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  1. Deathwatch: Murderers in Black Act 1: Lucifer's Chosen. Scene 1. The Replacements. Over the course of days and weeks, you each arrive at the looming gates of the Inquisitorial Fortress on Alucar IV. The Alucar system lies only a handful of light years from the border drawn between the Segmenta Obscurus and Pacificus, located towards the rimward end of that invisible boundary line. Depending on the position and inclination of Alucar IV relative to its weak sun, at some points in the local year the night sky would be filled with stars beyond numbering, and one could gaze coreward into the blazing heart of the great and mighty Imperium. Sadly, this wonderful display will not be visible for many months. When you arrive, those same skies are empty by comparison, with only a few ghostly pinpricks of light piercing the darkness. You instead stare outwards, into the western reaches of the Halo Stars and the infinite abyss beyond. Alucar IV is a cold, mountainous world, with an atmosphere thin enough to be largely inimical to human life. This is just as the Most Holy Inquisition prefers, enabling their forces in this part of the galaxy to gather or to act without drawing the attention of prying eyes. Their fortress here, known colloquially by its inhabitants as the Bulwark, is a relatively small bastion when compared to the might of Talasa Prime or Bakka. Nevertheless, it is still a fear-inspiring citadel, well defended by massively thick plascrete walls and countless gun emplacements. In orbit, vast hidden minefields protect the approaches to the planet, and servitor-controlled augur and weapons stations carefully vet any ship that dares to continue past the warning buoys that ring the system's Mandeville Point. These outer markers reveal little, except to promise death and eternal damnation to any fools who would enter the Alucar system without permission. Beneath Alucar IV's rocky surface, the Bulwark extends deep into the planet's crust. There are levels below levels of buried chambers; state rooms, laboratories, barracks, interrogation chambers, and more - all connected by miles of twisting tunnels and shafts. There are few that know the true extent of this stronghold, and fewer still… perhaps none at all… who have accurate knowledge of everything that occurs within its walls. It is quite normal to see Inquisitors or Agents of any of the countless Ordos visiting and using Alucar's facilities, and several thousand support staff, adepts and Inquisitorial troops are typically in residence at any given time. However, in the late 38th millennium the Bulwark is primarily operated by the Ordo Xenos, and is host to a small Watchstation of their militant arm, the Deathwatch. In recent years the force garrisoned there has consisted of only a single Kill-Team. Nevertheless, these proud few have maintained a careful watch over the local Sectors for any sign of the alien menace; raiders from the deep abyss, foul alien cultures expanding from the Halo Stars, or the omnipresent danger of the filthy Ork. Such xenos aggression has ever been met in kind, with thunder and fury and blood. Yet when you finally arrive at the halls belonging to Kill-Team Lucifer - or ‘Light-bringer’ in the Low Gothic vernacular - the training ranges, strategium and private cells are cold and dark. They are empty and silent, but for the quiet hands and feet of Deathwatch Chapter serfs in deepest mourning. For the Astartes brethren of Light-bringer have fallen, one and all. You still do not know exactly what occurred, though you know it must have been terrible indeed to bring about the deaths of a full unit of Watch veterans. Within the small Chapel attached to the Watchstation an honour scroll, surrounded by burning candles, lists the names of those lost: Brother Gaius Argo Traxaes of the White Consuls, Watch-Sergeant. Brother Jarek, Codicier of the Executioners Brother Bellephon, Tactical Marine of the Star Phantoms Brother Ki'shar, Tactical Marine of the Salamanders Brother Gort, Devastator Marine of the Dark Hunters Brother Cassius, Tactical Marine of the Celebrants Brother Vintus, Apothecary of the Eagle Warriors Brother Incario, Tactical Marine of the Blood Drinkers Brother Alberon, Techmarine of the Red Scorpions (You might notice where a tenth line had been written, but the dark red ink has been carefully scraped away from the thick vellum) Stretched thin, already fighting in thousands of battles and campaigns across the Imperium, the Deathwatch could not quickly provide another squad to replace the loss of the Light-bringers. Therefore, messages were sent to Chapters of the Astartes with forces operating across the western reaches of Humanity's realm, debts of duty and brotherhood and honour called upon, that they should each provide a warrior willing to step forth and swear the Apocryphon Oath, taking the black and shouldering the burden of the Long Vigil. Thus you are here. OOC: Welcome to Deathwatch: Murderers in Black! When you arrive on Alucar IV, Deathwatch Chapter serfs will bring you to the part of the Bulwark that serves as Watchstation and will assign you each to private cells. There are perhaps forty of these cells in total, some of which may still contain the personal effects of the previous Kill-Team Lucifer, but most - including those you are given - are totally empty of any belongings. They are fairly small, but have all that a humble warrior could need; a simple cot large enough to support the weight of an Astartes, weapon stands, etc. The serfs will also tell you that you have been given access to the main areas of the Watchstation; the Chapel, training ranges and cages, and Refectory. There are also a small Forge (with Armoury) and Apothecarion, but these areas are off-limits - unless one can display the appropriate rites and sigils! (Of course, others could request entrance after these areas have been opened up by someone with the proper authority?) However, the Strategium is currently off-limits to everyone, until such time as you have been properly sworn into the Deathwatch. An Astartes Watch officer is on his way to handle this, along with your orientation, but many of you have arrived on Alucar before he does! Also you can explore the rest of the Bulwark, where you will be granted access to main ‘public’ areas like the hangars, etc. However, there are numerous parts of the fortress, entire levels in some cases, that are secure and/or belong to the various Ordos, and are therefore sealed and off-limits. You can even leave the fortress and go back outside - the terrain is much as you'd expect, snow capped mountains, rivers, etc. Air quality is poor enough that mortals could not survive for very long, but Astartes will be ok. There are various animals adapted to the environment - small rodents, large goat-like herbivores and larger, agile, snow leopard-like predators that probably aren't a serious threat to a Marine… unless he was careless… So, please use your opening posts to introduce us to your character. How do you feel about being here? Maybe tell us how you got here, catching a ride or maybe your own Chapter was close enough to drop you off? Do any of you, either personally or by reputation, know members of the previous Kill-Team Lucifer? What will you do while you wait for the Watch Officer to arrive? Train? Interact? Explore? NB. Just as a note for your posts and any character interactions, that until you have been sworn in, your Armour (proudly) remains in the colours of your Chapters. @Trokair: You are a fairly junior Inquisitorial Acolyte of the Ordo Xenos, and have been assigned to act as Liaison-Adjutant to the new Deathwatch Kill-Team. (You might even have been the one to show some of the new recruits to their quarters?) You are relatively new to this role and to Alucar, so you don't really know a great deal more than the Astartes, but if there are things they ask that you would/should know, I can fill you in via PM and you can relay it?
  2. Hello fraters! So, I'm playing about a bit more with an idea I mentioned previously, of having a go at GMing a PBP game with a bit of a twist - a motley crew of Iron Gods pirates! The Setting: Astartes renegades out of the Solios Nebula, pre-Great Rift. For more detail, I'd invite you to read their Index Traitoris (and the other linked threads) in the Liber Showcase for more details: IT: Iron Gods Missions: Newly arrived at the asteroid home of the Iron Gods, Talek Varn wants the new blood to prove their worth. At this point you are an unknown quantity, and therefore expendable until you have shown otherwise. As such, you are assigned to the tasks with the least chance of glory and the highest likelihood of death. Missions won't save or doom entire planets/systems, but would be on a smaller scale, with more focus on intrigue, conspiracy, larceny and all the other fun of being a pirate! They might also feature interacting with (and fighting against) the inhabitants of the Imperium's underbelly on worlds around the edge of the Solios Nebula, from criminal gangs to the agents of corrupt planetary governors, heretical tech cults or xenos infiltrators. Perhaps run-ins with the Adeptus Arbites, or even... the feared and hated Inquisition! Characters: Renegades, exiles (self-imposed or otherwise) from your Chapters, survivors of lost causes. From every Chapter and gene-line, from across the breadth of the galaxy, you have found your way here, like filth gathering at the lowest sump. Your histories are unknown, your former colours, battle honours and selves obliterated in grey and red. Talek Varn insists on knowing the truth of all your pasts, but how much of it you reveal to the rest of your new 'brethren' is up to you. Perhaps you are a true pirate, an arrogant killer or greedy opportunist who barely escaped execution at the hands of his more noble former brothers? Or maybe they spurned you because of some other deviance, some uncontrollable battle madness or genetic insanity? Or perhaps you are a bold revolutionary, who has seen the Imperium for the sham it is and are determined to bring the truth to Mankind? Or perhaps you are one of the lost, spared by fate, plagued by guilt and remorse for living when your squadmates or Chapter died? (If any of this sparks something and you want to post character ideas here, that's cool, but stick to the obvious surface stuff; appearance, etc. DON'T include their history, keep that private in PMs just to me!) Rules: Characters will be created using DW (+RoB, FF, HtC) No DIY rules, must be one of the FFG Chapters presented in these books for simplicity, although of course, fluffwise Successor (official or DIY) Chapters are very, very welcome! Equipment: Minimal, this isn't the Deathwatch! Requisition allowances will be low, so if there is something you especially want your character to have, SigWargear (something they brought with them into exile) may well be the way to go! NB. I'm using DW as a base rather than Black Crusade, partly because I've just gotten vaguely familiar with it, but mainly because in-universe Talek Varn knows that the surest way to get himself crushed between a very big Imperial rock and a nasty, daemon-infested hard place is to start messing around with Chaos. He's not interested in becoming anyone's pawn and he despises those weaklings who do. That's not to say that people's characters couldn't be secretly taking their first steps down a(n even) darker path, but if Varn catches you he'll kill you without blinking. As I'm totally new at this, I'm thinking maybe to keep it simple I'd like to find around 4 or 5 volunteers for a small opening game? (If you know what you're doing in regards to the rules, that would be awesome as you can help cover the gaping holes in my understanding of them!! :P ) There we go, that's just some fairly random opening ideas. I'm not planning on starting this at any time soon as I don't have a definite plan for a first mission, I'm just spitballing at the mo. Anyway, if this setting interests you, or you have other ideas on ways I could run it, feel free to throw them out for discussion! PS. A specific question to Mol or other GMs: where do you get the Character spreadsheets, and also the cool maps to lay out combat phases? Are they downloaded somewhere, or is there a program you use to create them or will something as simple as Paint do the trick?
  3. Ok, got a bit of progress to show for my Knives vow, a AoD KT of one of my DIY Chapters, the Marines Adamant. Terminator Sgt (Captain) Intercessor Sgt Intercessor Assault Intercessor Gunner Grenadier Heavy (Bolter) Intercessor The Chapter are Iron Hands Successors but recruit from a Feral World, hence the choice of bits. The Captain's rules for additional survivability are counts-as for the TDA Sgt, which felt right for IH. One more mini to arrive and build, as I want to be able to swap out different Operatives, but progress is good and I should be undercoated and ready to start painting by March 1st!
  4. See link to Downloads PDF file: http://www.bolterandchainsword.com/files/file/652-index-astartes-the-emperors-blade/
  5. http://i225.photobucket.com/albums/dd11/simoncherylm/Iron%20Gods/xxIronGods2-1.jpg For more than two centuries the Iron Gods have proven themselves a thorn in the side of the Adeptus Terra. They are sullied by overwhelming pride, driven by self-serving ambition, and unburdened by any kind of morality; in short, they are everything that a brotherhood of Astartes should not be. The Solios Nebula Although tiny compared to the unimaginable expanse that is the Imperium of Man, the Solios Nebula still covers a vast area of space in the northern regions of the Pacificus and Tempestus Segmenta, its tendrils penetrating deep into the heart of no less than seven different sub-sectors. Powerful, eddying currents within the warp around the Nebula make travel difficult between Segmenta at this point, and the worlds around its rim have thus become something of a galactic backwater. The area has limited strategic value and few threats besides a handful of systems infested by the omnipresent Ork menace, meaning that Imperial Navy assets and Guard Regiments tend to be quickly relocated to more important or volatile combat zones, such as the Eye of Terror in the north. The Nebula itself is sparsely populated with a handful of dead and dying stars, their powerful gravity wells drawing all manner of debris and galactic refuse into several vast asteroid fields within its borders. Empty of any resource useful to the Imperium, these fields have ever been a haven for pirates, rebels and fugitives, and for rogue traders and merchants dealing in items prohibited by the Adeptus Terra. It is believed that there are at least several dozen bases used by these miscreants hidden within the Nebula, either space stations or facilities carved into the rock of the larger asteroids. Towards the end of the forty-first Millennium, as Imperial military strength in the area has become less and less, such rebellious elements have become more and more bold, as have raiding parties of several xeno species. The Imperial response has been limited to the occasional Navy patrol along the Nebulas border, the Commands of both Segmenta simply unable to spare the forces necessary to properly cleanse it. Without such aid, the people of the worlds around the Solios Nebula have come to watch the skies above them with fear. Talek Varn Two hundred and thirty-seven years prior to the present day, a battered vessel appeared on the augurs of one of the largest asteroid pirate bases within the Nebula. It was immediately identified as an Astartes Strike Cruiser, though all traces of Chapter insignia had been scoured from its scarred and pitted hull. Despite the ships appearance, the crews of both the station and of the several smaller vessels docked there were understandably nervous, fearful of the Imperium and its finest warriors. Turrets and weapon systems were brought on line, all eyes watching for the slightest sign of aggression. The cruiser hung unmoving in the void, but at the same time, unnoticed by the frightened defenders, an equally ragged Thunderhawk Gunship drifted out from behind a nearby asteroid. It coasted on minimal power towards the base, finally making contact with the airless surface. Immediately, more than two dozen Astartes clad in mismatched grey power armour spread out across the asteroid, quickly targeting and taking possession of power generators, weapon controls and the main docking bay. The weapons that had been aimed at the Cruiser were turned on the other ships, crippling the unsuspecting vessels with the first salvoes of fire. Suddenly, the Strike Cruiser came to life, repositioning itself to watch over its heavily damaged opponents, even as it disgorged a pair of Thunderhawks that moved at a stately pace towards the main dock. As they arrived, the blast doors slid aside, opened by the Marines within. The transports set down, and another fifty Astartes in similar grey armour poured out, led by a single giant wearing Tactical Dreadnought Armour. Talek Varn had come to the Solios Nebula. The inhabitants of the station trembled, sure that the Emperors justice had finally come. It had not. Varn had one of his men patch his vox into the station communications net. He introduced himself, declaring that the worlds of the Solios Nebula were now under his protection and that those who would serve him loyally could live, and reap both material rewards and glory. Varn added that those who refused were free to leave, though it was clear to all from the glint of savage madness in his eyes that such a departure would likely be via the nearest airlock. The Rise of a Despot Whatever Varns original intentions as to the worlds around the Solios Nebula, it has become clear in the intervening centuries that he is little better, perhaps even worse, than the pirates and rebels he first claimed to oppose. Though his first actions were against the other stations within the Nebula, it would seem that these strikes were intended simply to destroy his future rivals and to secure the weapons, armour plating and shield generators needed to further fortify Varns own base of operations. Now strongly entrenched within the Solios Nebula, Talek Varn has turned his attention to the worlds on its borders. The protection offered by him comes at a high price, a tithed tribute from each planet or system under his watchful eye. Should such tribute not be offered willingly, it will commonly be taken with brutal force, setting a frightening example for a 'chastised worlds neighbours. A noteworthy example of such cruelty occurred on the Agri-world, Feraxus II. The Feraxians, having suffered a poor years crop, refused to pay Varns tithe and gathered their people together behind the safety of the walls of Feraxus only city, with more than sixty thousand Planetary Defence Force and militia troopers ready to fight against his reavers. With typical Astartes efficiency, the Iron Gods bypassed this defence, instead quickly capturing several of the worlds orbital batteries, followed by a lightning raid that took control of the Planetary Governors command post. The governor and his staff were summarily executed, but in his rage, Varn went further. To punish the people of Feraxus for supporting their Lords foolish plan, he demanded that every third member of the defence force should have their eyes plucked out, so that their lack of figurative vision would be matched with literal blindness. This insane demand, backed as it was with the threat of the total destruction of the city by orbital bombardment, could not be ignored. With no choice but to comply, over twenty thousand brave soldiers, each a volunteer, each knowing that they would never see their families and friends again, marched to the Feraxian parade grounds where dozens of unwilling doctors and surgeons had been gathered. For a day and a night, the broken people of Feraxus lamented and the pirate lord watched coldly as his vile commands were carried out. Since that black time in their history, though the Feraxians hate Varn more than they ever did before, never again have they dared to refuse him his rightful tribute. I care nothing for this worlds petty squabbles!Where is my damned tribute? Talek Varn addressing the Revolutionary Congress of CordisIII Talek Varn has proved himself to be an egotistical brute, a megalomaniac with a vicious streak a light year across. How such a flawed individual ever rose to become an Astartes is unknown, as no Chapter has ever stepped forward to accept responsibility for their fallen son. However, he is at the same time a ferocious and skilled warrior, a cunning tactician and a charismatic leader; ruling his little empire with a mixture of respect and fear. His view of the Imperium at large and of the Emperor himself appears to be one of indifference and even contempt. However, that is not to say that Varn has turned to the worship of the Dark Gods of Chaos, as he is equally scornful of them and their deluded followers. Rather, he believes in just two maxims; that only strength truly determines what is right, and that whatever a man can take, hold and keep is lawfully his. Varns long term goals are somewhat unclear, but it would appear that his primary focus in life is simply the advancement of his own power and glory. Iron Gods Talek Varns followers take their name from one of their first exploratory raids out of the Solios Nebula, on the Feral World of Ksergha IV. The superstitious and primitive tribespeople, who had never before seen the mighty warriors of the Astartes, called them iron gods due to their inhuman size and strength, and their total imperviousness to the hunters crude spears and slings. It is said that the name appealed immediately to the pirate lords ego. Mharkad and the Iron Beast Besides the Rhino transports and Drop Pods that are common in any Astartes force, the Iron Gods have only two heavily armoured vehicles. The Iron Beast is an ancient Land Raider, Varns own battle chariot, that he has had retrofitted to match the much fearedCrusader pattern. Interred in the metal body of a Dreadnought, Brother Mharkad is Talek Varns deadliest warrior and his most fervent supporter. No-one knows how long Mharkad has endured his cold half life, but it is clear that much of his mind is gone, with only his prodigious battle skills remaining. His speech and attitude are those of an ill-tempered child, but he is utterly obedient and fiercely loyal to his lord. Though there have been those among the Iron Gods who have thought to depose and replace their cruel master, Mharkad has ever stood ready to protect Varn from his enemies both within and without. The Iron Gods are a diverse group of warriors, believed to hail from countless different Chapters. Outcasts, renegades or survivors, they are united by desperation, ambition and greed; and drawn by the promise of power and glory. When each one arrives at the gates of the stronghold Varn has constructed for himself from the foundations of the asteroid base, they must renounce all ties of loyalty to their former lives, giving themselves over completely to the Iron Gods. They remove all traces of their Chapters heritage from their armour, replacing them with featureless, anonymous grey. With this simple act, one that most Astartes would consider a terrible heresy in itself, the new recruit dies to his life of self-sacrifice and duty, and is reborn into one of bloody piracy. It is uncertain exactly how many warriors have joined with Talek Varn over the years, but Imperial sources estimate that he can bring more than one hundred and twenty Astartes to the field of battle when required. In battle, the Iron Gods organization is far more fluid than that of a typical Codex-following force. The forces of Talek Varn are experienced veterans of countless conflicts. Each warrior is well equipped with bolter, bolt pistol and chain blade or axe. Marksmanship, skill at arms or proven loyalty is rewarded with the gift of more esoteric weaponry, such as plasma or melta guns or power blades and fists. Several units are equipped with heavier weapons to provide longer ranged fire support, but these are primarily simpler armaments such as heavy bolters and missile launchers that are therefore more easily maintained. Each squad is typically led into combat by one of Varns own retinue, a favoured champion who will fight at their head and ensure that their lords orders are followed to the letter. A single squad formed of the most loyal of these veteran warriors is permitted the greatest honour of all, to fight beside their master as his personal bodyguard, equipped with the finest arms and armour Varn has at his disposal. The Gods combat doctrine appears to focus on short ranged firefights and close quarter combat. This is perhaps primarily due to their propensity for ship-to-ship boarding actions, Talek Varns view being that any vessels travelling within his realm are as much in his debt as the worlds, and therefore just as due to pay him homage. The Magos Early in the history of the Iron Gods, Talek Varn led his reavers against a small convoy of ships travelling along the border of the Solios Nebula. The ships were bearing the cog badge of the Adeptus Mechanicus and carried in their massive holds medical and technical supplies that, if successfully taken, would enable the Iron Gods to keep on fighting for several years. However, what Varn found aboard the lead vessel proved to be a far greater treasure. The command ships gun servitors and Skitarii guards fought fiercely to begin with, but when it became clear that the Astartes could not be stopped, the defenders suddenly put up their weapons and retreated to a final position outside the bridge. Varn and his men were understandably surprised, and even more so when the ships commander opened a vox link to The Magos Gift Even with the expertise provided by the Magos, technological resources among the Iron Gods are limited. Weapons, ammunition and most vehicle parts can be manufactured by Octavius small work force of servitors and tech-slaves, but other, more advanced items most specifically bionics are a rare and precious commodity. While waiting for many months or perhaps even years for the Magos himself to be able to procure or build a bionic replacement, it is not uncommon for Iron Gods who have lost limbs in battle to make use of more crude prosthetics; and even for those who have lost a hand to fix a blade or other weapon directly to the vambrace of their power armour so as not to lose any of their effectiveness in combat. Among the cynical and bitter warriors of Talek Varn, these temporary substitutes are caustically referred to as the Magos Gift. the Iron Gods. He introduced himself as Magos Octavius, indicated that he had no interest in giving his own life in a futile attempt to protect the property of the Adeptus Mechanicus and requested that he might speak to the pirate leader in order to reach some mutually beneficial arrangement. Varn is said to have smiled, recognizing in the Magos voice ambition, greed and a strong distaste for his masters. These were things he understood, things he could use. Octavius joined the Iron Gods that day, bringing with him the desperately needed skills and resources that would keep Varns forces operating at peak efficiency for many decades to come. The Magos is a small, wizened man, whose body is riddled with countless bionic enhancements, spidery servo limbs carrying the myriad blades, saws and drills that are the tools of his trade. Octavius firmly believes himself to be Varns intellectual superior and that he must one day surely be the inheritor of the pirate lords little empire. However, he knows that he lacks Varns brutal charisma and the sheer force of personality needed to command a force as unruly as the Iron Gods. Hence, he is content to wait, biding his time and building his strength. In the meantime, he cannot help but take every opportunity to direct thinly veiled slights and slurs at his hated master, knowing himself to be safe from Varns prideful rages because of his unique position. However, Talek Varn is far more intelligent than the Magos gives him credit for, and is well aware of Octavius machinations. While Varn despises the worm for his skulking ways and snidely delivered barbs, at the same time he enjoys the mental sparring matches between them, revelling in the challenge of outsmarting a clever opponent. There are some among the Iron Gods that say that it is for this reason, as much as the need for Octavius specialized skills, that Varn has allowed him to live as long as he has. In reality, the two men are far more similar than either would care to admit; both thoroughly disenchanted with the thankless role a vast and uncaring Imperium saw fit to give them, both now seeking nothing more than to claw what they can from a dying galaxy before madness and death overrun all. The Imperium For the Planetary Governors and Navy Captains around the Solios Nebula, the Iron Gods are the most fearsome threat imaginable. In the opinion of more than a few among their number, Varns demands of tribute are not excessive and that it costs far less to simply pay him and thus be safe from his cruel retribution. Further, when his requests have been met, Varn has provided his strength to these worlds when needed, most recently helping the hives of Talathi Prime to eradicate a Genestealer cult that had infiltrated their home. Whether Talek Varn was moved to act by some vestigial sense of honour or loyalty, or simply by egotistical fury that one of his worlds had been attacked, is uncertain. Whichever is true, local support for the Iron Gods grew significantly because of it. However, the execution of the Governor of Talathi Prime shortly afterwards by Inquisitor De Corte has meant that few planetary lords are now willing to request Varns aid openly. However, while it would likely be galling for the master of the Iron Gods to hear, the truth is that all his actions register as little more than a pinprick against the Adeptus Terra. In the aftermath of Abaddons thirteenth Black Crusade, the ongoing wars around the Armageddon system against Waagh Ghazghull, and the newly emergent threat of Hive Fleet Leviathan; Talek Varn and his followers are less than nothing. The Imperiums view is that the Iron Gods may be safely ignored until such time as sufficient strength can be spared to crush them utterly. While this is probably a correct assumption, the Lords of Terra must be careful. The power of Talek Varn grows with every year, and if no action is taken against him, the Imperium may one day find itself with another Huron Blackheart firmly entrenched deep within its borders. In his time ruling over the pirates of the Solios Nebula, Talek Varn has made many enemies. Foremost among them must surely be Lord Admiral Griev of the Imperial Navy, a veteran commander seemingly obsessed with destroying Varn and all those who follow him. Why Griev is so compelled to act against Varn is uncertain, but many speculate that for a man like the Lord Admiral, whose whole life has ever revolved around duty and unbending discipline, the very existence of a force Talek Varn is a rabid dog that needs to be put down!Give me but a dozen more ships and I shall see it done. Lord Admiral Griev to the Naval Authorities at Hydraphur like the Iron Gods is anathema, an affront to his uncompromising sense of what is right and wrong. The grey bearded Fleet officer has driven the forces under his command relentlessly, becoming almost tyrannical in his eagerness to find and annihilate his enemy. However, though in recent years Griev has captured or destroyed several vessels believed to be part of Talek Varns pirate fleet, he has never been able to bring the lord of the Iron Gods himself to battle. The Lord Admiral ever seeks from his superiors the strength he needs to hunt Varn down, but given his lack of success thus far, the Naval Segmentum HQ has been unwilling to waste even more ships in what currently seems to them to be a fruitless endeavour. Rumours abound within the corridors of power at Hydraphur that the Lord Admirals obsession has driven him into madness, and that it can be only a matter of time before he loses his command entirely. That Griev has been allowed to continue in his vindictive quest at all is largely due to the patronage of another servant of the Imperium, the shadowy figure of Inquisitor De Corte. Although only recently given the full rank of Inquisitor, De Corte is a shrewd and thorough investigator, and is convinced that the Iron Gods are a far greater threat than many of his peers realize. Much of the Inquisitors fear stems from his belief that he has discovered a pattern in many of the items taken as tribute by the pirate lord in the years since the desertion of the traitor Magos Octavius. De Corte feels sure that the ambitious master of the Iron Gods has put his Mechanicus ally to work sourcing and building a compact genetics laboratory complete with its own cloning facilities, with the obvious goal of replicating Astartes gene seed. Even more worrying to De Corte is the possibility that this goal has already been attained, as several of the Iron Gods most recent raids, on worlds such as Ksergha IV and the hives of Cordis VII, have been accompanied by unconfirmed reports of the abduction of a handful of prepubescent male children. De Cortes many critics claim that the young Inquisitors theories are absurd, that there is not the slightest chance that Talek Varn could have gained the power to create warriors of the Adeptus Astartes, and that De Corte is simply trying to make more of his first assignment than is truly there. However, in the unlikely event he should be correct, the threat posed by the Iron Gods may prove to be far greater than any of the servants of Terra ever realized. Gene-seed The individual genetic legacies of Talek Varn and his reavers are a matter of much debate among Imperial scholars. Some believe Varns prideful attitude marks him as a son of Rogal Dorn, whereas others suggest that his savage ferocity and disrespect for authority indicate that he must be a scion of either the White Scars or Space Wolves. However, the simple truth of the matter is that Varn could have been recruited into the ranks of the Adeptus Astartes by any one of the many hundreds of Chapters currently in existence. Similarly, whether his original followers hail from the same Chapter as their master, or if he perhaps gathered them from across the breadth of the Imperium before he ever came to the Solios Nebula, is equally unknown. Whatever the case, neither Varn, nor any of the Iron Gods, is known to have divulged the truth to anyone outside About the Author/Acknowledgements Lysimachus has been a certifiable 40K fluff-nut, particularly in regard to the mighty Astartes, for the best part of 15 years; and is honoured to have several IAs, ITs and a short story accepted into the B+Cs excellent Librarium. Special thanks on this piece must go to Octavulg, Barret, Severus 6, GHY, Ace Debonair and everyone else whos helped turn some fairly random ideas into a finished article. their own ranks; nor are they ever likely to. The pirate lord knows that there is only one thing that could ruin his dreams of carving out an empire at the heart of the Emperors realm that even a single Chapter should turn its full attention to the Iron Gods before he is ready to face them. Thus, he is vigilant that none of his followers should ever reveal anything about their individual histories that might bring the vengeful anger of their former brethren down upon the Solios Nebula. Battle Cry Blood and glory!
  6. Hello all. Well, nothing really new here but as the Stormbringers have had a few little changes that reflect on the character Im planning on submitting for Silver Phoenix DW Challenge I figured Id post an update of the IA here (as I cant currently edit the version in the Librarium). Also, I figured Id be able to link to the most recent version for Bro Tylers Tabula Astartes. Nevertheless, if anyone has any new comments or crit on the IA (or is reading it for the first time it is kinda old and therefore hidden at the bottom of the second page of the Librarium Liber section!), Id love to hear what you think! Cheers Lysimachus Without mercy http://i225.photobucket.com/albums/dd11/simoncherylm/spacemarine.jpg With a well-earned reputation for ruthless savagery and a callous disregard for human life, the Stormbringers Chapter of the Adeptus Astartes is as much feared and hated by those it professes to serve as it is by their enemies. The Stormbringers themselves care not for such petty concerns. They know that the Imperium of Man constantly walks the line between life and death, struggling to survive against its enemies from within and without. They, as its guardians, must do whatever is necessary to ensure its continued existence. Strike first, strike fast, strike hard. Book of Storms II.XV Origins:[/skullheaderhalf] The Stormbringers Chapter of the Adeptus Astartes was formed during the 17th Founding from the mighty gene seed of Primarch Jaghatai Khan of the White Scars Legion. Their gene seed, training cadre and first commander, a powerful warrior by the name of Tsubodai Khan, were drawn from the third Brotherhood of one of the White Scars first and greatest successor Chapters, the Storm Lords. The Chapters first battles were fought as part of a combined Imperial force making war along the north-western borders of the Ultima Segmentum against a series of Ork invasions. Led by Tsubodai, the new Chapter first came to the world Tuphon while hunting down an Ork cruiser carrying a cunning Warboss who had somehow escaped an ambush set for his crude fleet by ships of the Imperial Navy. The Khan was immediately impressed both by the resistance of the native tribes against the alien invaders and by the wild nature of the planet itself. When the battle to destroy the Orks was finally over, Tsubodai declared Tuphon to be his by right of conquest, and to honour its brave people he gave his Chapter the name it bears to this day. HomeWorld[/skullheaderhalf] Tuphon is a world as close to hell as I have ever seen. Inquisitor Raymien Saint Tuphon is designated as a Class IV Death World but even this ominous description does no justice to this harshest of realities. Its surface is mostly covered by deep, dark and tempestuous seas, their swirling, raging waters broken only by jagged spires of black stone that pierce into the sky. Tuphons single continental land mass, covering perhaps one eighth of the planets surface near the equator, is little more than a vast slab of the same dark, unyielding stone. Tuphon has three moons and they, by http://i225.photobucket.com/albums/dd11/simoncherylm/Tuphon.jpg Tuphon their proximity and gravitational pull, have a massive impact on the worlds weather systems. Near continuous storms wrack the surface, hammering the rocky ground and turning the oceans into a churning maelstrom. Angry gray clouds fill the sky completely, hurling torrential rain down onto the dark stone. Bolt after bolt of lightning blasts from the sky and hurricane force winds howl through the mountains and valleys. At their worst, the storm winds increase in speed to hundreds of miles per hour, picking up boulders the size of men and pitching them around like pebbles. Even more dangerous are the smaller shards of rock shattered by lightning strikes. Gathered up by the wind, they turn the storm into a horrifying weapon that can strip the flesh from a mans bones in a matter of seconds. Only the most advanced armour can withstand such an onslaught. Very little could live in such a land were it not for the great Ironwoods, mighty trees adapted to their environment with a bark tougher than plascrete and the ability to thrive with on the low light that filters through the heavy clouds. Even they cannot survive out in the open, against the full force of the storms, but in the lowest valleys and ravines cut by the passage of vast rivers of dark water, they bring life to Tuphon's surface. Beneath the eaves of these protective giants a fragile ecosystem of flora and fauna clings to being. Thin but hardy grasses and shrubs grow around the bases of the great trees, providing food for a variety of herbivorous creatures, ranging from tiny rodents to great thick coated stags. There are no carnivorous creatures under the forest canopy, all such species having been wiped out by their rivals, Tuphons greatest predators men. Men had been on Tuphon for many long millennia before the Stormbringers came. Little is known about when or how they came to Tuphon, but whatever technology brought them to their new home must have been quickly destroyed by its harsh climate. Any kind of civilized society must undoubtedly have broken down with equal speed, degenerating into a primitive, almost feral, system of clans and tribes that has remained the same ever since. Life is incredibly harsh for the people of Tuphon, a constant struggle to find food and shelter from the great storms beneath the Ironwoods. Both are exceedingly scarce and are therefore a root of near continuous conflict between the various clans as they endeavour to survive. Clan holdings are often destroyed by particularly violent storms or raging flood waters, forcing their people to search for new homes, even making war to conquer and take the lands of other clans. The men and women of Tuphon are a hardy race, lean and pale skinned but strong and resilient. Their men are warriors from birth, beginning their training with axe, spear and bow almost as soon as they can walk, preparing them to fight for the continued survival of their clan and making them ideal candidates for initiation into a Chapter of the Adeptus Astartes. In temperament the clanspeople are savagely cold and pragmatic, a necessity in their extreme environment. Every member of a clan must be strong, able to provide in some way towards the survival of their people, and any who cannot are quickly cast out. There is no care expected or given for children born with even the slightest disability, and any found to bear such at birth are ritually returned to the earth. If and when any clan member reaches a point where he or she can no longer be of use to their brethren, perhaps becoming too old, sick or injured either to fight or to care for other responsibilities, they will willingly and proudly walk alone and naked out onto the plains to be taken by the great storms, rather than impose any further burden on their brothers. In battle, a clansman will unhesitatingly and uncaringly commit acts of horrific bloodshed against another clan if it will keep his tribal brothers alive for another day. However, he would also be equally willing to give up his own life if he deemed the sacrifice to be worthwhile and for the good of the clan. Organisation[/skullheaderhalf] The effect of the Codex Tempestus on the Stormbringers Chapter could be compared to that of giving a penal legion killer a dress uniform to wear; the countenance appears more refined, yet the murderous sociopath beneath remains unchanged. Inquisitor Holst after the Torros incident. The single greatest influence on the organization of the Stormbringers was undoubtedly their 4th Chapter Master: a warrior named Isegrimm, who was born, raised and inducted into the Chapter on Tuphon. By his time, the majority of the Chapter were likewise natives of their home world, and the Stormbringers had already developed a reputation among Imperial commanders for savage and uncontrollable brutality, occasionally even against allied troops and civilians. The Chapter was investigated by the Inquisition and Isegrimm was told in no uncertain terms that he must rein in his forces or face the threat of Excommunication. Isegrimm was not only a great warrior but also a cunning strategist and a devoted student of the myriad ways of making war. He responded to the Inquisitions threats by writing a book that would save the Stormbringers, the Codex Tempestus or Book of Storms. This was a tome based in equal parts upon Guillimans Codex Astartes, the teachings of Jaghatai Khan handed down from their Storm Lords forebears, and his own years of combat experience. Hunters Although the Stormbringers do not permit their Initiates to take to the battlefield, the role of scout must still be filled. Therefore a small corps of experienced First Company veterans, typically from the tactically minded Sternguard, are trained to serve as Hunters. Two or three members of this highly specialized elite group are assigned to serve with each of the Strike Companies. Clad in unmarked black carapace armour and draped in cameoline cloaks, these warriors range far ahead of the rest of the Company, preparing the way for their brethrens advance. Each Hunter works alone and unaided, answering only to his brother Hunters and the Strike Captain. They are masters of reconnaissance, skilled in interrogation and torture, as well as being highly trained in all aspects of guerrilla warfare, including sabotage and assassination. There are many instances where an enemy force has been defeated with barely a shot fired, mainly thanks to the carefully gathered information or carefully placed snipers bullet of a ruthless Hunter. The Book of Storms codified the varying structures of the individual Brotherhoods into the strictly organized Strike Companies that remain to this day. There are eight such Companies, each of which is an autonomous fighting unit of approximately 100 Space Marines. As in a typical Battle Company, the majority of this number is made up by six Tactical squads. However, in harmony with the teachings of the Khan these warriors are well trained and equally adept in deploying as fast moving Bike Squads. Again following the Codex Astartes, each Strike Company also includes two ten man Assault squads; but it is among their heavy support units that the Stormbringers most diverge from Guillimans masterwork. The final twenty members of a typical Strike Company are generally split into vehicle crews, manning either Attack Bike or Land Speeder squadrons which provide heavier firepower but can still maintain the pace set by their brethren. Finally, each Company is led into battle by their Strike Captain and a small cadre of command staff and company veterans who will often act as a fast moving spearhead, equipped with either Bikes or Jump Packs to carry them swiftly to war. The Chapters First Company follows the same pattern as set by the Strike Companies, with the exception that its 100 members are instead comprised of highly experienced Sternguard, Vanguard, and Bike or Land Speeder-mounted Stormguard veterans, chosen from the very best warriors the Strike Companies have to offer. This Company acts as the personal guard of the Stormbringers Chapter Master, and their badge is a mighty wyvern of Tuphon clutching a lightning bolt in its scaly claws. This symbol is all too appropriate, for the First Company are the undisputed masters of the rapid assault. The Chapter has only a few dozen suits of ancient Tactical Dreadnought Armour. These relics are carefully maintained, to be used only in times of direst need by the very finest warriors among the First Company. When deployed in this this way, the Stormbringer veterans are often carried into battle by one of the Chapters three Land Raiders: the Wyverns Claw, the Spear of Tsubodai and the Innocents Blood. Finally, in addition to these nine Companies, there is the Chapters Tenth Company, including its recruiting Captain, Sergeants and Initiates. The Stormbringers do not consider it efficient to send Space Marines not fully trained into combat, so Initiates are not assigned to a Strike Company until the Master of Recruits deems them ready to become full Battle Brothers. However, the 10th is given the serious responsibility of defending the Chapter fortress when all of the Strike Companies are on campaign. The Tenth Company can number anywhere from 50 to 200 Initiates at any given time. The Chapter Master is also responsible for the Chapter HQ, including overall command of the Stormbringers Librarium, Apothecarium, Reclusiarchy and Forges; as well as the Chapter's Fortress Monastery, Armoury and Fleet, including the myriad Chapter staff that care for these assets. The Stormbringers Strike Companies each have assigned to them a Strike Cruiser, enabling them to react quickly to any Imperial cry for help. The First Company, however, is privileged to use the Chapters flagship, a Battle Barge named the Emperors Wrath". These vessels are berthed and maintained at a massive space dock that the Stormbringers keep in orbit around Tuphons second moon. The reforms made by Master Isegrimm in the Book of Storms also included strict regulations on the appearance of the Chapters Marines, requiring them to decorate their armour as any other Codex Chapter might, with similar Company and squad designations, honour and campaign badges, kill markings and personal litanies. Isegrimm even took the step of taking a new name, Octavian, that of a revered warrior hero of the Imperium rather than that of his own clan. He further decreed that each warrior of the Chapter must do the same so that the Stormbringers would show no outward signs of their savage tribal origins. Octavian asserted that his goal was simply to bring his Chapter in line with what was acceptable to the Adeptus Terra. However, the Stormbringers many critics claim that the Book of Storms has proved to be nothing more than a smokescreen, a facade of civility to fool the unwary, and that the Chapter is no less vicious than it ever was. Combat Doctrine The Wyverns of Tuphon The only creatures of Tuphon that can challenge the supremacy of the clans are the great wyverns, ferocious beasts of scale, talon and fang. They begin their lives from eggs laid into the oceans of Tuphon, hatching into lithe, 2 metre long hunters, feasting on the abundance of aquatic life beneath the waves. Over the course of many years they grow, doubling or even tripling their size, becoming a grave threat to the clansmen who brave the fierce seas to fish for their people. As a wyvern approaches full adulthood, though, a change comes over them. They drag their bodies, now nearer 10 metres in length, from the seas onto the rocks that break the waters surface and enwrap themselves in a cocoon like state where they remain for several days. When they emerge their backs have sprouted a huge pair of leathery wings and their scales have hardened to a state more resilient than diamonds. The adult wyvern now nests in the mountains of Tuphon and feeds on both the fish of the oceans and on the beasts and men of the land. It is the only creature of all Tuphon untroubled by the great storms, its hide grown impervious to even the most brutal winds. In fact, the more ferocious the tempest, the more the beasts seem to enjoy it, spiralling wildly through the windswept skies and screeching their heart-freezing, terrible cries to all who may hear. Terror is a weapon with a strength greater than that of a hundred bolt guns. Book of Storms LXII.VI A Commander who fails to use every weapon at his disposal is nothing more than a fool. Book of Storms LVI.II On the battlefield and in strategy, the Stormbringers Space Marines think little differently than one of their former clan brothers, willing to use all manner of terror tactics and commit the most unspeakable atrocities in order to achieve their objective. Stormbringers commanders have been known to use innocent civilian populations to bait traps for enemy forces, to use other Imperial units as cannon fodder to protect their own, more valuable, troops as they enter combat; even to fire upon friendly forces once they have been used to bog down an enemy at close quarters. Often such tactics do win battles and wars, frequently with far more acceptable losses to the Imperiums assets overall; but those used by the Stormbringers rarely see it that way. Most local Imperial commanders view the Chapter as cruel, without conscience, and believe they are better off without the Space Marines help, many even refusing to fight beside them. It is unsurprising that the Stormbringers tactical dogma focuses primarily on rapid deployment and assault stratagems. While not being as totally reliant on the use of Bike squads as their parent Legion, these do feature heavily in Stormbringers forces, along with jump pack equipped assault units and Land Speeders. Tactical squads are invariably assigned Rhino or Razorback APCs to allow rapid redeployment, unless the force is being deployed directly into combat via drop pods, and almost never use heavy weapons that may slow the unit down. The only exception to this is the use of heavy bolters fitted with rare suspensor devices that enable the weapon to be fired on the move. Dreadnoughts and Devastator squads are never used, being far too static for the Stormbringers style of warfare, and additional heavy support is provided solely by the Chapters battle tanks. This role is primarily filled by Predators, but the Armoury does include several squadrons of Vindicator and Whirlwind pattern tanks that may be assigned to support a Strike Company. [skullheaderhalf=13139C]Beliefs The Stormbringers believe first and foremost in the survival of the Imperium of Man. It is their sole purpose in life that the Emperors realm should not fall, and they feel no compunction over taking whatever course they deem necessary to ensure its continued existence. For example, if a battle costs the lives of one hundred civilians rather than that of a single Astartes, this is viewed as entirely acceptable, simply by virtue of their comparative value to the Imperium. In the present time, with Mankind attacked on all sides by countless enemies and always in desperate need of its finest warriors, it is debatable whether any could truly prove that they are wrong. Many have branded the Chapter as cowardly because of their methods but such accusations are inaccurate. If the Stormbringers feel that the sacrifice is necessary, or the objective important enough, they will willingly and without hesitation give their lives to achieve it. Others call the Chapter cruel, disloyal or heartless. The Stormbringers themselves feel that they are simply being efficient. The Chapter has on several occasions been investigated by the Inquisition because of their savage use of other Imperial citizens. However, while some more youthful, fiery Inquisitors would like to see the Stormbringers punished, the Chapter is lucky enough to enjoy the favour of several high ranking and more experienced Lords of the Inquisition. These are men and women who recognize that there are times when the ends must justify the means. Thus, for the present time at least, the Stormbringers are free to continue in their bloody-handed ways. However, it should be noted that while the Stormbringers have a reputation for doing whatever is necessary to achieve their goals, they do have limits. No true member of the Chapter would countenance having anything to do with xenos of any species or even less with the corrupting taint of Chaos. The clans of Tuphon, while usually a coldly utilitarian people, do venerate the Emperor of Mankind, giving him the place of the Tuphonic tribal god, the Lord of The Sun Rising". On rare occasions the storms abate, allowing the sun to shine through onto the surface. In response, thousands of tiny seedlings and roots embedded in the rocky ground burst forth into frantic life, seemingly desperate to propagate their species. Many swell in what seem mere moments with rich vegetation and fruits that the clans gather to enjoy great feasts with their temporary plenty. Such times are considered holy days dedicated to the Lord of The Sun Rising", a brief respite from the hardship and conflict that are the only way of life on Tuphon. While the Stormbringers follow few of Tuphon's tribal rituals, they still do enjoy these days of light and peace dedicated to the Emperor, with all brethren present gathering to feast and celebrate. Portions of Chapter lore remembering great victories are read aloud, trials of strength and skill are contested and the Chaplains lead the Chapter in prayer to the Lord of The Sun Rising". [skullheaderhalf=13139C]Geneseed The gene seed of the Stormbringers is largely stable but the Melanochrome implant You will be labelled as savages and barbarians. This is incorrect. Savagery and barbarism are merely tools to be used as any other. Chaplain Vespasian addressing new Chapter Aspirants. appears to have an unusual effect in conjunction with the genetic make-up of the Tuphonic people. The clansmen are, by reason of their harsh environment, naturally pale and gaunt featured but in those who become Space Marines these characteristics seem profoundly accentuated, while by some chemical reaction their hair is bleached to a shocking white blonde. These combine to make the Stormbringers appearance highly unsettling to most other humans, a fact that the Strike Captains always use to their advantage on the rare occasions they require something from their Imperial 'allies'. [skullheaderhalf=13139C]Battle-Cry The Stormbringers recognize that a battle cry is a weapon that has a greater effect on some enemies than others and thus their war cries vary depending on what foes they face. Against a fearless enemy that would be totally unaffected, such as Tyranids or Orks, the Battle Brothers remain silent, conserving energy for fighting; whereas against a more easily demoralized foe, such as traitorous Imperials, Tau or some Eldar, they enter battle screaming terrifying and wordless howls of pure, unbridled rage and hatred amplified through the voxcasters of their power armour. *******************************
  7. So, as part of the Iron Gauntlet Challenges I committed to playing a game between 17th Dec and 17th Feb. I chose Kill Team obvs, using the 2 teams I'd built and painted during an earlier Challenge. 125pt Kill Teams as follows: Emperor's Blade (Salamanders) Adeptus Astartes Brother Sgt Rufus - 20pts (Special datasheet inc. Combat Specialist) Sister Superior Phoebe - 17pts (Special datasheet) *see my Kill Team thread for the sheets. Brother Andronicus (Sniper Specialist) - 16pts Intercessor Gunner, Bolt Rifle, Aux Grenade Launcher Brother Herodian - 15pts Intercessor, Bolt Rifle Sister Julia - 12pts Tactical Marine Sister Lydia - 16pts Company Veteran, Flamer Sister Dorcas (Heavy Specialist) - 16pts Tactical Marine Gunner, Heavy Bolter Marcus, Chapter Serf (Leader Specialist) - 13pts Scout Sgt, Sniper Rifle, Camo Cloak V. Black Hammers (Renegade Chapter) Heretic Astartes Berzerker Champion (Combat Specialist) - 20pts Plasma Pistol, Power Axe Terminator Champion - 35pts Mark of Slaanesh, Combi-plasma, Lightning Claw Chaos Space Marine Gunner (Sniper Specialist) - 16pts Mark of Slaanesh, Plasma Gun Chaos Space Marine Gunner - 16pts Mark of Slaanesh, Heavy Bolter Chaos Space Marine - 12pts Bolter Chaos Cultist Champion (Leader Specialist) - 5pts Autogun Chaos Cultist Gunner (Demolitions Specialist) - 8pts Flamer Chaos Cultist Gunner - 5pts Heavy Stubber Chaos Cultist - 4pts Autogun Chaos Cultist - 4pts Autogun Mission was a standard Matched Play Sweep and Clear on the board below: Emperor's Blade won Strategic Advantage 6-5 and chose the top right corner. Deployment followed as shown in the next pic, HA set aside a CP for the Termi to Teleport Strike. Next post I'll get into the first turn! Thanks for looking!
  8. Hello all, I was looking for something to work on while my Iron Gods PBP is taking a few months break, and I found the Community Chapter Creation Project thread from back in 2017. One of the Chapters that was considered (and one that I've been a huge fan of for many years!) was the Celebrants. I'd thought about working up an IA for them anyway, but there were some amazing ideas from the Liber that I'd like to possibly include. I've quoted all that I could find from the CCCP thread: That was all I could find, but I think it's a solid place to start from? I'd be very interested to hear if anyone else has any thoughts about this Chapter. Next job I'll be doing will be to work up a bullet point outline of an IA (I like this format as I think it covers all the points you want to hit about a Chapter) trying to incorporate some of the above. Edit: The new Heresy box rumoured to be coming soon chock full of Mk VI Marines would look awesome painted like the pic at the top too...! C+C always welcome!
  9. Security level: Amber Ref: Astartes Assets in the Segmentum Tempestus Datafile:156174.515/58.wtxn. "Jacinar Campaign" From: Archivist-Scrivener Edmus Vunt Dest: Office of the Lord Commander CC: Adeptus Terra, Segmentum HQ, Bakka Via astropathic duct: sigma.645.149/823.b Local date: 180.231+JCM.m41 Crossref: 'Celebrants Chapter' (Ast.ref.163.ultra.8412) Thought for the day: Service is its own reward. My Lord Guilliman, This is an after-action report relating to the pacification of the Jacinar Industrial Conglomerate. These six worlds in the Jacinar system (ref.k86t6b.Jacinar.572.sgm.tem) are key providers of raw materials for the An-Var Forge World, which in turn provides war materiel to Imperial forces across the Charal Drift Subsector. In 176.652+JCM.m41, for reasons at that point unknown, four of the worlds of Jacinar jointly declared their intent to secede from the Imperium. Within three months, before any Imperial response could be prepared, their forces conquered the two other inhabited planets in the system and installed Planetary Governors loyal to their heretical Conglomerate. Naval assets from Battlefleet Tempestus were assigned, arriving in-system in 178.988+JCM.m41 and placing a blockade around the Jacinar system, as well as bringing in infantry and armoured regiments of the Astra Militarum from Charal, Volpone and Dag-Tiya, supported by An-Varii Adeptus Mechanicus specialists, with the intent of bringing the traitorous local government to heel. However, key to the loyalist effort was the arrival several months later of elements of the Celebrants Chapter Astartes. The presence of these warriors would shorten the campaign exponentially, returning the Jacinar system to Imperial rule within a year of their arrival. It is upon their heroic actions that this report will primarily focus… Pict.capture.143a13t.179.451+JCM.m41.JacinarIV: tentatively identified as Squad Felix, 5th Intercessor Squad, 4th Company, Celebrants.
  10. Just finished a kitbashed Lictor for my next Kill Team: Nothing new really, others have done the same before, but I'm happy with how it's come out. Broodlord base, with a Venomthrope head, big claws moved back to rear/lower sockets and Hive Tryant Scytalons put in the upper sockets. Also cut the thigh plates and the hooves from spare Hive Tyrant legs, and added them to the Broodlord legs. Cut off the front toes and pinned the hoof on, bit of gs behind them for muscle-y stuff, and voila!
  11. "Gather round now, you mangy curs, and I'll tell you a tale of most fearsome marauders that ever plagued the seven Sectors…"
  12. Founding: 27th (Ultima) Gene Line: Raven Guard Specialisation: Void Combat/Anti-Insurgency Origins: "It is a thankless, lonely task I set you men. There will be little glory out in the darkness between the stars, few grand wars to be fought. But it is a true purpose, vital to the Crusade, to Humanity and to the Emperor Himself." - Roboute Guilliman. Born of Guilliman's Ultima Founding, the War Dogs were formed from a portion of the fleet elements of the Unnumbered Sons Of Corax. Assigned by the Lord Commander to operate behind the battle lines of the Indomitus Crusade, the War Dogs were originally missioned with protecting Imperial supply lines and eliminating pirates and insurgents, whether Chaotic, heretical or Xenos in origin. The Chapter took to this task with a vengeance, ranging out across the stars in the swiftest vessels they could find, eager to harry and destroy the enemies of the Imperium wherever they could be found. By the end of the Indomitus Crusade, with some small measure of stability returned to the Ultima Segmentum, the Chapter has refocused a sizeable part of its attention on the Cicatrix Maledictum. All along the edge of the Great Rift, the War Dogs track and hunt those traitor vessels that attempt to slip quietly across its borders and target unsuspecting Imperial worlds. Chapter Organisation: "A hundred Space Marines? Hah! I'll do it with thirty-four!" - Captain Maric, 18th Patrol, 'Iron Raptors'. Although the War Dogs were organised according to the strictures of the Codex Astartes at the time of their creation, in the centuries that followed they have adapted to better fulfil their purpose. The primary division of force within the Chapter is now the Patrol. Each Patrol consists of around thirty Primaris Space Marines, led by a Captain. The Chapter uses this higher rank because each Patrol leader is also commander of one or more of the many ships of the Chapter Fleet. This fleet is primarily made up of squadrons of Gladius-class frigates and Hunter-class destroyers, supported by deadly Nova-class frigates, though Patrols have been seen using repurposed Navy escorts and light cruisers. While entirely non-standard, this organisation is perfectly suited to War Dogs' role, allowing their forces to act with far greater flexibility and cover a vastly larger area than an average Chapter. The War Dogs Patrols are typically built around a solid core of Mark X Tacitus armoured Intercessor squads, ably supported by a mix of Phobos and/or Gravis units. Inceptor and Suppressor squads are rarely seen, their jump packs proving far less useful within the cramped environs in which the War Dogs usually operate. Likewise, the Chapter maintains very few vehicles other than void-capable transports such as Stormravens or Caestus Assault Rams. However, mobile fire support is provided by a variety of Dreadnought platforms deployed by modified Boarding Torpedoes, which are able to keep pace with the War Dogs fast moving infantry. While many Ultima Founding Chapters have been supplied en masse with the new Redemptor Dreadnoughts, the War Dogs have continued to favour and request the older Contemptor and Castraferrum Patterns, as their smaller chassis are often better suited for fighting within the relatively narrow corridors of many space vessels. Unsurprisingly the War Dogs Patrols and frigates need a great deal of support, both technical and medical. In an ideal Galaxy, each frigate would have aboard an Apothecary and at least one Techmarine. However, given the sheer number of such vessels within the Chapter Fleet, it is sometimes the case that a Patrol must rely on experienced Chapter serfs in these roles. Combat Doctrine: "Fourteen minutes. Fourteen stinking minutes! That's all the time it took for them to board us, hit the bridge and warp drive, cripple the life support, and leave us to choke... Astartes basta..." - Raun Trenchard, former Captain of the Grand Cruiser 'Ruination', awaiting execution for piracy. The War Dogs are furious close quarter specialists, their equipment and tactics focussed almost entirely on the maelstrom of ship-to-ship combat and boarding actions. Chapter frigates operate alone across the breadth of the Ultima Segmentum, patrolling shipping lanes and searching out the vessels and bases of raiders and corsairs. Brutal boarding torpedo assaults hammer such heretics, delivering squads into the very heart of their defences. In combat, the War Dogs are aggressive and yet tactically precise, channeling their fury into a coldly efficient and effective fighting style. Few renegade Captains are ready to face the physical or strategic power of these highly professional gene-hanced soldiers and are quickly defeated, their crews executed and their ships scuttled. Picapt.ref.WD-221.1+VCM.M41- Sgt Zdravko, 28th Patrol, 'Hellborn'. When heretics are discovered in strength beyond the capability of the Marines of a single frigate or squadron to crush, a Company gathers for the kill, forming a coursing pack consisting of as many as a dozen Rapid Strike Vessels. Any of these ships would be no match for a cruiser or battleship on their own, but as a precisely coordinated fleet, darting in to target key systems or launch boarding parties, they are more than capable of dragging down a far larger foe. On occasion, however, the War Dogs far ranging Patrols will encounter a vastly larger enemy force, an entire Battle Fleet or invasion force. Under such circumstances, the Chapter feels no compunction to engage in a foolhardy or suicidal attack and will instead shadow the enemy, picking off scouts or stragglers even as they send an urgent call for other Imperial forces to prepare a suitably heavy handed response. Homeworld: "For three days it darkened the skies, hiding us from the Emperor-Sun's blazing sight. Then the giants came, clad in iron that turned away arrow, blade and stone, to carry off the youngest of our kin." - Elder Cha'tima, Shaman of the Bison Clan. Given their assignment, it is unsurprising that the War Dogs have never claimed any single world as their home. Instead they operate from a Chapter Barque, the Canis Domum, a huge vessel that travels the stars behind the War Dogs' frigates. It visits all manner of worlds; civilised Hives to feral Deathworlds, primitive Feudal planets to high tech Forgeworlds. From these the Chapter requisitions, trades or simply takes whatever it needs to continue in its mission, whether it be supplies, weapons and ammunition, or young fighters to join their ranks. Within its vast hull, the Barque holds the Chapter's Forges, the Apothecarion where new initiates are transformed into mighty warriors and, at its deepest heart, the stasis-locked vaults that hold the Chapter's precious Geneseed. The vessel's outer edges contain the Labyrinth, a maze of mile after mile of twisting corridors, dead ends, choke points and bastions. This maze forms a part of the Canis Domum's defensive measures, but more importantly also provides the training ground in which the War Dogs learn their skills in short-ranged combat and boarding actions. While the Canis Domum is not a dedicated warship, being too slow to hunt beside the rest of the Chapter Fleet, it is nevertheless fully able to defend itself. Massively thick armour, dozens of void shield generators and countless weapons batteries and torpedo tubes protect its gargantuan hull, not to mention an ever-present and numerous shoal of smaller ships, frigates returning to resupply or awaiting new patrol routes to be assigned. The crews of these vessels would willingly give their very lives to defend the Canis Domum, for it carries within its halls and cavernous holds the future of the Chapter itself. Beliefs: "We are gathered from a hundred different worlds. Tall and short, light and dark, noble men of God and savage hunters. But we are united. United by duty, by training, by purpose. We are the War Dogs, the faithful hounds of the Emperor, and what greater honour could any man ask for?" - Chaplain Acanthio. The cosmopolitan nature of the War Dogs recruits, gathered as they are from countless different worlds and cultures, means that they have no common level of education or unified system of belief. The Chapter considers these differences as of minimal importance. Their Cult is very much a secular organisation, focussing purely on the Marines' duty to the Imperium, the Chapter and their shipmates. Those Initiates gathered from worlds of a religious disposition are permitted to worship the Emperor in their own time as they see fit, with the simple caveat that it must not interfere with either the fulfilment of their battlefield roles or their ability to work together with their brethren as a united force. Hence, Chaplains have become less religious, mythic figures within the Chapter and more morale and cultural integration officers. As such, they are most commonly found aboard the Canis Domum, working closely with the Chapter's recruiting Sergeants. The training given by these stern and dutiful veterans instills in the Chapter's diverse warriors an attitude of professionalism and humility. The War Dogs, as their name implies, see themselves as nothing more than simple, loyal servants of the Emperor and Mankind. While Marines are sometimes boisterous and boastful with their squad mates, like any band of soldiers, there is generally little concern among the brethren for such a nebulous concept as personal glory or any kind of self-aggrandisement. Honours won in battle are nevertheless treasured, but these tend to be kept with a Marine's personal effects rather than emblazoned across their armour. In fact, the Chapter seems to view such decorative adornments as overly ostentatious and ill-befitting for true soldiers of the Emperor. Geneseed: "...Implantation Success: 79%... ...Genome degradation: 0.06%... ...Status: Acceptable..." The War Dogs hail from the Unnumbered Sons of Corax. Unlike that of the inheritors of the Raven Guard since the dark days of the Horus Heresy, the Geneseed of the Primaris Marines created by Belisarius Cawl appears to have been cured of all degradations and losses. The War Dogs thusly have a full complement of working implants, though only time will tell whether these will continue to function on a permanent basis. Like all the sons of Corax, the skin tone of the Chapter's warriors tends to pale over time, even as their hair and eyes darken, though this does vary somewhat depending on the planetary origin and genetic makeup of each Marine. War Cry: "Kill! Kill! Kill!" - Captain Jabari, 22nd Platoon, 'Dragon Axes'. The diverse cultural origins of the War Dogs Marines, compounded by their Patrols' propensity for working alone for lengthy periods of time, has resulted in a vast variety of battle calls and chants among the brethren. It is often the case that these cries are tied in with the preferences and experiences of their Captains, ranging from the devout to the barbaric. However, some appear to be common to most battle groups, 'For the Emperor!' or 'For Corax!' being unsurprisingly ubiquitous. ***** Discussion Link
  13. Index Traitoris: Iron Gods For more than two centuries the Iron Gods have proven themselves a thorn in the side of the Adeptus Terra. They are sullied by overwhelming pride, driven by self-serving ambition, and unburdened by any kind of morality; in short, they are everything that a brotherhood of Astartes should not be. The Solios Nebula Although tiny compared to the unimaginable expanse that is the Imperium of Man, the Solios Nebula still covers a vast area of space in the northern regions of the Pacificus and Tempestus Segmenta, its tendrils penetrating deep into the heart of no less than seven different sub-sectors. Powerful, eddying currents within the warp around the Nebula make travel difficult between Segmenta at this point, and the worlds around its rim have thus become something of a galactic backwater. The area has limited strategic value and few threats besides a handful of systems infested by the omnipresent Ork menace, meaning that Imperial Navy assets and Guard Regiments tend to be quickly relocated to more important or volatile combat zones, such as the Eye of Terror in the north. The Nebula itself is sparsely populated with a handful of dead and dying stars, their powerful gravity wells drawing all manner of debris and galactic refuse into several vast asteroid fields within its borders. Empty of any resource useful to the Imperium, these fields have ever been a haven for pirates, rebels and fugitives, and for rogue traders and merchants dealing in items prohibited by the Adeptus Terra. It is believed that there are at least several dozen bases used by these miscreants hidden within the Nebula, either space stations or facilities carved into the rock of the larger asteroids. Towards the end of the forty-first Millennium, as Imperial military strength in the area has become less and less, such rebellious elements have become more and more bold, as have raiding parties of several xeno species. The Imperial response has been limited to the occasional Navy patrol along the Nebula’s border, the Commands of both Segmenta simply unable to spare the forces necessary to properly cleanse it. Without such aid, the people of the worlds around the Solios Nebula have come to watch the skies above them with fear. Talek Varn Two hundred and thirty-seven years prior to the present day, a battered vessel appeared on the augurs of one of the largest asteroid pirate bases within the Nebula. It was immediately identified as an Astartes Strike Cruiser, though all traces of Chapter insignia had been scoured from its scarred and pitted hull. Despite the ship’s appearance, the crews of both the station and of the several smaller vessels docked there were understandably nervous, fearful of the Imperium and its finest warriors. Turrets and weapon systems were brought on line, all eyes watching for the slightest sign of aggression. The cruiser hung unmoving in the void, but at the same time, unnoticed by the frightened defenders, an equally ragged Thunderhawk Gunship drifted out from behind a nearby asteroid. It coasted on minimal power towards the base, finally making contact with the airless surface. Immediately, more than two dozen Astartes clad in mismatched grey power armour spread out across the asteroid, quickly targeting and taking possession of power generators, weapon controls and the main docking bay. The weapons that had been aimed at the Cruiser were turned on the other ships, crippling the unsuspecting vessels with the first salvoes of fire. Suddenly, the Strike Cruiser came to life, repositioning itself to watch over its heavily damaged opponents, even as it disgorged a pair of Thunderhawks that moved at a stately pace towards the main dock. As they arrived, the blast doors slid aside, opened by the Marines within. The transports set down, and another fifty Astartes in similar grey armour poured out, led by a single giant wearing Tactical Dreadnought Armour. Talek Varn had come to the Solios Nebula. The inhabitants of the station trembled, sure that the Emperor’s justice had finally come. It had not. Varn had one of his men patch his vox into the station communications net. He introduced himself, declaring that the worlds of the Solios Nebula were now under his protection and that those who would serve him loyally could live, and reap both material rewards and glory. Varn added that those who refused were free to leave, though it was clear to all from the glint of savage madness in his eyes that such a departure would likely be via the nearest airlock. The Rise of a Despot Whatever Varn’s original intentions as to the worlds around the Solios Nebula, it has become clear in the intervening centuries that he is little better, perhaps even worse, than the pirates and rebels he first claimed to oppose. Though his first actions were against the other stations within the Nebula, it would seem that these strikes were intended simply to destroy his future rivals and to secure the weapons, armour plating and shield generators needed to further fortify Varn’s own base of operations. Now strongly entrenched within the Solios Nebula, Talek Varn has turned his attention to the worlds on its borders. The protection offered by him comes at a high price, a tithed tribute from each planet or system under his watchful eye. Should such tribute not be offered willingly, it will commonly be taken with brutal force, setting a frightening example for a 'chastised’ world’s neighbours. A noteworthy example of such cruelty occurred on the Agri-world, Feraxus II. The Feraxians, having suffered a poor year’s crop, refused to pay Varn’s tithe and gathered their people together behind the safety of the walls of Feraxus’ only city, with more than sixty thousand Planetary Defence Force and militia troopers ready to fight against his reavers. With typical Astartes efficiency, the Iron Gods bypassed this defence, instead quickly capturing several of the world’s orbital batteries, followed by a lightning raid that took control of the Planetary Governors command post. The governor and his staff were summarily executed, but in his rage, Varn went further. To punish the people of Feraxus for supporting their Lord’s foolish plan, he demanded that every third member of the defence force should have their eyes plucked out, so that their lack of figurative vision would be matched with literal blindness. This insane demand, backed as it was with the threat of the total destruction of the city by orbital bombardment, could not be ignored. With no choice but to comply, over twenty thousand brave soldiers, each a volunteer, each knowing that they would never see their families and friends again, marched to the Feraxian parade grounds where dozens of unwilling doctors and surgeons had been gathered. For a day and a night, the broken people of Feraxus lamented and the pirate lord watched coldly as his vile commands were carried out. Since that black time in their history, though the Feraxians hate Varn more than they ever did before, never again have they dared to refuse him his rightful tribute. Talek Varn addressing the Revolutionary Congress of Cordis III: ”I care nothing for this world’s petty squabbles! Where is my damned tribute?” Talek Varn has proved himself to be an egotistical brute, a megalomaniac with a vicious streak a light year across. How such a flawed individual ever rose to become an Astartes is unknown, as no Chapter has ever stepped forward to accept responsibility for their fallen son. However, he is at the same time a ferocious and skilled warrior, a cunning tactician and a charismatic leader; ruling his little empire with a mixture of respect and fear. His view of the Imperium at large and of the Emperor himself appears to be one of indifference and even contempt. However, that is not to say that Varn has turned to the worship of the Dark Gods of Chaos, as he is equally scornful of them and their deluded followers. Rather, he believes in just two maxims; that only strength truly determines what is right, and that whatever a man can take, hold and keep is lawfully his. Varn’s long term goals are somewhat unclear, but it would appear that his primary focus in life is simply the advancement of his own power and glory. Iron Gods Talek Varn’s followers take their name from one of their first exploratory raids out of the Solios Nebula, on the Feral World of Ksergha IV. The superstitious and primitive tribespeople, who had never before seen the mighty warriors of the Astartes, called them ‘iron gods’ due to their inhuman size and strength, and their total imperviousness to the hunter’s crude spears and slings. It is said that the name appealed immediately to the pirate lord’s ego. Mharkad and the Iron Beast: Besides the Rhino transports and Drop Pods that are common in any Astartes force, the Iron Gods have only two heavily armoured vehicles. The Iron Beast is an ancient Land Raider, Varn’s own battle chariot, that he has had retrofitted to match the much feared ‘Crusader’ pattern. Interred in the metal body of a Dreadnought, Brother Mharkad is Talek Varn’s deadliest warrior and his most fervent supporter. No-one knows how long Mharkad has endured his cold half life, but it is clear that much of his mind is gone, with only his prodigious battle skills remaining. His speech and attitude are those of an ill-tempered child, but he is utterly obedient and fiercely loyal to his lord. Though there have been those among the Iron Gods who have thought to depose and replace their cruel master, Mharkad has ever stood ready to protect Varn from his enemies both within and without. The Iron Gods are a diverse group of warriors, believed to hail from countless different Chapters. Outcasts, renegades or survivors, they are united by desperation, ambition and greed; and drawn by the promise of power and glory. When each one arrives at the gates of the stronghold Varn has constructed for himself from the foundations of the asteroid base, they must renounce all ties of loyalty to their former lives, giving themselves over completely to the Iron Gods. They remove all traces of their Chapter’s heritage from their armour, replacing them with featureless, anonymous grey. With this simple act, one that most Astartes would consider a terrible heresy in itself, the new recruit dies to his life of self-sacrifice and duty, and is reborn into one of bloody piracy. It is uncertain exactly how many warriors have joined with Talek Varn over the years, but Imperial sources estimate that he can bring more than one hundred and twenty Astartes to the field of battle when required. In battle, the Iron Gods organization is far more fluid than that of a typical Codex-following force. The forces of Talek Varn are experienced veterans of countless conflicts. Each warrior is well equipped with bolter, bolt pistol and chain blade or axe. Marksmanship, skill at arms or proven loyalty is rewarded with the gift of more esoteric weaponry, such as plasma or melta guns or power blades and fists. Several units are equipped with heavier weapons to provide longer ranged fire support, but these are primarily simpler armaments such as heavy bolters and missile launchers that are therefore more easily maintained. Each squad is typically led into combat by one of Varn’s own retinue, a favoured champion who will fight at their head and ensure that their lord’s orders are followed to the letter. A single squad formed of the most loyal of these veteran warriors is permitted the greatest honour of all, to fight beside their master as his personal bodyguard, equipped with the finest arms and armour Varn has at his disposal. The Gods’ combat doctrine appears to focus on short ranged firefights and close quarter combat. This is perhaps primarily due to their propensity for ship-to-ship boarding actions, Talek Varn’s view being that any vessels travelling within his realm are as much in his debt as the worlds, and therefore just as due to pay him homage. The Magos Early in the history of the Iron Gods, Talek Varn led his reavers against a small convoy of ships travelling along the border of the Solios Nebula. The ships were bearing the cog badge of the Adeptus Mechanicus and carried in their massive holds medical and technical supplies that, if successfully taken, would enable the Iron Gods to keep on fighting for several years. However, what Varn found aboard the lead vessel proved to be a far greater treasure. The command ship’s gun servitors and Skitarii guards fought fiercely to begin with, but when it became clear that the Astartes could not be stopped, the defenders suddenly put up their weapons and retreated to a final position outside the bridge. Varn and his men were understandably surprised, and even more so when the ship’s commander opened a vox link to the Iron Gods. He introduced himself as Magos Octavius, indicated that he had no interest in giving his own life in a futile attempt to protect the property of the Adeptus Mechanicus and requested that he might speak to the pirate leader in order to reach some mutually beneficial arrangement. Varn is said to have smiled, recognizing in the Magos’ voice ambition, greed and a strong distaste for his masters. These were things he understood, things he could use. Octavius joined the Iron Gods that day, bringing with him the desperately needed skills and resources that would keep Varn’s forces operating at peak efficiency for many decades to come. The Magos is a small, wizened man, whose body is riddled with countless bionic enhancements, spidery servo limbs carrying the myriad blades, saws and drills that are the tools of his trade. Octavius firmly believes himself to be Varn’s intellectual superior and that he must one day surely be the inheritor of the pirate lord’s little empire. However, he knows that he lacks Varn’s brutal charisma and the sheer force of personality needed to command a force as unruly as the Iron Gods. Hence, he is content to wait, biding his time and building his strength. In the meantime, he cannot help but take every opportunity to direct thinly veiled slights and slurs at his hated master, knowing himself to be safe from Varn’s prideful rages because of his unique position. However, Talek Varn is far more intelligent than the Magos gives him credit for, and is well aware of Octavius’ machinations. While Varn despises ‘the worm’ for his skulking ways and snidely delivered barbs, at the same time he enjoys the mental sparring matches between them, revelling in the challenge of outsmarting a clever opponent. There are some among the Iron Gods that say that it is for this reason, as much as the need for Octavius’ specialized skills, that Varn has allowed him to live as long as he has. In reality, the two men are far more similar than either would care to admit; both thoroughly disenchanted with the thankless role a vast and uncaring Imperium saw fit to give them, both now seeking nothing more than to claw what they can from a dying galaxy before madness and death overrun all. Even with the expertise provided by the Magos, technological resources among the Iron Gods are limited. Weapons, ammunition and most vehicle parts can be manufactured by Octavius’ small work force of servitors and tech-slaves, but other, more advanced items – most specifically bionics – are a rare and precious commodity. While waiting for many months or perhaps even years for the Magos himself to be able to procure or build a bionic replacement, it is not uncommon for Iron Gods who have lost limbs in battle to make use of more crude prosthetics; and even for those who have lost a hand to fix a blade or other weapon directly to the vambrace of their power armour so as not to lose any of their effectiveness in combat. Among the cynical and bitter warriors of Talek Varn, these temporary substitutes are caustically referred to as ‘the Magos’ Gift’. The Imperium For the Planetary Governors and Navy Captains around the Solios Nebula, the Iron Gods are the most fearsome threat imaginable. In the opinion of more than a few among their number, Varn’s demands of tribute are not excessive and that it costs far less to simply pay him and thus be safe from his cruel retribution. Further, when his requests have been met, Varn has provided his strength to these worlds when needed, most recently helping the hives of Talathi Prime to eradicate a Genestealer cult that had infiltrated their home. Whether Talek Varn was moved to act by some vestigial sense of honour or loyalty, or simply by egotistical fury that one of ‘his’ worlds had been attacked, is uncertain. Whichever is true, local support for the Iron Gods grew significantly because of it. However, the execution of the Governor of Talathi Prime shortly afterwards by Inquisitor De Corte has meant that few planetary lords are now willing to request Varn’s aid openly. However, while it would likely be galling for the master of the Iron Gods to hear, the truth is that all his actions register as little more than a pinprick against the Adeptus Terra. In the aftermath of Abaddon’s thirteenth Black Crusade, the ongoing wars around the Armageddon system against Waagh Ghazghull, and the newly emergent threat of Hive Fleet Leviathan; Talek Varn and his followers are less than nothing. The Imperium’s view is that the Iron Gods may be safely ignored until such time as sufficient strength can be spared to crush them utterly. While this is probably a correct assumption, the Lords of Terra must be careful. The power of Talek Varn grows with every year, and if no action is taken against him, the Imperium may one day find itself with another Huron Blackheart firmly entrenched deep within its borders. In his time ruling over the pirates of the Solios Nebula, Talek Varn has made many enemies. Foremost among them must surely be Lord Admiral Griev of the Imperial Navy, a veteran commander seemingly obsessed with destroying Varn and all those who follow him. Why Griev is so compelled to act against Varn is uncertain, but many speculate that for a man like the Lord Admiral, whose whole life has ever revolved around duty and unbending discipline, the very existence of a force like the Iron Gods is anathema, an affront to his uncompromising sense of what is right and wrong. The grey bearded Fleet officer has driven the forces under his command relentlessly, becoming almost tyrannical in his eagerness to find and annihilate his enemy. However, though in recent years Griev has captured or destroyed several vessels believed to be part of Talek Varn’s pirate fleet, he has never been able to bring the lord of the Iron Gods himself to battle. The Lord Admiral ever seeks from his superiors the strength he needs to hunt Varn down, but given his lack of success thus far, the Naval Segmentum HQ has been unwilling to waste even more ships in what currently seems to them to be a fruitless endeavour. Rumours abound within the corridors of power at Hydraphur that the Lord Admiral’s obsession has driven him into madness, and that it can be only a matter of time before he loses his command entirely. Lord Admiral Griev to the Naval Authorities at Hydraphur: ”Talek Varn is a rabid dog that needs to be put down! Give me but a dozen more ships and I shall see it done.” That Griev has been allowed to continue in his vindictive quest at all is largely due to the patronage of another servant of the Imperium, the shadowy figure of Inquisitor De Corte. Although only recently given the full rank of Inquisitor, De Corte is a shrewd and thorough investigator, and is convinced that the Iron Gods are a far greater threat than many of his peers realize. Much of the Inquisitor’s fear stems from his belief that he has discovered a pattern in many of the items taken as tribute by the pirate lord in the years since the desertion of the traitor Magos Octavius. De Corte feels sure that the ambitious master of the Iron Gods has put his Mechanicus ally to work sourcing and building a compact genetics laboratory complete with its own cloning facilities, with the obvious goal of replicating Astartes gene seed. Even more worrying to De Corte is the possibility that this goal has already been attained, as several of the Iron Gods most recent raids, on worlds such as Ksergha IV and the hives of Cordis VII, have been accompanied by unconfirmed reports of the abduction of a handful of prepubescent male children. De Corte’s many critics claim that the young Inquisitor’s theories are absurd, that there is not the slightest chance that Talek Varn could have gained the power to create warriors of the Adeptus Astartes, and that De Corte is simply trying to make more of his first assignment than is truly there. However, in the unlikely event he should be correct, the threat posed by the Iron Gods may prove to be far greater than any of the servants of Terra ever realized. Gene-seed The individual genetic legacies of Talek Varn and his reavers are a matter of much debate among Imperial scholars. Some believe Varn’s prideful attitude marks him as a son of Rogal Dorn, whereas others suggest that his savage ferocity and disrespect for authority indicate that he must be a scion of either the White Scars or Space Wolves. However, the simple truth of the matter is that Varn could have been recruited into the ranks of the Adeptus Astartes by any one of the many hundreds of Chapters currently in existence. Similarly, whether his original followers hail from the same Chapter as their master, or if he perhaps gathered them from across the breadth of the Imperium before he ever came to the Solios Nebula, is equally unknown. Whatever the case, neither Varn, nor any of the Iron Gods, is known to have divulged the truth to anyone outside their own ranks; nor are they ever likely to. The pirate lord knows that there is only one thing that could ruin his dreams of carving out an empire at the heart of the Emperor’s realm – that even a single Chapter should turn its full attention to the Iron Gods before he is ready to face them. Thus, he is vigilant that none of his followers should ever reveal anything about their individual histories that might bring the vengeful anger of their former brethren down upon the Solios Nebula. Battle Cry “Blood and glory!” ***** About the Author/Acknowledgements: Lysimachus has been a certifiable 40K fluff-nut, particularly in regard to the mighty Astartes, for the best part of 15 years; and is honoured to have several IA’s, IT’s and a short story accepted into the B+C’s excellent Librarium. Special thanks on this piece must go to Octavulg, Barret, Severus 6, GHY, Ace Debonair and everyone else who’s helped turn some fairly random ideas into a finished article. http://www.bolterandchainsword.com/topic/182562-it-iron-gods/
  14. Index Astartes: Marines Adamant Brutal, insular, superstitious and paranoid. Most would describe the Marines Adamant with words such as these. Those few who enjoy better relations with the Chapter could not argue with such an assessment, but might also speak of other, nobler qualities such as bravery and unbreakable determination. Origins 'Astartes we, Iron born, Hate wielders, World breakers, Victors still.' - Chapter glory chant During the thirty-second millenium, the Orks rampaged across the galaxy, at great cost to the warriors of the Adeptus Astartes. Countless human worlds were swallowed up by the green-skins’ barbaric empires, and by the time of the 4th Founding few had been reclaimed, primarily due to the colossal drain of holding back the horrors of Abaddon the Despoiler’s second Black Crusade. The Marines Adamant were therefore assigned to the eastern border of the Segmentum Obscurus with a dual purpose: reclaiming the nearby worlds lost to Orks while supporting the defences of the Eye of Terror when needed. The fledgling Chapter’s gene-seed was that of the Primarch Ferrus Manus, and at the head of their training cadre was Clan Commander Elvrit of the Iron Hands, a hero of the many battles of the second Black Crusade. He led his brethren to war and they quickly formed a close bond with the Gharant III Forgeworld in the Havilar Sector, whose vast manufactoriums, Skitarii regiments and Titan Legion were already forming the lynchpin of the Imperium’s beleaguered defence against the Orks. Since then, the Chapter has mainly fought against the vile Ork: defending against encroaching Waaghs, raiding into Ork territory to destabilize growing threats, or spearheading massive Imperial Crusades to reclaim worlds lost to Mankind hundreds or even thousands of years earlier. On occasion they have sent forces west to support their brother Marines against the renegades of the Eye of Terror. Throughout the millenia, across countless battlefields, the Marines Adamant have remained resolute, loyal servants of the Imperium. Homeworld 'My world? It's cold, it's damp. What business is it of yours?' – Brother Hani, 4th Household. Halsstarrig IV is a Feudal world, located in the same subsector as the Gharant system. It was discovered more than four centuries prior to the arrival of Elvrit and his men by Adeptus Mechanicus Explorators and immediately marked as an ideal Astartes recruiting ground. Halsstarrig has a single primary continent, with several smaller landmasses and surrounding island chains; all are cold and bleak due to the planet’s far orbit from the local sun. Its atmosphere is damp and thick mists often cover its mountains, forests and seas. The people of Halsstarrig are strong and fierce, yet primitive in their technology and outlook. Clans vie for land and key resources such as the iron ore that provides all their tools and weaponry. The people are by nature aggressive and suspicious, and therefore trading or alliances between the clans are very rare. Raiding is a regular occurrence and outright warfare only slightly less so. Strength and survival are the primary factors that determine right and wrong, but the resulting potential for brutality is balanced by a firmly held code of honour, the core elements of which are shared by all the clans. This code demands a clansman’s loyalty to his chief, and the chief’s protection to his followers. While any proven warrior may challenge his chief for the leadership of a clan, such contests are strictly proscribed by custom and ritual. Anyone who would attempt to gain power by any other means would be quickly shunned by all the people. The clans are also very superstitious; fearful of the influence of the myriad sprites, imps and wights of Halsstarrig folklore. Many offerings are made by the clans to appease these spirits and natives often wear protective tokens and charms. Almost all learning beyond the basics of farming, fishing or fighting is the province of the Wyrds, or wise men. Common to all the clans are the Wyrds of the Flesh, local physicians and herbalists; and Wyrds of Iron, smiths and artisans. Highly respected, these often act as counsellors to their clan chiefs. Outside the clans, shunned but still respected, are the Wyrds of the Spirit, shamans who live in seclusion deep in the mountains or tiny ocean islets of Halsstarrig. They are feared for their uncanny abilities and closeness to the spirit realm, but sometimes a clan Chief or young warrior will travel to seek the Wyrds’ blessing or learn their future. The Fortress Monastery of the Marines Adamant stands on Halsstarrig’s first moon, a vast and imposing structure protected by countless weapon batteries, powerful void shields and the cold blackness of space itself. The Astartes are almost never seen on the planet’s surface, making no deliberate contact with its people. Legends exist of monstrous giants, and such legends are tied to those of young warriors ‘taken by the mists’ and never seen again. These ones are mourned by their families; the people have no idea of what lives await beyond their moors and skies. New initiates into the Chapter invariably rail against their captors, seeking escape, until they learn of the true nature of humanity and the debt of honour their whole world owes the Marines Adamant for their protection from the horrors of a cruel galaxy. Organization ‘Aye, I don’t much like those dumskalle of the 5th… but I trust them far better than I do svekling like you.’ – Warleader Jormgrun Stonebrow of the 7th Household to Colonel Bardel of the 143rd Ardravine Rangers. Much like their Iron Hands forebears, the Marines Adamant are divided into ten Clan Households, united by a Clan Council. Officially, this assembly maintains control over the actions of the Chapter as a whole. In truth it is little more than a forum for the commanders of the various Households to air their grievances, brag to one another of their victories, or attempt to ensure their own pre-eminence within the Council. Each Household fights as an autonomous battle group led by its Warleader, a mighty warrior who has risen to command through a mixture of politicking and battle skill. His forces include his own advisors, veterans, line squads and new recruits. This means that each Household is somewhat larger than a Codex-compliant Company, and that it is harder to accurately calculate the numbers of the Chapter as a whole. The Households each maintain their own well-equipped armoury of weapons and vehicles, many including a sizable Dreadnought contingent. The Hearthguard The veterans of each Household are named after Halsstarrig tradition. When a native Clan leader sleeps, as all men must, he is protected by a ring formed of his most loyal warriors. Given the people’s naturally suspicious nature, it is a great honour to be considered faithful enough to guard the fire of one’s Lord. Within a Marines Adamant Household, the Hearthguard are the iron core of its fighting strength, an immovable and implacable force around which the Warleader can build his strategy. Many fight as squad leaders, inspiring and exhorting their brethren, but the few who are most trusted form the personal retinue of the Warleader. When the Hearthguard go to war as one, there are few who can stand against them. The Chapter’s Techmarines and Apothecaries are also a permanent part of their respective Households. These masters of arcane technology, known by the Marines Adamant as Wyrds of Iron and Flesh, work together to care for the Astartes and vehicles of their Household and are just as esteemed as their home world counterparts. The Iron Wyrds are especially numerous and influential within the Chapter given its ties to the Adeptus Mechanicus and each will travel to Gharant III as part of their instruction. The brethren known as Spirit Wyrds are powerful psykers, feared and yet respected by the rest of the Chapter. Cast out and denied any hope of personal advancement or glory, these mystics are oddly viewed as more reliable since they can have no agenda of their own. As such, the Spirit Wyrds often act as arbitrators when the Clan Council meets and as observers for it when a Household goes to war. They live in voluntary separation from the Households in a small stronghold on Halsstarrig’s second moon, called the Spirit Hearth. While much of a Household’s past is remembered in oral form, the Spirit Hearth is also a repository of the written records of the Chapter’s most important history, including their greatest victories and most ignominious defeats. The Chapter maintains close links to the Gharant III Forge world and has a permanent Keep on its closest neighbour, Gharant V. The vast seas of this oceanic Hive world provide much of the local Adeptus Mechanicus’ nutritional requirements and its people receive many technological benefits in return. The Marines Adamant do not recruit initiates from Gharant V, but they do select the majority of their Chapter serfs and Fleet crews from its Planetary Defence Force and Navy. These are vetted with almost as much care and suspicion as potential Astartes. Generally, one Household is assigned by the Clan Council every century to watch over the system in return for keeping the Chapter well supplied. This is often seen as a lesser assignment by the Astartes as the system is already well-defended by the capable PDF, as well as Skitarii regiments and the mighty Titan Legion of the Gharant forges, the Silver Hammers. However, the Warleaders accept the necessity of maintaining this millennia-old bond and often the Council assigns the duty to whichever Household has been most weakened by battle in recent years, giving them an opportunity to rebuild and rearm. Also, there are still some opportunities for glory to be won as elements of the Household will often provide elite support for Explorator teams or Titan battle groups, or act as bodyguard squads for important members of the Gharant forges. [rightsidebar-The Ka-sil Annihilation]236.M35 – In an event unprecedented in the sagas of the Chapter, Warlord Fingil Bloodfist of the 4th unites all ten Households of the Marines Adamant under his banner when the Ka-sil Craftworld of the Eldar enters the Havilar Sector. Less than three years later, Ka-sil is a ruined, empty husk inhabited only by the ghosts of the fallen. Fingil is also dead, assassinated by five of his fellow Warleaders after declaring himself Chapter Master at the conclusion of the campaign against the Eldar.[/rightsidebar] When larger campaigns require that several Households fight together, they can be led by a Warlord, elected from among the Warleaders present. In such situations there is inevitably a certain amount of wrangling for power and the potential for personal glory it brings. Any candidate for the position must be nominated and backed by at least two other Warleaders, meaning that there must be at least three Households fighting together to appoint a Warlord and there can be at most three candidates even if the whole Chapter fights together. The Warleaders will vote at first, each attempting to gather support and undermine their rivals, but if no democratic decision can be reached the candidates fight in imitation of Halsstarrig custom. Generally this is to first blood but on rare occasion, when two candidates are so opposed that service to the other is an impossible request, it is to the death. Understandably, the appointment of a Warlord is a very rare thing, and he may only lead for as long as the specific campaign lasts. Beliefs ‘All flesh is weak. It must ever be constrained, guided. Thus the Code.' – Brother Nisses, Spirit Wyrd. Like any of the scions of the Iron Hands, the Marines Adamant are ferocious warriors, fuelled by their hatred of all weakness. However, unlike many other Successors, their contempt for the foibles and faults of the flesh tends to find its focus externally rather than internally. This means that for many among the Chapter, the self –loathing and obsession for mutilation so common among the gene sons of Ferrus Manus seems to be lessened, although never entirely removed. Instead, the brethren’s fixation is on the inevitable failings of those around them and all are quietly watchful for any sign that they are about to be betrayed. This paranoia makes it extremely hard for them to truly trust anyone, even their closest squad mates. It also means that competition for advancement through the ranks is fierce, as most Marines instinctively believe that any other candidate for promotion will undoubtedly be proved a poor choice. Disagreements between brethren occur all too frequently and are commonly settled at the point of a knife, though thanks to the Astartes’ superior physiology, fatalities are mercifully rare. Backbiting and brawling are part of everyday life, as are ‘accidental’ injuries caused during training exercises. ’An ally is just another enemy who hasn’t betrayed you yet.’ Chapter proverb It might seem that a Chapter cursed with such an outlook would quickly tear itself apart. However, the Marines Adamant are constrained by a simple Code of honour and duty much like that of the Halsstarrig clans that insists upon the absolute loyalty of the brethren to one another and to their Commanders. Remarkably, it is the Chapter’s own obsessive tendencies that allow this arrangement to function and makes it possible for its members to work together, binding them to one another within the Code’s strict confines. This holds the brethren together and has thus far prevented the power struggles among the Households from becoming a battle of more than words and wills. This does not mean that all causes for conflict are removed, but in around eight millennia since the inclusion of the Code in the Chapter’s hypno-indoctrination procedures, there have been only three occasions where violence has erupted between the Households. A fierce spirit of competition still exists between the Warleaders, who view one another with a great deal of suspicion, but they are united by their honour, their duty to the Chapter and their greater hatred of the enemies of the Imperium. [leftsidebar-The Cal Ferena Uprising]873.M37 – The 4th Household, battered but unbowed, returns home after sharing in the defence against Abaddon the Despoiler’s 7th Black Crusade. On route, they receive a distress call from the Adeptus Arbites Precinct House on the Hive World Cal Ferena, where a rebellion among the working classes of the primary Hive is attempting to take advantage of the tumult caused by the followers of Chaos. The Marines Adamant immediately deploy via Drop Pod, targeting the Hive Spire with its multitude of spaceports. Understrength, the Household cannot hope to defeat the millions of insurrectionists in open combat, but thankfully this is not their goal. The thirty-eight Marines Adamant take and fortify the entrances into the Spire and resolutely defend them against dozens of attacks. No supplies enter the Hive and within four weeks the starving rebels capitulate, surrendering unconditionally and presenting the heads of the revolt’s ringleaders as a peace offering at the Astartes’ barricades.[/leftsidebar] It is perhaps not surprising that the Chapter's view of the Emperor himself is similarly cold. The master of Humanity is not seen as a beloved father, provider or saviour. Rather, the Marines Adamant know him as a demanding and brutal overlord whose expectations must constantly be met. A Marine of the Chapter can expect no aid or special favour from his Lord in this, but must put his faith in his own strengths and abilities in order to fulfil the heavy load of responsibility placed upon the Astartes' broad shoulders. As such, it is somewhat understandable that the Marines Adamant do not maintain in their Households any position or rank relating to that of Chaplain in a more Codex-compliant Chapter. For most Marines, their focus is totally on war, be it actual combat techniques, weapons training or strategy and tactics. With no interest in knowledge or learning of anything more, they share nothing with the artists and artificers of Chapters such as the Blood Angels or Salamanders. These things are the province of the Wyrds, and are irrelevant to a warrior. While the Households are equally as capable as the brethren of any Chapter to care for their weapons and armour to a basic standard, this understanding, indoctrinated during process of becoming Astartes, is viewed as entirely mystical. Relatively few care or wish to learn more, to understand why things are what they are or how they work; these are quickly apprenticed as Skalds to the Wyrds of their Household. Skalds are often used as a liaisons with other forces, or chosen when a warrior is requested by the Deathwatch, as they seem to be better able to control the deep suspicion that is the foundation of the Chapter's mindset. The Chapter is strongly affected by the superstitious nature of Halsstarrig’s people, and many among their ranks adorn their armour with tokens and lucky charms. Much as clansmen wear trophies from their world’s predators, Marines often wear the teeth or pelts from particularly vicious alien species they have fought and killed. Depending on which of the clans of Halsstarrig they are recruited from, some brethren choose to daub crude patterns on their faces before going into battle. Such primitive behaviour, along with the majority of the Chapter’s attitude towards technology, has been known to make other Imperials, especially other Iron Hands Successors and Tech Adepts from further afield than the Gharant forges, look upon the Chapter with a certain amount of derision. Combat Doctrine ‘As always, it has been a pleasure to serve alongside the Marines Adamant. My crews’ only complaint has been that too few of the enemy survived to face our fury.’ – Lord Maxwell, Princeps Senioris of the Legio Mallei Argentum. [rightsidebar-The Gutrippa Retaliation]417.M39 – Waagh Gutrippa surges forth from the depths of the Abyss to attack the Gharant system. Through clever words and cunning manipulation, Warleader Dypnir the Sly is elected Warlord and leads no less than five Households to turn back the greenskin threat. Dypnir’s forces gradually retreat before the horde, their myriad counterattacks slowly bleeding it of strength, and when the depleted Waagh finally reaches the Hives of Gharant V, it is easily destroyed by the mighty battle Titans of the Legio Mallei Argentum.[/rightsidebar]When the Chapter goes to war they are cold, brutal and uncompromising. Their focus is on implacable advance in attack and they are even more unbending in defence. Overall, the Marines Adamant have a preference for firepower and resilience over speed. So often do they choose to take up defensive positions, most Households are able to equip three or four squads with multiple heavy weapons. The Chapter rarely uses ground transports; the plentiful supply of war material from Gharant III means that most Rhino chassis are quickly refitted as Predators or other support tanks. Much like the Iron Hands, they have deep respect for power of Tactical Dreadnought Armour, which will often be spread across a Household to its squad leaders rather than used by a single unit. When attacking, the Households favour drop pod insertion supported by Dreadnoughts. The Chapter has very few assault focussed units, though line squads expected to be ready – and are very capable – to fight at close quarters when necessary. Bikes and jump packs are rarely used, though each of the Households still maintain some fast vehicles and transports such as Land Speeders, Stormtalons, Stormravens and Thunderhawks. Due to the Chapter’s focus on self-reliant, adaptable infantry units, the Households excel in urban combats and boarding actions. Though the Marines Adamant are uncompromising in their devotion to the Emperor, their disdainful and suspicious nature frequently makes for difficult relations with other Imperial organizations. It is notable that Households fighting alongside other Imperial forces will often refuse to share intelligence or co-ordinate their battle plans. However, their Code makes them utterly loyal to any oaths they or their forebears may have sworn, especially to those who have proved themselves time and again, such as the worlds of the Gharant system. Geneseed ‘You think yourselves worthy of the seed of Manus? None of us are! But you shall have your chance. ’ – Brother Tonnrud, Flesh Wyrd. The Households’ Flesh Wyrds are responsible for recruiting and implantation, and often lead small squads to Halsstarrig to ‘recruit’ new initiates. Each Household has preferred clans and areas of the planet from which to recruit, but it is a source of some pride and amusement to ‘poach’ a promising recruit from the lands claimed by another Household. 4th Household Badge As successors of the Iron Hands, the Marines Adamant are blessed with gene-seed that is largely free of physical flaws, although in approximately one third of the Chapter’s brethren the Omophagea has become inactive. Detractors suggest that the Chapter’s instinctive mistrust of others is also plainly a result of their genetic legacy, a twisting of the Iron Hands hatred of the weaknesses of the flesh. It is less clear if the Marines Adamant also share their forebears predilection for bionic modification, but they are certainly well supplied with them by means of their link with the Adeptus Mechanicus. Battle-Cry ‘Emperor, gene-father! See the might of your sons!’ – Warleader Isorn Firewalker. The Households have no single war cry, as such are often selected depending on the current mission and personality of the commanding Warleader. However, these calls to battle do embrace common themes, including vows of loyalty to the Imperium or its worlds, as well as tirades against hated foes. Most notably, Imperial observers have heard challenging cries directed towards the Emperor and the Primarch Ferrus Manus, for them to see and remember the bravery, skill and determination of the warriors of the Marines Adamant. ******* Discussion Link
  15. Hello all! I'm just starting out with an idea for kill team and thought I'd ask for any advice re list building people have. It will be an Astartes team, I'm building it for my DIY Chapter, the Emperor's Blade. If you're interested in the fluff, here's a link - http://www.bolterandchainsword.com/files/file/652-index-astartes-the-emperors-blade/ ...but suffice to say they're a very religious Chapter, their main recruiting world is a Shrineworld (along with the sons of pilgrim families that visit it) and I want to highlight the close bond the Chapter has with the Ecclesiarchy in general and the Sororitas Convent that protects the main Shrine in particular. I'd like to build the team using mostly Primaris Intercessors (a few Scouts are fine too). Here's the catch though: I want to use the new SoB minis as counts-as in place of any Oldmarines, so any Tacs, etc, included in the team can only have equipment that would also be carried by Battle Sisters? (So no plasma, but could have a flamer, heavy bolter, etc) One unit I would definitely like to include is an Intercessor Sgt (based on the new DA Lazarus mini, I think it's great and DA bits are perfect for Emperor's Blade!) not sure on weapons, his power sword is nice or maybe a hammer as I've got one of the cool heresy style ones from the mkiii kit knocking about? Doesn't have to be the Leader in gaming terms, I've heard it's worth making sgts Combat specialists instead? Not really much more to add, I'd like it to be 100pts or 125 if including elites. I'm not mega competitive, but I'd like it to be reasonably capable of taking on a variety of opponents? Anyway, if anyone has any thoughts about things to include, or even whether the idea will work at all, I'd love to hear them! Thanks Lysimachus
  16. Founding: 27th (Ultima) Gene Line: Raven Guard Specialisation: Void Combat/Anti-Insurgency Origins: "It is a thankless, lonely task I set you men. There will be little glory out in the darkness between the stars, few grand wars to be fought. But it is a true purpose, vital to the Crusade, to Humanity and to the Emperor Himself." - Roboute Guilliman. Born of Guilliman's Ultima Founding, the War Dogs were formed from a portion of the fleet elements of the Unnumbered Sons Of Corax. Assigned by the Lord Commander to operate behind the battle lines of the Indomitus Crusade, the War Dogs were originally missioned with protecting Imperial supply lines and eliminating pirates and insurgents, whether Chaotic, heretical or Xenos in origin. The Chapter took to this task with a vengeance, ranging out across the stars in the swiftest vessels they could find, eager to harry and destroy the enemies of the Imperium wherever they could be found. By the end of the Indomitus Crusade, with some small measure of stability returned to the Ultima Segmentum, the Chapter has refocused a sizeable part of its attention on the Cicatrix Maledictum. All along the edge of the Great Rift, the War Dogs track and hunt those traitor vessels that attempt to slip quietly across its borders and target unsuspecting Imperial worlds. Chapter Organisation: "A hundred Space Marines? Hah! I'll do it with thirty-four!" - Captain Maric, 18th Patrol, 'Iron Raptors'. Although the War Dogs were organised according to the strictures of the Codex Astartes at the time of their creation, in the centuries that followed they have adapted to better fulfil their purpose. The primary division of force within the Chapter is now the Patrol. Each Patrol consists of around thirty Primaris Space Marines, led by a Captain. The Chapter uses this higher rank because each Patrol leader is also commander of one or more of the many ships of the Chapter Fleet. This fleet is primarily made up of squadrons of Gladius-class frigates and Hunter-class destroyers, supported by deadly Nova-class frigates, though Patrols have been seen using repurposed Navy escorts and light cruisers. While entirely non-standard, this organisation is perfectly suited to War Dogs' role, allowing their forces to act with far greater flexibility and cover a vastly larger area than an average Chapter. The War Dogs Patrols are typically built around a solid core of Mark X Tacitus armoured Intercessor squads, ably supported by a mix of Photos and/or Gravis units. Inceptor and Suppressor squads are rarely seen, their jump packs proving far less useful within the cramped environs in which the War Dogs usually operate. Likewise, the Chapter maintains very few vehicles other than void-capable transports such as Stormravens or Caestus Assault Rams. However, mobile fire support is provided by a variety of Dreadnought platforms deployed by modified Boarding Torpedoes, which are able to keep pace with the War Dogs fast moving infantry. While many Ultima Founding Chapters have been supplied en masse with the new Redemptor Dreadnoughts, the War Dogs have continued to favour and request the older Castraferrum-Pattern, as its smaller chassis is often better suited when fighting within the relatively narrow corridors of many space vessels. Unsurprisingly the War Dogs Patrols and frigates need a great deal of support, both technical and medical. In an ideal Galaxy, each frigate would have aboard an Apothecary and at least one Techmarine. However, given the sheer number of such vessels within the Chapter Fleet, it is sometimes the case that a Patrol must rely on experienced Chapter serfs in these roles. Combat Doctrine: "Fourteen minutes. Fourteen stinking minutes! That's all the time it took for them to board us, hit the bridge and warp drive, cripple the life support, and leave us to choke... Astartes basta..." - Raun Trenchard, former Captain of the Grand Cruiser 'Ruination', awaiting execution for piracy. The War Dogs are furious close quarter specialists, their equipment and tactics focussed almost entirely on the maelstrom of ship-to-ship combat and boarding actions. Chapter frigates operate alone across the breadth of the Ultima Segmentum, patrolling shipping lanes and searching out the vessels and bases of raiders and corsairs. Brutal boarding torpedo assaults hammer such heretics, delivering squads into the very heart of their defences. In combat, the War Dogs are aggressive and yet tactically precise, channeling their fury into a coldly efficient and effective fighting style. Few renegade Captains are ready to face the physical or strategic power of these highly professional gene-hanced soldiers and are quickly defeated, their crews executed and their ships scuttled. Picapt.ref.WD-221.1+VCM.M41- Sgt Zdravko, 28th Patrol, 'Hellborn'. When heretics are discovered in strength beyond the capability of the Marines of a single frigate or squadron to crush, a Company gathers for the kill, forming a coursing pack consisting of as many as a dozen Rapid Strike Vessels. Any of these ships would be no match for a cruiser or battleship on their own, but as a precisely coordinated fleet, darting in to target key systems or launch boarding parties, they are more than capable of dragging down a far larger foe. On occasion, however, the War Dogs far ranging Patrols will encounter a vastly larger enemy force, an entire Battle Fleet or invasion force. Under such circumstances, the Chapter feels no compunction to engage in a foolhardy or suicidal attack and will instead shadow the enemy, picking off scouts or stragglers even as they send an urgent call for other Imperial forces to prepare a suitably heavy handed response. Homeworld: "For three days it darkened the skies, hiding us from the Emperor-Sun's blazing sight. Then the giants came, clad in iron that turned away arrow, blade and stone, to carry off the youngest of our kin." - Elder Cha'tima, Shaman of the Bison Clan. Given their assignment, it is unsurprising that the War Dogs have never claimed any single world as their home. Instead they operate from a Chapter Barque, the Canis Domum, a huge vessel that travels the stars behind the War Dogs' frigates. It visits all manner of worlds; civilised Hives to feral Deathworlds, primitive Feudal planets to high tech Forgeworlds. From these the Chapter requisitions, trades or simply takes whatever it needs to continue in its mission, whether it be supplies, weapons and ammunition, or young fighters to join their ranks. Within its vast hull, the Barque holds the Chapter's Forges, the Apothecarion where new initiates are transformed into mighty warriors and, at its deepest heart, the stasis-locked vaults that hold the Chapter's precious Geneseed. The vessel's outer edges contain the Labyrinth, a maze of mile after mile of twisting corridors, dead ends, choke points and bastions. This maze forms a part of the Canis Domum's defensive measures, but more importantly also provides the training ground in which the War Dogs learn their skills in short-ranged combat and boarding actions. While the Canis Domum is not a dedicated warship, being too slow to hunt beside the rest of the Chapter Fleet, it is nevertheless fully able to defend itself. Massively thick armour, dozens of void shield generators and countless weapons batteries and torpedo tubes protect its gargantuan hull, not to mention an ever-present and numerous shoal of smaller ships, frigates returning to resupply or awaiting new patrol routes to be assigned. The crews of these vessels would willingly give their very lives to defend the Canis Domum, for it carries within its halls and cavernous holds the future of the Chapter itself. Beliefs: "We are gathered from a hundred different worlds. Tall and short, light and dark, noble men of God and savage hunters. But we are united. United by duty, by training, by purpose. We are the War Dogs, the faithful hounds of the Emperor, and what greater honour could any man ask for?" - Chaplain Acanthio. The cosmopolitan nature of the War Dogs recruits, gathered as they are from countless different worlds and cultures, means that they have no common level of education or unified system of belief. The Chapter considers these differences as of minimal importance. Their Cult is very much a secular organisation, focussing purely on the Marines' duty to the Imperium, the Chapter and their shipmates. Those Initiates gathered from worlds of a religious disposition are permitted to worship the Emperor in their own time as they see fit, with the simple caveat that it must not interfere with either the fulfilment of their battlefield roles or their ability to work together with their brethren as a united force. Hence, Chaplains have become less religious, mythic figures within the Chapter and more morale and cultural integration officers. As such, they are most commonly found aboard the Canis Domum, working closely with the Chapter's recruiting Sergeants. The training given by these stern and dutiful veterans instills in the Chapter's diverse warriors an attitude of professionalism and humility. The War Dogs, as their name implies, see themselves as nothing more than simple, loyal servants of the Emperor and Mankind. While Marines are sometimes boisterous and boastful with their squad mates, like any band of soldiers, there is generally little concern among the brethren for such a nebulous concept as personal glory or any kind of self-aggrandisement. Honours won in battle are nevertheless treasured, but these tend to be kept with a Marine's personal effects rather than emblazoned across their armour. In fact, the Chapter seems to view such decorative adornments as overly ostentatious and ill-befitting for true soldiers of the Emperor. Geneseed: "...Implantation Success: 79%... ...Genome degradation: 0.06%... ...Status: Acceptable..." The War Dogs hail from the Unnumbered Sons of Corax. Unlike that of the inheritors of the Raven Guard since the dark days of the Horus Heresy, the Geneseed of the Primaris Marines created by Belisarius Cawl appears to have been cured of all degradations and losses. The War Dogs thusly have a full complement of working implants, though only time will tell whether these will continue to function on a permanent basis. Like all the sons of Corax, the skin tone of the Chapter's warriors tends to pale over time, even as their hair and eyes darken, though this does vary somewhat depending on the planetary origin and genetic makeup of each Marine. War Cry: "Kill! Kill! Kill!" - Captain Jabari, 22nd Platoon, 'Dragon Axes' The diverse cultural origins of the War Dogs Marines, compounded by their Patrols' propensity for working alone for lengthy periods of time, has resulted in a vast variety of battle calls and chants among the brethren. It is often the case that these cries are tied in with the preferences and experiences of their Captains, ranging from the devout to the barbaric. However, some appear to be common to most battle groups, 'For the Emperor!' or 'For Corax!' being unsurprisingly ubiquitous. *****
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