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  1. Index Astartes: Prædicators Origins Brother Norusz' T he history of the Inanis Prædicators can be traced back to the terrifying times around the Year of the Ghosts. The High Lords of Terra ordered a Chapter be founded from the Gene-legacy of the Silver Skulls, the line of Guilliman. Thadru Hucno, ‘The Void Herald’, was appointed as the Chapter’s first Lord Commander. Hucno was known for his superstitions, near-ritualistically talking into the void about his Prognosticators’ divinations, and it is from this practice which the Chapter’s High Gothic name derives. This nascent Chapter and those which were founded alongside them were created to replace the eleven chapters that plunged the Segmentum Pacificus into anarchy and were declared Traitoris Perdita during the War of the False Primarch. To prevent the events that led to an eight decade long war from ever occurring again, only the most stable gene-stock was selected. How many chapters were founded alongside the Praedicators is unclear as a great many records were purged during that time or have been lost within the labyrinth of the Administratum. A majority of the Chapters from this founding follow the strict organisational and tactical guidelines of the Codex Astartes. Like most of the approximately one thousand chapters in existence, the Prædicators follow the doctrines of the Codex to an extent, but are also known for occasionally deviating from some of the less stringent requirements. Thadru Hucno started the Praedicators upon a path that, for over seven thousand years now, has earned them a cold reputation throughout the Imperium. Since their inception, they have become known for holding an especially grim and fatalistic view of Mankind, stemming from the strange and terrible knowledge that is their burden. The inheritors of Hucno’s visions fight to deny the inevitable, bemoaning the high price they have to pay for such meagre gains as can be won in the wars against the enemies of the Imperium - but they fight on because that is what they were created to do. It started within a few years of their founding, as brothers with no prior signs of psychic ability began experiencing vivid hallucinogenic dreams. The Apothecaries now suspect that this was due to the slow mutation of their Catalepsean Node, a dark flaw in the Chapter’s gene-seed that they were at first loath to discuss with even their fellow Astartes. These dreams were glimpses into a horrifying future, and eerily mirrored the more worrying divinations the Chapter’s psychically-attuned Prognosticators were beginning to scry. As the dreams progressed in severity they eventually had no choice but to reach out; first to the Adeptus Mechanicus and their Genator-Magos, Abdul Hazred, and then to the Ultramarines, the First Founding Chapter whose Primarch Roboute Guilliman was the primogenitor of the Silver Skulls Chapter who in turn were the Praedicator’s forebears. At every step their emissaries were turned away, cursed for being too frightening to be believed. Other servants of the Imperium seemed unable to see the truth staring back at them from beyond the stars; of how pointless Mankind is in this universe, and how the Imperium is the centre of nothing. The confession of their genetic mutation only brought the Imperium’s scrutiny down onto the Prædicators, and with it Inquisitorial investigation along with the immediate presumption of guilt which that entails. Faced with such levels of paranoia and suspicion, the Praedicators have now learned to stay quiet, until one day they may perceive someone who is truly ready to heed their warnings. Charged with heretical thinking and deviation from the Imperial Creed, the Chapter was sentenced to purgatory along the Imperium’s isolated southern border. Their presence might still be of some use to the Imperium, and the location of their penitent exile was carefully chosen in order to repair the power and reach of the Adeptus Astartes, until such time as they could once again call themselves true Scions of Guilliman in thought and deed. Being haunted by unimaginable visions and nightmares has profoundly altered their tale to this day. Unlike their fellow descendants of Guilliman, the Prædicators never once aspired to take the pilgrimage to the Shrine of the Primarch before his un-prophesised return. Nor have they made obeisance to him in person since, for their visions have made them pariahs and they are still shunned by the Astartes whose gene-seed they bear. Recruitment Veiled Region' S ettling into their duty of protecting the periphery of the Segmentum Tempestus from Xenos incursions, an expeditionary fleet led by the Prædicators was tasked with mapping some essential yet unknown areas of the Veiled Region. Without this survey, the limited levels of navigation possible in this region would have continued to make it both difficult and dangerous to travel through. The Veiled Region is known for being unstable at best, with perennial nebulae interfering with communication, not to mention the unusual levels of psionic radiation which often leave vessels to drift for days unable to re-enter the tumultuous Immaterium. Amongst the greatest dangers is its isolation from Astropathic communication, for psychic communication is reflected and echoed with only silence being returned. It was only due to the fleet’s particularly skilled Navigators that the exploration was even allowed, and their heroic efforts certainly explain why it was successful. Without them the fleet would be unable to traverse the frequently encountered breaking points of reality, pervasive nebulae, and vast stellar clouds. It was in this seemingly unknown and forgotten area of space, that the expeditionary fleet came upon what they had been told did not exist: human settlements! Under Imperial law they were prohibited, but the populations the fleet encountered seemed to be surviving and even thriving despite their separation from the light of the Astronomicon. What was more striking was the seemingly steady flow of vessels that came and went, bringing supplies and much needed trade, despite the innumerable Imperial edicts which they were breaking to do so. Darkholds The Darkholders, the Void Born from the spacefaring vessels with the darkest of reputations, make up a greater proportion of the Chapter’s Chaplaincy than any other source. They are couched in stories of dire curses, bleak fortunes, baleful massacres, cannibalism, hauntings and worse. They are a breed apart to those with the wisdom to see it. . All manner of vessels, it seemed, would frequently traverse through this region of space; merchants, miners, scavengers, prison ships, vessels belonging to darkholds, and even the occasional Rogue Trader’s personal flagship and attendant flotilla. Without these many visitors the far-flung human settlements would be isolated from one another and left unprotected. The Imperium functions on the premise that most core worlds do not need to be self-sufficient, instead focussing on the manufacture or production of a few key goods or resources which are then supplemented with essential goods from off-world. Without a steady stream of starships plying their way through the Veiled Region, interstellar trade could not exist, and the weapons and other supplies needed to stop each world falling into darkness would not be obtained. Space travel beyond the boundaries of the Imperium is arduous and dangerous, with spacefarers relying on their ancient vessels’ powerful engines flinging them into the Immaterium - a black art poorly understood by the adepts of the Mechanicus in the forty-first millennium. Once vessels have entered warp-space they can cover thousands of light years within a relatively short time, dropping back into the Materium far beyond their starting points. The Warp ever seeks to drag helpless vessels to their doom, with its constant turbulence, and treacherous warp storms. To travel any distance at all through the warp is dangerous, impressive, and not attempted lightly. To travel between the distant worlds of the Veiled Region demanded a particular kind of dedication, madness, or disregard for the safety of those onboard. The alternative - travelling through realspace without the use of warp engines - brings its own hazards and challenges. And yet here were worlds visited by privateers and merchant princes, arriving via every means and from many directions. Those aboard space-faring vessels in the forty-first millennium are not merely star travellers but the products of many generations passed in the darkness between worlds; these are the Void Born. They are relatively few among the teeming multitudes of humanity, but singular, and form a disparate and odd collection of misfits, strangers, and other ill-omened folk, birthed in the bellies of vessels that spend entire standard centuries charting a course through the stars. On the worlds the Void Born come to they are often shunned for their ethereal quality and considered to be unlucky, ill-fated, bringers of bad fortune, secretive, and untrustworthy. Most imperial citizens and no small number of fringe-dwellers believe the Void Born in some way to have been touched by the Warp where gravitational variance, radiation exposure, genetic distortion, and chaotic anomalies slowly take their toll. Ashore they carry a strange air about them, a perceptible something that makes others uneasy. The plight of the Void Born was seen by the Praedicators as one mirroring their own; they too were homeless, and ostracised without just cause. Empathy overcame Hucno's soul. The Void Born, too, were somehow associated with the many and unfathomable dangers of the outer darkness. Their being inured to the Warp convinced the Lord Commander that they could serve as the source of recruitment for the aspirants who might safeguard the future of the Prædicators. Without a Homeworld of their own, the Chapter otherwise risked a slow dwindling through combat losses and the decline into old age that claims even the Astartes after many centuries. Having determined how they could sustain their Chapter, the Praedicators now settled into patrolling the periphery of the vastly unknown Veiled Region. This was ever a dangerous calling, with small groups of ships navigating amongst dense nebulae and newborn stars, suffering from waves of radiation cast off by discarded stellar matter whilst being cloaked from any hope of reinforcements or communication by swathes of stellar dust, and all the while patrolling along the galactic south of the Segmentum Tempestus, from which come the raiders and despoilers of the foul Xenos. The Void Heralds learned to deal with these conditions, or they died. The survivors became responsible for the surrounding areas of space, chief among them the Ainu System, the Nahmu Stars and the Hypnis Expanse. Apothecaries and Chaplains of the Prædicators recruit aspirants for the Chapter exclusively from the vast, city-sized spacecraft that ply the depths of the void; in this way, they follow the edicts of Lord Commander Hucno in order to ensure that the Chapter recruits only the most mentally capable and genetically suitable candidates. Recruitment is slow and arduous, with no centralised pool of potential candidates to draw from and no way of knowing when the next suitable aspirant will be found within the innumerable shoals of voidfaring vessels. Chaplains must work within the labyrinthine political webs woven amongst the thousands of ships’ crew, often becoming embroiled in complex networks of feuds, alliances, and unpleasant little wars - all while taking care not to disrupt the carefully balanced system. Removing the wrong crewmember as a potential aspirant can potentially hamper the Void Born population's ability to maintain itself and properly crew a ship, depriving the Chapter of a valuable source of future recruits. Ramilles Class Star-fort Brought to their Ramilles Class Star-fort, fortress monastery, Cetus, to be inducted into the Prædicators the Void Born aspirants will step out to breathe in its unique ecosystem. Some fall into a catatonic, worshipful state when they see its grandeur. These failed aspirants are led away to serve the Chapter in other ways. Those who can take in the sight of Cetus without being overcome gradually learn that large portions of the vessel are used to emulate different combat environments for training purposes, while entire swathes of space are given to meditation. The great chambers and vaults are often decorated with tapestries depicting the terrifying nightmares they are to expect but most numerous of all are the seemingly endless barren halls. It is here that neophytes will undergo the long process of psycho-indoctrination, submitting to grueling biological and genetic testing before being implanted with the gene-seed that will sustain them through a lifetime of nightmares, turning their meagre bodies into killing machines, recreating the Void Born as a Void Herald. A once humble and frail recruit becomes the epitome of humanity, the perfect warrior and servant of the Imperium. Battlefield Doctrine F ollowing the same reading and understanding of Roboute Guilliman's Codex Astartes as their Predecessors, the Silver Skulls, the Praedicators stay close to the sacred tome’s main tenets. This has protected the Chapter from any further suspicion and scrutiny from the Inquisition. The inevitably of all that they know becoming enveloped in darkness never leaves their thoughts but War is their purpose; it is what the Heralds were created for, and it is their last source of pride and satisfaction. The tactical orthodoxy is dictated to a degree by the fact that they are a Fleet Based Chapter of the Adeptus Astartes - some would say, the truest bearers of the name “Space Marines”. Their limited numbers ensure the Chapter is not used as a blunt instrument but instead to deliver precise and lethal strikes in a manner that could never be achieved by the faceless masses of the Astra Militarum. Millennia of repeated combat indoctrination has shaped them into the force they are today; efficiency in war is their only antidote for bemoaning the cost of taking something that achieves nothing, and being unable to stop the creeping darkness. After successfully breaching an enemy ship's hull or making planetfall on a new world the Praedicators make the most of their precognitive psychic abilities by deploying as a predominantly defensive force. Their Techmarines and commanding officers orchestrate fire bases that use skilled marksmen and overlapping fields of fire to suppress oncoming attackers. Assault forces held in reserve wait for the opportune moment to disrupt their attackers further with well executed raids, attacking seemingly from all sides at once. These attacks have the dual goal of causing considerable damage and sowing confusion among the enemy ranks. Praedicators bemoan the cost of war and, so their reasoning goes, so too will those that try to defy them. It is said the only death the Praedicators fear is the slow death through madness which is the fate of so many Void Born; it is why they give no quarter and expect none in return. As with their predecessors it is not unknown to hear of the Prædicators displaying an unwillingness to go to another’s aid. After all, no one is willing to come to theirs, and sometimes the divinations simply show the cost to be too severe. It is perhaps this single fact which explains why they have survived for so long, and yet have so few allies even amongst their Astartes gene-kin. Some opponents make the mistake of thinking the defensively-minded Praedicators are an inert force, slow to rouse and lacking in agility. Such thinking brings the enemies of mankind only woe. When the Chapter begrudgingly determines that they have to take ground, they will seek to overwhelm their foes so mightily that they may maintain offensive momentum at all costs. Nor are their assaults rash or under-prepared; preferring to engage directly after a carefully orchestrated orbital bombardment from their vast fleet assets, waves of drop-pod infantry and light equipment arrive with impeccable timing alongside Thunderhawk-deployed vehicles and other heavy assets. Chapter Scouts will most often be required to gather vital intelligence - a mission which can demand they face the foe under a huge range of dangerous circumstances. This hard-won knowledge is used to confirm or expand on the information gained from the Prognosticators divinations. Scouts are further used in the disruption of enemy supply lines through sabotage and demolition actions, as well as to eliminate key targets with crippling campaigns of assassination missions and pre-emptive strikes. Their collective actions are often mistaken for bravery and courage. In truth, the Praedicators stand before the enemies of the Imperium unflinchingly as they consider themselves worthless. It is only thanks to the Chaplains that walk among them in the heat of battle, reminding them of their purpose, their sole responsibility, that they continue to fight. Without strong leadership they might otherwise lapse into dark thoughts: the want to die, the want to despair, and the want to return to nothing. Organisation A n outside observer would find it difficult to spot any differences between the Prædicators and a chapter rigidly adhering to the tenets of the Codex, such as the Ultramarines. Prædicators have been considered a near Codex Astartes-adherent chapter for much of their history, although the nature of a fleet-based chapter does require some flexibility in this regard, with isolated fleet elements being forced to adapt their tactics to the resources available to them. Additionally, the Prædicators fight predominantly without direct Imperial support due to their ill-omened reputation, instilling in them a sense of self-reliance uncommon in many Codex-style chapters who are more comfortably meshed in the greater Imperial war machine. It is in the organisation of the higher levels that deviations from the Codex Astartes can be seen. All Chapters include a number of officers and specialists who stand aside from the company organisation. In the Prædicators the Chapter Master is referred to as Lord Commander, as was the way of their predecessors, the Silver Skulls. The Librarians, known as Prognosticators, share the mantle of spiritual advisors (alongside their Brother-Chaplains); these psychically attuned warriors are the seers of the Chapter, scrying for divination of the future. Wherever their visions take them, they grant the squads and companies they are attached to an undeniable edge for the coming battles. Brother Keghi The Chapter relies on a large support staff, and highly ranked members include the Master of the Fleet, and the senior Captains: the Keeper of the Arsenal, the Abyssal Watcher, and the Warden of the Watch. Although each Captain is a Space Marine, there are actually relatively few Brethren in the Chapter’s support staff, and most non-combatant roles are performed by the Chapter’s Human serfs. The Chapter includes a large number of support staff, many of whom are non-combatants of advanced age tasked with the day-to-day administration of the Chapter. The largest group of Prædicators Space Marines in the support staff are the Chapter’s armourers and Techmarines, who are aided in their tasks by hundreds of mono-task Servitors. The ten companies follow the structure laid down within the Codex, with the first company being made up of the most experienced Veterans among the Chapter’s ranks. Their wisdom is invaluable, and so they are attached to the Battle Companies to share their knowledge, deployed in small units and essentially armed in a similar manner to a Tactical squad though admittedly with their enhanced scopes and specialised ammunition. Only the most experienced of the Veterans will be permitted to wear the few suits of Terminator armour available to the Chapter. Unless the need for their presence on the battlefield is dire, these suits can be seen watching over you as you enter the forge on Cetus. Prædicator Techmarines have gone to extensive lengths to recover fallen suits of Terminator armour so that they may once more see battle. The 2nd, 3rd, 4th, and 5th Companies are organised along Codex lines as Battle Companies. Each consists of six battleline squads, two close support squads, and two fire support squads. These four companies and their fleets form the main battle lines and generally bear the brunt of the fighting, whether planetside or in the void. Each has a degree of autonomy and with such a variety of squads, the Companies are highly flexible and tactically adaptable. Companies 6 and 7 are reserve Companies, each consisting of ten battleline squads. These act as reserves which may be used to bolster the front line, launch diversionary attacks or stem enemy flanking manoeuvres. With such low recruitment rates these are rarely ever at full strength. The 7th company is barely seen at all, and some say it exists now in name only. The 8th Company consists of ten close support squads. This highly mobile company is often equipped with jump packs, and is fielded in the assault role wherever a strong hand-to-hand fighting force is needed to storm an enemy strongpoint. The Prædicators’ 9th Company follows the doctrines laid out in the Codex, unlike their progenitors the Silver Skulls, who designate their 9th Company as a siege company. In the Prædicators, this Company consists of ten Fire Support Squads. It is the most powerfully equipped in the Chapter and is used to bolster defence and provide long-range support. The 10th Company consists of a number of Scout squads; youths who have been recruited and partially transformed into Space Marines. There is no formal size for the company as the rate of recruitment is not fixed. They are the only company to not maintain its own fleet, and instead operate directly from Cetus. Never fighting as one coherent force, they are instead assigned throughout the other fleets where they can gain experience alongside their elders. All of the companies, with the exception of the Scout Company, maintain transports and Drop pods for each of their squads and officers. The armoury hold onto rarer equipment more centrally, including heavy vehicles such as Land Raiders, with each of these relic war machines being allocated to individual squads as dictated by the needs of their mission or when requested by a Captain in the midst of a campaign. Chapter Cult and Belief System Chapter Badge' H aunted by their dreams, and seen as secretive, the ill-omened Prædicators are Void Born and know of the unfathomable dangers of the outer darkness. Just as they did before wearing the mantle of Astartes, they continue to carry a strange air about them; a perceptible yet undefinable something that makes even the bravest of the warriors from other Astartes Chapters uneasy around them. The Heralds know first-hand the horrors of space and the sheer multitude of the Emperor's enemies. This knowledge forces these voidfarers - plying the dark spaces between the stars while holding a deeper darkness within - to insulate their brotherhood from that which they are duty bound to protect. Thus they live a life of renunciation, rejecting what they know is always lurking in the void beyond the hull. From deep within the Librarium, the minds of the Prognosticators look far out into the cold vastness of space, seeing further than any of their less gifted brothers’ dream-visions. Their sight will pierce the encroaching black veil for only a second, there to witness a momentary eternity of endless shrieking immemorial lunacy, from realms whose existence stuns the brain. They rarely speak of the eldritch contradictions of all matter, force, and cosmic order that numbs them with the gulfs that it throws open before their frenzied eyes and scorched mind. They have uncovered the abyss beneath their illusory sense of connection with Mankind; it is their gift, and their burden. What all Brothers see is a senseless, mechanical, and uncaring universe. Mankind dissolves into meaninglessness when impermanence is the only real thing. They have tried for so long to look away and to wake from these terrible dreams, but with no understanding their minds are pulled and stretched further. The strain is too much for some. Staring deep into the void for so long, it now only stares back, as a contradicting reflection of what they have become: Reclusive, Withdrawn, Taciturn; Denizens of the Deep. No ordinary Prædicator will be remembered, for all legacies will be burned, but the stars will live on. To recount tales of mankind’s history and achievements only delays the inevitable entropic devouring of every shred of memory, every artifact, and every settled world. Given that, the most solemn of causes is that of the Apothecarion; for their paradoxical role is to prepare for a future that does not appear to exist. The millennia of screeching divinations and torturous dreams have left the Prædicators with only a cold senseless taste of hopelessness. Their actions cannot be compared to the fate that awaits us all; it will all be dust. Humanity’s time has come, no longer belonging in the only place they have ever known. That tenet disturbs the Ecclesiarchy for not only does it deny the existence of their God-Emperor but also all that He opposes, and all that He supposedly defends us against. It puts the Praedicators at odds with the Adeptus Mechanicus, and particularly challenges the Techmarines within their ranks who have sworn ancient pacts with the Omnissiah. To find a follower of the Imperial Cult not openly hostile to what they consider such blasphemy seems impossible. And should the Praedicators sow their thoughts into the mind of one receptive to their message… that would be the darkest day indeed. The Praedicators reject the concept of the God-Emperor because to perpetuate such an idea - of a deity that can save us from the unsavable - only serves to deny that we are alone, and hopeless in the grandest of schemes. Realisation of the inevitable fate that belongs to us all is creeping into our galaxy, like the tendriled Void Stalker of the Warp approaching their prey. Aside from perhaps He who now sits on the Golden Throne mankind could never fathom, fully understand, or explain fate; but it is nearly upon them all, and the Praedicators believe that it will become known as a blessed release once every citizen of the Imperium realises that their fate is no longer in anyone’s hands. The Praedicators have no particular hatred of Xenos races, though they will gladly extinguish them if given the chance. Though all Xenos are dangerous to mankind, they are considered neither good nor evil. The greatest of the other species are merely incomprehensible, cosmic forces, that notions of morality have no significance to. They exist in cosmic realms beyond our understanding, and cannot serve as a bulwark against the darkness - but may by their mere existence hasten its encroachment. By this simple logic, they must die if mankind is to cling on a little longer in this uncaring galaxy. While the Deathwatch and Ordo Xenos’ mode operati is considered narrow and flawed, for individual Prædicators to be assigned to a Watch Station or Fortress is celebrated, as the destruction of the Inhuman is seen as one of the last remaining noble causes in the galaxy. In the darkest millennium it needlessly stands out with towering majesty to give hope to those that have none. Prognosticators Prognosticators are hybrid officers fulfilling the role of Librarian, alongside tasks more traditionally assigned to the Chaplaincy in other Chapters. While the Praedicators’ Chaplains play a larger role in the recruiting and training of new aspirants, the Prognosticators guide and shepherd the veteran Brethren, administering to the psionic and mental well-being of the Chapter's warriors. These dour warriors are the seers of the Chapter, reading their brothers’ dreams or scrying for divination of the future, granting the squads and companies they are attached to an edge for the coming battle. The Chapter takes the readings seriously, so much so that on some occasions, the Prognosticators have successfully counselled against the Chapter becoming embroiled in a particular war. This can prove problematic, as it heaps greater suspicion upon an already mistrusted Chapter. At times this balancing act has even led to companies taking part in conflicts they know will end in defeat. Upon a Prognosticator’s armour, pendants, and badges of office can be found Chthonic marks and runes engraved into the surface. These are not purely decorative, as they serve to channel and concentrate the Prognosticator’s psychic powers. Given their role as wards of the psionic and spiritual health of the Prædicators, it is a rare thing indeed for a Prognosticator to take the Apocryphon Oath, and serve a Vigil of the Long Watch with the Deathwatch, the Chamber Militant of the Ordo Xenos. In accepting a Prognosticator into his Watch Fortress, a Watch Commander gains the services of an individual of unique skill and ability. His knowledge of both the Librarian’s arts and the duties of the Chaplain are of course valuable. Yet the greatest of the Prognosticators are able to extend their ministrations to all of the Battle-Brothers they serve alongside, inspiring each and every one to epic deeds of courage, and diverting the flow of history so that these warriors can return to their chapters as heroes. It is said that it is only by the actions of those few Prognosticators who have taken the Oath that the Prædicators have gained any reputation as trustworthy allies whatsoever. Apothecaries The most solemn of individuals tasked with the most solemn of tasks; it is their role to mind the physical wellbeing of their battle-brothers. Not all injuries, however, can be detected with a Narthecium scan. A medic from any other chapter might be oblivious to the emotional damage that eats away at the Praedicators. The Void Born Apothecary, however, knows only too well the torment that his brothers endure, for they too are emotionally scarred from their nightmares. Techmarines Those amongst the Prædicators with an affinity for technology are dispatched to Mars, honouring ancient pacts formed with the Adeptus Mechanicus millennia ago upon their founding. There they are initiated into the Martian tech-cults to become Techmarines. This process divides the brothers' duality complex into a triality nightmare, but it is acknowledged as a necessary process. Without Techmarines the Prædicators would be left unable to tend to the machine spirits, to observe the rites that ensure continued operation of their wargear, to repair damage taken on the field of battle, or to attend to the needs of the Fleet. After their training on Mars they return even more mysterious and capricious, aloof and distant. Their inscrutable ways are not easily understood by most of the battle-brothers. For many they do not understand themselves, lost in doubt, dwelling on the idea that if even their Machine-God may not be eternal then their new-found faith cannot be real. Prædicator Techmarines struggle for their entire lives to unravel their three competing ideologies: the Liber Mechanicus and the Omnissiah; the Chapter’s sacred duty; and its nihilistic creed. Eternity becomes their supreme desire, fearing that nothing is real that is not eternal. The Prognosticators that discern their dreams tell of only vague impressions of a sleep-addled mind but they all tell the same story. It is no ordinary nightmare. There is a prison deep below the surface, and something that stands a mile high but moves like flesh and blood. A rustle of wings, and a set of claws; how small the Techmarines stand beside those claws... They feel him beneath the sand, they see his dreams, and so they are consumed by another fear to be believed absolutely. Yet they cling to their visions for they sometimes reveal the location of priceless relics and STC files waiting to be found. In the end the fear and the doubt is all incidental, inevitable, and something to be borne stoically at all costs. House Vibro Novator Italki Vibro' A once great house of the Navis Nobilite whose family estate was located within the Imperial Palace on Terra, House Vibro is now considered nothing more than a pauper house by all those in the Segmentum Solar. Their fall from grace was a result of petty rivalry, political subterfuge, and social maneuvering. An event known as The Tainting came about as agents of rival House Numa tricked a key heiress of House Vibro into a marriage of state with the little-known House Nostromo. A marriage of convenience intended to consolidate power and grow the fortunes of House Vibro was revealed as a fateful error, as the insanity within the bloodline of Nostromo entered their once idyllic family tree. The repercussions took generations to reveal themselves. By the time that it became clear how many of the matriarch’s great-grand-children bore the now-undeniable genetic flaw, it was too late; for the two Houses had become inseparably intertwined. House Vibro abandoned their estate, seeking to escape the socio-political fallout and begin their legacy anew in a system where their reputation might not be forever marred by the insanity of House Nostromo. Having traversed the stars to find a new home, eventually establishing their small palace in orbit around Ulthar in the Ainu System; it was there, over many centuries, that they slowly adapted to the void, growing spindly-limbed, willowy-tall, and with a bluish tinge to their skin. They conducted business by bartering their services to the captains of any vessel or fleet in need of Navigators: merchants, miners, scavengers, prison ships, darkholds, occasionally Rogue Traders, and many years later the Prædicators. The Veiled Region was tumultuous at best, and House Vibro quickly earned the reputation that there were no better Navigators to be had if a captain’s heart was set on going through it. The Prædicators were in dire need of expertise in mapping some of the most unstable and unpredictable areas of space within the Veiled Region, and House Vibro in turn could utilise the political capital and prestige they would gain from working alongside the Adeptus Astartes. Their association has remained intact since the start of the Astartes’ purgatory sentence, and upon successfully mapping some of the most dangerous areas within the Veiled Region, House Vibro now holds an exclusive Charter Navigae which means that they alone provide a Navigator for every ship in the Void Heralds’ fleet. An unspoken term of the contract involves the occasional lapses into madness shown by the descendants of long-dead Nostromo: with a certain rate of attrition only to be expected among the Navigators, the House takes pains to provide several replacements to each fleet, as well as a special attache to smooth over any diplomatic incidents. Navigators seconded to oversight roles include Novator Italki Vibro, who personally oversees the Cetus despite its current lack of readiness for Warp-space jumps. The Astartes of the Praedicators and the Navigators of House Vibro share a grim fatalism when it comes to matters regarding the nature of reality and the likely fate of mankind. Few would understand this shared common belief, and it may well be the foundation upon which their long and successful association stands. They both consider one another a most welcome asset, and for the Prædicators at least one their bond with House Vibro is one of the few true alliances they have. House Vibro shares with the Chaplains of the Praedicators information gleaned from across their extended family network. With the sons and daughters of the House serving alongside merchant and miner captains, scavenger leaders, prison-ship operators, and even the few Rogue Traders they conduct business with openly, there is much to be learned and passed on. To the Chaplains, the Navigators are a bountiful source of information from across the breadth of the stars, helping them to discern what possible threats they may face, what is occurring in the wider galaxy, and (most importantly) where they should direct their efforts in the never-ending search for possible new recruits. In return the Lord Commander attaches a ten man squad of Prædicators to the House as bodyguards which are referred to as the Starblades. Apart from regular guard duties, the Starblades may be called upon to train or lead the troops of House Vibro, undertake covert operations on their behalf, or be present aboard one of the many Vibro trading vessels. The Starblades are sworn to serve the Novator of the house as they would the Lord Commander. Because of this ancient alliance, the Void Stalker that is the symbol of the Praedicators is also depicted on the Vibro family crest. Amongst the surviving elders of the House, scant few recall an earlier time when another promising alliance - likewise built upon convenience and the lust for power - turned to ash and madness as the true extent of what they had bound themselves too became apparent. The Praedicators’ visions are silent on this matter, or perhaps being deliberately withheld from their allies. Only time will tell if the most ancient of Navigators in House Vibro can see something that the Novator does not. For now, officially at least, the binding of House and Chapter remains a rare source of pride and rekindled hope. Gene-seed T he descendants of the line of Guilliman, through the legacy of the Silver Skulls, bore Gene-seed renowned for its stability. So it was upon the founding of the Prædicators, though some may whisper that the legacy of enduring wholeness died with the first Lord Commander’s gene-kin. Whether the Gene-seed is now considered pure or aberrant, it is true that its incorporation only exacerbates the distinguishing features of the typical Void Born recruit: drawn features, pallid skin, and a characteristically haughty air. It was not long after the Chapter’s founding that the Catalepsean Node in many aspirants began to exhibit signs of a peculiar mutation. Operationally, it still controls the Marine’s circadian rhythms and responses to any kind of sleep deprivation, allowing them to stay awake at full effectiveness for days at a time. Unusually, they often prefer to do so; for when they sleep they are consumed with potent, disturbing, and dark dreams, overwhelming them with dread. Prognosticators scry these dreams to glean small hints of the future, whose own dreams travel out so much further, giving them all cold black dancing in their eyes. The Apothecaries do what they can to ease the burden of such nightmares. Those who find them all too much and are slowly driven insane are led away in pentagrammically warded chains to a chamber deep in the bowls of Cetus, where they will mutter nonsensically for their eternity about what placid island of ignorance we live in among black seas of infinity. Prognosticators study their cryptic words and piece together the dissociated pieces of knowledge revealed therein - opening up terrifying vistas of reality, and learning of our frightful position therein. Primaris Marines Nearly every Space Marine created since the First Founding possesses nineteen specialised organs derived from their Chapter’s unique gene-seed. The Primaris Marines, however – originally engineered by the Archmagos Dominus Belisarius Cawl on the orders of Roboute Guilliman – are implanted with a further three. It was the Sangprimus Portum, a device containing potent genetic material harvested from the Primarchs, that allowed for this breakthrough. Entrusted to Cawl by Guilliman shortly after the Second Founding, this device resulted in a new breed of Adeptus Astartes that were deployed en masse in the Ultima Founding. Due to Cawl’s interpretation of his orders and the millennia-spanning labour of his task – during which Guilliman was injured and suspended in stasis – the secrets of these new Primaris organs were not released until late in the 41st Millennium. Despite being ostracized and cast out as pariahs, ultimately, as with most Chapters, the Prædicators received envoys of the Primarch. Initially the Primaris were universally met with mistrust, although in each case the reasons were different. The first wave brought mistrust and suspicion down upon themselves, with their oft-repeated claims that the Praedicator’s own Primarch Roboute Guilliman had returned, an event that seemingly was not envisaged by the Chapter’s Prognosticators. The second wave was shunned because of the Chapter Cult itself – could these fresh symbols of resurgent hope ever truly understand that the ending is nigh? With time, those Primaris who have experienced the same nightmares in their sleep-addled brains as any Firstborn battle-brother have grown to be accepted and even well-received, though lingering doubts remain as to whether any of them could fall into madness - and what does it say of them that they cannot fully embrace what it is to know of the Void? At present, the Chapter’s Cult has been reluctant to fully embrace the Primaris as equals. The Chaplains, Prognosticators and Apothecaries of the Primaris are if anything made even less welcome than their ordinary brothers, as they are seen as lacking the ability to empathise with the Firstborn when it comes to the mental torture they risk with every sleep cycle. Time will tell as to whether the Primaris become full and true Denizens of the Deep, or whether they will be left to quietly wither away and be forgotten. That said, there are those that fear the Primaris for another reason entirely; namely, that they represent the fulfilment of a long-held belief that the End of Days is nigh. Certainly, enough has happened to make some within the Chapter believe the end is coming far sooner than they had previously gleamed, and with Primarichs returning and Custodes abroad once more, perhaps in time the Primaris will be seen not as unwelcome outsiders, but the fulfilment of a prophecy scryed ten millennia ago? Power Armour Even with gene-seed implantation complete, there is one final stage that must take place before an aspirant can be called a Prædicator– he must be clad in the distinctive sea green armour. The enclosing suits worn by all Space Marines are made from thick ceramite plates that would be cumbersome but for electrically motivated fibre bundles that replicate the movements of the wearer and supplement his strength. The last gene-seed organ to be implanted in a Space Marine – the black carapace – rests beneath the skin, itself fitted with neural sensors and transfusion ports. These plug-in points mesh with Space Marine armour, linking the wearer’s nervous system to his suit’s mind-impulse controls and turning the suit into a second skin that moves with all the speed and precision of the battle-brother’s own body. Without the carapace, Space Marine armour is almost impossible to use, and it is therefore the most distinctive feature of a battle-brother and the true mark of the Adeptus Astartes. There are several marks of power armour with significantly differing appearances. Having existed as a Chapter since the 33rd Millennium the Prædicators have collected a large assortment of older marks of armour. All of which have been maintained by skilled artificers who are not Space Marines, but servants who spend their lives working for the Chapter. Comparatively you will usually find other Chapters reserve the rights to wear these ancient suits of armour that have been lavishly restored to the ceremonial guards or elite units. The Prædicators on the other hand do not, and it is common to see Prædicators wear a multitude of older types of armour as well as suits composed of many different marks of armour. War Zone: Carnial COMING SOON Pictures
  2. Hi all- finally starting up a plog to share my progress as I paint up a homebrew DA successor chapter I put together. Lots of different bits of inspiration, including FW Nemean Reaver and Blackshields transfer sheet, and kitbashes from many that post here. I particularly want to call out @SpacedHulk's Sword Bearers (http://www.bolterandchainsword.com/topic/272544-sword-bearers-dark-angels-revenants-8419/) and @DaemonPrinceDargor's 30k DA (http://www.bolterandchainsword.com/topic/355024-dargors-first-legion/) for a lot of what got me inspired to pull these together. To kick things off, a short Index Astartes type writeup for the chapter follows bellow- feedback welcome. As I start and/or complete units, I'll post them here. Thanks for looking.
  3. Welcome to another one of my Index Astartes. Having worked closely with TechCaptain on his Heralds of Ash I have had a niggling desire to try and create my own death cult chapter that is distintinctly different. In my opinion the only way to do that is to start with nailing down the homeworld, and for that I have tried to portray ancient Greece as a Death cult _________________________________________________________________________________________________________________________ Index Astartes: Urn Keepers Origins ? Urn Keepers Armorial' Homeworld R ogus situated in the realm of Ultramar, was once a beautiful feudal world that has now become one large cemetery. It is not quite clear how this Imperial world came to be an Astartes homeworld. Between having incomplete and inconclusive founding records, and the bureaucratic labyrinth within the Administratum on Terra it is theorized that it is likely no more than a clerical error. An error with startling consequences, as Rogus has had a profound influence on the Urn Keepers to this day. Earliest records of Rogus point to a feudal planet with luscious forests and lakes, rugged mountains, and thousands of islands. The Ancient Rogusians were peaceful and enjoyed systematically studying subjects such as philosophy and history. They loved art, architecture and literature, and they created thousands of temples, statues, paintings and texts honouring the Emperor and the Imperium. The planetary governor would often be found visiting the leaders of the many city-states. Sitting within their symmetrical white stone-walled palaces with their tall, intricately carved columns, discussing and debating the day's topic. One incomplete record stated the Rogusians' most noteworthy custom was their dedication to caring for their dead. Every slain soldier and body carefully receive their three rites of passage. Beginning with the prothesis, the body is placed in public view to be mourned. Followed by the cremation upon an open funeral pyre, the ashes are transferred into an urn for their interment. That all changed when the Administratum charged them with handling the dead of the 35th Orcallian Astra Militarum Regiment from the Salt Desert Campaign at the beginning of the 40th millennium. An unfathomable amount of bodies were brought to the surface in necro freighters to be disposed of. Every resource available had to be directed to the effort. Nearly two thousand years later and the toll of the Administratum's decision, now known as 'The Thanatoring', has fundamentally changed Rogus, with Necro freighters from across the Imperium now delivering the slain to this once beautiful planet. Inside the once pristine white acropolises, the streets are lined with urns upon every surface. Once a symbol of the God-Emperor, the temples have given way to only honouring him in death. The theatres only show morbid performances. The public baths gave way to embalming, and the great artisans now left to only produce the endless demand for clay urns. The ancient forests and woodland have been torn down to fuel the endless pyres. The mountains stripped to become giant altars. The islands have become massive chimney stacks of smoke that can be seen from miles around, filling the sky with soot for it to rain down, turning everything on the planet black. Scavenging Avians float high above to only break cloud cover to get at what they can. The polar ice caps rapidly melt while used for the prothesis, with millions of mourners lighting candles and offering prayers to the deceased. The sub-zero temperatures battle to preserve the massive backlog of bodies to be cremated and the lakes have become liquid soot, with the seabeds becoming mass graves with stone urns piled on top of one another. There is great prestige in being cremated on Rogus. It draws cadavers from light-years around. Senior officers of the Imperial Guard, the Imperial Navy, members of Hive World noble houses, powerful merchant lords, Navigators, planetary nobility, and devout members of the Ecclesiarchy are to be cremated here. Some urns will be displayed, drawing pilgrims from all around in dire desperation to lay their eyes upon the resting spots of the great heroes and saints of the Imperium. The Rogusian underclass, who are mainly responsible for touching bodies, pay particular attention to these funerals as a surviving bone fragment can be enough to get out of this hellscape with them fetching high prices on the black market. What urns that can be exhumed from the planet are eventually shipped off the surface, but when handling the faceless mass of the Imperial Guard, whose bodies could never be identified, will remain sitting silently on Rogus for the rest of eternity. Chapter Cult and Belief System T he Urn Keepers believe that death underpins all of the Imperium's existence and that only through continued sacrifice in the face of such a hostile universe will the Imperium ever prevail. They liken their own sacrifice to the bodily sacrifice of the Emperor Himself. This belief eerily mirrors that of the Imperial Creed, and while they deviate from it, they embrace it more than many Astartes Chapters. Their discrepancies are overlooked by members of the Ecclesiarchy. Despite being situated within the realm of Ultramar and being embraced by the Ecclesiarchy, they attempt to remain relatively isolationist in nature. Just as those cremated give up the last of their earthy possessions, body, and soul, the Keepers seek to shed all Materium desires. Only in the state of nothingness can one ever truly gain the insight and strength to serve the will of the Imperium. This quiet, sombre, and melancholic Chapter worship every death, every shot, and cut in battle as an act for the survival of the Imperium. They hold no preference in whom they must sacrifice or kill in the name of the Imperium, Heretic or Xenos alike; all will be returned to nothing for the greatness of the Imperium. In the wake of any battle involving the Urn Keepers, witnesses will see armies of black tunic-wearing serfs covered in black and white ash-based body paint arrive. They assist the Astartes in preparing the bodies of their allies and their enemies for their rites of passage. Huge pyres will be lit, sermons said, and ashes recovered. Those who shed blood alongside them will be gifted the urns of their deceased so that their ashes may be returned home with them. If an Astartes from a Brother Chapter is among the fallen, the Urn Keepers would consider it a great honour if they were permitted to honour them in their customs. With the Progenoid glands recovered, they will be returned to Rogus for cremation alongside any of the Keepers' fallen. There, their bodies will be displayed for their prothesis, for all of Rogus's population to observe. As is the custom, they will be cremated with their sermon presided over by a high ranking member of the Reclusiam. Only after this will the urn of ashes belonging to their allied Chapter be permitted to find its way home, and the mutants, heretics, and Xenos' ashes from their victory will be displayed upon the slopes of Pax. Fortress Monastery ? Recruitment ? Gene-seed ? Organisation ?
  4. Index Astartes: Ebon Butchers Ebon Butchers Armorial' Origins A t the end of the 37th Millenium, the High Lords of Terra declared the 23rd Adeptus Astartes Founding, later to be known as the 'Sentinel Founding'. As part of this tremendous Imperial undertaking, alongside the Imperial Harbingers, Star Phantoms, and Celestial Lions, a nascent chapter from the Gene-legacy of the Silver Eagles, the line of Guilliman was ordered. In large part due to the unimaginable amount of bureaucracy involved with founding so many new Astartes chapters, it is no wonder that this nascent Chapter's name was not recorded immediately alongside others of the 23rd founding. However, they are now known as the Ebon Butchers. It is also known that they remain fully operational in the Ultima Segmentum, remaining ever vigil of the threats within the Ghoul Stars. That is perhaps why Manon Gael, the Silver Eagles' 5th Captain and Master of the Marches, and the Butchers' first Chapter Father, chosen for his steadfast commitment, stationed his nascent Chapter above one of the most vital planets not only in the system but the sector, Caro. Homeworld Ghoul Stars' C aro, the Gamma class industrial homeworld of the Ebon Butchers, is geared solely toward food production in the Ghoul Stars. There is an odour that leaches into your skin here that is given off by their vermin infestation numbering in the untold trillions. Clambering on top of one another in an endless wave, scavenging whatever they can find, and consuming one another in an endless survival of the strongest. Massive hive spires pierce the horizon, built around gigantic slaughterhouse machinery. Droves of these creatures are driven daily into giant grinders for food productiona world with a never-ending cycle of production and consumption. The faecal matter and blood belched out of gigantic chimney stacks and thrown into the air by the grinders that run non stop rains down upon everything and is feasted upon by the swarms surrounding every hive, creating a sustainable source of material for the grinders. It is a delicate balancing act. Dispose of too much waste product at once, and a hive can quickly become overrun. Do not dispose of enough; a backlog of waste material can quickly halt production, and that says nothing of the maggots that can be found under every machine during the sweltering summer seasons. The grinders can also malfunction if too many are allowed to be driven into the grinders at once. The most vital hives on the planet are those with spaceport capabilities, allowing freighters to deliver vital packaging materials and remove products from the surface. Unfortunately, the infestation on the world has grown a taste for the promethium stored at these sites. Reports say that infestations that have managed to reach these stores grow even more feral and rabid, causing a greater need for concern and threat to production. It is of paramount importance to the Administratum that production does not falter, for if it does, the Ghoul Stars will feel famine and starvation throughout. Industrial accidents are a common occurrence, with Caroins often depicted as missing fingers or limbs. Large portions of the population are assigned to pest control, a gruelling and thankless job to maintain production. A day does not go by without them being required to repel a crashing wave of rodents against the hive walls. It is only made manageable with incendiary weapons provided. Occasionally, these pest patrols are broken into small teams to track and trace outbreaks throughout the spires. They must make their way through and past dangerous machinery and navigate tight corridors and spaces. For perhaps this reason, these patrols so often incorporate children into them. Their nimbleness and small stature allow them to reach areas of the spire only these creatures could reach. There is no inkling of space left upon the planet's surface for burial and without the facilities for cremation within the spires. For those that die in the line of duty, or in the rarest of possibilities die of old age, their bodies are fed into the machines along with everything else, performing one last thankless task. They are feeding the insatiable hunger of the Imperium. Recruitment I f necessary, aspiring neophytes are taken by force from these bands of infestation repelling squads, as their surroundings have moulded them into ideal candidates. The relentless assault on the lives and homes of these children instils in them a relentlessness of their own, and their physical and laborious upbringing day after day had made them strong. Their duty to feed the Imperium has given them a predisposition to being desensitised to the violence and cruelty they are most certainly going to inflict and witness upon the enemies of mankind. They are also taught the importance of working as a team and conditioned on maintaining their role as a cog that makes up the more extensive Imperial Empire. The lucky few that are unsuccessful in transitioning into fully-fledged Astartes are permitted to become serfs. Some will receive a captive bolt pistol to the back of their head, rendering them unconscious for their bodies to be turned into servitors within the Chapters' foundries by the Techmarines. The rest are rounded up and shuttled back to the surface. There they are hand-fed into a grinder by a member of the Reclusiam as a reminder of the price of failure. Brother Lucien Fortress Monastery B uilt into the moon orbiting the planet Caro, the Butchers' Fortress Monastery, known as the Abattoir, is constructed deep into the surface. Its pitted surface is studded with arched gunports, lance batteries' squat shapes, and other defences. Upon arrival, aspiring neophytes will walk into one of the pressurised shuttle silos, where servitors lock their freighter in place with large, heavy chains. They are then driven deep into the bowels to the Apothecarion, where they will walk past the cold stainless steel refectory and witness Butchers' devouring plates of rich fatty meats. Surrounding them further draped upon the cold, sterile walls are the Chapter's campaign banners, and in front of those stands the armour and accoutrements of long-dead heroes and the spoils of war. They will see what is colloquially known as the Macellum or "Slaughterhouse", a combined Reclusium, Penitorium, and Dungeon. Within it, one could see prisoners and brothers serving penance hanging from meat hooks dangling from the ceiling, and one could smell the sawdust used by the serfs to clean the floor. They will begin their introduction into a legacy of war among these walls. As one part of their initiation, those prisoners within the Macellum will sporadically be slid out on rails on the ceiling for them to beat against. It is also here where Neophytes will undergo gruelling biological and genetic testing before being implanted with the gene-seed that will sustain them through a lifetime of combat. Chapter Cult and Belief System C aro's influence upon the Brothers of the Ebon Butchers is visibly from the onset of being donned as a neophyte, used to hardship, and uncompromising in their intolerance for failure. This intolerance is seen as a virtue, and the Chapter's daily rituals and cults reinforce this behaviour and belief. They were once conditioned to maintain being an unthinking cog in the Imperium. It is now an unthinking dedication to the Imperial War Machine. They care little for the sanctity of human life and are willing to go to great lengths and stand by great atrocities, all in the name of defending the Imperium have earned them a dark and brutal reputation, far removed from the temperament of their founding training cadre. While a relatively young chapter, with every passing millenia, their brutality has grown. The only punishment for failure is death; for this, the Butchers abhor and despise the Chaos powers the most. Those once Imperial citizens that have succumbed to the traitorous forces are especially hated by the Butchers. If given an inkling of an opportunity to punish those that have fallen to the Dark Gods, a Butcher would gladly rip limb from limb and allow none to stand in the way of their sentencing. There are none more abhorrent to the Butchers than Chapters of the 21st 'Cursed' Founding who fell into darkness. They represent everything they despise to their very core. Numerous Imperial observations and Inquisitorial investigations into their behaviour that it is unlikely there is a length that the Butchers will not go to justify their actions and condone any collateral damage they are responsible for. Brother Benoit Gene-seed D escending from the Ultramarines and incurring no known gene-seed mutations, the Chapters gene-seed remains like their forebearers, one of the most stable in the galaxy. However, it is theorized that the Butchers suffer from an extreme form of atychiphobia, which would explain their level of anger, inability to maintain relationships, and unwillingness to accept constructive criticism. Upon receiving the required technology to ascend to a Primaris Space Marine, Brothers of the Butchers have taken the opportunity in droves. If it were not for the wisdom of their current Chapter Father, Renard Beau, in council with Robert Guilliman and foreseeing the dangers of losing so much of his Chapters combat efficiency at once, the entire Chapter would have likely attempted Crossing the Rubicon by now. Their desire to become a Primaris most certainly stems from themselves now seeing themselves as a failure and Crossing the Rubicon as a test of redemption. Rumours have begun to circulate that Butchers engage in endocannibalism with the corpses of those who do not survive the procedure, but all investigations have proved inconclusive. Battlefield Doctrine T hese beliefs are no more evident than on the battlefield of the 41st Millenium. As a fully codex compliant chapter, they maintain their flexibility and tactics; however, the tone they go about eliminating any of those standing in their way is terrifying. It is not unknown for the Ebon Butchers to commit overwhelming force in times when it is unnecessarysending three companies instead of one to a warzone and committing all available assault teams instead of just a few. Collectively deploying all reserve companies is also not unheard of. However, it can impact the speed at which battle companies can replenish their squads. Brother Corentin Alongside their little care for human life, this oversaturation of deadly force regularly results in high civilian casualties and often extreme amounts of collateral damage. It is, of course, understandable then that Imperial Officials have come to regret seeking aid at all. In fact, one planetary governor is on record as saying that the Marines Malevolent would have been more preferable. Butchers will, too often than not, disregard any of the consequences of their actions. This behaviour has regularly caused tension between themselves and allied Imperial forces. More than once, Magnar Calgar had to step in to censure them for what they had done and deescalate the situation. However, they do so of their belief that the eradication of the enemy comes first. They do not rest and do not falter when the Emperor's enemies march against them. They will commit every resource they have and every fibre of their being to eradicating all threats they face. They will deploy whatever weaponry is required in a warzone. Still, many brothers have an affinity for wielding incendiary weapons, most likely a leftover habit from their time upon the surface of Caro. In extreme times of war, and in the Ebon Butchers' case, there is often not a time in which they are engaged with the enemies of the Imperium somewhere. Company Captains can enact a mode operati, known only as 'The Pithing'. This war designation permits all under their command to kill or immobilise absolutely anything on their warpath. It is only declared in the direst of situations, but even still, it is often frowned upon by higher powers for the unwanted destruction it causes. Organisation The Chapter has remained Codex Compliant throughout its existence.Guilliman's return has led them to update their stance on what is required of them. They quickly sort to incorporate Primaris throughout all levels of their organisation. The initial marines were not as brutal and unrelenting as the Chapter had come to be known by. As many Firstborn crossed the rubicon, that reputation soon returned. Maintaining ten full strength companies has and will likely remain challenging for the Ebon Butchers, given the attrition. It is not uncommon to learn that their 10th company is significantly understrength. Some have questioned whether the regular deployment of all Reserve companies en mass can allow them to classify themselves as codex compliant when operating as a single company. Still, fewer would willingly stand by those words if pressed on the matter by an Ebon butcher.
  5. Have been thinking about this list for when I when I can play again once restrictions lift. Captain in Gravis Armour (115) - Warlord (Iron Resolve), Armour Indomitus Master of Sanctity in Terminator Armour (125) - Combi flamer, hero of the chapter (wise orator), gifts of the phalanx (Benediction of fury), Canticle of Hate and Mantra of Strength Assault Intercessor Squad (120) - 4x Assault Intercessor with Astartes Chainsword and Heavy Bolt Pistol, Sergeant with Thunder Hammer and Plasma pistol Assault Intercessor Squad (105) - 4x Assault Intercessors with Astartes Chainsword and Heavy Bolt Pistol, Sergeant with Power Sword and Plasma pistol Intercessor Squad (100) - 4x Intercessors with Bolt Rifle's, Sergeant with Astartes Chainsword and Bolt Rifle Intercessor Squad (100) - 4x Intercessors with Bolt Rifle's, Sergeant with Astartes Chainsword and Bolt Rifle Primaris Chief Apothecary (95) - Hero of the Chapter (Selfless Healer) Terminator Assault Squad (220) - 5x Terminators with Thunder Hammer and Storm Shield, teleport homer Vanguard Veteran Squad (117) - 4x Vangaurd Veterans with Power Sword and bolt pistol, Veteran Sergeant with Relic Blade and Bolt Pistol Stormraven Gunship (340) - Twin Lascannon, Twin Multi Melta Stormtalon Gunship (185) - Twin Lascannons, Twin Assault Cannon Impulsor (125) - 2x Storm Bolters, Shield Dome Impulsor (125) - 2x Storm Bolters, Shield Dome Razorback (125) - Storm Bolter, Twin Lascannon My Chapter uses the Bolter fusillades and Dualists Chapter Tactics. Idea is the Assault Intercessors and Vanguard Veterans move forward and hit the softer targets, while the Captain and Intercessors move to claim objectives. Assault Terminators and Chaplain are in reserve to come in and provide a counter charge to larger threats using the Chaplain's canticle of hate. Undecided whether to use the Apothecary with the Intercessors or go forward with the assault intercessors.
  6. Valrak posted a video earlier this week of some of the new and/or newly showcased successor chapters from our upcoming supplement. Here is a link to the video: https://youtu.be/WsRQYG_PHFI I haven't found the page with these chapters yet in any review videos, as they like to skip over the lore pages a lot. While not having the book, I'll just need to trust that the content is correct. The list of the ones covered in the video are: Bringers of Judgment Cowled Wardens Knights of Abhorrence Penitent Blades Prime Absolvers The Unnamed There is a lot of variation of color, names and markings that are in some of these newly showcased chapters, which I thought was very interesting and warranted discussion. What do you think about these new chapters, the new and sometimes strikingly different color palettes compared to the traditionally showcased Unforgiven chapters? Does it give any ideas for some new projects?
  7. We obviously had quite the discussion about Assault Centurions. It appears Andrew had the same thought and applied that in force: ++ Battalion Detachment +5CP (Imperium – Space Marines) [23PL, 347pts, 5CP] ++ Chapter Selection: Raven Guard Successor, Long-range Marksman, Stealthy HQ: Chaplain [5PL, 90pts]: Bolt pistol, Jump Pack [1PL, 18pts], Litany of Hate, Warlord HQ: Captain on Bike [6PL, 92pts]: Chainsword, Storm bolter (2), Twin Boltgun (2), Free relic: Teeth of Terra Troops: Scout Squad [4PL, 55pts]: Scout Sergeant (11): Boltgun, Chainsword, 4x Scout w/ Boltgun (44) Troops: Scout Squad [4PL, 55pts]: Scout Sergeant (11): Boltgun, Chainsword, 4x Scout w/ Boltgun (44) Troops: Scout Squad [4PL, 55pts]: Scout Sergeant (11): Boltgun, Chainsword, 4x Scout w/ Boltgun (44) ++ Battalion Detachment +5CP (Imperium – Space Marines) [71PL, 1300pts, 5CP] ++ HQ: Techmarine on Bike [6PL, 79pts]: Power Axe (5), Servo-arm, Storm bolter (2), Twin boltgun (2) HQ: Chaplain [5PL, 90pts]: Bolt pistol, Jump Pack [1PL, 18pts]. Litany of Hate Troops: Scout Squad [4PL, 65pts]: Scout Sergeant (13): Chainsword, Sniper Rifle (2), 4x Scout w/ Sniper Rifle (52) Troops: Scout Squad [4PL, 65pts]: Scout Sergeant (13): Chainsword, Sniper Rifle (2), 4x Scout w/ Sniper Rifle (52) Troops: Scout Squad [4PL, 65pts]: Scout Sergeant (13): Chainsword, Sniper Rifle (2), 4x Scout w/ Sniper Rifle (52) Elites: Centurion Assault Squad [16PL, 312pts]: 5x Centurion (52): Hurricane Bolter (10), 2x Flamer (12), Centurion Sergeant (52): Hurricane Bolter (10), 2x Flamer (12) Elites: Centurion Assault Squad [16PL, 312pts]: 5x Centurion (52): Hurricane Bolter (10), 2x Flamer (12), Centurion Sergeant (52): Hurricane Bolter (10), 2x Flamer (12) Elites: Centurion Assault Squad [16PL, 312pts]: 5x Centurion (52): Hurricane Bolter (10), 2x Flamer (12), Centurion Sergeant (52): Hurricane Bolter (10), 2x Flamer (12) ++ Spearhead Detachment +1CP (Imperium – Space Marines) [18PL, 353pts, 1CP] ++ Chapter Selection: Raven Guard Successor, Long-range Marksmen, Stealthy HQ: Techmarine on Bike [6PL, 77pts]: Power Axe (5), Servo-arm, Boltgun, Twin Boltgun (2) Heavy Support: Thunderfire Cannon [4PL, 92pts]: Techmarine Gunner (37), Servo-harness (11): Flamer (6), Plasma Cutter (5) Heavy Support: Thunderfire Cannon [4PL, 92pts]: Techmarine Gunner (37), Servo-harness (11): Flamer (6), Plasma Cutter (5) Heavy Support: Thunderfire Cannon [4PL, 92pts]: Techmarine Gunner (37), Servo-harness (11): Flamer (6), Plasma Cutter (5) ++ Total: 112PL, 14CP, 2000pts ++ Lists located here: https://www.battle-report.com/2019/10/13/2019-battle-for-salvation-grand-tournament/ Interesting thoughts: He goes for maximum thrift on his HQ slots, which kind of shocks me a bit to be honest. All-in on Centurions leaves room for little else: No Eliminators, no Primaris Troop Choices, etc. Triple Thunderfire Cannon: Taking one is an obvious choice, two even makes sense. Three seems a bit...excessive? If I could ask Andrew questions about his games, I would ask: Did you play Transhuman Physiology every round? A lot? Rarely? Typically did you SFTS the 3 Assault Cent squads every turn? With this many Cents it looks like the objective is to pin them in their DZ and just crush them under weight of fire. What percentage of the field was this the strategy? How many opponents do you spread out and manipulate the map? This list appears to be almost an anti-castle list. It feels like you built it with the intent of punishing Iron Hands lists that wanted to castle up (and any other castle-like lists). Was this the intent or a happy accident? Your only loss of the tournament appears to be Trevor Harris' Freebooterz ork list. Is 120 grots more than this list can handle, or does he just have a better way to control the board against your build?
  8. I've always had some vague idea of a successor chapter with an even more enigmatic origin story, but after taking some serious time to decipher my thoughts I present to you all my chapter. (This is still being worked out so forgive the inconsistencies) Chapter Name: Predators Founding: Circa 745.M41 Origin Story: With the Raven Guard being constantly suspicious of their brother Legions, they will often intercept/monitor their communications to avoid any possible subterfuge, or another massacre. Often the missions a company will undertake stem from information gleaned through listening to these communications and determining where best to aid or strike a decisive blow for the Imperium. After listening to distress signals about a tyrannical warlord seizing power from the former ruling elite of planet Valos, in the Ultima Segmentum, and hearing no response from the Imperium. A Raven Guard company was dispatched to the neglected planet on the outskirts of the South Eastern Fringe. After the silent campaign was completed, and as the company departed back to Deliverance, they encountered a Hive Fleet Behemoth vanguard. They destroyed the small fleet and decided to instead head for Maccrage to worn of the incursion from the edge of the Galaxy, but became trapped in a warp storm.. While trapped, multiple fluxes in time occurred, resulting in a few small Tyranid infestations within the fleet that went unnoticed to grow exponentially. The company was eventually able to eradicate the infestations, but not without losing more than half of the fleet. When they finally exited the Warp, the Battle for Macragge had ended, and they were somehow still within the South Eastern Fringe territory. Understanding that any warning would now be futile, they headed home.. After returning and informing the Shadow Master of their encounters, it was determined that the surviving members of the company be consolidated and formed into a new Chapter of veteran/specialist Tyranid hunters. Thus the Predators were established. To better avoid detection when within apprehensive Legionaire territory, for a faster deployment and extraction time, and because of the lack of access to pure gene stock, the fully formed chapter only maintains 6 companies. Nonetheless, the Predators now lurk throughout the Galaxy; exterminating all xeno threats. When I get some time tomorrow, I'll put up some pictures of what I have going so far and my plans for the future.
  9. Index Astartes: Sussurro Abyssi "What is dead cannot die" MAJOR REWRITE IN PROGRESS Version 2.0 (WIP) Origins http://78.media.tumblr.com/a2b596e360408123bce3b2c8bc7400fb/tumblr_inline_oxne4ufOmo1tb1qq6_540.png Brother Dyus The history of the Sussurro Abyssi can be traced back to the terrifying times somewhere around the Year of the Ghosts. When the High Lords of Terra ordered a nascent Chapter from Gene-legacy of the Silver Skulls, the line of Guilliman, to be founded; Bhenan Proteus Abyssal Whisperer was appointed, as first Lord Commander. Known for his; peculiar superstitions, near ritualistic talking into the void about his Prognosticators divinations, and from which the Chapters High Gothic name derives. Being founded as all Chapters do, from the most stable of gene-stock, it is clear they werent the only one, how many chapters were founded alongside is unclear, with a great many records lost within the labyrinth of the Administrum. All that is known is that at least half a dozen were founded; Howling Griffons, to name one, a majority of which follow the strict organisational and tactical guidelines of the Codex Astartes, like most of the approximate thousand chapters in existence, as do the Sussurro Abyssi to an extent. He started them upon a path that for over seven thousand years has earned them a cold reputation among the Imperium since their inception, with their grim and fatalistic view on Mankind, from the strange and terrible knowledge they burden. They fight to deny the inevitable, bemoaning the high price they have to pay for such meagre gains - but they do it because that is what they were created to do. It started within a few years of their founding, brothers began experiencing vivid hallucinogenic dreams as their Catalepsean Node slowly mutated. These dreams were glimpses into a horrifying future, and eerily mirrored the more worrying divinations the chapters Prognosticators were beginning to scry. As the dreams progressed in severity they reached out; to the Adeptus Mechanicus and their Genator-Magos, Abdul Hazred, to the Ultramarines that shared the same primogenitor as their Silver Skull forebearers. Only to be turned away for being too frightening to be believed. How could they not know the truth somewhere in their minds, how could they not; look out into the stars, or into the void and not realise how tiny we all are, how pointless Mankind is in this universe. The Imperium is the centre of nothing. The confession of their genetic mutation only brought the Imperiums scrutiny down onto the Whisperers, and with it Inquisitorial investigation and spurning suspicion. So they learned to stay quiet, until one day they perceive someone is truly ready to listen. Sentenced to purgatory along the Imperiums isolated southern border that would repair the power and reach of the Adeptus Astartes, until such time they could once again call themselves Scions of Guilliman. Haunted by unimaginable visions and nightmares has profoundly altered their tale to this day, and Unlike their fellow descendants of Guilliman before his un-prophesised return, the Sussurro Abyssi have never once aspired to take the pilgrimage to the Shrine of the Primarch. For their visions have made them pariahs and shunned. Recruitment Settling into their duty of protecting the periphery of the Segmentum Tempestus from Xenos incursions, an expeditionary fleet led by the Sussurro Abyssi tasked with mapping some essential yet unknown areas of the Veiled Region. Without it the limited levels of navigation conducted on this region made it both dangerous and hazardous. It is unstable at best, perennial nebulas interfering with communication, psionic radiation leaving vessels to drift for days unable to enter to the tumultuous Immaterium. Amongst the greatest dangers is in its isolation from Astropathic communication, for psychic communication is reflected and echoed with only silence being returned. It was only for their skilled Navigators the exploration was allowed, and for why it was successful. Without them they would be unable to traverse the seemingly seen breaking point of reality, thickening nebulae, and stellar clouds. It was in this seemingly unknown and forgotten area of space, they came upon what they were told did not exist. Under law they were prohibited, Human Settlements. What was more striking was the seemingly consistent amount of vessels that came and went bringing supplies and much needed trade; even despite of the treatment they received. http://78.media.tumblr.com/a340fd820185723f411de7108fc26179/tumblr_inline_oxniomFWx81tb1qq6_500.png Veiled Region All manner of vessels would traverse through this region of space; merchant, miner, scavenger, prison, darkholds, and even Rogue Traders. Without them these human settlements would be isolated from one another and left unprotected. Interstellar trade could not exist, and the weapons needed to stop a world falling into darkness would not be obtained. There travel throughout the Imperium is arduous and dangerous, their ancient vessels powerful engines flinging them into the Immaterium where they can cover thousands of light years within a relatively short time, dropping back into the Materium far beyond their starting point. The Warp seeks to drag helpless vessels to their doom, with its constant turbulence, and warp storms. Those aboard those vessels are not merely star travellers but the products of many generations passed in the darkness between worlds, Void Born. They are relatively few among the teeming multitudes of humanity, but singular, and form a disparate and odd collection of misfits, strangers, and other ill-omened folk, birthed in the bellies of vessels that are spending standard centuries charting its course through the stars. On the worlds they came to they were shunned for their ethereal quality and considered to be unlucky, ill-fated, bringers of bad fortune, secretive, and untrustworthy. Believed in some way to have been touched by the Warp where gravitational variance, radiation exposure, genetic distortion, and Warp anomalies slowly take their toll. A shore they carried a strange air about them, a perceptible something that makes others uneasy. It is those of the Blackholds treated worst for with them comes a darker reputation. They are couched in stories of dire curses, bleak fortunes, baleful massacres, cannibalism, hauntings and worse. The plight of the Void born was one of reflection; they too were homeless and ostracised without just cause. Empathy overcame Proteus soul. They too were somehow associated with the many and unfathomable dangers of the outer darkness, and being inured with the Warp, convinced him that they could serve as the source of future Sussurro Abyssi. Without a Homeworld and having settled into patrolling the periphery of the vastly unknown Veiled Region, with its dense nebulae and newborn stars that suffer from waves of radiation alongside discarded stellar matter whilst being cloaked in stellar dust, along the galactic south of the Segmentum Tempestus, from which come the raiders and despoilers of the foul Xenos. The Abyssi became responsible for the surrounding areas of space, chief among them the Ainu System, the Nahmu Stars and the Hypnis Expanse. Apothecaries and Chaplains of the Abyssi recruit aspirants for the Chapter from the vast, city-sized spacecraft that too ply the depths of the void in order to ensure that the Chapter recruits the strongest mentally and most genetically suitable candidates. Most terrifying of aspirants are from the Darkholds. The Darkholders are a breed apart to those with the wisdom to see it, a higher proportion of Chaplains are recruited from these terrifying vessels. Recruitment is slow and arduous, with no centralised recruitment and no knowing of when the next suitable aspirant will be found within the innumerable of voidfaring vessels. Chaplains must work within the labyrinthine of political webs woven amongst the thousands of ship's crew, who might all be embroiled in complex webs of feuds, alliances, and unpleasant little wars to not disrupt the carefully balanced system. Removing one wrong aspirant can potentially hampers the void born population's ability to maintain itself and properly crew the ships themselves and deprive the Chapter of a source of future recruits. The Chapter's space bound fortress monastery, flagship, and foremost warship appears as a pre-imperial battle station, is known as Cetus, a gigantic starship of origins unknown. In form and scale, it is nearer a planetoid than a conventional vessel. Its foredeck can dock a dozen Imperial Navy Cruisers around its circumference. The vessel is a hive city in space, with its great spires reaching towards the stars, and its striking resemblance to the now lost Word Bearer trident shaped Furious Abyss-class Super Battleships of the Great Crusade. It rivals that of the Phalanx, wielding the firepower of a formidable ?eet, with its studded surface of arched gun batteries, the squat shape of its plasma lance, and Psionic charges alongside other defences. Brought here to be inducted into the Abyssi the Void Born aspirants will step out to breath in its unique ecosystem and see; large portions of the vessel used to emulate different combat environments for training purposes, swathes of space given way to meditation, tapestries of the terrifying nightmares they are to expect but, most of all the endless barren halls. It is here neophytes will undergo the long process of psycho indoctrination, and gruelling biological and genetic testing before being implanted with the gene-seed that will sustain them through a lifetime of nightmares, and turn their meagre bodies into killing machines and into an Abyssal Whisperer begins. A once humble and frail recruit becomes the epitome of humanity, the perfect warrior and servant of the Imperium. Battlefield Doctrine http://68.media.tumblr.com/f3c3b20017bc3f043232adc7139bcdd0/tumblr_inline_owgu5np7dT1tb1qq6_500.png Brother XXXX Vexillum of XXX Following the same reading and understanding of Roboute Guilliman's Codex Astartes as their Predecessors, the Silver Skulls that stay close to the main tenants, has protected the Abyssal Whisperers from further suspicion and scrutiny from the Inquisition. The inevitable enveloping darkness never leaves their thoughts but, War is their purpose, it is what the Whisperers were created for, and it is their last source of pride and satisfaction. The tactical orthodoxy is dictated to a degree as Fleet Based Adeptus Astartes Space Marines. Their instrumentality ensures the Chapter is not used as a blunt instrument but instead a lethal strike unlike the faceless masses of the Astra Militarum. The millennia of repeated combat indoctrination has shaped them into the force they are today; efficiency in war is their only antidote for bemoaning the cost of taking something that achieves nothing, and being unable to stop the inevitable darkness. Establishing themselves as a predominantly defensive force, they orchestrate fire bases that with their skilled gunfire and overlapping fields of fire, supress oncoming attackers. They wait for the opportune moment to disrupt their attackers further with well executed raids from their Assault forces. That cause considerable damage and sews confusion among the ranks. They bemoan the cost of war so, so must those that try to defy them, it is said the only death they fear is the fear of death through madness; it is why they give no quarter so readily. As with their predecessors it is not unknown to hear of the Whisperers unwilling to go to anothers aid, no one is willing to come to theirs, and sometimes the divinations show the cost to be too severe. It is perhaps this single fact why they have survived for so long. When they begrudgingly have to take ground, they seek to overwhelm their foes so they may maintain momentum, preferring to engage directly after a carefully orchestrated orbital bombardment from their vast fleet assets; to then drop-pod infantry and equipment alongside thunderhawk-deployed vehicles. Chapter Scouts will most often be required to gather vital intelligence under any circumstance which is used to confirm or expand on the information gained from the Prognosticators divinations. They are used further to disrupt enemy supply lines with sabotage and demolition missions, as well as eliminate key assassination targets. Their actions are often mistaken for bravery and courage. They stand before the enemies of the Imperium unflinchingly for they consider themselves worthless. It is only from the Chaplains that walk among them in the heat of battle, reminding them of their purpose, their sole responsibility that they continue to fight. For many they want to die, want to despair, and want to return to nothing. Organisation An outside observer would find it difficult to spot any differences between the Sussurro Abyssi and a chapter rigidly adhering to the tenants of the Codex, such as the Ultramarines. Sussurro Abyssi have been considered a near Codex Astartes-adherent chapter for much of their history, although the nature of a fleet-based chapter does require some flexibility in this regard, with isolated fleet elements being forced to adapt their tactics to the resources available to them. Additionally, the Denizens of the Deep fight predominantly without direct Imperial support due to their ill-omened reputation, instilling in them a sense of self-reliance uncommon in many Codex-style chapters who are more comfortably meshed in the greater Imperial war machine. It is in the organisation of the higher levels that deviations from the Codex Astartes can be seen. All Chapters include a number of officers and specialists who stand aside from the company organisation. In the Sussurro Abyssi the Chapter Master is referred to as Lord Commander, as was the way of their predecessors, the Silver Skulls. The Librarians, known as Prognosticators, are partial spiritual advisor alongside their Chaplains; these warriors are the seers of the Chapter, scrying for divination of the future. They grant the squads and companies they are attached to an edge for the coming battles. The Chapter relies on a large support staff, and highly ranked members include the [TITLE], the Captains; [TITLE], [TITLE], and the [TITLE]. Although each Captain is a Space Marine, there are actually relatively few Brethren in the Chapters support staff, and most non-combatant roles are performed by the Chapters Human serfs. The Chapter includes a large number of support staff, many are non-combatants of advanced age tasked with the day-to-day administration of the Chapter. The largest group of Sussurro Abyssi Space Marines in the support staff are the Chapters armourers and Techmarines, who are aided in their tasks by hundreds of mono-task Servitors. The chapter is comprised of Ten Companies each led by a Sussurro Abyssi Captain, who has progressed through the ranks. He is attended by a Command Squad, consisting of the Companys Standard Bearer, Apothecary, and Company Champion, as well as other brethren assigned to aid the Captain in his duties. Each company includes both a Prognosticator, and a Chaplain, who preside over the brothers spiritual well-being and reminds them of their duty. Each of the ten companies comprising of the Sussurro Abyssi, follow the structure within the Codex. The first company is made of the Veterans among their ranks. Their wisdom is invaluable to the chapter, and so they are attached to the Battle Companies to share their knowledge, essentially armed in a similar manner to a Tactical squad. Only the most experienced of those will be permitted to wear the few suits of Terminator armour available to the Chapter. These suits can be seen watching over you as you enter the forge on Cetus. Denizen Techmarines have gone to extensive lengths to return fallen suits of Terminator armour so that it may once more see battle. The 2nd, 3rd, 4th, and 5th Companies are organised along Codex lines. Battle Companies, each consisting of six battleline squads, two close support squads, and two fire support squads. These four company and their fleets form the main battle lines and generally bear the brunt of the fighting. Each have a degree of autonomy and with such a variety of squads, the Companies are highly flexible and tactically adaptable. Companies 6 and 7 are battleline companies, each consisting of ten battleline squads. These act as reserves which may be used to bolster the front line, launch diversionary attacks or stem enemy flanking manoeuvres. With such low recruitment rates these are rarely ever at full strength. The 7th company is barely seen at all, some say it is now only there in name only. The 8th Company consists of ten close support squads. This highly mobile company is often equipped with jump packs, and is fielded in the assault role wherever a strong hand-to-hand fight force is needed to storm an enemy strongpoint. The 9th Company consists of ten Fire Support Squads. It is the most powerfully equipped in the Chapter and is used to bolster defence and provide long-range support. The 10th Company consists of a number of Scout squads; youths who have been recruited and partially transformed into Space Marines. There is no formal size for the company as the rate of recruitment is not fixed. They are the only company to not maintain its own fleet, and instead operate directly off of Cetus. Never fighting as one coherent force; instead they are assigned to the other fleet where they can gain experience alongside their elders. All of the companies, with the exception of the Scout Company maintain transports and Drop pods for each of their squads and officers. The armoury hold onto more centrally, including Land Raiders, each being allocated to individual squads dictated by the needs of their mission or requested by a Captain on the spot. Many of the Battle companies and Reserve companies include a number of Dreadnoughts to remain a part of the company in which the warrior served before being interred within the metal sarcophagus in which he fights, and his presence bolsters in the companys fighting strength considerably. Chapter Cult and Belief System Haunted by their dreams, for fear is real, lying in their thoughts of the future. Seen as secretive, ill-omened, and somehow touched by the Warp; for the Abyssi are and know of the unfathomable dangers of the outer darkness. Inured to the reality-altering process of constant Warp travel, they carry a strange air about them, a perceptible something that makes even the bravest of Astartes Chapters uneasy around them. The Abyssi know first-hand the horrors of space and the sheer multitude of the Emperor's enemies. This knowledge forces these voidfarers, plying the dark void between the stars holding a deeper darkness within, to insular their brotherhood, a life in renunciation from what is lurking in the void beyond the hull. Minds of the Prognosticators deep within the Librarium look far out into the cold vastness of space further than any brothers dreams. Their sight piercing the encouraging black veil for only a second to see shrieking and immemorial lunacy, with eldritch contradictions of all matter, force, and cosmic order. A mountain walked or stumbled, for their minds to then be scorched. It has uncovered the abyss beneath their illusory sense of connection with Mankind. What all Brothers see is a senseless, mechanical, and uncaring universe. Mankind dissolves in the meaningless when impermanence is the only real thing. They have tried for so long to look away and to wake from these terrible dreams but with no understanding their minds are pulled and stretched further. The strain is almost too much for some. Staring deep into the void for so long it now only stares back, as a contradicting reflection of what they have become, Reclusive, Withdrawn, Taciturn; Denizens of the deep. No ordinary Denizen will be remembered for all legacies will be burned but, the stars will live on. To recount such tales only delays the inevitable entropic devouring of such. For that the most solemn of causes is that of the Apothecarion; to prepare for a future that does not exist. Chapter Badge The millennia of screeching divinations and torturous dreams have left the Inquiliana Abyssi with only a cold senseless taste of hopelessness. Their actions cannot be compared to the fate that awaits us all, it will all be dust. Humanities time has come, no longer belonging in the only place they have ever known. Nothing can be saved from the inevitable terror that we should all fear, even those you call Gods of ruinous powers. There are no gods! That tenant disturbs the Ecclesiarchy for not only do they deny the existence of their God but, all that it opposes; all that is supposedly defends against. It puts them odds with the Adeptus Mechanicus, and the Techmarines within their ranks who have sworn ancient pacts with the Omnissiah. To find a follower of the Imperial Cult not openly hostile to what they consider such blasphemy will be a darkest day indeed. To perpetuate such an idea of a deity that can save us from the unsavable, only serves to deny that we are alone, and hopeless in the grandest of schemes. Realisation of the inevitable fate that belongs to us all is creeping into our galaxy, like the tendriled Void Stalker of the Warp with their prey. We could never fathom, fully understand, or explain fate but it is nearly upon us, and it will become known as a blessed release for our fate is no longer in anyones hands. They understanding that there is only Xenos and Mankind in this tumultuous galaxy, for Gods are only considered omniscient from not being understood and obeying a set of laws. Though all Xenos are dangerous to mankind, they are neither good nor evil, the greatest of which are merely incomprehensible, cosmic forces, that notions of morality have no significance too. They exist in cosmic realms beyond our understanding. While the Deathwatch and Ordo Xenos mode operati is considered narrow and flawed, for the Abyssi to be assigned to a Watch Station or Fortress is one of the last remaining noble causes in the galaxy. Their own splendour is that of which was unwillingly bestowed upon. In the darkest millennium it needlessly stands out with towering majesty to give hope to those that have none. For we all go into the ground a few feet in order blindly and dumbly to rot and disappear forever. Prognosticators Prognosticators, are hybrid officers fulfilling the role of Librarian, alongside tasks of the Chaplaincy, they administer to the psionic and mental well-being of the Chapter's warriors. These dour warriors are the seers of the Chapter, reading their brothers dreams or scrying for divination of the future, granting the squads and companies they are attached to an edge for the coming battle. The Chapter takes the readings seriously, as such that on some occasions, the Prognosticators have counselled against the Chapter becoming embroiled in a particular war, however this can prove problematic as to heap greater suspicion on an already mistrusted chapter. At times this has led to taking take part in conflicts they know will end in defeat. Upon a Prognosticators armour, pendants and badges of office can be found Elder marks and runes engraved into the surface. These are not purely decorative, as they serve to channel and concentrate the Prognosticators psychic powers. Given their role as wards of the psionic and spiritual health of the Sussuro Abyssi, it is a rare thing indeed for a Prognosticator to take the Apocryphon Oath, and serve a Vigil of the Long Watch with the Deathwatch, the Chamber Militant of the Ordo Xenos. In accepting a Prognosticator into his Watch Fortress, a Watch Commander gains the services of an individual of unique skill and ability. His knowledge of both the Librarians arts and the duties of the Chaplain are of course valuable. Yet the greatest of the Prognosticators are able to extend their ministrations to all of the Battle-Brothers they serve alongside, inspiring each and every one to epic deeds of courage, and diverting the flow of history so that these warriors can return to their chapters as heroes. It is said that by the actions of these few Prognosticators that the Denizens of the Deep have gained any trustworthy Astartes Chapter allies at all. Apothecaries The most solemn of individuals tasked with the most solemn of tasks. It is their role to mind the physical wellbeing of their battle-brothers. Not all injuries however are visible to be seen. An Apothecary of another chapter would easily be oblivious to the emotional damage that eats away at them. An Apothecary of the Sussuro Abyssi however knows too well the torment that his brothers endure, for they too are emotionally scarred from their nightmares. Techmarines Those amongst the Abyssi with an affinity for technology are dispatched to Mars, honouring ancient pacts formed with the Adeptus Mechanicus millennia ago upon their founding, where they are initiated into the Martian tech-cults to become Techmarines. This process divides the brothers duality complex into a triality nightmare but, it is acknowledged as a necessary process. Without Techmarines the Abyssi would be left unable to tend to the machine spirits, to observe the rites that ensure continued operation of their wargear, repair damage taken on the field of battle, or to attend to the needs of the Fleet. Upon their training on Mars they return even more mysterious and capricious, aloof and distant. Their inscrutable ways are not easily understood by most of the battle-brethren. For many they do not understand themselves, lost in the belief that if their Machines could not be eternal then it cannot be real. Abyssi techmarines struggle to unravel their three competing ideologies; Liber Mechanicus and the Omnissiah, Chapters duty, and its creed, their entire lives. Eternity becomes their supreme desire, nothing is real that is not eternal. The prognosticators that discern their dreams tell of only vague impressions of a sleep addled mind but, they all tell the same story. It is no ordinary nightmare. There is a prison deep below the surface, and something that stands a mile high but moves like flesh and blood. A rustle of wings, and a set of claws; how small they stand beside them claws. They feel him beneath the sand, they see his dreams, and so another fear to be believed. There visions sometimes reveal relics and STC files to be found, for it is all incidental and they are not bad. If it is not eternal it cannot be real. Dreadnoughts The mightiest fallen Denizens, those within whom deny the dying of the light, with a life that still burns bright, are preserved from their final rest. The restless memories of the ancient heroes who pilot them can extend back to the early years of their Chapter and its earliest history. They are revered by other Space Marines, not just as potent warriors, but also as enduring millennia of hauntings from all that they have seen, and dreamt. To honour these courageous warriors, the fallen heroes are allowed to sleep away the centuries within the ancient crypts alongside their deceased brothers in arms, waiting, dreaming until the stars are right and war calls them once more into service of the Imperium. Gene-seed Descendant of the line of Guilliman, through the legacy of the Silver Skulls, their Gene-seed maintained its renown for its stability upon the founding of the Sussurro Abyssi; only exacerbating the distinguishing features of the void born recruits drawn features and pale pallid skin. Not before long the Catalepsean Node began to exhibit signs of a peculiar mutation, operationally it still controlled the rhythms and responses to any sleep deprivation, allowing them to stay awake at full effectiveness for days at a time. They do, for when they sleep they are consumed with potent, disturbing, and dark dreams, overwhelming them with dread. Prognosticators scry these dreams to glean small hints of the future, whose own dreams travel out so much further, giving them all cold black dancing in their eyes. The Apothecaries do what they can to ease the burden of such nightmares but, for those who find them all too much are slowly driven insane are led away in pentagrammically warded chains to a chamber deep in the bowls of Cetus, where they will mutter nonsensically for their eternity about what placid island of ignorance we live in among black seas of infinity. Prognosticators sit piecing together dissociated pieces of knowledge opening up terrifying vistas of reality, and of our frightful position therein. Primaris Marines Nearly every Space Marine created since the First Founding possesses nineteen specialised organs derived from this gene-seed.The Primaris Marines, however originally engineered by the Archmagos Dominus Belisarius Cawl on the orders of Roboute Guilliman are implanted with a further three additional organs. It was the Sangprimus Portum, a device containing potent genetic material harvested from the Primarchs, that allowed for this breakthrough. Entrusted to Cawl by Guilliman shortly after the Second Founding, this device resulted in a new breed of Adeptus Astartes that were deployed en masse in the Ultima Founding. Due to Cawls interpretation of his orders and the millennia-spanning labour of his task during which Guilliman was injured and suspended in stasis the secrets of these new Primaris organs were not released until late in the 41st Millennium. Despite being ostracized and cast out as pariahs, ultimately, as with most chapters, the Sussuro Abyssi received envoys of the Primarch. Initially the Primaris were universally met with mistrust, although in each case the reasons were different. The first wave was suspect, claiming Robute Guilliman had returned, an event that seemingly was not envisaged by the Chapters prognosticators. The second wave were shunned because of the Chapter Cult itself Did they understand that the ending in nigh. In general, those Primaris who have experienced the nightmares in their sleep addled brains have grown to be accepted and well-received, though lingering doubts remain if any of them could fall into madness. At present, the Chapters Cult has been reluctant to fully embrace Primaris. The Chaplains, Prognosticators and Apothecaries of the Primaris are if anything less welcome than their ordinary brothers, being un-empathetic to the torture they risk with every sleep. Time will tell as to whether the Primaris become full and true Denizens of the Deep, or whether they will be left to quietly wither away and be forgotten. That said, there are those that fear the Primaris for another reason entirely; that they represent the fulfilment of a long-held belief that the End of Days is night. Certainly, enough has happened to make some within the Chapter believe the end is coming far sooner than they have gleamed, and with Primarichs returning and Custodes abroad once more, perhaps in time the Primaris will be seen not as unwelcome outsiders, but the fulfilment of a prophecy scryed ten millennia ago. Power Armour Even with gene-seed implantation complete, there is one final stage that must take place before an aspirant can be called a Denizen of the Deep he must be clad in the distinctive sea green armour. The enclosing suits worn by all Space Marines are made from thick ceramite plates that would be cumbersome but for electrically motivated fibre bundles that replicate the movements of the wearer and supplement his strength. The last gene-seed organ to be implanted in a Space Marine the black carapace rests beneath the skin, itself fitted with neural sensors and transfusion ports. These plug-in points mesh with Space Marine armour, linking the wearers nervous system to his suits mind-impulse controls and turning the suit into a second skin that moves with all the speed and precision of the battle-brothers own body. Without the carapace, Space Marine armour is almost impossible to use, and it is therefore the most distinctive feature of a battle-brother and the true mark of the Adeptus Astartes. There are several types (or marks) of power armour with significantly differing appearances. Many older marks are often worn by Abyssi ceremonial guards or elite units. Power armour is maintained by skilled artificers who are not Space Marines, but servants who spend their lives working for the Chapter. Especially talented artificers are justly celebrated, and examples of their work is highly prized. Elements of ancient armour are religiously hunted down, for they carry both the history of the Chapter and the triumphs of heroic individuals. Such pieces are lovingly restored and painstakingly engraved with new designs. As a result, it is quite common to find power armour that combines pieces from different marks, every greave and gorget a recollection of mighty deeds and battles won. Version 1.0 Artwork&Graphics
  10. Ok, I haven't posted any new images of models since 2019. Since then I have acquired a new fancy air brush - the Iwata Revolution. I have also decided to strip my 6000 points of models to paint them in a colour I have wanted but didn't know how to make it until Turbo Dork released it. I have ordered Vallejo Black Gloss to under coat my models and will be using the Blue Raspberry as the base colour. I will be ret-conning my existing chapter to be blood angels successors. What is everyones' thoughts, should I keep the Sanguinary Guard and Death company in their original colours but slight variation in colour? Anyways, it's about to be a new year and i guess it's time for a new look for my army. Any recommendations on an old gold paint or should I use silver as my secondary colour? Anyways here's a blog to keep a track of my progress. http://i.imgur.com/Qm6arkPm.jpg http://i.imgur.com/b3ZcWvbm.jpg http://i.imgur.com/cS1j6F6m.jpg
  11. Greetings, Recently returned to 40k toward the last half of 8th edition after being gone since the very first part of 5th edition. I started in 2nd as a Space Wolf before transitioning to a Vanilla DIY Marine player in 3rd, which is where I became a fan of the Raven Guard's more modern/professional army playstyle. I have never played a melee weighted army, even when I played the Demonhunter/Grey Knights ages ago, This is the edition that changes. Though I half tons of love for the Templars, I don't feel I can deviate quite that far from "Codex". More specifically, I very much am looking forward to painting a primarily red army that will be a Primaris only Chapter. Mephiston seals the deal as just about the coolest looking Primaris Character to date. He also will be my first "must design around" Librarian since the Grey Knights. I can't wait to put my color scheme to work on him. Also ... I know I said all-Primaris but only and only exception might be converting an old Dreadnought I had left from 3rd edition into a Librarian Dreadnought. I hadn't given it much thought before (because I love the Primaris Chaplain models - all of them) but this just might be a Chapter with a higher than normal ration of psykers. Introductions complete I am looking for any ideas/thoughts/insights on expanding the army past the two sets of Indomitus Marines that I purchased last month. I fully expect not to put a fine edge on the sword so to speak until the new Marine Codex comes out in October but I have a ton of building and painting to do already before then and I hope this blog will help motivate me. Not to mention GW replenishment is horrid right now. As mentioned I have two Indomitus Marine sets and purchasing Mephiston is a must. That gives me a solid 1000 points to start ... it's from there I could use some help on what to add next. I have a few hundred in trade value with an online store so when GW gets stock out again I hope to grab what I need fairly quick to turn Indomitus into a competitive army. I am making some assumptions. For instance, Bladeguard and Outriders going from a unit of 3 to units of 3-6. I've heard 9 for Outriders but imo they have such a large base size a unit of 4/5 is about as big as can be usefully maneuvered. Playing RG in 8th has me use to using CP for deploying units like Aggressors so this is new to me. I assume two Impulsors are in my future? As a side note, while I don't have any plans for them, I also have two Invictors and a Xiphon collecting dust. Thanks for any thoughts and I hope to post pics of my "Successor" color scheme soonish along with a name for the Chapter.
  12. Wrapping up a few projects. The first is the Gravis Captain from the box set. Turns out he DA-ifiies up pretty nicely. Just trimmed off the helmet crest, added an angel icon, and swapped the sword for a DW Terminator sword. Then there's this old school Terminator Master I'd paint-stripped, given away, then got back, jazzed up a bit with some DA bling, and painted up again so I'd have a counts-as-Belial, because the old school 3rd ed pewter mini is way better than the current official Belial. Finally, I've got a 5-man squad of Infiltrators. They're my 3rd Primaris Troops choice, so now I can field a battalion of all-Primaris if I want to.
  13. First, some tunes to get you in the mood: Up until recently I had been working on some silver marines, had about 1000pts complete, and all was fine and good. Never played a game with them, then 9th edition was announced. As many hobbyists will do it was decided that a new army would be started, especially after the tease of those awesome new models for Primaris armies. So I sold said army, and bought new stuff. (My girlfriend was a bit confused. "But you just sold Space Marines?) I love close combat themed forces, and I love the Executioners, being the son of Dorn and fan of Conan the Barbarian that I am. But I wont be painting the Executioners, no, I am going to be painting one of their successors, the Crimson Axes. "But Toyship," I hear you say, "They are listed as destroyed in Imperial records." Well, they were. The idea I am running with is this is one of the Ultima Founding chapters that were created to replace an extinct chapter. Working on some fluff ideas in the background...thought it might be cool if they were gifted the original chapter's Fortress Monastery and had to cleanse it of Orks or something. Anyway, you came here for pics so here ya go: Pushed myself on this guy, particularly happy with the damaged leather. The face, not so much. Can't find my drill bit for the barrel, a new one has been ordered. Waiting on some waterslide paper to print of some squad markings and chapter icon. I am waffling between a couple of axe designs, anyone wanna help me out? #1: Executioners Axes minus the red shield, axes in red #2: Dark Hunters Axe, also in red: #3: Crimson Guard Axes, in red: Really excited to get more done on these guys, bought the Space Wolves Start Collectinng, gonna offload the upgrades for more stuff. Current plans are to have 3x Intercessor squads armed with Auto Bolt Rifles, not sure what the Sergeants will be armed with yet...most likely chainaxes counting as chainswords. I also have the Aggressors from the Start Collecting box, Haldor Icepelt, (who will be cleaned up and turned into a Captain or Lieutenant), the Lieutenant from Wake the Dead, an Impulsor (for the eventual Hellblasters), and the Ancient from Dark Imperium. Hopefully by the time I have all of that painted the new stuff will be out, as I have a mighty need for the Assault Intercessors and those gorgeous bikes. Thats enough talk for now, thanks in advance for any comments/criticisms!
  14. First, some tunes to get you in the mood: https://youtu.be/nqbHbtAuMI4 Up until recently I had been working on some silver marines, had about 1000pts complete, and all was fine and good. Never played a game with them, then 9th edition was announced. As many hobbyists will do it was decided that a new army would be started, especially after the tease of those awesome new models for Primaris armies. So I sold said army, and bought new stuff. (My girlfriend was a bit confused. "But you just sold Space Marines?) I love close combat themed forces, and I love the Executioners, being the son of Dorn and fan of Conan the Barbarian that I am. But I wont be painting the Executioners, no, I am going to be painting one of their successors, the Crimson Axes. "But Toyship," I hear you say, "They are listed as destroyed in Imperial records." Well, they were. The idea I am running with is this is one of the Ultima Founding chapters that were created to replace an extinct chapter. Working on some fluff ideas in the background...thought it might be cool if they were gifted the original chapter's Fortress Monastery and had to cleanse it of Orks or something. Anyway, you came here for pics so here ya go: Pushed myself on this guy, particularly happy with the damaged leather. The face, not so much. Can't find my drill bit for the barrel, a new one has been ordered. Waiting on some waterslide paper to print of some squad markings and chapter icon. I am waffling between a couple of axe designs, anyone wanna help me out? #1: Executioners Axes minus the red shield, axes in red #2: Dark Hunters Axe, also in red: #3: Crimson Guard Axes, in red: Really excited to get more done on these guys, bought the Space Wolves Start Collectinng, gonna offload the upgrades for more stuff. Current plans are to have 3x Intercessor squads armed with Auto Bolt Rifles, not sure what the Sergeants will be armed with yet...most likely chainaxes counting as chainswords. I also have the Aggressors from the Start Collecting box, Haldor Icepelt, (who will be cleaned up and turned into a Captain or Lieutenant), the Lieutenant from Wake the Dead, an Impulsor (for the eventual Hellblasters), and the Ancient from Dark Imperium. Hopefully by the time I have all of that painted the new stuff will be out, as I have a mighty need for the Assault Intercessors and those gorgeous bikes. Thats enough talk for now, thanks in advance for any comments/criticisms!
  15. Hello folks! Its been a while. So, i have finally restarted the work on my Space Wolf successor project - The Draugrbj
  16. Index Astartes: Primus "We are the natural order!" Origins[/skullheaderhalf] The Primum Simiis, known officially as the Primordials are a mystifying Chapter of curious origins. Drawn from the gene-stock of an Iron Hands successor chapter who went unnamed during the Second Founding; Said unnamed successor must have had an unremarkable history, as most if not all records of their existence have been shelved with a lack of interest. The Primordials are speculated by archivists to have been created during the thirteenth founding, known widely as the Dark founding, - as they lack original gene-seed within Imperial archives. Appointed by the High Lords of Terra, a renowned Captain of this mystery chapter known in the forty-first millenium only by his sobriquet; The Primeval Hand, was given authority over the blooming chapter - along with a necessary handful of experienced Marines. In his earliest days within the Iron Hands he was said to have an eerie obsession with nature, no matter how bleak or verdant. His fascination encompassed both animals and plant life, which was quite a one-eighty from the Iron Hands core tenets. During the Chapters creation he was led by the Explorator teams of the Adeptus Mechanicus to a world long ago marked and withheld for colonization. The backwater world in question was feral, with primitive humans surviving in iced-over jungles alongside hostile flora and fauna. This world would go on to define the chapter and its esoteric beliefs. The Primeval Hand and the Adeptus Mechanicus Explorators began work here on this simple world of beasts and primitives, studying this lost strand of humanity and searching it for impurities. Whilst Mechanicus teams researched others began to build, turning the Primevals vision of nature and machine into a reality. This symbiotic reality further inspired the ancient Chapter Master to become one with his surroundings. He toured the planet with great engrossment, learning of the creatures that ruled over its unique animal kingdoms; The Great Apes. The Great Apes were gigantic, multi-limbed primates and masters of the frozen jungles. He gleaned much from these Apes. Their territorial instinct and need to protect their own was mirrored in humanity. There were many different types of primate, smaller child-sized apes, long-limbed apes with peculiar faces, hulking apes as tall as men with barrel-like arms. Each expedition yielded more and more information. Some tribes of men lived in harmony with primates, hunting great cold-blooded creatures like pack animals. This planet brought humanity back to its most simple time. And the Primeval Hand would strive to replicate this with his Primordial sons. The Primeval Hand began communicating with the primitives of the planet, first appearing to them as a threat. But as he began to show their shared similarities he was eventually accepted. Many decades passed. In short time he had learned their language and their cultures, exposing them to his own. His superhuman mind made teaching in a way they could understand quite elementary. As an Iron Hands Space Marine his cold and calculated outlook on reality was slowly deteriorated by the simplicity of humanity at its most basic. He spent many years with different clans, many of them ignorant to the fact that there were more humans only a few short miles away. The ways of the Primum Simiis are deeply rooted in their forefathers beliefs, and these beliefs often clash with the other descendants of Ferrus Manus and the Adeptus Mechanicus who think little of nature, let alone the idea of preserving it. Even still their relationship with their sibling chapters is not great, but it is not bad. Their ideologies remain similar and their warriors, despite having many differences, maintain the importance of strength in all things and the collective hatred for weakness. The esteemed descendants of Guilliman and the more codex compliant of the Astartes have on numerous occasions labeled the Primordials as nothing more than tactless savages. But within their madness is a method and calculation that has persisted throughout their obscure methodology. The Primordials have been a frequently used tool in the history of the Imperium, since their inception they were used as the dogs of war, sent in to sow terror in the ranks of the enemy with ferocious howls and unnatural hollers before crashing into their foe with lightning speed and tribalistic fury. None but the seasoned worshipers of Khorne and deranged Black Company of the Blood Angels could hope to match their sheer unpredictability and wanton bloodletting. [skullheaderhalf=000000]Homeworld Sedes; otherwise known as the Seat, is the homeworld of the Primordials chapter - located on the border between Segmentum Obscurus and Pacificus, a respectful distance from Segmentum Solar. Sedes is a planet shrouded in mystery. Much of what the planet is today is speculated to have been caused by some sort of catastrophic event. Sedes was once a lush and verdant jungle planet with a host of dangerous creatures even worse than the ones that already exist, as denoted by the recovery of fossils without known origin. The Mechanicius have done much research, but their most concrete theory is that something akin to an ice age was caused by a comet striking one of the poles and covering the world in snow, blocking out the sun for an indefinite amount of time. The planet has become an ice-covered shell of its former self. The north and south of the planet are what its inhabitants refer to as the Frozen Jungles. The frozen jungles are the remnants of the previous climate. Gigantic Kubwa jungle trees that reach past the clouds, litter the world, veritable dead skyscrapers which have become snags due to the inability to adjust to their new circumstances. These massive trees are many thousands of years old and many of the oldest and largest still remain standing today. Their monstrous scale and house sized roots have kept them stable for centuries. These trees are shades of tan, twisted and mangled compared to their valley counterparts. The Kubwa tree is extremely sturdy and remains solid even after so much harsh punishment by the elements. Frozen Jungles Between these trees are many smaller ones that are about half the size, but still are taller than anything known to Terra. They fill the gaps between their larger, deceased cousins and have seemed to adjust far better, too. They are able to survive in Sedes harsh conditions, maintaining their green leaves year after year. Beneath that are many more trees, bushes, mosses, vines and brush that have also acclimated and become apart of the ecosystem. Some leaves are green like the trees they live under, but others are white or brown. The mixture of color is drab with hints of greenery that contrasts starkly. Patches of thin, tall grass are also known to grow near water. Wildlife that occupy the Frozen Jungles have evolved natural camouflage to take advantage of their homes. Apes native to the frozen jungles universally have white fur, becoming indistinguishable from a snowbank or a frosted bush. Humans use every tool in their arsenal to remain undetected when venturing the frozen jungles, as confrontation with a predator usually attracts even more. As one travels away from the poles they will watch the scenery shift from the white of snow to the oranges, reds and greens of forests before reaching the warmer verdant jungles at the equator. These forests are transition zones that display the flavorful colors of autumn. They are situated on the lips and walls of valleys that house the aforementioned green jungles. Water is plentiful here and seems to be the most comfortable place to live year round in terms of temperature. Because of this, many of the smaller tribes who arent as experienced or maybe dont have the numbers to defend their children and women, will come here. Sedesians refer to these autumn-esque areas as the Jungle Borders. Within the valleys along the equator are what remain of the true jungles. These jungles are hot, but assuredly not as hot as they may have once been before the unrecorded cataclysm. Here, large cold-blooded creatures hunt and are hunted by primates who seek to protect their territory. These scaled amphibians and lizards reside near bodies of water while the primates usually find their water in massive bowl-shaped leaves high up in the canopies. Rainfall is common in the valley jungles and brings about many insects, some as small as a common Terran spider, others can grow to be as big as a small child. Both the valley jungles and frozen jungles have their pluses and minuses, but neither are ideal for the average human and can be fatal to the inexperienced tribesman. Sedesians live all across the globe with the Great Clans occupying many key locations to ensure their survival. The smaller clans have waged war for ages and have been involved in numerous conflicts with the Great Clans. Sedesians are hearty people who come in many different colors and appearances. Languages used to be region-based, but since the Imperiums arrival they have united under one language that has roots in old Terras oriental and African tongues. Sedesians who live in the frozen jungles are known to be pasty white and with white or black hair to blend into their surroundings better, while those around the valley jungles have darker brown skin and a variation of different hair colors. Ice blue eyes are common among Sedesians regardless of their location and many Sedesians seem to have an innate genetic ability to be extremely good climbers. Over the uncountable decades Sedesians have begun to mimic the Apes they are so fond of, moving on all fours whilst walking. Some children might never actually learn to walk on two legs. Sedes apex predator, as explained before, are the Great Apes. The Great Apes will sometimes roam their expansive territories which can be hundreds of miles wide. The largest of all Great Apes can grow to be as tall as four stories while hunched and even taller when standing straight. They use the huge Kubwa trees as their main method of transportation, swinging from branch to branch, searching for their next meal, or mate. This is not to say Great Apes own the world however. Many of the reptiles that stalk the valley jungles can be more than a challenge. When Great Apes encounter one of these reptiles their battle is titanic and can destroy huge swaths of Jungle at a time. Witnessing one of these battles is a rare and dangerous occurrence as animals living in that patch of jungle might have their ecosystems decimated, leaving them no place to live. Apes are universally called Apes no matter their significant differences. There are many different kinds of Ape but old Terran terms like monkey, chimpanzee and orangutan are not used on Sedes. Smaller Apes are simply referred to as Apes. They grow to be no more than ten or fifteen feet tall. The Great Apes are the Apex Predators. The Great Clans have names that mirror their geographical location. It was not always this way, but ever since their collective union under the Imperium they have created this simple format. These locations tend to be the most unique on Sedes as they are the largest tribes and therefore have the most power. Each Great Clan influences the culture for their specific region, and are considerable distances away from one another, but even before the Imperiums arrival some clans vaguely knew of their distant neighbors. A handful of clans have accomplished much more than their peers, giving them an edge in trade.After the Imperium's arrival they have begun to work out trade routes and the concept of the wheel. It is universally decided that the Imperium will minimize their presence on the world, and any Marine who returns to their home clan must do so without any power armour or advanced weaponry. All Sacred Great Apes: Jicho Jeupe, The White Eyed Ape. Jicho is a blind Great Ape who is said to be the forefather to all blind Apes on the planet. Despite his name Jicho has no eyes at all. His eyes have been sheathed in skin and he bears four arms. He is said to live on a large mountain near the Peak of Heavens. The first Great Clan is named after the location in which this Great Ape resides; High Peaks. Kuomboleza, the Mournful Ape. Kuomboleza is of white fur like Jicho, but with a small face and large beard. His fur is thick across his body and he hunches more than the other Great Apes. He howls often to tell the world he is wrathful and sad after losing his mate and refuses to accept another though there are many. His form is spindly and he bears six arms, three on each side. He is the father to all Mournful Apes and he resides in Low Valleys, covered in soft, green grass. Kucheka, the Laughing Ape. Kucheka is an ape of brown fur who lives near the equator where the jungles have not frozen over. They say he laughs at all the other Apes because his land remains verdant and warm but their land has iced over and become cold. He laughs so much and so frequently his face has turned red and so too have his childrens. He is thin and sparsely furred below his waist. He only possesses two arms, envious of his siblings because of this. He resides in Lush Jungles. Akili, the Ape of Forethought. Akili is an Ape of pure white fur with long arms who dances between giant branches and trees. Her two long arms are said to be able to reach into the future and discern the events that take place. She is the most recluse of all Apes, living far to the north where it is coldest. Here she sits with her children who have peculiar faces on Frozen Plains. Kutafakari, the Ape of Deep Thought. Kutafakari is the Ape of meditation, he is thin and smaller than many of his cousins but still very large. He has four arms and is said to be related to Jicho. Kutafakari has pure white fur, also having lost the ability to speak after it was stolen by Buibui. He is said to reside near Cold Lakes. Viziwi, the Earless Ape. Viziwi is closely related to Kutafakari and Jicho. She has white fur but the fur around her face is entirely black. She sings loudly but cannot hear how good she is, and so she imagines her singing is terrible. Her form is smaller than most but still large. She has two small arms and two even smaller ones, making it hard for her to climb. She resides at the top of Frozen Falls with her many children. Punyekundu, the Red-Nosed Ape. Punyekundu is a large ape with a long red nose and flared cheeks to show he is angry. He is angry because he is lonely, constantly seeking companionship but never finding a mate. Much like Kucheka he lives on the equator and so his fur is a shade of brown. He is also said to be jealous of Kuomboleza and extremely violent. He resides at Hot Springs with his angry faced sons and daughters. Buibui, the Spider Ape. Buibui is said to have an entirely black coat, though he is rarely seen because he resides in Deep Caves. His form is spindly yet elongated like a spider and he is known to have six arms. Buibui is told in stories to be the ex-lover of Viziwi until he stole her ears. He then proceeded to steal Kutafakaris voice and Jichos eyes just to spite her, scurrying away into the darkness where he could not be followed. His children are wretched and have perfect dark sight just like him. Ndevukiji, the Grey Bearded Ape. Ndevukiji is the eldest of all Great Apes and is said to be a precursor for many of the white apes. Ndevukiji has no children who reside with him, they have all grown and left him, so now he watches from seclusion in the tallest of Tall Trees. Ndevukiji has also in recent times come to represent the Emperor. Ultimately, little is known about Ndevukiji. Bluu, The Fishing Ape. Bluu is the last and most curious Ape as he embodies the frigid seas of Sedes. Bluu is an ape who wades in shallow waters to catch great sea creatures and eat them. He also seems to be the only monkey who knows how to swim. He resides on the coast of Deep Seas near the equator and is said to have mangy blue fur that seems to mass more on his six arms than on the rest of his body. He is one of a kind like Ndevukiji. These larger than life creatures are scattered across the globe and are awing, with grandeur oozing from every orifice. Each Sacred Ape has been known to interact with humans in some form or another. Most interactions come about entirely out of curiosity. Humans are to Great Apes what ants are to humans; Fascinating and living in a world entirely separate from their own. Great Apes hunt larger prey that would be predators to the human population. Hostility is a rare occurrence but also has been known to happen in the distant past. Humans will often coexist with their corresponding Sacred Ape, living mere miles away from their dens, as is the case with the Great Clan of High Peaks. Clans: The clan who resides on High Peaks is renowned as the best warrior clan on Sedes. They are currently at war with several smaller clans who seek to remove them from their strategic position on the Peak of Heavens in the northern frozen jungles. Their secret to survival are the insects that live in the mountain caves. They are extremely nutritious and are abundant, meaning the clan of High Peaks always have a reliable source of food. Their water simply comes from melted snow. Once every one hundred moons the clan will send a group of men on an expedition to Jicho Jeupes den, offering him sweet smelling flowers and large fruits. Jicho has come to expect their arrival and no longer reacts with caution. The clan who resides in Low Valleys is one of the few great clans who owns territory within the valley jungles. They live in a deep valley that is sparse with trees and vegetation, making visibility one of their greatest strengths. Invaders and predators are easily spotted and the clan have reputable warriors who are extremely skilled with the bow and arrow. Their expertise comes from the fact that it is actually a viable weapon to use due to their location. Their village is situated on a foothill that presides over the valley. The clan residing within Lush Jungles are well known for having positive relations with the primates of their region. They were one of the first to learn how to coexist with Apes and have since become a nomadic clan that roams the Jungles with their red-faced allies. The clan of Lush Jungles also has an incredible sense of direction and navigation, able to recognize landmarks better than any other clan. The great clan of the Frozen Plains are revered as being the first to coexist not with Apes, but with their own Sacred Great Ape. Akili is by comparison, the most amicable of her kind. Though all Great Apes are omnivores, Akili tends more towards plants, choosing to pick grass from the frozen streams nearby. She sleeps and lives beside the Frozen Plains clan, receiving offerings of moss and vine to add to her diet. The Frozen Plains clan contrast with Akili in that they regularly make war with a lesser tribe nearby who also seeks the attention of Akili. Akili doesnt seem attached to them in anyway and does not intervene when fighting begins. The clan of Cold Lakes is a clan that lives on an island in the middle of a frozen lake, south of the equator. They have become the first clan to use fishing rods, breaking neat holes into the ice so they can get to the creatures below. The cold lake is surrounded by several tribes who all war with one another and the Great Clan. At the top of Frozen Falls to the south of Sedes equator, another Great Clan exists. They are the greatest concentration of psykers on the planet and are routinely recruited into the Primordials. They share a close relationship with the Apes around them, allowing them into their village as curious pets. The clan that resides around Hot Springs on the equator are well-known cannibals. They are a savage tribe, even compared to the already primitive society of Sedes. They seek only war with other smaller tribes around them and have short tempers just like their Sacred Ape. The Clan of Deep Caves are recluses who live in elaborate tunnel networks to the north of the equator. These tunnel networks are home to many vile creatures that keep the Clan forever on their toes. They are the smallest of all Great Clans and have developed a keen sense of smell and dark vision. So much so that they are almost nocturnal, with a natural aversion to sunlight. The Clan of Tall Trees are the only tribe to live within spire-like jungle trees of the frozen jungles. They are some of the best climbers and have built a network of tunnels through the giant Kubwa, having a close relationship with Apes who essentially freeload off their creation. They are commonly beset upon by large birds of prey. Finally, the clan of Deep Seas is a clan that presides on the coast of the Deep Sea. One of three substantial bodies of water. The Deep Sea is the only large body of water to be not be majority frozen. They use spears to fish on the shallow coasts and have a close relationship with their Sacred Ape, sometimes even fishing right alongside him. Hidden Content Noteworthy animals: Blushingo. Blushingo are large amphibians about ten or fifteen feet tall that resemble frogs. They have claws that protrude from the back of their hand and hook forwards, as well as long tongues. These are meant for climbing and catching their favorite prey; large insects. Blushingo are also known to eat things outside of insects though. Nyokubwa. Nyokubwa are large serpents that are just shy of a hundred feet long. These serpents have a maw full of razor sharp teeth and will dine on Apes as a snack, whilst hunting Great Apes when they feel confident in their ability to kill one. They are known to constrict and squeeze Great Apes, choking them to death. Ndegebaya. Nedgebaya are massive birds with fifty foot wingspans capable of picking up pretty much anything and flying away with it. These birds are usually smaller though and only rarely get to be so big they can take on a Great Ape. Their diets consist of Apes, humans, large insects and smaller reptiles. Mnupe minguu. The Minguu are huge feline-like creatures with horns that stalk the frozen jungles, capable of scaling trees with their sharp claws and rending flesh with their razor-like teeth. They have incredible night vision and are twice the size of a normal human man. Their hide is commonly used as clothing. Mkiajiwe. Mkiajiwe are herbivores that resemble bison. They have very tough skin and very thick hide that is great for blankets and clothing. The Mkiajiwe also have long tails with spiked boney tips that can be used as a way to ward off pursuing predators. They function in small herds. Minyoto. Minyoto are massive worms that live in shallow water, no matter the temperature. They are common in both cold and hot climates and will usually feed on fish or any animal who gets too close to the water they occupy. Their dark and oily flesh makes them hard to see in brackish or icy water. They are able to spit incredibly hot saliva that is capable of burning most creatures severely. Fortress-Monastery The Primordials Fortress-Monastery is known simply as the Old Wood. It is the largest Kubwa tree on Sedes. It is the only Kubwa tree on the northern jungle border where they have established themselves. The location has no tribes near it and is hardly if ever traveled by. The Kubwa tree is alive and well, secured to the earth by metal constructs that would stop the tree from just being felled if outside invaders were to arrive. The Old Wood is so large the Primordials have created many small tree gardens along its exterior, held aloft with wooden and metal supports. Each tree garden starts off hollow and is slowly filled with dirt and layered with grass until trees are able to be planted. This gives the Old Wood a mystical appearance as the tree that grows smaller trees. Precarious staircases and wooden walkways suspended by wire wind up the outside of the Old Wood, and towards the base there is a metal gate built seamlessly into its structure. The massive metal door is appropriately named Natures Passage and is so large warlord Titans could walk in and out of it. All the mechanisms are hidden, as are a lot of cogs that make the Old Wood function as a base of operations. At the bottom and beneath the ground among the roots, is the vehicle depot, armory and foundries where the Primordials store all their large machines of war and produce equipment to add to their stockpile. On the ground floor is what the Primordials would consider the first strong point and the main hall. Its floors are an enchanting combination of grass and smooth reflective marble bordering a garden courtyard. A central, shallow pool receives water from a waterfall that seems sourceless when peering up into the many floors. The interior of the tree has been made hollow, so one can stand at the bottom and gaze up up to several tiers high. Ascending up the tree through slim passageways or winding wooden staircases, there are more strong points before reaching the first floor which seems to be just one of several oratoriums and scriptories. Communal dormitories also reside on this floor. More tunnels begin to ascend to the second and third level where the dungeon and then the Apothecarium is located, along with a teleportarium room. Cell blocks for Apothecaries occupy a portion of this tier and in addition this floor is where the first of many cell blocks are situated. The Hydro-culture, Refectory and Terrarium occupy the fourth floor, with portions of the Terrarium on platforms along the exterior of the Old Wood, able to enjoy the fresh air. A massive balcony of grass wraps around the entirety of the Old Wood and stairs along the exterior of the Old Wood ascend upwards to the fifth floor with many more cell blocks, communal dormitories, guest chambers and the company Chapel. The next floor harbors the assimularum. It is a gigantic amphitheater that presides over the entire sixth floor, with streams of clean water separating all ten columns. each columns has about ten tiers that are padded with grass and look down onto a circular dais with a considerable sized hole in the middle. The water from the top of the amphitheater descends and adds to the artificial waterfall that pours down through the center of the tree as a whole. A hangar complex for shuttle silos is cut into the west side of the Old Wood, making up the majority of the seventh floor. The seventh floor is also filled with more cells, sleeping quarters, oratoriums, the penitorium and another teleportarium room. The eighth floor is where more cells, private chambers and training facilities are located. The ninth floor has another, smaller apothecarium for emergencies and also doubles as a research center and operations room for the Mechancius and the few Techmarines within the chapter. Cells and private chambers occupy the rest of this floor. The tenth floor is known as the Greenwood, and serves as the throne room, office and personal chambers for the Lord Chieftain. There is an elaborate wooden throne and the whole room is covered in greenery ranging from vines to flowers to soft grass. Past this is the largest generator in a network of generators scattered around the Old Wood, this tier additionally houses the main pump for the water fall as well as a sprinkler system, should a fire break out. And finally there is the Reclusiam and Librarium known as the Black Garden at the very top, covered by the canopy of the Old Wood. Defense lasers dot the exterior of the tree, hidden by tufts of leaves and vine. On the outside of the Fortress are the local defenses, arrayed in such a way so as to deter assaults from land and or air. Attached to the northern side of the Old Wood is the complex meant for training initiates. Much like the Dark Angels, Primordials have small helpers that occupy their halls and coexist beside them. The Apes of Kutafakari are widely known around Sedes to be the most quiet of all Apes. They are also the most intelligent. So intelligent they can be easily trained to assist in semi-complex tasks. These Apes are about half the size of an average man, and roam the Old Wood freely, helping where they are needed. They can retrieve items and hold books, relay information given to them and even perform basic sign language. Their extra pair of arms makes them fantastic multi-taskers. Primordials often form close bonds with these Apes, placing dozens of them on each ship in their fleet for support both morally and physically. The larger Apes that theyve managed to tame and teach will sometimes accompany them into battle as monstrous combatants or support creatures, akin to the Wolves of Fenris. The Old Wood is nothing short of a paradise. Marines who return to their home clans have a hard time explaining the sheer scale of it. Surrounding the Old Wood are the autumn and green trees that populate the jungle borders. The Old Wood has grown in a natural basin that is very small in comparison. The basin extends outwards from Natures Passage into a narrow trench that then slowly inclines until leveling off with the earth around it. This Trench is known to the Primordials as the Narrow Passage, the walls of which have viney growths and grassy ledges, orange and red with trees that grow close to the cliffs of the Narrow Passage. The trench receives snow often, and when the snow melts it fills small creeks with fresh water. This is what the Primordials consider their Solitarium. Marines will walk the trench with peaceful Apes at their side while under the eyes of monolithic stone statues, made in the likeness of their Sacred Apes. These towering statues have been grafted into both facades of the trench, contrived to look down on it with eyes made of precious stone. Recruitment Upon the planet of Sedes Prime, the Primordials were first born. The many tribes across the planet were all harsh people who knew well the struggles of natural life. Beset upon by every danger the planet could field, from disease to parasite to predator and even the world itself - those who persisted were hand chosen to ascend. In the beginning the Primeval Hand drew his first sons from a single tribe. This single tribe was a tribe who lived in caves on the coldest mountain peak of Sedes Prime, the Peak of Heavens, or Kilelchambingu in their native tongue. The Peak of Heavens is believed to be, in current day Sedes, the place where the Primeval Hand first landed with his Explorator teams. This tribe at the time was unequivocally the most hearty of Sedes people. This single tribe was observed to be at war with three others. On their remote mountain they managed to not only survive but eventually thrive as their competitors tried and failed to wipe them out after numerous combined assaults. The Primeval Hand observed their unconscious strategy and marveled at some things humans consider to be complex military actions performed by troglodytes with spears and bows. He would pick these young men to inherit his gene-seed and they would form the first of ten great clans. The Primordials recruit based on clan. Each clan will dedicate their young warriors to service once they become of age and these young men, pure of body and mind will go on to form the fighting elite of the Imperiums finest. Each clan is inextricably linked to their associated chapter counterpart. So much so that initiated Astartes will often return and hunt with their fellow tribesmen when not on duty. The primitive population know of the Space Marines and view them in their own simplistic light. They recognize technology but see little applicable use in it, save for steel tipped spears and arrows, which the chapter happily provides. Unlike the Medusans, Sedesians see technology as a potential weakness if used in excess, but do not fault others for indulging. As with most Space Marine chapters, the indoctrination does not start and end after initial recruitment. The first of many obstacles begins with the Trials of Damu. The first of six trials is purely an educational one. This is the trial where the initiates, or the kuanzisha are further educated about the wider Imperium, their future role in it, the warriors they will become and the information theyll require to be successful in said role. This usually also includes advanced classes in the standard Imperial language, Low Gothic, and Astartes battle sign. It is important they retain this knowledge for the next trial. Their next challenge is the Trial of Kuwinda where each clan will be shuffled into groups and sent to hunt in controlled environments. These controlled environments are slices of secluded jungle filled with wild-life both hostile or otherwise. The creature they are hunting is a white-eyed Ape. A massive, naturally blind ape with an acute sense of smell and hearing far above even Astartes. They are both hunting and are being hunted, using all their instinctual skills to first find the creature and then kill it whilst working together to achieve this common goal. This task is difficult for un-augmented humans and not only must they complete this trial with only spears and javelins, but they must also do it using Imperial Gothic and Astartes battle sign. After the second trial many initiates will have died or been injured, being sent back to their respective tribes. The remaining initiates will move on the Trial of Umoja. This challenge will come after the initiates have been partially augmented, making them nearly superhuman. The objective is to integrate themselves with a troop of Apes and live with them for a number of weeks. This trial is much like the first in that they are meant to do more learning than fighting, though the latter is still entirely possible. Apes of Sedes are extremely intelligent, much more intelligent than their old Terran counterparts. Their understanding of humans is so advanced they are able to perceive and understand their body language and emotional queues. For the tribes who have never interacted with Apes this can be difficult, as Apes are extremely territorial and are not easily approached. This experience also gives the newly augmented initiates time to acclimate to their new physique and heightened senses. They must climb and move as Apes do, overcoming any fears of height by scaling trees as tall as hive spires. This trial is widely considered the most liberating and enjoyable. After the fourth trial the initiates will receive the rest of their organs to make them officially Astartes. This milestone is celebrated by a ceremony that sees each of them receive ritual scarification from women of each respective clan. Each elaborate design is wholly unique to each Primordial while incorporating symbols and heraldry of their tribe as well as the Primordials as a chapter. These works of art are done with special machines to make clean lines and the scars are filled with a cold white powder to represent the snow of Sedes. They also usually encompass the entire body. The fifth challenge is the Trial of Pambano Moja, or single combat, where a fully-initiated Primordial will take on an initiate. Both are stripped of power armor and given a sharpened weapon of their choice. The Primordial is not allowed to kill the initiate, but if the initiate gains the upper hand they are are within rights, and are usually forced to kill the Primordial, as he was clearly weak enough to be bested by a trainee. They will go three bouts before a ranking official will deem the initiate worthy or unworthy for the final challenge. Those who are unworthy are lobotomized and turned into servitors, but this is rarely if ever the case. The final challenge is the most difficult and it requires the entirety of the initiates within that current recruiting pool to band together and use all their tools learned so far. The Trial of Theluji Nyekundu, or red snow in Low Gothic, is the hunting and killing of a Great Ape. There are only several dozens of Great Apes on the entirety of Sedes, some considered sacred. The Great Apes who are not considered sacred are game to be hunted. The hunting of a Great Ape is something the entire chapter will seek to watch as it is the ritual killing of a religious icon. Great Apes are the apex predator of Sedes, capable of laying waste to entire forests. They dine on the most dangerous predators of Sedes and no Great Ape is entirely similar to another. For this hunt the initiates are given specially crafted power weapons affixed to adamantine chains. These weapons are capable of being thrown and digging into the hide of a Great Ape, allowing the initiate to scale the chain and then the beast. They are also given gauntlets with meathooks for the same reason. The initiates are even allowed access to Bolters for this most sacred mission. A recruitment pool after all the previous trials can be anywhere from fifty up to a hundred and fifty kuanzisha. More than enough to get the job done. It is up to the initiates to study their quarry and formulate a strategic game plan. All the initiates will usually elect a Hunt Master to lead the hunt, this is someone who has shown exceptional skill in all other Trials. This elected leader will organize the hunt and usually give roles to individuals or groups. Initiates are allowed to set traps or use the local fauna to assist them. After the snow has been turned red with the blood of a Great Ape, the remaining initiates, as their final indoctrination ritual will soak themselves in the blood of the Ape and eat of its flesh to cement their unbreakable bond with Sedes and its wildlife no matter how many distant worlds they visit. This ritual is known as Tie Kwanza; The First Knot, also known as the Blood Knot. A link to Sedes represented with a white tassel tied at the front of the waist, usually accompanied by other tassels denoting accomplishment. They are finally full-fledged Primordials. Combat Doctrine The unorthodox nature of the Primordials is further displayed in their savage lightning strike assaults and peculiar psychological warfare. Being so well attuned with nature, the Primordials are able to quickly acclimate to any climate and geography, turning a defender's innate knowledge of their surroundings against them - or at least leveling the playing field. The Primordials are line breakers. Stalemates that have lasted for many years can be broken with the arrival of the Primordials. Their use of modified Land Speeder Storms capable of holding up to eight marines, accompanied by drop pod insertion and rapidly deployed troops from low flying aircraft means they can be on top of the enemy in the literal blink of an eye. The Primordials take a keen interest in their opponents weaknesses, exploiting and exaggerating them. If they are facing Berserkers of Khorne they may charge them head on only to pull away at the last second and lure the enemy into a line of devastating super heavy vehicles, or use vox-speakers to demoralize a rebellious human colony, preluding their attack with war drums and ear-splitting screeches. In many cases their raw brutality is enough to send the enemy fleeing. Their chapter has come under scrutiny before for quite literally tearing their enemies limb from limb in the midst of intense firefights. Every other kill made by a Primordial is likely to be a gory execution simply for the sake of shock value. The Primum Simiis, due to this type of fast, unstoppable and brutal battlefield doctrine logically have forgone the entirely common Devastator squads excluding situations when it is absolutely necessary. Instead they will have ten or fifteen marines per company-equivalent with heavy weaponry intermingled with Assault squads to assist with the occasional strong point or vehicle. Their lightning strike formatting sees them using an initial spearhead to crush the enemy front line, usually screened by a walking orbital or artillery bombardment. During this bombardment the Primordials will advance in dangerously close proximity to it, putting themselves in almost as much danger as the enemy. To assist with this action a portion of the bombardment is smoke to cover their push. They arrive whilst the enemy is hunkered from the barrage, emerging from the smoke to slaughter them in their fortifications. Following closely behind the spearhead will be a mass of tanks, usually operated by Mechanicus personnel meant to reinforce the spearhead and keep the push driving forward. These tanks are of all kinds and can range from light to super heavy. This veritable wall of metal is also a way to clean up the stragglers the spearhead did not properly deal with. Indeed the Primordials have a hit and run methodology in the sense that they strike hard and run right into the next opponent. Their charges are not as thorough as some of their more disciplined cousins. Primordials will attack in a one after the other fashion, where the first marine will cleave a target and keep going, followed by another who will wound the same target and any others left behind, and this process will continue until there are no more Primordials left in line. It seems the Primum Simiis have recognized this quirk and unconsciously begun to take advantage of it, bowling over foes so that the next man behind can easily dispatch them - if they dont outright kill them. Their tribalistic fighting style means many warriors will assail one target and remove it from the field so they can move on to the next. There are rarely fair fights in the heat of battle when the Primordials are involved. Imperial Guardsmen, Company Commander Callaghan Feral. The only word that comes to mind. They moved and howled like wild animals, spinning and swiping with broad head axes. I was almost as terrified of them as I was the greenskins approaching over the ridgeline. But they never flinched nor gave ground, running out to meet the charge head on. Suicidal, we knew. But if the Astartes could so recklessly throw their lives away to lay about their enemies, who were we to sit in our slit trenches and watch from afar? With all this bloodletting youd think the Primordials would have an aversion to ranged weaponry, but alas youd be wrong. Bolters are merely another invaluable tool in their arsenal. Their Bolters are usually used as volley weapons. During first contact theyll level their weapons and lay down a sustained, yet inaccurate, hail of mass-reactive rounds ahead of themselves to suppress the enemy whilst they get within striking distance. And in circumstances where lightning strikes cant be applied, the Primordials are not unwilling to reluctantly find cover and shoot. The Primordials run into problems, however, when they are able to be bogged down and dragged into a prolonged conflict. They are effective at sieging strongholds but only for as long as they can maintain considerable momentum. To avoid being pinned for hours without gains they will usually plan elaborate ambushes where they remove gun emplacements and other things that would slow their quick advances first, proceeding afterwards. Their entire combat doctrine relies on surprise, speed and psychology, last. Every Primordials tribal roots makes combat breakneck, decisive and lethal. Guardsmen have on multiple occasions during the taking of city centers reported Primordials crashing through doors, diving through windows and plowing through walls with power mauls to make dynamic entry and surprise the enemy. They arrive like a tide, removing any obstacle in their way to get to their objective. Primordials are also extremely acrobatic, their modified lightweight armour allowing them to roll, leap and run on all fours to avoid murderous gunfire while closing on bunkers. Moving on all fours is something the Primordials have gotten extremely good at, able to switch between bipedal and quadruped at will. During what the Primordials refer to as the Mad Dash, where they are advancing across open ground, they will magnetically holster their weapons and bound across the field on all four limbs- mimicking Great Apes. Organization The Primordials are far from codex adherent. Though theyve made an attempt to loosely fit within its guidelines by remaining relatively under or sometimes slightly over one thousand members, also borrowing loosely from its methods of organization. The rigidity of the Codex Astartes was once something they abided by, but eventually found it went against their natural edicts and so decided to break away from it. Now the chapter, lead by the equivalent of a Chapter Master; the Lord Chieftain, is the head of the Primordials. A council of ten Elders, similar to the rank of Captain in a codex-compliant chapter, oversee much of the goings on within the chapter itself and are the heads of their respective Great Clans. These Great Clans mirror companies in that there is usually round about a hundred marines within each one. But these companies are not organized into further squads. Each Great Clan has an Elder and many Wakuu, or Headsmen beneath him, Headsmen being the sergeant equivalent. The Headsmen do not lead individual squads but instead form their own group within the company and lead it as a whole, choosing individual marines at the behest of an Elder to organize into parties. The Headsmen are a collective of ten of the most veteran warriors within that Great Clan, excluding the first Great Clan which is widely considered to be entirely made up of the best warriors on Sedes. When a Headsmen decides to create a party it is to accomplish an objective of importance. Otherwise the company will fight together as a massive unit. Autonomy is important, so a Headsmen, or in situations where a lowly Marine feels it is required, they can gather a group of Astartes to complete a small task whenever they feel it is best. This can range from the removal of a gun emplacement to the initiation of a flanking maneuver. They simply have to point and beckon, and fighters will come. To make up for what would be a loss of unit cohesion, Elders encourage all members of a Great Clan to become as familiar with all a hundred of their Brothers as possible. The familial bond they grow to have links every warrior closely, so much so that they are able to distinguish close friends even whilst in their armor. After five years of service with their respective clan they will earn the Tie Jamaa, the Tie of kin. Rank is not denoted by stripes on the helmet or symbols on the right pauldron, instead the symbol of the Marines Great Clan is printed onto their right pauldron and their rank is denoted by their head dress. Each helmet is made to look like the skull of a grinning ape (think Night Lords) with horn-like protrusions that are fashioned out of ceramite (think Sangehili), becoming more elaborate the higher in rank one goes. The Lord Chieftain wears a massive spiked crescent of bronze whilst others don intricate, angular, wing-like protrusions jutting from their foreheads. The average Primordial assault Marine will usually wear a helmet without headdress or very simple headdress attached. Unlike most Chapters the Primordials do not feel the need to field an entire company of Scouts, and instead integrate late initiates into their respective Great Clans, sometimes allowing them to see battle before their final trial. Dreadnoughts are also not uncommon to see and will usually be moving along with the infantry spearhead to provide heavy weapons support. Chapter Beliefs The Primum Simiis have an intrinsic relationship with nature and all things natural. Their first Chapter Master, the primeval Hand, was said to have realized the humanity Astartes had within them and during his most early days he diverged from his Brothers to bring Astartes back to their roots. Removing the lens of the Imperium will allow one to draw a deeper connection to the universe around them, and thus become closer to the Emperor himself. For the Emperor was said to be a creature of nature itself, risen from humanity to lead it into a new age of prosperity. The Primordials are strange in their rituals and historic heraldry. They see the simplicity in all things, only made complex through machinations. They know humans are beings of instinct and habit. Recognizing and accepting this is the first step to enlightenment. History is bound to repeat itself. Humans are prone to war and war is not inherently evil. War and strife is what separates the weak from the righteous. Weakness of mind and body are impurities. Strength is genetic - worked into the very fabric of what it means to be human. Do not fear death in all its many forms, embrace it and embrace the danger because danger breeds clarity. And clarity effectually breeds purity of mind and body. In this cycle the people of Sedes look to the sacred Great Apes who are merely a blurred reflection of themselves, made much simpler but given greater strength of body and mind. There are ten Sacred Great Apes who inhabit Sedes along with many other lesser Great Apes. Each one represents a Great Clan in the Primordials chapter. These great apes share many defining characteristics: Almost all Great Apes are of snow white fur. Those who arent entirely of white fur represent something negative. Whether obviously or subtly. Many Great Apes have sharp canines or tusks. All Great Apes are far beyond the intelligence of anything discovered on the planet thus far. All Great Apes lived to be hundreds, maybe even thousands of years old. All Great Apes are at their core, peaceful but willing to fight if necessary. Sedes has imprinted its mark on the Primordials and the Imperial elements that live on moons nearby. They have collectively decided to leave as little trace of technology as possible on the world. The lone Fortress-Monastery is one of three facilities around the globe that monitor Sedes and protect it from outside harm. The Primordial fleet and space station in orbit houses much of what they require to sustain themselves. The Primordials carry this ideal with them to other worlds when the drums of war beat, trying their best to preserve anything natural that would remain. The Primordials will fight tooth and nail to keep a verdant planet from being beset upon by warp marauders and tactless greenskins, electing to stop them in the void - only making planet fall as a last result. Their affection for the natural does not stop them from performing their genetically ingrained purpose of making war, however. The razing of nature only serves to further drive them into a frenzy. Conclusively it is secondary. The Imperial Cult is not well established on Sedes, with only one facility of the three being entirely dedicated to the worship of the Emperor. The Ecclesiarchy has attempted on several occasions to institute more missions on Sedes but have been refused every time. A substantial portion of the Primordials believe the Emperor to be just a man - the greatest of all men - but still just a man. Notwithstanding, the population is routinely educated about His divinity by Chaplains who also double as Librarians, known officially as Snow Striders. These Snow Striders and the Ecclesiarchy that already exists on the planet have agreed to integrate their teachings in the most organic way possible, to avoid backlash. Native Sedesians are strong in their paganistic beliefs and dont respond well to the stick. And while the Primordials could subjugate them, many of their own rank are men of Sedes and would find difficulty in brutalizing their former kin into believing something they themselves might not entirely believe. Overall the Ecclesiarchy is not on great terms with the Primordials. The Lord Chieftain sees their attempts at forcefully subverting the population to be nothing more than a ploy for power. Why are more missions need? What purpose could they serve that the Primordials efforts already dont? Perhaps the Ecclesiarchy have recognized they arent quite as covert as they make themselves out to be? Numerous threats have been sent, claiming their willingness to report heresy, but the Primordials have an outstanding record of being a very useful asset to the wider Imperium, volunteering to meet its enemies on battlefields their peers would not. In addition to this the Primordials maintain a decent relationship with their fathering Chapter; the Iron Hands. On the subject of the Iron Hands and Ferrus Manus, the Primordials see themselves as the odd child. Many of their core aspects barrow heavily from the Iron Hands however. Their loathing of weakness is so great Sedesians are willing to abandon wounded Tribesmen if they feel it would handicap the tribe as a whole. Those who fall ill and become bedridden are hoisted onto low hanging branches where they will either recover, or die. The latter being more common than the former. The chapters almost unreasonable disregard for casualties mirrors their progenitors as well. They will only retreat or when the threat of complete annihilation presents itself. So deep is their hatred of the weak, just like the Iron Hands they too have systematically executed entire human populations for their cowardice, ignorance and general shortcomings. Snow Striders Snow Striders, otherwise known as Snow Priests are Primordial psykers who have also been given the righteous task of spreading the divine word of the Ecclesiarchy. They themselves are educated above all others in what it means to be the Emperors finest and what it means to be born of the ultimate humans very own flesh and blood. Snow Striders function as both Chaplain and Librarian, occupying many of the most important logistical and bureaucratic roles within the chapter. Snow Striders must forsake ties with their respective clans. This transition can be hard, but is ultimately necessary to breed out any favoritism that could spawn otherwise. Instead Snow Striders function as their own organization within the chapter, tying themselves to a Great Clan at the behest of the Lord Chieftain or the Lord Strider. After they have been deemed worthy by another Snow Strider they will begin their training within the Black Gardens, or the Librarium of the Fortress-Monastery that also doubles as a Reclusiam. It is a massive collection of books and relics kept on shelves made of raw bark and covered in vines that teem with tiny insects. It is here where Snow Striders become more psychically attuned to the immaterium and the nature around them, studying from old texts and their predecessors. The head Snow Strider is known as the Lord Strider, equivalent to a Master of Sanctity and Chief Librarian. Snow Striders are known to be dressed far more ornately than even the average veteran, displaying some of the most elaborate headdress in the entire chapter. They oversee the initiates, train them when able and eventually pass judgement on them. But so too do some Snow Striders train other potential Snow Striders. Their armor is a menacing black which contrasts sharply with normal white of the chapter. A Snow Strider wears a white fur, and hooded mozzetta around their shoulders and a cincture band around their waist for ceremonial reasons. Further Snow Strider ranks include: Snow Strider - Lexicanum Equivalent Black Architect - Codicier Equivalent Black Luminary - Epistolary Equivalent and the class that trains new Snow Striders. Gardenkeeper - A woman with psychic ability is chosen from the population of Sedes. After rigorous mental trials the only woman to survive will undergo ritual scarification, usually of floral pattern - across their entire body. The Gardenkeeper is accompanied by one of the Chapters ancient dreadnoughts, believed to house a wounded Snow Strider who fought with the first Great Clan, slaying an entire minor race of Xenos with the Primeval Hand and his now deceased brethren. He is the only thing that remains of this time. The Gardenkeeper is the Primordials "Joan of Arc", the pairing of the Dreadnought and the Gardenkeeper is a symbolic relationship of the Primordials faithful connection with their human populous. The Gardenkeeper functions as the Reclusiarch for the chapter, solely responsible for taking care of the holy relics within the Black Garden. During battles of great importance the Gardenkeeper will be taken to the distant battlefield and seated atop the ancient Dreadnought to rally all Primordials and defy the enemies of the Emperor. The current Garden Keeper is believed to be a Living Saint after her presumed death at the hands of a Chaos warband during the fortieth millennium. Techmarines The chapter has very few Techmarines because there is a definite lack of interest in the subject. To make up for this every Brother of the Primordials has been taught to care for their equipment during psycho-indoctrination that takes place prior to their last trial. This information extends only so far, so to assist, a detachment of the Adetus Mechanicus resides within the Fortress-Monastery and will accompany Great Clans with forge ships to provide repair and resupply when away from Sedes. The Primordials have done much to earn their reluctant assistance, dedicating entire companies to their personal interests at points in the past, whether that be the search for lost technology or vendettas they harbor. The remnants of the old Adeptus Mechanicus Explorators have founded a forge world on Sedes II within the Sedes system and also have facilities on the moons of Sedes itself. Their relationship with the Primordials is mutually beneficial as they both work to keep the entire system within Imperial control, being close allies despite their differences. Most of their history is shrouded in uncertainty, so the Primum Simiis refrain from asking and just enjoy the assets their allies provide for them. No doubt helped along by the fact that they are Iron Hands successors. Witch Doctors Witch Doctors, which are more commonly just called Apothecaries, are almost indistinguishable from any other chapters field medic equivalent; Tasked with the well being of their Brothers and the recovery of progenoid. Witch Doctors will usually have charms and scrolls attached to their person denoting their affinity for medicine. Gene-Seed As children of Ferrus, the Primum Simiis progenoid is some of the cleanest of any successor. Its healthiness has been maintained through the millennia and only stands as a testament to the Iron Fathers purity. However, some curious flaws have manifested through no fault of Ferrus gene-seed. One of two oddities seems to be the ability for the gene-seed to alter the initiates hair color to a snow white that is native to many Sedesians, regardless of their previous hair color. This is most certainly a quirk that has developed overtime as it was not present earlier in the chapters lifespan. It is a change the chapter wholly embraces, however. The other oddity is the creation of an unknown mist whenever a Primordial exhales, almost as if theyre always breathing in sub-freezing temperatures. Genetors surmise that it is some sort of anomalous substance believed to be present in the atmosphere of Sedes, that has a mild chemical reaction with the multi-lung. Brothers dont realize this phenomenon exists until they leave the frigid jungles of their home. Their breath is unusually cold in their mouths and can sometimes even obfuscate their vision if they breathe too hard and too frequently while wearing helmets. Both mutations are brought about by Sedes and the Primordials are quick to remind any cynics that Ferrus Manus and the Iron Hands have nothing to do with their negligible differences. Unique Equipment Due to their relative close proximity to a Forge World the Primordials have commissioned the Mechanicus on numerous occasions to mass produce custom variations of their favorite equipment. These inventions are partially of the Primordials design and seem to merely be changes or additions to existing tech. The first of which is their power armour. A vast majority of the Primordials utilize a modified version of power armour known as Thinhide, or the Thinhide pattern. Thinhide is used exclusively by the Primordials and combines the protection of a standard mark seven suit with the lightweight and mobility of Scout Marine carapace. They do this in a few ways, being: Tapered greaves to allow the ankles to move more freely. Less ceramite for more speed but less protection. Smaller shoulder, elbow and knee plating for a larger range of movement. The ability to modify the pitch, depth and volume of the Marines voice through the vox-grill. Flexible, armoured faulds and a ringed belt as opposed to a square one. Magnetic grips on the chest and the backpack power unit. The addition of fur trim around every seam and edge of the armour as well as the modular metal headdress pieces. Replacement of the face-plate with the grinning skull of an Ape. Thinhide would coincidentally go on to closely resemble the Mk.X Phobos Pattern suits the Primaris Vanguards are known to wear. This is unsurprising though as they both serve similar purposes. On top of this many Primordials will place the heads of large white Apes on their shoulders as trophies or wear short, jagged cloaks of hide for the same reason. Thinhide is cherished by its wearers, prized even over Terminator armour, which the Primordials do not use. It is a universal sign that unites every Primordial and is a reflection of their expansive culture. Another piece of exclusive equipment is the power Javelin, a throw-able modification on the Power Lance, this Javelin is extremely resilient with the shank or tip being joined to the shaft in a way that would minimize damage on impact. These Javelins also have a secondary and tertiary function. About ten seconds after release, small claws will expand from the head and the bottom of the shank to make pulling the weapon out nigh impossible. Then another five seconds after that it will release a violent shock within the impaled target, capable of knocking less resilient creatures unconscious, or at the very least incapacitating them. Each Javelin has five shock discharges before it requires recharging, much like a Shock Baton. Primordials who carry these will usually use the Javelin as a short spear in melee combat, where others might have two or three just to sling at their enemies before a charge. Overall each warrior understands their unique value and will always try to retrieve them before taking on the next target. In cases where the Primordials are going to be dealing with large creatures like Tyranids or Demons, they will attach long adamantium chains to the ends of their axes and javelins to control and clamber onto their quarry. These chains are long and are wound around their throwing arms when the weapon on the end is being used in close combat. The most popular and advanced weapon used by the Primordials is the Ice Cluster Grenade. It is the combination of a frag grenade and the freezing cold ice crystals that develop in the northern and southernmost frozen jungles. The ice crystals are kept in the upper-part of the canister, and when a hardpress button is hit, the ice crystals will drop into the bottom of the canister filled with room temperature water. The chemical reaction that occurs takes about ten seconds to complete. During the ten seconds the grenades safety lever can be released, igniting a fuse to a central explosive core and starting a slow five second timer. The grenade can and will explode on its own due to the chemical reaction going on inside the canister, so one can not hold the lever for too long. After about thirty or so seconds the grenade will explode on its own, but during that time the canister will begin to release thick, cold white mist, kind of like dry ice. Once thrown the grenade explodes, releasing shards of the canister as well as shards of freezing cold ice that causes severe frostbite if it remains in contact with skin or flesh for more than a few seconds. After the explosion the grenade is known to solidify water vapor in the atmosphere, creating ice and snow around the area of impact. Campaigns and Characters Notable Campaigns The Dark Marches.610.M36 The Primordials took the opportunity near their beginnings as a small emergent chapter to get some combat experience whilst being supported by other Imperial forces, flexing their muscles by conquering new and different worlds. This is where their combat doctrine began to form and take hold. Wrath of the Chaos Sun.010.M37 After the explosion of the Chaos Sun, the Primordials are called upon by the High Lords to contain the chaotic fallout. They visit several planets to purge the mutants and chaos spawn that have plunged their respective star systems into disarray. Occlusaid War.550.M37 Assisting the Iron Hands Clan Raukaan, the Primordials fight alongside them, dedicating the first and second Great Clans to the Conflagration of Gold, and the Bonehouse Massacre. Both companies sustain considerable losses, coming together to fight as one. Taninim Crusades.678-714.M37 Believing their fight not over, the first, second and third Great Clans traveled to the Taninim Expanse in the wake of the occlusaid War for their first major campaign. They played supporting roles on Gulag-VI and Midrash, assisting the Astral Claws by employing complex flanking maneuvers in several engagements and sweeping up the stragglers who had escaped the initial confrontations. After that they consolidated their forces and proved useful in the battles against the Xenarchs, only recording negligible losses. Bellrath Crusades.182-453.M38 About midway into the conflict the Primordials joined the Bellrath crusade after hearing about another Iron Hands successor who had done the same. They did this more out of curiosity, seeking to expand their knowledge on the Laanath Rifts and the Sons of Medusa. They committed the second and fourth Great Clans to the fight, losing only a fraction of their forces during it. The Primordials had managed to come in contact with the Sons of Medusa during a siege on Hellgrammite held territory on an embattled world. They met in the ashes of the city and exchanged pleasantries before combining forces. Afterwards the Sons of Medusa went on to destroy Wormgyre in its entirety. The Macharian Crusades.392-399.M41 The Primordials had a brief part to play, assisting the Lord Commander in a battle against Chaos on the world of Zaga IV. They were part of the spearhead and the first to clash with the Chaotic forces. Fortress of Kaligar.???.M41 The Primum Simiis arrived in Segmentum Solar at the beginning of the Assault on the Fortress, having been clued into the attack by a report of rebellion. They arrived to see two other chapters as well as the Dark Angels already in system. They made planetfall and began setting up a base of operations. The Primordials fought alongside the Dark Angels with three full strength Great Clans. Achyllan Atrocity.???.M41 The Crimson Slaughter had begun launching raids in Segmentum Obscurus. One of these raiding parties came to the Sedes system. The Primordials after recognizing the ships, alerted their Mechancius neighbors and sailed out to meet the small flotilla directly. Two full Great Clans were sent up to the fleet in orbit, and began boarding actions with the chaos worshipers. The fighting was extremely fierce and during a particularly vicious melee on the bridge the leader of the fourth Great Clan was felled, his body desecrated before their very eyes. The warriors realized they were sustaining heavy losses and began to retreat. Before all of them could however the ship began to escape. The Mechancius ships of Sedes II arrived, but were too late. The remaining ships of the flotilla escaped into the warp with a portion of the fourth company in them. This would create a grudge that would not be resolved until the thirteenth Black Crusade. The Fall of Medusa V.999.M41 The Primordials send the sixth and eighth great Clans to Medusa to defend the planet named after their fathering chapter; the Iron Hands. They are used as shock troops by the Ultramarine Captain Cato Sicarius, going head to head with the most ravenous of Ygethmors Khornate berzerkers. Each fight they are involved in is bloody and in the end they are severely depleted. During several engagements however the Primordials found themselves allied with the Eldar in Battle Zone Armida, fighting through Mangrove Swamps. These engagements were particularly savage and had them battling against Chaotic forces and the Dark Eldar both. This uneasy alliance was very temporary and ended on peaceful terms with both forces simply walking away from one another. The Thirteenth Black Crusade, Battle of Regallus.999.M41 The Lord Chieftain and the Snow Striders believed they had been given a vision from the Emperors Tarot, divining information about a great threat. They mobilized all available Great Clans and pressed towards the Eye of Terror. While enroute, as if fate was on their side, they stumbled upon the world of Regallus and the ships of the Crimson Slaughter. The warband had just finished clearing out the last of the hive cities when the Primordials descended upon the planet. This was one of the rare occasions when the Primordials would field a tamed Great Ape. It lumbered forth on the Ash Plains as the two forces met. A brief dialogue ensued between the Lord Chieftain and Sevastus Kranon. Then they clashed. The battle was one of the largest the Primordials had ever participated in, and it was exclusively their own. The Great Ape known as Mwamba was able to best several Defilers and damage the Lord of Skulls before he was felled. Once again the tide began to shift out of their favor as one of their most Venerable Dreadnoughts was turned to ash and jagged adamantium. They sustained serious losses and would begin to retreat from the system in mass. This failure delivered a titanic blow to their morale. But instead of returning home the Primordials persisted with what was left of their warriors, heading for Cadia Or what remained. Upon arrival the sixth and the eighth Great Clans met them there and together as an entire chapter, faced the aftermath of the Black Crusade. Notable Characters Lord Chieftain DhahaNokk DhahaNokk is and has been the Lord Chieftain since the thirty ninth millennium. He is a warrior who hails from the clan of Hot Springs and is one of the most savage Chieftains known to date. His armour is decorated with gold and he stands taller than all the other Primordials. He has a thin beard that comes to a sharp point at his chin. His dark skin has many scars across it and his icy blue eyes are said to be able to discern the truth about any warrior. Lord Strider Marame White Marame White is the current Lord Strider and has a reputation for being an extremely charismatic man, as well as being an incredibly powerful Psyker. Marame White is believed to be the one who was able to sense the threat from the Eye. Elder Janimpesi Janimpesi is the Elder of the first Great Clan and is said to have been alive for nearly as long as DhahaNokk has. His ghostly white skin, black hair and face of deep thought give him the characteristics of a frightening warrior. Elder Bondeves Sage Bonde Whiteheart is the Elder of the second Great Clan and is extremely skilled with the Bolter. So much so that he often wont wear a helmet just to prove his skill without a heads up display. Gardenkeeper Shasa Sukari Shasa Sukari is the current Gardenkeeper and the woman believed to have died during the Battle of Regallus. Her corpse was recovered from the back of the venerable Dreadnought Snow and returned the Old Wood after the fall of Cadia. She was buried in the Narrow Passage. Sometime in the forty-second Millenium she was seen wandering the Narrow Passage, interacting with the Apes. When a Primordial approached her in surprise she laughed and returned with him to the Fortress to resume her duties as Gardenkeeper, claiming her death was merely a vacation. Ancient Dreadnought Snow Snow is the oldest of all Dreadnoughts, believed to have been entered in the thirty-seventh millennium. His chassis is decorated with the skulls of Apes but his head remains the skull of a human, similar to a Chaplain Dreadnought. He wields a massive power-maul shaped like a majestic bird of prey and covered in vines, flowers and laurels. As well as a great auto-cannon. His shoulders are draped with the fur of a Great Ape and atop his back sits a grandiose throne for the Gardenkeeper to sit. Occupying two cabinets that flank this throne are serfs controlling Heavy Bolters, raining down fire whilst the Gardenkeeper smites their foes with gouts of warp lightning. Fleet Above the atmosphere of Sedes hangs the Primordial Fleet, consisting of Battle Barges, Strike Cruisers, Escort Vessels and Support Vessels. These ships in coordination with their crew and the chapter are dispersed to distant and often embattled worlds, ferrying their deadly cargo of Space Marines across the galaxy. The majority of the chapters Mechancius elements resides in orbit on the grandiose space station known as Gods Eye, or Jicho la Mungu in Sedesian tongue. Gods Eye has become a beacon of hope for the Sedesians. They see it as another moon, or a distant world made entirely out of metal and stars. Gods Eye has an impressive array of weaponry, as is common amongst Space Stations. It occupies a variety of roles the Old Wood can not, however. Its main function is to police the sector of Sedes, keeping a watchful eye over the planet and its neighbors - hence the name. Secondly it serves as a Shipyard, allowing Mechanicus personal from within the chapter to make repairs to damaged ships. The Mechancius have also set up many research facilities within the Space Station, performing complex experiments on samples taken from the surface of Sedes. The mysterious nature of the planet keeps them busy when not supervising servitors and serfs in the manufactorum wings. Gods Eye has had a very uneventful history. It was built in the first few hundred decades after the Primeval Hands arrival, and has not been assailed or challenged since its creation. Space Marines will sometimes travel to Gods Eye to be trained as Techmarines. Techmarines are a rare commodity amongst the Primordials and the very few that exist have secluded themselves away from the chapter, only emerging from Gods Eye at the behest of the chapters hierarchy. They will move back and forth from the Fortress-Monastery to the space station, keeping track of production whilst organizing the chapters armoury. Gods Eye has become a home for the Techmarines, finding comfort in the Adeptus Mechanicus and their ilk. Unlike Gods Eye, which has remained a stalwart bastion of metal, the chapters fleet is much more organic - literally. The Primordials seek to incorporate nature into all things, no matter how much it might not belong. Much like the Dark Angels the Primordials fleet of Imperial steel is merely an exterior. What hides within are verdant gardens that intertwine seamlessly with the myriad of pipes, wires and panels. Almost every ship is rich with plant life, populated with short grass, shrubbery, vines and flowers all coexisting on a bed of thin soil. Some of the larger vessels can even sustain small trees. These ships when they were first conceived had their halls filled with dirt from Sedes. The layer of dirt is thin in most places but can be made thicker if such a space allows for it. There are small access ports that allow one the ability to slip beneath the layer of soil and into the inner workings of the ship, usually for maintenance reasons. All of this plant life is sustained by grow lamps worked into the lighting systems of each ship. These lights give off a blue-purple hue, giving the interior of a Primordial vessel a curious atmosphere. Harmless insects and small creatures are introduced to make each ship its own living, breathing ecosystem. Accompanying the Astartes vessels are small white Kutafakari Apes, the most intelligent of their kind. These small Apes serve as messengers and little helpers, relaying information quickly by swinging from low hanging ropes and jungle vines to get to and fro. Their intelligence allows them the ability to perform sign language at a much higher level than their cousins. They are invaluable to the ship's crew and perform menial tasks that even serfs couldnt be bothered with. There can be dozens or even hundreds depending on the size of the ship. And if a vessel happens to be boarded the Apes serves as a complex alarm system, creating noise around the invaders to allowing allies keep track of their position. Notable Vessels Eden - Battle Barge (Flagship): Eden is the largest and most verdant vessel in the entire fleet, with many gardens full of big trees with many branches. The Flagship has a unique den that can house several Great Apes and many smaller ones. When these dens are occupied it usually means Eden is on the way to a massive conflict. White Peak - Battle Barge: Small compared to the Eden, but still large in its own right - White Peak is the favored vessel of the First Great Clan. It too has a den capable of housing Great Apes, but only one or two at most. Red Fist - Strike Cruiser: A Strike Cruiser frequently used by the seventh Great Clan. It has an outstanding battle record and is known for its brazen boarding actions and its captains outstanding short range maneuvers. The seventh Great Clan are the most blood thirsty so their near reckless strategy in naval warfare suits them. Sourceless - Strike Cruiser: Sourceless is a Strike Cruiser belonging to the eighth Great Clan. Its been painted completely black and is the only ship without an abundance of greenery. Sourceless is often used as an ambush vessel, approaching from the flanks whilst the rest of the fleet engages. Once upon its enemy it unleashes a deadly salvo of ordnance, blowing away several enemy ships at a time. Indomitable Iron - Goliath Class Forge Tender: A forge ship occupied by Adeptus Mechanicus personnel. During a skirmish at Medusa V it rammed several chaos escort vessels in order to save the Strike Cruiser Sourceless after a failed ambush. The ship was nearly destroyed in the process but was able to retreat to safety and later receive repairs from other Mechanicus elements in system.
  17. Hey all. So with the release of the new Blood Angels Codex i was looking for something to base a new army on (I already have Lamenters, but they are Primaris only). I was tempted by vanilla Blood Angels, but after reading Devastation of Baal the Knights of Blood really started looking cool. Despite being wiped out, they still go out like any good Son of Sanguinius (Punching Khorne Daemons to death). They are a lot like the Flesh Tearers except they have embraced the Red Thirst and even have some control over the Black Rage which they do by going all in on their vampric tendencies. They prefer to attack the enemy up close with chainswords, blades instead of at long range. But it is their hidden secret that makes them appeal the most to me. Spoilers for Devastation of Baal: I've finished a 5 man tactical squad as a test for the scheme: The Sergeant: I've got a big Death Company squad next to paint as well as my conversion for the Knights of Blood Chapter Master Sentor Jool (Without his helmet).
  18. Hey everyone, I've been looking for a while for something to paint on the side from my armies to break it up, and after the release of the 500th store Primaris Lieutenant which I painted as a Novamarine, I was inspired and wanted to paint some more Lieutenants in different chapter schemes. And as I started with a Novamarine I decided to do an Ultramarine Successor painting project. As there are around 40 or so official Ultramarine chapters with actual schemes (A few without too), it will be a lot of painting, and after a month and a half or so I've finished 7 chapters (with 3 more almost done). I've been meaning to share these for a while but just got sidetracked. Anyways here is the list of chapter I'm planning to build and paint a marine for (Inc those already done): Finished Chapters: Planned and some built: Here are the finished chapters (I've got a few weapons choices for them that you can't take in game but they are that way for character: Novamarine: Avenging Son: Genesis Chapter: Hawk Lords: Silver Skull: Imperius Reaver: Mortifactor: Aurora Chapter: And there we go for now. I've got a Sons of Orar and a Scythes of the Emperor marine to go next. Anyway I'll see you next update.
  19. Hey brothers, I've been planning on starting up a space marine project for a while now and have settled on Doom Eagles. I'm focusing on the 2nd company and mostly doing primaris to start. I do plan on branching out to regular marines as well. Any advice is welcome. I'm waiting on black gothic number decals and I know a few models have ruman numerals on them which is not the Doom Eagle way, that will be fixed when decals come. Also some markings are white and I need to paint them red. Need to paint the base rims black all in due time. The 2nd company has spent years during the Indomitus Crusade fighting tyranids with their brothers of the Ultramarines so some have tyranic veteran markings. No back ground supporting this but I liked the idea. First up is my 2nd company captain. Valac Aquilon Lt of 2nd Company, ruman numerals bother me on him lol. Painting over them tonight. Also i know the helmet stripes are incorrect. My error. 1st Company Captain and test model for project. Ironclad dreadnought 2nd Company Redemptor dreadnought Daedelos First five intercessors of 3rd squad Ratherion 1st squad of 2nd company Cheers Primarch83
  20. Summary: ▪ GENE-SEED (PREDECESSOR): Disciples of Caliban ▪ FOUNDING: Sentinel Founding ▪ CHAPTER MASTER:Asimov ▪ CHAPTER WORLD: Menov ▪ FORTRESS MONASTERY: Anwar Peak ▪ MAIN COLOURS: ▪ SPECIALITY: Tailored Warfare ▪ BATTLE CRY: "Lions Roar" ▪ CURRENT STRENGTH: Full Strength ▪ KNOWN DESCENDANTS: None Known Obsidian Lions The Sentinel Founding saw a great number of Chapters being created to reinforce the Imperium’s strength that had taken a toll in the preceding millennia. The Obsidian Lions were founded to help patrol the fringes of Segmentum Tempestus which had assaulted repeatedly by Xeno. Although the Obsidian Lions are a Dark Angel Successor they were instead trained by the Howling Griffons. This seeded distrust on behalf of the Dark Angels towards the Lions that eventually led to the Obsidian Lions to break ties with the Dark Angels and the rest of the Unforgiven. In the many millennia since the schism the Obsidian Lions have moved past the shadow of the Unforgiven and forged their own image amongst the Astartes. The Lions are well known for being able to tailor their forces and bringing the right tool for the battle at hand. Origins: The Obsidian Lions have had an air of suspicion since their inception. No one has been able to clarify with any proof as to why they were created from the Disciples of Caliban so soon after their creation. Many say that the request to have the Disciples created doubts about why the Dark Angels wanted a new Successor. Rather than openly accuse one of the original Chapters of any wrongdoing they decided to put the gene-seed to the test. Following their creation and training with the Howling Griffons they adopted the world Menov as their homeworld. They fought many battles alongside the Howling Griffons honing their skills of war. Their tactical ingenuity was praised and long after their training had finished the Griffons still sought the Obsidian Lions assistance. Eventually they fought alongside the Dark Angels at the Battle of Zenith. After the battle the Dark Angels acknowledged that the Obsidian Lions were indeed of their lineage, while the meeting was amicable the Lions could sense an air of unease emanating from the Dark Angels. They vowed to prove to the Dark Angels that they had the strength of the Lion. As time passed the Lions began to mimic the organization and tactics of the Dark Angels, including Deathwing and Ravenwing. No matter what victories the Lions secured or how many Imperial forces gave laurels to them they always seemed on the outside of the Dark Angels’ circle of allies. There had been many times where the Obsidian Lions were not privy to objectives or tactical information when heading into battle when fighting alongside the Unforgiven. Many times they would be leading the vanguard only to realize that their allies have changed tactics and objectives or left the battlefield all together. Their oath to prove themselves to the Dark Angels started taking its toll on the Obsidian Lions. They had been fighting at half strength for a while and whenever the Unforgiven chased their own targets the Lions end up paying a steep price. It all came to a boiling point when the Angels of Absolution were supposed to flank the enemy at the Wavium Conflict. The Angels of Absolution changed tactics and attacked the leadership without notifying the Lions. This lead to the Lions quickly being surrounded and if not for timely reinforcements from their Battle Barge, the Lion’s Den, they would not have survived the battle. While the Angels were successful into throwing the enemy forces into disarray the Obsidian Lions sustained a large number of casualties. Amongst the casualties was their Chapter Master, Naziel, who was found battered surrounded by bodies including his broken obsidian swords. The Lions confronted the Angels about their treachery and the Angels replied that it was an mean to an end, casualties were an unfortunate side effect. The two forces began to fight as Chief Librarian Solomon scanned the minds of the Angels and saw that they saw them as tainted. In his fury he saw unleashed a psychic force that killed many Angels of Absolution before his ire was reeled in. The Angels decided to retreat seeing this as a battle they could not since they were outnumbered both on the ground and in orbit. Following this event the Obsidian Lions took time to rebuild and restructure as they saw the Dark Angel’s tactics and structure flawed. They also no longer responded to the Unforgiven’s calls for assistance. They would carve their own destiny apart from the Dark Angels and their progeny. Chapter Home World: Menov was established as the Obsidians Lions’ home planet shortly after their creation and has been extensively fortified over the millennia. They had made planet fall to answer a call for assistance against a Tau force that had attacked some of the kingdoms on the planet. The Tau was a small reconnaissance force and the Lions were able to make quick work of them. While they were battling the Tau they had come across black lions with silvery manes and they took this as a sign. It did not take long before their entire fleet was in orbit over the planet. Menov is a feudal world with many kings carving out their kingdoms within the forests. A few of the kingdoms have grown strong and technologically advanced enough to be able to expand their borders. The thick forests isolate the kingdoms so conflict between the kingdoms is rare, survival is more about battling the elements of the planet than other kingdoms. Two continents dominate the planet with small oceans separating them. Menov’s water seems to be concentrated in the rivers and lakes that cut through the forests that cover the large continents. The larger continent is Nemea, which has a mountain range that runs diagonally through its center. The Obsidian Lions made Anwar Peak their home, greatly expanding the already massive cave system within the mountain. The second continent, Damond, is smaller, but not by much, and is very similar to Nemea but their mountains ranges are much smaller. The vast Gedoc Desert in the center of the continent is its distinctive feature; it is the only sizable dry area on the planet. All rivers seem to flow around the Gedoc and no water flows into the desert. The most distinctive flora on the planet are the forests that canopy the continents and the fauna is varied although the lions top the food chain. The Nemean Lion is the creature that drew the Obsidian Lions to the world, is the largest carnivore on the planet and its razor sharp claws can gouge plasteel. The Nemean Lion is scared to the people of Nemea so it is never hunted unless it attacks an Astartes. The only lion to exist on both continents is the Crephym. The Crephym is a winged lion that is smaller and lighter than the Nemean Lion but is a dangerous predator that rules the skies and mountain peaks of the planet. Another member of the lion family is the Damond Lion, also called a Lightningback because of the golden streak of fur on its back, is the smallest of the lions on Menov. The Damond Lion hunts in packs and has an acidic spit that it uses to lure prey. While the spit itself will not cause take down most animals it on its own it can cause major damage if multiple doses are applied. The Damond Lion will use it to get prey’s attention and lead it into an ambush where the rest of the pride is waiting. Present Activities: Currently their forces are split in two, a Strikeforce was sent to the Masade System to assist with the increasing Necrons presence. The rest of the Chapter has been deployed to fight the Black Crusade. Battle Honors: Wavium Conflict - This battle lead to the schism between the Lions and the Dark Angels. The Lions answered the call to assist the Angels of Absolution in quelling a rebellion. The Lions deployed a sizable force and were to lead the frontal attack while the Angels' Ravenwing was supposed to attack the enemy's flanks. During battle the Angels were nowhere to be found and the Lions were soon engulfed by the opposing forces and the firepower they brought to bear was more than they anticipated. Reinforcements arrived their flagship to turn the tide but the Lions lost more than a full Company and among the casualties was their Chapter Master. What the Lions were not told is that the rebellion was incited by Traitor Marines and among them were suspected Fallen. The death of their Chapter Master lead to blows between the two Chapters and the Obsidian Lions have not answered an Unforgiven heed for assistance since. Redemption Crusades - Following the Wavium Conflict the Lions took time to rebuild their Chapter and restructure. After a few decades they began to lend aid to every call outside of the Unforgiven's that they could. They made sure to show themselves in force and never stretch themselves too thin. They wanted to make amends for turning their backs on their founding Chapter and to prove to themselves that their blade was still sharp. Cebitus Struggle - The Lions responded to reports that Orks had encroached the Cebitus system and suffered their first major defeat. The Lions applied a strike of one hundred Astartes and were pushing the savages back after each battle. The Orks proceeded to crash their ship into the surface killing the long range support iand the swarm of Orks that survived quickly overwhelmed the Lions. There were no survivors but were avenged by a combined effort of the Obsidian Lions and Howling Griffons. This changed how the Lions constructed their strikeforces to make sure they always had contingency support. Xibalba Wars - The Lions fought alongside the Void Angels against the Watchers of Prophecy. When arriving on Vespertilio the Obsidian Lions saw the population in deplorable state, the Watchers had turned the population of the the planet into were-beats. After the initial battles they ruled that the world was beyond reprise and deemed Exterminatus extremis necessary. Shortly after the Void Angels arrived looking for the Watchers of Prophecy. They finally cornered the traitors on the planet Calor and they followed the Watchers into their keep. Once inside they could not be found, some believe that the Tzeentch himself saved them while others say that they had found a webway entrance. Chapter Organization The Obsidian Lions deviate significantly from the Codex Astartes as they feel that their organization allows for more tactical flexibility that was instilled in them by the Howling Griffons. After they severed ties with the Unforgiven they expanded the Dark Angels structure they had adapted to. They saw merit in having specialized units but why just two companies, so they shifted to specialize all their companies. The first and second Companies mirror those of the Dark Angels, Silver Manes and Hunters respectively. The Silver Manes are the Veterans from all of their Companies. Upon reaching the rank of Veteran Knight they join the other veterans of the Chapter, which has led the Silver Manes to rise above 100 Astartes. The Hunters are a fast attack Company like the Ravenwing. The 3rd through 6th are the Chimeras, their Tactical Marines. They are the only units who try to train in all aspects of warfare and are the backbone of all strikeforces. The 7th Company are the Crephyms, their Assault Marines. This Company is an all out assault force and have no bikes or other vehicles attached to them. The 8th Company are the BLANK, the Devastators Company. The 9th is the Iron Company, which is their Armored Company. The Iron Company are skilled in piloting and wielding the devastating power of the Chapter’s tanks and airships. The Iron Company has honed their skills attempting maneuvers and pushing their machines to levels that most other Chapter’s would not even attempt. Finally the 10th is the Scout Company in which all Astartes start their training. They also deviate in how the Astartes are ranked. When a Scout joins any of the Company he has the rank of Squire until he has proven himself in battle. Once he has felt the heat of battle he gains the rank of Brother. From here an Astartes can reach the rank of Knight through battle and through the Broken Sword Tournaments. A Knight are the elites with each Company and it is from here that Sergeants are chosen from. Those who excel are then promoted Veteran Knight and they then join the Silver Manes. In other Companies Astartes earn their rank based solely on their performance, but in the First Company they are directly competing with their fellow Veterans. The top 20 Veteran Knights have the title of Champion-Knight, which is a bittersweet honor because those Astartes who lose the title feel a sense of dishonor. The Champion-Knights can then become a Knight-Captain to one of the Companies of their discipline. Once they have proven their prowess to leading others the can become Knight-Commanders who lead the Strike forces into battle. Fleet Assets The Obsidian Lions are a very active Chapter and have a large fleet of vessels. Lion’s Den – is the Chapter’s flagship Nomadic King – Battle Barge Leo Tenebris – Battle Barge Midnight Prowler – Strike Cruiser Emperor’s Aegis – Strike Cruiser Wrath of Menov – Strike Cruiser Recruitment The Lions primarily recruit from the Kingdoms of Menov. Every generation the Obsidian Lions will request that the kingdoms hold their own tournaments from which recruits will be chosen from. It is a great honor in the kingdoms to have their children inducted into Obsidian Lions. Some families train their children from a very young age for these tournaments. Chapter Master Silver Manes Terminator Hunters Chimaeras Predators Lightningbacks Iron Pride Combat Doctrine The Lions’ principles of war are based on flexibility and applying the proper pressure to the enemy, this has been shaped by their mentors, Howling Griffons, and their progenitors, Dark Angels. The Howling Griffons instilled tactical flexibility in the Lions, to never become too rigid and always use the best tool for the battlefield. The Dark Angels’ Deathwing and Ravenwing showed them how effective specialized Companies can be. The Obsidian Lions create strikeforces for each engagement taking squads of each Company. Normally the larger campaigns are lead by Knight-Commander but for smaller operations a Knight-Captain can lead it. The Strikeforce leader will deduce what elements will be needed to fight the enemy at hand and also what forces he will need for contingency. Local rituals On Menov the Obsidian Lions hold a tournament every year to test an Astartes strength and skill. The tournament includes singles combat, squad-based combat, marksmanship, among other things but the highest honor is to win the Gauntlet. A race through the forests of Nemea with no armor, armed only with a combat knife. The victors of each tournament have the privilege to wear the silver Broken Blade on their left knee until the next tournament. These tournaments are also where a Squire will get their first taste of combat, testing their training to confirm they have what it takes to be an asset on the battlefield. Beliefs The Lions revere the Emperor and their Primarch like any other Chapters with the exception that they feel they have not lived up to Lion El’Johnson’s legacy because they turned their back on the Dark Angels. The first thing they do when becoming an Astartes is to take the Oath of the Broken Blades, an oath to uphold the ideals of the Lion and to never abandon an ally. They hold oaths in a very high regard but compared to the Griffons, the Lions swear few oaths. A completed oath is a source of much personal pride and it is typical for a satisfied oath to be inked onto the skin of the Astartes. On the other side a failed oath brings shame to the Astartes, it is not unknown for an Astartes to take a vow of silence or denounce their rank because they were unable to fulfill an oath. Gene-Seed: Description of origin and current status - Dark Angels, Obviously! Battle Cry “Lion’s Roar!” litany before battle – “The enemy lies at the tip of our blade and it shall weep with their blood.” Champions of the Chapter Asimov - has been the High Commander of the Obsidian Lions for the last century. He is not one to rush into any fight and rarely gives into the battle fury. His level headedness has always allowed him to make sound tactical decisions and to always weigh his options. He is held in high regard by his men because he always leads from the font lines. He is the only High Commander to have never won a tournament for his prowess was on the battlefield. He wields the Broken Blades of Naziel and wears the Silver Fleece. Naziel - was the third Chapter Master of the Obsidian Lions. He was a great warrior who never backed down from a battle and always pushed his men on to glory. But what he is remembered most for is his death. During the Wavium Conflict he was leading the Lions into battle waiting for the Angels of Absolution to attack the enemy's flanks, the Angels never arrived. He was enraged at the constant disregard the Unforgiven had towards his Chapter. With his obsidian blades in had he cut down traitor after traitor until he was killed by a melta blast, then the traitors began to mutilate his body out of anger. When reinforcements arrived and the Lions were able to finally clear a path to Naziel they found his battered body laying next to his broken obsidian swords. This marked the end of the Lion's wanting to live up to their progenitor's ideology and no longer sought their acceptance. Renock - is currently the Chapter's top Champion-Knight. Renock was a Chimaera and was part of he Fifth Company. He was proficient with any weapon that he wields to the point that he one of the few Obsidian Lions to have won every tournament he entered. He is a great combatant but his tactical sense has come into question at times. There are whispers that for all his battle prowess he will never make the rank of Knight-Commander, something that he intends to prove wrong. He is the current owner of the Starwall and wields the Sword of Oaths. Nasla - was recently promoted to Knight-Commander. While he has only fought a few battles since receiving his new rank, Nasla is a seasoned commander as the Knight-Captain of the 4th Company. He is a very reserved individual and never boats about his accolades. He carries the Emperor's Peace. Gar - is the current Knight-Captain of the Predators. Gar is a fearsome close combat fighter, always looking to challenge enemy force's champions. Always looking for combat opportunities that if he is not leading a strikeforce he will volunteer to accompany his men in a different strikeforce. Gar wields the Fateripper and a Nemean Hide. Relics Broken Blades of Naziel - Naziel's blades were taken after the Wavium Conflict and put fitted into a pair of lightning claws replacing the claws. The blades can be protracted for a better reach and also used to penetrate armor. The blades are given to the High Commander upon his ascension. Heart of Anwar - is a master crafted Power Hammer. These hammers were worked on many times to better deal with the dense Menovian rock during the initial expansion of the caves. All the hammers were lost with the exception of one. Later on they were able to use better equipment for the expansion but this power hammer has shown to be a strong weapon of war as much as well powerful tool. Sword of Oaths - This master-crafted claymore was given to the Obsidian Lions by the Howling Griffons after their training had been completed. The Griffons held the Lions in high regard and saw a potential in their fervor. This blade was a symbol of the oath of brotherhood that sworn by the two Chapter Masters.The sword is given to the highest ranked Champion-Knight. Lion's Tail - This cimbi-melta is that was wielded by Galtan on the world of Rayvon. The Lions assaulted the Dark Eldar on this Shrine world to stop the desocration of the the world where the Emperor had visited while he still lead the Great Crusade. The only surviving Lion was allowed to clean his equipment in the moat that surrounded the main cathedral, the moat is said to be blessed for the Emperor himself drank its water. The Lion's Tail has never malfunctioned since that day. Silver Fleece - Menov's rarest and most dangerous predator's, the silver Nemean Lion, hide has special characteristics that create a small field of protection when charge is applied to it. The Nemean Hides are worn only by the Obsidian Lion's officers and the Silver Fleece is a masterpiece among them that is passed from High Commander to High Commander. Tower of Lions - This storm shield was created for the first Chapter Master to receive the tile of High Commander. While the artificers expertly crafted and adorned the shield as a tribute to the new title, the High Commander was unwilling to part with the Blades of Naziel. He asked his Commanders to duel for the shield. Whenever the owner of the shield passes the remaining Commanders and whoever is elevated must duel to see who the new owner is. Trinity of War - The Trinity of War is a set of weapons that was commissioned for the winner of the first Gauntlet tournament. The owner eventually joined the ranks of the Veteran-Knight. Since his death the weapons are dueled for during for during the Broken Blade Tournaments and only one other person since has possessed all three weapons. Fateripper - a master crafted power sword. Emperor's Peace - A master crafted bolt. This weapon is able to shoot a volley of bolts without jamming. Starwall - is a master-crafted combat shield. Whenever the the field is struck the energy ripples resembling a wall of stars.
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