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Ok so first before I start I will show you where I got my inspiration from. You might even find it educational.
My regiment is based on the First American Volunteer Group (1st avg) also known as the flying tigers. You can find out more about them here and watch a “ history channel dogfights” episode here.
Arkan is a temperate world covered in forests. The planet is 25% larger than Terra and revolves around a bright blue star, named Arka. Arkan means of Arka.
The world’s forests consist of taiga, redwood, deciduous, jungle, and pine. No matter where you are on Arkan you are either surrounded by forest, above it, or on the oceans. There are no deserts, or plains, there is only forest. The lack of any kind of environment that does not include forests is due to the rapid rate at which vegetation grows. Once a tree is cut down it only takes a year for a new tree to grow and become just as big as the one that was cut down. No one knows why vegetation grows so quickly, but the ecclesiarchy officially states that it is a gift of the emperor even if reports dating back before contact with the great crusade mention the growth phenomena.
Forests and plants grow so quickly that any indent on the landscape is restored in a short time. This makes permeant settlements, and clearing land for agriculture hard. Force fields seem to have an effect on the rapid growth of vegetation so all major settlements employ their use. Agriculture gets around this problem by consolidating land, labor, and capital into plantations that have force fields on their outskirts that prevent the forest from encroaching on agricultural land, whilst still allowing for the rapid growth of produce. The most common way for agriculture to be done is a nomadic system. Forest fires rage all the time on Arkan and some have found a way to employ them to their benefit. Land that has been cleared by forest fires in quickly turned into temporary agricultural ground where it is utilized until the forest begins to encroach again.
Forest fires are very dangerous and constantly threaten the people of Arken. Walls are erected, and trees are constantly cleared from around settlements to combat the threat. An entire section of the planetary defense force is dedicated to fighting these fires. The men and women that make up this task force are the initiates of the local defense force.
Under the constant threat of fire, and hindered by thousands of miles of forest, traditional vehicles are essentially impossible to utilize for transportation between settlements. In their stead aircraft perform the same role. Without an abundance of aircraft transportation of goods and personnel would be dangerous and hindersome. Due to their importance many people and families have aircraft. These can be small gyro copters, balloons, prop planes, helicopters, jets, VTOL capable aircraft, and amphibious landers. Storage of the majority of the aircraft is in underground hangers that can house an entire settlements supply of aircraft. Airports are the center of commerce and trade on Arkan. Every town has an airport for without one it could not send or receive anything. The abundance of aircraft on Arkan and its imperative use by its citizens makes them a very good pilots and airmen.
Arkan society is pseudo class based. Mutants generally work in the nomadic agricultural and logging trains where they. Humans of low class either work in the plantations as sweat shop “employees” or as valued workers, or clear the land around settlements for protection from fire. Low class citizens also work as mechanics on the vast array of aircraft. Arkan’s middle class is comprised of cargo pilots, low ranking members of Arkans planetary government, accountants, lawyers, teachers etc. High ranking members of Arkan society are high ranking members of the Planetary Government, members of nepotistic business families, and the descendants of famous persons. Above all of them is the Planetary Governor. The Planetary Governor is elected by the people in a first past the post system. Every citizen of Arkan votes for the Governor each has a single vote. The only people that cannot vote are mutants, and criminals. Once a Planetary Governor has been elected he serves until his death at which point a new Governor is voted upon.
The Governor heads the entire planet and is responsible for its defense, imperial tithes, and the wellbeing of the people. The people vote for the candidate that they feel benefits them the most, thus most planetary governors fulfill that purpose well in relation to other imperial worlds. Not all provide for their people though, as that ruse was only needed to get elected, and thus protected by edict of the imperium. Imperial tithes are required of Arkan like almost every other imperial world. It supplies a vast amount of lumber, and produce, so vast that Arkan is not required to give units to the imperial guard or navy.
The Planetary defense force defends the planet from possible invasions, heretics, and lawbreakers. The unique property of Arkan draws a certain kind of criminal. Drug farmers come to Arkan from all over to plant illicit vegetation in the shield of the woods. The planetary defense force employs task forces to find destroy, and execute these criminals and their drugs. It does this by deploying scouting and recon forces on the ground which are equipped with horses that can traverse the terrain for months at a time without needing to refuel. Behind them are light infantry detachments made up of heavy weapons teams, equipped with mortars, rocket launchers, lascannons, and heavy bolters, general infantrymen, and sentinels ,which can traverse the forests due to their bipedal nature. The task force is then supported by air cavalry that drops troops via grav chute, or fast rope into combat; and provides air support. The aerial element also intercepts and destroys criminal aircraft. If the situation warrants it can execute aerial boarding protocols with vtol aircraft, or even moving planes.
The lack of imperial guard and navy recruitment has left the PDF with many veterans. In response to this the First Arkan Volunteer Group was formed by a veteran of the pdf that wished to fight on other worlds for the imperium. Ever since then volunteer groups have formed on Arkan that seek to serve the Imperium. The members of the 1ST AVG are the most veteran members of the PDF. They are given leave from the PDF to join the 1st AVG by the Planetary Governor. Each member of the 1st AVG must be given leave by the Governor and then accepted by its commander.
The 1st AVG itself is not under the command of anyone but its leader. It exists outside the authority of the Governor, as he only gives leave to its members and supplies them with some of their equipment. The organization itself is pretty much free to do as it wishes and take on tasks that please it. The freedom that this unit is able to operate with is both a boon and a burden. While the governor gives his blessing and supplies them with some equipment they still possess fewer resources than other regiments. To get around this they take on jobs that pay well, and resupply them. Surprisingly they are well equipped even with these logistical nightmares. They contain a vast array of aircraft, sentinels, camo cloaks, carapace armor, and hotshot lasguns but no tanks or any tracked or wheeled vehicles. Some suspect that they are regularly hired by inquisitors to perform jobs such as support a revolution on a world against a corrupt Planetary Governor as a way to keep inquisitorial involvement shrouded.
The pilots and men of the 1st AVG are all veterans that fight in the forests and the skies for an imperium that didn’t ask them to join.
Ok so first before I start I will show you where I got my inspiration from. You might even find it educational.
My regiment is based on the First American Volunteer Group (1st avg) also known as the flying tigers. You can find out more about them here and watch a “ history channel dogfights” episode here.
Arkan is a temperate world covered in forests. The planet is 25% larger than Terra and revolves around a bright blue star, named Arka. Arkan means of Arka.
The world’s forests consist of taiga, redwood, deciduous, jungle, and pine. No matter where you are on Arkan you are either surrounded by forest, above it, or on the oceans. There are no deserts, or plains, there is only forest. The lack of any kind of environment that does not include forests is due to the rapid rate at which vegetation grows. Once a tree is cut down it only takes a year for a new tree to grow and become just as big as the one that was cut down. No one knows why vegetation grows so quickly, but the ecclesiarchy officially states that it is a gift of the emperor even if reports dating back before contact with the great crusade mention the growth phenomena.
Forests and plants grow so quickly that any indent on the landscape is restored in a short time. This makes permeant settlements, and clearing land for agriculture hard. Force fields seem to have an effect on the rapid growth of vegetation so all major settlements employ their use. Agriculture gets around this problem by consolidating land, labor, and capital into plantations that have force fields on their outskirts that prevent the forest from encroaching on agricultural land, whilst still allowing for the rapid growth of produce. The most common way for agriculture to be done is a nomadic system. Forest fires rage all the time on Arkan and some have found a way to employ them to their benefit. Land that has been cleared by forest fires in quickly turned into temporary agricultural ground where it is utilized until the forest begins to encroach again.
Forest fires are very dangerous and constantly threaten the people of Arken. Walls are erected, and trees are constantly cleared from around settlements to combat the threat. An entire section of the planetary defense force is dedicated to fighting these fires. The men and women that make up this task force are the initiates of the local defense force.
Under the constant threat of fire, and hindered by thousands of miles of forest, traditional vehicles are essentially impossible to utilize for transportation between settlements. In their stead aircraft perform the same role. Without an abundance of aircraft transportation of goods and personnel would be dangerous and hindersome. Due to their importance many people and families have aircraft. These can be small gyro copters, balloons, prop planes, helicopters, jets, VTOL capable aircraft, and amphibious landers. Storage of the majority of the aircraft is in underground hangers that can house an entire settlements supply of aircraft. Airports are the center of commerce and trade on Arkan. Every town has an airport for without one it could not send or receive anything. The abundance of aircraft on Arkan and its imperative use by its citizens makes them a very good pilots and airmen.
Arkan society is pseudo class based. Mutants generally work in the nomadic agricultural and logging trains where they. Humans of low class either work in the plantations as sweat shop “employees” or as valued workers, or clear the land around settlements for protection from fire. Low class citizens also work as mechanics on the vast array of aircraft. Arkan’s middle class is comprised of cargo pilots, low ranking members of Arkans planetary government, accountants, lawyers, teachers etc. High ranking members of Arkan society are high ranking members of the Planetary Government, members of nepotistic business families, and the descendants of famous persons. Above all of them is the Planetary Governor. The Planetary Governor is elected by the people in a first past the post system. Every citizen of Arkan votes for the Governor each has a single vote. The only people that cannot vote are mutants, and criminals. Once a Planetary Governor has been elected he serves until his death at which point a new Governor is voted upon.
The Governor heads the entire planet and is responsible for its defense, imperial tithes, and the wellbeing of the people. The people vote for the candidate that they feel benefits them the most, thus most planetary governors fulfill that purpose well in relation to other imperial worlds. Not all provide for their people though, as that ruse was only needed to get elected, and thus protected by edict of the imperium. Imperial tithes are required of Arkan like almost every other imperial world. It supplies a vast amount of lumber, and produce, so vast that Arkan is not required to give units to the imperial guard or navy.
The Planetary defense force defends the planet from possible invasions, heretics, and lawbreakers. The unique property of Arkan draws a certain kind of criminal. Drug farmers come to Arkan from all over to plant illicit vegetation in the shield of the woods. The planetary defense force employs task forces to find destroy, and execute these criminals and their drugs. It does this by deploying scouting and recon forces on the ground which are equipped with horses that can traverse the terrain for months at a time without needing to refuel. Behind them are light infantry detachments made up of heavy weapons teams, equipped with mortars, rocket launchers, lascannons, and heavy bolters, general infantrymen, and sentinels ,which can traverse the forests due to their bipedal nature. The task force is then supported by air cavalry that drops troops via grav chute, or fast rope into combat; and provides air support. The aerial element also intercepts and destroys criminal aircraft. If the situation warrants it can execute aerial boarding protocols with vtol aircraft, or even moving planes.
The lack of imperial guard and navy recruitment has left the PDF with many veterans. In response to this the First Arkan Volunteer Group was formed by a veteran of the pdf that wished to fight on other worlds for the imperium. Ever since then volunteer groups have formed on Arkan that seek to serve the Imperium. The members of the 1ST AVG are the most veteran members of the PDF. They are given leave from the PDF to join the 1st AVG by the Planetary Governor. Each member of the 1st AVG must be given leave by the Governor and then accepted by its commander.
The 1st AVG itself is not under the command of anyone but its leader. It exists outside the authority of the Governor, as he only gives leave to its members and supplies them with some of their equipment. The organization itself is pretty much free to do as it wishes and take on tasks that please it. The freedom that this unit is able to operate with is both a boon and a burden. While the governor gives his blessing and supplies them with some equipment they still possess fewer resources than other regiments. To get around this they take on jobs that pay well, and resupply them. Surprisingly they are well equipped even with these logistical nightmares. They contain a vast array of aircraft, sentinels, camo cloaks, carapace armor, and hotshot lasguns but no tanks or any tracked or wheeled vehicles. Some suspect that they are regularly hired by inquisitors to perform jobs such as support a revolution on a world against a corrupt Planetary Governor as a way to keep inquisitorial involvement shrouded.
The pilots and men of the 1st AVG are all veterans that fight in the forests and the skies for an imperium that didn’t ask them to join.
They are a Dark Angel successor chapter that excel in Jungle fighting and Guerrilla warfare. Most of their chapter came from Guardsmen and PDF who fought alongside the DA when the successor chapter was founded.
The Tenebris Ultores are made up of two companies; the Vanguard and the Main Line. The vanguard consists of nearly a hundred Terminators and Combat Infantry, and the main line is made up of mainly the mainlined Infantry. The Tenebris Ultores disdains Tanks and bikes for they are nearly always useless where the Tenebris excels at, and so the only machines they have in their ranks are the two stripped down Dreadnoughts; Tenebris the martyr, the man who was the first recruit, and an old Howling Griffon Dreadnought named Quentin who was left for dead in a ruin because he was heavily immobilized and in the midst of being tortured by enemy cultists.
They only ever take missions in the most suicidal circumstances where their Guerrilla warfare and Jungle Warfare can be used. They hunt a Fallen Dark Angel cult who is led by brother Aviv who has under his command an entire Ork Tribe, a hoard of Cultists and nearly three dozen fallen Dark Angels and a small legion of Space Marines. They fight the Cult wherever it can be found and won't stop pursuing the Cult until either one of them or both of them are wiped out.
This message was edited 1 time. Last update was at 2014/08/24 05:18:45
"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D
I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123
The 91st Experimental and Section 9: Experimental Exo-Suit Division.
Schrott is a Vault world and so it is told before the arrival of the Mechanicus was a temperate planet like Ancient Terra. An underground continent spanning Vault built into the side of a mountain range before plunging into the crust of the planet was constructed here to house nigh every experiment, prototype, device, new discovered process and so on. Be they failed, successful, sequestered or simply forgotten. The Vault doors alone are truly immense, large enough that 2 Imperator titans can stride out of them with an armored battalion driving between them in traveling formation (in a line, 3 to a row). So it is unknown even to the oldest of Vaults Ad Mech caretakers, what exactly lies within the Vault (and why the door is so huge). While there are records of some things within, the Vault is so immense only "expeditions" can be sent in to hopefully find something, with threats such as rogue experiments and faulty defense systems roaming the halls.
Many years ago, The Dark Mechanicus with traitor marines in tow sought the experiments in the Vault. The Mechanicus and Imperium responded in kind with a massive force. The conflict lasted many years, leaving the planet a barren wasteland littered with downed spacecraft peppering the planet and hulks of vehicles and equipment rusting in mountains of metal. Thankfully, no taint was left behind after the conflict, the fires of the war making sure of that. Humanity forged a life from the destruction, crafting cities within the hulls of the downed imperial spacecraft and towns from the scrap metal. The Ad Mech who still remained still ruled and guarded the Vault and began to explore it in earnest. They found a great deal of weapons and prototypes that needed to be tested in service of the Omnissiah, other machines were resurrected and salvaged to fight for the Imperium again from the wastelands, leading to one-of-a-kind Salvaged war machines. The number 91 for the 91st Experimental came from a heroic PDF/Skittari regiment that fought against the dark forces and died defending the Vault that allowed the Imperial forces to rally and counter attack turning the tide of the battle. Now they roam the galaxy under the command of the Mechanicus with their experimental, and prototype weapons seeking relics and proving their weapons worth. Their weapons unfortunately were never put into production for their own reasons and its unlikely they will ever be so. The armored fury of the 91st is a true force of the Omnissiah.
Section 9 is a division within the 91st that was created after a cache of Exo-Suits were discovered within the Vault. Each suit is a complex framework of hydraulic or electrically powered exo-skeletons that are controlled from a MUI that is processed through a backpack mounted cogitator, believed to be related to powersuits that are used in space construction or heavy load lifting. The suits are armored roughly with exposed sections being protected by a powerfield that is projected from the back unit. While not the true equal of an Astarte's power armor, a skilled Exo_suit operator can keep up with an AStartes if their reactions will be slower. The users of the armor are the best of the best (of the best) the 91st has. They are not genetically enhanced or augmented like an Astarte's but they try to prove otherwise. There are far too few to make a difference in the universe and while many suits were recovered from the Vault, they cannot be manufactured only repaired. But they make a good strike force for the 91st and the Mechanicus. As of now, only 2 10 man "tactical" squads armed with coilguns, magnetically accelerated slug weapons that hit like bolters, and 6 "Termiantors" heavier, bulkier versions of the Exo Suits with thicker armor and shields, and a prototype land raider variant named the "Invader" known for its speed.
The Ad Mech continues to delve into the Vault and send any findings to the 91st. Recently a massive titan sized door was discovered within the Vault, the door being made from titan armor grade metals and extremely thick, preventing from being cut into. The only clue that hints at its contents are colossal tread marks that make even Baneblades seem tiny.....
Currently, the Command staff of the 91st consists of Commander Martin Andrews who deals with the ground forces of the 91st, Magos Desat who rules over the entirety of the 91st but usually just the Forgehammer, the ship that transports and protects the 91st forces, and Lord Commissar Clemmont, the 2nd in command.
Experimental Weapons
Spoiler:
Mark 1. Experimental Heavy Assault Walker
Cold Hearted B , Cryo Tank.
RailDriver, Prototype Railgun tank.
Quantum Annihilation, Quantum Singularity Tank
Salvaged Machines
Spoiler:
Citadel of Vengence, "Malcador Defender"
Burning Vengence, "Demolisher"
Sturm Natter, "Medusa"
Toxin Tractor, "Banewolf"
Section 9 current forces.
This message was edited 4 times. Last update was at 2014/08/24 22:36:07
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.
++INFORMATUS MINISCULI: ADEPTUS ASTARTES INSTIGATORII++
Instigators Chapter - - Tenth Founding - - Progenitor: VII Legion (Imperial Fists)
Crusading Chapter - Currently under-manned
Latest recordings indicate a clear deviation from Codex Astartes as an organisation. No detectable Veteran Company - same applies to the Scout Company and Reserve Companies. Speculations arise about a decentralised structure across the companies, each having their own reserves, veterans, and a responsibility of training new neophytes.
High level of Chaplains detected across the battlefield co-operation missions with the other military elements of the Imperium. The "Reclusiam Guard" formation accompanied the acting commander Chaplain. It seems as the Astartes are intensively doctrinated to their Chapter cult of strong faith and Primarch worship.
Combat doctrines bear suicidally fanatic defensive elements. Siege warfare, armoured support, and veteran spearheads visible in the majority of the campaigning methods.
Personal heraldry and honours visible in the form of prayers and seals adorned in the armour.
Chapter seems to have a lacking arsenal in general. No bikes or centurions detected in any encounter, neither a fully operational Mk VII power armour types. An unknown variant is used widely instead (possibly a local manufactorum variant) - resembling an iconic knightly helmet.
I shall proceed monitoring the Chapter for the possibility of traitor activity, as I press on with the more concerning matters in their subsector Galileias.
The hellspawns of the warp shall not take what rightfully belong to Him.
Ave Imperator.
++LOGIC ENGINE MESSAGE: ENTER SIGNATURE? Y++
++LOGIC ENGINE MESSAGE: SIGNED, INQUISITOR ARTHUR MARSK++
++END INFORMATUS++
Anyone else? These seem more detailed then the previous ones I've seen.
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.
Knights Sanguine is my project Chapter, I'm planning to give them a handmade codex supplement one day.
So basically, they are Blood Angels successor Chapter. They were formed after a victorious (altough expensive) campign against Orks in Besarife system.
Preferred fighting style is armoured assault with focus on Bikes.
Their preferred enemy is Orks (surprisingly) and therefore they use Flamers a lot.
Thought for the day:Ignorance is Innocence. The Sinners must protect the Sinless.
ORDER NAME.... Order of the Sacred Tome
ORDER FOUNDING...692.M41
ORDER MASTER....... Canoness Imelda Ecrire
ORDER CONVENT... Convent Sanctorum.
PATRON SAINT.... SAINT RAUL
ORDER HISTORY...... The survivors of [] fled to the Geheim system, led by Saint Raul of Birmingham aboard a dilapidated Cobra-class destroyer named the Bless'd Castellan. Saint Raul's visions led them to land on the third moon of the fourth planet, Arcanis. Arcanis was a world much like Raul's home - primitive, dark and poor. It had once been a thriving agri-world that existed solely to support the Adeptus Mechanicus facility on its third moon, but with the mysterious deaths of the entire Techpriest congregation in 245.M41 the populace below had fallen into barbarism, and then feudalism. The sororitas moved into the old Mechancium facility, surrendering up their old identities and officially founding the Order of the Sacred Tome in honour of the diary Saint Raul recorded his prophesies in. The Saint led the order for twenty five years before the Emperor reclaimed him, leaving his most faithful student in charge. Under her guidance, the Sacred Tome began expanding, recruiting from the planet below and spreading the Imperial Creed across the lost Geheim system. The Order thrived until a lone vessel of Hive Fleet Colossus arrived in system in 754.M41. Despite the warnings that were received, the Sisters found themselves ill prepared to fight off the swarm. As the main part of the Order's fighting forces were dispatched to the surface of Arcanis itself to prevent the Tyranids from gaining a foothold, the remaining archivists and dialogous searched their records and those of the long-forgotten Adeptus Mechanicum for some clue as to how to defeat the Tyranids decisively.
A miracle proved to be the answer. Saint Raul returned to guide the Order in their time of need. Though the Tyranids dispatched a horrific hybrid life-form known as a Magos to eradicate the lunar fortress-convent before a solution could be uncovered, Raul led the Sisters that remained there to victory, engaging the Magos in single combat while Sister Indicia, the lead archivist, raced to reawaken the sleeping systems of the Bless'd Castellan that had been grounded since the Order's arrival. As Indicia's team fired one of the two cyclonic torpedoes that had slept, forgotten, in the Castellan's tubes for three centuries at the hive ship, Raul struck his foe down with an almighty blow that shook the foundations of the fortress-convent themselves. His hands crackling with the Emperor's power as frost rimed the walls, he drew forth a glowing orb of light from the Magos' ruined head, instructing the only survivor of his war-escort, sister-dominion Silenda to commit it to paper and seal it within a null vault she would find at the lowest level of the Mechanicum facility.
In the aftermath of the great battle, the Order numbered less than fifty surviving Sisters. The majority of their fighting forces, along with their entire command structure, had been destroyed. Raul secluded himself with the three most senior surviving Sisters - Indicia, Silenda, and Gizli, of the Dialogous, Militant and Pronatus respectively - and gave them the mission the Emperor had selected them for. He taught them of the Emperor's Great Work, a tome of knowledge that, if it had been completed, would restore the Imperium to glory and power. The Great Work held the secrets of the Astronomicon, of the elimination of witch-kind, and, most importantly, the restoration of the Golden Throne and the Emperor himself. It was the Emperor's will, Raul told them, that they find the scattered fragments of this work, for Chaos had scattered it, as it had scattered the Primarchs. The shards of the Great Work resided in the minds of witches and unholy shrines. He taught them the methods of extraction and sealing, that they could gather these fragments and return them to the Archive in the null vault. When the Great Work had been completed, he told them, the Emperor's light would shine upon humanity once more.
The Sisters accepted this charge - for what else can the Adepta Sororitas do when so commanded by the Emperor himself, speaking through the mouthpiece of a saint?
Within a decade, the Order was again strong enough that they could send emissaries into the stars to discover the locations of the fragments. These Seekers would hunt down the fragments of the Great Work, retrieving them and returning to Arcanis III when possible, summoning reinforcements where not. As the collection steadily grew, however, so did the whispers. It started out subtle, the gathered weight of knowledge teasing the archivists who cared for it. As the mission broached fifteen filled tomes of the Great Work, the voice began spreading to Sisters who merely contacted the archivists. Within a century, every Sister who spent time in the fortress-convent had been touched by the whispers, offering knowledge and asking nothing in return other than to be known. Their mission was Divine, but Canoness Sekretua decreed that the knowledge of the tomes was not for lesser mortals. Only the Saint's return would permit the opening of any of the tomes once they had been sealed. The dialogous order was reorganised, a subset known as the Archivists formed from those who showed the most resistance to the whispers. The Circle of Archivists numbers only ten women at any one time, but they are drawn from all branches of the Sacred Tome - Battle Sister, Dialogous, Pronatus and Hospitaller alike may be chosen so long as they are Pariah. Only the Archivists may handle the tomes once they have been returned to the null vault. Despite these precautions, each Sister of the Sacred Tome carries with them a touch of the Great Work, and it is not unheard of for a Seeker to succumb, to ask the Great Work for guidance, and for that guidance to be given. These fallen Seekers must be hunted down as a priority, for once a Sister has broken one rule - even one that brings them closer to the Emperor - what else may follow?
ORDER HOMEWORLD.. Arcanis III, Geheim system, Segmentuum Tempestus.
ORDER HERALDRY... A robed saint holding a book and a sword.
ORDER STANDARD.. A large tome on a blue background held within a gold ring.
This message was edited 2 times. Last update was at 2014/08/25 13:29:13
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
Something I made up for my upcoming "Paint a Blood Angels army in two weeks" project.
Chapter Name: The Knights of Dalrais
Strength: Nominal
Codex chapter?: Yes, almost strictly so.
Homeworld: Dalrais
Progenitors: Blood Angels
Primarch: Sanguinius
Specialization: Rapid Assault.
Colors: Gunmetal grey. Shoulder pods bear company colors.
Chapter Marking: A single blood drop.
Lore:
The Knights of Dalrais is a young Chapter of the Adeptus Astartes. They are by all accounts a typical Space Marine chapter: Almost Codex Compliant but with a few quirks. The Knights are close followers of the Codex Astartes. They heed every word as though it was the word of the Emperor himself. However, being Sons of Sanguinius they must deviate in order to function properly. Firstly the Knights of Dalrais have a Death Company. Sadly their inherently flawed geneseed dooms their members to this grim fate. Secondly, like their parent chapter their tactical marines retain their jump packs so that they may sate their lust for blood in a useful manner.
Being a newer Chapter the Knights lack much in the way of relics and esoteric technology. The vast majority of their power armor is Mk. 7 Aquila pattern and the few Terminator suits they have are all Indominitus. They have no ancient or rare war machines such as the Spartan Assault Tank and only have a handful of Land Raiders. Such is their scarce armory that the Knights will often send task forces out to follow promising leads to locate lost relics of the Great Crusade.
In terms of character the Knights can be described as grim, strict and pragmatic. Each Battle Brother has been indoctrinated from the day they were born to be joyless machines of war. Any sign of weakness, such as laughter or sadness, is mercilessly stamped out. In addition to their draconian upbringing each Knight tirelessly trains with the Bolter and Chainsword whenever he can. To give room for this the normal feasts given to Space Marines is instead replaced with a flavorless but highly nutritious paste. Their overall dour demeanor does often cause tension between them and other Imperial forces. For example, the Knights see Imperial Citizens as easily expendable assets rather than victims of war. Imperial Guardsmen rate little better. Such a detestable attitude has earned them ire from more compassionate chapters like the Salamanders or Space Wolves. (Still a wip!)
This message was edited 1 time. Last update was at 2014/08/28 20:26:36
Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!