Welcome to my hopefully ever expanding background for my Astartes, the fiery Dinoguard.
Here is a brief summary of the Dinoguard before the fluff begins:
CHAPTER STRUTURE: Unique Structure and Squads, Plus Autonomous Companies
CHAPTER MASTER: Arvidius Rex
HOMEWORLD: None, Live Aboard a Sizeable Fleet, Though Maintain Outposts on 12 Worlds
LOCATION: North-Western Regions of Segmentum Ultima
SPECIALTIES: Lightning Strikes, Ambush and Close Combat
EQUIPMENT: Large Amounts of Ancient Tech, Shun Plasma Weaponry, Favouring Flamers and Lightning Claws
GENESEED: Stable, No Missing Implants Though Certain Ones Don't Function 100% and Minor Physical Changes
COLOURS: Green and Blue
INDEX ASTARTES
FIRE AND ASH!
THE DINOGUARD
ORIGINS
The beginning of the Dinoguard Chapter is as yet unknown in any official record. There have been several polite requests and a more serious demand made by the Inquisition for information on the subject but the demands have thus far been refused, prompting rumours that how the Chapter was created may even be unknown to its Leaders.
They are believed to have first appeared in the early half of the 38th Millennium, circa 300.M37, but the first recorded appearance of the Chapter was not until some 30 years later in 336.M37 at the Battle of Four Winds City.
It took place on the planet Polarnia [
Arcadia Sub-Sector; Helbent Sector] in the Segmentum Ultima. It is recorded that a battalion of Imperial Guard [
Name Expunged On Account Of Cowardice] and a Company of Blood Angels were protecting the Four Winds City which lay under siege, surrounded on three sides. They were slowly being whittled down by a combined force of Chaos Renegades and two detachments of Chaos Space Marines [
One identified as Thousand Sons].
The Imperial forces were beginning to crumble with no sign of aid, their orbiting vessel destroyed, when in the sky had appeared the daunting shapes of a pair of Strike Cruisers and several smaller ships. Believing them to be Chaos reinforcements, the leaders of the Imperial Guard contingent sounded a full retreat and most of the battalion fled their posts, hiding within the city. A number of platoons did remain at their posts unwilling to abandon the stoic Blood Angels, refusing to admit defeat.
It soon became apparent though, that these new arrivals were not allies of the Chaos scum. The troops of the Arch Enemy began to turn their attentions skyward and it is stated that the Imperials could almost hear an audible hiss of displeasure being directed at the ships. The ships hung in the sky for what seemed like an age, silent and unmoving, and the Chaos Forces began to lull in their attack on the city as they appeared to discuss what to do about the unexpected presence.
Their decision was made for them when the smaller ships opened fire on the massed ranks arrayed before the city. Great trenches were burned into the ground and craters opened up out among the enemy as the ships’ weapons hit home, shaking the very earth. Simultaneously, a wave of fighters and larger craft began to spill from the Strike Cruisers, and descend upon the reeling forces below them.
The smaller ships ceased their assault just as the wave reached the ground. It was made up of a collection of Thunderhawk Gunships and Imperial Fighters of ancient design. They began to level a heavy rate of firepower against the enemy even as the Chaos dogs began to retaliate with anti-aircraft weapons; missiles and the like. A number of fighters were quickly lost but all of the Thunderhawks made it to the city intact and landed where they could.
From the Hawks poured a force of blue and green Marines, at least two companies strong. They joined their blood red brethren at the walls and quickly adapted themselves to the defenders’ strategy. Their appearance spelled the turning point in the battle; it was soon noted that the Chaos Space Marines assisting the Chaos Renegades, had mysteriously disappeared and that their absence drastically affected the enemy’s resolve.
In short order the last of the foe were pushed back from the city and finished by the aerial assault and the ships above.
After the routing of the enemy, the leaders of the Imperial Guard who had given the order to and had fled were Summarily Executed by the head of the mystery Chapter and new leaders appointed from those officers and guardsmen who had stood their ground. It is recorded that immediately after the unexpected reinforcements made to leave, without so much as a by your leave to their Brethren, but the Blood Angels’ commander managed to way lay the apparent leader of the unfamiliar Marines. The leader, introduced as Company Commander Arvidius Rex, was apparently nonplussed at being detained but grudgingly accepted the Blood Angel’s gratitude, simply stating they had heard the distress call and done their duty.
Rex failed to mention what Chapter they came from and recordings state that not even squad markings appeared upon the Marines, let alone Chapter insignia, yet they had functioned in squads during combat. It is also recorded that the Marines appeared to be wearing a mix of modern and extremely ancient power armour, some resembling those from the Heresy era, yet maintained to a much higher degree than most other Chapters’ relics.
It is said the Chapter was not seen again for almost two hundred years before appearing in support of a Fleet Engagement between Imperials and Eldar pirates, deep in the Helbent Sector. Only this time they had a name for themselves; the Dinoguard. It is noted that the leader of the Dinoguard was once again Arvidius Rex, though now it seemed he had been promoted to Chapter Master.
By the end of the 38th Millennium, the Chapter had adopted Heraldry similar to that of the Salamanders Chapter, though their organisation and tactics proved reminiscent of Blood Angels and Space Wolves respectively, if only in specific areas. In most areas, they appeared to have constructed their own unique ways.
Over the course of M38, it is recorded that their equipment also seemed to gain a degree of uniformity with less and less of the ancient technology, once widespread throughout the Chapter, replaced by its modern day equivalent. Most who have studied the Chapter are puzzled by how a relatively new Chapter would have such a quantity of antique equipment, but all agree that the replacing of the old is most likely to preserve them or simply because modern technology has improved upon so many aspects of Astartes equipment.
Since their first appearance the Chapter has become well known and has reportedly taken part in over two thousand campaigns, fleet engagements and confrontations through out the North-Western Sectors of Segmentum Ultima; though it must be noted that with no set Homeworld, their sizable fleet is most often found patrolling the Helbent Sector and its Sub-Sectors.
The Dinoguard are regarded as a highly efficient and exceptionally effective force, if somewhat unorthodox, seemingly able to adapt to and overcome any situation; though it is agreed they show a higher degree of mastery in Close Quarter fighting than perhaps in their Ranged Combat.
FLEET
The Dinoguard have no set Homeworld. They do however maintain a fortified outpost on each of the twelve Feral and Death Worlds they recruit from and train upon. Though referred to as ‘outposts’ each is a small fortress, armed to the brim with anti-infantry and anti-siege weapons, some automated, others manned. In addition, they are permanently occupied by what the Dinoguard call a Defence Squad. Each consists of a Veteran-Sergeant and twenty Marines armed with a mixture of heavy and anti-siege weaponry. Between the fortress’ weapons and the Defence Squad, each outpost is capable of holding at bay a force ten times as large as the one defending it while reinforcements arrive, should it ever come under attack from more than just the native monsters.
These positions are not at all as tedious as one might think. The Defence Squad has more than just guard duty to perform; each one is responsible for maintaining the Dinoguard’s relationships with the native populace and identifying potential recruits for the Chapter. Other duties include keeping detailed records on the locations, migrations and numbers of each of the many native animals in the vicinity so as to keep both the natives and the Chapter itself from wiping out any one species, whether through hunting or training, maintaining the balance of nature.
Other than the Defence Squads, the rest of the Chapter live primarily aboard the modest fleet they possess. In the beginning, when the Chapter only numbered less than six hundred Marines in total, the Fleet contained just eight vessels of varying types. The largest was the ‘Dator Mortis’, an ancient type of Battle Barge more similar to the modern day Navy ships than the modern Astartes Barges; it is here that Chapter Master Arvidius Rex and the other members of the Command Staff reside and discuss matters of the Chapter in counsel. There were also two Strike Cruisers just as old in design and five ships of escort size of a style long believed lost in time.
But, as the Chapter has grown, the Fleet has grown also. Another four Strike Cruisers of modern design and a second Battle Barge, plus a handful of proper Astartes escort ships have been bequeathed to them. In addition, several cruiser sized vessels, specifically designed for long term life in space with crew decks and training suits in place of a larger arsenal have been noted among the new vessels. These last ships serve as the day-to-day living quarters for those Marines not on work detail across the rest of the Fleet. The Companies rotate between duty periods and rest periods so that all do their fair share. Though heavily armed and armoured these are not combat ships and so each Battle Company will transfer to their designated Strike Cruiser before deploying into a Combat Zone.
Though they are a space-bound Chapter on the whole, this does not mean the Dinoguard spend all their time in space. On the contrary; the Fleet travels through an area of space in the far North-Western part of Segmentum Ultima, an area designated as the Helbent Sector. It takes a full year for it to complete a looping figure of eight patrol across the Sector’s three Sub-Sectors. After the first month of each year, for the next ten, a single Company will depart from the fleet and spend that month planetside on the nearest planet boasting whatever conditions they are being trained in at the time. These conditions include such things as toxic swamps, barren wilderness, steaming jungles, low-gravity, ruined cities, volcanic planes and icy snow.
The Fleet has followed the same path through the Helbent Sector who three millennia. From any point in the patrol, they can reach anywhere were their help is required within a matter of days. Even those ships not with the Fleet at the time will be summoned and join them at the designated location.
In recent times, a pair of the older escorts have been permanently regulated to transport duty, ferrying Initiates or newly promoted Veterans out on their Hunts and DinoScouts to their Absence on the Chapter’s nearest Feral or Death world.
Another task undertook by these ships is to take a Veteran-Sergeant and twenty Marines to check in with each of the Dinoguard’s outposts as the Fleet comes within range of them. Half of these Marines are drawn from the Battle Companies and the other half from the Training Companies [
See the Section on Organisation for clarification]. They are the current Defence Squad’s relief. The new Squad will spend several days, helping with the unloading and storing of the outpost’s next year’s worth of supplies, being updated on the outpost’s condition and current files before the previous Defence Squad leave aboard the escort ship, taking with them the Chapter’s newest recruits.
Upon returning to the Chapter, the Marines take up the positions vacated by their relief, seamlessly fitting back into the roles they themselves gave up a year ago. This is just another way the Chapter gives its Marines experience in other environments beside space, some while still in training, others to keep their wits sharp.
ORGANISATION
It is rumoured, however unlikely, that the Dinoguard did not view the Codex Astartes until two millennia after they first appeared. These theories are prompted by the major differences in Company make up, the fact that most Companies are oversized and the unique Squads that appear throughout the Chapter.
The most obvious difference about the Dinoguard is that they maintain only eight Companies, deeming their Scouts to be a separate Division than part of its fighting forces, and that each appears autonomous dealing with the other Companies only when they must and answering only to the Chapter Master himself.
Beginning with the upper echelons, the Chapter’s ruling class are known collectively as the Scale Council. There are fourteen seats on the Council filled by the Chapter Master, Master of Sanctity, Master of the Forge, Chief Librarian, the eight Company Commanders, the DinoScout Commander and the Fleet Commander.
Each of the eight Companies is overseen by a great warrior who bears the title of Company Commander, accompanied by his own Command Squad of at least four Veterans. Each Company also has a dedicated Chaplain.
Known as ‘The Immortals’, the Chapter’s 1st Company follows the standard make up of most other Chapters but is not limited to just ten squads; over the Millennias, it has been recorded that confirmed squads have numbered between seven to fifteen. Another note worthy feature is the quantity of Tactical Dreadnought Armour the Chapter possesses, all be it most are of Ancient design. Also, the Dinoguard Terminator Squads display an intermingling of Ranged and Assault weaponry rather than two separate forces. Added to this, they have a permanent mounted force of Megasaur Riders [
See Sacred Hunt and Great Lizards below], at least twenty to thirty at any given time, making ‘The Immortals’ an exceedingly deadly force to come up against.
The Battle-Companies, 2nd-5th, are each made up of six Storm Squads and four Strike Squads. Storm Squads differ from Tactical Squads in that they carry only light arms; Bolters, Flamers, Meltaguns, Heavy Flamers and Missile Launchers. This allows them to close faster upon a target yet still bring an equally devastating arsenal to bear. Strike Squad is simply an ancient term for Assault Squad, but instead of the Plasma Pistols most Chapters employ, Strike Squads have access to a large number of a much older device known as the Infernus Pistol, a rarity to most Chapters.
The 6th to 8th Companies are known as the Training Companies as they deal with the next stage of life in the Chapter for Post-Scout recruits. The 6th and 7th are made up of twelve to fifteen Storm Squads while the 8th comprises twelve to fifteen Strike Squads.
The Scout Division consists of the DinoScout Commander, a Veteran Marine of considerable note, and a varying amount of DinoScout Sqauds but no less than six have ever been recorded. DinoScouts are named as such for the chameleonic, scaled cloaks every one of them wears no matter that Scout’s particular role. They also herd and stalk their targets in a way similar to the lizards from which their cloaks originate. In addition, much like the 1st Company, the Scout Division has the means to field a mounted element. Every DinoScout has a Carnosaur in their care but not all complete the training necessary to function as a Carnosaur Rider Pack [
See First Hunt and Great Lizards below] though during a Desert Campaign in 582.M39, it was witnessed that at least seventy Carnosaur Riders in an indeterminable amount of packs took part in a mass charge, indicating that a high percentage of the Division have completed the training. When formed, each pack is three to four members strong and must work in unison, the Rider controlling his charge while working with the others.
Then there is at least an additional two hundred and forty Marines who are stationed at the Chapter’s twelve Outposts in groups of twenty, known as a Defence Squad [
See the Fleet Section above for more details].
COMBAT DOCTRINE
The Chapter does not employ the use of Devastator Squads, preferring to mount heavier weapons on vehicles instead, in keeping with the Chapter’s characterisation as a Lightning Strike force. They do however maintain a sizeable amount of Predators and Whirlwinds which provide ample long range support during a Strike.
They hold to the belief that a single, powerful strike against the enemy’s weakest point can bring down even the largest and well dug in opponents. This tactic has been used to devastating effect across a hundred different worlds, against a multitude of foes. In the few instances were they have failed, the Dinoguard have shown their other mastery of luring out the enemy by appearing to retreat, beaten and disheartened, only for their pursuers to be met by a perfectly timed ambush from those squads held back from the initial attack. Now the hunted turn and join their Brethren in wiping out their prey.
The Dinoguard are by design an assault Chapter and though they lack the expert defensive knowledge of anti-siege masters such as the Imperial Fists or the Iron Hands, this does not mean they cannot defend themselves. On those rare occasions were they have been pushed into a position were being laid to siege is inevitable, they have proven themselves quite capable.
One recorded incident in 419.M39 states that one of their Outposts came under siege by a Chaos force many times the defenders’ numbers. With reinforcements at least a month and a half away, the Defence Squad held out against the Arch Enemy for two months with minimal losses on their side, accounting for half the enemy’s number.
THE TRIALS
At different stages in his progression through the levels of the Chapter, each Marine must go through a series of trials, designed to test him to his limits and prove his worth to the Chapter. The most rigorous and notorious are detailed here:
First Hunt:
Recruits of the Dinoguard come from the tribes and clans of the Death and Feral worlds they search upon. Most of these tribes have a Rite of Passage that when a man comes of age he must prove his worth by capturing a Carnosaur; a three ton, twenty-five foot lizard. As most recruits are not yet of age, so their changing bodies are more compliant with the Implants they receive, the Chapter has apparently adopted this tradition and, after being pronounced suitable for the Chapter, to earn his place in the Scout Company each Initiate is dropped on one of the many Feral Worlds the Dinoguard use for training and is given basic rations and tools for survival. The Initiates have a week to accomplish the trial and wrangle one of the great lizards and bend it to their will. Then the ship will return to collect the successful candidates and their new charges. 50% of all Initiates fail or die trying. Some Chapters frown upon this, thinking it a waste of men, but the Dinoguard simply answer that if a Human can do it but an Initiate cannot, what use is he to the Chapter? For those who fail and live, they simply live to take the trial again. For those who succeed, so begins their time as a DinoScout.
The Absence:
Much like they did as Initiates, when it is time for a DinoScout to join the ranks of the Chapter proper and become a Battle-Brother, they are dropped on a Death World with no rations or tools and given a month to survive alone. An astonishing 95% of all DinoScouts survive this ordeal, testament to the training and experience gained during their time in the Scout Division.
Sacred Hunt:
When a Battle-Brother is chosen to be honoured with a place among the ‘Immortals’, the 1st Company Veterans, he is given the option to undergo the Trial of the Sacred Hunt and earn the right to wear one of the Chapter’s suits of Tactical Dreadnought Armour. To date it is believed not a single Battle-Brother has refused the Trial. As Initiates, they were given a week to capture a Carnosaur; now as Battle-Brothers they have a fortnight to claim a Megasaur; a forty foot long, eight ton monster of muscle and primal rage. Few have died during this Trial but not all succeed. However, those that fail do not lose their place as a Veteran; they can simply take the Trial again, once every ten years.
BELIEFS
The Chapter holds its loyalty to the Emperor and the preservation of Human life above all else. They look upon any unnecessary waste of life in ‘the Name of the Emperor’ as a betrayal of Humanity, which has brought them to blows with several other Chapters, not to mention the Imperial Guard. In one instance, an entire Platoon were executed, along with their Commanders, for levelling a village which showed no signs of the Chaos infestation plaguing neighbouring townships on the basis of ‘Just In Case’.
There are other traits they hold in high regard; Decency, Valour and Honour, to name a few. They will never back down once a Challenge is given, though few challengers can force them to the point of retreat.
They also hold the belief that not all those that have turned from the Emperor’s Light are beyond redemption. Of course, those who have devoted themselves to Chaos, been to the Eye or killed in the name of Chaos are beyond saving. But those who have simply become disheartened, or lost their way, those who no longer see a purpose to their existence, the Dinoguard believe they can help them. Most Chapters have scoffed at these ideals, but is a known fact that almost a hundred once renegade Marines have been inducted into the Chapter over the Millennia’s, proving their point.
GREAT LIZARDS
On the Feral and Death Worlds the Dinoguard appear to favour as recruitment sites, there lives an abundance of reptilian life. Most are no bigger than a man, but there are a few exceptions. The larger, carnivorous animals make great mounts for a Scout and those even larger are strong enough to carry even a Terminator into Battle and still fight with undiminished fury. At the same time, some of the smaller reptiles make fine companions for the Astartes who befriend them. Some of the more famous lizards seen among the Dinoguard are detailed here:
Scavos:
Small, maybe the size of poultry, these winged lizards appear the most popular companions among the Dinoguard, able to carry messages and scout for their masters. They are agile and fast, have voracious appetites and are extremely loyal.
Carnosaurs:
When the Dinoguard first began recruiting from the Feral and Death Worlds in the Sector they patrol, they found many tribes across many different planets all rode great lizards into battle and for simple transport. These three ton, twenty-five foot beasts were deadly killers and had a certain scaly appeal. The Dinoguard admired them so much they decided that their scouts would ride these great beasts into battle instead of the more traditional bikes [
Some speculate this may have been prompted by the Chapter’s lack of resources at the time]. Of course, the beasts were first matched against bikes to prove their worth and the reptiles out shone them in every way; they could turn quicker, run as fast and had the added bonus of a deadly arsenal of claws and teeth. Now each new DinoScout captures one for themselves, trains and cares for the beast until the day it is killed, dies or they become Battle-Brothers and so are too heavy to be carried. Those lizards who survive long enough to become riderless are put to sleep and sections of their skins given to their former rider to be used as they see fit, unable to be given a new rider due to the deep bond they form. Some Marines simply keep it as a memento, while the majority fashion lion cloths, tabards or simple strips with which they adorn their armour.
Megasaurs:
Though a Battle-Brother is too heavy to be carried by a Carnosaur and so if mounted must use a Bike, when he becomes a Veteran, he has the chance to obtain a new mount, in the form of an eight ton, forty foot Megasaur. These living titans of primal rage and feral hunger are light years beyond those lizards Initiates must face. Though not as fast, they make up for it with sheer strength and power. There jaws are lined with rows of teeth able to compromise even Terminator Armour if given the chance. A Megasaur’s training period can also be longer than that of a Carnosaur’s due to their greater will and indomitable spirit, but once a Marine has gained a bond with it, the creature is one of the most loyal and deadly mounts in the Galaxy.
GENESEED
In the early centuries after its appearance, it is noted that there seemed to be four distinctive groups among the Chapter, two major and two minor, were geneseed was concerned.
The first Minor Group appeared simply to have more acute senses then their Brethren while the other had no Sus-An Membrane. One of the Major Groups possessed neither Mucranoid Implant nor Betcher’s Gland and the other, much larger group possessed a malfunction in their Melanchromic Organ, resulting in almost black skin, similar to that of the Salamanders.
Though the Chapter appeared divided, not once did it appear to affect their efficiency in Battle or their habits during rest periods. Also, over the next Millennia newer Marines appeared to be created with all nineteen implants, though some still retained the acute senses and/or the Melanchrome malfunction.
The original group divisions and the later Marines being produced ‘complete’ lead many Historians and Inquisitors to the theory that the Chapter was created from ‘lost’ factions from several other Chapters. These factions have obviously since been combined at the Geneseed level to create a more perfect Marine.
This theory was corroborated in late M40, after Inquisitor Jarnis Faldoom [
Noted acquaintance of the Dinoguard Chapter] was given permission to make an examination of the Chapter’s Geneseed, if somewhat limited. The examination showed that at least part of the Geneseed came from the Salamanders Chapter and possibly the Raven Guard, though both Chapters have no records of being approached to help create a new Chapter. There were hints at two other distinguished Chapters but the traces were not strong enough to be authenticated.
It is also noted that Inquisitor Faldoom recorded a worry about the Apothecaries of the Chapter. He discovered that were most Chapters screen and check their Geneseed stock at least once a month, the Dinoguard check theirs at least once a week. When asked why, the Apothecaries where less than forth coming. Although the Geneseed proved stable when he examined it, the Inquisitor believes that there must be good reason for the Chapter to check so often. No investigation has been announced as yet though the discovery is logged within the more serious files of the Inquisition.
BATTLECRY
“To Victory, Be It Yours And His!”
The official battlecry, voiced by all of the 1st Company and Senior members of the Battle Companies. However, more popular among the standard Marines is the phrase:
“Fire Before Us, Only Ash Behind!”
COMPANY DISTINCTION
Which Company a Marine is a part of can be identified by two sources; the right Shoulder Guard’s colour specifies the Marine’s Company and the left Knee Guard bears the Company number. The right Shoulder Guard also bears the Squad Symbol and Number the Marine belongs to.
From right to left, the Company Colours.
DINOGUARD COLOUR SCHEME
A few examples of Marines in the Dinoguard Chapter:
1st Company:
A Terminator and Veteran.
2nd Company:
Company Chaplain, Storm Marine and Strike Marine.
Librarium:
Chapter Codicier.
That’s All For Now But More Will Be Added.
Comments and opinions on the fluff so far would be greatly appreciated.