed planet within the Imperium, a charismatic Rogue Trader convinced the Chapter Master to aid in his search for a long-lost relic on behalf of the Ecclesiarchy in exchange for exclusive rights to trade on a lucrative pilgrimage passage, which the Trader believes is on Accusation. A deal was made; the Rogue Trader received the relic to return to the Ecclesiarchial Cardinal of the sector, the Astartes would the planet. Upon landing, a large contingent of Drukhari and Chaos cultists were discovered, and the subsequent combat between the Imperial forces, Dark Eldar, and Chaos heretics was ferocious. In the course of the brutal campaign, the Rogue Trader fell in battle alongside his forces and the Heralds of Ash. To honor him, the Space Marines chose to build their fortress-monastery around the relic's burial site, preserving it for his descendants of his Rogue Trader House to return. The Inquisition, however, suspected the "relic" to be tainted, and outright warned them to stay away, leaving the artifact in the Chapter's care. They stand vigil over its corrupting influence to this day. Around the year 831.M33 (know as the Year of Ghosts) the fairly young Chapter was assigned to a Campaign against a Word Bearer invasion of a Holy world that was created during the War of the Confessor not many years before along side a contingent of Space Wolves, and many others. For a Hundred years the war raged on as not even the dead stayed truly that way. Ghosts and Demons were common sights, but in the end the Heralds of Ash and their allies were victorious but not without great cause. Their Chapter was critically low of personnel and even the Space Wolves were eliminated. When the Inquisition came forth to investigate the war it was decided the best policy was to kill those who were direct witnesses but more so to use the superstitions as a guard against further invasions. The First Chapter Master should have the First Captain undertake a pilgrimage to Fenris, to return the fallen Wolves' gene-seed and relics, and tell of their valor. The Heralds of Ash during the Plague of Unbelief (Unknown.M36) sent out several companies tracking down and eliminating the many false prophets that appeared throughout the anarchic Age of Apostasy, some little more than madmen leading rebel armies, others spiritual demagogues who commanded worlds and armies. Homeworld Accusation's surface is Ashen Wastes full of the graves of the dead and the structures to house them. With nearly every square metre of dirt on Accusation devoted to the dead, even the capital city was considered an extravagance. This world is full of feral Tribes who live outside the processing center cities. Mountains full of Cairns and Tombs fill the world while very large cities act as the points of contact with the greater Imperium. The narrow alleys and passages were steep and cobbled, leading up to the crowning monument -- the heart of the main hive city in both a physical and spiritual sense -- the Memorial Mausoleum. Nestled at the heart of the devotional architecture and adorning the metropolis like a crown was the enormous roof-dome of the sacred vault that dominated the city skyline. A colossal archway-barbican decorated the entrance to the memorial mausoleum. The pillars of the stately sepulchre were thick and tall, and the darkness of the threshold beckoned Imperial pilgrim and cleric alike. The funereal beauty of the Mausoleum was astounding: the intricate scrolling on the wall internments; the silver lettering adorning the floor slabs, recording the names of past pontiffs and cardinals of the Ecclesiarchy; loggia supports and fat sculpted pillars reaching up to the exquisite detail of the Mausoleums domed ceiling. Candles and incense burned from a thousand suspended sconces, and stern statues of Ecclesiarchs already elevated to sainthood by the Imperial Cult adorned the sepulchre space in a ring around a simple block-crypt of obsidian brick. A silver-plated elevator was used to transport clerics and Adepta Sororitas guardians deep below the sepulchre to a small complex of condition-controlled crypt chambers residing behind a thick vault door. A circular gallery spiralled about the sepulchres exterior, made up of marble steps and landings, providing access to the wall-combs, vaultia and the upper stories of the Mausoleum. Imperial mortuary lighters brought an unending supply of the Imperium's noble dead from necrofreighters down to the Accusation surface. The prestige of spending just a century in the precious earth drew cadavers from light years around. Senior officers of the Imperial Guard, the Imperial Navy, members of of Hive World noble houses, powerful merchant lords, Navigators, other planetary nobility and devoted members of the Ecclesiarchy itself were all buried in Accusations sacred topsoil. Coffins and sarcophagi are dug up for shipment back to the families following the expiration of their leases in an unending cycle of inhumation and exhumation on a planetary scale. Grave niches in the catacombs are reused. A body may lay there for a set amount of time and any more time the buried or relatives are willing to pay for, thereafter are the bones removed and placed in an ossuary or charnel house. A Servo-skull Manuifactorum make up one of the great industries of the world along with a trade in pilgrimages. The tourist and pilgrim industry for people wanting to visit the mausoleums of famous people and saints is booming. Pilgrims have to pay to get to the areas where their mausoleums are, then have to pay to get close to the mausoleum, and then pay extra to go in in the mausoleum. Many pilgrims dont think about how to get back home after having visited the holy sites and stranded pilgrims make up a notable underclass on Accusation. Mausoleums have to be paid for. Those that dont have any tourists or pilgrims paying for them, nor any founds or relatives paying upkeep are abandoned or reused. Cremation happens often and the kind of wood used important. The poorest dead are just thrown into gas crematories while those that have paid a bit more get burned with wood, while the richest get buried for a time unless they were significant enough to get one of the Imperial Organizations to pay. Notable parts of Accusation are plantation forests that are grown only to create good funeral wood. Bones that are still there after cremation is considered blessed and are used to create lesser relics. Fortress-Monastery The Sanctuary is a structure in the center of the ruined city of The Unredeemed that is under the "protection" of the Heralds of Ash. The tower has since become a symbol of judgment by the Heralds of Ash as the city of The Unredeemed was built around it. For over the millennia, the tower cast a great shadow down on the inhabitants of the city which became a site of daily persecutions with the lower class living in tents outside the city and either dying of torture or from starvation and plague. Only the Strongest survive going through the ruined city of the downtrodden to make their way to the Sanctuary and finding none. Their they have to pledge sacrifice and loyalty to even undertake trials to become one of the Angels of Death who were above the prosecuted. The only Sanctuary to be had is being strong enough to grant it to one's self. Chapter Beliefs They deviate significantly from the Codex Astartes. Ash is considered sacred by the Chapter, and when Heralds of Ash Battle-Brothers are called to go to a distant war they perform one last act before leave-taking, a ceremony known as the Shouldering the Burden. This ash is carried in a flask by every member of the Chapter, to anoint every planet that they step foot on in a ritual ceremony called the Sharing the Burden. Knowledge was power but needs to be seen through the lens of the Emperor. They believed there was no discipline their intellect could not master, no secret he could not unlock and make serve their purpose. For the Ashen Heralds, knowledge is salvation, the means to controlling the psychic legacy of their Primarch's gene. Every book was sacred, every writing worthy of study, every document a resource to be drained. The Ashen Heralds are publicly dogmatic, swearing oaths of loyalty and singing the Imperial hymns. They fight for the expansion of the Emperor's realm with diligence. To further this Vision Journeys to understand the future and their connections to it as blessed by the God Emperor. Heralds make use of fire in many of their rituals and ceremonies and believe that they must be cleansed by the pain of fire before every major undertaking or initiative. The Chapter Cult that governs the beliefs of the Heralds, placing great emphasis on self-reliance, loyalty, and self-sacrifice. They hold a firm belief in isolationism, the tenet that only through spiritual meditation and exploration performed alone and in isolation from others can a person gain a true understanding of both themselves and how they can best serve the will of the Emperor. Heralds are an extremely devout group whose faith ventured into fanaticism. They are completely dedicated to the Ecclesiarchy and an ardent followers of the God-Emperor. They greatly emphasized religion in everything they do and act with great zeal in their quest to purge the worlds of "heretics". They are portrayed as a considerably dangerous zealots and are known and feared around the Imperium. They possess an intense proclivity towards the use of torture to "purify" those they saw as heretical and are infamous for using painful and varied forms of execution. They have tried and questioned hundreds using brutal and intense methods of religious interrogation, but only a traumatized few had lived through the treatment. After battle the Chapter keep a great memorial service for the fallen, they expect any allied Forces to participate, and react hostile to any who dont. Most Battle-brothers write death poems before important battles. The Heralds, when possible, treat all the dead on the battle field with proper burials/cremation and death rituals. Be they allies or enemies. The Heralds are usually a quiet, sombre, and melancholic Chapter but have great reveling feasts for the death after battle. They try to keep their hunger and rage in check by doing some form of artistic endeavours mainly calligraphy, death poem writing, gravestone carving, death mask making, scrimshawing, coffin making, sculpting of grave statues or mausoleum planning and making. The Chapters generally battle-brothers rest in specially prepared grave niches. Battle-brothers always carry around candles they light at any graveyard or lone grave they pass, including the ones they dig themselves. Dead battle-brother's remains are used to enhance the arms and armor the fallen use to have. By using the reclaimed carbon from his ashes to make auspex-absorbent material with which to coat repaired armor, or press the ashes into a diamond coating for the fallen's sword, in addition of using the bones of the fallen as pieces for the fallen's weapons like Femurs for buttstocks. Techmarines and Chaplains tell a Marine his predecessors' names, when/where/how they died, how their remains were used to improve the relic arms and armor he is about to inherit, and how his own remains will be used to improve his successors' arms and armor, in a grim ceremony as the wargear is issued. Combat Doctrine The Heralds of Ash have a preference for close-ranged fire fights and use many Melta and Flamer weapons to burn whole swathes of infantry troops and to smash armoured foes. Their coming was nothing less than apocalyptic judgement delivered upon the guilty from on high, as descending from the skies on wings of fire. Against the xenos, no such quarter was given, and the wrath of the Chapter was made manifest as a tide of unrelenting carnage that only gave way once complete extermination had been achieved. The Chapter's tactical doctrines are heavily focused on the use of powerful shock assaults to shatter an enemy's resistance in a single, devastating blow. However, they cannot be counted upon to hold a position in the same disciplined way as the Ultramarines or Dark Angels, as any Marine in the midst of battle could suddenly him to charge forward in an attempt to tear the enemy limb from limb. This often has the benefit of creating victories in the unlikeliest of situations through sheer aggression. Before battle, the Heralds of Ash gather in ritual prayer, chanting hymns and doctrines to affirm their faith in the power of the Emperor burning great effigies of the enemy and invoking blood rights to engage their primal instincts. Once done groups of Heralds charge forth in Berserk fury as remainder pick up the standards and chant holy prayers for guidance and victory to a steady drumming of war. The relentless advance of the Heralds is a terrifying sight, as the monotonous chant and beat of drums can break even the strongest will. The night before battle, the enemy can hear mutterings emanating from all around, echoed in the pounding drums, stretching the nerve and instilling every man with fear. The unshakable belief of the Heralds of Ash, that they alone can save the galaxy. Any victory won over the Heralds of Ash is only won at a terrible cost, as their fanatical attacks will only ever end when all are dead. Groups of Heralds are charged beyond the battlefield with hunting down works of false doctrine and those who purveyed it, consigning both to destruction and eradicating flame. On the battlefield, they are tasked with seeking out those things which gave the foe the heart and courage to fight: charismatic leaders, priests, battle flags and champions. Once singled out, they are destroyed with brutal fervour, often far in advance of their own lines in order to do so, with no thought as to their own survival. Carrion eaters are somehow drawn to the Chapters presence and follow them, partially due to the Chaplains and Judiciars bearing censers burning incense whose scent attracts the beasts. Though none say why this is for it has not been proven the correlation. Chapter Gene-Seed A high percentage of Heralds of Ash manifesting some level of psychic ability. A small, but significant percentage are prone to physical mutation. The rate of fatalities among aspirants is frighteningly high. There are also those who argued that the mental scars suffered by those who survived the change were just as deep, instilling a sense of cause and purpose that manifested as unflinching, unreasoning fanaticism bordering on madness, a certainty which could in mere moments turn to insane fury when that purpose was challenged. A tendency for skin pigmentation to permanently darken and appear Ashen often adopting an unnatural granite-like or ash quality. The Heralds of Ash have a grim determination to do their duty. This is not so much a desire to die as it is an acceptance that death is the only end to the path a Space Marine treads, and everything he does is another step along that path and one closer to his eventual demise. As this condition increases, the Battle-Brother can become more and more fatalistic about his chances. These black moods will not affect his willingness to do his duty nor makes him turn from his brothers, but it can press in upon his squadmates all the same. Primarch's Curse: Holy Path of Destruction The Craving for Battle Deep within the psyche of every Herald of Ash is a destructive yearning, a battle fury and hunger that must be held in abeyance in every waking moment. Few Battle-Brothers can hold this in check unceasingly -- it is far from unknown for Heralds of Ash to temporarily succumb to its lure at the height of battle. This craving is the Heralds of Ash darkest secret and greatest curse, but it is also their greatest salvation, for it brings with it a humility and understanding of their own failings which make them understand their connection to the Emperor as humanity's warriors. Holy Rage The Heralds of Ash suffer from a psychic imprint left upon them they don't understand. This can cause them to go insane prior to or during battle and feel a terrible rage that is almost all consuming. Rather than let them face a slow, insane death, Heralds of Ash will form those who have newly succumbed to the Rage into a special unit known as Breakers. Breakers who has fallen to the Holy Rage are kept awake and not sedated but bound when not in combat. Their ravings and screams are faithfully recorded, since it is believed that there are prophesies and holy insights hidden in them. Wounds appear on the raving and restrained Marines despite there being no sign of the hand that inflicted the wounds, due to the sheer psychic trauma inflicted upon them. Sometimes meditative rituals during which the battle-brother is buried alive and has to claw themselves out when finished are used to try to bring a brother back from the brink of becoming a Breaker. Chapter Recruitment Accusation's society is full of death cults who each practice their own way of sending the enemies of the Emperor's to his judgment and there is a constant shadow war between the cults about whose practice is the true path. Every 10 years all the cults send their best young aspirants to the gates of city of The Unredeemed where they have to first get to the Sanctuary tower. The prospects are told they must enter the catacombs, and fight the undead haunting the tunnels, clearing the way so a Chaplain may conduct an exorcism and banish the traitors' spirits; in truth, they're fighting predators imported from death worlds, as well as aesthetically modified combat servitors, with which the observing Chaplain may see how the prospects fare under stress. Many cult-aspirants die during this time, those that return either do it broken or in honour, those that don't return are either dead or have been found fit to become initiates in the Chapter. The chapter have hidden keeps beneath the deepest/most dangerous catacombs protected by traps, and many passages are too small for full-grown men, those making it so that only the young can get all the way. Once they have come far enough they are captured and given a full mental and physical check, those boys that are show to be physically and mentally fit become initiates, the others are healed, memory scrambled so they dont remember anything. Chapter took over some disused catacombs for use as training sites. To avoid ruffling feathers with the organizations maintaining graves on Accusation, these organizations and the planet's populace are told the catacombs belong to traitors whose crimes and sins weren't revealed until after death, forcing the Administratum to declare them damnatio memoriae. Investigations: Heralds of Ash Date:...............Multiple Ref:................LBC//TEC37ORD56 Re:.................Adeptus Astartes - Heralds of Ash Inquisitional Archive: Noted Artifact discovered by Heralds of Ash on world now designated Accusation has markings of Xenos and possibly other origins. The artifact seems to be indestructible, pursuant of artifact now deceased. Family of the pursuant warned never to claim artifact under Inquisitional authority. Archivists will be dispatched to study artifact under the care of the Heralds of Ash. Cardinal who dispatched pursuant, eliminated. Sizable compensation that was to be awarded upon retrieval has been forwarded to the family but now they are marked as worthy of observation evermore.Investigation Status: Logged
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