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Brown Dynamite Space Marines Chapter (played as Blood Angels)
Home World: Artaves, a mobilized palent husk that had once suffered an Exterminatus by the Space Wolves
Chapter Master: Artarion
Specialty: Hit and Run, WAAAGH? wait... what!?!, Teleportation
The Brown Dynamite Chapter has served the Imperium since the Great Crusade. Originally part of the Ultramarines Legion, the future members of the Brown Dynamite never truly felt like a part of the Legion best known for its unity and loyalty to each other. These Battle Brothers soon found each other through various campaigns, united by some unknown force and compelled to seek out the other Space Marines like them who surely must exist.
Before these Battle Brothers managed to unearth the mysterious force that bound their fates together, the Horus Heresy struck the Imperium. After the war, the changes that took place upon the implementation of the Codex Astartes allowed these former Ultramarines to band together as one Chapter known as the Fate Seekers.
During an expedition to the Segmentum Pacificus, the Brown Dynamites detected a distress signal far below the galactic rim. Upon arrival to the signal's source they found a lifeless husk of a planet that had obviously undergone an Exterminatus. Following the distress signal through one of the caverns leading into the planet's core, the Brown Dynamite found an ancient gestation pod with a glowing cube within. Bringing the cube with them, the Brown Dynamite proceeded into a large chamber who's walls were lined with an entire Space Marine Legion's armory. However decadent and awe inspiring these equipment may be, the sarcophagus that stood in the middle beckoned the Space Marines closer.
As the Chapter Master moved to touch the sarcophagus, a hologram of a Space Marine, larger than any of them and wearing an elaborate armor, appeared and said "Welcome, children born form my seed. I am one who has been forgotten by the Imperium, shunned by my father, and, after recording this, presumably, defeated by one of my brothers. You need not know my name as even the thought of it may place you in the path of Heresy. You need only know that you came from me as I came from my father. I leave here, for your use, the remains of our legacy. I ask only this: That you gather your brethren and prepare for the End Times. Stay faithful and loyal to the Emperor. Farewell."
To be continued...
---
Squab...
"We are the survivors of a cleansing war waged upon our Legion. The Emperor sent the Space Wolves to slaughter us, our Primarch abandonded us, and we were driven underground by those who remember us. I am old, Dante, yet, though wounded and cast aside, I remain a true and loyal Space Marine."
- Artarion, Chapter Master of the Forgotten Sons Chapter, to Commander Dante, Chapter Master of the Blood Angels Chapter, during their brief meeting in the Daemon Fortress of Dree' Nekthar
Army: The Sin-Eaters
Home: The Space Hulk Resurrection.
Chapter Master: Archmagnate Azazel
Chief Librarian: Judge Lector Melchisedech
Originally a successor Chapter to the Dark Angels, the Nemeses Errant were tasked with hunting down those who would imperil the Imperium with their arrogance and hubris, notably rogue psykers and infernalists, but also planetary governors, xenos warlords, and the like. Their Chief Librarian was convinced the war against the Warp could not be won in its current incarnation, as there were too many psykers in the Imperium, and any one of them could cost an entire world. He devised a plan to enter the Eye of Terror and perform a potent ritual that would stymie the Chaos Gods for decades, perhaps centuries, throwing their armies into disarray and disrupting their plans. His Chapter Master agreed to the plan and took the First Company into the Eye. They vanished utterly, and the Nemeses Errant were torn apart in their absence, suspected of heresy. Two hundred years later, a battle cruiser filled with Space Marines calling themselves the Sin-Eaters barreled out of the Warp, and was immediately fired upon by the Imperial regiments at the Cadian Gate. After a brief return fire, the Sin-Eaters fled limping into Imperial space and were declared traitorus extremis. The Imperum at large has yet to recognize that these twisted marines are the remains of the Nemeses Errant, infected by the Warp. They deliriously insist they still serve the Emperor, slaying those consumed by pride, but the irony of their corruption is total and irreversible: they are truly servants of Chaos.
This message was edited 1 time. Last update was at 2012/11/29 22:42:22
Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
Deathwatch
Craftworld: Fir Farillecassion “Watchers over Ancient Wrongs”
Fir Farillecassion was one of the first craftworlds to flee the central systems of the Eldar realm prior to the fall. One seer, whose name is long forgotten but in the legends of Fir Farillecassion goes by the name of “Creidann”, meaning Belief Make, believed that the Eldar race could leave the depravity behind them and start anew among the far reaches of the Eldar empire, where the horrors had not yet reached. The Farseers of the craftworld strive to lead the people of Fir Farillecassion to greatness like Creidann had done so many cycles ago.
This craftworld is known to be followers of Hoec the Wanderer, because just like Hoec, the craftworld has travelled far further than any other craftworld in the galaxy, unlike craftworlds such as Ulthwe, who orbit the Eye of Terror. Fir Farillecassion has been sighted in the Ghoul Stars by the Death Spectres space marines and has also been seen as far away as the Halo Stars by the Iron Knights space marines. However the craftworld has reached both ends of the galaxy in a rather short period of time, Inquisitors who study the Eldar, namely Inquisitor Czevak, speculate that this craftworld knows of Webway gates that can accommodate a craftworld, which are extremely rare and their locations are no doubt valuable to many races who utilise the webway such as the Necrons and the Dark Eldar.
The Fir Farillecassion Eldar are renowned for their use in heavy, long-ranged firepower of Fire Prisms, Dark Reapers and Wave Serpents to overwhelm their enemy before striking into the enemy’s flank with a hail of scatter laser fire from War Walker Squadrons at close range. This has particular effectiveness against the likes of Imperial Guard tank companies who pray to the Emperor that they are not attacked from behind by the far more manoeuvrable Eldar. The Rangers of Fir Farillecassion are adept at killing the most heavily armoured foes with a single shot; throwing many armies into disarray with the loss of a leader. The Farseers, during times of war lead the squads of Dire Avengers, mounted in Wave Serpents to bring the final deathblow to the enemy.
Unlike most aspect shines found on other craftworlds, the shrines upon Fir Farillecassion paint their armour in the green and black of the craftworld, with some shrines painting part of their amour in the craftworld colours, and others painting their whole armour in the craftworld colours.
That's all I have written so far, what do you think of it?
Specialty: Plasma based weaponry. Defensive Tactics.
After holding the line around their fortress monastery from the Tyranids in 927.M41, The Scythes of Glory have become rather adept at implementing defensive fortifications. The preference of plasma based weaponry has been around since skirmishes with the Bronze Bastards after finding how effective plasma was on older models of power armor. Currently they are engaged in a war with the Bastards to this day.
My army exists mainly so I can paint a wide variety of models. But I have worked on a fun fluff to give it a bit of meaning.
Short version; The Scientist made himself an insane genius by absorbing the knowledge of all life on the planet he was on, simultaneously killing everyone else. He convinced himself that he was in contact with The God of Chaos (actually just voices in his head), who told him to assemble an army and spread "True" chaos throughout the Universe. He brainwashes dead (reanimated) and captured individuals from across the galaxy of any and all species and steals or repairs equipment with whatever is available.
The long version;
Spoiler:
About the Army of the Second Law:
Shortly after the Zeist Campaign (999.M41) a small but diffuse cluster of star systems in an area of Ultramar and previously known to harbour civilisations was found devoid of all sentient life. It was thought that this might be due to the Tau or Tyranid infestation, but upon inspection the destruction was not typical of either race; The only remaining signs that a planet had supported a thriving civilisation was the crumbling remains of their structures and buildings. All machinery, resources and, more perplexing, any traces of the bodies of man or animal were absent. The plant life however, was thriving. From studying the degree to which the flora had encroached and covered the ruins of once great civilisations, it could be calculated that these planets had been deserted for centuries and no clue was given as to where or why all the people and fauna had gone. The greatest mystery was that one planet, near the middle of this cluster of star-systems, was completely missing and records showed that nothing has been written about this planet since early M35.
Unknown to the Imperial forces that found this mystery, the missing planet was not missing, but hidden to their instruments, their psykers and their naked eyes. This was the home of the Army of the Second Law.
Headed by The Mad Scientist, who's name is long forgotten. A genius left alone on a planet wiped clean of all sentient life by one of his experiments (M35); an experiment that granted him immortality and the collective knowledge and memories of the whole planet, he was slowly driven mad by this knowledge and loneliness while perfecting his techniques and experiments over thousands of years, on the surrounding star-systems.
He developed an obsession for "true" chaos, through the study of the natural increase in the disorder of his home world as the familiar surroundings of a once great civilised (ordered) planet crumbled to dust to be replaced by the randomness of the untouched flora of the planet.
He was persuaded in his madness by the voices in his head that a fictitious god of disorder had tasked him with fighting the tide of order and uniformity created by the habitation of sentient beings throughout the galaxy. He therefore had to increase the disorder in the universe as he believed it should be and that the very nature of the universe tends towards without the structure and order brought about by civilisation. Without his help, he believed, the universe would die when the "unnatural" levels of order became too great.
He does not believe that all life should be destroyed, just that the structure of the various societies should be disrupted and randomised. Any that stand in his way, however, will die. After all, he's on a mission from god.
He therefore set about planning to build an army to spread death, disorder and destruction from one world to the next, destroying infrastructures and spreading "true" chaos, the greater the degree of destruction the better for disorder. An ordered and regimented army, however, just wouldn't do and he set about it's creation as he did for any of his experiments, by bringing together random pieces or elements and mixing them up in one pot.
He ensnared a drifting space hulk (possibly as early as M36), with a kind of tractor beam he invented for the purpose, and brought it in to crash into the planets surface killing nearly all life aboard which consisted of a large population of Tyranids and a small band of space marines that were exploring the hulk at the time. The survivors were left to die on their own or picked off by robotic drones created, but hated due to their lack of disorder, by The Scientist.
The hulk, a collection of ancient and more recent spacecraft, granted The Scientist access (using the robotic probes he designed and built, themselves from ancient knowledge) to the raw material he required to start his army, body parts. He also discovered a vast collection of wargear, equipment and STC data aboard the hulk.
He set about rebuilding whole bodies from what he found and learning about the unique biology of the various species from dissection and by absorbing the knowledge and memories of the dead.
Using all manner of techniques he persuaded, tortured, and brainwashed the reanimated, disembodied, heads of the creatures and humans to follow his command and believe in what he believed. He also implanted small bioelectronic devices into the skulls of his army that would allow the various species to recognise each other as "friends", either directly or by a sort of hallucination to disguise the different, hostile, species. Anyone else, therefore, was recognised as foe in a similar way.
He could then breath life back into the reassembled bodies and use extracted DNA to clone further members of his army that could be brainwashed from scratch and trained by memory implants.
He then sent small scouting parties to raid other planets, particularly scenes of recent battles for fresh and diverse "raw materials" to increase his disordered army and to supply various pieces of hardware required for weapons and vehicles, ready to spread the word of randomness to the rest of the universe. He also utilised techniques to lure "raw materials" directly to his planet in some cases.
He has also developed the transportation technology of the various species encountered through the universe to allow retrieval of equipment and "raw materials" from the battlefield so as to avoid loosing precious hardware and to acquire more from opponents during and after battle. His technology cannot be used to transport his army across the battlefield, only to transfer anything, with one of his transport gizmos attached, to his ship in orbit. All members of his army have a gizmo implanted together with the behaviour implant and all pieces of armour and weaponry have one or more of their own.
The army specialises in disorder, which may (hopefully) disorientate the opponents and lead to the greatest amount of distruction and chaos.
The army's greatest enemy is probably The (Mad) Scientist himself...
There's also a bit more detail (and of course the models so far) in my blog (see sig).
Mastodon: @DrH@dice.camp
The army- ~2295 points (built).
* -=]_,=-eague Spruemeister General. * A (sprue) Hut tutorial * Dsteingass - Dr. H..You are a role model for Internet Morality! // inmygravenimage - Dr H is a model to us all Theophony - Sprue for the spruemeister, plastic for his plastic throne! // Shasolenzabi - Toilets, more complex than folks take time to think about!
Name - Formally: Forge Knights /Informally: Architects of Death
Shoulder Artwork- Black, Solitary upside down red hammer
Colour Scheme- Formal – Black with red trim /Combat – Repainted with camouflage relevant to the AO.
Founding- 34th Founding.
Chapter Master- Pyralis Agis
Homeworld- Thraxis
Fortress MonasteryThraxis Alpha
Fortress Barge- Thraxis Beta “Hyperion”
Specialty- Highly specialized covert operations.
Battle Cry- None
Colours- Black, red, and silver
Codex Chapter- No
Size- 1500 Marines
Chapter background -
Spoiler:
The Forge Knights are a rather successful successor Chapter of the Salamanders, created in the most recent Founding. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Pyralis, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred arms and armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Tu’Shan and Pyralis managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have at least one Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Pyralis was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.
Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has “agreed” to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Warp Drives for use outside of the Warp, acting as a sort of push/pull mechanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.
The Forge Knights also tend to dismiss the "religion" side of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.
The Forge Knights are a fleet-based Chapter 90 percent of the time, returning to their homeworld or nearby friendly planet once every few years to get their feet back on the ground. They maintain a rather large fleet, containing 10 Strike Cruisers and 5 Battle Barges, 3 Forgeships along with their Fortress Barge, an engineering masterpiece nearing the magnitude of the Phalanx of the Imperial Fists, but with more Nova Cannons.
The Forge Knights are extremely secretive, not willing to disclose the majority of their chapter secrets with anyone, Inquisitor or otherwise, including the true location of their homeworld, and going so far as to manufacture lies to maintain this level of secrecy. Certain records of many wars over the past six millennia have indicated a distinct lack of humanity within the higher organizations of the Imperium, and so the Forge Knights have made it the responsibilities of the reserve Companies to evacuate civilians from warzones where it is necessary to do so.
At 1500 marines, the Forge Knights are the largest Chapter commissioned by the High Lords of Terra. However, their unique purpose and chapter divisions allow for this exceptionally large Chapter to exist without extensive oversight. The Chapter is designed almost expressly for high-risk covert operations where the standard boisterous tactics of the Space Marines would do more harm than good, and each squad is never more than five men, and each Marine is fully equipped with above average armor and equipment. Due to their nature, they are very solitary individuals, however their teamwork is unmatched.
The Forge Knights are put into their own companies, however those companies are put into three 500 man Divisions, Alpha, Sigma, and Omega. Alpha Division is stationed on the Fortress Barge a single Battle Barge and two Strike Cruisers, Sigma commands three Battle Barges and six Strike Cruisers, and Omega is divided in half, with half remaining at the Fortress Monastery on Thraxis and half in a Battle Barge and two Cruisers. The Fortress Monastery on Thraxis, Thraxis Alpha, is perhaps one of the most well defended Fortress Monasteries in the Imperium; the firepower located in, on, and around the monastery is equivalent to that of a Battle Barge. The Forge Knights are so serious about their security that only the Chapters they have fought alongside or rescued members of are allowed within the walls. All other visitors, including the Inquisition an High Lords of Terra, are redirected, sometimes secretly, to a secondary base. Their want for intense security perhaps stems from their small numbers; although there are 1500 Forge Knights, they are never all in the same place, and so each Division must be self-sufficient, going so far as to almost require each Division to recruit from different worlds.
Though they are a Salamanders successor chapter, they routinely operate as silently and invisibly as possible. They are some of the premier marksmen in the whole of the Imperium, and some are even capable of giving the Vindicare assassins a run for their money (assuming assassins have any). They make great use of advanced camouflage, and never wear their chapter colors into battle, and are able to fight in any sort of terrain on any planet. They make use of HALO jumps, wielding grav-chutes to great effect, Drops Pods, and teleportation. Their habit of shooting locator beacons onto the dropsite ensures a safe arrival of all friendly forces and keeps survival rates at 100 percent. In prolonged engagements, the Forge Knights will enlist the help of the local populace and assist in training guerilla forces. Unlike most Space Marine Chapters and Imperial institutions, to the Forge Knights “collateral damage” means “you did it wrong.” Any careless mistakes made by either Forge Knight members or the members of other Chapters is met with swift retribution that usually entails The Master-of-Arms hunting down those responsible and beating them while yelling “oh I’m sorry, I meant to hit the air next to your face, I guess that’s just collateral damage.” The Forge Knights maintain one of the most well-trained and well-rounded fighting forces in the galaxy, even compared to other Space Marine Chapters.
In their short time as a chapter, the Forge Knights have made it their goal to stand apart from the other chapters. Whether or not it means anything, to anyone, remains to be seen.
The story of the current Master-of-Arms
Spoiler:
By all respects, Arakor should not even be a Space Marine. A weaker, yet strangely quicker than average Space Marine scout, his only saving grace was that he was captured during a Dark Eldar raid while performing training maneuvers. Arakor was then subjected to the brutalities of the various arenas of Commorragh, nearly dying in his first fight. However, as the days, weeks, and months passed on Arakor soon became used to the arenas, and as his skills increased, the amount of times he was stabbed/punched/bloodied during the fight decreased proportionally. He began to use his opponent’s weapons against them, even going so far as to steal a Hellions Hellglaive and Skyboard at one point. Although his joyride did not last long (he couldn’t fly the thing if his life depended on it, which was bad because it did), he managed to save himself by landing on a Helspider, which broke his fall quite nicely. Arakor spent a full year in the arenas, fighting various xenos beasts, Wyches, Trueborn, Incubi, and everything else. What was once a torturous fight to stay alive soon became like a game to Arakor, for every fight that Arakor fought, he learned that much more. That is, until Drazhar, the master of blades, strode into the arena. Drazhar was Arakor’s hardest and most disappointing fight, as the match ended in a draw. Arakor, who was usually not one to give much of a damn, gave a lot of damns after that fight. For days, he replayed the fight in his mind, going over every swing, every miss, every step that both he and Drazhar took.
However, he would never get the chance to challenge Drazhar again. By sheer luck, the slave transport Arakor was on was attacked by a gang of Hellions, giving Arakor the chance to escape, although “escape” may not be the correct word. Arakor had fought Hellions many times over the past year, and overpowering one of them while the rest were distracted was no big deal. Arakor killed the Hellion, stole his Skyboard, and lept off the edge of the transport. As he fell, the spiked spires of Commorragh drew ever closer, and he thought to himself that this may have not been his best move. He finally managed to get his feet on the board just in time for him to smash headfirst into a Reaver pilot, who was just as confused as he was. He punched out the jetbike pilot and promptly lost control of the jetbike, weaving in, around, and through the Dark City before finally pulling up. As he did so, a flash caught his eye, and he quickly turned to look. To his surprise, he was not only speeding through one of the labyrinths of Commorragh, but a webway portal had been activated, and Kabalite warriors were rushing to get into realspace. He made a beeline for the portal, accidentally and totally not purposefully murdering the crap out of some of them with the jetbikes’ bladevane. As he came screaming out of the portal, he took in his new surroundings. It was cold, windy, with the smell of blood in the air. The cold distracted Arakor long enough for him to forget that a Reaver Jetbike actually requires concentration to drive, and he ended up plowing straight into the side of a Raider, blowing both vehicles up and sending Arakor flying. Impacts and burns barely affected Arakor by now, but snow was another thing. There was also the matter of being surrounded by Dark Eldar. Arakor couldn’t have cared any less; he was free. He celebrated his newfound freedom by punching a Wych in the spine and taking her impaler, then romping towards the flank randomly hitting things as he ran, hopped, and flipped by. Arakor reached the flank, which was right up against a forest. He ditched the Impaler and headed straight for the Imperial lines, bounding through the forest with an almost unnerving glee. As he leapt over a wall, he was instantly cornered by a dozen Space Marines. After a bit of a talk, with Arakor telling them he was an escaped slave, they not believing him, then him telling them they should believe him because he isn’t not one, Arakor finally persuaded them to allow him refuge. From there, it took Arakor another week to gain both proper clothes and clearance to contact his chapter, and then another month before Arakor was declared the new Master of Arms shortly before rising to the rank of 1st company Captain.
As Master at Arms, Arakor directs most of his efforts in stopping Dark Eldar raids. Partially because he does not want to see more innocents captured and slaughtered in the arenas, like he saw so many times, but mostly because he wants another go at Drazhar. His time in the arena was superior to any training he could have gotten as a Space Marine; now, he is as swift as the best Imperial assassin and just as deadly. Though his hatred of Dark Eldar has brought him into conflict with Pyralis on more than one occasion, Arakor and Pyralis remain battle brothers to the end, and oftentimes go to war together, each one covering the other weaknesses.
Beware, both are pretty long. Hopefully the Chapter background makes sense. .
Warbrothers clan: Orks
Lead by the brothers Zapdakka and Grotsmash (not actual brothers because they are orks but as close as you can get) Zapdakka values big guns over anything else while Grotsmash quantity of of guns.
colors: camo; the brothers dont care wat color the camo but require each ork to have it stylised into their gear, going as far as to painting even every looted vehicle they come across.
Tactics: mass amounts of firepower, big or small, a hail of gunfire is the only thing that will please the bosses of this waagghh
origins: the brothers both being born on apocolyspe and raisng to the status of warboss after countless years of fighting started their own clan devoted to shootas, picking up orks from any system that values a good dakka
The 6th Company of the Death Korps of Krieg 5th regiment.
Lead by Captain 5601, the company was at the Siege of Vraks, where they were thrown in the meat grinder like every other company, this one survived however, and many of its guardsmen now wear the skullmask of the Grenadier. During the siege, a company of Engineers was attached to the siege regiment, and they worked in concert with the 6th to break and perticulary strong heretic position. From this point on, the Engineers remained with the Company.
Nowadays, this veteran company is used as a line breaker, thanks the combined arms of its deadly artillery and the fact that they can freely bring Engineers and Hades Breaching Drills to the fight, whereas other regiments have to relay on independant companies.
Grenadiers are a common sight in this company and in the regiment as whole, as over half the survivors of the Siege of Vraks were promoted to this elite position.
After the Siege of Vraks, they were sent to fight Eldars, where the Grenadiers #56-93-06 was requisionned by the Inquisition. The Eldars were routed.
Their color vary a lot, depending on the situation, but a favorite is the standard grey greatcoat and dark grey armor.
The Company use a lot of artillery as it is a siege Company after all, however, they'll almost always deploy a squad of Grenadiers and at least one squad of Engineers coming out of a drill.
They've fought Chaos heretics for the better part of their existence, however they'll destroy the enemy of man no matter what it looks like.
Caballeros Del Mar Blanco and Bandidos de la nieve
Preheresy regiment comprised mechanized assault units with supporting platoons of Footslogging. The regiment specializes in Surprise attacks most notably during the night or during blizzards. Recorded as lost before the heresy but found later in 735.M41 after reports surfaced of a rogue regiment appearing in the segmentum obscurus. Brought back into the Imperium by inquisitor Mak'yla they appear to share a ship with a couple squads of the former *information Sequestered* Legion.... Loyalty tests still ongoing. Currently Drafted into the service of Inquisitor Mak'yla
Kilkrazy wrote: We moderators often make unwise decisions on Friday afternoons.
kestril wrote: Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
Brotherhood Master: Maliss the Harvester ( He harvests the hearts of enemy heros he has killed )
Histroy: During the great crusade tech priests were trying to cure genetic flaws but it was banned after everything went wrong, years later they tried again under secrecy but were discovered and chased off. They landed on the unknown world off Vector Prime which had been colonised during the age of strife but was forgotten. The tech priests used a nearby planet within the Vector system to turn citerzins into space marines. They have been fight for what is right every since
Gene Seed: It's a mixture of first founding legion gene seeds, the blood angels gene seed was also thrown into the mix.
Alegence: Some members of the Imperium, Tau and some Eldar. Classed as rebels aparently
This was a craftworld that left the eldar civilisation in good time, which helped to mitigate casualties amonst the eldar. These arrogant eldar believed that they alone would be able to salvage the eldar civilisation, but they have been involved in a series of conflicts which has left this once proud craftworld devastated. Having finally cast aside any delusions of eventual survival, they now go to war with a grim determination and a sense of fatalism. They inflict as much damage as possible, before withdrawing at speed to strike another undefended target. Rarely will they give the opponant an even fight.
Recently, they have begun to rely more and more heavily on wraithguard and wraithlords as their numbers dwindle ever lower.
The ultimate aim is for the craftworld to fight alongside the Phoenix Lords in the Rhana Dandra and achieve what they consider to be a meaningful death - they hope to help create Ynnead and defeat Slaanesh permanently.
My Chaos (Fluff WIP - it needs fleshing out)
The Horde
Red Gore/Shining Gold
The Ascensionists were a loyal chapter with strong ties to the ecclesiarchy. They adopted many traits of the ecclesiarchy, but the most important was faith.
It was this unquestioning belief that led to the entire chapter assaulting a chaos warband via drop pod on an un-named planet close to the eye of terror. It was a total disaster. Upon receiving the news that Captain Wiederganger had fallen in battle with a fell champion of chaos, Chief Librarian Nachzehrer ordered full retreat for the remaining elements of the chapter. Less than 80 marines returned.
They were harried on all sides by the forces of chaos and fled into the sanctuary of the warp.
The moment they entered the warp it calmed and they were stranded.
After 12 months of prayer, Nachzehrer entered the ships chapel and discovered the body of Captain Wiederganger, crucified above the altar. He cut the body down.
As soon as the Captains body hit the floor, he began to stir. He stood, and Nachzehrer tried desperately to explain why he had abandoned the Captain and begged for his life. The Captain's hand shot out and grabbed Nachzehrer by the throat - he snapped his neck and threw him begind the altar. He locked the chapel doors and called a general assembly.
Stood in front of the remnants of his chapter, He told them that they were not worthy to be called marines and told them that they would bear no name or chapter symbol until he judged them worthy.
They stayed in the warp for another year - this time as a test from the Captain to the remaining marines. Insanity and madness became rife throughout the ship.
A year and a day after his strange re-appearance, he led his marines to the Chapel and unlocked the doors. Inside was Librarian Nachzehrer. Somehow, he'd survived his injuries, but with no food for sustenance he'd been forced to eat the corpses of his brethren interred in the chapel to stay alive.
His skin had become pale, and he'd developed numerous tics and twitches. His movements had become jerky.
Remaining in his presence for any length of time resulted in the marines feeling an unnatural, insatiable hunger
Over time the chapter began to raid nearby planets. They developed a prediliction for taking live prisoners.
After all, food is food.
My Wolves (WIP)
The Night Wolves
Chaos Black/Ultramarine blue
A company of wolves is seconded by Inquisitor Xero Tearg, taken on an extended mission and returns changed...more feral.
Taerg is shown to be under the influence of chaos, and the company vows not to return to fenris until he is slain.
This message was edited 3 times. Last update was at 2012/12/11 11:53:37
Its because ordinance is still a word.
However, firing ordinance at someone isn't nearly as threatening as firing ordnance at someone.
Ordinance is a local law, or bill, or other form of legislation.
Ordnance is high caliber explosives.
No 'I' in ordnance.
Don't drown the enemy in legislation, drown them in explosives.
The necrons of the Nephremet Dynasty openly worship the C'tan ''The Vocalist" and have a hatred for a specific guard regiment; the 693rd Omaha Highlanders
The Crown World is Mearndril Secundus, which was colonised by imperial settlers, but is currently being scoured of all life.*
Overlord Ahrakal the Devious has been leading the Nephremet Dynasty towards their Crown World to awaken their Phaeron, Lohrehk the Eternal.
*see A Grim Omen in 40k background
the "skeletal figure" being Ahrakal the Devious, after awakening the Vocalist
This message was edited 1 time. Last update was at 2012/12/12 13:55:15
1000 pts Nephremet Dynasty
''You are coming with me, Governor. It is time you met the Vocalist"