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"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
This message was edited 1 time. Last update was at 2017/08/16 00:18:29
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
This message was edited 1 time. Last update was at 2017/08/16 09:52:34
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.
very creative idea there mate please tell me more
This message was edited 1 time. Last update was at 2017/08/18 04:45:11
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
This message was edited 1 time. Last update was at 2017/08/19 01:33:15
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.
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units. "SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.
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: Dataslate- 4/4/3/3/1/3/1/8/6+
Autopistol, Steel Extendo, Puma Hoodie
USRs: "Preferred Enemy: Xenos"
"Hatred: Xenos"
"Racist and Proud of it" - Gains fleshbane, rending, rage, counter-attack, and X2 strength and toughness when locked in combat with units not in the "Imperium of Man" faction.
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...
----
INDEX ASTARTES - The Knights of the Ardent Flame
Seek purity in the heart of the flame.
---
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 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…
This message was edited 3 times. Last update was at 2017/08/28 14:11:15
Hope is the first step on the road to disappointment.
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...
Hope is the first step on the road to disappointment.
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.
"Beyond that opening are my enemies. Behind me are warriors who would happily turn their weapons on me if they thought they could get away with it. Do you really think I'm doing this to try and impress anyone? I know who I am, and I don't give a greenskin's fart what anyone thinks of me."
- Honsou
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.