I've made this subject to discuss lore ideas for the chapter such as characters, chapter culture the cultures of their recruiting worlds but i also want to discuss your own ideas for your own chapters that way we can learn new things together
While some people might suggest this should go in the dakka fiction area, I've tended to find that's not a particularly good place to discuss this sort of thing simply due to the lack of traffic, and the background area seems to be much better placed for discussion of this stuff.
Here's the beginnings of my (fallen) Chapter: the Angels of Ascension
Spoiler:
The Angels of Ascension were formerly a loyalist chapter founded from the Blood Angels. During their time fighting in the glorious name of the Emperor they embodied the beauty and splendour of Sanguinius. Resplendant in glorious hand-crafted armour they were the very embodiment of Angels upon the battlefield, and beloved by the population of the Imperium. A love which was reciprocated by the Angels themselves. However, on every planet they served, they saw nothing but toil and misery.
Dissillusion with the Imperium took decades to creep into their minds. Wherever they saw misery and opression, it was the machine of the Imperium to blame. This lasted until they were deployed to the world of Gomorr to quell a cult insurrection. Upon arrival, they saw the cult had spread nothing but joy and ecstacy to everyone it touched. At last, they had found the answer. Rather than quelling the insurrection, they pledged themselves to its cause and slaughtered the beleaguered planetary government. Reporting that the insurrection had been defeated, they returned to their duties, and resolved to bring the light of the cult to every new world they conquered.
It was decades before Inquisitor Io traced the source of the blossoming Slaaneshi cults in the sector to the Angels, finally deducing that the pattern of cults followed the chapter wherever it went. Marshalling the forces of half a dozen Imperial Guard regiments, alongside the Iron Crusaders Chapter, they smote down the Angels and declared them Excommunicate Traitoris.
Since then, the surviving Angels of Ascension have changed their modus operandi. They scattered throughout the Imperium, acting not as a single warband but a myriad of individual agents. Each Angel descends upon a world, posing as a loyal Astartes, and sets about ingratiating themselves with various planetary powers. They preach the word of the cult, where the sacrifice of the noble few can ensure the absolution of the many. They corrupt the government, and convert the masses. Life is good for the faithful. The fate of those who pay the price for such a life is beyond comprehension.
Bedecked in exquisite finery, the Angels of Ascension appear to the world to be model examples of the Emperor's glorious Astartes. However, their elaborate facade hides their true nature. Beneath their statuesque masks lurks mutated predatory faces. The script of their purity seals twists and turns as it's read, subliminally implanting dark and twisted suggestions into an onlooker's mind. Truly the Angels are one of the most insidious threats this sector has faced in millennia.
It's sort of based on the maxim that I live by when coming up with antagonists: No-one, no matter how heinous, is the villain of their own story.
My god that's fantastic!
Great beginning for them!
my idea for my chapter is a mixture of the night lords and the raptors they're known as the silent claws
i was making a fandex but you could say i'm suffering from the dreaded writers block
What's the basics of your chapter? What makes them interesting/neat/cool?
Writer's block's a bugger, but I do find that the style of writing for 40k does help with that somewhat. If you think of how a (good) codex is written, they don't tend to tell you everything all in one go in one massive blurb at the front. They give you a basic outline, but the actual flavour of the faction is given through little snippets and quotes that are littered through the book.
These are a hell of a lot easier (and fun!) to write than stuff that's longer. What I tend to do is pick a particular facet/idea that I had and then try and write a short snippet that gives the reader a glimpse of that. Then, whoever's read it can do the actual legwork and build up the world around it
Then, by chaining together a few of these you can build up a really rich picture of a model/group/faction's background without doing all that much actual writing much easier to get around writer's block when all you have to make is a couple of lines
What's the basics of your chapter? What makes them interesting/neat/cool?
Writer's block's a bugger, but I do find that the style of writing for 40k does help with that somewhat. If you think of how a (good) codex is written, they don't tend to tell you everything all in one go in one massive blurb at the front. They give you a basic outline, but the actual flavour of the faction is given through little snippets and quotes that are littered through the book.
These are a hell of a lot easier (and fun!) to write than stuff that's longer. What I tend to do is pick a particular facet/idea that I had and then try and write a short snippet that gives the reader a glimpse of that. Then, whoever's read it can do the actual legwork and build up the world around it
Then, by chaining together a few of these you can build up a really rich picture of a model/group/faction's background without doing all that much actual writing much easier to get around writer's block when all you have to make is a couple of lines
well the chapter is non codex compliant, they are renegades but still fight to defend humanity if not the imperium itself, they recruit from a feral death night world which a race of abhumans known as aqualyans and they decend from night lord genestock their former home world was destroyed by planetary exterminatus that world was secretis
I had an idea as soon as the whole 'Dark Imperium' thing came to light that basically what you'd get on the other side of the Maledictum is a gradual (or rapid, in places) breakup of the relatively unified Imperium into much smaller petty interplanetary empires.
Basically, as warp travel became suddenly more dangerous the Imperial authorities could no longer rely on being able to reliably reach across the galaxy. In that power vacuum, you'd get power grabs from despots, empire builders and bitter subjects who chafed under Imperial rule. They'd forge together mini-empires in places where there are still stable warp routes, independent (or still loyal but cut off) from Imperial rule.
You could set your chapter there. Immediately post exterminatus of their world, the Maledictum hit. Thrown into disarray, they were able to defeat the Inquisitorial force sent to bring them to heel. Fleeing further into the Dark Imperium they came across a new sector where they could forge an empire of their own and rebuild. Still loyal to humanity they rule this sector as their own pocket empire, hoping one day to rebuild enough forces to take the battle to the hated Imperial authorities who purged their previous homeworld.
To the Imperium, they're terrorists or power-mongering renegades. To themselves, they're freedom fighters seeking to establish control over human populations for the betterment of mankind.
Or none of that, jsut throwing it out there to see if you like it
I had an idea as soon as the whole 'Dark Imperium' thing came to light that basically what you'd get on the other side of the Maledictum is a gradual (or rapid, in places) breakup of the relatively unified Imperium into much smaller petty interplanetary empires.
Basically, as warp travel became suddenly more dangerous the Imperial authorities could no longer rely on being able to reliably reach across the galaxy. In that power vacuum, you'd get power grabs from despots, empire builders and bitter subjects who chafed under Imperial rule. They'd forge together mini-empires in places where there are still stable warp routes, independent (or still loyal but cut off) from Imperial rule.
You could set your chapter there. Immediately post exterminatus of their world, the Maledictum hit. Thrown into disarray, they were able to defeat the Inquisitorial force sent to bring them to heel. Fleeing further into the Dark Imperium they came across a new sector where they could forge an empire of their own and rebuild. Still loyal to humanity they rule this sector as their own pocket empire, hoping one day to rebuild enough forces to take the battle to the hated Imperial authorities who purged their previous homeworld.
To the Imperium, they're terrorists or power-mongering renegades. To themselves, they're freedom fighters seeking to establish control over human populations for the betterment of mankind.
Or none of that, jsut throwing it out there to see if you like it
here's a link where you can find a draft of the codex
https://www.dakkadakka.com/dakkaforum/posts/list/90/728613.page but i need help coming up with their culture for the chapter as it is effected by both of the aqualyan and secretian cultures
along with improving the lore about each of the units
I had an idea as soon as the whole 'Dark Imperium' thing came to light that basically what you'd get on the other side of the Maledictum is a gradual (or rapid, in places) breakup of the relatively unified Imperium into much smaller petty interplanetary empires.
Basically, as warp travel became suddenly more dangerous the Imperial authorities could no longer rely on being able to reliably reach across the galaxy. In that power vacuum, you'd get power grabs from despots, empire builders and bitter subjects who chafed under Imperial rule. They'd forge together mini-empires in places where there are still stable warp routes, independent (or still loyal but cut off) from Imperial rule.
You could set your chapter there. Immediately post exterminatus of their world, the Maledictum hit. Thrown into disarray, they were able to defeat the Inquisitorial force sent to bring them to heel. Fleeing further into the Dark Imperium they came across a new sector where they could forge an empire of their own and rebuild. Still loyal to humanity they rule this sector as their own pocket empire, hoping one day to rebuild enough forces to take the battle to the hated Imperial authorities who purged their previous homeworld.
To the Imperium, they're terrorists or power-mongering renegades. To themselves, they're freedom fighters seeking to establish control over human populations for the betterment of mankind.
Or none of that, jsut throwing it out there to see if you like it
That was just something I came up with on the fly based on some other thoughts I'd had for how the Imperium would break down without access to long-distance travel.
It's something I've used less for SM chapters, but more for varied human cultures that would make power-grabs from the Imperium. Techno-Greeks was my take on it
Ynneadwraith wrote: That was just something I came up with on the fly based on some other thoughts I'd had for how the Imperium would break down without access to long-distance travel.
It's something I've used less for SM chapters, but more for varied human cultures that would make power-grabs from the Imperium. Techno-Greeks was my take on it
I did have a big document for my Night Lords custom chapter: The Endless Night. However, due to a new computer, getting new drives and throwing out some old stuff, I lost the document.
All that's left is this quick summination of the chapter I found in a different document:
A splinter of the Night Lords, The Endless Night are led by the fanatic, Lacerat Mentis, who strives to have his warband follow in the footsteps of their once great leader Konrad Curze: The Night Haunter. Above all else, The Endless Night pride themselves on their knowledge of their Primarch’s mental condition and the ordeals which led him to such an unhinged mind; some legionnaires will even force upon themselves the same mental strain that Curze had undergone in order to force the fracture of their mind and become closer to the perfect ‘warrior’ that was The Night Haunter. The chapter has fought in conventional wars much like any Space Marine chapter, however their speciality, as with many Marines of the Night Lords and Curze himself, is the utter destruction of a planet’s society via constant and horrific terror tactics. Many an Imperial city has torn itself apart from sheer fear of the 'Daemons' which had settled into the dark recesses of the city’s slums and sewers; night lines were painted with red splash of both guilty and innocent blood; streets were adorned with the tattered and almost unrecognisable bodies of those who dared to stand against them; and the sacred Aquilas of the Imperium were defiled beyond all hope of repair.
It has been and shall always be assured that, should Lacerat and his follows land upon a planet, darkness shall fall and the citizens of the Imperium will experience The Endless Night…
I'll have to re-write their conflicts with Death Spectres over the planets that the Night Lords used to guard in their sector, as well as other conflicts such as the assault on the Black Library to glean more knowledge on the mental afflictions of their father.
mrhappyface wrote: I did have a big document for my Night Lords custom chapter: The Endless Night. However, due to a new computer, getting new drives and throwing out some old stuff, I lost the document.
All that's left is this quick summination of the chapter I found in a different document:
A splinter of the Night Lords, The Endless Night are led by the fanatic, Lacerat Mentis, who strives to have his warband follow in the footsteps of their once great leader Konrad Curze: The Night Haunter. Above all else, The Endless Night pride themselves on their knowledge of their Primarch’s mental condition and the ordeals which led him to such an unhinged mind; some legionnaires will even force upon themselves the same mental strain that Curze had undergone in order to force the fracture of their mind and become closer to the perfect ‘warrior’ that was The Night Haunter. The chapter has fought in conventional wars much like any Space Marine chapter, however their speciality, as with many Marines of the Night Lords and Curze himself, is the utter destruction of a planet’s society via constant and horrific terror tactics. Many an Imperial city has torn itself apart from sheer fear of the 'Daemons' which had settled into the dark recesses of the city’s slums and sewers; night lines were painted with red splash of both guilty and innocent blood; streets were adorned with the tattered and almost unrecognisable bodies of those who dared to stand against them; and the sacred Aquilas of the Imperium were defiled beyond all hope of repair.
It has been and shall always be assured that, should Lacerat and his follows land upon a planet, darkness shall fall and the citizens of the Imperium will experience The Endless Night…
I'll have to re-write their conflicts with Death Spectres over the planets that the Night Lords used to guard in their sector, as well as other conflicts such as the assault on the Black Library to glean more knowledge on the mental afflictions of their father.
I don't know, I quite like it I must admit I do tend to prefer fluff that suggests a vast and detailed history and background, rather than goes into intricate detail about it all. Partially because it's a lot easier to digest, but also because it sort of sparks something in your imagination where you start filling in the blanks yourself somewhat. Hence why I love the little quips and snippets you get in official codices so much
It also helps to avoid situations like the Newcrons where they inadvertently sucked all the mystery out of them and replaced it with Egyptian-themed bat-gak...
My brother was planning on making his own homebrew but he lacks knowledge on the lore of 40k as he finds it too confusing so i'll have to come up with lore for it
I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
well i should have a character of my homebrew chapter painted in time problem is i'm waiting on two of the paints i need
this army of mine are going to be heavily converted
Automatically Appended Next Post:
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
well i should have a character of my homebrew chapter painted in time problem is i'm waiting on two of the paints i need
this army of mine are going to be heavily converted
Automatically Appended Next Post:
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
but please tell me more when you can of course
Well, what I have so far? I'm going with a mid-tone grey trimmed in blue. My chapter master, one Leonidas Martel (nick named the Black Lion), was inspired by the moniker "grey shield" the unnumbered sons got when they fought, of which he was a part. The blue comes from his lineage of UM gene seed (if I change them to be Ravens or White Scars the blue will be based off the "influence" of RG - I really am torn on this). Anyway, their chapter world is going to be a feudal/semi-civil world called Marcomer and the culture of the world will be early middle age Frankish/Germanic/Celt. They're going to follow an adapted codex, where each company is associated with one of the great tribes/houses of the world (except for the 10th, which will be a "combined company" of smaller houses/freebooters). Chapter Master will be called the Great Lord, while the company captains are Lords.
To deck out my models (infantry at least), I bought some of these and am putting them on my left shoulder. Company will be designated by small heraldic shields I'm hoping to paint on there left leg (possibly knee if I can't get it right) and I (think) I am going to customize some of the paint jobs with some "tribal-esque" details on the masks/faces.
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
well i should have a character of my homebrew chapter painted in time problem is i'm waiting on two of the paints i need
this army of mine are going to be heavily converted
Automatically Appended Next Post:
StormLion wrote: I'm new to the game too. I've been working on my homebrew chapter as well, the Storm Lions. At the moment, they are a UM primaris successor (though I'm flirting with Raven Guard and White Scars). I'll have more lore up once I get it written and pictures of my first models once they are painted (Reivers are built and ready to be primed tonight).
but please tell me more when you can of course
Well, what I have so far? I'm going with a mid-tone grey trimmed in blue. My chapter master, one Leonidas Martel (nick named the Black Lion), was inspired by the moniker "grey shield" the unnumbered sons got when they fought, of which he was a part. The blue comes from his lineage of UM gene seed (if I change them to be Ravens or White Scars the blue will be based off the "influence" of RG - I really am torn on this). Anyway, their chapter world is going to be a feudal/semi-civil world called Marcomer and the culture of the world will be early middle age Frankish/Germanic/Celt. They're going to follow an adapted codex, where each company is associated with one of the great tribes/houses of the world (except for the 10th, which will be a "combined company" of smaller houses/freebooters). Chapter Master will be called the Great Lord, while the company captains are Lords.
To deck out my models (infantry at least), I bought some of these and am putting them on my left shoulder. Company will be designated by small heraldic shields I'm hoping to paint on there left leg (possibly knee if I can't get it right) and I (think) I am going to customize some of the paint jobs with some "tribal-esque" details on the masks/faces.
I see it'll be a pleasure to see the outcome of your efforts in future
I like this thread idea. A bunch of good homebrewed stories are put up here. I'll throw my hombrew in to add to the fun:
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History (very long):
Spoiler:
Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters and against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was miracolously found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
There. I have some special characters and whatnot but that's the gist of it. Also some Inquisition ties stuff. Hope you enjoyed reading it.
Nerak wrote: I like this thread idea. A bunch of good homebrewed stories are put up here. I'll throw my hombrew in to add to the fun:
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History (very long):
Spoiler:
Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters and against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was miracolously found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
There. I have some special characters and whatnot but that's the gist of it. Also some Inquisition ties stuff. Hope you enjoyed reading it.
Very impressive of you there i am eager to see more but i understand that time is needed for such a process
I like this thread idea. A bunch of good homebrewed stories are put up here. I'll throw my hombrew in to add to the fun:
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History (very long):
[spoiler]Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters and against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was miracolously found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
There. I have some special characters and whatnot but that's the gist of it. Also some Inquisition ties stuff. Hope you enjoyed reading it.[/spoiler]
Neat! Kickass flaw btw
One thing I could see being a psychological result of their accelerated aging is them ending up as a bit of a reckless Chapter. As most of their serving Marines are relatively inexperienced, and a significant number might want to go out with a bang rather than wait for debilitation, I'd expect them to throw caution to the wind. As a possible countermeasure to that, you could have a council of 'elders' who are past the point of combat effectiveness but charged with tempering their younger brethren. It'd be a little Lord of the Flies when you consider that this 'council of elders' are probably only a couple of hundred years old themselves, which is hardly old for a normal Marine.
I like this thread idea. A bunch of good homebrewed stories are put up here. I'll throw my hombrew in to add to the fun:
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History (very long):
[spoiler]Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters and against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was miracolously found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
There. I have some special characters and whatnot but that's the gist of it. Also some Inquisition ties stuff. Hope you enjoyed reading it.[/spoiler]
Neat! Kickass flaw btw
One thing I could see being a psychological result of their accelerated aging is them ending up as a bit of a reckless Chapter. As most of their serving Marines are relatively inexperienced, and a significant number might want to go out with a bang rather than wait for debilitation, I'd expect them to throw caution to the wind. As a possible countermeasure to that, you could have a council of 'elders' who are past the point of combat effectiveness but charged with tempering their younger brethren. It'd be a little Lord of the Flies when you consider that this 'council of elders' are probably only a couple of hundred years old themselves, which is hardly old for a normal Marine.
We are proud sons of Russ, hardened by dozens of battles. But we saw, helpless, our beloved legion fell in disgrace. We saw it renounces to the old ways and pactise with beasts and abominations. To the dishonnor of waging war against those who remain our brothers, we prefered exile. We won't hide in our lair anymore. Everywhere the Emperor's law is at sake, His citizens in distress, we will fight with honor and devotion. As such is the true way of the Vlka Fenrika. We are the specters of what once was. The wardens of what will be anew. We are the Ghosts of Fenris.
A bunch of renegade wolves (although they'd dispise being called wolves) disgruntled and disgusted by what have become their chapter (especially by wulfens and thunderwolf cavalry).
Stubborn as only wolves can be, after their last outbreak they had no other choice than to flee (but they'd say it was their decision. Wolves...).
They see themselves as the only true Space Wolves and are persuaded that when the Russ returns, he will recognize them as such. If they survive this long.
They are not willing to figth their former brothers, but prefer to avoid them and do their own things, mainly trying to protect the imperium people.
Other than that they are as their brothers : arrogant, vainglorious but rather nice with the lowly. With some more gloom as they know they are most likely to be doomed.
We are proud sons of Russ, hardened by dozens of battles. But we saw, helpless, our beloved legion fell in disgrace. We saw it renounces to the old ways and pactise with beasts and abominations. To the dishonnor of waging war against those who remain our brothers, we prefered exile. We won't hide in our lair anymore. Everywhere the Emperor's law is at sake, His citizens in distress, we will fight with honor and devotion. As such is the true way of the Vlka Fenrika. We are the specters of what once was. The wardens of what will be anew. We are the Ghosts of Fenris.
A bunch of renegade wolves (although they'd dispise being called wolves) disgruntled and disgusted by what have become their chapter (especially by wulfens and thunderwolf cavalry).
Stubborn as only wolves can be, after their last outbreak they had no other choice than to flee (but they'd say it was their decision. Wolves...).
They see themselves as the only true Space Wolves and are persuaded that when the Russ returns, he will recognize them as such. If they survive this long.
They are not willing to figth their former brothers, but prefer to avoid them and do their own things, mainly trying to protect the imperium people.
Other than that they are as their brothers : arrogant, vainglorious but rather nice with the lowly. With some more gloom as they know they are most likely to be doomed.
So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
StormLion wrote: So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
* - subject to retcon at a later date
very well then will they utilize stealth tactics like their primogenitor or will they use different tactics entirely?
Army: Space Marine (Loyalist, non codex compliant)
Name: Void Krakens
Background: A Strike Cruiser from an unknown time (given their nearly entirely MKIII and MKIV armor it was near the heresy) got lost in the warp and reemerged a few hundred years ago. The occupants of the craft have no memory of their names, their history, or much of anything besides that they are Astartes and loyal to the Emperor of Mankind. Although their goal is true (to continue serving the Emperor) they found themselves in an Imperium that is full of suspicion, closed mindedness, and technological regression. In particular the Inquisition in the area have taken notice of this warband of unknown origin Astartes and have forced the Space Marines to stay on the move and hide in astroid belts and debris fields to elude the gaze of the Inquisition. Over the years these Space Marines have been shaped into a force that relies on ship breaching, rapid tactical deployment, raiding, and savaging. They named themselves after the Void Krakens that would lurk in asteroid fields and ambush ships. Given their lack of official support from any Forge World or Imperial logistics the Krakens have resorted to attacking pirates, scalvaging wrecks, re-purposing existing equipment, and in more desperate times attacking imperial transports for supplies. Occasionally a local planetary governor will repay their assistance with munitions but official logistical support is not possible.
One major event for the Void Krakens is the discovery of a wrecked Black Templar cruiser which appears to have suffered some sort of breach and its crew perished in warp transit or shortly after exiting the warp. The only survivor they found was a slumbering dreadnought which the Void Krakens took into their service (the dread struggles to understand where he is at times but generally seems to do ok when they point him at Xenos or Chaos threats and he instinctively goes into purge mode). The recovery of this BT cruiser allowed the Void Krakens to have a 2nd cruiser and access to more modern armor and wargear.
Eventually they where caught out by an Inquisitorial force known as "The Fiery Heart of the Emperor" which is a crusading force made up of Guard, Inq, Scions, along with both Deathwatch and Grey Knights. "Fortunately" for the Krakens the Inq force offered a parley and set out terms. Join The Fiery Heart of the Emperor to prove their loyalty to the Emperor or be purged by holy fire and bolter. Without much of a choice they reluctantly agreed to join this group of fanatics for the foreseeable future as a means of continued survival. The Fiery Heart of the Emperor believe that the dark times are coming and that they are chosen to be the Emperor's light and ultimately save mankind (even if they must die in the attempt).
Tactics: Over the years they have developed into specialists in ship boarding actions, rapid deployment via drop pods, and focus on developing/deploying mostly veteran equivalent units. They deploy mostly Sternguard and Vanguard Vets as the bulk of their 1st company along with Scouts which serve as their forward observers and pathfinders for the drop pod assault. To the Void Krakens a tactical marine is an ill prepared marine and newer recruits are better served learning ranged combat as a devastator marine or learning close combat as an assault marine. Scouts are not their new recruits but a separate path for a Void Kraken who is better skilled as intelligence gathering and infiltration operatives than direct assault soldiers. 2nd Company is where the newer blood earns their keep and generally operates as support for the 1st company and the ones who go on recruitment raids to collect potentially viable initiates.
Army: Space Marine (Loyalist, non codex compliant)
Name: Void Krakens
Background: A Strike Cruiser from an unknown time (given their nearly entirely MKIII and MKIV armor it was near the heresy) got lost in the warp and reemerged a few hundred years ago. The occupants of the craft have no memory of their names, their history, or much of anything besides that they are Astartes and loyal to the Emperor of Mankind. Although their goal is true (to continue serving the Emperor) they found themselves in an Imperium that is full of suspicion, closed mindedness, and technological regression. In particular the Inquisition in the area have taken notice of this warband of unknown origin Astartes and have forced the Space Marines to stay on the move and hide in astroid belts and debris fields to elude the gaze of the Inquisition. Over the years these Space Marines have been shaped into a force that relies on ship breaching, rapid tactical deployment, raiding, and savaging. They named themselves after the Void Krakens that would lurk in asteroid fields and ambush ships. Given their lack of official support from any Forge World or Imperial logistics the Krakens have resorted to attacking pirates, scalvaging wrecks, re-purposing existing equipment, and in more desperate times attacking imperial transports for supplies. Occasionally a local planetary governor will repay their assistance with munitions but official logistical support is not possible.
One major event for the Void Krakens is the discovery of a wrecked Black Templar cruiser which appears to have suffered some sort of breach and its crew perished in warp transit or shortly after exiting the warp. The only survivor they found was a slumbering dreadnought which the Void Krakens took into their service (the dread struggles to understand where he is at times but generally seems to do ok when they point him at Xenos or Chaos threats and he instinctively goes into purge mode). The recovery of this BT cruiser allowed the Void Krakens to have a 2nd cruiser and access to more modern armor and wargear.
Eventually they where caught out by an Inquisitorial force known as "The Fiery Heart of the Emperor" which is a crusading force made up of Guard, Inq, Scions, along with both Deathwatch and Grey Knights. "Fortunately" for the Krakens the Inq force offered a parley and set out terms. Join The Fiery Heart of the Emperor to prove their loyalty to the Emperor or be purged by holy fire and bolter. Without much of a choice they reluctantly agreed to join this group of fanatics for the foreseeable future as a means of continued survival. The Fiery Heart of the Emperor believe that the dark times are coming and that they are chosen to be the Emperor's light and ultimately save mankind (even if they must die in the attempt).
Tactics: Over the years they have developed into specialists in ship boarding actions, rapid deployment via drop pods, and focus on developing/deploying mostly veteran equivalent units. They deploy mostly Sternguard and Vanguard Vets as the bulk of their 1st company along with Scouts which serve as their forward observers and pathfinders for the drop pod assault. To the Void Krakens a tactical marine is an ill prepared marine and newer recruits are better served learning ranged combat as a devastator marine or learning close combat as an assault marine. Scouts are not their new recruits but a separate path for a Void Kraken who is better skilled as intelligence gathering and infiltration operatives than direct assault soldiers. 2nd Company is where the newer blood earns their keep and generally operates as support for the 1st company and the ones who go on recruitment raids to collect potentially viable initiates.
StormLion wrote: So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
* - subject to retcon at a later date
very well then will they utilize stealth tactics like their primogenitor or will they use different tactics entirely?
They are taking the chapter tactics and strat if that's what you mean.
StormLion wrote: So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
* - subject to retcon at a later date
very well then will they utilize stealth tactics like their primogenitor or will they use different tactics entirely?
They are taking the chapter tactics and strat if that's what you mean.
StormLion wrote: So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
* - subject to retcon at a later date
very well then will they utilize stealth tactics like their primogenitor or will they use different tactics entirely?
They are taking the chapter tactics and strat if that's what you mean.
what i meant was lore wise
Oh, lol. Well ambushes will be a thing, but in my head it will be more of a heavy ambush. It makes more sense with my "head narrative". My guys are taking a world of Frankish/Germanic early middle ages people and the chapter's name is Storm Lion. So think of a pride of Lions on the African plains, only with bolters. I'll have more once I write.
The Chaos force I'm currently working on. Well...assembling parts for. My actual current project is a mobile Necromunda board and the gang to go on it, but once those are done...also please note, this a first draft. I'll edit it to be actually readable when I've had enough sleep, so sometime in 2053,
Warband: The Growth (Working Warband Name) Formerly the Dust Walkers Chapter
Founding: The 21st Founding (unknown Gene-Seed)
Allegiance: Nurgle.
Warcry: (Current)We bring His Blessings - (Former) All is as Dust before us.
Spoiler:
Few jobs are glorious, even in war. The Dust Walkers Chapter was assigned to a life-heavy sector full of agri-worlds. Non-vital strategically, with limited fortifications and defenses because of this...and yet feeding thousands of Imperial Guard regiments and dozens of Hive Worlds. Still, it was...odd that a Marine force would be assigned to such an area, but the Chapter was young and new. Perhaps, once it was a proven force, it would be moved to more important locations.
And for some, all that bio-mass was more vital than any Fortress world...
The Marines of the Dust Walkers were called in again and again to fight Gene Stealer Cults and small Splinter Fleets that made landfall. And they were destroyed. But Tyranids do not fight - they swarm. Every time a Tyranid force touched the ground, another piece of the planet was stripped of life to feed the insatiable hunger of the Great Devourer. Another piece of a world gone. The PDF would box the Tyranids in, and the Dust Walkers would exterminate the creatures. But it became obvious that they were not being destroyed fast enough. More and more of the creatures appeared, and when the call was sent for help the Shadow in the Warp made it impossible. A Hive Fleet approached.
With no way to defend all the worlds in the sector, non-vital worlds were evacuated of all vital resources and personnel and then reduced to ash. Not true exterminatus - life could be returned, in a hundred or so centuries - but enough to deny the Tyranids vital bio-mass. It fell to the Dust Walkers to torch each of the worlds they had protected since their founding, to leave the fire storms behind as they fled to the next position.
But by pulling resources back to a small number of vital core worlds, with the massed PDF regiments and hardware assembled, the Imperium's forces had a chance. With limited fortifications to work with the Dust Walkers had to rely on mobile strikes, with the PDF pinning those Tyranids that made Land Fall in place. The massed weaponry of the Chapter Fleet and the PDF defense boats, including a refurbished Gothic-class Cruiser, helped reduce many to ash before they could even get that far. And with the planets they had planned to feast upon ash, the Tyranids could not replenish their numbers. But then, they'd brought a lot of numbers with them...
It was touch and go, but the Imperial forces were finally starting to push back when disaster struck. The brutal fighting and poor conditions meant that the PDF forces began to come down with sicknesses - brutal, terrible sicknesses. Regiment after regiment was pulled from active combat, and whole units fed the Tyranids advance with only minimal losses for the alien race. One world fell, then another. The Dust Walkers, now a mere four hundred Marines strong, could only slow the onslaught as the Tyranid advance picked up, finally fuelled once more by the agri-worlds.
Watching the life drained from world after world, with nothing left but dust and ash, the Dust Walkers prepared for the world. They would force the Tyranids to commit the vast majority of their forces to one world, one final choke point, and set off virus bombs to wipe the world clean of life. With luck, the Tryanids would lose so much bio-mass they would be forced to withdraw.
And it worked. Marine and Tyranid alike were pinned as a howling gale of the most destructive virus' the Imperium could create surged across the planet. The Tyranids were purged in hours. But the Marines...well, the Dust Walkers discovered a truth.
You can never focus on one enemy, or another might destroy you.
The reason for the illness within the PDF regiments became clear. A cult of Nurgle was in the system and had...modified the virus bombs. The Tyranids were destroyed, utterly. Grandfather Nurgle had no use for the beast of the Great Devourer. But the Marines of the Dust Walkers? Well. They had a choice to make. In the dust and the storms the virus brought, with the energies of the Warp crackling in the air, they were shown the Truth.
Nurgle is the God of all life. Not just the virus and the plague, but all life - man and plant. He yearned for the Galaxy to overflow with life, for the coldest corners of the Galaxy to bloom. The Emperor cared only for the mighty, the powerful - the awesome might of the Primarch, the terrible fury of the Titan. But Nurgle sought to grant his blessings to all, from the tiniest Microbe to the greatest Squiggoth. In time, even the Tyranids might be useful...but for now the Great Devourer was the enemy. Stripping world after world bare, Nurgle sought to stop them, and wished to grant the Dust Walkers the gifts to do so. Not only that, but to see each of the worlds they had lost bloom again...
Only two hundred Marines returned to there Fleet, and those included the Chapter Master. And all returned..changed. Rather than the bloated, rotting forms Nurgle's servants often assumed, they instead became filled with the glorious life they had fought so hard save. Limbs turned to branches, armoured boots to trunks. Lightning claws were crackling lengths of wood harder than adamantium. And where the Marines walked, there new Blessings followed.
When the Imperium finally sent ships to investigate the area, they found no trace of the Dust Walkers. Or the PDF regiments with them. And the fleets of both were missing. Of the population, they discovered that most had been used as living planters, thousands apparently comming together to form the base of trees as tall as Titans. Even the worlds reported lost were now verdant, covered in green life. Each one was also so hostile that they have been reclassified as Death Worlds.
Rumours of strange Marines and soldiers, only partially clad in tarnished, rusted armour, occasionally reach the Inquisition. Wherever they are sighted, more plant life grows. It is believed they were responisble for the destruction of Hive Thenalax, now a single great tree miles high that resists all attempts to land. It is rumored that they destroyed the Adeptus Mechanicus research outpost on Vala III, now covered in a fungus that releases spores so virulent they grew on the Explorator unit investigating.
StormLion wrote: So, after a bit of thought, I've decided to make the Storm Lions a Raven Guard successor.* With that decided, I'll have my intro narrative and background up in the next few days.
* - subject to retcon at a later date
very well then will they utilize stealth tactics like their primogenitor or will they use different tactics entirely?
They are taking the chapter tactics and strat if that's what you mean.
what i meant was lore wise
Oh, lol. Well ambushes will be a thing, but in my head it will be more of a heavy ambush. It makes more sense with my "head narrative". My guys are taking a world of Frankish/Germanic early middle ages people and the chapter's name is Storm Lion. So think of a pride of Lions on the African plains, only with bolters. I'll have more once I write.
Jon Garrett wrote: The Chaos force I'm currently working on. Well...assembling parts for. My actual current project is a mobile Necromunda board and the gang to go on it, but once those are done...also please note, this a first draft. I'll edit it to be actually readable when I've had enough sleep, so sometime in 2053,
Warband: The Growth (Working Warband Name) Formerly the Dust Walkers Chapter
Founding: The 21st Founding (unknown Gene-Seed)
Allegiance: Nurgle.
Warcry: (Current)We bring His Blessings - (Former) All is as Dust before us.
Spoiler:
Few jobs are glorious, even in war. The Dust Walkers Chapter was assigned to a life-heavy sector full of agri-worlds. Non-vital strategically, with limited fortifications and defenses because of this...and yet feeding thousands of Imperial Guard regiments and dozens of Hive Worlds. Still, it was...odd that a Marine force would be assigned to such an area, but the Chapter was young and new. Perhaps, once it was a proven force, it would be moved to more important locations.
And for some, all that bio-mass was more vital than any Fortress world...
The Marines of the Dust Walkers were called in again and again to fight Gene Stealer Cults and small Splinter Fleets that made landfall. And they were destroyed. But Tyranids do not fight - they swarm. Every time a Tyranid force touched the ground, another piece of the planet was stripped of life to feed the insatiable hunger of the Great Devourer. Another piece of a world gone. The PDF would box the Tyranids in, and the Dust Walkers would exterminate the creatures. But it became obvious that they were not being destroyed fast enough. More and more of the creatures appeared, and when the call was sent for help the Shadow in the Warp made it impossible. A Hive Fleet approached.
With no way to defend all the worlds in the sector, non-vital worlds were evacuated of all vital resources and personnel and then reduced to ash. Not true exterminatus - life could be returned, in a hundred or so centuries - but enough to deny the Tyranids vital bio-mass. It fell to the Dust Walkers to torch each of the worlds they had protected since their founding, to leave the fire storms behind as they fled to the next position.
But by pulling resources back to a small number of vital core worlds, with the massed PDF regiments and hardware assembled, the Imperium's forces had a chance. With limited fortifications to work with the Dust Walkers had to rely on mobile strikes, with the PDF pinning those Tyranids that made Land Fall in place. The massed weaponry of the Chapter Fleet and the PDF defense boats, including a refurbished Gothic-class Cruiser, helped reduce many to ash before they could even get that far. And with the planets they had planned to feast upon ash, the Tyranids could not replenish their numbers. But then, they'd brought a lot of numbers with them...
It was touch and go, but the Imperial forces were finally starting to push back when disaster struck. The brutal fighting and poor conditions meant that the PDF forces began to come down with sicknesses - brutal, terrible sicknesses. Regiment after regiment was pulled from active combat, and whole units fed the Tyranids advance with only minimal losses for the alien race. One world fell, then another. The Dust Walkers, now a mere four hundred Marines strong, could only slow the onslaught as the Tyranid advance picked up, finally fuelled once more by the agri-worlds.
Watching the life drained from world after world, with nothing left but dust and ash, the Dust Walkers prepared for the world. They would force the Tyranids to commit the vast majority of their forces to one world, one final choke point, and set off virus bombs to wipe the world clean of life. With luck, the Tryanids would lose so much bio-mass they would be forced to withdraw.
And it worked. Marine and Tyranid alike were pinned as a howling gale of the most destructive virus' the Imperium could create surged across the planet. The Tyranids were purged in hours. But the Marines...well, the Dust Walkers discovered a truth.
You can never focus on one enemy, or another might destroy you.
The reason for the illness within the PDF regiments became clear. A cult of Nurgle was in the system and had...modified the virus bombs. The Tyranids were destroyed, utterly. Grandfather Nurgle had no use for the beast of the Great Devourer. But the Marines of the Dust Walkers? Well. They had a choice to make. In the dust and the storms the virus brought, with the energies of the Warp crackling in the air, they were shown the Truth.
Nurgle is the God of all life. Not just the virus and the plague, but all life - man and plant. He yearned for the Galaxy to overflow with life, for the coldest corners of the Galaxy to bloom. The Emperor cared only for the mighty, the powerful - the awesome might of the Primarch, the terrible fury of the Titan. But Nurgle sought to grant his blessings to all, from the tiniest Microbe to the greatest Squiggoth. In time, even the Tyranids might be useful...but for now the Great Devourer was the enemy. Stripping world after world bare, Nurgle sought to stop them, and wished to grant the Dust Walkers the gifts to do so. Not only that, but to see each of the worlds they had lost bloom again...
Only two hundred Marines returned to there Fleet, and those included the Chapter Master. And all returned..changed. Rather than the bloated, rotting forms Nurgle's servants often assumed, they instead became filled with the glorious life they had fought so hard save. Limbs turned to branches, armoured boots to trunks. Lightning claws were crackling lengths of wood harder than adamantium. And where the Marines walked, there new Blessings followed.
When the Imperium finally sent ships to investigate the area, they found no trace of the Dust Walkers. Or the PDF regiments with them. And the fleets of both were missing. Of the population, they discovered that most had been used as living planters, thousands apparently comming together to form the base of trees as tall as Titans. Even the worlds reported lost were now verdant, covered in green life. Each one was also so hostile that they have been reclassified as Death Worlds.
Rumours of strange Marines and soldiers, only partially clad in tarnished, rusted armour, occasionally reach the Inquisition. Wherever they are sighted, more plant life grows. It is believed they were responisble for the destruction of Hive Thenalax, now a single great tree miles high that resists all attempts to land. It is rumored that they destroyed the Adeptus Mechanicus research outpost on Vala III, now covered in a fungus that releases spores so virulent they grew on the Explorator unit investigating.
I've read about the Void Krakens before i'm sure, but they're a great idea nice to see Marines actually being marines
Absolutely love your nurgle force Jon Garrett. Brilliant bit of backstory i really like the concept that nurgle is a god of life...just not necessarily yours
I've got a similar thing where a Death Guard character causes water and disgusting plantlife to grow wherever he steps, and he enjoys just walking along 'terraforming planets, one step at a time'.
Ynneadwraith wrote: I've read about the Void Krakens before i'm sure, but they're a great idea nice to see Marines actually being marines
Absolutely love your nurgle force Jon Garrett. Brilliant bit of backstory i really like the concept that nurgle is a god of life...just not necessarily yours
I've got a similar thing where a Death Guard character causes water and disgusting plantlife to grow wherever he steps, and he enjoys just walking along 'terraforming planets, one step at a time'.
sounds like an interesting idea you have there my friend
We are proud sons of Russ, hardened by dozens of battles. But we saw, helpless, our beloved legion fell in disgrace. We saw it renounces to the old ways and pactise with beasts and abominations. To the dishonnor of waging war against those who remain our brothers, we prefered exile. We won't hide in our lair anymore. Everywhere the Emperor's law is at sake, His citizens in distress, we will fight with honor and devotion. As such is the true way of the Vlka Fenrika. We are the specters of what once was. The wardens of what will be anew. We are the Ghosts of Fenris.
A bunch of renegade wolves (although they'd dispise being called wolves) disgruntled and disgusted by what have become their chapter (especially by wulfens and thunderwolf cavalry).
Stubborn as only wolves can be, after their last outbreak they had no other choice than to flee (but they'd say it was their decision. Wolves...).
They see themselves as the only true Space Wolves and are persuaded that when the Russ returns, he will recognize them as such. If they survive this long.
They are not willing to figth their former brothers, but prefer to avoid them and do their own things, mainly trying to protect the imperium people.
Other than that they are as their brothers : arrogant, vainglorious but rather nice with the lowly. With some more gloom as they know they are most likely to be doomed.
fascinating excellent work there my friend
Well thank you. I'm playing with the idea to build an army with this theme. Essentially, it's about playing wolves without all the things that I don't like. Old school wolves. But I guess it would be on a very hard mode to play them without wulfen or thunderwolves.
Some other idea that I have :
"Of course, Chaplain, I have no doubt that you are well more versed in the Creed than me and obviously a much more able defender of the Imperium.
Yet, please tell me. Who bettrayed our Lord Emperor ? Who put the whole galaxy at war with itself ? Who burned thousands of His worlds, slautered billions of His humble citizen ?
And finally, who dared raise hands on His sacred person ?
Was it the eldar ? The orks maybe ? No, it was no xenos. For as I recall, it was no others than our Lord's own sons."
Lord Inquisitor Ossenio Marenci
Some inquisitor of the ordo xeno, the feeble old guy kind that use it to appear harmless. In a Just as planned manner and not badass fighter at all.
Along his carrer, he gets to have a pretty good idea of what happened during the heresy.
Ends up leading a personal vendetta against the Astartes whom he held responsible for the state of decay of the imperium.
Apart the heresy itself, he sees them as the formidable weapons they are but feels like they have gotten dangerously out of control (when they are not simply falling to chaos)
and think of them as flayed in a whole.
We are proud sons of Russ, hardened by dozens of battles. But we saw, helpless, our beloved legion fell in disgrace. We saw it renounces to the old ways and pactise with beasts and abominations. To the dishonnor of waging war against those who remain our brothers, we prefered exile. We won't hide in our lair anymore. Everywhere the Emperor's law is at sake, His citizens in distress, we will fight with honor and devotion. As such is the true way of the Vlka Fenrika. We are the specters of what once was. The wardens of what will be anew. We are the Ghosts of Fenris.
A bunch of renegade wolves (although they'd dispise being called wolves) disgruntled and disgusted by what have become their chapter (especially by wulfens and thunderwolf cavalry).
Stubborn as only wolves can be, after their last outbreak they had no other choice than to flee (but they'd say it was their decision. Wolves...).
They see themselves as the only true Space Wolves and are persuaded that when the Russ returns, he will recognize them as such. If they survive this long.
They are not willing to figth their former brothers, but prefer to avoid them and do their own things, mainly trying to protect the imperium people.
Other than that they are as their brothers : arrogant, vainglorious but rather nice with the lowly. With some more gloom as they know they are most likely to be doomed.
fascinating excellent work there my friend
Well thank you. I'm playing with the idea to build an army with this theme. Essentially, it's about playing wolves without all the things that I don't like. Old school wolves. But I guess it would be on a very hard mode to play them without wulfen or thunderwolves.
Some other idea that I have :
"Of course, Chaplain, I have no doubt that you are well more versed in the Creed than me and obviously a much more able defender of the Imperium.
Yet, please tell me. Who bettrayed our Lord Emperor ? Who put the whole galaxy at war with itself ? Who burned thousands of His worlds, slautered billions of His humble citizen ?
And finally, who dared raise hands on His sacred person ?
Was it the eldar ? The orks maybe ? No, it was no xenos. For as I recall, it was no others than our Lord's own sons."
Lord Inquisitor Ossenio Marenci
Some inquisitor of the ordo xeno, the feeble old guy kind that use it to appear harmless. In a Just as planned manner and not badass fighter at all.
Along his carrer, he gets to have a pretty good idea of what happened during the heresy.
Ends up leading a personal vendetta against the Astartes whom he held responsible for the state of decay of the imperium.
Apart the heresy itself, he sees them as the formidable weapons they are but feels like they have gotten dangerously out of control (when they are not simply falling to chaos)
and think of them as flayed in a whole.
I have one big main one and another I have been tinkering with since the construction of my humanoid Knight Titan.
91st Experimental
Home Planet: Schrott (Vault world)
Commanders: Commander Martin Andrews (Ground Forces), Lord Commissar Mary Burke (Commands Tempestus and other Special Forces, maintains disapline), Archmagoes Desat [pronounced, Dee- Sat], (Overall commander of the 91st, she also commands the Forgehammer Ark Mechanicus and its support fleet)
The planet of Schrott ruled by the Mechanicus, it is an arid planet covered in refuse of war and orange dirt. piles of scraped weapons, armor and machines litter the surface, along with the husks of fallen spacecraft. But this is not the reason it is known as a Vault world. Buried deep into the very crust of the planet is a continent spanning Vault, its exact dimensions and depth have yet to be discovered and the records of its contents have long since been lost to time.
The Vault main doors are so large, they can have a pair of Imperator Class titans stride out side-by-side with room for a battalions worth of Baneblades between them.
Expeditions into the Vault have uncovered Experiments, Devices, Weapons, Prototype Machines and more that have been sequestered away for one reason or many. Weapons such as a Leman Russ mounted quantum singularity device that emits collapsing singularities to annihilate targets, Quad legged Battle Tanks, Hover Tanks, Prototype Knight Titans, and more. Now, ArchMagoes DeSat has taken it upon herself to test these weapons in combat in the name of the Omnissiah as well as recovering similar weapons from across the galaxy to test their worth.
The 91st Experimental travels the galaxy, searching for weapons and collecting them (often by force). Returning to Schrott on a semi regular basis to take in anything else that has been recovered from the Vault.
So far, some insane weapons have been uncovered and sent into battle, including a full fledged Ordinatus Majoris armed with a massive Sonic Disruptor, collasal War Zeppelin capable of leveling an entire city, and more.
I don't have an army for it, besides a single KNight I built for the 91st, but its an Idea I want to work on.
Planet: Leytis 5 (Knight World)
The planet of Leytis 5 is ruled over by the Knights collectively known as The Order of Iron. The knight suits they command are of a different design, being completely humanoid as opposed to hunched over design most knights have. Beyond that they are mechanically the same, armed with the same weapons and so on. They take the appearance of giant armor clad warriors and protect their planet from their floating fortress named by the citizens as the "Castle in the Heavens". The floating fortress is thought to date back to the Dark Age of Technology, being a city sized citadel armed with thick walls, banks of void shields, cannons, missiles and more.
The knights defended the planet from raiders, small Ork attacks, Eldar pirates and more. The feral Orks took to breeding Squiggoths on a regular basis which the Knight hunted to hone their skills and take the skulls of the great beasts as trophies.
Only recently, a massive WAAGH went through the system stopping at Leytis 5. Waaagh SmashKlaw employed large numbers of big walkers such as Deffdreads, Stompas, and the like.
The Knights deployed in full force, defending the people of the planet everywhere they could, causing massive Ork casualties and enraging Warboss SmashKlaw to no end. In a fit of rage, SmashKlaw ordered the largest city on the planet Steelgrad, be crushed with Roks from orbit.
Engar the Unbreakable, the leader of the Order of Iron, brought the Castle above Steelgrad in an effort to protect it. The Castle took the full force of the Rok barrage, saving the city but the Castle took severe damage causing it to crash land on the highest mountainpeak nearby. Its lift engines damaged beyond repair and the knowledge to reproduce them lost to the ages.
The Orks launched an attack an Steelgrad from the north as the Castle fell. When the dust settled, the gate of the Castle opened and the Knights marched down the mountain, into the Orks flank. The Orks turned to fight the Knights and the slaughter began. Both sides could not win, but the battle of attrition began to turn against the Order of Iron. The Knights were pushed up the mountain to the walls of the Castle in the Heavens. It was there that Warboss SmashKlaw himself appeared upon his personal Gargant. A Knight Lancer lept from the walls of the Castle and drove his lance into the head of the gargant, skewering the Warboss in the process. In the gargants death throes, the machine toppled over and began to roll down the mountain path, crushing the Ork forces as it went under its immense bulk, the Knight clinging to the Gargant the entire way. At the bottom the Gargants fuel, ammo and reactor blew in a terrific explosion that could be seen from space. The brave Knight was no more and only his Lance, still buried in the head of the Gargant and his shield. A massive tower shield, half a meter of solid adamantite and ceramite, laced with energy dispersal systems. The crest upon the shield burned away in the blast.
The Orks fled and were slaughtered by the PDF and the Imperial Guard forces that had landed just before the battle, but had arrived too late to save the Order of Iron.
the PDF ascended the mountain, finding Knights slain everywhere, surrounded by piles of Ork machines and coated in thick layers of gore. At reaching the Castle's gates, it heaved open and the PDf slowly went inside, none of them having seen the Castle up close, no matter seeing the inside of it, only hearing legends and myths.
The halls of the Castle were gigantic, scaled up to allow the Knights to walk through the halls as if they were normal sized individuals, not warriors sealed inside giant mechanical machines. the only occupants left were a handful of servants, injured in the fighting. Many of them dead. The Great Hall was the most incredible sight. A massive banquet hall with huge thrones of gold, silver and steel lining the walls. Within each throne sat the slumped form of a Knight Titan of a different pattern. This was the inner circle of the Order of Iron. The greatest warriors of the Order of their respective pattern and fighting style.
At the head of the hall was Engar the Unbreakable, barly clinging to life within his Titan, the claw of a Stompa sticking out of the cockpit torso of the titan.
That's as far as I got with the Knight idea. Another version has the 91st Experimental run across the planet and find the knights in the castle.
THe idea just being a series of each of the Knight versions in a more human shape (head on top, and such) like my Knight Gallent, Lionhardt, armed with a giant hammer. I just thought it was cool. I wanted to start building the Knight then I moved and have no time to build
Engine of War wrote: I have one big main one and another I have been tinkering with since the construction of my humanoid Knight Titan.
91st Experimental
Home Planet: Schrott (Vault world)
Commanders: Commander Martin Andrews (Ground Forces), Lord Commissar Mary Burke (Commands Tempestus and other Special Forces, maintains disapline), Archmagoes Desat [pronounced, Dee- Sat], (Overall commander of the 91st, she also commands the Forgehammer Ark Mechanicus and its support fleet)
The planet of Schrott ruled by the Mechanicus, it is an arid planet covered in refuse of war and orange dirt. piles of scraped weapons, armor and machines litter the surface, along with the husks of fallen spacecraft. But this is not the reason it is known as a Vault world. Buried deep into the very crust of the planet is a continent spanning Vault, its exact dimensions and depth have yet to be discovered and the records of its contents have long since been lost to time.
The Vault main doors are so large, they can have a pair of Imperator Class titans stride out side-by-side with room for a battalions worth of Baneblades between them.
Expeditions into the Vault have uncovered Experiments, Devices, Weapons, Prototype Machines and more that have been sequestered away for one reason or many. Weapons such as a Leman Russ mounted quantum singularity device that emits collapsing singularities to annihilate targets, Quad legged Battle Tanks, Hover Tanks, Prototype Knight Titans, and more. Now, ArchMagoes DeSat has taken it upon herself to test these weapons in combat in the name of the Omnissiah as well as recovering similar weapons from across the galaxy to test their worth.
The 91st Experimental travels the galaxy, searching for weapons and collecting them (often by force). Returning to Schrott on a semi regular basis to take in anything else that has been recovered from the Vault.
So far, some insane weapons have been uncovered and sent into battle, including a full fledged Ordinatus Majoris armed with a massive Sonic Disruptor, collasal War Zeppelin capable of leveling an entire city, and more.
I don't have an army for it, besides a single KNight I built for the 91st, but its an Idea I want to work on.
Planet: Leytis 5 (Knight World)
The planet of Leytis 5 is ruled over by the Knights collectively known as The Order of Iron. The knight suits they command are of a different design, being completely humanoid as opposed to hunched over design most knights have. Beyond that they are mechanically the same, armed with the same weapons and so on. They take the appearance of giant armor clad warriors and protect their planet from their floating fortress named by the citizens as the "Castle in the Heavens". The floating fortress is thought to date back to the Dark Age of Technology, being a city sized citadel armed with thick walls, banks of void shields, cannons, missiles and more.
The knights defended the planet from raiders, small Ork attacks, Eldar pirates and more. The feral Orks took to breeding Squiggoths on a regular basis which the Knight hunted to hone their skills and take the skulls of the great beasts as trophies.
Only recently, a massive WAAGH went through the system stopping at Leytis 5. Waaagh SmashKlaw employed large numbers of big walkers such as Deffdreads, Stompas, and the like.
The Knights deployed in full force, defending the people of the planet everywhere they could, causing massive Ork casualties and enraging Warboss SmashKlaw to no end. In a fit of rage, SmashKlaw ordered the largest city on the planet Steelgrad, be crushed with Roks from orbit.
Engar the Unbreakable, the leader of the Order of Iron, brought the Castle above Steelgrad in an effort to protect it. The Castle took the full force of the Rok barrage, saving the city but the Castle took severe damage causing it to crash land on the highest mountainpeak nearby. Its lift engines damaged beyond repair and the knowledge to reproduce them lost to the ages.
The Orks launched an attack an Steelgrad from the north as the Castle fell. When the dust settled, the gate of the Castle opened and the Knights marched down the mountain, into the Orks flank. The Orks turned to fight the Knights and the slaughter began. Both sides could not win, but the battle of attrition began to turn against the Order of Iron. The Knights were pushed up the mountain to the walls of the Castle in the Heavens. It was there that Warboss SmashKlaw himself appeared upon his personal Gargant. A Knight Lancer lept from the walls of the Castle and drove his lance into the head of the gargant, skewering the Warboss in the process. In the gargants death throes, the machine toppled over and began to roll down the mountain path, crushing the Ork forces as it went under its immense bulk, the Knight clinging to the Gargant the entire way. At the bottom the Gargants fuel, ammo and reactor blew in a terrific explosion that could be seen from space. The brave Knight was no more and only his Lance, still buried in the head of the Gargant and his shield. A massive tower shield, half a meter of solid adamantite and ceramite, laced with energy dispersal systems. The crest upon the shield burned away in the blast.
The Orks fled and were slaughtered by the PDF and the Imperial Guard forces that had landed just before the battle, but had arrived too late to save the Order of Iron.
the PDF ascended the mountain, finding Knights slain everywhere, surrounded by piles of Ork machines and coated in thick layers of gore. At reaching the Castle's gates, it heaved open and the PDf slowly went inside, none of them having seen the Castle up close, no matter seeing the inside of it, only hearing legends and myths.
The halls of the Castle were gigantic, scaled up to allow the Knights to walk through the halls as if they were normal sized individuals, not warriors sealed inside giant mechanical machines. the only occupants left were a handful of servants, injured in the fighting. Many of them dead. The Great Hall was the most incredible sight. A massive banquet hall with huge thrones of gold, silver and steel lining the walls. Within each throne sat the slumped form of a Knight Titan of a different pattern. This was the inner circle of the Order of Iron. The greatest warriors of the Order of their respective pattern and fighting style.
At the head of the hall was Engar the Unbreakable, barly clinging to life within his Titan, the claw of a Stompa sticking out of the cockpit torso of the titan.
That's as far as I got with the Knight idea. Another version has the 91st Experimental run across the planet and find the knights in the castle.
THe idea just being a series of each of the Knight versions in a more human shape (head on top, and such) like my Knight Gallent, Lionhardt, armed with a giant hammer. I just thought it was cool. I wanted to start building the Knight then I moved and have no time to build
Chapter Master: Great Lord Leonidas Magnus Martel, Chapter Master of the Storm Lions, Regent of Marcomer (Known as the Black Lion) - veteran of the Indomitus Crusade and former captain in the unnumbered sons. He is known for his quiet demeanor and shrewd tactics. He keeps his dark hair closely cropped to his head and rarely laughs (hence his nickname).
Chapter World: Marcomer - feudal world of varying climates. Dominated by nine great tribes.
Founding Chapter: Raven Guard
Founding: Ultima Founding
Colors: Grey and Blue
Symbol: Roaring Lion Head
Background: Founded by Lord Commander of the Imperium Roboute Guilliman as an all Primaris successor chapter to the Raven Guard, the Storm Lions have adapted the stealth tactics of their founders to a more shock-assault strategy. Most specifically, stalking their prey before unleashing overwhelming force at a weak point in the enemy line, while, at the same time, striking for unsuspecting directions. Since their founding, the Battle-Brothers of the Storm Lions, have ingratiated themselves well into the culture of Marcomer.
At the recommendation of the Primarch, Martel added elements of the Marcomerite culture into the newly founded chapter. As a result, the first nine companies are all based on one of the local tribes and their commanders hold the title of Lord instead of Captain. The tenth company, meanwhile, is composed of a combination of lesser tribes and recruits. Martel commands the 1st Company, the Scarlet Paladins of Aeranore, himself and has assumed the title of Great Lord. Finally, the Librarius is known as the Council of Huntseers and Librarians are known as Huntseers. The name itself is taken from the shaman of the tribes who would assist and advise the Lord of the tribe in both matters of civics and war.
Appearance: Storm Lion Marines armor is a dark grey with blue trim. On the left shoulder pad the Chapter’s Roaring Lion Head can be seen in gold. Company markings, consisting of a heraldic color pattern, are worn on the left knee pad. Additionally, some tribes/companies further modify their armor with tribal patterns of local significance.
Some of you might know about my Scion unit, the 85th Recon Battalion, nicknamed the Reforged by some.
Some facts about the 85th Recon
- The airborne element uses the name of their commander as their nickname, followed by Fist, and in light of the recent merging with the other 85th, they decided to stick with Riley's Fist, as a way to honor the fact the he was the last to lead the independant airborne unit.
- The Battalion in general tends to grab potential recruits wherever they can, with little matter of who they are, as such, you can find Schola trained Stormtroopers side by side with ex-Krieg grenadiers fighting alongside survivors of depleted Guard regiments whose skill at surviving impressed the brass of the 85th. These recruits are always taken with the full autorization of their commanders, however, as such, a good number of Scions from the unit are listed as dead by their ex units. That's where the nickname comes from, as the new recruits are Reforged as Stormtroopers, then sent to either the recon element or the airborne assault element should they fail the recon training.
- Since they tend to grab Guardsmen and other Scions from all over the Imperium, they end up with a large pool men and women with experience fighting and living in all sort of terrain, allowing them to operate in almost any environment.
- The unit totals about 2500 men and women, this allows Gallus Tauron (the Tempestor Prime) to spread his squads all over a planet, supporting the various Imperial units deployed over there. When a concentration of force is needed, the airborne element is deployed, using Valkyries and Vendettas, while Vultures provide air support.
- The recon element is trained from the Sable Schola, whereas the airborne one come from Harakoni's Schola
- Since they acquire so many new recruits in unconvential ways, there is very little uniformity in terms of patterns for their weapons and armor and since camouflage is such an important part of reconnaissance, they do not really have official colors.
The Jotunn Fenryka - Space Wolves Primaris Successor chapter.
Spoiler:
Wolf Priest Roth Bleakskull grinned - he was a proud warrior of the Space Wolves but his true calling lay in research and his new post gave him absolute freedom to chase the mysteries of the Space Wolves geneseed and its ties to the population of Fenris just like his idol the Wyrmblade. Even the Slayer had given a nod of approval upon hearing Bleakskull's plans.
As well he should, change was needed if the Space Wolves intended to sever their chains of fate from the almost extinct Fenrisian population.
The new chapter bore fresh geneseeds that had no connection nor exposure to anything Fenrisian, hopefully this meant they had no dependency on the Fenrisian bloodlines and population for stability - although in his discussions with the great ancestor Bjorn Bleakskull had developed some misgivings, Bjorn the Fell-Handed had described the original Terran Space Wolves in a poor light, employing phrases like "bullies" and "undisciplined" still, proper leadership goes a long way and of course I'm the best man for that job, getting information out of the Ancient Dreadnought was always a chore, first one had to wait while Bjorn recited his tales of Russ and the Allfather, then convince the ancient to speak of himself, a surprising experience for the venerable grouch and sidetrack him subtly to get his story in the right direction.
From what he'd experienced with them thus far the Primaris Marines had more in common with an Ultramarine Terminator Veteran than a Space Wolves Bloodclaw, Bleakskull cringed internally at the thought of being spiritual leader to such a group of dullards spirits...maybe, possibly that was their lacking, never having exposure to strong Fenrisian Spirits could well be the reason for these boring warriors' cheery dispositions.
Roth wondered for the umpteenth time if he wasn't inheriting a group of Guiliman's Sons who were just in need of a haircut - something about them just wasn't Fenrisian. He also wondered if the hierarchy of the secretive Dark Angels had similar misgivings about the newcomers from Mars.
Ironically Bleakskull's new wards also bore another token from Fenris in their name - the Jotunn Fenryka Frost Giants of Fenris. Bleakskull chuckled at the name, these giant marines had never come into contact with their frozen "Home" planet.
Still, it could have been worse - at least they hadn't been named in a wolf theme, there is power in a name and a reason the Wolf Brothers were ill-fated.
Bleakskull spat on the floor to ward off bad luck and raised an eyebrow behind his wolf-skull mask as some of the Primaris Marines cringed away from the unhygienic gesture.
Definitely not enough Fenrisian Spirit in these bodies.
Trying to decide between failure and degeneration into a Wulfen/Primaris army or success/fall and a Primaris/Tzeentch army.
Chapter Master: Great Lord Leonidas Magnus Martel, Chapter Master of the Storm Lions, Regent of Marcomer (Known as the Black Lion) - veteran of the Indomitus Crusade and former captain in the unnumbered sons. He is known for his quiet demeanor and shrewd tactics. He keeps his dark hair closely cropped to his head and rarely laughs (hence his nickname).
Chapter World: Marcomer - feudal world of varying climates. Dominated by nine great tribes.
Founding Chapter: Raven Guard
Founding: Ultima Founding
Colors: Grey and Blue
Symbol: Roaring Lion Head
Background: Founded by Lord Commander of the Imperium Roboute Guilliman as an all Primaris successor chapter to the Raven Guard, the Storm Lions have adapted the stealth tactics of their founders to a more shock-assault strategy. Most specifically, stalking their prey before unleashing overwhelming force at a weak point in the enemy line, while, at the same time, striking for unsuspecting directions. Since their founding, the Battle-Brothers of the Storm Lions, have ingratiated themselves well into the culture of Marcomer.
At the recommendation of the Primarch, Martel added elements of the Marcomerite culture into the newly founded chapter. As a result, the first nine companies are all based on one of the local tribes and their commanders hold the title of Lord instead of Captain. The tenth company, meanwhile, is composed of a combination of lesser tribes and recruits. Martel commands the 1st Company, the Scarlet Paladins of Aeranore, himself and has assumed the title of Great Lord. Finally, the Librarius is known as the Council of Huntseers and Librarians are known as Huntseers. The name itself is taken from the shaman of the tribes who would assist and advise the Lord of the tribe in both matters of civics and war.
Appearance: Storm Lion Marines armor is a dark grey with blue trim. On the left shoulder pad the Chapter’s Roaring Lion Head can be seen in gold. Company markings, consisting of a heraldic color pattern, are worn on the left knee pad. Additionally, some tribes/companies further modify their armor with tribal patterns of local significance.
nice work there
Automatically Appended Next Post:
Bobthehero wrote: Some of you might know about my Scion unit, the 85th Recon Battalion, nicknamed the Reforged by some.
Some facts about the 85th Recon
- The airborne element uses the name of their commander as their nickname, followed by Fist, and in light of the recent merging with the other 85th, they decided to stick with Riley's Fist, as a way to honor the fact the he was the last to lead the independant airborne unit.
- The Battalion in general tends to grab potential recruits wherever they can, with little matter of who they are, as such, you can find Schola trained Stormtroopers side by side with ex-Krieg grenadiers fighting alongside survivors of depleted Guard regiments whose skill at surviving impressed the brass of the 85th. These recruits are always taken with the full autorization of their commanders, however, as such, a good number of Scions from the unit are listed as dead by their ex units. That's where the nickname comes from, as the new recruits are Reforged as Stormtroopers, then sent to either the recon element or the airborne assault element should they fail the recon training.
- Since they tend to grab Guardsmen and other Scions from all over the Imperium, they end up with a large pool men and women with experience fighting and living in all sort of terrain, allowing them to operate in almost any environment.
- The unit totals about 2500 men and women, this allows Gallus Tauron (the Tempestor Prime) to spread his squads all over a planet, supporting the various Imperial units deployed over there. When a concentration of force is needed, the airborne element is deployed, using Valkyries and Vendettas, while Vultures provide air support.
- The recon element is trained from the Sable Schola, whereas the airborne one come from Harakoni's Schola
- Since they acquire so many new recruits in unconvential ways, there is very little uniformity in terms of patterns for their weapons and armor and since camouflage is such an important part of reconnaissance, they do not really have official colors.
very interesting there
Automatically Appended Next Post:
Dakka Wolf wrote: The Jotunn Fenryka - Space Wolves Primaris Successor chapter.
Spoiler:
Wolf Priest Roth Bleakskull grinned - he was a proud warrior of the Space Wolves but his true calling lay in research and his new post gave him absolute freedom to chase the mysteries of the Space Wolves geneseed and its ties to the population of Fenris just like his idol the Wyrmblade. Even the Slayer had given a nod of approval upon hearing Bleakskull's plans.
As well he should, change was needed if the Space Wolves intended to sever their chains of fate from the almost extinct Fenrisian population.
The new chapter bore fresh geneseeds that had no connection nor exposure to anything Fenrisian, hopefully this meant they had no dependency on the Fenrisian bloodlines and population for stability - although in his discussions with the great ancestor Bjorn Bleakskull had developed some misgivings, Bjorn the Fell-Handed had described the original Terran Space Wolves in a poor light, employing phrases like "bullies" and "undisciplined" still, proper leadership goes a long way and of course I'm the best man for that job, getting information out of the Ancient Dreadnought was always a chore, first one had to wait while Bjorn recited his tales of Russ and the Allfather, then convince the ancient to speak of himself, a surprising experience for the venerable grouch and sidetrack him subtly to get his story in the right direction.
From what he'd experienced with them thus far the Primaris Marines had more in common with an Ultramarine Terminator Veteran than a Space Wolves Bloodclaw, Bleakskull cringed internally at the thought of being spiritual leader to such a group of dullards spirits...maybe, possibly that was their lacking, never having exposure to strong Fenrisian Spirits could well be the reason for these boring warriors' cheery dispositions.
Roth wondered for the umpteenth time if he wasn't inheriting a group of Guiliman's Sons who were just in need of a haircut - something about them just wasn't Fenrisian. He also wondered if the hierarchy of the secretive Dark Angels had similar misgivings about the newcomers from Mars.
Ironically Bleakskull's new wards also bore another token from Fenris in their name - the Jotunn Fenryka Frost Giants of Fenris. Bleakskull chuckled at the name, these giant marines had never come into contact with their frozen "Home" planet.
Still, it could have been worse - at least they hadn't been named in a wolf theme, there is power in a name and a reason the Wolf Brothers were ill-fated.
Bleakskull spat on the floor to ward off bad luck and raised an eyebrow behind his wolf-skull mask as some of the Primaris Marines cringed away from the unhygienic gesture.
Definitely not enough Fenrisian Spirit in these bodies.
Trying to decide between failure and degeneration into a Wulfen/Primaris army or success/fall and a Primaris/Tzeentch army.
I'm thinking they succeed as a successor chapter but fall to Slaanesh as a chapter of excess.
Can you imagine a mockery of Santa Claws' sleigh drawn by female miniatures - one for each of Freki and Geri's crushing claws and teeth attacks, some kind of blast stick or electrical weapons.
An alcoholic driver.
The same shooting profile but representing a drunk managing to miss with a Flamer rather than an experienced and skillful sober guy shooting with Bolters.
Just need to re-think Grimnar's Axe, something that is so excessive even a drunk can get similar results to Grimnar with his axe.
I'm going to make an army that's barely welcome in the Game Shop.
Dakka Wolf wrote: I'm thinking they succeed as a successor chapter but fall to Slaanesh as a chapter of excess.
Can you imagine a mockery of Santa Claws' sleigh drawn by female miniatures - one for each of Freki and Geri's crushing claws and teeth attacks, some kind of blast stick or electrical weapons.
An alcoholic driver.
The same shooting profile but representing a drunk managing to miss with a Flamer rather than an experienced and skillful sober guy shooting with Bolters.
Just need to re-think Grimnar's Axe, something that is so excessive even a drunk can get similar results to Grimnar with his axe.
I'm going to make an army that's barely welcome in the Game Shop.
Wow thinking about this cracks me up creative idea though
++DATA REQUEST ACCEPTED: CLEARANCE LEVEL MAGENTA++ ++ACCESSING...+++ ++RECORDS UNSEALED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION++
Thought for the day: "Blindness to reality is a virtue; to truly perceive the Emperor's glory, we must first be blinded by His lustre."
++RECORD TITLED: ORDER OF THE LUMINOUS BEACON++ ++RECORD BEGINS NOW++
ADEPTUS and NAME: Adepta Sororitas Order Militant Minoris of the Luminous Beacon
HOMEWORLD: Provosa; Class III inhabited planet. Tithe Level: Exempt [Shrine World] Notable Features: Ocean world with scattered islands; unusually REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION birth rates
LEADERSHIP: Canoness-Archimandrite Anita Leotine
NOTABLE PERSONNEL: Sister Meridia Lynaris, Oracle of the Emperor and Blessed of His Will, Living Saint
COMMENTS: The Order of the Luminous Beacon is notoriously conservative, unwilling to ally with what they view as "less-faithful" members of the Imperial Cult except in times of dire need. Limited cooperation with the Adeptus Mechanicus means the Order generally relies on foot-troops and has few vehicles; what foundries it owns by itself totally given over to the production of the necessary standard equipment of the Battle-Sisters, including the Godwyn-pattern Boltgun and powered armour. Generally suspicious of the rest of the Imperium, the Order will not hesitate to declare someone a target and a heretic, even while the Inquisition is still drawing its own conclusions. Such fanaticism is welcome, of course, in His sight, and once an organization or individual does manage to earn the trust of the Order's leadership, they will die to the last woman to defend them. Currently, the bulk of the Order is unable to join in the Indomitus Crusade, and is instead seeking to rally a self-styled 'Pilgrim's Crusade' of militia and other hangers-on to strike out offensively against Xenos and Traitor forces in the area around the Anchyche system, where Provosa lies, alongside the manufactorum world of Concordia and the Forge-Complex of Titanomache. The feuding between Titanomache and Provosa, mentioned before, means that the burgeoning Pilgrim's Crusade is ill-equipped, but the sisters of the Order believe that sufficient faith will overcome such foes as REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION in the local area.
Unit1126PLL wrote: ++DATA REQUEST ACCEPTED: CLEARANCE LEVEL MAGENTA++
++ACCESSING...+++
++RECORDS UNSEALED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION++
Thought for the day: "Blindness to reality is a virtue; to truly perceive the Emperor's glory, we must first be blinded by His lustre."
++RECORD TITLED: ORDER OF THE LUMINOUS BEACON++
++RECORD BEGINS NOW++
ADEPTUS and NAME: Adepta Sororitas Order Militant Minoris of the Luminous Beacon
HOMEWORLD: Provosa; Class III inhabited planet. Tithe Level: Exempt [Shrine World] Notable Features: Ocean world with scattered islands; unusually REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION birth rates
LEADERSHIP: Canoness-Archimandrite Anita Leotine
NOTABLE PERSONNEL: Sister Meridia Lynaris, Oracle of the Emperor and Blessed of His Will, Living Saint
COMMENTS: The Order of the Luminous Beacon is notoriously conservative, unwilling to ally with what they view as "less-faithful" members of the Imperial Cult except in times of dire need. Limited cooperation with the Adeptus Mechanicus means the Order generally relies on foot-troops and has few vehicles; what foundries it owns by itself totally given over to the production of the necessary standard equipment of the Battle-Sisters, including the Godwyn-pattern Boltgun and powered armour. Generally suspicious of the rest of the Imperium, the Order will not hesitate to declare someone a target and a heretic, even while the Inquisition is still drawing its own conclusions. Such fanaticism is welcome, of course, in His sight, and once an organization or individual does manage to earn the trust of the Order's leadership, they will die to the last woman to defend them. Currently, the bulk of the Order is unable to join in the Indomitus Crusade, and is instead seeking to rally a self-styled 'Pilgrim's Crusade' of militia and other hangers-on to strike out offensively against Xenos and Traitor forces in the area around the Anchyche system, where Provosa lies, alongside the manufactorum world of Concordia and the Forge-Complex of Titanomache. The feuding between Titanomache and Provosa, mentioned before, means that the burgeoning Pilgrim's Crusade is ill-equipped, but the sisters of the Order believe that sufficient faith will overcome such foes as REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION in the local area.
Unit1126PLL wrote: ++DATA REQUEST ACCEPTED: CLEARANCE LEVEL MAGENTA++
++ACCESSING...+++
++RECORDS UNSEALED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION++
Thought for the day: "Blindness to reality is a virtue; to truly perceive the Emperor's glory, we must first be blinded by His lustre."
++RECORD TITLED: ORDER OF THE LUMINOUS BEACON++
++RECORD BEGINS NOW++
ADEPTUS and NAME: Adepta Sororitas Order Militant Minoris of the Luminous Beacon
HOMEWORLD: Provosa; Class III inhabited planet. Tithe Level: Exempt [Shrine World] Notable Features: Ocean world with scattered islands; unusually REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION birth rates
LEADERSHIP: Canoness-Archimandrite Anita Leotine
NOTABLE PERSONNEL: Sister Meridia Lynaris, Oracle of the Emperor and Blessed of His Will, Living Saint
COMMENTS: The Order of the Luminous Beacon is notoriously conservative, unwilling to ally with what they view as "less-faithful" members of the Imperial Cult except in times of dire need. Limited cooperation with the Adeptus Mechanicus means the Order generally relies on foot-troops and has few vehicles; what foundries it owns by itself totally given over to the production of the necessary standard equipment of the Battle-Sisters, including the Godwyn-pattern Boltgun and powered armour. Generally suspicious of the rest of the Imperium, the Order will not hesitate to declare someone a target and a heretic, even while the Inquisition is still drawing its own conclusions. Such fanaticism is welcome, of course, in His sight, and once an organization or individual does manage to earn the trust of the Order's leadership, they will die to the last woman to defend them. Currently, the bulk of the Order is unable to join in the Indomitus Crusade, and is instead seeking to rally a self-styled 'Pilgrim's Crusade' of militia and other hangers-on to strike out offensively against Xenos and Traitor forces in the area around the Anchyche system, where Provosa lies, alongside the manufactorum world of Concordia and the Forge-Complex of Titanomache. The feuding between Titanomache and Provosa, mentioned before, means that the burgeoning Pilgrim's Crusade is ill-equipped, but the sisters of the Order believe that sufficient faith will overcome such foes as REDACTED BY ORDER OF HIS IMPERIAL MAJESTY'S MOST HOLY INQUISITION; CLEARANCE LEVEL VERMILION in the local area.
very interesting clearly they've seen horrors that most would go mad looking upon them
"Even now, as the darkness crawls across the galaxy and the stench of terror drifts on a bitter wind, the people pray for strength and guidance. What they should pray for, however, is the mercy of a swift death, for I have seen what the darkness hides." - Canoness-Prelate Catherine Endellion
"Even now, as the darkness crawls across the galaxy and the stench of terror drifts on a bitter wind, the people pray for strength and guidance. What they should pray for, however, is the mercy of a swift death, for I have seen what the darkness hides." - Canoness-Prelate Catherine Endellion
They are definitely radicals when it come to their faith
I have this VERY rough draft of my in progress Primaris chapter. I would be very happy to receive feedback of any type especially ones focused on lore breaking aspects of my chapter.
Name: (Not sure yet, but currently leaning toward) The Punished
Successor of: Imperial Fists
Geneseed status:
Stable, but missing:
Sus-an Membrane
Belchars Gland
Homeworld:
Fleet Based
Codex Compliant: Yes
----
Chapter Culture:
Mostly standard Imperial Fist traits, but with a focus on biological supremacy. They are the antithesis of Iron Hands in how they highly value the flesh of their bodies and only resort to using bionic attachments to themselves if needed. They believe that the strength of the whole comes from the strength of the individual brought to a group level.
They are focused on the mission and believe that no price is too high to be paid for victory be it paid by their blood or by the blood of their allies. It is their duty to suffer for their brothers, their allies, the Imperium and The Emperor himself. Through suffering is the soul made stronger.
There is a conflict that is faced by the brothers of the chapter in how while they highly value personal skill and highly revere the accomplishments of the individual, they must always remember that they are a brotherhood of many. They will forge their stories of triumph together with each song of glory intertwined with that of their brothers. As such forsaking the plan or "greater good" of the Imperium for personal gain is seen as highly contrary to their calling as warriors and shames their Primarch Rogal Dorn, whom they highly revere. It is up to the brothers and their chaplains to find the balance between glory and service.
They do take part in the feast of blades as well as use of The Pain Glove. They do not believe in showing mercy to the weak, traitors or heretics. They do support the Deathwatch. They are codex compliant and as such highly value all forms of warfare as all forms of violence are a welcome tool against the foes of the Imperium.
---
Type of Recruits:
As a fleet based chapter they recruit from a variety of planets and as such the physical appearance of each brother varies greatly. They prefer to take recruits from death worlds as pain and suffering breed strength.
---
Combat Doctrine:
The primary factor that distinguishes them from other marines is their obsession with using powerful combat drugs to enhance their combat performance. These drugs are built into the power packs of the marines and wired directly into the body of the Primaris marine, distributing the steroids into all parts of the body. The use of these drugs is controlled directly by the Primaris himself and can be activated at any time via a neural link directly between the brain and the power pack. These combat drugs have a variety of effects such as:
These drugs are incredibly toxic to even the astartes body and as such must be used in limited amounts or it will destroy the internal system of the marines. The Primaris body will adapt to the drugs and restore itself to peak effieciency with time, but if overloaded will fail. If the drugs overpower the body this will first affect the brain of the marine causing them to lose control and become berserkers with no restraint as their mind fries itself. Once this point has been reached there is no saving the individual. If the marine has overdosed then it is the duty of any commanding officer to end their suffering, but only if it begins to harm their brothers or compromise the mission. The chapter views falling to the madness brought on by the use of their combat drugs as weakness made manifest and as such view the intense pain and suffering brought on by overdose as punishment for the individual's failure to control themselves.
While under the effects of combat drugs the iris of these marines turns a burning orange that intensifies depending on the amount of drugs in their system. The activation of these drugs is usually kept to a squad based level with sergeants deciding if and when it is the right time to enact their use, however the acting commander may order army wide use if they deem it wise.
If a marine feels that he cannot handle the use of additional combat drugs for whatever reason, but is ordered to use more, then he is expected to obey the order without hesitation for they will show strength in conquering the pain inflicted on them and overcoming the overdose, or they will show weakness unfit for the chapter and fall to madness. Through their suffering they find salvation.
Due to their heavy use of combat drugs the chapter makes great use of apothecaries and has a large force of them on hand. These brothers are highly revered as they not only mend the wounds of their brothers on the battlefield as well as extracting geneseed as any apothecary, but also are in charge of the creation and distribution of the chapters combat drugs.
Force Commander: The title of whoever is the supreme commander of any chapter force. This is usually the highest ranking individual in the chapter available.
Ranking List in the Chapter:
Chapter Master
High Chaplain
High Apothecary
Chief Librarian
Captain
Chaplain
Librarian
Lieutenant
Apothecary
Veteran sergeants
Sergeants
Tibs Ironblood wrote: I have this VERY rough draft of my in progress Primaris chapter. I would be very happy to receive feedback of any type especially ones focused on lore breaking aspects of my chapter.
Successor of: Imperial Fists
Geneseed status:
Stable, but missing:
Sus-an Membrane
Belchars Gland
Homeworld:
Fleet Based
Codex Compliant: Yes
----
Chapter Culture:
Mostly standard Imperial Fist traits, but with a focus on biological supremacy. They are the antithesis of Iron Hands in how they highly value the flesh of their bodies and only resort to using bionic attachments to themselves if needed. They believe that the strength of the whole comes from the strength of the individual brought to a group level.
They are focused on the mission and believe that no price is too high to be paid for victory be it paid by their blood or by the blood of their allies. It is their duty to suffer for their brothers, their allies, the Imperium and The Emperor himself. Through suffering is the soul made stronger.
There is a conflict that is faced by the brothers of the chapter in how while they highly value personal skill and highly revere the accomplishments of the individual, they must always remember that they are a brotherhood of many. They will forge their stories of triumph together with each song of glory intertwined with that of their brothers. As such forsaking the plan or "greater good" of the Imperium for personal gain is seen as highly contrary to their calling as warriors and shames their Primarch Rogal Dorn, whom they highly revere. It is up to the brothers and their chaplains to find the balance between glory and service.
They do take part in the feast of blades as well as use of The Pain Glove. They do not believe in showing mercy to the weak, traitors or heretics. They do support the Deathwatch. They are codex compliant and as such highly value all forms of warfare as all forms of violence are a welcome tool against the foes of the Imperium.
---
Type of Recruits:
As a fleet based chapter they recruit from a variety of planets and as such the physical appearance of each brother varies greatly. They prefer to take recruits from death worlds as pain and suffering breed strength.
---
Combat Doctrine:
The primary factor that distinguishes them from other marines is their obsession with using powerful combat drugs to enhance their combat performance. These drugs are built into the power packs of the marines and wired directly into the body of the Primaris marine, distributing the steroids into all parts of the body. The use of these drugs is controlled directly by the Primaris himself and can be activated at any time via a neural link directly between the brain and the power pack. These combat drugs have a variety of effects such as:
These drugs are incredibly toxic to even the astartes body and as such must be used in limited amounts or it will destroy the internal system of the marines. The Primaris body will adapt to the drugs and restore itself to peak effieciency with time, but if overloaded will fail. If the drugs overpower the body this will first affect the brain of the marine causing them to lose control and become berserkers with no restraint as their mind fries itself. Once this point has been reached there is no saving the individual. If the marine has overdosed then it is the duty of any commanding officer to end their suffering, but only if it begins to harm their brothers or compromise the mission. The chapter views falling to the madness brought on by the use of their combat drugs as weakness made manifest and as such view the intense pain and suffering brought on by overdose as punishment for the individual's failure to control themselves.
While under the effects of combat drugs the iris of these marines turns a burning orange that intensifies depending on the amount of drugs in their system. The activation of these drugs is usually kept to a squad based level with sergeants deciding if and when it is the right time to enact their use, however the acting commander may order army wide use if they deem it wise.
If a marine feels that he cannot handle the use of additional combat drugs for whatever reason, but is ordered to use more, then he is expected to obey the order without hesitation for they will show strength in conquering the pain inflicted on them and overcoming the overdose, or they will show weakness unfit for the chapter and fall to madness. Through their suffering they find salvation.
Due to their heavy use of combat drugs the chapter makes great use of apothecaries and has a large force of them on hand. These brothers are highly revered as they not only mend the wounds of their brothers on the battlefield as well as extracting geneseed as any apothecary, but also are in charge of the creation and distribution of the chapters combat drugs.
Force Commander: The title of whoever is the supreme commander of any chapter force. This is usually the highest ranking individual in the chapter available.
Ranking List in the Chapter:
Chapter Master
High Chaplain
High Apothecary
Chief Librarian
Captain
Chaplain
Librarian
Lieutenant
Apothecary
Veteran sergeants
Sergeants
that's fantastic of you great work!
the idea of using combat drugs kind of reminds me of eversor assassin but less bloodthirsty
Here's an idea that I'm playing around with for a Chapter of Primaris marines.
Wyrmslayers
<Sons of Ferrus Manus>
<Background>
The betrayal at Istvaan V shattered the X Legion. In the chaos, some retreated, unclear as to the status of their Primarch. Others, however, witnessed the death of their gene-father shortly before succumbing to their retreat, a secret that they kept to themselves while the Iron Council retreated from the Heresy and convened for the Tempering.
After the Heresy was quelled, and the Emperor was put upon his Golden Throne, Robote Gulliman set about to make changes for the benefit of the Imperium. The Iron Hands chapter recognized the logic of the Codex Astartes and, wanting to show no weakness, split their legion. This is known history.
What is less known is the story of those who kept the dire secret of their Primarch's death close to heart. In secret meetings on holy Mars, those warriors chose to accept a deal offered by Archmagos Belisarius Cawl. Augmented beyond their already super-human status and put into an indefinite stasis, these scions of Ferrus Manus emerged 10,000 years later to take part in Guilliman's Indomitus Crusade.
As Greyshields, their comraderie was easily noticed by all, and their formation into squads of their own was a choice made by Guilliman himself. After a century of honorable victories, and the end of the Indomitus Crusade, They were ordered to form their own chapter. They took the name "Wyrmslayers", in honor of their Primarch's defeat of the great wyrm Asirnoth, and they chose a drab grey, black (or gold?) trim, and silver gauntlets in honor of Ferrus Manus.
The chapter is fleet-based, using a combination of older and newer ships afforded to them by the Imperium on the order of Guilliman. They have friendly relations with their parent chapter, but there are marked differences. Unlike their predecessor chapter, the Wyrmslayers do not share a compulsion to install cybernetics, such is the personal distaste of the loss of humanity their legion suffered after the death of their Primarch. Still, many bear the weight of heavy cybernetic enhancements; many had these enhancements before the death of their primarch, while still others only take on cybernetics if a limb or organ is lost.
The Wyrmslayers don't have the same kind of relationship with Mars as do the Iron Hands. The Iron Hands have long ties to the Mechanicum, while the Wyrmslayers are more tied to Cawl, and are thus distasteful to certain political elements within the mechanicum. That being said, they are very well equipped as Primaris marines, which is as much a demonstration of the new heavy tanks and weaponry as it is a statement from Cawl to the rest of Mars ("It works. I'm a genius. Get over it").
Impunity wrote: Here's an idea that I'm playing around with for a Chapter of Primaris marines.
Wyrmslayers
<Sons of Ferrus Manus>
<Background>
The betrayal at Istvaan V shattered the X Legion. In the chaos, some retreated, unclear as to the status of their Primarch. Others, however, witnessed the death of their gene-father shortly before succumbing to their retreat, a secret that they kept to themselves while the Iron Council retreated from the Heresy and convened for the Tempering.
After the Heresy was quelled, and the Emperor was put upon his Golden Throne, Robote Gulliman set about to make changes for the benefit of the Imperium. The Iron Hands chapter recognized the logic of the Codex Astartes and, wanting to show no weakness, split their legion. This is known history.
What is less known is the story of those who kept the dire secret of their Primarch's death close to heart. In secret meetings on holy Mars, those warriors chose to accept a deal offered by Archmagos Belisarius Cawl. Augmented beyond their already super-human status and put into an indefinite stasis, these scions of Ferrus Manus emerged 10,000 years later to take part in Guilliman's Indomitus Crusade.
As Greyshields, their comraderie was easily noticed by all, and their formation into squads of their own was a choice made by Guilliman himself. After a century of honorable victories, and the end of the Indomitus Crusade, They were ordered to form their own chapter. They took the name "Wyrmslayers", in honor of their Primarch's defeat of the great wyrm Asirnoth, and they chose a drab grey, black (or gold?) trim, and silver gauntlets in honor of Ferrus Manus.
The chapter is fleet-based, using a combination of older and newer ships afforded to them by the Imperium on the order of Guilliman. They have friendly relations with their parent chapter, but there are marked differences. Unlike their predecessor chapter, the Wyrmslayers do not share a compulsion to install cybernetics, such is the personal distaste of the loss of humanity their legion suffered after the death of their Primarch. Still, many bear the weight of heavy cybernetic enhancements; many had these enhancements before the death of their primarch, while still others only take on cybernetics if a limb or organ is lost.
The Wyrmslayers don't have the same kind of relationship with Mars as do the Iron Hands. The Iron Hands have long ties to the Mechanicum, while the Wyrmslayers are more tied to Cawl, and are thus distasteful to certain political elements within the mechanicum. That being said, they are very well equipped as Primaris marines, which is as much a demonstration of the new heavy tanks and weaponry as it is a statement from Cawl to the rest of Mars ("It works. I'm a genius. Get over it").
So many really creative minds out there. You guys are awesome
It isnt a space marine chapter but i have been toying with an idea for a while.
During an incusion into T'au space by the orks, a T'au detachment with a very large number of Kroot attachments is dispached to handle the situation. The Kroot that have eaten too many orks started adopting orky traits. They betray the T'au and have now struck out on their own. They have the suits and skimmers that they stole, but now they are all run down and the kroot pilots have made significant modifications (circa orks) to make them work for them.
The value martial strength above all else, but many of them have started to develop psyic powers due to their consumption of orks. So it would basically be tall and skinny orks.
taurising wrote: So many really creative minds out there. You guys are awesome
It isnt a space marine chapter but i have been toying with an idea for a while.
During an incusion into T'au space by the orks, a T'au detachment with a very large number of Kroot attachments is dispached to handle the situation. The Kroot that have eaten too many orks started adopting orky traits. They betray the T'au and have now struck out on their own. They have the suits and skimmers that they stole, but now they are all run down and the kroot pilots have made significant modifications (circa orks) to make them work for them.
The value martial strength above all else, but many of them have started to develop psyic powers due to their consumption of orks. So it would basically be tall and skinny orks.
For a long time I've had a homebrew 'sandbox' called the Verana Sector just as somewhere to anchor the fluff of various armies and campaigns. There's ALOT of stuff thay I won't clog this thread with but it just so happens I placed Verana on the wrong side of the Great Rift. I think the Dark Imperium offers up a lot of room for (small 'c') chaos. As others have said the break down in safe warp travel and I imagine some weakening of the 'magic' power of the Imperial Cult would lead to a major break down in Imperial rule.
Imagine living on a hive world that is now cut off from the once stable warp lane to your bread basket agri-world - never mind xenos or daemons, simple issues like famine are going to make for an unpleasant situation. And for a near-universally unpleasant regime like the Imperium, failing to take care of basic needs will lead to dissent, riots and people from slaves to governors losing faith in Holy Terra. Its how its always worked from ancient theocratic states to modern dictatorships, people will often accept horrible regimes if they get some security in return. In the Dark Imperium that balance has been destroyed.
You'll have revolutions both political and religious - if the amazing God-Emperor and his representatives aren't protecting you, you'll see the rise of native faiths, millenarian cults, etc. Other tenents of the Imperium will fall by the wayside, even if just for practical reasons. Maybe the starving hive world is cut off from a decent Imperial agri-world, but there's a xeno planet fairly close that might be willing to trade. The Ecclesiarchy and others would be horrified but if you're a Governor weeks, maybe even days from revolution are you going to die for an Imperium that for all you know is gone.
Then of course you have power mongers, there's been plenty through the Imperium's history even with stable routes for loyalists to travel to come crush you, what if you're now somewhat safe from such reprisals? Look at the collapse of the Western Rome Empire, look at the the bouts of unity and division countries like China and India have had. Maybe the Governor of the hive world sees chaos and now its up to him (in his mind anyway) to create order in his neck of the woods. Remember many parts of the Dark Imperium will now have no idea if the Imperium even exists anymore in a recognisable form. Maybe the Governor is a devout loyalist but that doesnt change the situation on the ground. Maybe he'll twist the Imperial Cult (most citizens will have a pretty fuzzy understanding anyway) so that the God-Emperor is a Christ figure who has risen, and now the Governor is his representative on earth, a king ordained from on high. Maybe his does have access to an agri-world but given the whole apocalypse/collapse of central authority thing its quite keen to hoard its food now. So the Governor gathers his PDF forces and whatever ships and invades to feed his people, and then keeps going until he has his own pocket empire with him a semi-divine figure. Very uncool pre-Great Rift but things have very much changed.
And military commanders might take things into their own hands. If you're a Navy Admiral with a fleet effectively stuck in a sub-sector due to the warp problems you're now a very big fish in a small pond. You might not have an army but you can cause havoc to planets, even if not planning on ruling you could be a very serious pirate/criminal operation, extorting worlds and living the high life. And of course Astartes could fit all these areas, while Chaos is often round the corner a Badab style fiefdom (or Ultramar is you prefer) is not a dreadful idea in the anarchy of the 42nd Millennium.
_____________
Anyway I'm getting back into 40k with 8th edition and because the DI box has some lovely Nurglite models I've decided to plump for them. My fluff is for a pocket empire growing based on a 'marketable' Nurgle cult. Father Nurgle is for life, a new hope in the horrors of the new world while the tired, stale dogma of the Corpse-Emperor offers only death. Oh you want me to work until I keel over at 30 in a hive factory when the Imperium can't even protect us from a gang of pirates because the local fleet is stuck in another system? Our rations are going down while the toffs continue to live fancy up top. Turns out there's a secret religion that claims 'Papa' will care for its kids, keep them alive, feed them and overthrow the ancient order. His prophets can cure sickness and make strange fauna grow even in the ashen wastelands. Oh and they can travel through the warp unhindered - surely a sign they have holy power over the ragged old Imperial Cult?
Obviously there's a more sinister side to all this but the idea is there. When dealing with Chaos if you're going beyond Long War veterans and gibbering diehard cultists you should look at the positives (real or not) of the Gods. In Nurgle's case he is for fecundity, life and survival. The Imperium uses its population as basically fuel for an engine, murdering billions both directly and indirectly for its grand aims. Nurgle in one flavour or another can offer an alternative to that.
Also even though the Imperium is a theocracy it is not like most modern missionary monotheistic religions like Islam or Christianity where the idea is anyone can get on and achieve paradise if they only follow the good word. Notably xenos and mutants are not in on the action and that is something Chaos has over the Imperium, it can be much more universal and particularly attractive to the down trodden. So my rising Nurglite empire is embracing mutant slaves and minor xeno races who have struggled simply to survive against the Imperium, not to mention the normal human underclasses. Nurgle doesn't care about your species or genetic purity (hell he probably loves the variety) he just wants your soul.
Anyway here's my lore for the Nurglite group, hidden because of length:
Spoiler:
tn_gallery_74869_13635_65976.jpg
Empire of Leng
Formation: 001.M42
Allegience: Nurgle, Ynoggua the Daemon-Star
Leader: Antirex Cystus
Capital: The Barrows, Leng system
Sector: Verana
Segementum: Ultima
Races: Human, Uropygid, An'Guem, Cardicae
Forces: Carrion (Heretic Astartes), The Forgotten (Heretic Guard), Million Favoured Ones (Mutant Cult),
The Empire of Leng is a Chaotic dominion that arose during the horrors of the Great Rift, beholden to Ynoggua the daemon-star. Stretching across several systems it is ruled from the Barrows. An asteroid field that rings Ynoggua, the Barrows are made up of the former inner planets of the Leng system that were destroyed in the birth of daemon-star.
Countless thousands live in the tunnels and habs of the Barrows, some purpose built, others cannibalised ship hulls. It is, as a great man once put, a hive of scum and villainy. Pirates, mercenaries, smugglers, cultists and many more rub shoulders in the markets, arenas and dark temples of the Barrows. All swear fealty to Ynoggua, the Sulphurous Duke, the Yellow Prince.
Unable to walk the earth in his current form, Ynoggua’s regent is the Antirex, Cystus. A veteran of the Long War as a member of the Death Guard, Cystus and his band the Carrion helped birth Ynoggua, a child of Nurgle.
In the depths of the Great Rift even on worlds not directly touched by the warp storms, it seemed the Imperium and its institutions were doomed. Loss of communication and transportation saw famine, plague and anarchy grip countless planets as all from Governors to serfs wondered if the end had truly come. In the night sky a strange star burned and some whispered it the herald of a new dawn. Various secret sects formed on a dozen worlds, the Astral Wisdom Cult, the Tattered Brotherhood, the Yellow Covenant, all bowing to the herald of redemption Ynoggua.
Led by Cystus, the Carrion travelled to isolated frontier worlds as often greeted as liberators as they were invaders. On the agri-world of Rurana 3, though the aristocratic leadership remained true to Holy Terra the same could not be said of their mutant slaves who rose up, their deformities not punishments but gifts in the eyes of Nurgle and Ynoggua.
The elites and their defence forces were slaughtered by sheer weight of numbers, the survivors ‘baptised’ in fetid waters to receive the blessings of Father Nurgle. The new masters of Rurana embraced the Sulphurous Duke as their mutations only increased. Led by the Goat, a hideous hooded demagogue, the mutants form a ceaseless horde of fanatic warriors known as the Million Favoured Ones.
On the promethium rich desert world of Zedar, a hastily assembled Imperial Guard army was quickly abandoned due to commitments elsewhere, leaving thousands of loyal soldiers to the plagues and guns of the Carrion. The commander of Battle Group Zedar, Marshal Tonman Brenner, a career soldier from a respected family, cursed the dying Imperium for its treatment of her bravest servants the Guard. Desperate for himself and his men not to die pointlessly on that burning rock, he met with Cystus and pledged his fealty to Ynoggua.
Many of his soldiers refused to join the forces of Chaos but thousands whether out of corruption, a need to survive or loyalty to the Marshal did so. What remained of Battle Group Zedar became the Forgotten, a legion of soldiers abandoned by the God-Emperor and bent on exacting vengeance upon his lackeys. Though nothing compared to the Traitor Astartes of the Carrion man for man, the cohorts of the Forgotten form the professional core of Ynoggua’s armies.
The anarchy brought about by the Great Rift proved a boon for pirates and other criminals. Due to the disturbance of the Astronomican, many pledged their allegiance to Chaos if only for protection. Most infamously in the Verana Sector was Dagon Malaport, rogue trader turned pirate lord.
Malaport’s Marauders hunt the space lanes of Verana in the name of Ynoggua, slaughtering and pillaging as they go. Experienced boarders they are highly prized by Cystus as assault troops, their brigand heritage belying their tactical skill. On Galeata VI, the current front line of Ynoggua’s invasion of the Imperium, the Marauders launched a mass gravchute drop over both banks of the River Mignola, seizing the strategic Miklos Bridge in bloody close-quarter combat.
gallery_74869_13635_20690.jpg
Uropygid
The Empire of Leng is not limited to humans. At its highest level the Antirex is counselled by the Uropygids, a secretive cabal of xeno sorcerers said to have conducted the ritual that led to Ynoggua’s birth. Though few in number they are feared as powerful psykers, their bizarre insect-fungoid biology giving them a natural affinity for the warp and the blessings of Nurgle in particular.
The An’Guem, reptilian mercenaries prized as scouts and trackers make up a large section of the armies of Leng. Once the premier power in the Verana Sector, the xenocidal campaigns of the Imperium shattered their realm, overturning a millennia of regional dominance. Many turned to Chaos for salvation, their faithful forming the Yellow Fang. Others retain their old gods but nonetheless fight alongside the Antirex against their mutual enemy.
Most unusual are the Cardicae, plant-based xeno feared for their biological weaponry. Rarely seen beyond their home world and then usually enslaved for their powers, the blessings of Nurgle were readily welcomed by them and it is said their planet is now a rampant garden of the Fly Lord, where countless unthinkable abominations are being grown to join the armies of Leng.
gallery_74869_13635_1958.jpg
Planets of the Empire of Leng (light green) and major worlds of the Imperium (red) in Verana Sector
For a long time I've had a homebrew 'sandbox' called the Verana Sector just as somewhere to anchor the fluff of various armies and campaigns. There's ALOT of stuff thay I won't clog this thread with but it just so happens I placed Verana on the wrong side of the Great Rift. I think the Dark Imperium offers up a lot of room for (small 'c') chaos. As others have said the break down in safe warp travel and I imagine some weakening of the 'magic' power of the Imperial Cult would lead to a major break down in Imperial rule.
Imagine living on a hive world that is now cut off from the once stable warp lane to your bread basket agri-world - never mind xenos or daemons, simple issues like famine are going to make for an unpleasant situation. And for a near-universally unpleasant regime like the Imperium, failing to take care of basic needs will lead to dissent, riots and people from slaves to governors losing faith in Holy Terra. Its how its always worked from ancient theocratic states to modern dictatorships, people will often accept horrible regimes if they get some security in return. In the Dark Imperium that balance has been destroyed.
You'll have revolutions both political and religious - if the amazing God-Emperor and his representatives aren't protecting you, you'll see the rise of native faiths, millenarian cults, etc. Other tenents of the Imperium will fall by the wayside, even if just for practical reasons. Maybe the starving hive world is cut off from a decent Imperial agri-world, but there's a xeno planet fairly close that might be willing to trade. The Ecclesiarchy and others would be horrified but if you're a Governor weeks, maybe even days from revolution are you going to die for an Imperium that for all you know is gone.
Then of course you have power mongers, there's been plenty through the Imperium's history even with stable routes for loyalists to travel to come crush you, what if you're now somewhat safe from such reprisals? Look at the collapse of the Western Rome Empire, look at the the bouts of unity and division countries like China and India have had. Maybe the Governor of the hive world sees chaos and now its up to him (in his mind anyway) to create order in his neck of the woods. Remember many parts of the Dark Imperium will now have no idea if the Imperium even exists anymore in a recognisable form. Maybe the Governor is a devout loyalist but that doesnt change the situation on the ground. Maybe he'll twist the Imperial Cult (most citizens will have a pretty fuzzy understanding anyway) so that the God-Emperor is a Christ figure who has risen, and now the Governor is his representative on earth, a king ordained from on high. Maybe his does have access to an agri-world but given the whole apocalypse/collapse of central authority thing its quite keen to hoard its food now. So the Governor gathers his PDF forces and whatever ships and invades to feed his people, and then keeps going until he has his own pocket empire with him a semi-divine figure. Very uncool pre-Great Rift but things have very much changed.
And military commanders might take things into their own hands. If you're a Navy Admiral with a fleet effectively stuck in a sub-sector due to the warp problems you're now a very big fish in a small pond. You might not have an army but you can cause havoc to planets, even if not planning on ruling you could be a very serious pirate/criminal operation, extorting worlds and living the high life. And of course Astartes could fit all these areas, while Chaos is often round the corner a Badab style fiefdom (or Ultramar is you prefer) is not a dreadful idea in the anarchy of the 42nd Millennium.
_____________
Anyway I'm getting back into 40k with 8th edition and because the DI box has some lovely Nurglite models I've decided to plump for them. My fluff is for a pocket empire growing based on a 'marketable' Nurgle cult. Father Nurgle is for life, a new hope in the horrors of the new world while the tired, stale dogma of the Corpse-Emperor offers only death. Oh you want me to work until I keel over at 30 in a hive factory when the Imperium can't even protect us from a gang of pirates because the local fleet is stuck in another system? Our rations are going down while the toffs continue to live fancy up top. Turns out there's a secret religion that claims 'Papa' will care for its kids, keep them alive, feed them and overthrow the ancient order. His prophets can cure sickness and make strange fauna grow even in the ashen wastelands. Oh and they can travel through the warp unhindered - surely a sign they have holy power over the ragged old Imperial Cult?
Obviously there's a more sinister side to all this but the idea is there. When dealing with Chaos if you're going beyond Long War veterans and gibbering diehard cultists you should look at the positives (real or not) of the Gods. In Nurgle's case he is for fecundity, life and survival. The Imperium uses its population as basically fuel for an engine, murdering billions both directly and indirectly for its grand aims. Nurgle in one flavour or another can offer an alternative to that.
Also even though the Imperium is a theocracy it is not like most modern missionary monotheistic religions like Islam or Christianity where the idea is anyone can get on and achieve paradise if they only follow the good word. Notably xenos and mutants are not in on the action and that is something Chaos has over the Imperium, it can be much more universal and particularly attractive to the down trodden. So my rising Nurglite empire is embracing mutant slaves and minor xeno races who have struggled simply to survive against the Imperium, not to mention the normal human underclasses. Nurgle doesn't care about your species or genetic purity (hell he probably loves the variety) he just wants your soul.
Anyway here's my lore for the Nurglite group, hidden because of length:
Spoiler:
tn_gallery_74869_13635_65976.jpg
Empire of Leng
Formation: 001.M42
Allegience: Nurgle, Ynoggua the Daemon-Star
Leader: Antirex Cystus
Capital: The Barrows, Leng system
Sector: Verana
Segementum: Ultima
Races: Human, Uropygid, An'Guem, Cardicae
Forces: Carrion (Heretic Astartes), The Forgotten (Heretic Guard), Million Favoured Ones (Mutant Cult),
The Empire of Leng is a Chaotic dominion that arose during the horrors of the Great Rift, beholden to Ynoggua the daemon-star. Stretching across several systems it is ruled from the Barrows. An asteroid field that rings Ynoggua, the Barrows are made up of the former inner planets of the Leng system that were destroyed in the birth of daemon-star.
Countless thousands live in the tunnels and habs of the Barrows, some purpose built, others cannibalised ship hulls. It is, as a great man once put, a hive of scum and villainy. Pirates, mercenaries, smugglers, cultists and many more rub shoulders in the markets, arenas and dark temples of the Barrows. All swear fealty to Ynoggua, the Sulphurous Duke, the Yellow Prince.
Unable to walk the earth in his current form, Ynoggua’s regent is the Antirex, Cystus. A veteran of the Long War as a member of the Death Guard, Cystus and his band the Carrion helped birth Ynoggua, a child of Nurgle.
In the depths of the Great Rift even on worlds not directly touched by the warp storms, it seemed the Imperium and its institutions were doomed. Loss of communication and transportation saw famine, plague and anarchy grip countless planets as all from Governors to serfs wondered if the end had truly come. In the night sky a strange star burned and some whispered it the herald of a new dawn. Various secret sects formed on a dozen worlds, the Astral Wisdom Cult, the Tattered Brotherhood, the Yellow Covenant, all bowing to the herald of redemption Ynoggua.
Led by Cystus, the Carrion travelled to isolated frontier worlds as often greeted as liberators as they were invaders. On the agri-world of Rurana 3, though the aristocratic leadership remained true to Holy Terra the same could not be said of their mutant slaves who rose up, their deformities not punishments but gifts in the eyes of Nurgle and Ynoggua.
The elites and their defence forces were slaughtered by sheer weight of numbers, the survivors ‘baptised’ in fetid waters to receive the blessings of Father Nurgle. The new masters of Rurana embraced the Sulphurous Duke as their mutations only increased. Led by the Goat, a hideous hooded demagogue, the mutants form a ceaseless horde of fanatic warriors known as the Million Favoured Ones.
On the promethium rich desert world of Zedar, a hastily assembled Imperial Guard army was quickly abandoned due to commitments elsewhere, leaving thousands of loyal soldiers to the plagues and guns of the Carrion. The commander of Battle Group Zedar, Marshal Tonman Brenner, a career soldier from a respected family, cursed the dying Imperium for its treatment of her bravest servants the Guard. Desperate for himself and his men not to die pointlessly on that burning rock, he met with Cystus and pledged his fealty to Ynoggua.
Many of his soldiers refused to join the forces of Chaos but thousands whether out of corruption, a need to survive or loyalty to the Marshal did so. What remained of Battle Group Zedar became the Forgotten, a legion of soldiers abandoned by the God-Emperor and bent on exacting vengeance upon his lackeys. Though nothing compared to the Traitor Astartes of the Carrion man for man, the cohorts of the Forgotten form the professional core of Ynoggua’s armies.
The anarchy brought about by the Great Rift proved a boon for pirates and other criminals. Due to the disturbance of the Astronomican, many pledged their allegiance to Chaos if only for protection. Most infamously in the Verana Sector was Dagon Malaport, rogue trader turned pirate lord.
Malaport’s Marauders hunt the space lanes of Verana in the name of Ynoggua, slaughtering and pillaging as they go. Experienced boarders they are highly prized by Cystus as assault troops, their brigand heritage belying their tactical skill. On Galeata VI, the current front line of Ynoggua’s invasion of the Imperium, the Marauders launched a mass gravchute drop over both banks of the River Mignola, seizing the strategic Miklos Bridge in bloody close-quarter combat.
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Uropygid
The Empire of Leng is not limited to humans. At its highest level the Antirex is counselled by the Uropygids, a secretive cabal of xeno sorcerers said to have conducted the ritual that led to Ynoggua’s birth. Though few in number they are feared as powerful psykers, their bizarre insect-fungoid biology giving them a natural affinity for the warp and the blessings of Nurgle in particular.
The An’Guem, reptilian mercenaries prized as scouts and trackers make up a large section of the armies of Leng. Once the premier power in the Verana Sector, the xenocidal campaigns of the Imperium shattered their realm, overturning a millennia of regional dominance. Many turned to Chaos for salvation, their faithful forming the Yellow Fang. Others retain their old gods but nonetheless fight alongside the Antirex against their mutual enemy.
Most unusual are the Cardicae, plant-based xeno feared for their biological weaponry. Rarely seen beyond their home world and then usually enslaved for their powers, the blessings of Nurgle were readily welcomed by them and it is said their planet is now a rampant garden of the Fly Lord, where countless unthinkable abominations are being grown to join the armies of Leng.
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Planets of the Empire of Leng (light green) and major worlds of the Imperium (red) in Verana Sector
I always love seeing others fluff and sharing mine. I already posted the majority of my stuff with the 91st Experimental and my little bit of the Order of Iron.
I worked a little more on the Order of Iron with figuring out how the Knights might be armed.
All knights within the Order of Iron hold a completely humanoid in design, but beyond their differing shape they are mechanically identical to any other knight. In the simplest terms, these knights are basically giant warriors in every regard and their weapons are built the same as such. Chainswords upsized to a huge scale, Hammers, axes, polearms, lances and more. Even shields and ranged weapons that are separate weapons from the Knight.
Rocket Pods or Anti air cannons are mounted on the pauldrons of knights with the tertiary weapons, such as stubbers, multi meltas, auto cannons or lascannons depending on variant are mounted around the collar as to allow the head to move fully as well as the weapon and prevent them from hitting one another.
The greatest knights of each variant are know as the Grand Knights and each holds a seat in the inner circle. For instance, the greatest knight of the Wardens would be the "Grand Warden" and would be the best and most skilled knight of his variant, often leading them into battle.
Knights of the Line (or whatever the term would be for "basic or standard" "Infantry" Knights):
Paladins, Errants, Gallents, Wardens and Crusaders form the bulk of the Order of Iron and are more numerous than the other knights. Paladins and Errants are armed with giant Chainswords that can cleave tanks in half and a buckler style shield on the opposite arm. The shield is integrated with either a twin barreled battlecannon or the Thermal cannon, but due to its reduced size, its more used on the offense rather than defense, hence the Paladins and Errants retain an Ion Sheild.
Gallents are given great freedom in their preferred melee weapons and their arm and back systems are given extra power and hydrolics to allow them to utilize their melee only fighting style. The current Grand Gallent, Lord Ulrik the Slayer, uses a long Poleaxe whos streangth is amplified by the multi directional rocket motors in its head, allowing it to use the Axe blade, spear head and hook to great effect. All Gallents are trained to also use their non dominant hand to punch and throw targets are enemies. Gallents have been known to duel wield chainswords, powerswords, axes of every size, hammers and maces and even a chainsword that was double the length of a standard knight sword.
Wardens hold their Gatling cannons low, much like that of an Astartes Devastator holds a heavy bolter. Their forward hand is often given a retractable chainblade or is turned into a mighty powerfist allowing the warden to let go of the fore grip of the Gatling Cannon and deal devastating blows to targets who get too close, some wardens even request the mechanisms of the Gatling Cannon be reinforced and are seen using the weapon as a huge bludgeon, one notable instance was during an attack by Dark Eldar pirates, a Knight Warden swung his weapon into a quickly approaching Dark Eldar craft, smashing it to pieces upon the feed mechanism of the gun, shortly after the Warden smashed the xenos who had been flung from their craft and stunned from the impact by heaving the entire gatling cannon into the air and bringing the back grip down into the xenos torsos with a loud crunch.
Crusaders are often shunned by the melee focused knights but even then respect them for the ranged devestation then can bring. Great gauntlets holding Gatling Cannons, Battle Cannons, or Thermal Cannons are worn on either arm of a Crusader and often their shoulders are given further weapons with Rocket Pods or Anti Air autocannons. Even though they are geared to support their brothers from afar, they are trained to use their gauntlets to punch and smash should anyone dare to come to close.
Knights Superior (Elite Knights, aka Ceratus pattern):
The four variants of the Knights Superior are the elite warriors of the Order of Iron, each of the 4 have a distinct role and fighting style they hold too. Each of the 4 even have a culture to their group.
The knight Acherons are known as the Dragon Warriors (cliché, working on name), their armor is a dark green color and have capes consisting of thick scales that drape across their backs. Their pauldrons have Squiggoth skulls mounted upon them as the Dragon Warriors are amoung the most eager to go out and slay the beasts that the feral Orks constantly breed out of the Order of Iron. The flame cannons they hold are given golden dragon shaped nozzles and their mighty chainswords are augmented with longer and stronger teeth the knights call "dragons teeth" (again, cliché but I can't think of a different name) and stronger engines to let then cut through great beasts and armored targets better than other weapons.
The Castigators are extreamly hot headed but steadfast and will leap to protect innocents at the slightest chance. Their suits are augmented with a pair of jet engines mounted to their back which allow them to sprint at speed to jump into close range combat and let their longswords do their gruesome work, their wrist mounted double barrels gatling bolters spitting death. The unique thing about the engines mounted to the back of the knights is that the nozzles that allow for multi directional movement direct the flames to appear like great flaming wings that "flap" as the nozzles turn and vector their thrust. Making the Knights appear as great metal angels with flaming wings as they run across the battlefield. A favored tactic of the Knights, who have dubbed themselves "Iron Angels", will leap from a elevated location with their engines on full throttle as they crash into enemy lines.
Knight Lancers are considered to be the most honorable of the groups of knights within the Order of Iron. The leader of the Order of Iron, Engar the Unbreakable commands one of them and a seat for the Grand Lancer is also present and occupied. Their weapons are a long lance, longer than the knight is tall and either a kite or tower shield. The Sheilds consist of half a meter of Adamantium and ceramite and are emblazoned with the knights personal crest. Woven within the shields are energy dispersal systems and cables that allow the shield to take the most lethal of blows, but the energy intensive systems within the shields, prevent the use of an Ion or Flare shield. But the Lancers are adept at protecting themselves, their brothers, and innocents they seek to protect. During the conflict of Waagh-Smashklaw, one knight lancer used his shield to physicaly block a breach in a city wall to allow for civilians to flee to safty, as an ork armor division pummeled the shield to attempt to get inside. The Knight, then charged and skewered multiple ork "tanks", before regrouping with the rest of the Order. The most well known was the unknown Lancer who lept from the crashed Castle in the Heveans and impaled Warboss Smashklaw's Gargant through the head, killing the warboss at the same time, before the gargant toppled over and rolled down the mountain, crushing the ork forces under its bulk before exploding at the bottom of the mountain.
There are only 3 Atrapos within the Order of Iron are they are regarded with fear and suspicion. Their armor is coated in a substance that is so dark to the point that is seems to suck the light out of the environment itself and are adorned with "helmets" that resemble skulls with other images of death adorning their armor. They are stored within massive stone structures that resemble tombs or sarcophagi. The Atrapos were never used before the Waagh-Smashklaw conflict. The Lord of Death, aka the Grand Atrapos, was the only one to be found after the conflict found laying withing its stone tomb with multiple heavy shell impacts in the torso, with the other two having vanished into the fog of war. Legends tell that the missing Atrapos will reappear as black, smoky phantoms when the Lord of Death walks to battle, but these reports are unsubstantiated.
Acastus - Porphyrion :
The 5 giants that follow the pattern of the Porphyrion consider themselves to be the "big brothers" of the Order of Iron and strive to protect their brothers to whatever cost. They wield a massive quad barreled magna lascannon, held low like an Astartes Heavy bolter. The forward shoulder is given a massive armor plate that attaches to the already huge pauldron, alongside a heavy plate on the forearm. The giant lascannon has a large bipod underneath it with spikes on its base, allowing it to be mounted on terrain and kept steady, but the lascannons bulk can be used as an immense bludgeon, but several of the Knights have attached a long bayonet or blade to the end of the quad lascannon that can pierce tank armor, but its clumsy and hard to aim. twin autocannons or lascannons are mounted to the collar of the knight and mounted to the pauldron to the aft pauldon in their firing stance is an ironstorm missile rack or helios defense system. The juggernauts stomp slowly forward and annihilate armored targets. All 5 survived the Waagh Smashklaw conflict, but only just. The first was found at the gate of the Castle, with its quadlascannon and its bayonet wedged into the torso of a stompa.
After the arrival of the 91st Experimental to Leytis 5, they gathered up the fallen knights and a funeral procession with the knights lain upon massive tracked platforms paraded through Steelgrad for several years as each knight was uncovered from the battlefield and roughly assembled before the procession would ascend the path up the mountain before being brought into the halls of the Castle to be repaired. Not all knights could be found. Some were torn apart so completely that they could not be assembled or even identified or separated from the endless amount of debris of battle of slain ork machines.
I still want to work on the completely humanoid Knight design further, but I need time (and monies) to build them. But its fun making the fluff either way. Love the other fluff here.
Engine of War wrote: I always love seeing others fluff and sharing mine. I already posted the majority of my stuff with the 91st Experimental and my little bit of the Order of Iron.
I worked a little more on the Order of Iron with figuring out how the Knights might be armed.
All knights within the Order of Iron hold a completely humanoid in design, but beyond their differing shape they are mechanically identical to any other knight. In the simplest terms, these knights are basically giant warriors in every regard and their weapons are built the same as such. Chainswords upsized to a huge scale, Hammers, axes, polearms, lances and more. Even shields and ranged weapons that are separate weapons from the Knight.
Rocket Pods or Anti air cannons are mounted on the pauldrons of knights with the tertiary weapons, such as stubbers, multi meltas, auto cannons or lascannons depending on variant are mounted around the collar as to allow the head to move fully as well as the weapon and prevent them from hitting one another.
The greatest knights of each variant are know as the Grand Knights and each holds a seat in the inner circle. For instance, the greatest knight of the Wardens would be the "Grand Warden" and would be the best and most skilled knight of his variant, often leading them into battle.
Knights of the Line (or whatever the term would be for "basic or standard" "Infantry" Knights):
Paladins, Errants, Gallents, Wardens and Crusaders form the bulk of the Order of Iron and are more numerous than the other knights. Paladins and Errants are armed with giant Chainswords that can cleave tanks in half and a buckler style shield on the opposite arm. The shield is integrated with either a twin barreled battlecannon or the Thermal cannon, but due to its reduced size, its more used on the offense rather than defense, hence the Paladins and Errants retain an Ion Sheild.
Gallents are given great freedom in their preferred melee weapons and their arm and back systems are given extra power and hydrolics to allow them to utilize their melee only fighting style. The current Grand Gallent, Lord Ulrik the Slayer, uses a long Poleaxe whos streangth is amplified by the multi directional rocket motors in its head, allowing it to use the Axe blade, spear head and hook to great effect. All Gallents are trained to also use their non dominant hand to punch and throw targets are enemies. Gallents have been known to duel wield chainswords, powerswords, axes of every size, hammers and maces and even a chainsword that was double the length of a standard knight sword.
Wardens hold their Gatling cannons low, much like that of an Astartes Devastator holds a heavy bolter. Their forward hand is often given a retractable chainblade or is turned into a mighty powerfist allowing the warden to let go of the fore grip of the Gatling Cannon and deal devastating blows to targets who get too close, some wardens even request the mechanisms of the Gatling Cannon be reinforced and are seen using the weapon as a huge bludgeon, one notable instance was during an attack by Dark Eldar pirates, a Knight Warden swung his weapon into a quickly approaching Dark Eldar craft, smashing it to pieces upon the feed mechanism of the gun, shortly after the Warden smashed the xenos who had been flung from their craft and stunned from the impact by heaving the entire gatling cannon into the air and bringing the back grip down into the xenos torsos with a loud crunch.
Crusaders are often shunned by the melee focused knights but even then respect them for the ranged devestation then can bring. Great gauntlets holding Gatling Cannons, Battle Cannons, or Thermal Cannons are worn on either arm of a Crusader and often their shoulders are given further weapons with Rocket Pods or Anti Air autocannons. Even though they are geared to support their brothers from afar, they are trained to use their gauntlets to punch and smash should anyone dare to come to close.
Knights Superior (Elite Knights, aka Ceratus pattern):
The four variants of the Knights Superior are the elite warriors of the Order of Iron, each of the 4 have a distinct role and fighting style they hold too. Each of the 4 even have a culture to their group.
The knight Acherons are known as the Dragon Warriors (cliché, working on name), their armor is a dark green color and have capes consisting of thick scales that drape across their backs. Their pauldrons have Squiggoth skulls mounted upon them as the Dragon Warriors are amoung the most eager to go out and slay the beasts that the feral Orks constantly breed out of the Order of Iron. The flame cannons they hold are given golden dragon shaped nozzles and their mighty chainswords are augmented with longer and stronger teeth the knights call "dragons teeth" (again, cliché but I can't think of a different name) and stronger engines to let then cut through great beasts and armored targets better than other weapons.
The Castigators are extreamly hot headed but steadfast and will leap to protect innocents at the slightest chance. Their suits are augmented with a pair of jet engines mounted to their back which allow them to sprint at speed to jump into close range combat and let their longswords do their gruesome work, their wrist mounted double barrels gatling bolters spitting death. The unique thing about the engines mounted to the back of the knights is that the nozzles that allow for multi directional movement direct the flames to appear like great flaming wings that "flap" as the nozzles turn and vector their thrust. Making the Knights appear as great metal angels with flaming wings as they run across the battlefield. A favored tactic of the Knights, who have dubbed themselves "Iron Angels", will leap from a elevated location with their engines on full throttle as they crash into enemy lines.
Knight Lancers are considered to be the most honorable of the groups of knights within the Order of Iron. The leader of the Order of Iron, Engar the Unbreakable commands one of them and a seat for the Grand Lancer is also present and occupied. Their weapons are a long lance, longer than the knight is tall and either a kite or tower shield. The Sheilds consist of half a meter of Adamantium and ceramite and are emblazoned with the knights personal crest. Woven within the shields are energy dispersal systems and cables that allow the shield to take the most lethal of blows, but the energy intensive systems within the shields, prevent the use of an Ion or Flare shield. But the Lancers are adept at protecting themselves, their brothers, and innocents they seek to protect. During the conflict of Waagh-Smashklaw, one knight lancer used his shield to physicaly block a breach in a city wall to allow for civilians to flee to safty, as an ork armor division pummeled the shield to attempt to get inside. The Knight, then charged and skewered multiple ork "tanks", before regrouping with the rest of the Order. The most well known was the unknown Lancer who lept from the crashed Castle in the Heveans and impaled Warboss Smashklaw's Gargant through the head, killing the warboss at the same time, before the gargant toppled over and rolled down the mountain, crushing the ork forces under its bulk before exploding at the bottom of the mountain.
There are only 3 Atrapos within the Order of Iron are they are regarded with fear and suspicion. Their armor is coated in a substance that is so dark to the point that is seems to suck the light out of the environment itself and are adorned with "helmets" that resemble skulls with other images of death adorning their armor. They are stored within massive stone structures that resemble tombs or sarcophagi. The Atrapos were never used before the Waagh-Smashklaw conflict. The Lord of Death, aka the Grand Atrapos, was the only one to be found after the conflict found laying withing its stone tomb with multiple heavy shell impacts in the torso, with the other two having vanished into the fog of war. Legends tell that the missing Atrapos will reappear as black, smoky phantoms when the Lord of Death walks to battle, but these reports are unsubstantiated.
Acastus - Porphyrion :
The 5 giants that follow the pattern of the Porphyrion consider themselves to be the "big brothers" of the Order of Iron and strive to protect their brothers to whatever cost. They wield a massive quad barreled magna lascannon, held low like an Astartes Heavy bolter. The forward shoulder is given a massive armor plate that attaches to the already huge pauldron, alongside a heavy plate on the forearm. The giant lascannon has a large bipod underneath it with spikes on its base, allowing it to be mounted on terrain and kept steady, but the lascannons bulk can be used as an immense bludgeon, but several of the Knights have attached a long bayonet or blade to the end of the quad lascannon that can pierce tank armor, but its clumsy and hard to aim. twin autocannons or lascannons are mounted to the collar of the knight and mounted to the pauldron to the aft pauldon in their firing stance is an ironstorm missile rack or helios defense system. The juggernauts stomp slowly forward and annihilate armored targets. All 5 survived the Waagh Smashklaw conflict, but only just. The first was found at the gate of the Castle, with its quadlascannon and its bayonet wedged into the torso of a stompa.
After the arrival of the 91st Experimental to Leytis 5, they gathered up the fallen knights and a funeral procession with the knights lain upon massive tracked platforms paraded through Steelgrad for several years as each knight was uncovered from the battlefield and roughly assembled before the procession would ascend the path up the mountain before being brought into the halls of the Castle to be repaired. Not all knights could be found. Some were torn apart so completely that they could not be assembled or even identified or separated from the endless amount of debris of battle of slain ork machines.
I still want to work on the completely humanoid Knight design further, but I need time (and monies) to build them. But its fun making the fluff either way. Love the other fluff here.
very good work with the lore also i'll be eager to see the results of your work but a word of advice best take your time
People actually write down their fluff? The only thing I've got written down (in my head) is justification for why my IG regiment has a Tempestor Colonel as its commander/how he came to be, and why the 122nd Terrax Guard are wearing Cadian outfits, since nearly all the IG models are Cadian. That, and the history of their most recent deeds like fighting the Tau on the planet of Toronto, In the Canada sub-sector (I hate coming up with names) right after the second Agrellan Battle and just before the Fall of Cadia.
I guess there's a also a little fluff on how the named characters of the regiment survived till m42.111, and their actions with the Dark Angels. Mostly the 6th and 16th companies.
And a little info on my Knight Crusader, Astrolord/ Manifest Destiny.
But dayum, I didn't think that everyone actually writes down such detailed back stories for their custom forces.
BTW, to the second poster: your Blood Angel is holding a noticabley Dark Angel sword :p
123ply wrote: People actually write down their fluff? The only thing I've got written down (in my head) is justification for why my IG regiment has a Tempestor Colonel as its commander/how he came to be, and why the 122nd Terrax Guard are wearing Cadian outfits, since nearly all the IG models are Cadian. That, and the history of their most recent deeds like fighting the Tau on the planet of Toronto, In the Canada sub-sector (I hate coming up with names) right after the second Agrellan Battle and just before the Fall of Cadia.
I guess there's a also a little fluff on how the named characters of the regiment survived till m42.111, and their actions with the Dark Angels. Mostly the 6th and 16th companies.
And a little info on my Knight Crusader, Astrolord/ Manifest Destiny.
But dayum, I didn't think that everyone actually writes down such detailed back stories for their custom forces.
BTW, to the second poster: your Blood Angel is holding a noticabley Dark Angel sword :p
feel free to discuss any ideas you have with us you're welcome to do so
Alright, well, I dusted off an older work of fluff I'd been keeping around where one of my custom Marine chapters was concerned.
Managed to get in a little update per the newer fluff, but it's still a work in progress...here goes...
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INDEX ASTARTES - The Knights of the Ardent Flame
Seek purity in the heart of the flame.
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Chapter Organization & Uniform
Chapter populations taken from last count circa 999.M41
Chapter colours: red and white
Company colours follow the dictates of the Codex Astartes
Squad markings are displayed as numbers on the right pauldrons
Helmet colours and markings denote rank:
- Rank and file: white helm with red stripe
- Veterans: inverted (red helm with white stripe)
- Veteran sergeants: pure red helm
- Command staff (apothecaries, chaplains, librarians, techmarines): helms match armour
- Company champions: pure gold helm
- Captains: red helm with gold stripe
Chapter Command: Chapter Master Heironymus Eberstark, Lord Regent of Immersturm
Chapter Chaplain Gabriel Levi, Keeper of the Flame (dreadnought)
Ancient Achatius, First Dreadnought (venerable dreadnought)
15 Honour Guard, 2 Venerable Dreadnoughts, 1,313 Chapter Equerries/servitors
1 Land Raider Redeemer (Abzahlung)
Armoury: Volkmar Hitzig, Master of the Forge
34 Techmarines, 113 Servitors
74 Rhinos
31 Razorbacks
17 Predators of various patterns
9 Vindicators
6 Whirlwinds
4 Stalkers
4 Hunters
11 Land Raiders of various patterns
13 Land Speeders; 18 Land Speeder Storms
~85 Drop Pods
Undisclosed number of artillery pieces, including Thunderfire Cannons and a small number of venerated Rapier Laser Destroyers
1st Company (Veteran Company)
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Veteran Captain Adelman, Master of Accolades
63 Veteran Marines
4 Dreadnoughts
2nd Company (Battle Company):
Captain Blasius, Master of the Fleet
6 Tactical Squads, 2 Assault Squads, 2 Devastator Squads
3 Dreadnoughts
3rd Company (Battle Company):
(company under-strength due to casualties taken in recent campaigns against Hive Fleet Leviathan)
Captain Zacharius, Master of Arms
3 Tactical Squads
1 Dreadnought
4th Company (Battle Company):
Captain Sigfrid, Master of the Watch
6 Tactical Squads, 2 Assault Squads, 2 Devastator Squads
2 Dreadnoughts
5th Company (Battle Company):
(company under-strength due to casualties taken in recent campaigns against Hive Fleet Leviathan)
Captain Dietmar, Master of the Marches
5 Tactical Squads, 1 Assault Squad, 1 Devastator Squad
4 Dreadnoughts
6th Company (Reserve Tactical Company):
Captain Alardus, Master of Rites
10 Tactical Squads
3 Dreadnoughts
8th Company (Reserve Assault Company):
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Captain Hildebrandt, Guardian of the Flame
9 Assault Squads
9th Company (Reserve Devastator Company):
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Captain Hammerstein, Master Bombardier
8 Devastator Squads
3 Dreadnoughts
10th Company (Scout Company):
(recruitment drastically increased to help keep other companies’ strength up in the face of prolonged conflict with Hive Fleet Leviathan)
Captain Ambrosius, Master of Recruits
20 Scout Squads,
---
Chapter Symbol
The chapter symbol of the Knights of the Ardent Flame is a stylized fiery halo; a rendition of the Ardent Flame itself.
This is in the image of the actual, physical Ardent Flame; a monument on the chapter's home world of Immersturm. The Ardent Flame is an "eternal" promethium torch which is always lit and, it is foretold, will remain so until the end of the Imperium (and mankind) is at hand. It is regarded as a sacred artefact of the chapter and enshrined in their fortress monastery. This shrine is the destination for many religious pilgrims across the chapter's home system and sometimes even beyond.
The ever-burning ring on which the Ardent Flame dances is constructed of a strange metal which is never consumed by the blazing promethium constantly streaming across its surface. There has been some speculation that the metal used in this artefact's construction may be of alien origin. These rumours have been of particular interest to the Inquisition, which has on more than one occasion attempted to gain access to the Ardent Flame for examination. Since such procedures would require dousing or otherwise violating the sanctity of the Flame, these requests have been continuously - and on more than one occasion, violently - opposed by the Knights of the Ardent Flame. The Inquisition has resolved to get to the bottom of these rumours, though until then it has been content simply to keep a close eye on this particular chapter and the actions it undertakes.
---
Notable Deviances from the Codex Astartes - Fanatically devoted to the defence and reverence of their holy relic, the Ardent Flame; under Inquisitorial suspicion for possible influence from xenos or entities of the Warp; chapter known to look to this artefact for guidance as it is believed to have some unexplained prophetic properties.
- Considerable amount of veneration placed upon fire and its 'cleansing' properties; this is one area in which there is actually an overlap of ideology with some branches of the Inquisition and Ecclesiarchy, namely the Sisters of Battle; fire is also respected by the chapter for its use in the forge, which is seen as an extension of its use in the persecution of the chapter's enemies.
- Considerably more respectful and gracious of technology than most other Astartes chapters, particularly with regard to the forging of weapons and the use of such venerable relics as land raiders and suits of dreadnought armour; techmarines and dreadnoughts are held in higher esteem among the Knights of the Ardent Flame than most other chapters, and the Knights possess more of both and a better technology base than many other chapters. However, there is no particular affinity for augmetics technology within the Knights such as there is among chapters like the Iron Hands, and their level of technological aptitude and artistry pales in comparison to the likes of the Salamanders. The Knights of the Ardent Flame do, however, boast a sizable number of Land Raiders, particularly of the Redeemer variant. This affinity for technology and fire-based weaponry is in keeping with the chapter’s specialization in close-range firefights.
---
Chapter Origins & History The Knights of the Ardent Flame, originally called the Sons of Immersturm, were created sometime in M32 during the Third Founding. While records regarding their creation have been lost, their stock is believed to have originated from the Ultramarines or the Imperial Fists. A relatively unremarkable Civilised World in the Segmentum Tempestus was chosen as the headquarters for this fledgling chapter by the High Lords of Terra. This world, Immersturm, was selected for its impeccable record of meeting tithes and unwavering devotion to the Imperium. Though the number of Imperial Guard inductees produced by Immersturm was negligible in the grand scheme of humanity’s greatest army, the soldiers produced were of fine stock and possessed a proud and noble bearing. With men such as these ready and willing to offer themselves on the altar of the Imperium and a fresh supply of geneseed prepared by the Adeptus Mechanicus, the Sons of Immersturm were formed.
Basing much of their internal structure on the feudal warrior castes that had ruled Immersturm long ago, the Sons developed into an organization not unlike the knightly orders of Terra in ancient times. The original chapter master, Gabriel Lindemann, was a nobleman with a great sense of social responsibility, and he viewed his chapter’s duty as being in service of the people of Immersturm and the Imperium. To that end, while the chapter built up strength in its early days, many of its early deployments were undertaken in the interest of the citizens of Immersturm and nearby systems. Though the newly-recruited Astartes were by and large from the finest stock that their homeworld’s PDF could have supplied, Chapter Master Gabriel was intent on honing their skills further before seeing any major engagements abroad. Thus, many of the chapter’s early years were spent fending off Eldar and renegade pirates from in and around their home system rather than addressing threats further afield, even at the behest of Imperial governors and commanders. It was not until the waning years of M32 that the Sons of Immersturm would see any combat that would truly put its warriors to the test.
In the latter years of M32, Ork Waaagh! Broketoof began to gather momentum and batter its way through several systems in the Tempestus Segmentum. At the behest of the magos of an overwhelmed Forge World near the Immersturm System, Chapter Master Gabriel ordered that the Sons of Immersturm make all haste to the aid of their besieged, neighbours. Eager to prove themselves in their first large-scale engagement, the Sons plunged headlong into the Ork invasion with unprecedented speed and ferocity. Within a month the Waaagh! ground to a halt, its back broken upon the unshakable resolve and steely determination of the Emperor’s finest. In gratitude for their swift and effective response to the call for aid, the magos of Forge World Lumen VI pledged the service of her foundries to any user the Sons of Immersturm may have of them. To commemorate this pledge, a strange artefact was gifted to the Sons, taken from the magos’ own personal vaults. This artefact was taken back to the Sons’ fortress-monastery on Immersturm and came to be called the Ardent Flame. From that day forward, the Sons of Immersturm were thereby known as the Knights of the Ardent Flame.
This pledge by a high-ranking member of the Mechanicum also marked the beginnings of a very close bond between the Knights and the Adeptus Mechanicus. While the Knights were true warriors and not artificers of the same calibre as their brothers in the Salamanders or Iron Hands chapters, those sons of the Flame with any technical aptitude were granted full support by members of the Mechanicum in the vicinity of the Immersturm system. Any knowledge or materials that techmarines of the Ardent Flame required became theirs should they have asked for them. As a result of this, the Ardent Flame grew to boast one of the most impressive armouries in the Segmentum Tempestus – and indeed among any Space Marine chapter within the galaxy.
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Home World - Immersturm
Immersturm is a mundane Civilised World nestled in the galactic east of the Segmentum Tempestus. Most of its surface is covered in dark oceans which roil almost perpetually with mighty storms, giving the planet its name. As a result of these storms, civilisation tended to develop farther inland along the planet’s vast rivers which feed its tumultuous seas. Inland, dense, damp forests and rolling foothills lead up towards the mighty peaks of long-dormant volcanoes. While most of these volcanoes have not been active for thousands of years, they are not extinct, and occasionally will remind the planet’s inhabitants of this fact with violent, earth-shattering eruptions.
Immersturm has a variety of resources which are of considerable value to the Imperium, though none of these are in especially abundant supply. Imperial tithes are met largely with lumber and agricultural goods, though there are some mining operations located in the planet’s southern hemisphere along a string of volcanic islands. Additionally there is at least one major offshore drilling operation, conducted with the assistance of the Adeptus Mechanicus in the form of providing and maintaining vast weather engines which keep the worst of the planet’s well-known storms at bay. Luxury goods provide another, if smaller, boost to tithes and the planet’s overall economic well-being. Immersturm also produces a healthy stock of fresh recruits for the Imperial Guard, and good ties with the Mechanicum ensure that these new soldiers are atypically well-equipped and well-trained compared to many of their brethren throughout the galaxy.
Being a chapter planet, Immersturm’s ruling government does its best to live up to the ideals of the Adeptus Astartes. Average citizens of Immersturm are devoted followers of the God-Emperor of Mankind and typically strive to live pure, noble lives in accordance with the example set by their guardian angels, the Knights of the Ardent Flame.
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Chapter Master - Heironymus Eberstark
The current chapter master of the Knights of the Ardent Flame as of 999.M41 is Heironymus Eberstark, Like all chapter masters before him he bears the title of Lord Regent of Immersturm, though this position is largely honorific and the actual governance of the planet of Immersturm is left to Administratum officials. This leaves Lord Eberstark free to direct the Astartes under his command and put the defence of Immersturm and the Imperium as a whole before all other concerns.
Eberstark became chapter master of the Ardent Flame in the year 749.M41, when his liege Till Koenig fell in battle during a campaign in the Weltanschauung System against a sizable Eldar raiding fleet. Eberstark, serving as captain of the 1st company at the time, fought like a man possessed to retrieve the body of his lord from the depraved xenos, and only one member of his command squad survived to return to the Imperial line with him. Taking up the mantle of office in the slain chapter master’s stead, Heironymus tempered his rage and used it to focus his will, driving the Knights forward with a renewed sense of purpose. Their righteous fury proved too much for the xeno pirates to withstand and within a week the Eldar forces had fled Imperial space. Upon returning to Immersturm it was unanimously decided by the most senior-ranking members of the chapter – including the revered dreadnought Ancient Achatius – that Heironymus Eberstark be made the next chapter master permanently. With great reverence for the ancient dreadnought’s confidence in his abilities and the humility for which he was known, Heironymus accepted the role.
It has been 250 years now since Lord Eberstark first took up the title of Chapter Master of the Ardent Flame, and in those centuries he has led his brethren on campaign after glorious campaign in defence of the Imperium to successes undreamt of. Under Heironymus’ command an Ork incursion was quashed before it developed into a full-fledged Waaagh!, despite the Ordo Xenos’ refusal to help on the grounds that there was insufficient evidence to support such a claim. A Tau exploration fleet was turned back thanks to swift and brutal intervention on Eberstark’s orders. The forces of a recently-awakened Necron tomb world were driven out of a neighbouring system at the behest of a loyal planet’s beleaguered defense forces in 893.M41, and in 934.M41 the Ardent Flame joined forces with fellow Space Marine chapter the Sky Sentinels to halt the nefarious actions of a warband of traitorous Thousand Sons. In recent years the Knights of the Ardent Flame have proven instrumental in slowing the advance of the Tyranid Hive Fleet Leviathan, and dozens of systems both surrounding Immersturm and abroad in the Imperium owe debts of gratitude to the heroic actions of Heironymus and his noble knights.
Heironymus Eberstark is a stern, introspective individual who brooks no nonsense and takes his duties both to his chapter and the populace of the Imperium very seriously. He is solemn and thoughtful, and as devout a servant of the Emperor as one is likely to find anywhere in the galaxy. What the lord reagent lacks in humour he makes up for in compassion and empathy, for though his stony face betrays little emotion, within lies a patriarchal figure who cares deeply for those under his leadership and protection. At his command, Heironymus’ marines are as likely to be found bolstering security on worlds recovering from devastating conflict as they are at the front lines of the destructive battles that preceded the aftermath. Always one to lead by example, the chapter master strives to ensure that whenever possible he accompanies his brother marines to battle to direct and inspire them in person.
In battle, the chapter master of the Ardent Flame dons a suit of masterful artificer armour, forged over the tongues of the Ardent Flame itself by the chapter’s most skilled artificers countless centuries ago. Eberstark also wears a mantle enhanced with protective wards placed upon it by members of the Ardent Flame’s Librarium, which safeguards him from all but the most horrific attacks. The lord regent wields in combat a mighty halberd that he himself crafted under the tutelage of the chapter’s Master of the Forge many years ago during his days as a squad sergeant, and the weapon has served him well on hundreds of battlefields. In keeping with the chapter’s preference for close-ranged firefights and belief in the cleansing properties of fire, Heironymus’s suit of armour has a heavy flamer built into a personalized vambrace for his left arm. Last but not least, as a symbol of his office, Eberstark’s armour is replete with an adamantine halo upon his backpack. This icon is fitted with a promethium torch that is ignited whenever the chapter master enters battle, providing mirror image of the Ardent Flame itself to spur on his Knights to greater acts of valour and drive fear into the hearts of the Imperium’s many foes.
Where allies are concerned, Heironymus does his best to maintain his chapter’s close ties with the Adeptus Mechanicus. He well understands the benefits of such an arrangement. At all times, provided they are not otherwise engaged, members of the elite 1st company of the Knights are available should any members of the Mechanicum near the Immersturm system require their assistance, and the Ardent Flame does not treat this pledge lightly. In return, virtually any and all needs and wants that the techmarines of the Ardent Flame have for the Mechanicum and their nearby forge worlds are fulfilled upon request. This is not to say that Eberstark and his chapter get along well with all members of the greater Imperium, however…
A special tension exists between the Knights of the Ardent Flame and the Inquisition, for on more than one occasion their goals have come into conflict with one another – and by extension, so too have members of the chapter and the Inquisition. For centuries the Inquisition has attempted to gain private access to the Ardent Flame itself for analysis, ever since the artefact was gifted to the chapter by the Mechanicum long ago. All such attempts have been denied by the chapter masters of the Ardent Flame continuously throughout its long history, no matter the Inquisition’s insistence. Lord Regent Heironymus Eberstark has continued this longstanding tradition and as recently as 975.M41, open conflict has resulted from the chapter’s refusal to grant the Inquisition access to their most holy of relics. In addition Eberstark has even, come to blows with the Inquisition over the fate of a world’s citizenry whereupon a daemonic incursion was concerned.
The ranking inquisitor present at the time had declared upon the quelling of the invasion that a sizable portion of the world’s surviving populace be rounded up and summarily executed to avoid the risk of any malingering corruption. Outraged, Lord Eberstark stormed the inquisitor’s base of operations with a contingent of honour guard and members of the 1st company, laying waste to a host of inquisitorial troops and even a combat squad of the enigmatic Grey Knights before demanding to the inquisitor’s face that he leave the planet in question and never return. The inquisitor fled, leaving Eberstark content that he had kept loyal subjects of the Emperor from harm.
Such zeal and self-righteousness comes at a cost, however. More than once Captain Eberstark’s sense of honour and brash enforcement of noble ideals has cost his chapter dearly; for even outside the Inquisition the Knights of the Ardent Flame have begun to develop something of an unfavourable reputation with local Imperial commanders in recent decades. Eberstark’s steadfast commitment to avoiding “unacceptable” levels of collateral damage and insistence on entering engagements only once he or his captains have “sufficient intelligent” to act has caused friction within the chapter as well as without. A reluctance to commit his chapter’s resources to engagements without a full understanding of a given conflict sometimes sees the Eberstark fail to commit to that conflict altogether. This apparent timidity has called to mind the unfavourable reputation that the chapter earned within some circles in its early days, when there had even been whispered accusations of cravenness. These rumours have sometimes cultivated unfavourable attitudes with regional Imperial commanders. Ultimately, they were responsible for the chapter failing to receive proper support from allies in a recent campaign against splinters of Hive Fleet Leviathan which resulted in substantial losses for the chapter’s third company.
Relationships between the Knights of the Ardent Flame and branches of the Astra Militarum and even other Space Marine chapters have soured under Eberstark’s watch. Furthermore, branches of the Inquisition continues to decry some of their conduct as outright heresy. However those who can claim to know Heironymus Eberstark personally know the chapter master is no heretic, and his brethren are not craven. Those fortunate few are certain that no more devoted servant of the Imperium could be found anywhere, and are content in the knowledge that so long as they remain loyal to the Emperor, when the Knights of the Ardent Flame commit to a cause they will pursue it to whatever end.
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Notable Engagements
824.M32 – Proving Grounds – The first major engagement for the Ardent Flame, who are at the time called the Sons of Immersturm. The entire chapter is deployed in response to Waaagh! Broketoof and within a month the Ork invasion force is routed and the Sons have earned a name for themselves. Forge World Lumen VI is liberated from Ork control and the grateful magos from whom the distress call had originated pledges the allegiance of all nearby Mechanicum worlds to the fledgling chapter. The mysterious artefact which comes to be known as the Ardent Flame is gifted to chapter founder Gabriel Lindemann and the Sons of Immersturm are renamed the Knights of the Ardent Flame.
913.M32 – Even in Death – The chapter suffers a grievous blow when many of its senior-ranking members and much of the 1st company is eradicated in a surprise attack by the forces of an Imperial planet whose government and military has gone rogue. Elements of the 2nd, 3rd, 8th and 9th companies arrive to reinforce their battered brethren within a month only to find that the rogue governor has enlisted the force of several warbands of traitor marines. The Chaos marines make their presence known with a surprise attack against the Knights’ warships stationed in orbit, cutting off the retreat of those Astartes deployed to the surface. The Knights of the Ardent Flame manage to hold off the vile traitors on the ground until further help arrives in the form of an Imperial fleet, and the long and bloody Morgenstern Campaign begins. Though the chapter is successful in the end, most of the 1st company is lost and the 2nd, 3rd, 8th and 9th companies suffer heavy casualties, as does much of the chapter’s naval potential. Chapter founder Gabriel Lindemann is dead, having succumbed to the traitors’ devious sneak attack along with all of his command retinue, save for one honour guard, whose injuries necessitate his internment in a dreadnought sarcophagus. This individual comes to be known as Ancient Achatius, and becomes a legendary figure within the chapter’s history.
354.M33 ++REDACTED+++
496.M34 ++REDACTED+++
564.M35 – Daemon Rising – The Knights’ presence is requested when a daemonic incursion plagues the primary world of the Fruhlung system. The local PDF and dispatched Guard regiments are all but overrun by the time the Knights arrive and manage to grant them some respite. This reprieve from the enemy is short-lived, however, as the situation rapidly deteriorates and the forces of the Ruinous Powers begin to rapidly regain ground. In short order, members of the Ordo Maleus and the mystical Grey Knights arrive to further bolster the defenders. With renewed energy, the Knights and their new allies push the fell forces of Chaos back to the desecrated Citadel of Saint Gilles Duceppe, only to discover that they are too late to prevent their foes’ sinister plans from coming to fruition. A massive Greater Daemon is summoned into the material realm, and the valiant defenders of the Imperium are all but overwhelmed by its terrible power. A brave librarian of the Flame – whose name has been lost to the annals of history – managed to secure victory for the Emperor’s finest when he distracted the foul creature long enough for the brother-captain of the Grey Knights strike force to strike a fatal blow. The banishment of this greater daemon causes a backlash of warp energies which immediately dematerializes the rest of the invaders from the Warp, and the threat is successfully eliminated. Of course, the Grey Knights present enforce mandatory mind-wiping procedures on the surviving Knights of the Ardent Flame (much to their chagrin) and purge the surviving defenders from the local PDF and Imperial Guard. As far as official chapter records for the Ardent Flame are concerned, the Knights were too late to save any of the mortal defenders from the forces of Chaos, but they did manage to single-handedly halt the daemonic incursion, though at great cost.
967.M36 – Traitors and Heretics – Inquisitor Magnusson is the first member of the Inquisition to suspect the Knights of the Ardent Flame may be under the malign influence of Chaos or xenos, following a joint campaign between the Ardent Flame and an Inquisitorial task force. During this campaign, members of the Flame outright refused Inquisitorial orders to exterminate a civilian refugee camp which may have contained cultists seeking to evade Imperial wrath. A formal investigation is launched into the Knights of the Ardent Flame. Inquisitor Magnusson grows to suspect that the Ardent Flame itself may be an artefact forged by the Ruinous Powers or xenos of unknown origin and requests permission to examine it. When the current chapter master of the Knights refuses this request, he is accused of heresy. An inquisitorial task force led by Adepta Sororitas of the Order of the Fiery Heart are dispatched to relieve the chapter master of his command and capture the Ardent Flame for Investigation. Orders are to disband the chapter temporarily while the investigation is underway. Though the inquisitorial forces are permitted to land on Immersturm, they are fooled by the Knights into opening fire first, allowing the Astartes to retaliate without fear of widespread reprisal. Inquisitor Magnusson’s forces are routed and sent back to Terra in shame, with nothing to show for their work.
346.M37 ++REDACTED+++
836.M38 ++REDACTED+++
756.M39 ++REDACTED+++
642.M40 ++REDACTED+++
749.M41 – Death of a Legend – Chapter Master Till Koenig is slain during a campaign against Dark Eldar raiders in the Weltanschauung System. Taking up leadership of the Knights in his stead, Captain Heironymus Eberstark of 1st Company leads the Ardent Flame to victory and is rewarded for his many years of loyal and exceptional service by being sworn in as the next rightful chapter master.
798.M41 – Waaagh! Lostboyz – In the chapter’s first major action with Heironymus Eberstark as chapter master, the Knights of the Ardent flame are deployed in force in the Kaban System to investigate a fledgling Ork empire which looks ready to develop into a full-fledged Waaagh! Though their requests for aid from the Ordo Xenos are denied, the Knights diligently proceed with a campaign of systemic cleansing of all Orks throughout the system, and within a years’ time no more greenskins remain.
862.M41 – The Greater Good – A Tau exploration fleet is discovered on the eastern fringe of Segmentum Tempestus, and since the 3rd company has been deployed nearby they are ordered by Lord Eberstark to investigate. The xenos fleet is deemed a threat to nearby Imperial worlds and the 3rd company wages a swift but brutal battle that ensures no Tau vessels escape.
893.M41 – Their Number is Legion – Elements of the 6th and 9th companies are deployed to the Donaub System in response to a plea for aid. When they arrive it is discovered that the forces of a Necron tomb world have stirred from their slumber and attempting to reclaim a planet populated by loyal Imperial citizens. Further help is requested and arrives in the form of a detachment from the 8th company. The Knights of the Ardent Flame successfully drive back the xeno threat, saving Donaub III from certain doom. The Astartes deployed to this region remain to ensure stability while the Donaub system recovers from the attack.
934.M41 – Traitors and Cowards, All – Elements of the 1st, 3rd and 9th companies are dispatched along with a task force from the Sky Sentinels chapter to halt a marauding warband of the treacherous Thousand Sons. A series of daring raids performed by the two loyal Astartes chapters forces the traitors to take refuge in the library they’d thought to rob of its forbidden knowledge. After several months of prolonged siege warfare, the Thousand Sons lure the loyal servants of the Imperium into a cowardly ambush, unleashing fell beings from the Warp upon them. The Emperor’s finest prove more than a match for the loathsome creatures, however in the chaos of the ambush the traitor marines manage to escape.
998.M41 – It Came from Below – The Ardent Flame is called in to aid a string of worlds on the brink of succumbing to the newly-unveiled threat of Hive Fleet Leviathan. The Knights, along with three other Space Marine chapters and a host of Imperial Guard and Ordo Xenos forces, campaign across a vast swathe of space and raze entire worlds to deny the Tyranids biomass. While the Imperial forces are victorious and the Ardent Flame escapes relatively unscathed, the cost to the Imperium is substantial.
999.M41 – Glory to the Third – The 3rd company and elements of the chapter’s 1st, 5th, 8th and 9th companies engage in a campaign to slow the advance of Hive Fleet Leviathan in the Aria System. While their attempts are ultimately successful, the chapter pays dearly for this minor victory, as the 3rd company is all but eradicated in the conflict and the 1st company suffers a mighty blow as well.
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The 3rd Company – Heroes All ++REDACTED+++
By writ of the Ordo Xenos, details of the campaign against splinters of Hive Fleet Leviathan and the heavy losses suffered by the Knights of the Ardent Flame are deemed classified.
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In the Wake of the Primarch
Despite hardships suffered in their war against fragments of Hive Fleet Leviathan in the latter years of M41 and despite increased tensions between the chapter and local bodies of Imperial authority, the Knights of the Ardent Flame endured. Under Heironymus’ careful and measured stewardship, the chapter saw a great influx of new recruits. With plenty of fresh gene-seed supplied by their close allies from Forge World Lumen VI, the Knights were set to replenish the heavy losses they had so recently sustained. All was going well – until the coming of the Gathering Storm.
In the chaos that ensued, the Cicatrix Maledictum rent the galaxy asunder and threatened to slice the Imperium in twain. Beset on all sides, mankind was truly on the brink of catastrophe – and with resources stretched thin and a heavy reliance on raw recruits, the Ardent Flame was ill-equipped to deal with this. But hope emerged as rumours began to circulate that one of the Emperor’s own sons had returned…
The whispered return of Guilliman turned out to be true, and again one of the Emperor’s progeny led a crusade across the stars. At first the Knights of the Ardent Flame were filled with renewed faith and ardour at this revelation. To take to battle not just in the name of the Emperor, but alongside one of his own sons became a goal for many of the chapter’s devout battle-brothers. When the chance came for the chapter’s warriors to go to war in the presence of this revered demigod, however, this began perhaps the greatest trial of faith the Flame was yet to face.
When confronted with the Imperium’s Lord Commander, the reality could not live up to their expectations. The Knights of the Ardent Flame were at first struck by rapturous awe, it is true, but this euphoria faded swiftly. When confronted with Guilliman’s new Primaris Marines and his plans for them, Chapter Master Heironymus Eberstark was aghast. That this new breed of Astartes existed at all was tantamount to heresy; that it should be meant to replace them was a twisted knife to the heart.
What love and devotion Eberstark felt for his lord was tainted by feelings of doubt and inadequacy. Had he failed in guiding his chapter back from the brink of ruin? Were these blasphemous new Astartes some form of punishment fate had seen fit to bestow upon them? Could one of the Emperor’s sons truly seek to upend millennia of tradition so recklessly?
Whatever the answers to these questions, the chapter master and his captains knew one thing for certain: somehow, in some way, Roboute Guilliman was misled or mistaken. He was Lord Commander of the Imperium, and they would follow his orders and enact his will across the stars in the defense of mankind, but beyond that a line was drawn. Eberstark would not undermine the work that had gone into restoring his chapter’s losses by accepting any charity, and he would not taint his chapter’s honour with this abhorrent new breed of Astartes. Thus the seeds of further strife were sown between the Ardent Flame and the wider Imperium…
Kawauso wrote: Alright, well, I dusted off an older work of fluff I'd been keeping around where one of my custom Marine chapters was concerned.
Managed to get in a little update per the newer fluff, but it's still a work in progress...here goes...
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INDEX ASTARTES - The Knights of the Ardent Flame
Seek purity in the heart of the flame.
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Chapter Organization & Uniform
Chapter populations taken from last count circa 999.M41
Chapter colours: red and white
Company colours follow the dictates of the Codex Astartes
Squad markings are displayed as numbers on the right pauldrons
Helmet colours and markings denote rank:
- Rank and file: white helm with red stripe
- Veterans: inverted (red helm with white stripe)
- Veteran sergeants: pure red helm
- Command staff (apothecaries, chaplains, librarians, techmarines): helms match armour
- Company champions: pure gold helm
- Captains: red helm with gold stripe
Chapter Command: Chapter Master Heironymus Eberstark, Lord Regent of Immersturm
Chapter Chaplain Gabriel Levi, Keeper of the Flame (dreadnought)
Ancient Achatius, First Dreadnought (venerable dreadnought)
15 Honour Guard, 2 Venerable Dreadnoughts, 1,313 Chapter Equerries/servitors
1 Land Raider Redeemer (Abzahlung)
Armoury: Volkmar Hitzig, Master of the Forge
34 Techmarines, 113 Servitors
74 Rhinos
31 Razorbacks
17 Predators of various patterns
9 Vindicators
6 Whirlwinds
4 Stalkers
4 Hunters
11 Land Raiders of various patterns
13 Land Speeders; 18 Land Speeder Storms
~85 Drop Pods
Undisclosed number of artillery pieces, including Thunderfire Cannons and a small number of venerated Rapier Laser Destroyers
1st Company (Veteran Company)
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Veteran Captain Adelman, Master of Accolades
63 Veteran Marines
4 Dreadnoughts
2nd Company (Battle Company):
Captain Blasius, Master of the Fleet
6 Tactical Squads, 2 Assault Squads, 2 Devastator Squads
3 Dreadnoughts
3rd Company (Battle Company):
(company under-strength due to casualties taken in recent campaigns against Hive Fleet Leviathan)
Captain Zacharius, Master of Arms
3 Tactical Squads
1 Dreadnought
4th Company (Battle Company):
Captain Sigfrid, Master of the Watch
6 Tactical Squads, 2 Assault Squads, 2 Devastator Squads
2 Dreadnoughts
5th Company (Battle Company):
(company under-strength due to casualties taken in recent campaigns against Hive Fleet Leviathan)
Captain Dietmar, Master of the Marches
5 Tactical Squads, 1 Assault Squad, 1 Devastator Squad
4 Dreadnoughts
6th Company (Reserve Tactical Company):
Captain Alardus, Master of Rites
10 Tactical Squads
3 Dreadnoughts
8th Company (Reserve Assault Company):
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Captain Hildebrandt, Guardian of the Flame
9 Assault Squads
9th Company (Reserve Devastator Company):
(recovering from casualties sustained through prolonged conflict with Hive Fleet Leviathan)
Captain Hammerstein, Master Bombardier
8 Devastator Squads
3 Dreadnoughts
10th Company (Scout Company):
(recruitment drastically increased to help keep other companies’ strength up in the face of prolonged conflict with Hive Fleet Leviathan)
Captain Ambrosius, Master of Recruits
20 Scout Squads,
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Chapter Symbol
The chapter symbol of the Knights of the Ardent Flame is a stylized fiery halo; a rendition of the Ardent Flame itself.
This is in the image of the actual, physical Ardent Flame; a monument on the chapter's home world of Immersturm. The Ardent Flame is an "eternal" promethium torch which is always lit and, it is foretold, will remain so until the end of the Imperium (and mankind) is at hand. It is regarded as a sacred artefact of the chapter and enshrined in their fortress monastery. This shrine is the destination for many religious pilgrims across the chapter's home system and sometimes even beyond.
The ever-burning ring on which the Ardent Flame dances is constructed of a strange metal which is never consumed by the blazing promethium constantly streaming across its surface. There has been some speculation that the metal used in this artefact's construction may be of alien origin. These rumours have been of particular interest to the Inquisition, which has on more than one occasion attempted to gain access to the Ardent Flame for examination. Since such procedures would require dousing or otherwise violating the sanctity of the Flame, these requests have been continuously - and on more than one occasion, violently - opposed by the Knights of the Ardent Flame. The Inquisition has resolved to get to the bottom of these rumours, though until then it has been content simply to keep a close eye on this particular chapter and the actions it undertakes.
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Notable Deviances from the Codex Astartes - Fanatically devoted to the defence and reverence of their holy relic, the Ardent Flame; under Inquisitorial suspicion for possible influence from xenos or entities of the Warp; chapter known to look to this artefact for guidance as it is believed to have some unexplained prophetic properties.
- Considerable amount of veneration placed upon fire and its 'cleansing' properties; this is one area in which there is actually an overlap of ideology with some branches of the Inquisition and Ecclesiarchy, namely the Sisters of Battle; fire is also respected by the chapter for its use in the forge, which is seen as an extension of its use in the persecution of the chapter's enemies.
- Considerably more respectful and gracious of technology than most other Astartes chapters, particularly with regard to the forging of weapons and the use of such venerable relics as land raiders and suits of dreadnought armour; techmarines and dreadnoughts are held in higher esteem among the Knights of the Ardent Flame than most other chapters, and the Knights possess more of both and a better technology base than many other chapters. However, there is no particular affinity for augmetics technology within the Knights such as there is among chapters like the Iron Hands, and their level of technological aptitude and artistry pales in comparison to the likes of the Salamanders. The Knights of the Ardent Flame do, however, boast a sizable number of Land Raiders, particularly of the Redeemer variant. This affinity for technology and fire-based weaponry is in keeping with the chapter’s specialization in close-range firefights.
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Chapter Origins & History The Knights of the Ardent Flame, originally called the Sons of Immersturm, were created sometime in M32 during the Third Founding. While records regarding their creation have been lost, their stock is believed to have originated from the Ultramarines or the Imperial Fists. A relatively unremarkable Civilised World in the Segmentum Tempestus was chosen as the headquarters for this fledgling chapter by the High Lords of Terra. This world, Immersturm, was selected for its impeccable record of meeting tithes and unwavering devotion to the Imperium. Though the number of Imperial Guard inductees produced by Immersturm was negligible in the grand scheme of humanity’s greatest army, the soldiers produced were of fine stock and possessed a proud and noble bearing. With men such as these ready and willing to offer themselves on the altar of the Imperium and a fresh supply of geneseed prepared by the Adeptus Mechanicus, the Sons of Immersturm were formed.
Basing much of their internal structure on the feudal warrior castes that had ruled Immersturm long ago, the Sons developed into an organization not unlike the knightly orders of Terra in ancient times. The original chapter master, Gabriel Lindemann, was a nobleman with a great sense of social responsibility, and he viewed his chapter’s duty as being in service of the people of Immersturm and the Imperium. To that end, while the chapter built up strength in its early days, many of its early deployments were undertaken in the interest of the citizens of Immersturm and nearby systems. Though the newly-recruited Astartes were by and large from the finest stock that their homeworld’s PDF could have supplied, Chapter Master Gabriel was intent on honing their skills further before seeing any major engagements abroad. Thus, many of the chapter’s early years were spent fending off Eldar and renegade pirates from in and around their home system rather than addressing threats further afield, even at the behest of Imperial governors and commanders. It was not until the waning years of M32 that the Sons of Immersturm would see any combat that would truly put its warriors to the test.
In the latter years of M32, Ork Waaagh! Broketoof began to gather momentum and batter its way through several systems in the Tempestus Segmentum. At the behest of the magos of an overwhelmed Forge World near the Immersturm System, Chapter Master Gabriel ordered that the Sons of Immersturm make all haste to the aid of their besieged, neighbours. Eager to prove themselves in their first large-scale engagement, the Sons plunged headlong into the Ork invasion with unprecedented speed and ferocity. Within a month the Waaagh! ground to a halt, its back broken upon the unshakable resolve and steely determination of the Emperor’s finest. In gratitude for their swift and effective response to the call for aid, the magos of Forge World Lumen VI pledged the service of her foundries to any user the Sons of Immersturm may have of them. To commemorate this pledge, a strange artefact was gifted to the Sons, taken from the magos’ own personal vaults. This artefact was taken back to the Sons’ fortress-monastery on Immersturm and came to be called the Ardent Flame. From that day forward, the Sons of Immersturm were thereby known as the Knights of the Ardent Flame.
This pledge by a high-ranking member of the Mechanicum also marked the beginnings of a very close bond between the Knights and the Adeptus Mechanicus. While the Knights were true warriors and not artificers of the same calibre as their brothers in the Salamanders or Iron Hands chapters, those sons of the Flame with any technical aptitude were granted full support by members of the Mechanicum in the vicinity of the Immersturm system. Any knowledge or materials that techmarines of the Ardent Flame required became theirs should they have asked for them. As a result of this, the Ardent Flame grew to boast one of the most impressive armouries in the Segmentum Tempestus – and indeed among any Space Marine chapter within the galaxy.
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Home World - Immersturm
Immersturm is a mundane Civilised World nestled in the galactic east of the Segmentum Tempestus. Most of its surface is covered in dark oceans which roil almost perpetually with mighty storms, giving the planet its name. As a result of these storms, civilisation tended to develop farther inland along the planet’s vast rivers which feed its tumultuous seas. Inland, dense, damp forests and rolling foothills lead up towards the mighty peaks of long-dormant volcanoes. While most of these volcanoes have not been active for thousands of years, they are not extinct, and occasionally will remind the planet’s inhabitants of this fact with violent, earth-shattering eruptions.
Immersturm has a variety of resources which are of considerable value to the Imperium, though none of these are in especially abundant supply. Imperial tithes are met largely with lumber and agricultural goods, though there are some mining operations located in the planet’s southern hemisphere along a string of volcanic islands. Additionally there is at least one major offshore drilling operation, conducted with the assistance of the Adeptus Mechanicus in the form of providing and maintaining vast weather engines which keep the worst of the planet’s well-known storms at bay. Luxury goods provide another, if smaller, boost to tithes and the planet’s overall economic well-being. Immersturm also produces a healthy stock of fresh recruits for the Imperial Guard, and good ties with the Mechanicum ensure that these new soldiers are atypically well-equipped and well-trained compared to many of their brethren throughout the galaxy.
Being a chapter planet, Immersturm’s ruling government does its best to live up to the ideals of the Adeptus Astartes. Average citizens of Immersturm are devoted followers of the God-Emperor of Mankind and typically strive to live pure, noble lives in accordance with the example set by their guardian angels, the Knights of the Ardent Flame.
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Chapter Master - Heironymus Eberstark
The current chapter master of the Knights of the Ardent Flame as of 999.M41 is Heironymus Eberstark, Like all chapter masters before him he bears the title of Lord Regent of Immersturm, though this position is largely honorific and the actual governance of the planet of Immersturm is left to Administratum officials. This leaves Lord Eberstark free to direct the Astartes under his command and put the defence of Immersturm and the Imperium as a whole before all other concerns.
Eberstark became chapter master of the Ardent Flame in the year 749.M41, when his liege Till Koenig fell in battle during a campaign in the Weltanschauung System against a sizable Eldar raiding fleet. Eberstark, serving as captain of the 1st company at the time, fought like a man possessed to retrieve the body of his lord from the depraved xenos, and only one member of his command squad survived to return to the Imperial line with him. Taking up the mantle of office in the slain chapter master’s stead, Heironymus tempered his rage and used it to focus his will, driving the Knights forward with a renewed sense of purpose. Their righteous fury proved too much for the xeno pirates to withstand and within a week the Eldar forces had fled Imperial space. Upon returning to Immersturm it was unanimously decided by the most senior-ranking members of the chapter – including the revered dreadnought Ancient Achatius – that Heironymus Eberstark be made the next chapter master permanently. With great reverence for the ancient dreadnought’s confidence in his abilities and the humility for which he was known, Heironymus accepted the role.
It has been 250 years now since Lord Eberstark first took up the title of Chapter Master of the Ardent Flame, and in those centuries he has led his brethren on campaign after glorious campaign in defence of the Imperium to successes undreamt of. Under Heironymus’ command an Ork incursion was quashed before it developed into a full-fledged Waaagh!, despite the Ordo Xenos’ refusal to help on the grounds that there was insufficient evidence to support such a claim. A Tau exploration fleet was turned back thanks to swift and brutal intervention on Eberstark’s orders. The forces of a recently-awakened Necron tomb world were driven out of a neighbouring system at the behest of a loyal planet’s beleaguered defense forces in 893.M41, and in 934.M41 the Ardent Flame joined forces with fellow Space Marine chapter the Sky Sentinels to halt the nefarious actions of a warband of traitorous Thousand Sons. In recent years the Knights of the Ardent Flame have proven instrumental in slowing the advance of the Tyranid Hive Fleet Leviathan, and dozens of systems both surrounding Immersturm and abroad in the Imperium owe debts of gratitude to the heroic actions of Heironymus and his noble knights.
Heironymus Eberstark is a stern, introspective individual who brooks no nonsense and takes his duties both to his chapter and the populace of the Imperium very seriously. He is solemn and thoughtful, and as devout a servant of the Emperor as one is likely to find anywhere in the galaxy. What the lord reagent lacks in humour he makes up for in compassion and empathy, for though his stony face betrays little emotion, within lies a patriarchal figure who cares deeply for those under his leadership and protection. At his command, Heironymus’ marines are as likely to be found bolstering security on worlds recovering from devastating conflict as they are at the front lines of the destructive battles that preceded the aftermath. Always one to lead by example, the chapter master strives to ensure that whenever possible he accompanies his brother marines to battle to direct and inspire them in person.
In battle, the chapter master of the Ardent Flame dons a suit of masterful artificer armour, forged over the tongues of the Ardent Flame itself by the chapter’s most skilled artificers countless centuries ago. Eberstark also wears a mantle enhanced with protective wards placed upon it by members of the Ardent Flame’s Librarium, which safeguards him from all but the most horrific attacks. The lord regent wields in combat a mighty halberd that he himself crafted under the tutelage of the chapter’s Master of the Forge many years ago during his days as a squad sergeant, and the weapon has served him well on hundreds of battlefields. In keeping with the chapter’s preference for close-ranged firefights and belief in the cleansing properties of fire, Heironymus’s suit of armour has a heavy flamer built into a personalized vambrace for his left arm. Last but not least, as a symbol of his office, Eberstark’s armour is replete with an adamantine halo upon his backpack. This icon is fitted with a promethium torch that is ignited whenever the chapter master enters battle, providing mirror image of the Ardent Flame itself to spur on his Knights to greater acts of valour and drive fear into the hearts of the Imperium’s many foes.
Where allies are concerned, Heironymus does his best to maintain his chapter’s close ties with the Adeptus Mechanicus. He well understands the benefits of such an arrangement. At all times, provided they are not otherwise engaged, members of the elite 1st company of the Knights are available should any members of the Mechanicum near the Immersturm system require their assistance, and the Ardent Flame does not treat this pledge lightly. In return, virtually any and all needs and wants that the techmarines of the Ardent Flame have for the Mechanicum and their nearby forge worlds are fulfilled upon request. This is not to say that Eberstark and his chapter get along well with all members of the greater Imperium, however…
A special tension exists between the Knights of the Ardent Flame and the Inquisition, for on more than one occasion their goals have come into conflict with one another – and by extension, so too have members of the chapter and the Inquisition. For centuries the Inquisition has attempted to gain private access to the Ardent Flame itself for analysis, ever since the artefact was gifted to the chapter by the Mechanicum long ago. All such attempts have been denied by the chapter masters of the Ardent Flame continuously throughout its long history, no matter the Inquisition’s insistence. Lord Regent Heironymus Eberstark has continued this longstanding tradition and as recently as 975.M41, open conflict has resulted from the chapter’s refusal to grant the Inquisition access to their most holy of relics. In addition Eberstark has even, come to blows with the Inquisition over the fate of a world’s citizenry whereupon a daemonic incursion was concerned.
The ranking inquisitor present at the time had declared upon the quelling of the invasion that a sizable portion of the world’s surviving populace be rounded up and summarily executed to avoid the risk of any malingering corruption. Outraged, Lord Eberstark stormed the inquisitor’s base of operations with a contingent of honour guard and members of the 1st company, laying waste to a host of inquisitorial troops and even a combat squad of the enigmatic Grey Knights before demanding to the inquisitor’s face that he leave the planet in question and never return. The inquisitor fled, leaving Eberstark content that he had kept loyal subjects of the Emperor from harm.
Such zeal and self-righteousness comes at a cost, however. More than once Captain Eberstark’s sense of honour and brash enforcement of noble ideals has cost his chapter dearly; for even outside the Inquisition the Knights of the Ardent Flame have begun to develop something of an unfavourable reputation with local Imperial commanders in recent decades. Eberstark’s steadfast commitment to avoiding “unacceptable” levels of collateral damage and insistence on entering engagements only once he or his captains have “sufficient intelligent” to act has caused friction within the chapter as well as without. A reluctance to commit his chapter’s resources to engagements without a full understanding of a given conflict sometimes sees the Eberstark fail to commit to that conflict altogether. This apparent timidity has called to mind the unfavourable reputation that the chapter earned within some circles in its early days, when there had even been whispered accusations of cravenness. These rumours have sometimes cultivated unfavourable attitudes with regional Imperial commanders. Ultimately, they were responsible for the chapter failing to receive proper support from allies in a recent campaign against splinters of Hive Fleet Leviathan which resulted in substantial losses for the chapter’s third company.
Relationships between the Knights of the Ardent Flame and branches of the Astra Militarum and even other Space Marine chapters have soured under Eberstark’s watch. Furthermore, branches of the Inquisition continues to decry some of their conduct as outright heresy. However those who can claim to know Heironymus Eberstark personally know the chapter master is no heretic, and his brethren are not craven. Those fortunate few are certain that no more devoted servant of the Imperium could be found anywhere, and are content in the knowledge that so long as they remain loyal to the Emperor, when the Knights of the Ardent Flame commit to a cause they will pursue it to whatever end.
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Notable Engagements
824.M32 – Proving Grounds – The first major engagement for the Ardent Flame, who are at the time called the Sons of Immersturm. The entire chapter is deployed in response to Waaagh! Broketoof and within a month the Ork invasion force is routed and the Sons have earned a name for themselves. Forge World Lumen VI is liberated from Ork control and the grateful magos from whom the distress call had originated pledges the allegiance of all nearby Mechanicum worlds to the fledgling chapter. The mysterious artefact which comes to be known as the Ardent Flame is gifted to chapter founder Gabriel Lindemann and the Sons of Immersturm are renamed the Knights of the Ardent Flame.
913.M32 – Even in Death – The chapter suffers a grievous blow when many of its senior-ranking members and much of the 1st company is eradicated in a surprise attack by the forces of an Imperial planet whose government and military has gone rogue. Elements of the 2nd, 3rd, 8th and 9th companies arrive to reinforce their battered brethren within a month only to find that the rogue governor has enlisted the force of several warbands of traitor marines. The Chaos marines make their presence known with a surprise attack against the Knights’ warships stationed in orbit, cutting off the retreat of those Astartes deployed to the surface. The Knights of the Ardent Flame manage to hold off the vile traitors on the ground until further help arrives in the form of an Imperial fleet, and the long and bloody Morgenstern Campaign begins. Though the chapter is successful in the end, most of the 1st company is lost and the 2nd, 3rd, 8th and 9th companies suffer heavy casualties, as does much of the chapter’s naval potential. Chapter founder Gabriel Lindemann is dead, having succumbed to the traitors’ devious sneak attack along with all of his command retinue, save for one honour guard, whose injuries necessitate his internment in a dreadnought sarcophagus. This individual comes to be known as Ancient Achatius, and becomes a legendary figure within the chapter’s history.
354.M33 ++REDACTED+++
496.M34 ++REDACTED+++
564.M35 – Daemon Rising – The Knights’ presence is requested when a daemonic incursion plagues the primary world of the Fruhlung system. The local PDF and dispatched Guard regiments are all but overrun by the time the Knights arrive and manage to grant them some respite. This reprieve from the enemy is short-lived, however, as the situation rapidly deteriorates and the forces of the Ruinous Powers begin to rapidly regain ground. In short order, members of the Ordo Maleus and the mystical Grey Knights arrive to further bolster the defenders. With renewed energy, the Knights and their new allies push the fell forces of Chaos back to the desecrated Citadel of Saint Gilles Duceppe, only to discover that they are too late to prevent their foes’ sinister plans from coming to fruition. A massive Greater Daemon is summoned into the material realm, and the valiant defenders of the Imperium are all but overwhelmed by its terrible power. A brave librarian of the Flame – whose name has been lost to the annals of history – managed to secure victory for the Emperor’s finest when he distracted the foul creature long enough for the brother-captain of the Grey Knights strike force to strike a fatal blow. The banishment of this greater daemon causes a backlash of warp energies which immediately dematerializes the rest of the invaders from the Warp, and the threat is successfully eliminated. Of course, the Grey Knights present enforce mandatory mind-wiping procedures on the surviving Knights of the Ardent Flame (much to their chagrin) and purge the surviving defenders from the local PDF and Imperial Guard. As far as official chapter records for the Ardent Flame are concerned, the Knights were too late to save any of the mortal defenders from the forces of Chaos, but they did manage to single-handedly halt the daemonic incursion, though at great cost.
967.M36 – Traitors and Heretics – Inquisitor Magnusson is the first member of the Inquisition to suspect the Knights of the Ardent Flame may be under the malign influence of Chaos or xenos, following a joint campaign between the Ardent Flame and an Inquisitorial task force. During this campaign, members of the Flame outright refused Inquisitorial orders to exterminate a civilian refugee camp which may have contained cultists seeking to evade Imperial wrath. A formal investigation is launched into the Knights of the Ardent Flame. Inquisitor Magnusson grows to suspect that the Ardent Flame itself may be an artefact forged by the Ruinous Powers or xenos of unknown origin and requests permission to examine it. When the current chapter master of the Knights refuses this request, he is accused of heresy. An inquisitorial task force led by Adepta Sororitas of the Order of the Fiery Heart are dispatched to relieve the chapter master of his command and capture the Ardent Flame for Investigation. Orders are to disband the chapter temporarily while the investigation is underway. Though the inquisitorial forces are permitted to land on Immersturm, they are fooled by the Knights into opening fire first, allowing the Astartes to retaliate without fear of widespread reprisal. Inquisitor Magnusson’s forces are routed and sent back to Terra in shame, with nothing to show for their work.
346.M37 ++REDACTED+++
836.M38 ++REDACTED+++
756.M39 ++REDACTED+++
642.M40 ++REDACTED+++
749.M41 – Death of a Legend – Chapter Master Till Koenig is slain during a campaign against Dark Eldar raiders in the Weltanschauung System. Taking up leadership of the Knights in his stead, Captain Heironymus Eberstark of 1st Company leads the Ardent Flame to victory and is rewarded for his many years of loyal and exceptional service by being sworn in as the next rightful chapter master.
798.M41 – Waaagh! Lostboyz – In the chapter’s first major action with Heironymus Eberstark as chapter master, the Knights of the Ardent flame are deployed in force in the Kaban System to investigate a fledgling Ork empire which looks ready to develop into a full-fledged Waaagh! Though their requests for aid from the Ordo Xenos are denied, the Knights diligently proceed with a campaign of systemic cleansing of all Orks throughout the system, and within a years’ time no more greenskins remain.
862.M41 – The Greater Good – A Tau exploration fleet is discovered on the eastern fringe of Segmentum Tempestus, and since the 3rd company has been deployed nearby they are ordered by Lord Eberstark to investigate. The xenos fleet is deemed a threat to nearby Imperial worlds and the 3rd company wages a swift but brutal battle that ensures no Tau vessels escape.
893.M41 – Their Number is Legion – Elements of the 6th and 9th companies are deployed to the Donaub System in response to a plea for aid. When they arrive it is discovered that the forces of a Necron tomb world have stirred from their slumber and attempting to reclaim a planet populated by loyal Imperial citizens. Further help is requested and arrives in the form of a detachment from the 8th company. The Knights of the Ardent Flame successfully drive back the xeno threat, saving Donaub III from certain doom. The Astartes deployed to this region remain to ensure stability while the Donaub system recovers from the attack.
934.M41 – Traitors and Cowards, All – Elements of the 1st, 3rd and 9th companies are dispatched along with a task force from the Sky Sentinels chapter to halt a marauding warband of the treacherous Thousand Sons. A series of daring raids performed by the two loyal Astartes chapters forces the traitors to take refuge in the library they’d thought to rob of its forbidden knowledge. After several months of prolonged siege warfare, the Thousand Sons lure the loyal servants of the Imperium into a cowardly ambush, unleashing fell beings from the Warp upon them. The Emperor’s finest prove more than a match for the loathsome creatures, however in the chaos of the ambush the traitor marines manage to escape.
998.M41 – It Came from Below – The Ardent Flame is called in to aid a string of worlds on the brink of succumbing to the newly-unveiled threat of Hive Fleet Leviathan. The Knights, along with three other Space Marine chapters and a host of Imperial Guard and Ordo Xenos forces, campaign across a vast swathe of space and raze entire worlds to deny the Tyranids biomass. While the Imperial forces are victorious and the Ardent Flame escapes relatively unscathed, the cost to the Imperium is substantial.
999.M41 – Glory to the Third – The 3rd company and elements of the chapter’s 1st, 5th, 8th and 9th companies engage in a campaign to slow the advance of Hive Fleet Leviathan in the Aria System. While their attempts are ultimately successful, the chapter pays dearly for this minor victory, as the 3rd company is all but eradicated in the conflict and the 1st company suffers a mighty blow as well.
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The 3rd Company – Heroes All ++REDACTED+++
By writ of the Ordo Xenos, details of the campaign against splinters of Hive Fleet Leviathan and the heavy losses suffered by the Knights of the Ardent Flame are deemed classified.
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In the Wake of the Primarch
Despite hardships suffered in their war against fragments of Hive Fleet Leviathan in the latter years of M41 and despite increased tensions between the chapter and local bodies of Imperial authority, the Knights of the Ardent Flame endured. Under Heironymus’ careful and measured stewardship, the chapter saw a great influx of new recruits. With plenty of fresh gene-seed supplied by their close allies from Forge World Lumen VI, the Knights were set to replenish the heavy losses they had so recently sustained. All was going well – until the coming of the Gathering Storm.
In the chaos that ensued, the Cicatrix Maledictum rent the galaxy asunder and threatened to slice the Imperium in twain. Beset on all sides, mankind was truly on the brink of catastrophe – and with resources stretched thin and a heavy reliance on raw recruits, the Ardent Flame was ill-equipped to deal with this. But hope emerged as rumours began to circulate that one of the Emperor’s own sons had returned…
The whispered return of Guilliman turned out to be true, and again one of the Emperor’s progeny led a crusade across the stars. At first the Knights of the Ardent Flame were filled with renewed faith and ardour at this revelation. To take to battle not just in the name of the Emperor, but alongside one of his own sons became a goal for many of the chapter’s devout battle-brothers. When the chance came for the chapter’s warriors to go to war in the presence of this revered demigod, however, this began perhaps the greatest trial of faith the Flame was yet to face.
When confronted with the Imperium’s Lord Commander, the reality could not live up to their expectations. The Knights of the Ardent Flame were at first struck by rapturous awe, it is true, but this euphoria faded swiftly. When confronted with Guilliman’s new Primaris Marines and his plans for them, Chapter Master Heironymus Eberstark was aghast. That this new breed of Astartes existed at all was tantamount to heresy; that it should be meant to replace them was a twisted knife to the heart.
What love and devotion Eberstark felt for his lord was tainted by feelings of doubt and inadequacy. Had he failed in guiding his chapter back from the brink of ruin? Were these blasphemous new Astartes some form of punishment fate had seen to bestow upon them? Could one of the Emperor’s sons truly seek to upend millennia of tradition so recklessly?
Whatever the answers to these questions, the chapter master and his captains knew one thing for certain: somehow, in some way, Roboute Guilliman was misled or mistaken. He was Lord Commander of the Imperium, and they would follow his orders and enact his will across the stars in the defense of mankind, but beyond that a line was drawn. Eberstark would not undermine the work that had cone into restoring his chapter’s losses by accepting any charity, and he would not taint his chapter’s honour with this abhorrent new breed of Astartes. Thus the seeds of further schism were sown between the Ardent Flame and the wider Imperium…
I'm sorry i took so long to reply but excellent work there my friend
I'm sorry i took so long to reply but excellent work there my friend
Haha no worries - I actually wasn't expecting anyone to reply to my fanfiction deluge so thanks for that!
Now if only I could put as much time in to getting the models for this army painted...
Much as I love the scheme I settled on it's probably the more difficult colour combination I could have chosen. And don't get me started on working with white sprays/primers...
I'm sorry i took so long to reply but excellent work there my friend
Haha no worries - I actually wasn't expecting anyone to reply to my fanfiction deluge so thanks for that!
Now if only I could put as much time in to getting the models for this army painted...
Much as I love the scheme I settled on it's probably the more difficult colour combination I could have chosen. And don't get me started on working with white sprays/primers...
not too bad there mate but that's the thing with the hobby you improve over time
Do we like "Storm Lions" or "Dark Paladins" more as a name? In the alternative, do we think its ok to name something after a color if that color is not in the scheme (IE Calling them Black Paladins but not featuring black)?
By way of background, the chapter world is a Frankish/Germanic feudal/civilized world and I'm going for a Carolingian feel.
Hmm... I always like chapter names that were memorable and departed from the norm, to be fair.
I was thinking the Knights Errant (or something of that nature) if they're a fleet based chapter, or the Knights <Homeworld> (such as the Knights Teutonicus :3) if not.
StormLion wrote: Do we like "Storm Lions" or "Dark Paladins" more as a name? In the alternative, do we think its ok to name something after a color if that color is not in the scheme (IE Calling them Black Paladins but not featuring black)?
By way of background, the chapter world is a Frankish/Germanic feudal/civilized world and I'm going for a Carolingian feel.
i would go with storm lions but they are your chapter so feel free to call them whatever you please
as for your second question you can if you want to but personally i would most likely have the chapter the color that their name implies but as i said it's entirely your choice
This isn't exactly a chapter or a warband, but a ragtag contigent formed due to one of the many warp-related cenarios in the 40k universe.
46th Holy Crusade to the Eye of Terror.
Chaplain Gerber Augustus 'The Fuhrer'
10th Crusader Squad
Sword Brethern Madalard
4 battle brothers ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
4 assigned neophytes ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
3rd Crusader Squad
Sword Brethern Valldemar
4 battle brothers ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
4 assigned neophytes ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
Stationed at ++All records destroyed, consult Black Templar records of The Cadian Crusade.++
The three Black Templar Squads were stationed on a dwarf planet named Ce17-0067 by the Cadian high command. The Crusade was tasked with up keeping communications and keeping an on ground orbital defence platform of thirty macro cannons. When Cadia fell in the wake of the 13th Black Crusade the 46th crusade was left with no communications and no reinforcements. Soon to make the matters worse a demonic infestation emerged in the lower levels of the facility. The fighting between the 46th crusade and Gurglon's plague host was fierce (any measurment of time would be useless as the fighting took place in a warp influenced sector.) although suffering multiple casualties the demon host was banished after Castellan Garan slew Gurglon in personal combat. When the herlad was banished back into the warp the warp storm dispersed. After another week of standard terran time maddness started to touch the minds of the Astartes. Three weeks after the Herald's death a Black Templar ship enterred the vicinity and hailed the outpost.
The space marines on the ship were Primaris Marines of the Black Templar Chapter, namely the 10th and 4th Tactical Squads of the failed and reiniciated 46th Crusade formely headed to the Eye of Terror as well as an addittional squad of Sword Brethern.
The Brothers of the 46th 'failed' crusade were very visably dissapointed and angered by the Imperium simply casting them aside and replacing them with the better and improved copies. In following week of reparations done by the techpriests now assigned to the 46th crusade. An Iron Warrior ship The Steel Soul made planetfall immediately digging in.
Driven onto the brink of madness the Sword Brethern Garan and Zigneuw crossed the dwarf planet and contacted the Iron Warriors.
It has been five days since the Sword Brethern left the orbital defence platform. Intercesor Gerham overlooked the wasteland from the bastion when he saw the two Sword Brethern returning. A bit suprised he allowed them to climb the battlements and asked them why did they leave. In response Zigneuw grinned and swung his bolter crushing Gerham's coms piece. Immediately Garan powered his lightening claw and ripped through Gerham's chest, it didn't kill him, but left him crippled and unnable to fight back. Behind him brother Siegbreu emerged onto the battlements and instead of helping him pierced one of his hearts with a combat blade. At that moment the Belisaurius Furnace activated allowing Gerham to throw Siegbreu off him only to be stabbed by Zigneuw in his secondary heart.
Chram looked upon the scene from afar with his cybernetic eye. At first he was suspicious of the two marines especially them being the heir of Dorn, now he was sure of their loyalty and ordered his men to advance.
That night the Onground Orbital Defence Platform was filled with screams and gunfire as the 4th legion and the 46th Crusade slaughtered the Primaris marine contigent and the Chaplain. Then scavanging everything they could from the facility they fled into the Eye of Terror to Medrengard.
Here is the homebrew fluff for my Iron Warriors/renegades warband. Hope you like it and that I contributed to the discussion, looking forward to more fluff posts.
sushi2001 wrote: This isn't exactly a chapter or a warband, but a ragtag contigent formed due to one of the many warp-related cenarios in the 40k universe.
46th Holy Crusade to the Eye of Terror.
Chaplain Gerber Augustus 'The Fuhrer'
10th Crusader Squad
Sword Brethern Madalard
4 battle brothers ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
4 assigned neophytes ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
3rd Crusader Squad
Sword Brethern Valldemar
4 battle brothers ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
4 assigned neophytes ++Names explunged as unimportant by His Holy Inquisition, for further information adress Black Templar records of The Cadian Crusade.++
Stationed at ++All records destroyed, consult Black Templar records of The Cadian Crusade.++
The three Black Templar Squads were stationed on a dwarf planet named Ce17-0067 by the Cadian high command. The Crusade was tasked with up keeping communications and keeping an on ground orbital defence platform of thirty macro cannons. When Cadia fell in the wake of the 13th Black Crusade the 46th crusade was left with no communications and no reinforcements. Soon to make the matters worse a demonic infestation emerged in the lower levels of the facility. The fighting between the 46th crusade and Gurglon's plague host was fierce (any measurment of time would be useless as the fighting took place in a warp influenced sector.) although suffering multiple casualties the demon host was banished after Castellan Garan slew Gurglon in personal combat. When the herlad was banished back into the warp the warp storm dispersed. After another week of standard terran time maddness started to touch the minds of the Astartes. Three weeks after the Herald's death a Black Templar ship enterred the vicinity and hailed the outpost.
The space marines on the ship were Primaris Marines of the Black Templar Chapter, namely the 10th and 4th Tactical Squads of the failed and reiniciated 46th Crusade formely headed to the Eye of Terror as well as an addittional squad of Sword Brethern.
The Brothers of the 46th 'failed' crusade were very visably dissapointed and angered by the Imperium simply casting them aside and replacing them with the better and improved copies. In following week of reparations done by the techpriests now assigned to the 46th crusade. An Iron Warrior ship The Steel Soul made planetfall immediately digging in.
Driven onto the brink of madness the Sword Brethern Garan and Zigneuw crossed the dwarf planet and contacted the Iron Warriors.
It has been five days since the Sword Brethern left the orbital defence platform. Intercesor Gerham overlooked the wasteland from the bastion when he saw the two Sword Brethern returning. A bit suprised he allowed them to climb the battlements and asked them why did they leave. In response Zigneuw grinned and swung his bolter crushing Gerham's coms piece. Immediately Garan powered his lightening claw and ripped through Gerham's chest, it didn't kill him, but left him crippled and unnable to fight back. Behind him brother Siegbreu emerged onto the battlements and instead of helping him pierced one of his hearts with a combat blade. At that moment the Belisaurius Furnace activated allowing Gerham to throw Siegbreu off him only to be stabbed by Zigneuw in his secondary heart.
Chram looked upon the scene from afar with his cybernetic eye. At first he was suspicious of the two marines especially them being the heir of Dorn, now he was sure of their loyalty and ordered his men to advance.
That night the Onground Orbital Defence Platform was filled with screams and gunfire as the 4th legion and the 46th Crusade slaughtered the Primaris marine contigent and the Chaplain. Then scavanging everything they could from the facility they fled into the Eye of Terror to Medrengard.
Here is the homebrew fluff for my Iron Warriors/renegades warband. Hope you like it and that I contributed to the discussion, looking forward to more fluff posts.
Well, I've got something, I suppose. Another SM chapter. Feel free to point out any ups and downs in this, I'll see how much I can take the them into account to further refine the concept.
Founding Chapter: Dark Angels
Founding: Second Founding
Name: TBD, probably something with "Seekers" on it. Seekers of Absolution sounds tempting, but I'm thinking on something more concise.
Chapter Symbol: TBD
Warcry: The Lion wills it (and the Emperor wills it)
Specialty: Acquisition & usage of alien tech and weaponry (mostly used by the most trusted of the Chapter [during dire situations]).
Being part of the Unforgiven, they mostly adhere to Codex Astartes (Chapter composition-wise), but share unique 1st and 2nd Company formations of the Dark Angels:
Terminators & general heavy armor of the 1st Company (very much like Deathwing, will detail in-depth further down).
Stealth & rapid deployment of the 2nd Company (Akin to Ravenwing, but with emphasis on stealth as well. Can't capture every Fallen by chasing them with loud vehicles, right?). Still gotta flesh out this special branch of the Chapter, so WIP I suppose.
The Founding
Spoiler:
Devastated by the loss of both the Emperor (suspended half-dead on the Golden Throne) and the Lion (disappeared during the destruction of Caliban, none besides the Watchers know of him being suspended in stasis at this point), the Second Founding saw the First Legion split into several Chapters, still united behind the curtains in the hunt for the Fallen, a crusade of redemption to last millennia.
While performing their usual duties of protecting the slowly-deteriorating Imperium, this particular Chapter has taken a concealed duty of inspecting and amassing anything alien they can acquire that's useful for research & development, which in itself is for hidden purposes. Devised by the Inner Circle of the Unforgiven's Chapter Masters to find means to revive the Emperor back in his glorious form, or to augment Imperial strengths with xenos additions? No one knows for certain, but the interest in medical technology in particular might give inclination to one of the more grand theories. Again, the ulterior motives are shrouded in mystery, common trait for the successors of the First Legion.
Base color scheme
Spoiler:
Most of the battle brothers don their power armors with this darkly toned color scheme, giving them the appearance of knights not sworn by glory, but silent duty. The veterans further uphold this, as the robes they receive are that of pure black, stark contrast to the fellow Successors of the 1st Legion. What does stand out, however, is the bone-white kneepad to the Founding Chapter's 1st Company elite... a symbol of tenacity.
...That's how I guess the reason would be in their shoes, but I mostly did it to make them not mix up with other DA successors (plus none of them wear black robes over armor, so extra uniqueness points here I suppose). This underwent a lot of revision, actually. There was way more red in earlier versions, but it looked far too uncanny in large amuounts with the dark-grey as main color. Thus, it was decreased to a modest level to give more knightly look without dropping into the "pit" of all-grey Chapters.
Fun fact, I did briefly consider putting red as the main color, but I decided to roll with grey and some red instead.
1st Company: Doomwing
Spoiler:
Whereas Deathwing Terminators of the Dark Angels are renowned for being stubborn, Doomwing Terminators are known for their ruthlessness. As the primary force within the Chapter to use tech found vile and heretical by the Imperium at large, they routinely undergone rituals to purify soul of any doubt. Even when their weapons bear no taint of Chaos, they find it important to keep their hearts and minds clean of the impurity found in their arsenal.
Granted, they do not usually perform warfare as cruel as the pre-Heresy Death Guard, these veteran warriors are still quite often the very embodiment of "no mercy, no respite". As a result, the Company full of the most experienced soldiers within the Chapter aren't - ironically enough - usually the best at capturing alive any targets beside the Fallen or other extreme HVTs.
This is apparent in their own color scheme, most their armor left with the color of unpainted ceramite, their own homage to the bone-white Deathwing to result in the "purity" or bare colors, sins of the unholy weaponry they may wield highlighted with red symbols that try to creep up their arms.
...I actually haven't decided how these red symbols would look like. Most I've figure out is having black, thorny vines around wristguard with red ones quite literally stand out as they're climbing up from the wristguard and along the forearms. Doubles as both a symbolic meaning and a way to add some red on their armor.
All in all, it's still pretty WIP. I've got some ideas for their fleet-based Fortress-Monastery (since they have no homeworld) and secrets within, one named character (Doomwing Contemptor Dreadnought that, funnily enough, doesn't actually have a name yet) and some general lore when they were still just one Chapter/Battalion that was part of the Dark Angels Legion prior to 2nd Founding. You know, Great Crusade and Horus Heresy stuff.
But that stuff still needs to be thought-out more before I try to write it down, not to mention half a billion other things (other named characters, post-Heresy history, color scheme for all parts and branches of the Chapter, etc. etc. etc...). And all of this isn't taking into account new 8th edition story progression.
In short, like the Orks put it... zog me.
I posted some of my ideas in another topic, so I'll try condensing them here. They're ideas for an advancement of the plot line similar to the lore behind Age of Sigmar.
- The Emperor rescued many human souls and took them to the Webway where they now live in a place called the Sanctuary.
- The most warrior among these souls are transformed into "Astartes 3.0", aka Primaris Grey Knights.
- The loyalist Primarchs are all back and have Avatar-like bodies, whilst the Emperor is completely psionic and uses his own "super Avatar" vessel.
- Chaos is in ruin; many of its champions are dead, Slaanesh's link to Aeldari souls has been severed (joint effort between the Emperor and the Ynnari), and their overall influence and power has been reduced.
- Drach'nyen has taken over the corpse of Abaddon and know seeks to rule Chaos itself (like Nagash). It hates the other powers and wants to destroy them. Also still really hates the Emperor.
- Erebus has been made the new Warmaster by the ruinous powers in an effort to stop Drach'nyen. He killed Lorgar (who failed Chaos) in exchange for their combined blessings.
- The Traitor Marines fractured after the End Times, but Erebus reunited them by force (most of them anyway).
- The Alpha Legion's true loyalty was revealed. They really were undercover loyalists the entire time.
- The Emperor has them on an eternal penance crusade throughout the galaxy.
- The Tyranids have a new leader: the Swarm Queen, aka 40K's Kerrigan.
- The Necron dynasties are now one legion under the command of Szarekh the Silent King.
- The C'tan shards were all destroyed following Szarekh's decree that their existence was a threat.
- Only the Void Dragon remains, so Szarekh has the Necrons journeying to Mars to annihilate the red planet.
- T'au are now under the leadership of Farsight, who executed the Ethereals for lieing to the T'au people (warp stuff, engram chips, etc).
- Farsight is gathering an "alien coalition" to rival the former Imperium. Many alien races have joined out of a shared loathing of humanity.
- Orks are still around, cuz they iz ard az nailz!
- The un-ascended of humanity are almost all members of the Echlessiarchy or worshippers of the Imperial Creed. Basically the religious. Also the religious Inquisitors, ie Puritans, etc.
- They formed their own empire which is pretty much what the Imperium would be if the Reign of Blood continued on unchallenged.
- They hate Psykers, especially the Astartes 3.0.
- The Aeldari are almost all united once more, thanks to the threat of Slaanesh eating their souls is no more.
- The Drukhari are mostly still pirate raiders who have increased their sadistic activities now that Slaanesh isn't so threatening.
- The Ynnari are still a thing, hoping to bring a fully-powered Avatar of Ynnaed into existence.
Bobthehero wrote: Where does that leave non-SM armies of the Imperium?
#1: The Imperium as it was is no more.
#2: These are just preliminary ideas. It definitely needs more work on my part.
As a reiteration, humans that are worthy are spirited away by the Emperor, but are not dead. They live out their lives in the Webway, in the Sanctuary city. When they die, they are transformed into the Astartes 3.0 (I really need a better name for them).
Think of it like the Christian concept of the rapture: the worthy are ascended whilst the unworthy are left to rot. Those left behind form their "new Imperium" which, as I said, is pretty much a mirror of the Reign of Blood.
Sanctuary city is what Commoragh would be if it wasn't dark, depressing, and filled with undesirables.
Tinbe wrote: Well, I've got something, I suppose. Another SM chapter. Feel free to point out any ups and downs in this, I'll see how much I can take the them into account to further refine the concept.
Founding Chapter: Dark Angels
Founding: Second Founding
Name: TBD, probably something with "Seekers" on it. Seekers of Absolution sounds tempting, but I'm thinking on something more concise.
Chapter Symbol: TBD
Warcry: The Lion wills it (and the Emperor wills it)
Specialty: Acquisition & usage of alien tech and weaponry (mostly used by the most trusted of the Chapter [during dire situations]).
Being part of the Unforgiven, they mostly adhere to Codex Astartes (Chapter composition-wise), but share unique 1st and 2nd Company formations of the Dark Angels:
Terminators & general heavy armor of the 1st Company (very much like Deathwing, will detail in-depth further down).
Stealth & rapid deployment of the 2nd Company (Akin to Ravenwing, but with emphasis on stealth as well. Can't capture every Fallen by chasing them with loud vehicles, right?). Still gotta flesh out this special branch of the Chapter, so WIP I suppose.
The Founding
Spoiler:
Devastated by the loss of both the Emperor (suspended half-dead on the Golden Throne) and the Lion (disappeared during the destruction of Caliban, none besides the Watchers know of him being suspended in stasis at this point), the Second Founding saw the First Legion split into several Chapters, still united behind the curtains in the hunt for the Fallen, a crusade of redemption to last millennia.
While performing their usual duties of protecting the slowly-deteriorating Imperium, this particular Chapter has taken a concealed duty of inspecting and amassing anything alien they can acquire that's useful for research & development, which in itself is for hidden purposes. Devised by the Inner Circle of the Unforgiven's Chapter Masters to find means to revive the Emperor back in his glorious form, or to augment Imperial strengths with xenos additions? No one knows for certain, but the interest in medical technology in particular might give inclination to one of the more grand theories. Again, the ulterior motives are shrouded in mystery, common trait for the successors of the First Legion.
Base color scheme
Spoiler:
Most of the battle brothers don their power armors with this darkly toned color scheme, giving them the appearance of knights not sworn by glory, but silent duty. The veterans further uphold this, as the robes they receive are that of pure black, stark contrast to the fellow Successors of the 1st Legion. What does stand out, however, is the bone-white kneepad to the Founding Chapter's 1st Company elite... a symbol of tenacity.
...That's how I guess the reason would be in their shoes, but I mostly did it to make them not mix up with other DA successors (plus none of them wear black robes over armor, so extra uniqueness points here I suppose). This underwent a lot of revision, actually. There was way more red in earlier versions, but it looked far too uncanny in large amuounts with the dark-grey as main color. Thus, it was decreased to a modest level to give more knightly look without dropping into the "pit" of all-grey Chapters.
Fun fact, I did briefly consider putting red as the main color, but I decided to roll with grey and some red instead.
1st Company: Doomwing
Spoiler:
Whereas Deathwing Terminators of the Dark Angels are renowned for being stubborn, Doomwing Terminators are known for their ruthlessness. As the primary force within the Chapter to use tech found vile and heretical by the Imperium at large, they routinely undergone rituals to purify soul of any doubt. Even when their weapons bear no taint of Chaos, they find it important to keep their hearts and minds clean of the impurity found in their arsenal.
Granted, they do not usually perform warfare as cruel as the pre-Heresy Death Guard, these veteran warriors are still quite often the very embodiment of "no mercy, no respite". As a result, the Company full of the most experienced soldiers within the Chapter aren't - ironically enough - usually the best at capturing alive any targets beside the Fallen or other extreme HVTs.
This is apparent in their own color scheme, most their armor left with the color of unpainted ceramite, their own homage to the bone-white Deathwing to result in the "purity" or bare colors, sins of the unholy weaponry they may wield highlighted with red symbols that try to creep up their arms.
...I actually haven't decided how these red symbols would look like. Most I've figure out is having black, thorny vines around wristguard with red ones quite literally stand out as they're climbing up from the wristguard and along the forearms. Doubles as both a symbolic meaning and a way to add some red on their armor.
All in all, it's still pretty WIP. I've got some ideas for their fleet-based Fortress-Monastery (since they have no homeworld) and secrets within, one named character (Doomwing Contemptor Dreadnought that, funnily enough, doesn't actually have a name yet) and some general lore when they were still just one Chapter/Battalion that was part of the Dark Angels Legion prior to 2nd Founding. You know, Great Crusade and Horus Heresy stuff.
But that stuff still needs to be thought-out more before I try to write it down, not to mention half a billion other things (other named characters, post-Heresy history, color scheme for all parts and branches of the Chapter, etc. etc. etc...). And all of this isn't taking into account new 8th edition story progression.
In short, like the Orks put it... zog me.
nice work there mate
Automatically Appended Next Post:
NeoAigaion wrote: I posted some of my ideas in another topic, so I'll try condensing them here. They're ideas for an advancement of the plot line similar to the lore behind Age of Sigmar.
- The Emperor rescued many human souls and took them to the Webway where they now live in a place called the Sanctuary.
- The most warrior among these souls are transformed into "Astartes 3.0", aka Primaris Grey Knights.
- The loyalist Primarchs are all back and have Avatar-like bodies, whilst the Emperor is completely psionic and uses his own "super Avatar" vessel.
- Chaos is in ruin; many of its champions are dead, Slaanesh's link to Aeldari souls has been severed (joint effort between the Emperor and the Ynnari), and their overall influence and power has been reduced.
- Drach'nyen has taken over the corpse of Abaddon and know seeks to rule Chaos itself (like Nagash). It hates the other powers and wants to destroy them. Also still really hates the Emperor.
- Erebus has been made the new Warmaster by the ruinous powers in an effort to stop Drach'nyen. He killed Lorgar (who failed Chaos) in exchange for their combined blessings.
- The Traitor Marines fractured after the End Times, but Erebus reunited them by force (most of them anyway).
- The Alpha Legion's true loyalty was revealed. They really were undercover loyalists the entire time.
- The Emperor has them on an eternal penance crusade throughout the galaxy.
- The Tyranids have a new leader: the Swarm Queen, aka 40K's Kerrigan.
- The Necron dynasties are now one legion under the command of Szarekh the Silent King.
- The C'tan shards were all destroyed following Szarekh's decree that their existence was a threat.
- Only the Void Dragon remains, so Szarekh has the Necrons journeying to Mars to annihilate the red planet.
- T'au are now under the leadership of Farsight, who executed the Ethereals for lieing to the T'au people (warp stuff, engram chips, etc).
- Farsight is gathering an "alien coalition" to rival the former Imperium. Many alien races have joined out of a shared loathing of humanity.
- Orks are still around, cuz they iz ard az nailz!
- The un-ascended of humanity are almost all members of the Echlessiarchy or worshippers of the Imperial Creed. Basically the religious. Also the religious Inquisitors, ie Puritans, etc.
- They formed their own empire which is pretty much what the Imperium would be if the Reign of Blood continued on unchallenged.
- They hate Psykers, especially the Astartes 3.0.
- The Aeldari are almost all united once more, thanks to the threat of Slaanesh eating their souls is no more.
- The Drukhari are mostly still pirate raiders who have increased their sadistic activities now that Slaanesh isn't so threatening.
- The Ynnari are still a thing, hoping to bring a fully-powered Avatar of Ynnaed into existence.
I'm enjoying this thread quite a bit. If there's one thing I'd like to ask the OP Naoki the curseblood to add a spoiler on quotes to make it less to scroll through. Gotta say I admire your entusiasm for this thread though, and I commend you for how active you are at keeping it rolling.
I have quite a bit if time to kill at the moment. I'm currently in transit so I figured I'd enjoy myself with expanding on my homebrewed chapter. It's already been posted on this thread so I've included the original post below in the topic spoilers.
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
Spoiler:
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History:
Spoiler:
Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters axe against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation: codex astartes
Spoiler:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. When this comes to pass the marine is given the title of "elder". For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
Homeworld (expanded): Ciceiro raises Imperial Guard regiments and provide Imperial tithes despite not being required to do so.
The pilgrims:
Ciceiro is a thriving planet with a steady stream of pilgrims in a constant flux of travelling to and from the planet. Great ships owned by the ecclisiarchy is constantly carrying faithfull to the world. The reason for this is that there's very few other places in the galaxy that offer what Ciceiro offers. The chance to see a living breathing Space marine. On the planet there's three major sites of attention where every pilgrim will set his foot.
1. The monastery.
The greatest sight on the planet is the worlds capitol. At it's heart lies an enormous structure, towering high above all other building as scratching the very sky. A gigantic fortress within a walled city this is the chapter monastery of the Templars of vengence. With towering spires, branching archways and great walls the Astartes fortress make up a significant portion of the city. It is said that should the capitol come under attack the capitol has enough space to house the civilians of the entire city. Access is restricted to chapter personel but the walls outside has missionaries recitining prayers every day. Few people could ever hope to see a chapters very monastery in their lifetime, let alone come close to ones walls. The city itself is full of statues and temples, portraying the heroic history of Templars of vengence. Walking in theese streets is said to fill the heart of the most dubious with determination.
2. The crater.
The area of great battle from the chapters infancy (see the chapters history) is today not more then an enermous crater. The crater is so large that it takes days to complete a walk around it. It's a popular event for pilgrims to walk around the crater with no food in order to experience the suffering of the saint prophet. A trial called simply "the ring of fire". Every few years the crater erupts with lava. The desperate stratgame of the Templars of vengence has scarred the planet deep enough for magma to be close to the planets surface. When this happens great celebrations are held worldwide in memory of that ancient battle.
3. The birthplace of the saint prophet
Where once there was a small Village there is now an enermous temple, guarded at all times by a single dormant dreadnought and staffed by two of the elders of the Templars of vengence. Here the tale of the ancient battle is told. From here many pilgrims set out to walk the path of the saint prophet. In local tounge this march is called "the heroes journey".
The darkwatch:
Ciceiro is a world that is still healing the wound from the ancient battle when the marines first settled the planet. The most obvious one is the physical scar that is the crater, yet another more emotional and far more deadly one lingers. During the time time of the ancient battle deamons held the planet in their grasp. Even today, some 4 millenia after that event, there's many places on the planet where the boundaries to the warp are thin indeed. Every now and then settlements are driven mad, dark shapes comes in the night and unexplainable phenomena runs rampart. Every city has great defensive walls to keep the dark away and every road is sanctioned and defended from both physical and mental threats. Sometimes the dark grows bold and what lurks where no light reaches attempts to slake its thirst. Effects are usually mayhem, the death of settlements and terrible hunts is the far of regions, hunts where men and women are prey.
To combat this an organisation called the darkwatch, or just "the watch" in local tounge, has been formed. It consists of local militia, law Enforcers and Elder* Space marines (*see below or "the flaw" under the organisation spoiler). The watch hunt in the dark of the homeworld, defend new settlements and investigate unexplainable or strange activities. It's an organisation spread across the entire planet and has an Inquisitor permanently assigned to its HQ in the capitol. Some say the darkness itself is alive on Ciceiro. Most stay in the light of the cities, confident that the Emperor will protect them. For those where the light does not reach the darkwatch will travel, bringing light to the darkest places of their beloved world.
The Templars of vengence:
The council of the elders:
Due to the flaw of premature aging in the Templars of vengence gene seed (see "the flaw" in the spoiler section) no marine can hope to serve past 100 years. This age varies greatly however depending on battle injuries and general physics. However, this does not mean the old marines die. It does mean they are unfit for service within the chapter however. When a marine is unfit for service he is given the rank of "elder". Giving up on the experience of their most veteran marines would of course be ludicrous and therefore a council has been formed from theese veterans. Theese elders discuss battle plans, strategies and tactics over a great round table. Atop the table the chapter masters holds his seat. It is common for previous chapter masters to hold seats around the table. Therefore what is said at the table is never to be easily dismissed. It has been known for Inquisitors, palantines and lord generals to ask for the tables opinions on military issues.
Not all Elder have the table as their full time occupation however. Many serve their homeworld with mundane tasks in a state of retirment. A few positions on Ciceiros various institutions may only be filled by Elder marines. When the chapter calls for it however all Elders will answer the call and take their rightfull seat at the table.
The table is not only a place for military issues. Many of the occupants of the table are retired marines who are active on the homeworld. Therefore the states of varies cities, sector wide problems and political issues has been discussed here. A chapter master is the lord of his homeworld, a very valuable reasource indeed. Few chapters micro manage the government of their homeworld to the point of the Templars of vengence however. Through the council the chapter master can make political decisions without releasing hus focus of the military ones. This system has resulted in one of the most stable and well governed sectors in the entire Imperium. The sector governor has more then ones been in contact with the council, and people of many a world has been subject to its suggested ruling. The Emperor protects, but perhaps the pilosophy of the Templars was best summmarised in the great chapter master (founder of the council) Flavius words: "Protection without stability is worthless".
I was going to add battle tactics and favourite rules for engagement but this will have to do for now. Untill it'll be continued. Hope it was an enjoyable, if long read. Apologies if anyone would have prefered to read more about the marines themselves rather then the homeworld. This was quite fun to write down however.
Shoutout to Ynneadwraith for the council idea.
Edit: editted some stuff around, fixed some spelling mistakes and attached a footnote for clarity.
Nerak wrote: I'm enjoying this thread quite a bit. If there's one thing I'd like to ask the OP Naoki the curseblood to add a spoiler on quotes to make it less to scroll through. Gotta say I admire your entusiasm for this thread though, and I commend you for how active you are at keeping it rolling.
I have quite a bit if time to kill at the moment. I'm currently in transit so I figured I'd enjoy myself with expanding on my homebrewed chapter. It's already been posted on this thread so I've included the original post below in the topic spoilers.
Templars of vengeance:
Codex chapter, 5th founding of the Ultramarines chapter.
Homeworld: Ciceiro
Spoiler:
The Templars of vengence differ from most chapters in that where it's common for chapters operates from isolation the Templars fortress monastery rises high at the center of Ciceiros capitol. The planet itself used to be an agri world before a war would curse it for centuries to come. At present day it's mostly recovered from its ancient devastation.
History:
Spoiler:
Templars of vengence would suffer their greatest tradegy in their infancy. The Imperial plans on the planet to settle in a high chaos turbulent area had leaked to the enemy. As they made planetfall to oversee the construction of the chapter monastery chaos forces of the world bearer legion would make their move. In space the chapters fleet was decimated by chaos warships suddenly dropping out of warp. The ships then began bombarding the planet. The only Imperial survivors in space where those few that retreated to make emergency warp jumps. On the surface the planetary bombardments had functioned as a sacrifice, letting sorcerers bring deamons to the world. All would seem lost for the Templars of vengence before the chapter had even had their first battle. The Templars settled in for a Siege, prepared to swell their lives costly. The unfinished monastery was abandoned in favour of an imperial spaceship that had crashed close by. It was reasoned to be more defendable and possibly have activatable defensive systems. It was argued that the chapter should make their stand in the monastery but the Chapter master overruled this. He argued that if they could get the void shields online and awaken any servitors or machine spirits to help them in the crashed ship, it would give them a much better chance of survival. Most of the ship was damadged beyond repair but a few systems was of great use to the Astartes, such as the scanners and even a few still functional weapons. The mechanicus that had helped with the chapters monastery construction set to work, and then hell began.
Endless hordes of deamons would throw themselves at the ship. Chaos artillery would bombard it. The very walls would become alive and try to devour those inside. Great spells struck the defenders time and again. Yet for all this the defenders held. Repurposed ship guns where used to destroy all outside terrain and deny cover. Makeshift power stations where hammered togheter to provide better shields. Space marines would carry enermous ship sized weaponry when their ammo eventually ran out. For 66 days the Siege would continue. Every day hordes of deamons would assult the craft. Occationally the world bearers would personally fight and each time great losses would be inflicted on the already decimated chapter. Yet when the day dawned on the 67th day a force no one had even considered would bring an end to the war.
Unbwknowest to the chapter a man from a small Village had seen the oncomming doom comming. As the skies turned to fire and the world burned with the stuff of chaos he managed to defend his Village with little more then a wodcutters axe against lesser deamons intent on fiesting on their souls. Realising the world had litteraly gone to hell the man, who would later only be remmembered as the saint prophet, took what supplies they could and set out on a March. Every time a settlement was reached more people would band up. Every time they where assulted on the road the people would defend togheter. For more then two months this march continued, swelling in numbers. The people would sing praises to the Emperor, tirelesly praying as they went. The saint prophet had realised the world was doomed unless the Space Marines where there to protect it. So, after 66days of marching and praying the people of the world of Ciceiro reached the dawned craft. The axe of the saint prophet had bathed in the blood of deamons more times then anyone could count. As the people reached the craft a light erupted and the saint prophet charged into the demonic hordes. His axe held high. A slaughter ensued. The people where massacred. on this single day milions died. Yet it was the chance the Space Marines needed. They could finally counterattack. Chaos forces realised the day was won, for despite the faith of the humans and despite the courage of the Space Marine theese forces where tired and battered. Thus they gathered en masse to finally crush the marines while the deamons dealt with the pesky mortals. Yet at this moment the chapter played their final card. For a weapon unlike any other had been prepared. When the world bearers forces gathered the entire ship began to hum. Its front had been moved in the vauge direction of the chaos forces. Bright light would ensued, aimed high above the battlefield. On the 67th day of the Siege a star would shine over the battlefield. A Star of the Emperors wrath. A Star that was the fire of a close range Nova canon. Everything within many miles was eradicated from existance. The cannon burned away the earth crust to the point that magma erupted. The Astartes survived through prepared teleportation technology to set up homers in the unfinished monastery. The Imperial citizens wheren't so lucky and the only survivors where those in the furthest back of the milions strong horde. Yet the day was won. Not a single world bearer escaped alive.
The chaos warships would remain for 3 more months before Imperial reinforcments forced them away. The Astartes held out, but with the enemy command broken the next three months would provide much easier fighting. When scavaging the battlefield miracolously the axe of the saint prophet was found intact, though the man himself had burned to cinders. It was reforged into a weapon now only worn by the chapters master of sancity Chaplin, in memory of the day the Astartes where saved.
For ever more the planet would be scared and deamons would linger in dark places. Yet the chapter had endured. It would take centuries to rebuild but it was done. The survivors of the battle settled around the monastery, the protection of the marines needed to survive the hell their world had become. Yet after centuries the taint of chaos would slowly reside. The settlements spread across the world again. The chapters monastery would be raised proudly as the worlds largest city grew around it.
Organisation: codex astartes
Spoiler:
The Templars of vengeance follow the codex astartes with two exceptions. The Rechlusiarch squads and the reirement of Space marines (see the flaw). The scout company is unusually large as well. They are also one of the few chapters to fully adhere to the Imperial Ecclisiarchy teachings.
The flaw:
The Templars of vengeance gene seed is subject to a flaw. The marines experience premature aging. A marine usually find grey hairs some 20-30 years after recieving the black carpace. Soon after the body starts to deteriorate. For this reason they use exstensive rejuvination treatments and bionics to halt the effects. Yet after a time little can be done and no astartes of the Templars can hope to serve beyond 100 years. When this comes to pass the marine is given the title of "elder". For theese old marines three possiblities exist. The first is to be encased in an sarcophogus to continue fighting as a dreadnought. More machine then man the dreadnought halts the process. The second is to be retired and serve the rest of their years either in service of the chapter or on some institution on the homeworld. Even centuries after the great battle dark things still linger. For this reason many retired astartes chose to serve the local law Enforcers and militia to keep the inhabitants safe. Others go on to spend a few years as preachers while yet more settle for mundane tasks, or even become artists or writers. It is common for the retired Space marines to be curious of the lives of mortals. The third option is to be inducted into the Rechlusiarch squad.
Rechlusiarch squad:
This is a squad technically outside of the Astartes chain of command assigned to the chaplains. Due to the dark nature of their homeworld, whenever a Space marine feel the dark call to them they will join the Rechlusiarch squad. Induction can also be made as punishment or penance for failure in ones duties. It can also be the final stop for a retired marine. The Rechlusiarch squad follows the chaplains and join in their teachings. They might have diffrent objectives from the rest of the chapter during a war. They are the only marines viewed as expendable yet are also the ones with the greatest heroic deeds to their name. The chaplains direct them to do good. Whenever saving civilians, aiding the guardsmen or fighting for sub optimal objectives of important emotional or faith related values. Theese squads exsists to give meaningfull deaths and to resist the dark temptations that linger upon the homeworld. It is a place where souls are saved.
Homeworld (expanded): Ciceiro raises Imperial Guard regiments and provide Imperial tithes despite not being required to do so.
The pilgrims:
Ciceiro is a thriving planet with a steady stream of pilgrims in a constant flux of travelling to and from the planet. Great ships owned by the ecclisiarchy is constantly carrying faithfull to the world. The reason for this is that there's very few other places in the galaxy that offer what Ciceiro offers. The chance to see a living breathing Space marine. On the planet there's three major sites of attention where every pilgrim will set his foot.
1. The monastery.
The greatest sight on the planet is the worlds capitol. At it's heart lies an enormous structure, towering high above all other building as scratching the very sky. A gigantic fortress within a walled city this is the chapter monastery of the Templars of vengence. With towering spires, branching archways and great walls the Astartes fortress make up a significant portion of the city. It is said that should the capitol come under attack the capitol has enough space to house the civilians of the entire city. Access is restricted to chapter personel but the walls outside has missionaries recitining prayers every day. Few people could ever hope to see a chapters very monastery in their lifetime, let alone come close to ones walls. The city itself is full of statues and temples, portraying the heroic history of Templars of vengence. Walking in theese streets is said to fill the heart of the most dubious with determination.
2. The crater.
The area of great battle from the chapters infancy (see the chapters history) is today not more then an enermous crater. The crater is so large that it takes days to complete a walk around it. It's a popular event for pilgrims to walk around the crater with no food in order to experience the suffering of the saint prophet. A trial called simply "the ring of fire". Every few years the crater erupts with lava. The desperate stratgame of the Templars of vengence has scarred the planet deep enough for magma to be close to the planets surface. When this happens great celebrations are held worldwide in memory of that ancient battle.
3. The birthplace of the saint prophet
Where once there was a small Village there is now an enermous temple, guarded at all times by a single dormant dreadnought and staffed by two of the elders of the Templars of vengence. Here the tale of the ancient battle is told. From here many pilgrims set out to walk the path of the saint prophet. In local tounge this march is called "the heroes journey".
The darkwatch:
Ciceiro is a world that is still healing the wound from the ancient battle when the marines first settled the planet. The most obvious one is the physical scar that is the crater, yet another more emotional and far more deadly one lingers. During the time time of the ancient battle deamons held the planet in their grasp. Even today, some 4 millenia after that event, there's many places on the planet where the boundaries to the warp are thin indeed. Every now and then settlements are driven mad, dark shapes comes in the night and unexplainable phenomena runs rampart. Every city has great defensive walls to keep the dark away and every road is sanctioned and defended from both physical and mental threats. Sometimes the dark grows bold and what lurks where no light reaches attempts to slake its thirst. Effects are usually mayhem, the death of settlements and terrible hunts is the far of regions, hunts where men and women are prey.
To combat this an organisation called the darkwatch, or just "the watch" in local tounge, has been formed. It consists of local militia, law Enforcers and Elder* Space marines (*see below or "the flaw" under the organisation spoiler). The watch hunt in the dark of the homeworld, defend new settlements and investigate unexplainable or strange activities. It's an organisation spread across the entire planet and has an Inquisitor permanently assigned to its HQ in the capitol. Some say the darkness itself is alive on Ciceiro. Most stay in the light of the cities, confident that the Emperor will protect them. For those where the light does not reach the darkwatch will travel, bringing light to the darkest places of their beloved world.
The Templars of vengence:
The council of the elders:
Due to the flaw of premature aging in the Templars of vengence gene seed (see "the flaw" in the spoiler section) no marine can hope to serve past 100 years. This age varies greatly however depending on battle injuries and general physics. However, this does not mean the old marines die. It does mean they are unfit for service within the chapter however. When a marine is unfit for service he is given the rank of "elder". Giving up on the experience of their most veteran marines would of course be ludicrous and therefore a council has been formed from theese veterans. Theese elders discuss battle plans, strategies and tactics over a great round table. Atop the table the chapter masters holds his seat. It is common for previous chapter masters to hold seats around the table. Therefore what is said at the table is never to be easily dismissed. It has been known for Inquisitors, palantines and lord generals to ask for the tables opinions on military issues.
Not all Elder have the table as their full time occupation however. Many serve their homeworld with mundane tasks in a state of retirment. A few positions on Ciceiros various institutions may only be filled by Elder marines. When the chapter calls for it however all Elders will answer the call and take their rightfull seat at the table.
The table is not only a place for military issues. Many of the occupants of the table are retired marines who are active on the homeworld. Therefore the states of varies cities, sector wide problems and political issues has been discussed here. A chapter master is the lord of his homeworld, a very valuable reasource indeed. Few chapters micro manage the government of their homeworld to the point of the Templars of vengence however. Through the council the chapter master can make political decisions without releasing hus focus of the military ones. This system has resulted in one of the most stable and well governed sectors in the entire Imperium. The sector governor has more then ones been in contact with the council, and people of many a world has been subject to its suggested ruling. The Emperor protects, but perhaps the pilosophy of the Templars was best summmarised in the great chapter master (founder of the council) Flavius words: "Protection without stability is worthless".
I was going to add battle tactics and favourite rules for engagement but this will have to do for now. Untill it'll be continued. Hope it was an enjoyable, if long read. Apologies if anyone would have prefered to read more about the marines themselves rather then the homeworld. This was quite fun to write down however.
Shoutout to Ynneadwraith for the council idea.
Edit: editted some stuff around, fixed some spelling mistakes and attached a footnote for clarity.
Nice work there mate and sorry i didn't use spoiler i'm still kind of new to this site after all i admire the creativity of the 40k fan community that's why i made this thread if a person who seeks to make a homebrew if they can come across this they can hopefully be inspired by this
Unknown founding
Salamanders successor
Segmentum Pacificus
Binary star system located significantly above the galactic plane.
secluded by an astronomical anomaly of black holes nicknamed the Heart of the Drakken
10yr solar cycle
Home Planet: Ignis Prime
grouping if 3 star systems protected by the gravimetric scattering of the warp making successful jumps very difficult to master. currently there are only 2 known ways in to and out of the Dragons Mouth.
Fortress Monastary: Ignis Loquitor (Fires Breath)
Humans first settled Ignis Prime sometime during the Golden age of technology. Largely spared during the Rebellion of the Men of Iron due to the local religion (Fire Eternal) frowning upon AI. A bountiful world full of mineral wealth where a rare mineral found nowhere else is mined and refined. Jade Obsidian is a key component of a super alloy used in the production of voidcraft specially resistant to intrusions of the Gellar field during warptravel close to the black holes surrounding their star system. The Great Crusade found the Heart in dire needs due to a Daemonic incursion. Brought forth by a Radical sect of the Fire Eternal which turned to the worship of chaos.
The 18th Legion fought alongside the local "Dragonkin"(a confederation of Human and Squat traders which call an orbiting shipyard their home) in a pitched battle to drive the vile creatures back whence they came. After several weeks of continuous battle, the Forces of the Imperium were finally victorious. During the final battle, the Dragonkin and the 1st Company located the Cults "temple" in a heavily populated hives underworld. It was hidden in an unused manufactorum, passing as a refuse incinerator. Unfortunately they were using humans abducted from the hive above to power their dark summoning rituals. With Captain Artellus Numeon leading the Salamanders and DragonLord Purus Fyre cleansed the area with a valiant last stand of the DragonLord calling upon a last heroic act to vanquish the Greater Daemon of Tzeentch Avionizer in single combat.
with the incursion over and rift sealed, The ultimatum was given to the newly crowned DragonLord submit to the Imperial Truth or risk the fate of the worshipers of chaos. Wisely the DragonLord bent the knee. the task of cleaning up was left to the locals and the Crusade moved on to the next star cluster, but the 18th never forgot the Dragonkin. The Horus Heresey came and went. During 748M33 a different kind of threat arose to scourge the DragonHeart. Chaos warbands would routinely attack ships leaving or entering the transport lanes leading to the 18th once again being tasked with protecting the entrance and stopping the threats. Unfortunately the then DragonLord was struck down in Single combat by Avionizer. luckily his death enabled the Salamanders to overpower him sending him back to the ether. The Adeptus Terra was finally made to be aware of the sacrifice of the DragonLord and declared the Dragonkin to become a Chapter of the Adeptus Astartes from that point on known as the Jade Drakken. taking the local pronunciation and chose the Salamanders as the successor which their gene-seed would draw from. Like their progenitor they are blessed with creating their own finely wrought arms & armour. All of the chapter's Vehicles and transports are constructed by the Dragonkin aboard their orbiting shipyard.
For thousands of years the Jade Drakken stood watch over the Heart. they have withstood many chaos invasions and xenos incursions.
Lore:
The darkest annals of the Emperor's Blade Chapter speak of a time during the Great Crusade when Fulgrim followed a falling star to the Galatic East and lead the Emperor's Children to the world that was near the proximity to a gigantic warp storm. It was a temperate death world, and had a local population of techno-barbarian nomadic tribes. The people had lived countless centuries in fear and terror, wretched and terrible lives. To survive all manner of xeno and daemon raids, they could not settle for one place for long, and had to constantly move around.
Fulgrim was moved by their struggle of these people, and was determined to help them. He assigned the noblest commander he knew to garrison and develop this planet for the glory of the Imperium. With them, he gave a unit of Palatine Blades, and a Chapter of the Emperor's Children.
Fulgrim would rename the planet Starfall, and the Legionaire's name was Arthur Dayne, the Sword of the Morning.
As the Great Crusade waged on, the Emperor's Children developed Starfall. It would become the jewel of the Dawn system, Torrentine Sub-Sector. They battled all manner of xeno and pirate scum, united many other survivors of the Dark Age, and turned that region of the galaxy into a vision of the Emperor's perfection. This period of constant warfare transformed Starfall into a highly militaristic and technological adept feudal world. Its primary role was to serve the Emperor's Children in all ways. Recruitment, training, power armour manufacturing, etc.
Then a ginormous warp storm wracked the Galaxy, and the Torrentine sub-sector was swallowed up. The following years became the most tumultuous time in their history. All manner of twisted and deformed monstrosities would pour from the warp and ravage the sub-sector. The fighting was fierce, but the threat of contained, but with a dire cost.
Then suddenly the warp storms subsided, and the Emperor's Children garrison sent out an urgent communication, asking what had gone on. They were soon answered.
An entire Chaos warband, lead by Emperor's Children legionnaire completely devoted to Slaanesh attacked them. Horrified of what their brothers had become, the garrison forces fought desperately, but were losing ground fast.
From the darkness, came a light - a ship that carried a mighty Knights Errant warrior. With his secrets, and their strength, the daemon warhost was pushed back into the warp.
Witnessing the loyalty of the garrison forces first made, a private message was sent by Robute Gulliman himself to brief them on the situation. As they realised all that had transpired, Gulliman allowed them to be anew. They accepted.
They would now become the Emperor's Blades. Custodians of the Torrentine Sub-Sector, loyal servants of the Imperium, the finest swords of the Emperor's arsenal, and the holders of an extremely dark secret.
If anyone were to know that they were descendants of the now Daemon-Prince Fulgrim, their fate would be sealed.
Automatically Appended Next Post: Now I'll talk about their post-Heresy stuff.
Paint Scheme: Purple and Silver
Leadership:
The Emperor's Blade quickly accepted the Codex, and became a compliant chapter. Severely depleted by the Horus Heresy, they were quick to reorginise into chapters.
As time went on, the Emperor's Blade would continue to become the champion's of the Emperor's vision. They encompassed the best of Fulgrim's qualities - his strive for personal perfection, his drive to do good, his devotion to the to the human race. This was all reflected in the actions and attitudes of the Sword of the Morning, Arthur Dayne. He lived for over 1,000 years, and died gloriously whilst banishing a Keeper of Secret. As his chapter mourned, a new Chapter Master had to be chosen, a new Sword of the Morning. Arthur Dayne was gifted by Fulgrim a masterfully crafted sword that was called Dawn, all agreed that only the worthy should ever wield Dawn.
However, all the company masters could not decide who among them exemplified all the good qualities Arthur Dayne had. It was agreed that none of them would wield Dawn, and become Chapter Master. They all decreed that only an Astartes that contained inside them all the goodness and virtue of Arthur Dayne could ever wield Dawn, they must also be a fine swordsman, and outstanding commander. A very tough call. Less than a dozen Swords of the Morning have existed in the past 10,000 years. Each of them are venerated and celebrated, but none so much as Arthur himself.
In the meantime the Chapter is lead by a council of company masters. The chairman of this council, de-facto leader, would rotate every year. If any company master was deemed worthy by all his peers, he would take up the mantle, and serve the Chapter.
Culture and Characteristics :
- Due to their proximity to the warp storm, the local inhabitants of Torrentine Sub-Sector have developed violet coloured eyes, and silvered hair. This is now reflected of the Chapter - they all have violet eyes and silver hair.
- Over time, the culture of Starfall become extremely militarised and feudalised. A military elite emerged. This 'knightly class' were the strongest, smartest, and most skilled Starfallers on the planet. They would give themselves horrific of 'Ser' like the knights of Old Terran legend. The Emperor's Blade's are now basically exclusively composed of members of the Starfall Knightly class. Oblivious to the Warrior Lodge elitism that was a great downfall of the once proud legions, the Emperor's Blades proudly and openly call each other 'Ser'.
- Ser Arthur Dayne, prior to his ascendancy to commander, was an extremely skilled swordsman - part of the notorious Palatine Blades. He and the Palatine Blade contingent garrisoned promoted swordsmanship, to both the Legionnaires and to the local population. Swordsmanship is now critical for the anyone who wishes to be anyone on Starfall, and in the Emperor's Blades. All leaders and Astartes are fist and foremost a master swordsman.
- Only Company Masters and members of the elite 1st company know of the terrible secret of the Emperor's Blades. Regular Astartes have no idea whose legacy they fall under. Many think the Dark Angels, due to their own knightly history and emphasis on swordmanship. Others believe the Blood Angels, due to their quest of perfection, and their humanitarianism. Those who know the truth, have a great hatred for the Emperor's Children and Slaanesh. Vowing to destroy them where ever found.
I have more on their fluff, but I think this is enough. How do you think?
My little change to official Raptors fluff is they went on a reclamation crusade to their original homeworld as part of the Indomitus Crusade, since there isn't any official fluff on the Chapter during or post Gathering Storm it's possible, meaning I can field relic vehicles and weapons without cannon conflicts.
Throwing around a idea for my tzeench renegade chapter
Name Dark Paladins
Primogenitor Ultramarined
Lore
Not got much indepth lore for them. My thinking is they were part of a early founding who came to rule over a sector. Not long after setteling they discover a "dire" prophecy about a dark secret the sector hides. Fearing it coming true they begin to become obsessed with changing their fate. By M.34 they go full chaos having turned to tzeench. They turn a very large portion of the planet with them. The imperium arrives with a combined force of guard and space maribes resulting in a cataclysmic battle which while the imperium won it cost them very heavily and the sector was literally sundered by vast warp energies. The dark knights were transported to a daemon world in the eye and began the process of rebuilding their chapter (they lost half of their chapter) and building a empire in the eye. Where once they sought to prevent the dire prophecy about their home world and sector they now seek to bring the galaxy under the great changers rule. They have a utter hatred of the sons of guilliman and will stop at nothing to eradicate them and in recent times with the return of guillimen their oath remains strong as ever. Theur former chapter master is a demon prince and surprisingly for a Tzeench worshipping chapter their bonds of brotherhood have kept them together.
For anyone who was curious the dire prophecy they discovered was what actually happened. I wanted the warband to have the whole irony thing going on.
I'm still working on my post-40k concept, the "Age of Aftermath" (working title, although it's not bad I guess).
Still not sure WHAT leads to it being an aftermath, although I'm thinking it could have something to do with the awakening of the Void Dragon on Mars (assuming the rumours are true), the Purge traitor warband unleashing a bio-weapon so powerful it makes Nurgle blush, or a combination of both and more. It'd be an event so massive that the Emperor comes back...somehow, although not permanently. He sort-of fails, Terra shatters (think Outland from World of Warcraft), and he rescues the worthy by bringing them to the Sanctuary City within the Webway.
In this new era of time, Chaos is in complete disarray: Slaanesh can no longer slowly leech Aeldari souls, Abaddon is dead in the same way as Horus, and worst of all, Drach'nyen has returned with the intent on becoming THE one and only Chaos God (think Nagash from AoS). Though they still have their own armies, the ruinous powers empowered a new champion: Erebus, the ever-devout follower of Chaos. As payment for slaying his failure of a Primarch, Lorgar, Erebus was made Warmaster of the Chaos Astartes. Drawn from almost all the traitor legions, they now follow Erebus.
The Alpha Legion were loyalists the entire time. They remain in the galaxy, outside of Sanctuary, but are not attacked on sight by the Emperor's new "Astartes Sanctori" (aka Primaris Grey Knights, aka Astartes 3.0). That name is also a working title. Those of the Alpha Legion continue their fight to undermine the traitors and destroy them.
I've two armies at the moment as seen in my profile pic. One is an Eldar Craftworld, named Yderis. No background, no named heroes etc. I've only recently finished the majority of the models - so I'm waiting for some games to dictate the nature of the Craftworld or any kind of interesting backrgound (tough with Eldar).
Farseer of the Yderis craftworld. Colours are purple and white. The Yderis rune was a quick creation (seen in my profile pic as well)
The other army is as contrasting as I can make it. A Chaos Space Marine warhost allied (begrudgingly perhaps) to Nurgle. Not Death Guard, but dependent on Nurgle for some reason. Haven't fully fleshed these guys out - no proper background...heck, no name. The emblem is a black diamond edged in mint green --- a throwback actually to a random icon I put on a bunch of henchmen from a dungeon crawl build several years ago. A simple nod to them (and an icon easy to paint).
The Chaos Lord (he occasionally wears terminator armour or power armour w/ a jump pack so I have both modeled)
Now, obviously I'll have to come up with a reason these two forces have engaged - and I've yet to build a proper 40K table terrain-wise so that may play into it somehow. I prefer fluff to evolve naturally through games or accidents. Maybe sometime I'll sit down and actually put pen to paper on sorting some of it out. I enjoy the contrast between the two (one army being white/bright/colourful...the other muddy and sullen). Gives me an army to loan to people who want to get in a game and I play both armies in 2nd ed. 40K as well as current 8th.
Continuing with my Age of Aftermath (hereon referred to as AoA)...
Astartes Sanctori (pronounced SANC-TOR-EYE) are similar to Rubric Marines in a few ways. The souls of rescued humans who are worthy, or loyal Astartes who fell during The Event, are given a suit of armour made out of an unknown material the Emperor uses in the Webway (possibly wraithbone). What sets them apart from Rubric Marines is that their souls are their own - they are in no way automatons. If their body is destroyed, their soul returns to the Sanctuary City where a new one is forged. This is similar to how Sigmar makes/remakes Stormcast Eternals in AoS.
They can be summed up as Primaris Grey Knights. All Astartes Sanctori are psykers, and are organised in a similar manner to how the pre-heresy legions were. They still use bolter type weapons, but they are empowered by the user's psychic power. So in game terms, their standard Bolt Rifle weapon would be S5 AP-1.
Farsight's new Tau Coalition was established after he executed the Ethereals for lying to the Tau people about certain issues. He then took command of the Tau and reformed their governmental structure into a coalition of sorts, inviting their existing allies into the fold. They also recruit newly discovered races into their coalition, rescuing them from any and all of the predatory races still roaming the galaxy. The Tau have progressed in technological warfare since The Event, and are heading towards a similar zenith that humanity achieved in the Dark Age of Technology. Whether they will experience their own Age of Strife is unknown.
Drach'nyen, the Echo of the First Murder, former daemon-blade of Abaddon, has returned!
When Abaddon was slain, Drach'nyen possessed the former Warmaster's corpse, twisting it into an unholy humanoid creature. It is slowly gathering daemons to its side, exerting its overwhelming control over them, tearing down their former allegiance to whatever power it once had. Drach'nyen desires to take command of the daemons, and turn them against their former masters - the four ruinous powers. It will become the only chaos god in existence - the One-God of Chaos. Drach'nyen is also aware that the Anathema still lives. After tens of thousands of years, it still has an eternal hatred for the master of mankind.
Hi there, just found and read this whole thread, great stuff. Particularly keen on Japes Nurgle Empire, very cohesive and plausible with excellent motivations and reasoning.
I’m a big fluff fan myself so naturally, my own SMs, The Far Suns, have some custom blurb to them. I have a reasonable amount written but the whole is unfinished. It’s also very whimsical and daft, off the top of my head stuff, so incredibly lame and probably not worth sharing.
I’ll quickly sum up though, skipping some of the detail.
Immediately following the HH and with the break up of the legions, the Dark Angels thought it would be a smart idea to try and secretly send a successor chapter through The Veiled Region and into the rumoured open space beyond, to check for ‘traitors' and keep a weather eye out for hidden incursions. Hey presto, the entire fleet was never heard from again. Much wailing, gnashing of teeth and hasty cover ups. End of story as far as the DA and IoM are concerned. Consigned to secret history and secretly forgotten.
Ah, but they did make it through, though not without losses.
Cut off from everything, they pull themselves together and go devoutly about their business. Eradicating Xenos, ‘educating’ isolated human enclaves, watching for ‘traitors' and eventually setting up home on the moon of a planet populated by regressed barbarian tribes, naming it Lions Reach. And battling enemies on all sides. Because Orks are always everywhere.
Much later, an enterprising and monastery bound Master Librarian is whispered to by a Lord of Change during his study of a weird xenos artifact, (vaguely suspicious of it’s source). He is shown a vision of a Far Suns legion, building an empire of it’s own and bestriding the region like merciful gods. Ofc, he’s a stoic and loyal guy so tells the likely Daemonic voice to do one and sling it’s hook. But the vision was a beguiling one....
This Lib has regular sit downs with the resident Interrogator Chaplain, discussing various things over a bourbon and cigar. They're good pals to a degree, which is why the IC doesn’t drag his Lib bud straight to the dungeon when he brings up this expansionist idea. And so the meme is shared....
Fast forward 3,500 yrs and the meme has gone viral, thanks to some long term and incredibly subtle, largely subconcious, internal politicking and scriptural re-interpretation.
The IoM and the Golden Throne may as well be an allegorical tale by now. The Far Suns have evolved into the Empire of a Thousand Suns. At it’s head is The Will of God, a living embodiment of the God Emperor, his will is Gods will. The Chaplaincy is the Eye of God, Librarius is the Spirit of God and so on. The Legion, now numbered in the tens of thousands, is His Strike, it’s Commanders, His Hands. This Empire now revolves around the Seat of the Sun, the throne from which The Will directs his subjects and receives their worship. Bit of a Vatican church vibe going on...
In the centre of this Empire, the former Astartes are not what they were. More religious police than warrior monks. Their recruitment is quick and unfussy, their geneseed and training fairly stagnant. Their rapture is strong.
(The old LoC glances over and clucks, noting that the more things change with humans, the more they stay the same)
Out at the edge though, battles remain. Close to the Veil, (now known as The Final Curtain, beyond which is the resting place of the soul, the realm of the dead, where only the Will obedient can be admitted), a grumpy and pragmatic old Hand has kept ancient traditions alive on the old 1st World of Lions Reach. Commander Evald Leslik. His Astartes remain strong, drawn from a population still kept in a state of tribal barbarism. Brutally selected for induction and then attended to with fastidious care. A true chapter in the proper fashion. Evald is close to his Forge Master, (at this point I should hint that the Techs have remained faithful to the Omnissiah in their own, necessarily tolerated, enclave and perhaps maintain byzantinely complex records of the true secret history). Between them, they probe the nebula and maintain the fighting strength of the chapter, leery of their Empires soft and possibly corrupted heart.
Into Evalds domain, a Grey Knight strike squad emerges from the Warp, previously on the trail of a corvette of Rubric marines, or something... Advised by his tech council not to immediately obliterate the intruders, he instead has them intercepted and hailed.
Brought to his chambers as guests, he learns from them the horrible truth. HERESY ABOUND! HE JUST KNEW IT!
Immediately consumed by the fiery rage of the righteous, he asks them to pledge their help in tearing down the false god and restoring the Emperors vision to the region. They agree. He thanks them and straight up executes them to contain their knowledge of the heresy. He then declares them saints and saviours for bringing the light and the truth, inters their bodies in the monastery’s sacred crypt and has their armour preserved as relics.
Turns to his Forge Master and says ‘We need more ships, it’s crusade time!’.
So it’s a long a bloody war but the outcome is inevitable. The outer reaches of the Empire rally to Evalds cause and the whole lot throttles in on the Seat. Like an angry, flaming noose. With power fists.
Fittingly, at the end, Evald and exactly 999 of his strong, loyal Astartes emerge from the rubble and flames of the palace. It’s clearly a sign.
The people rejoice but soon stop when Evald takes his boys into orbit and nukes the planet bare. He then sets off on a huge retcon, stripping the former Empire of every bit of false worship he can lay his hands on. Finally returning to his monastery with his chapter and reinstating the original Far Suns operandi, as per the dusty records he and his techs lifted from the palace vaults.
For the next couple thousand years, they keep themselves to themselves, monitoring the Curtain, fighting off baddies and telling everyone that the whole mess was down to Tzeentchian traitors. Probably it was Magnus.
(Meanwhile, its quite possible the Tzeentch rumours take hold, his rep grows and begins to attract cultists and such on ravaged former Empire worlds. Whole region might even begin to bubble noisily in his honour. Some Thousand Sons may move in... Almost like it could’ve been a plan all along)
Which brings us to now.
The galaxy beyond the Veil has cracked, warp storms go mental and the Curtain pulls back just a little. The Far Suns manage to sneak through, into the promised land. The whole lot looks just a little messed up. The Suns inner circle trust no one, are somewhat wary of empires built on false religions as well as being kind of not at all keen on close attention from those snoopy fellows in black cloaks. They keep quiet, do the good work, silence all witnesses and hope for the return of their one true father, The Lion.
Tabletop wise, they’re basically Dark Angels in a different colour. Almost entirely beakies and old school models. Because I’m old school and because ebay. Also handily fits the Chapter being cut off around the time mark VII armour began to become commonplace. Characters are all conversions. Azrael is Tobis Trjane, Belial is Lukon Trjane (they’re brothers, I have 2 boys I’m sucking in to 40k). Coldwatch are the 1st Company, of which we have many. Darkwatch are the 2nd , though we only have 3 bikes. Relics are generally named in Evald Lesliks honour or are basically excuses to use the odd Grey Knight model.
We also have a Company Champion called Chrion (the old Emperors Champion model). A Coldwatch Champion in very old Grey Knight armour called Roven. A Librarius Master called Gemael. Lots of plasma. And a Land Raider made of Lego.
Continuation of post-40K Age of Aftermath concept...
Warmaster Erebus has possession of the Murder Sword, the very weapon that started the Horus Heresy so very long ago. He hopes that the rumours about it being able to kill Drach'nyen are true, for slaying the Echo of the First Murder would earn Erebus eternal favour with the ruinous powers.
But can a weapon slay the very aspect of its design? Not even Tzeentch knows for certain!
Meanwhile, Drach'nyen has been amassing its own personal army of daemons. Those that do not submit are destroyed. Any mortals that get in its way, even if they are hereticus astartes, are slain, for the End of Empires will not accept anything less than the purely daemonic in his army. When its daemon legion reaches a certain point, Drach'nyen will march into the Warp, burn the fortresses of the ruinous powers to ash, and slay the very gods themselves.
If the Anathema and his Astartes Sanctori dare to interfere, he will shred their bodies to ribbons and devour their souls, and do the same to all those they protect!
Erebus is not alone in his unholy quest to retake the galaxy for Chaos and destroy Drach'nyen. The four chaos gods have sent their avatars to assist him, empowered as much as can be given. Unbeknownst to Erebus however, the avatars have another objective: should Erebus fail his ruinous masters or turn against them, they are commanded to kill him on sight. Although the avatars cannot defeat Erebus individually, their combined powers are enough to lay him low.
We currently have a couple of people who're asking for writing advice here in the background section. Figure it might be time to breathe some life into this thread. Also I'm quite fond of it. I might Edit this post to expand on my homebrew above.
Well, with Nerak's request to get the thread rolling again, there's probably no better time than now for me to put up my homebrew Imperial Guard regiment. If it's alright with you all, I'll do it in the form of a story...
*ahem*
Lord Marshal Katerina Malinenko adjusted her fine leather overgloves as she listened to the briefing. Such luxuries were, of course, rare, in this galaxy of steel and blood, and even her home planet, the Hive World of Concordia, had long lost its native wildlife to the thick clouds of industrial smog and relentless outward march of the shantytowns that expanded from the overcrowded hives. But the Lord Marshal was a member of the Senatus Concordia, a relic of a forgotten age of democracy and progress that now merely was host to an overgrown aristocracy. House Malinenko outright owned one of the hives and all who claimed residence there, and Katerina, the daughter of Patriarch Orlov Malinenko, had been brought up in an air of wealth and finery that was tempered only by her visits to her mother after whom she was named: Catherine Lynaris, a convent sister from the nearby shrine world of Provosa. Thus was it that Lord Marshal Malinenko was a child of two worlds: piety, discipline, and determination on Provosa, and intrigue, education, and luxury on Concordia. Her thoughts briefly wandered to her looks, of which she was always aware: the Senatus Concordia was as concerned with appearance as with capability. Her long, brilliantly white overcoat and mantle woven from golden threads added to her leather gloves as symbols of her status, while her exquisite pants and heavy, metal-mesh boots proved both stylish and durable. Her duelling rapier, named Gloriana, hung at her side, opposite the smooth, almost sensual lines of her holstered needle pistol. Her face bore a cybernetic eye, a testament to her influence with the Adeptus Mechanicus and to an injury long-since passed, which whirred softly as her eyes lost focus. Atop her head, cropped fairly short, was the characteristic purple-grey hair of the Provosans, a unique trait of humans born on that planet that had perhaps never been adequately investigated for taint.
A nudge from one of her halberd-wielding bodyguards started her back to the present, and while she was groomed and professional enough not to show it, her hesitation in answering the question betrayed her. "Are your tanks capable of this task, Lord Marshal?" repeated the briefing Lieutenant, bowing his head slightly in deference to the powerful regimental commander. Regimental Commanders in the Imperial Guard were universally well-respected, but the commanders of its superheavy tank regiments especially so among their number.
"Yes." came Katerina's reply. She didn't even know what was being asked of her; but she knew her men and vehicles could handle it. Among them, her white coat and stern but fair demeanor had earned her the moniker of "The White Queen", and she could oftentimes seen standing openly on the command deck of the Banehammer Rodina, directing the eight companies of the 2nd Concordian Independent Super Heavy Tank Armoured Regiment (ISHTAR, colloquially known as "Ishtar" after some ancient, forgotten deity) throughout the campaign area. Some men from other regiments often assumed the nickname was derogatory, but when Concordian Baneblades, Stormswords or Stormhammers arrived on the battlefield to support them, weapons thundering with the rage of bellowing gods, most came to understand what was meant. And always, at the end of it all, Lord Marshal Katerina Malinenko and her household bodyguards, retinue, and other hangers-on always disembarked from Rodina to celebrate their victory, and as always, her overcoat remained blindingly bright no matter the dirt or dust of the battlefield.
With that single word answer, the Lieutenant returned to his briefing. Katerina turned her head to her Executive Officer, and smiled. "Major, would you kindly tell the Witch-Priest and Magos Endellion that we will be deploying shortly? Especially the Magos. I want to ensure that each company has support from at least one enginseer before the regiment splits up. I do hate playing the fire-brigade." she murmured, before stepping forwards to examine the holo-map, leather on her gloves crinkling a bit as she curled her fingers, and turned her gaze to the other Regimental Commanders of her battlegroup, focusing on Praefect-Militant Avaernius Scynna from the world of Mojurant, commander of the 11th Mojuran Fusiliers. They had fought with the Concordians since before the Great Rift opened, and while of course those officers were long dead, the two regiments still valued their working relationship. Praefect Scynna's hooded and cowled form nodded subtly at her gaze, the glinting eyes of his chemical rebreather meeting Lord Marshal Malinenko's own. The rough-and-tumble Mojurans came from a world with corrupt air, and though their evolved forms could breathe freely on its surface, they needed rebreathers almost anywhere else. At the thought of the air, Lord Marshal Malinenko took in a deep breath as the Lieutenant droned on and on. She missed the smell of her tanks, but as always, she had to stay at the stuffy briefing, surrounded by her retinue. Appearances, after all, mattered.
Unit1126PLL wrote: Well, with Nerak's request to get the thread rolling again, there's probably no better time than now for me to put up my homebrew Imperial Guard regiment. If it's alright with you all, I'll do it in the form of a story...
Haha, now you're making me feel all responsible for stuff. Glad that someone took the leap so fast. :-)
I like the overall story. It feels very guardy. In particular the part about the coat always staying white with the nickname "white Queen". A memorable small and quite character defining thing. I'm assuming she's a bit of a cemterpiece model.
Thanks, I'm glad you liked it! And she is. I actually wish I had pictures so I could upload some, maybe, but the mini for Rodina includes her standing on the deck surrounded by adjutants and and then there are minis of her and her puppy on foot as well!
If this thread is back up, then I might as well post what I have for my orks. Here goes:
Waaagh! Spineflossa is the result of the Cicatrix Maledictum, warp shenanigans, and poor organizational skills even by ork standards. It started when a massive space hulk occupied by a different Warboss’s Waaagh! was unlucky enough to be traveling through the warp during the creation of the Great Rift and subsequently suffered a massive daemonic incursion. Now, there’s an acceptable level of daemons that orks are okay with (and even happy to have) but this was bad enough to warrant action. So the acting Warboss gathered every Weirdboy that hadn’t immediately imploded when the Rift hit them, and gathered them in a relatively untainted bulkhead to try to psychically pull the space hulk back into realspace. To reiterate, he decided that the best solution to warp problems was a conflux of psykers. The resulting explosion was perceptible from Sol.
It did propel sections of the exploded space hulk into realspace, scattering it across a large star system on the edge of Segmentum Obscurus. However, the chunks of spaceship left the warp at different points in time. The orks who landed on habitable worlds struggled to rebuild while fighting off daemonic incursions. Due to many landing on planets with not-quite-uninhabitable-but-still-close environments, the orks have a vested interest in regrouping and getting back into space.
Currently the Warboss in charge of most of the efforts is the Nob Spineflossa, who happened to luck out and land with a large group of Meks. He’s heavy on brutal but short on kunnin’ (I’m probably using Ghaz’s stats for him), and has assumed the previous Warboss to be dead. Currently he’s bullying the meks into putting a fleet together while reinforcements stream in from across the system and browbeating or just regular beating each group that gets added to his Waaagh! into following him. Part of the difficulty is that some of the groups got shot out of the warp so long ago that they’ve turned feral or even been wiped out, while others are still just exiting the warp now, still battling daemons. Currently the Waaagh! is poised towards the Segmentum Obscurus, ready to embark any day now.
I wanted to create an ork army with a lot of variety between units and didn’t want to go full mono-ork clan. Waaagh! Spineflossa mainly uses massed infantry backed up with light vehicles cobbled together+aircraft, and eschews Weirdboys (due to a lack of them), heavy vehicles (due to having minimal transport space in their crafts, though they do use aircraft because they can be made out of spacecraft) and kommandos (for normal ork reasons).
My DIY Chapter Lore. My chapter the Galactic Knights is loosely based on the teutonic knights of medieval times.
Creation
The “Galactic Knights of the Ordo Teutonicus”, in short “Galactic Knights” or “Ordo Teutonicus”, were formed during the second founding. So they are very ancient like the Black Templars.
They were formed when the Imperial Fists Legion was split up into chapters according to the Codex Astartes and Guillimans order after the Horus Heresy.
They are very similar to the Imperial fists and adhere to the Codex Astartes more or less. The Imperial Fist Space Marines which were chosen as the founding members of the Galactic Knights had to be from Terra as the Galactic Knights Chapter follows a very old knightly chapter from Terra , the Ordo Teutonicus, which used to have its headquarters in a part of Terra which before the unification wars, in M30, was known as Jermani. Today the recruits come from many different worlds.
The Ordo Teutonicus does not follow the Eclesiarcies believe and has very old rites of his own which are said to derive from Terra and are said to be millennia old.
The Founding brothers had a common old language, known as German, which only very few humans outside the home system of the order can understand in the 41 millennium. The new recruits have to learn it when they join the order.
The main function of the Ordo Teutonicus is the founding of new human colonies or the recapture of former human colonies from the xenos. There most hated enemy are the Orks. This is explained by the chapters homeworld history.
Homeworld:
The chapters homeworld is a moon, called Münster, in the Germania System. The system consists of three habitable planets and one Death world. The planets are called Ruhr, Germania Prima, Germania Secunda and New Berlin. Ruhr is a forge world, Germania Prima is a death world, Germania Secunda is a agri world and New Berlin is a hive world. Münster is a moon of the fourth planet in the System, New Berlin. Further out from the systems sun are two Gas giants near the Mandeville point. The System was once colonised by the chapter after destroying an Ork force on Germania Prima. Alas Münster is not the first homeworld of the Galactic Knights. They used to have an agri world as a homeworld in the same system, but it was lost after a viral bomb attack by Orks. and is a death world since then. The dialect spoken in the system is German. Of course High Gothic is the language of the Administratum of the System according to Imperial law.
The base of the Ordo Teutonicus is situated mainly under the surface of the moon . Only the defences against orbital attack and the space port facilities are on the surface of Münster. It is said that the complete moon is the base of the chapter. Because of their homeworld the Galactic Knights are also known as Mondkrieger (Moonwarriors), by the humans living on the planets of the Germania system.
The moon homeworld turned the chapters Marines into formidable void fighters. They excel in ship to ship combat and in boarding actions. There is no spacehulk safe from them!
Combat Doctrine
The Galactic Knights of the Ordo Teutonicus are very good void fighters. They have a big chapter fleet consisting of many ships. From small corvettes to big battleships. They love fighting in close quarter but also have the capability of long range fire support.
Their aim is the liberation of star systems from the xenos and re-establishing new human colonies on the freed systems. Their arch fiend are the Orks because they destroyed the first homeworld of the chapter.
They answered the call of the Last Wall with a 4 ship fleet, carrying parts of the 3rd Gefechtskompanie in support of the Imperial fists in their fight against the Beast.
To be continued.
Organisation
Whilst the Codex Astartes is the baseline we compare all Chapters to, it’s undeniable that some Chapters differ in their adherence to the sacred tome. But it’s important to note that according to the Insignium Astartes sourcebook, there are several versions of the Codex. Roboute Guilliman’s writings can be interpreted in different ways.
The Galactic Knights of the Ordo Teutonicus are a chapter following the Codex Astartes but not as closely as others. The reason for this is the function the Ordo has given itself during the founding under the first Hochmeister Heinrich. As the chapter not only liberates systems and planets from the xenos but also looks after re-establishing human settlements on the liberated planets he has to guard these planets against new xenos attacks. Therefore the Ordo Teutonicus has a force called the Landwehr. It is similar to Imperial Guard Regiments, which are stationed on the systems belonging to the Ordo Teutonicus. These are equipped following the conventions of the Imperial guard. The units are named after the planets they are stationed on.
The Galactic knights consist of 10 Gefechtskompanien. Each consisting of 2 Zügen with 5 Gruppen. The Dreadnoughts and other vehicles are assigned directly to the Gefechtskompanien . This is also true for the Chapters spaceships. So every Gefechtskompanie is a self-sufficient unit and can perform the assigned tasks on their own. These Gefechtskompanien are often working together with units of the Landwehr when defending planets against the xenos. People outside the Ordo Teutonicus speculate that there might be more then 10 Gefechtskompanien as there are so many planetary systems under guard by the Ordo Teutonicus, but if that is true no one knows.
The Galactic Knights’ chapter headquarter consists of the Hochmeister (Chaptermaster), a Großspittler ( Apothecary) and a Priesterbruder ( chaplain). The Hochmeister has a bodyguard consisting of 10 space marines in Terminator armour. These are known as the Eidbrüder , as they have sworn an oath to protect the Hochmeister at all costs.
A Gefechtskompanie is lead by a Kompaniemeister or short Meister. The equivalent of a captain in other chapters. The Gefechtskompanie is devided into two Züge with 50 Space Marines each. Each Zug is let by a Hochkomtur the equivalent of a Lieutenant in the Codex Astartes. The 5 Gruppen ( Squads) in each Zug are lead by a Komtur each. In codex Astartes chapters this would be the Sergeant. The Gruppe 1-5 is in the I Zug, the Gruppe 6-10 is in the II Zug. Aditionally every company can have one additional Gruppe of 10 Novizen ( Neophytes) these can belong to either Zug and are assigned as the Kompaniemeister sees fit.
Look
The Galactic Knights wear a completely white set of power armour. As the chapter is very old there are many different types of power armour in use at the same time. The latest is the Type X armour used by the Primaris marines of the Chapter. These are currently only deployed in the 2nd Gefechtskompaniekompanie.
The marines wear the Chapter icon, a black cross ( Krückenkreuz) superimposed by a yellow shield showing a black eagle on the left shoulder pad. The Krückenkreuz is the true chapter icon the yellow shield with the black eagle is the heraldry of the Germania system. It was adopted into the chapter icon after the Ordo Teutonicus chose its homeworld in the Germania System. So very old dreadnoughts might still show the old icon.
On the right shoulder pad the tactical sign in black is worn. These are like in the Codex Astartes.
The Gefechtskompanie is indicated by a shoulderpad rim in company colour. Here the Galactic Knights follow the codex astartes again but as the armour is plain white the 1st Gefechtskompanie wears black as colour. As the first is the elite company according to the Codex Astartes they wear black helmets instead of white ones, as all elite Marines in the chapter do. So the colors of the Gefechtskompanies are as follows:
1st Gefechtskompanie black ( also black helmets)
2nd Gefechtkompanie yellow
3rd Gefechtskompanie red
4th Gefechtskompanie green
5th Gefechtskompanie dark blue
6th Gefechtskompanie orange
7th Gefechtskompanie violet
8th Gefechtskompanie grey
9th Gefechtskompanie sky blue
10th Gefechtskompanie brown
As the Galactic Knights Gefechtskompanies are self-sufficient at all times they have their own Scout Gruppen. These wear the company colour broken by white stripes. There is no Scout Company and no support companies like in the Codex Astartes. The 10 Gefechtskompanies are similar to each other except for the 1st which is ,like in the Codex Astartes, the elite companie. The one with Terminator armour. The Galactic Knights amassed so much Terminator Armour that the complete 1st can be equipped as Terminators at the same time. The First Gefechtskompanie is also known as the Mondkrieger ( Moon warriors) . This commemorates that the Galactic Knights are the best void warriors you can find.
There are 10 Gruppen in each Gefechtskompanie these are designated by a cross in the corresponding colour worn on the right knee . Black for the 1st Gruppe, yellow for the 2nd, red for the 3rd, green for the 4th, dark blue for the 5th, orange for the 6th, violet for the 7th, grey for the 8th, sky blue for the 9th and brown for the 10th Gruppe.
All other insignia, like Terminator crosses etc, are like in the Codex Astartes.
The vehicles show the chapter icon, all other insignia follows the codex astartes.
Beliefs
The founding members of the Galactic Knights of the Ordo Teutonicus came from Terra as explained earlier. They believe in a deity which is long forgotten by the rest of humanity. The rites of the Chapter are very obscure and only a very small inner circle knows about these in the 40.000 milenia. This inner circle consists of the Hochmeister and the rest of the Chapter headquarter as well as the members of the 1st Gefechtskompanie. What is known is that the brothers of the Galactic knights go into battle chanting:” In hoc signo vinces” The Priesterbruders are keeping up the rites.
The most important for all chapter members is the protection of Humanity, the Emperor and the founding Hochmeister Heinrich. The remains of Hochmeister Heinrich are kept in a special chamber in a stasis field and he still looks like he died only yesterday .
The Galactic Knights believe that the Emperor is the only human being that followed their deity to the fullest and therefore is the human with the greatest psychic power. Psychers / Librarians are not recruited into the order according to the founding under Primarch Dorn.
Geneseed
The Galactic Knights of the Ordo Teutonicus decend from Rogal Dorn and were created during the second founding when the Imperial Fists Legion was split up.
Rogal Dorn, also known as the Praetorian of Terra was the Primarch of the Imperial Fists Space Marine Legion. He was one of the twenty Primarchs created by the Emperor in the earliest days of the Imperium, just after the end of the Age of Strife. Despite being considered dead by the Imperium at large, Dorn’s status remains unclear. During the War of the Beast, the rediscovered Primarch Vulkan stated to Koorland that he would speak well of the Imperial Fist to Rogal Dorn.
The Imperial Fists were the VII Legion of the original twenty Space Marine Legions. The Legion remained loyal during the Horus Heresy, after which it was reorganised according to the Codex Astartes and divided into Chapters. , one of them are the Galactic Knights. The Galactic Knights are recognised to be among the most loyal Chapters to the Emperor .
The Galactic Knights were formed on Terra as part of the reorganisation of the Imperial Fists during the Second Founding, christening also the Soul Drinkers, Black Templars, and Crimson Fists. The Legion’s most fanatical battle-brothers composed the Black Templars while the more level headed members founded the Crimson Fists. The most secretive and monastic members excelling in void warfare were chosen as the founders of the Galactic Knights, when the VIIth Legion was split up into Chapters.
The Imperial Fists gene-seed possesses two unique characteristics that are expressed in physiological and the behavioral terms. Physiologically, the Chapter has lost two of the organs particular to Space Marines: the Betcher’s Gland, which allows the Marine to produce acidic spittle, and the Sus-an Membrane, which allows the Marine to enter a state of suspended animation. Behaviorally, the Imperial Fists are given to an obsession with conquering pain by force of will and discipline. The Chapter’s obsession with willpower and discipline is sometimes characterized as further involving a deep-seated drive towards self-sacrifice or penance. This trait is often simplified as merely involving a stubborn disposition.
The Galactic Knights Chapter considers the behavioral characteristics of its geneseed to be both a strength and a weakness. On the one hand, such tendencies engender stubborn conduct on the battlefield and ensure battle-brothers are more likely to fight on despite terrible injuries. On the other hand, Imperial Fists may subconsciously invite such injuries and difficulty, which can imperil battle planning and lead to unnecessary risks of personnel and material. Along these lines, the Galactic Knights are noted to be reluctant to accept the possibility of defeat when retreating would be the wisest course of action. The Chapter consciously attempts to minimize the liabilities of these behavioral traits while maximizing the benefits.
The VII Legion was one of the few that recruited entirely from their homeworld and were the only formation to have recruited from across all of Terra, including areas where other Legions claimed exclusive “Rights of Tithe.” The founders oft he Galactic Knights were chosen from Jermani, a part of the former european continent on request of the founding Hochmeister Hermann. He wanted the members of the chapter to have their own, in chapter, language, known as Jerman.
The Galactic Knights recruits consistently possessed a taciturn nature and were quick to action but reserved in speaking. They are known for their quiet monastic behaviour. You will never hear a word spoken about what happens inside the chapter .
The homeworld of the Galactic Knights is the Moon Münster in the Germania sector. Furthermore some of the individual Gefechtskompanien, like the third, have been fleet-based since the first homeworld of the chapter had been destroyed by an Ork Waaagh .
The Chapter emphasizes its historic role as part of the VII Legion defenders of Terra and takes part in maintaining a coded sequence of alerts and signals to coordinate the rapid redeployment of the full forces of the VII Legion to reinforce Terra against attack if the contingency arises. This is called „The last Wall Protocol“. The protocol was enacted 1,500 years later during the War of the Beast. The third Gefechtskompanie was involved in the Campaign against the Beast on Ullanor. The rest of the Chapter fought in different systems against the “Slaughter Waaagh.”
Battle Cry
-In Hoc Signo vinces-
The Galactic Knights are known to go into battle shouting “ In Hoc Signo Vinces” . This is hight Gothic for “In this sign victorious” oder in the language of the Chapter “ In diesem Zeichen siegreich”. Which sign is ment is only known to the inner circle of the Galactic Knights Chapter of the Ordo Teutonicus.
So far the fluff of my DIY Space Marine Chapter. I will right more about the chapter and its campaigns in the future. There will be stories about specific members like the first Hochmeister Hermann or the Kompaniemeister Siegfried of the 3rd Gefechtskompanie during his exploits on Ullanor.
ordoteutonicus wrote: My DIY Chapter Lore. My chapter the Galactic Knights is loosely based on the teutonic knights of medieval times.
Creation
The “Galactic Knights of the Ordo Teutonicus”, in short “Galactic Knights” or “Ordo Teutonicus”, were formed during the second founding. So they are very ancient like the Black Templars.
They were formed when the Imperial Fists Legion was split up into chapters according to the Codex Astartes and Guillimans order after the Horus Heresy.
They are very similar to the Imperial fists and adhere to the Codex Astartes more or less. The Imperial Fist Space Marines which were chosen as the founding members of the Galactic Knights had to be from Terra as the Galactic Knights Chapter follows a very old knightly chapter from Terra , the Ordo Teutonicus, which used to have its headquarters in a part of Terra which before the unification wars, in M30, was known as Jermani. Today the recruits come from many different worlds.
The Ordo Teutonicus does not follow the Eclesiarcies believe and has very old rites of his own which are said to derive from Terra and are said to be millennia old.
The Founding brothers had a common old language, known as German, which only very few humans outside the home system of the order can understand in the 41 millennium. The new recruits have to learn it when they join the order.
The main function of the Ordo Teutonicus is the founding of new human colonies or the recapture of former human colonies from the xenos. There most hated enemy are the Orks. This is explained by the chapters homeworld history.
Homeworld:
The chapters homeworld is a moon, called Münster, in the Germania System. The system consists of three habitable planets and one Death world. The planets are called Ruhr, Germania Prima, Germania Secunda and New Berlin. Ruhr is a forge world, Germania Prima is a death world, Germania Secunda is a agri world and New Berlin is a hive world. Münster is a moon of the fourth planet in the System, New Berlin. Further out from the systems sun are two Gas giants near the Mandeville point. The System was once colonised by the chapter after destroying an Ork force on Germania Prima. Alas Münster is not the first homeworld of the Galactic Knights. They used to have an agri world as a homeworld in the same system, but it was lost after a viral bomb attack by Orks. and is a death world since then. The dialect spoken in the system is German. Of course High Gothic is the language of the Administratum of the System according to Imperial law.
The base of the Ordo Teutonicus is situated mainly under the surface of the moon . Only the defences against orbital attack and the space port facilities are on the surface of Münster. It is said that the complete moon is the base of the chapter. Because of their homeworld the Galactic Knights are also known as Mondkrieger (Moonwarriors), by the humans living on the planets of the Germania system.
The moon homeworld turned the chapters Marines into formidable void fighters. They excel in ship to ship combat and in boarding actions. There is no spacehulk safe from them!
Combat Doctrine
The Galactic Knights of the Ordo Teutonicus are very good void fighters. They have a big chapter fleet consisting of many ships. From small corvettes to big battleships. They love fighting in close quarter but also have the capability of long range fire support.
Their aim is the liberation of star systems from the xenos and re-establishing new human colonies on the freed systems. Their arch fiend are the Orks because they destroyed the first homeworld of the chapter.
They answered the call of the Last Wall with a 4 ship fleet, carrying parts of the 3rd Gefechtskompanie in support of the Imperial fists in their fight against the Beast.
To be continued.
Organisation
Whilst the Codex Astartes is the baseline we compare all Chapters to, it’s undeniable that some Chapters differ in their adherence to the sacred tome. But it’s important to note that according to the Insignium Astartes sourcebook, there are several versions of the Codex. Roboute Guilliman’s writings can be interpreted in different ways.
The Galactic Knights of the Ordo Teutonicus are a chapter following the Codex Astartes but not as closely as others. The reason for this is the function the Ordo has given itself during the founding under the first Hochmeister Heinrich. As the chapter not only liberates systems and planets from the xenos but also looks after re-establishing human settlements on the liberated planets he has to guard these planets against new xenos attacks. Therefore the Ordo Teutonicus has a force called the Landwehr. It is similar to Imperial Guard Regiments, which are stationed on the systems belonging to the Ordo Teutonicus. These are equipped following the conventions of the Imperial guard. The units are named after the planets they are stationed on.
The Galactic knights consist of 10 Gefechtskompanien. Each consisting of 2 Zügen with 5 Gruppen. The Dreadnoughts and other vehicles are assigned directly to the Gefechtskompanien . This is also true for the Chapters spaceships. So every Gefechtskompanie is a self-sufficient unit and can perform the assigned tasks on their own. These Gefechtskompanien are often working together with units of the Landwehr when defending planets against the xenos. People outside the Ordo Teutonicus speculate that there might be more then 10 Gefechtskompanien as there are so many planetary systems under guard by the Ordo Teutonicus, but if that is true no one knows.
The Galactic Knights’ chapter headquarter consists of the Hochmeister (Chaptermaster), a Großspittler ( Apothecary) and a Priesterbruder ( chaplain). The Hochmeister has a bodyguard consisting of 10 space marines in Terminator armour. These are known as the Eidbrüder , as they have sworn an oath to protect the Hochmeister at all costs.
A Gefechtskompanie is lead by a Kompaniemeister or short Meister. The equivalent of a captain in other chapters. The Gefechtskompanie is devided into two Züge with 50 Space Marines each. Each Zug is let by a Hochkomtur the equivalent of a Lieutenant in the Codex Astartes. The 5 Gruppen ( Squads) in each Zug are lead by a Komtur each. In codex Astartes chapters this would be the Sergeant. The Gruppe 1-5 is in the I Zug, the Gruppe 6-10 is in the II Zug. Aditionally every company can have one additional Gruppe of 10 Novizen ( Neophytes) these can belong to either Zug and are assigned as the Kompaniemeister sees fit.
Look
The Galactic Knights wear a completely white set of power armour. As the chapter is very old there are many different types of power armour in use at the same time. The latest is the Type X armour used by the Primaris marines of the Chapter. These are currently only deployed in the 2nd Gefechtskompaniekompanie.
The marines wear the Chapter icon, a black cross ( Krückenkreuz) superimposed by a yellow shield showing a black eagle on the left shoulder pad. The Krückenkreuz is the true chapter icon the yellow shield with the black eagle is the heraldry of the Germania system. It was adopted into the chapter icon after the Ordo Teutonicus chose its homeworld in the Germania System. So very old dreadnoughts might still show the old icon.
On the right shoulder pad the tactical sign in black is worn. These are like in the Codex Astartes.
The Gefechtskompanie is indicated by a shoulderpad rim in company colour. Here the Galactic Knights follow the codex astartes again but as the armour is plain white the 1st Gefechtskompanie wears black as colour. As the first is the elite company according to the Codex Astartes they wear black helmets instead of white ones, as all elite Marines in the chapter do. So the colors of the Gefechtskompanies are as follows:
1st Gefechtskompanie black ( also black helmets)
2nd Gefechtkompanie yellow
3rd Gefechtskompanie red
4th Gefechtskompanie green
5th Gefechtskompanie dark blue
6th Gefechtskompanie orange
7th Gefechtskompanie violet
8th Gefechtskompanie grey
9th Gefechtskompanie sky blue
10th Gefechtskompanie brown
As the Galactic Knights Gefechtskompanies are self-sufficient at all times they have their own Scout Gruppen. These wear the company colour broken by white stripes. There is no Scout Company and no support companies like in the Codex Astartes. The 10 Gefechtskompanies are similar to each other except for the 1st which is ,like in the Codex Astartes, the elite companie. The one with Terminator armour. The Galactic Knights amassed so much Terminator Armour that the complete 1st can be equipped as Terminators at the same time. The First Gefechtskompanie is also known as the Mondkrieger ( Moon warriors) . This commemorates that the Galactic Knights are the best void warriors you can find.
There are 10 Gruppen in each Gefechtskompanie these are designated by a cross in the corresponding colour worn on the right knee . Black for the 1st Gruppe, yellow for the 2nd, red for the 3rd, green for the 4th, dark blue for the 5th, orange for the 6th, violet for the 7th, grey for the 8th, sky blue for the 9th and brown for the 10th Gruppe.
All other insignia, like Terminator crosses etc, are like in the Codex Astartes.
The vehicles show the chapter icon, all other insignia follows the codex astartes.
Beliefs
The founding members of the Galactic Knights of the Ordo Teutonicus came from Terra as explained earlier. They believe in a deity which is long forgotten by the rest of humanity. The rites of the Chapter are very obscure and only a very small inner circle knows about these in the 40.000 milenia. This inner circle consists of the Hochmeister and the rest of the Chapter headquarter as well as the members of the 1st Gefechtskompanie. What is known is that the brothers of the Galactic knights go into battle chanting:” In hoc signo vinces” The Priesterbruders are keeping up the rites.
The most important for all chapter members is the protection of Humanity, the Emperor and the founding Hochmeister Heinrich. The remains of Hochmeister Heinrich are kept in a special chamber in a stasis field and he still looks like he died only yesterday .
The Galactic Knights believe that the Emperor is the only human being that followed their deity to the fullest and therefore is the human with the greatest psychic power. Psychers / Librarians are not recruited into the order according to the founding under Primarch Dorn.
Geneseed
The Galactic Knights of the Ordo Teutonicus decend from Rogal Dorn and were created during the second founding when the Imperial Fists Legion was split up.
Rogal Dorn, also known as the Praetorian of Terra was the Primarch of the Imperial Fists Space Marine Legion. He was one of the twenty Primarchs created by the Emperor in the earliest days of the Imperium, just after the end of the Age of Strife. Despite being considered dead by the Imperium at large, Dorn’s status remains unclear. During the War of the Beast, the rediscovered Primarch Vulkan stated to Koorland that he would speak well of the Imperial Fist to Rogal Dorn.
The Imperial Fists were the VII Legion of the original twenty Space Marine Legions. The Legion remained loyal during the Horus Heresy, after which it was reorganised according to the Codex Astartes and divided into Chapters. , one of them are the Galactic Knights. The Galactic Knights are recognised to be among the most loyal Chapters to the Emperor .
The Galactic Knights were formed on Terra as part of the reorganisation of the Imperial Fists during the Second Founding, christening also the Soul Drinkers, Black Templars, and Crimson Fists. The Legion’s most fanatical battle-brothers composed the Black Templars while the more level headed members founded the Crimson Fists. The most secretive and monastic members excelling in void warfare were chosen as the founders of the Galactic Knights, when the VIIth Legion was split up into Chapters.
The Imperial Fists gene-seed possesses two unique characteristics that are expressed in physiological and the behavioral terms. Physiologically, the Chapter has lost two of the organs particular to Space Marines: the Betcher’s Gland, which allows the Marine to produce acidic spittle, and the Sus-an Membrane, which allows the Marine to enter a state of suspended animation. Behaviorally, the Imperial Fists are given to an obsession with conquering pain by force of will and discipline. The Chapter’s obsession with willpower and discipline is sometimes characterized as further involving a deep-seated drive towards self-sacrifice or penance. This trait is often simplified as merely involving a stubborn disposition.
The Galactic Knights Chapter considers the behavioral characteristics of its geneseed to be both a strength and a weakness. On the one hand, such tendencies engender stubborn conduct on the battlefield and ensure battle-brothers are more likely to fight on despite terrible injuries. On the other hand, Imperial Fists may subconsciously invite such injuries and difficulty, which can imperil battle planning and lead to unnecessary risks of personnel and material. Along these lines, the Galactic Knights are noted to be reluctant to accept the possibility of defeat when retreating would be the wisest course of action. The Chapter consciously attempts to minimize the liabilities of these behavioral traits while maximizing the benefits.
The VII Legion was one of the few that recruited entirely from their homeworld and were the only formation to have recruited from across all of Terra, including areas where other Legions claimed exclusive “Rights of Tithe.” The founders oft he Galactic Knights were chosen from Jermani, a part of the former european continent on request of the founding Hochmeister Hermann. He wanted the members of the chapter to have their own, in chapter, language, known as Jerman.
The Galactic Knights recruits consistently possessed a taciturn nature and were quick to action but reserved in speaking. They are known for their quiet monastic behaviour. You will never hear a word spoken about what happens inside the chapter .
The homeworld of the Galactic Knights is the Moon Münster in the Germania sector. Furthermore some of the individual Gefechtskompanien, like the third, have been fleet-based since the first homeworld of the chapter had been destroyed by an Ork Waaagh .
The Chapter emphasizes its historic role as part of the VII Legion defenders of Terra and takes part in maintaining a coded sequence of alerts and signals to coordinate the rapid redeployment of the full forces of the VII Legion to reinforce Terra against attack if the contingency arises. This is called „The last Wall Protocol“. The protocol was enacted 1,500 years later during the War of the Beast. The third Gefechtskompanie was involved in the Campaign against the Beast on Ullanor. The rest of the Chapter fought in different systems against the “Slaughter Waaagh.”
Battle Cry
-In Hoc Signo vinces-
The Galactic Knights are known to go into battle shouting “ In Hoc Signo Vinces” . This is hight Gothic for “In this sign victorious” oder in the language of the Chapter “ In diesem Zeichen siegreich”. Which sign is ment is only known to the inner circle of the Galactic Knights Chapter of the Ordo Teutonicus.
So far the fluff of my DIY Space Marine Chapter. I will right more about the chapter and its campaigns in the future. There will be stories about specific members like the first Hochmeister Hermann or the Kompaniemeister Siegfried of the 3rd Gefechtskompanie during his exploits on Ullanor.
Wow, I am impressed! Well done.
I think I'm going to start a thread over in the Dakka Fiction section for anyone who wanted to read more about the 2nd Concordian; cluttering this thread with more than a few paragraphs is probably unhelpful and breaks the rules anyways! So keep an eye out if you're curious.