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Imperium Sundered [Alt-Warhammer 30k | OOC]

PostPosted: Sun Mar 12, 2023 10:57 am
by Krugmar
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-> OOC <- | IC | Wiki | Discord


It is a time of legend.

Mighty heroes battle for the right to rule the galaxy. The vast armies of the Emperor of Earth have conquered the galaxy in a Great Crusade - the myriad of alien races have been smashed by the Emperor's elite warriors and wiped from the face of history.

The dawn of a new age of supremacy for humanity beckons.

Gleaming citadels of marble and gold celebrate the many victories of the Emperor. Triumphs are raised on a million worlds to record the epic deeds of his most powerful and deadly warriors.

First and foremost amongst these are the Primarchs, super-heroic beings who have led the Emperor's armies of Space Marines in victory after victory. They are magnificent, the pinnacle of the Emperor's genetic experimentation. The Space Marines are the mightiest human warriors the galaxy has ever known, each capable of besting a hundred normal men or more in combat.

Organized into vast armies of tens of thousands called Legions, the Space Marines and their Primarch leaders conquer the galaxy in the name of the Emperor and humanity.

Chief amongst the primarchs is Atlas, favourite of the Emperor and like a son unto him. He is the Warmaster, the commander-in-chief of the Emperor's military might, subjugator of a thousand thousand worlds and conqueror of the galaxy. He is a warrior without peer, a diplomat supreme, and his ambition knows no bounds.

The stage has been set





Primarchs and Legions

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Loyalist

I - Amber Order - Morgan Duri
II - Hospitallers - Melchior Bohemond
IV - White Wardens - Vin Tallow
V - Black Dogs - Cu Dubh
VI - Marauders - Metillius
XII - Eternity's Children - Moraille Moros
XIII - Storm Lords - Ekkehart
XV - Primordial Guards - Aleksandr Zorkastanov
XVII - Ashen Host - Hesta Khelena
XX - Imperial Lions - Saphira and Raziel

Traitor

III - Pale Hunters - Oberon
VII - World Serpents - Sceafa
VIII - Hierophants - Ravadiana Peagason
IX - Iron Circle - Atarian
X - Steel Men - Atlas
XI - Marines Ascendant - Merinda Nakhuda
XVIII - Praetorians - Praetor
XIV - Emperor's Eagles - Victoria
XVI - Shield Bearers - Cambyses
XIX - Black Guard - Tarun Yanu



Applications

Character


Code: Select all
[box][b][u]Character[/u][/b]
[b]Name:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Homeworld:[/b]
[b]Status:[/b] (What they are: Space Marine, Navigator, Remembrancer, Knight etc.)
[b]Abilities:[/b] (Are they a Pysker, Perpetual, any warp or anti-warp abilities?)
[b]Personality:[/b]
[b]Equipment:[/b]
[b]History:[/b][/box]


Primarch


You'll need to apply for their corresponding Legion as well.

Code: Select all
[box][b][u]Primarch[/u][/b][b]Name:[/b]
[b]Appearance:[/b]
[b]Legion:[/b]
[b]Archetype:[/b] (see [url=https://i.imgur.com/lJg6zqj.png]here[/url] for examples. They can overlap with others)
[b]Personality:[/b]
[b]Abilities:[/b] (Do they have any intuitive or warp-based abilities? i.e. visions, pysker, wraith-slip, etc.)
[b]Equipment:[/b]
[b]History:[/b][/box]


Legions


Code: Select all
[box][b][u]Legion[/u][/b]
[b]Name:[/b]
[b]Number:[/b]
[b]Primarch:[/b]
[b]Preferred Size:[/b] (Just an indication. OPs will determine it based on legion role, primarch, combat doctrine etc.)
[b]Appearance:[/b] (Founding legions tend to be monocolour)
[b]Combat doctrine:[/b]
[b]Legion Organisation and Structure:[/b]
[b]Legion Wargear:[/b]
[b]History:[/b][/box]




My Applications

Atlas and the Steel Men

Ekkehart, Primarch of the XIII
Name: Ekkehart
Alias(es) and Titles: Lord of Ruin, the Stormtide
Appearance:
Image

Archetype: Warlord | Engineer
Personality: Highly mercurial, she is only able to find peace and serenity in the midst of battle. Outside of it like a flash of lightning her mood can change suddenly. If in a good mood she is highly jovial, eager to share jokes, but if not then it is best to leave her to her solitude till the next battle a come.
Abilities: Ekkehart has the same accelerated healing as her legion, only kicked up to 10 given her Primarch status. Secretly she also suffers from the Rot, though her immune system is sufficient to repress itself. This causes her near constant pain. She can only drown it out through great strength of will, or surrendering herself to the calming storm of battle.
Backstory: The 13th pod landed upon the world of Tzvaro, a tectonically unstable world wracked with constant storms and earthquakes, the sky choked with chemicals from an industrial past which near completely blotted out the sun. Those who lived on the surface did so in great convoys. One such convoy found her wandering the wilderness, unperturbed by the calamity around her. The Svazageiti adopted her as one of their own, and before long she was fully grown and initiated.

She rose through the ranks at a rapid pace, becoming known for her aggression and bloodlust. She envisioned new machines of horror, vehicles of such size and brutality that none could stand before them. When her vision proved true, and her horrors effective, she was elected the admiral of the Svazageiti, whereupon she undertook a conquest of Tzvaro and added fleet after fleet to her collection. By the time the Emperor arrived there were no more foes to be fought, nor convoys to be crushed.

She set no challenge for the Emperor, nor attempted to battle him. She relished the opportunity to leave the blasted world and test her mettle on a galactic scale. She named her legion the Storm Lords, bringing over many of the same systems she had worked with on Tzvaro. Though she never returned to it, it remains the principal recruiting ground for the legion, its vehicular fleets having returned to a state of constant warfare.

War Gear:
The Gizzard - Artificer terminator armour. It is equipped with two in-built weapons, a bolter on the right, and flamer on the left. It can also be easily modified to attach a Cyclone Missile Launcher atop its shoulders.

Blot - the personal command vehicle of Ekkehart, a heavily modified Shadowsword, the Blot sported additional armour, an improved engine, and many command functions.

Nero - A Thunder Hammer of sufficient size for a Primarch

The XIII, the Storm Lords
Preferred Numeration: XIII
Primogenitor: Ekkehart
Noteworthy Domains: Tzvaro
Combat Doctrine: Armoured Warfare
Gene-Seed: The geneseed is considered of middling stability, though the Legion does suffer from a flaw known as ‘the Rot’. The Rot affects most, though only a damned few suffers its full effects. The immune system of the marine affected has a chance to go into overdrive when hurt. For a very few this results in accelerated healing for a time, but for most this is soon reversed as their immune system attacks their own cells. This can in most cases be contained, the damage halted until it returns to normal, but for some, or those who are unable to get to an apothecary, it results in amputation and mechanical replacement. The few worst are affected mentally, becoming disgusted with their flesh, which in turn sets off the rot randomly, resulting in their further mechanisation, until they are more machine than man.
Preferred Size: 105,000
Appearance:
Image

Origins and History: The XIII Legion did not have the most auspicious starts. While others Legions were busy conquering world after world, they were struggling with a strange and rare defect. The ‘Rot’ as they called it wormed its way through the legion, decimating their ability to replenish their numbers. It only grew worse as time went on, as their geneseed also began to suffer from it. Their need to replace body parts with mechanical substitutes led to them being known as the ‘Iron Legion’.

By luck their Primarch, Ekkehart, was found fairly early on. She was introduced to only roughly four thousand souls, far below its starting strength of ten thousand. Her genetic material was used to create new, far more stable geneseeds, while the Mechanicus worked diligently to eradicate the source of the ‘Rot’. They were ultimately unable to, but they had succeeded in stabilising it and reducing its effectiveness.

She renamed them the Storm Lords, introducing her new doctrine based upon armoured warfare, and filling the ranks with new Tzavarene recruits. Few Terrans still remain, most having still been afflicted by their older geneseed flaws, and so near all Terran traditions of the legion have been forgotten.

Legion Organization and Structure:
The Storm Lords are currently divided into nine ‘Lines’, of disparate sizes although they were roughly intended to number ten thousand. Each Line is divided into ten ‘Lances’, roughly comparable to chapters in other legions, which are intended to be largely self-sufficient. Each Lance is divided into ten ‘Columns’, which are then subdivided into squadrons.

Legion Command Hierarchy:
Amrayl - Commander of a Line
Komitore - Commander of a Lance
Mirzha - Commander of a Column
Hevdin - Commander of a Squadron
Ondzvin - Roughly comparable to a sergeant
Kadrit - A legionary

Basza is a title granted to officers, though it does not denote rank.

Specialist Formations:
Razhta - Comprising the most savage and cunning of the legion, it is formally the Primarch’s bodyguard although it is also utilised as an elite company. Its members wear Cataphractii Terminator armour, divided between platoon utilising a more standard variety and one equipped with a siege variety

Legion Wargear Variations (if any): N/A
Legion Vehicle Variations (if any): N/A
Legion Fleet: 100 Capital Class Ships, 188 Light Class Ships
Legion Relics: TBD


PrimarchName: Saphira and Raziel
Appearance:
Image

Legion: Imperial Lions
Archetype: Lone Wolf | Hunter
Personality: To mortals there is little difference between the twins; they are both dour, prudent, and seemingly prescient. To their siblings, however, there are differences. Raziel is lighter, with an eye to the future and holds a cautious optimism, whereas Saphira’s moods are more ephemeral, shifting from content to pained in short time, and having a grim outlook on events.

Much of this comes from their greatest gift, and flaw, the power of foresight. Often both will see the same or similar events, but in varying circumstances, and often different results. These visions can cause them significant pain, especially for Saphira who often sees the darker futures that may lay in wait for humanity. It is also rumoured that the twins have some form of limited telepathic or empathetic bond.
Abilities: Both suffer from visions, though they sometimes see differing outcomes.
Equipment: Spear of Destiny - Saphira wields a power spear apparently given to her by the Emperor. Supposedly it was forged from a lance held sacred by a religion of former Terra, and one that pierced the Emperor’s side during one of his many guises.
Ebonbrand - The power sword of Raziel
Artificer Armour - Both Saphira and Raziel wear artificer armour modified to suit their needs
Raziel's modified Needler - A highly modified Needler, suited to a Primarch's needs
History:The XX Legion had always been different. Where other Legions sought open glory, to create grand monuments to the Imperium, or indulge in the thrill of battle, the XX were silent killers. Their armour was dark, and their purpose darker still. To destroy any threat to the Imperium, even before said threat could arise. Raziel's finding in 855 changed that. He gave them a name, the Imperial Lions, and a new coat of colour. Their method of warfare was similar, but now focused upon surgical strikes and overly complex plans. Raziel delighted in misleading and crippling enemies, wearing them down or tricking them into civil war or overextension. Each campaign was to be unique, a new thrill. This earned him the ire of some of his siblings, and the respect of others.

In 980 he sent word to Morgan, directing him to a planet close to him. Upon that world of Jericho Morgan found Saphira. Soon after Raziel was able to arrive, promptly relieving his sister from Morgan's company. To their Legion's surprise they interacted as if they had known each other for years. Raziel took Saphira under his wing before sharing command of the legion with him. They sometimes operate independently, sometimes together. In contrast to Raziel, Saphira prefers to destroy her enemies quickly, preferably in one blow. Where he looks inward to the Imperium, she looks outward to the stars beyond.


Legion
Name: Imperial Lions
Number: XX
Primarch: Saphira and Raziel
Appearance: On OP
Combat doctrine: The Twilight's Blade favours quick freedom of manoeuvre, and its battle tactics show a fondness towards specialised reconnaissance and infiltration units in opening combat operations, promptly followed by the rapid deployment of a strike force of fast armour, close air support and mechanised infantry units.

The Primarchs believe in freedom from set tactics, that officers following their own initiatives allows for the Legion to simultaneously attempt numerous objectives at once, at the cost of a strict hierarchy and possible coherency. Squads, and even legionaries, are expected to be able to act independently, on a permanent basis if needs be.

The Blades also further fight a war in the shadows. Their Astartes are not merely warriors, but also hunters, assassins, and spies. Alongside this, they great usage of mortals for purposes as spies, assassins, and saboteurs. They practice extensive psycho-reconditioning and facial reconstruction to place their agents deep behind enemy lines. With a single swing of a sword, firing of a laspistol, or command to lay down arms, an entire war can be averted or won.
Legion Organisation and Structure:
The Legion is divided into 8 Commands, of 10,000, each led by a Lord Marshal. These are further subdivided into 10 Chapters, which are led by Chapter Masters. These are then divided into 10 companies, led by a Captain, and these are divided into squads, numbering 8 marines, which are led by Sergeants.

The smallest division in the squad is the legion is the Pair. As successful aspirants, Pairs are expected to learn everything about their other, enough to seamlessly take their identity if needed. These bonds are expected to be kept up even if they no longer belong to the same squad.

Legion Command Hierarchy:
Primarchs
Lord Marshal | Qess
Chapter Master | Moreh
Captain | Hakham
Sergeant | Maskil
Legionary | Rhav
Aspirant | Shaya

Specialist Formations: Doomiya - The 'bodyguard' of the Primarchs. Those who are selected for the role are not amongst the best fighters. Instead they are selected secretly, being listed as KIA and their old identities forgotten. They take a vow of silence, and never show their faces. They are notably very tall and large, even for the Blades.
Nemean - Heroes of the legion who failed in their duties. They must stand apart from their brethren, holding no rank. They must slay a Nemean Lion with their bare hands and take its pelt before returning to the legion. They must serve for a hundred years before they are given a choice to return to their old rank. So far none have, choosing to remain Nemean.
Eshim - Those brothers who have fallen to the Midnight Dream. They have lost all hope, and in battle act suicidally, venting their range. They are gathered together, outside of the normal structure, and often given dangerous or impossible tasks where they can finally gain an eternal rest.
S’erhmelk - Specialised hunter-kill squads operating outside of the normal legionary structure. Once they are given a target, nothing will stop them in their attempts to kill, capture, or disable said target.
Tesed Rashem - A specialised formation of terminators dedicated to siege warfare
Hevzah - The grouping of the legion's pyskers, who, under order from their primarchs, study the more subtle arts.


Legion Wargear:
History: Before the coming of their Primarchs, the XX served as the 'Ghost Legion'. It was designed to operate in the shadows, using subterfuge and measures that went against Imperial law to achieve victory against foes better left forgotten, or end rebellions before they had even begun. They were designed with great secrecy, and until the revelation of their twin primarchs they operated at the highest level of discretion, their existence only known by those told by the Emperor.

Reunion with their Primarchs did not come without its faults. Already they had suffered multiple flaws, their Betcher's Gland does not function, and their Catalepsean Node was, and still is, greatly flawed, giving them hallucinations and wracking them with mental pain even with moderate usage. Mere weeks after reuniting with the Twins, some began to have what is now called the Midnight Dream, a night of pain and hallucinations where the Astartes loses all hope and is reduced to a melancholic savage killer. These lost brothers would be gathered into the Eshim. Otherwise it is possible in the heat of combat for brothers to experience what they call the 'Hour of Twilight', the end of all things, where they experience a sense of rage at their hopelessness, though most return to normality soon afterwards, while an unlucky few experience the Midnight Dream while still awake. Unbeknownst to the legionaries, these problems largely stem from faults from their Primarchs.

PostPosted: Sun Mar 12, 2023 10:57 am
by Krugmar
Arc 1: Crusade’s End

The Great Crusade, an unprecedented reconquest of the fallen human
empire, is almost at an end. In just two centuries near the entire galaxy has been
placed in the hands of the enigmatic Emperor of Mankind. But discontent brews at
every level, and may threaten to tear the nascent empire apart.


Book 1: Weight of the Heavens

The recent memory of Ullanor burns brightly for some Primarchs,
while for others it fades quickly. One of their number has reluctantly emerged
the Warmaster, delighting some, angering others. While they attempt to resume
the Crusade, none suspect the tragedy and devastation that the fateful decision at
Ullanor’s Triumph will unleash



Arc 2: The Atlas Apostasy

Betrayal! The Warmaster has declared open rebellion and marshals
his forces to seize the Imperium. A ruthless first strike pushes the Loyalists to
the brink of disaster. Civil War has broken out across the galaxy as friend turns
to foe. Can the Warmaster's advance to Terra be stopped, or will the Emperor's
dream be destroyed?


Book 1: Grave Sins: the Apostasy Revealed

Now committed to open rebellion, the Warmaster plans to strike first with
a decisive and devastating blow to cripple the Loyalists and assure victory.
Preparations have been made, the killing fields of Chondax made ready, now
all that remains is for the trap to be sprung. Let the galaxy burn!

PostPosted: Sun Mar 12, 2023 11:17 am
by Lunas Legion
I am once again here and will repost apps accordingly.

PostPosted: Sun Mar 12, 2023 11:51 am
by Audunia
The Primarch or Astartes
Name: Cu Dubh
Alias(es) and Titles: The Attack Dog of the Emperor, The Black Hood, The Sempronian
Appearance:
Image

Archetype: Executioner
Personality: Cu is a generally uncommunitive person, rarely speaking unless he finds it necessary, and even then he speaks directly and without sugaring his words, a trait passed on to his sons. Dark and sombre, he tends to shun frequent contact with siblings in favour of effectively vanishing and doing the bare minimum to keep the Imperium aware as to his activities. He possesses a wariness to the Warp that other siblings seem to lack, superstition is rife in his legions, much to the chagrin of others. Various charms dangle from his armour and he is rumoured to oversee rituals guarding himself.
Fault: He’s austere to a fault, his difficult with communication makes working with his siblings difficult as he often withholds information unless it seems urgent or necessary, often leaving siblings and Astartes that aren’t his own slightly lost outside of their immediate objectives, such is his reluctance to share that most of his siblings aren't even aware of his youth, only a few having any concrete details as to who he is. Additionally, he holds particularly hard grudges.
Abilities: Black Haze: Unknown nature, suspected warp-based. The Cu's reluctance to socialise goes further, where many struggle to name a distinct feature of him. They may know he was there, but what he was wearing, doing, or even looking is a difficult memory for them to recall, some even struggle to say that they met him at all.
Backstory: Cu arrived on the world of Tuatha, a world sworded in clouds and covered in trees. Large settlements were few and far between, much of the populace surviving in proto-civilised agricultural settlements. The world, however, was rife with beasts that would appear in towns and lead to its very quick extinction.

Cu was discovered by a ranging party outside one of the rare settlements, the group had heard rumours of a beast and sought to exterminate it before it exterminated them, instead they found a giant of a man standing over the corpse of the beast, with a hound almost as large as the man by his side. It’s uncertain how long the man had spent in the forest, but he was quickly taken back to the rangers town, named Ogma . The Chief of the town immediately recognised the uniqueness of the man and inquired as to how he came to live in the woods.

Cu informed them that he’d initially been found by a hunter before moving to Dubh, a small hamlet, following the hunter’s death. By that time, he was already a sizeable adolescent far stronger than most others. The hunter was also known as Cu by the residents of the hamlet as he acted as a protector and guard of the hamlet, and so Cu took on the same name and responsibilities of the hunter.

He became renowned for seeing off rival settlement raids and slaying a number of beasts that strayed too close to the hamlet, however the scent of a much larger beast raised Cu’s interest. Sensing the threat it posed to the hamlet, he departed in pursuit of it.

He spent many days and nights tracking the beast, however no matter how close he got he was unable to catch it. He returned to Dubh slightly dejected, but confident he had driven it from his home, only to find that the hamlet had been ravaged in his absence by the very beast he’d sworn to kill. He’d then retreated into the trees in pursuit of the beast, slaying multiple beasts in his hunt.

After extolling his story, the chief was amazed at his resilience and capability in slaying the beasts, asking him to remain in the city to help. Cu declined, however he did agree to remain in the area, only if in hope that the beast would be drawn to the large populace. A quiter voice asked where Cu had gained his own beast, to which Cu remained unsure, saying that it had been by his side since as early as he could remember.

Many years passed as Cu waited patiently for the beast to arrive, drawn by the irresitably smell of civilisation and prey. During that time, Cu attracted a sizeable band of followers who wished to slay beasts with him, some having lost people to their claws whilst others simply wished for the dangerous adventure. He accepted them but remained distant, ensuring that he did not develop strong attachments that might prevent him from slaying the beast when it arrived.

Sure enough, the beast could not stay away for long. However, it attacked the camp of his followers first in an attempt to wipe out the largest threat to it. Cu and the beast battled for many hours, his followers falling in considerable numbers, however it was not in vain. The beast was exhausted and, with a fury unmatched, Cu ripped the beast’s head from its body, his vengeance finally achieved.

He returned to Ogma victorious, his followers in tow telling of his strength and glory, but Cu did not engage in it, letting the beast’s head tell his story for him. His story began to spread amongst the few trade routes that existed on the world and the extermination of the beasts began to be planned, however before any plan for be devised, the Emperor arrived and with it, the Imperium.

Something in Cu’s mind clicked when he saw the Emperor, his role being clear to him and why he was the way he was made sense to him. He swore fealty to the Emperor until his dying days and departed the world, however he decreed that the beasts would not be exterminated, but culled. Cu believed they were necessary for the development of applicants strong enough to survive the trials of becomig an Astartes.

Cu did little to try curry favour with his siblings and other Imperial dignitaries, instead preferring to remain distant and uncommunicative with them. It took nearly six decades for Cu to come face to face with another sibling, arriving out of nothing to assist them in a crusade before departing once the campaign was completed. It was this rapid appearing and disappearing that became the norm for his contact with siblings, sending short bursts of communications detailing his intentions and asking for relevant tactical information, niceties often disregarded.


War Gear:

Lughan Spear - An archeotech power spear, capable of burning hot enough to melt ceramite.

Artificer bolt pistol

Celchcar - archeotech power knife strapped to his thigh

Refreactor shield

Black Dogs
Preferred Numeration: V
Primogenitor: Cu Dubh
Noteworthy Domains: Tuatha
Combat Doctrine: Rapid Assualts, CQC, Encirclements
Gene-Seed: The gene-seed of the Black Dogs is generally pure, however it is noted that it often experiences difficulties when implanted within Psykers, latent or otherwise. A particular concern is a secretive flaw that some Black Dogs undergo. It is referred to as the Riastrad, the marine enters a battle frenzy where they lose sense of themselves, throwing themselves at the enemy with abandon. Though marines can be coaxed back, some are unable to be recovered and either put down or sent to the thickest part of fighting so that their flaw might achieve something.
Preferred Size: 120,000
Appearance:

Origins and History: Initially referred to as the Covenanters, their initial stock are Albionic. They were noted to attack their enemies with particular aggression and harbour unfavourable suspicions. However, they appered to preach the Imperium eagerly to those that would listen, promising each world they would be brought into covenant with the Emperor and the Imperium, so this deviance was deemed acceptable to ignore but would require keeping to acceptable levels.

They were particularly vicious to worlds that they believed the Emperor had personally selected for destruction, being overtly thorough in ensuring no aspect of its existence remained. This was retained when the Legion was reunited with its Primarch. Otherwise, Cu’s arrival saw the strict hierarchy removed and instituted a separation of sorts. He organised the Legion into 4 distinct bands that were expected to operate indepentally and alone if necessary, whilst those were made of of smaller cadres that were expected to operate similarly. Cu would issue forth an objective that he expected taken and a deadline for when it should be taken, leaving the actual implementation of the order up to his subordinates.

This reform allowed the now renamed Black Dogs to operate on a far wider scale than they had previously been able to, however the Bands remained within communication distance with each other to ensure timely coordination. The legion itself began to adopt a secretive nature as the influence of Cu began to spread, becoming known to act in a manner similar to him. The astartes of the legion themselves are equally obsessed with receiving affirmation from their Primarch, eagerly hoping their success with garner a nod of recognition at the minimum from their primarch.


Legion Organization and Structure:

The Black Dogs are organised into 6 ‘Bands’, five of which are 20,000 whilst the largest, the First Band, is 40,000. These bands are likewise divided into Tribes consisting of 10,000 Astartes, before again being divided into Chapters, a thousand strong. Chapters resemble their codex-compliant chapters of the future.

Legion Command Hierarchy:
Chieftan- Commander of a Band
Captain - Commander of a Tribe
Lieutenant - Commander of a Chapter
Sergeant- Commander of a Squad
Corporal- Commander of a Squad
Legionaire- Self-explanatory

Specialist Formations:

Garmr: Honour Guard of the Cu

Moraganii: The Moraganii are the forward observersof the legion, trained specifically to scout ahead of the main force of a Band and deliver a list of appropriate targets and ideal battle grounds. Additionally expected to undertake sabotage activities.

[/blocktext]
Legion Wargear Variations (if any): N/A
Legion Vehicle Variations (if any): N/A
Legion Fleet: TBD
Legion Relics: TBD

PostPosted: Sun Mar 12, 2023 12:04 pm
by Audunia
The Primarch or Astartes
Name: Sceafa Kentigern
Alias(es) and Titles: The Serpent King, the Albionic, the Wake
Appearance:
Image

Archetype: The Barbarian King
Personality: Stern yet kind, Sceafa cuts a clear patriachal figure, one in command of his abilities and confident in them. He is remarkably soft-spoken for a primarch and slow to anger but erupts violently when pressed to his limit. He possesses a sympathy for those oppressed, and straightforward approach to talking to his subordinates, clear and concise communication being the order of the day for him. He despises tyranny and slavery in all forms, barely hiding his contempt when dealing with friendly worlds that operate this system, his opinion on the Emperor and His own utilisation of ultimate power only fuels a dislike of his father, remaining obedient solely because of his wish to continue liberating and uniting humanity. His belief in the ultimate liberation of mankind has led him to be viewed positively by the wider Imperium, whilst iterators and artists extoll his scarred visage as proof of his willingness to sacrifice anything to achieve it.
Fault: Sceafa has an all consuming fear of losing his power. Born from his own youth of subjegation, he is unwilling to return to such a subservient state again, he often tries to assert his authority over those he considers threats to it, sometimes raising the ire of his siblings. Additionally, he can be vindictive when he faces a resistant foe, responses growing increasingly extreme whenever greeted by failure.
Backstory:The world of Yenti is not one for the weak. Bitingly cold and unforgiving, dredging up a living was bitterly difficult, which was why the ruling classes opted not to, instead having vast populations of slave labour oversee the production of materials that allowed them to live gluttonously whilst leaving the slaves the scraps to fight over. Order was maintained through routine and random murder, rising figures and the strong would be cut down to prevent anyone gathering around a figure, lest they let delusions of rebellion enter their minds. However, despite the ruling elite's best efforts, they could not crush the legend of the World Serpent, a great beast who once killed the oppressive gods of Yenti and would return one day to liberate its people.

It was hear, amongst the wind-swept and rocky fields, that Sceafa's stolen pod crashed. Recovered by the slaves, his rapid growth and intellect did not permit him remaining a secret for long, his discovery was seen as both a boon and a threat by the lord of the land, Escplian. The rapidly growing boy and his prodigious strength allowed for the far faster tilling and seeding of the land, even those filled with rocks that would have otherwise been unusable, however, even from the earliest days of his discovery rumours began to arouse that he was was the World Serpent come again.

Sceafa, as he had become known as, himself began to realise something was seriously different between him and the humans that surrounded him. It was in this realisation that Escplian decided he had to act swiftly, slaughtering Sceafa's adopted family and taking the boy from the slave lands and instead inaugrating him as a captain within his personal guard. Believing the boy had not spent enough time with the slaves to form genuine connections, he had installed him as a captain with the intention of swaying loyalty within the boy, now a man, it instead had the opposite effect. Having underestimated the speed at which his emotional maturity settled and the strength of emotions he felt, Sceafa was disgusted with the amount of excess that Escplian and his equals lived whilst Sceafa's people suffered with nothing, a fact which Sceafa set his mind to rectify.

He spent months gathering supporters amongst the guards of the city, many of whom were slaves themselves with slightly better living conditions to ensure their loyalty but were eager to see their owners brought low. It was during a religious ceremony, celebrating the wicked and deceased gods of Yenti, when Sceafa launched his rebellion, slaughtering many of them in their chapels in prayer. During the attack, he cornered Escplian, who was armed solely with a flaming brazier and holy oils. Sceafa believed Escplian intended to immolate himself and refused to let his kill escape, however Escplian lashed out, soaking Seafa's face with the oils and the brazier setting the flames alight. With his face still burning, Sceafa brutally killed the man with his bare hands, exiting the chapel forever changed. He picked up the axe of an executioner, announcing his intention to bring such a fate to all slavers on the world.

Having solidified his control on the city, he launched his crusade planetwide, burning his way across the planet and leaving every conquered city drowning in the blood of its former masters. Those accused of serious mistreatment of slaves were subjected to those exact same punishments, Sceafa firmly taking an eye for and eye. Some cities would surrender outright if it meant they were spared, though such a hope was often made in vain, whilst others would kill its slaves to prevent them from rising up, it was these cities that were treated the worst. Many a city was burnt and reduced to nothing but ashes, habitation forbidden in future and any mention of memory of the place was scrubbed clean.

It was in this liberated world that Sceafa began to reorganise it, choosing governors of cities from his ranks and the planet producing for the benefit of the many rather than the few, those former masters that survived were watched closely and forced to earn their place with the hardest of jobs, age hardly taken into consideration. It was not long before the Emperor discovered this world and Sceafa with it, bringing to him his Legion. When greeted by the scarred visage of his son, the Emperor informed him that the damage could be repaired by the superior skin rejuvanists of the Imperium and return him to his natural look. Sceafa denied the offer, stating that his scarred face was his natural look, and proof of his willingness to sacrifice to achieve what had to be done. Accepting his son's words, Sceafa took charge of his Legion, though found them disappointing.

They were pompous and egotistical, something that the former slave found intolerable. He thus took them to battlefields that yielded the least glory, the hardest slogs and those wars that broke mortal men. He belittled those of the largest egos, breaking them down and reducing them to a more malleable mindset, from which he crafted the warriors anew. Self-reliant, capable of improvisation and, most important of all, humble to the core, the Star Wyverns were renamed to the World Serpents, named for the famed beast of liberation, their greatest task being the not too dissimilar, removing the plague of slavery from the galaxy and merciless slaughter of those that enslaved.

Sceafa's conduct of liberation has not been without criticism, notably he allows a week of bloody vengeful slaughter by the slaves against their former oppressors whenever a world is liberated under his command, selecting those that showed the greatest demand for revenge and endurance to join his legion as aspirants. Likewise, the surviving children of slave owners are often inducted into the legion as well, their identity and history scrubbed clean from their minds and false memories of childhood are installed instead. Deemed unnecessarily cruel, Sceafa dismisses the concerns by saying their are worse ways to find aspirants.

War Gear:

Serpent’s Hide: A suit of artificer power armour, decorated with winding sigils of the serpent and decorative scales

Chainbreaker: A hefty two handed axe, created to resemble the executioner's axe that Sceafa had used in his conquest of Yenti

Venom: A power gladius, strapped to Sceafa’s thigh, used should his sword be damaged or the situation demands it

Morgenceald: Highly decorated bolt rifle

World Serpents
Preferred Numeration: VI
Primogenitor: Sceafa Kentigern
Noteworthy Domains: Yenti
Combat Doctrine: Rapid Assualts, mechanised warfare, heavy weapons.
Gene-Seed: The gene-seed of the World Serpents is generally pure, however some marines tend to form a perculiar attachments to their weapons and vehicles, many of the affected refusing to have their position within a certain vehicle changed.
Preferred Size: 100,000
Appearance:

Origins and History: Originally comprised of Albionic stock, The World Serpents has always served a similar role under its previous designation as the Star Wyverns, leading from the very edges of the Great Crusade, lighting beacons on each conquered world to commemorate a new successful expansion of the Imperium. For just as long, they were associated with fire and flamers, bringing their tremendous heat to their foes.

They served with distinction, attaining a record of victories that could rival almost any other region. Jubiliation ripped through the Legion when it was announced their Primarch had been found, filling an undeniable hole felt by all members of the Wyverns.

Upon their reunion, the Legion was brought to Yenti and bonded to the planet and its people, both Terrans and newly recruited Yentish people. Sceafa oversaw a sweeping reform of the Legion, the old obsession with fire proved something that Sceafa couldn’t tolerate due to his facial wounds being the result of flames, amongst other things. Instead, he tempered them into something that had fascinated him when he first encountered it; mechinised warfare and, in particular, the armoured transport.

Taking them on a first deployment to unify them wholly, Sceafa has led the World Serpents to a place of honour amongst his siblings, attaining glorious victories and a famed reputation with his mastery of mechanised warfare, the legion becoming known for its destructive capabilities, rivalled only by that of the Storm Lords and the Amber Order, while its rhetoric of human liberaton has won it any admirers. The white and blue of the World Serpents is often a welcome sight amongst beleaguered Imperial Forces.

Though Sceafa initially intended for the culture of the legion to resemble that of Yenti, with which he was familiar, over time he had allowed it to expand to include the cultures of a thousand worlds, drawn from the wide array of origins of many of its aspirants. Small habits and traditions are the most immediate sign of this, in addition to a variety of non-Yentish names for its warriors.
Legion Organization and Structure:

Fyrd: 10,000 Marines. There exists 18 Fyrds, the First Fyrd has the honour of having 20,000 marines due to its primacy
Banner: 1,000 Marines
Company: 100 Marines
Squad: 10 Marines

Yytenwalda: Sceafa
Witan: Nine Astartes from the First Fyrd who form Sceafa’s inner circle
Thegns: Captain, Leader of an Banner
Lieutenant, Leader of a Company
Sergeant, Leader of a Squad
Gar: Battle-Brother equivalent


Specialist Formations:

Huscarls: The Huscarls are a 9 strong bodyguard unit of the Legion’s most skilled duellists and fighters. They follow Sceafa everywhere and are granted perpetual permission to kill if anyone threatens his safety. They are clad in either terminator armour and are always adorned with a black bear cloak.

Blood Fists: Astartes that, like Sceafa, had personally killed those that had enslaved them. They often serve as the vanguard or as breacher squads due to a noted propensity for aggression.

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Legion Wargear Variations (if any): N/A
Legion Vehicle Variations (if any): The vehicle armoury of the World Serpents is noted as being larger than other legions, on account of its preference for mechanised warfare
Legion Fleet: 300 capital ships, 600 escort ships
Legion Relics:

PostPosted: Sun Mar 12, 2023 12:05 pm
by Audunia
The Primarch or Astartes
Name: Melchior Bohemond
Alias(es) and Titles: The Grand Master, Lord of the Second
Appearance:
Image

Archetype: Knight/Architect
Personality: Melchior can best be described as chivalry incarnate. A warrior of utmost honour, he possesses a remarkable amount of mercy for his enemies. He despises those that prey upon the weak and defenseless and would not hesitate to give his lifefor humanity. He is innately loyal to his Lord, faithful to his commands and his beliefs. Rumours persist that he perhaps viewsthe Emperor in a more divine sense.
Fault: His loyalty to his father and siblings make the idea of fighting any of them an impossibility for him to face, whilst his commitment to the innocent often leads to slower conquests of worlds to ensure no unnecessary lives are lost.
Abilities: Creeping Resolve: Seemingly warp-based, but latent. Melchior's resolve and endurance seems to emanate from his being, steeling the resolve of those that are near him, in both battle and debate, and some even report surviving grevious wounds that would have otherwise killed them.
Backstory: Melchior crashed upon the world of Maltya, a sun-kissed world of beautiful seas and golden shores. Knightly Orders dominated the politics of the world, dedicated to the numerous gods that existed on the world. Melchior was discovered by the Order of the Hospitallers, a unique Order in that they dedicated themselves to Hospice, the deity of medicine and care. It did not take long for the Order to discover the strangeness of the child they had discovered, his rapid growth and intellect surging past any known ways to measure such a thing.

The discovery of Melchior also spawned the greedy eyes of other Orders, hoping to claim the miracle child for their own. For years, the citadel of the Hospitallers was besieged by these Orders and thus Melchior quickly became attuned to the complexities and subtleties of siege warfare, putting his staggering intellect to the defense of his home. He devised new ways to bring in supplies and recruits for the Order, establishing hidden training camps beyond the siege lines, whilst he became effective at baiting the enemy into unseeable traps, decimating them. Eventually, he even led the charge from the gates of the Citadel, driving his foes from their land. He swore, in time, that he would conquer them and shown them the wrongness of their ways, but he set himself a greater task first.

The years of siege had introduced Melchior to the vileness of disease, a wicked enemy that he would fight wherever he went. He occupied himself in the attempt to rid his home of its putrid touch, relieving as best he could the pain it caused to the survivors of the siege whilst seeking cures whereever he could, frustrated by the primitive technology he possessed.

It took many obsessive months until he was able to bring the citadel and its surrounding territories back to health and even longer to produce an army strong enough to bring the world under his control. He felt no particular desire for it, but he felt it was necessary if he were to bring an end to the constant death and disease that it faced. He set out on his crusade, toppling citadel after citadel before rebuilding them even greater than before, except now they were loyal to him rather than their corrupt masters. When the planet was firmly in his control, he led his people to the stars. Spacecraft had been available on Maltya, yet it took the insight of a Primarch to understand how to replicate it and use it. Throughout his life, he had felt a connection to something beyond his world, his being proof that he was not native. He desired to know if he could find the source of his creation that eluded him on Maltya.

His convictions were confirmed when he discovered the Bucephalus, taking both him and many present by surprise. A tense standoff was resolved when when the image of the Emperor appeared. Within an instant, Melchior recognised himself within the Emperor and fell to his knees, his men doing the same. The Emperor merely asked him to join him, and Melchior agreed, choosing his finest men to become the new generation of Astartes, each one as enamoured with the Emperor as the last.

War Gear:

Blade of the Grand Master: The Blade is a collossal great power sword, difficult to carry even for terminator clad Astartes, wielded with grace by Melchior.

Armour of the Grand Master: The Armour is terminator plate, steel grey and decorated with votives and the red robe of the Order.




The Hospitallers
Preferred Numeration: II
Primogenitor: Melchior Bohemond
Noteworthy Domains: Maltya
Combat Doctrine: Fortification, Siege warfare, densive warfare
Gene-Seed: The gene-seed of the Hospitallers is relatively pure, but is incredibly sensitive to implantation. The Legion has a higher gene-seed rejection rate than any other Legion,
Preferred Size: 70,000
Appearance:
[img]Steel%20grey,%20almost%20like%20steel%20plate.%20Most%20wear%20robes%20and%20tabards%20depicting%20the%20Legion’s%20symbol[/img]

Origins and History: The Hospitallers, known first as the Crimson Blades, have always been on the smaller side. Sensitive gene-seed combined with the already hazardous training regime of the legion led to a far greater failure rate that the rest of the Legion, however the Blades would often find a use for failed initiates as such training was considered too valuable to be wasted.

The Legion therefore committed itself to the greatest challenges the Crusade had to offer, to prove their worth their numbers lacked. While this strategy did bring them great victories and renown, it would often cost them far more Astartes than they could afford to lose, even the finest medical capabilities would only soften an already fatal blow to the Legion’s numbers. It became a vicious ouroboros, greater initiates brought in that failed but kept numbers up, only to lose them shortly afterwards in a costly grand victory.

The arrival of Melchior rectified this seeming incessant desire for self-destruction, reforming them in the form of the famous Orders of his homeworld. Gone were the days of seeking great challenges for the sake of it, the Hospitallers now became the epitome of what it meant to be an Astartes. Chivalric, heroic, and honourful, they would supplant their small numbers with greater coordination with auxilia replacements, often filling holes in the Astartes lines. A greater focus on defence came about as well, Melchior and his Legion creating grand defensive structures and citadels on liberated planets, both to ensure the planet would remain safe in case of counter-invasion long enough for Imperial assistance to arrive and for Imperial occupiers to ensure a safe base of operations.

Though the speed of compliance for the Legion slowed down, the planets were much more loyal to the Imperium when they had left.

To the Legion, form and function are inseparable, their defensive structures often pinnacles of architecture.


Legion Organization and Structure:

The Legion is separated into seven Langues, numbered at 10,000 marines. They are headed by a Master, who in turn divides the Langues into orders of 1,000 marines. These are typically seperated similarly to that of codex compliant chapter.

Legion Command Hierarchy:
Melchior - Grand Master of the Legion
Master - Commander of a Langue
Grand Commander - Commander of a Auberge
Chapter General- Commander of a Chapter
Sergeant- Commander of a Squad
Corporal- Commander of a Squad
Knight- Self-explanatory
.

Specialist Formations:

Knisja (Lieutenants of the Grand Master) - The closest advisors and friends of Melchior, honourable and chivalric to the last, they rare considered to be what the Hospitallers should aspire to be as warriors and as people

Erasmian Council - The Seven Masters of the Legion, they meet rarely and only on the occasion of a great military venture.

Parisots - The Parisots are a secret aspect of the Hospitallers. Melchior’s life before the crusade was dominated by religion and, upon seeing the Emperor, is convinced that the He must possess some sort of divine nature. The Parisots are deemed with investigating this possibility and disseminating their beliefs with both him and those that can be considered most willing to listen, be they mortal or otherwise.

Master of Ceremonies - The Hospitallers are a ritual rich Legion and the Master of Ceremonies is responsible for the successful conduct of these rituals.

Signal Master - Responsible for the coordination of the mortal formations with the Astartes

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Legion Wargear Variations (if any): N/A
Legion Vehicle Variations (if any): N/A
Legion Fleet: TBD
Legion Relics: TBD

PostPosted: Sun Mar 12, 2023 5:01 pm
by Waith
Is it alright if I reserve a loyalist primarch and legion?

PostPosted: Mon Mar 13, 2023 12:47 pm
by Krugmar
Waith wrote:Is it alright if I reserve a loyalist primarch and legion?


Certainly!

PostPosted: Tue Mar 14, 2023 3:00 pm
by Lunas Legion
The first of many. It turns out Morgan is the only one I actually have an app written for, so

Morgan Duri
Name: Morgan Duri
Appearance:
Image

Archetype: Utilitarian/Executioner

Personality: Morgan is cold and callous, in some ways having more in common with one of the Magi of the Mechanicum than his fellow Primarchs in his thought process. He regards himself as a tool, little more than a weapon to be wielded for the cause of the Imperium, and is willing to sacrifice much in the name of loyalty to that duty. He does not concern himself with the wake his legion leaves behind as it bombs, burns and scours its way across the Galaxy, nor the political affairs of the Imperium; he is a sword, no more, no less. He views his legion and its marines likewise; a weapon to be commanded and bodies to be spent on the price of victory.

Equipment:

The Death of Worlds - A relic of the First Legion, the blade known as the Death of Worlds was pattern-welded from fragments of adamantium collected from the hive cities and fortresses conquered by the I Legion. With each world its wielder presides over the death of, new fragments are added to its length and, by the end of the Great Crusade, the Death of Worlds had grown to such length that only the Primarch of the Legion could bear it into combat. The shards pattern-welded to its edge carry the curse of a thousand dead worlds, the ragged blade tearing apart its victims with a vicious spite.

The Mantle of Terra - A masterfully wrought suit of artificer armour struck from Terran steel, the Mantle of Terra embodies the pragmatism of the Legion in its simple, utilitarian functionality and endurance.

History: Morgan Duri fell to earth on the hive world of Galaspar. Settled during the Dark Age of Technology, its surface was covered with massive Hives that rivaled those found within Segmentum Solar. Outside of the fortified hives, millennia of unbound human population expansion and industrial spoil had obliterated the planet's environment and rendered Galaspar an arid, irradiated wasteland. Galaspar was ruled by a tyrannical junta called The Order, which reduced its population to numbered labour units that were euthanised as soon as they were unable to work and maintained its control through mass terror and the spread of addictive substances throughout the population, and sat at the heart of a small stellar empire of eleven systems in a cluster.

Morgan’s pod smashed its way through the protective armour of one of Galaspar’s many hive cities, eventually coming to rest in the upper spires of the hive were Morgan was found and adopted by the noble Duri family after being evaluated by The Order for genetic taint and mutation. Finding none, his adoption was allowed. Morgan was raised in Galaspar’s nobility, which formed The Order’s upper ranks; its decision makers and bureaucrats, the commanders of its armies. Morgan quickly proved himself as a ruthlessly efficient and practical person in the academies of the nobility, rising through the mazes of byzantine intrigue as if he was born to them, paired with a learned disregard for emotion and life, focusing solely on the data presented.

Over the course of years, Morgan was able to climb The Order’s hierarchy, coming to appreciate its callous effectiveness in delivering the results it desired. By the time of Galaspar’s discovery by the Imperium in 845.M30, he was the Grandmaster of The Order and Hierarch of Galaspar. Although the contact was initially hostile, with multiple instances of Galasparian fortress-monitors engaging the scouts of the Great Crusade, once contact was properly made Morgan bowed before the Emperor of Mankind willingly. Introduced to the I Legion, he remoulded them in his own image, in the same strict, brutal hierarchy of Galaspar. For the rest of the Great Crusade Morgan would remain in the Galactic South with the sole exception of the Rangdan Xenocides, fighting in the conquest of the Hungering Gyre, the Veiled Region and the Mandoragan Stars, only rarely leaving the front lines of the Great Crusade.



The Amber Order
Number: I
Primarch: Morgan Duri
Preferred Size: 122,000
Appearance:
Image

Combat Doctrine: Heavy Infantry Assault, Attritional Warfare, Planet-Kill and Exterminatus Operations, Zone Mortalis/Close-Quarter Actions (Space Hulk Purgation, Boarding Actions, Line-Breaker attacks, ‘Forlorn Hope’ assaults)

Legion Organization and Structure: The I Legion retains the standard structure of the Principia Bellicosa. The Amber Order’s primary unit is the 2,000-strong Chapter, split into two Battalions, with each Battalion having 10 Companies, with each Company having 10 squads and/or squadrons.

Legion Command Hierarchy:
Chapter - Lord-Praetor
Battalion - Knight-Praetor
Company - Captain
Squad/Squadron- Sergeant

Cytherionii - The Cytherionii are the longest-serving veterans among the ranks of the Amber Order and each 10-strong squad of Cytherionii is assigned to an officer of the Amber Order, charged with the protection of their charge’s life at any cost, even their own. Equipped in artificer armour and armed with Terranic Greatswords and the Cytherion Pattern Aegis that grants them their name, a creation of the lost city of Cytherion upon Mercury that provides the Cytherionii with a very high degree of protection in addition to their already formidable armour, better allowing them to protect their charges from harm.

Scutarii - The Scutarii are the I Legion’s Terminator elite, the tip of their fortress-shattering, beast-slaying spear. Formed into 10-strong squads and armed with Terranic greatswords, Cyclone missile launchers and hand flamers loaded with chem-munitions and a pair of heavy flamers likewise loaded, they fight with hard-won experience learned from the scouring of countless worlds and the storming of unnumbered fortresses as the vanguard of the I Legion’s assault.

Thraexii - The Thraexii are the I Legion’s destroyer squads and are dedicated to one purpose; the utter obliteration of the enemy. They leave behind no trace of those they conquer, no bodies or ruins, taking no trophies and telling nothing of those that have fallen before them. Formed into 15-strong squads and armed with assault grenade launchers carrying krak, rad and toxin grenades in addition to phosphex bombs and a trio of missile launchers with suspensor webs and carrying rad and stasis missiles, they are what the I Legion calls upon when no method is beyond use.

Veleii - The I Legion’s heavy weapon experts, the Veleii are armed with heavy bolters with shrapnel bolts and rare molecular acid shells for anti-infantry work, although these are swapped out for missile launchers with frag, krakand flakk missiles when assigned to anti-armour duty. Amongst the finest marksmen of the I Legion, the Veleii are often attached to the lead elements of an assault to better provide fire support in the reduction of enemy strongpoints and fortifications.

Dimarchii - The Dimarchii are three-Legionary teams trained in the art of sabotage and disruption. Equipped with the rare Enigmatii Jump Pack and infravisors and armed with Terran charge-blades and needle pistols and one of the squad with a grenade launcher with frag, krak and stasis grenades, the Dimarchii are the I Legion’s raiders, crossing the no-man’s land between siege lines under the cover of nightfall to gather intelligence and probe for weaknesses in enemy lines.


Legion Wargear: The I Legion retains a sizable quantity of relic and proscribed weaponry gifted to it by the Emperor Himself at the outset of the Great Crusade such as molecular acid shells, Terranic greatswords, stasis weaponry and a higher proportion of units issued with rad and phosphex weaponry, which has been bolstered through the addition of chem-munitions of the I Legion’s own devising.

History: The Amber Order, then only known as the I Legion of the Legiones Astartes, was the first of the legions. In some ways a prototype for those that would follow, the I Legion was initially split up into a large number of Hosts that were spread among the Emperor’s armies during the Unification Wars, each Host experimenting with different methods of warfare and organisation, pioneering the techniques and organisational structures that would later become the Principia Belicosa. As other Legions gradually became active and took the harsh lessons of the I Legion in and further refined them by virtue of their more specialised natures, Hosts were gradually absorbed during the Unification Wars and the Conquest of Sol, where the I Legion fought in the distant Oort Cloud and upon the false world of Sedna.

As other legions won glory and honour in the early campaigns of the Great Crusade, the I Legion largely continued to fight on the fringes, against foes that would remain hidden, the records of their campaigns redacted and sealed due to what they fought. As the Great Crusade continued, a rancor set into the I Legion as it pushed itself harder, ever seeking greater victories to reclaim its place as the first among the legions not in number alone. The Hosts were gradually destroyed or absorbed into one another as the Great Crusade ground on, some simply not required anymore, some failing and being destroyed in battle as a final lesson. Yet no matter how great the victory, no matter how skillful and precise the tactics, the I Legion could not reclaim the glory of those early years. So the I Legion started to learn one last lesson of war, exemplified by the Incaladion Campaign of 840.M30 to 842.M30, where over 20,000 Legionaries of the I Legion would perish in a bloody conflict to conquer that war-ravaged forge-world.

It was to this depleted legion that their Primarch, Morgan Duri, returned. Finding his legion acceptable, Morgan resolved to let the I Legion continue down the path they had set themselves on; that victory was a matter of willingness to accept losses and sacrifice on the path to it. Although the I Legion retained all the hard-won knowledge of the Hosts, they began to default to attritional and siege warfare, relying on chem and rad weaponry and a willingness to fighting in the harsh environments such weapons created to secure them victory. The I Legion, ever prideful, took to their new, grim duties with it, regarding it as a unique honour to be granted the bloodiest and most drawn-out of campaigns.





Atarian
Name: Atarian
Appearance: Atarian stands around 10ft tall, bald and clean shaven with tanned skin. His grey eyes are always alert and eager, watching and hunting.
Archetype: Brute
Personality: Atarian is an enigma. On the surface, he is a bloodthirsty cannibal warlord, unafraid of getting stuck in with his sons, living only for battle, not stupid but simply… Unthinking in his bloodthirst. This is all true of him.

Things become more complicated when he begins to think. Owing to a gene-seed mutation common to himself and his legion, with every brain he consumes, he becomes smarter. Beneath the cannibal warlord lies an extremely intelligent, calculating, almost philosophical man, rarely actually seen, because he already knows that his reputation is made and knows nothing he can do will change it. He knows what fate awaits him and his legion, and he will not see it come to pass.
Abilities: Atarian, like all his legion, possesses an extremely overactive omophagea. This allows him to absorb the skills and memories of the flesh of those they consume. It is unknown if Atarian suffers from the Curse of Iron, as he does not appear to suffer from the same bouts of inexplicable aggression and rage it inflicts upon his sons, but he is not believed to.
Equipment: Atarian does not keep to a single weapon, but instead cycles through a random selection of standard Astartes wargear, used until its destruction.
History: See legion.


The Iron Circle
Name: Iron Circle
Number: IX
Primarch: Atarian
Preferred Size: 180,000
Appearance: As per OP.
Combat doctrine: Mass Assault, Attritional Warfare, Shock Assault
Legion Organisation and Structure:
  • Grand Captain - Commander of a Grand Company of 40 Companies (Approx. 4,000 Legionaries) and attached Imperial Army/Mechanicum assets.
  • Line Captain - Commander of a Company of 100 Legionaries and attached armour and flyer assets.
  • Sergeant - Commander of a squad of 20 Legionaries.
  • Legionary

Irontide Terminators - The end result of the ‘Curse of Iron’ afflicts marines with a maddened, blood-hungry rage, turning them into little more than mindless, frenzied savages. Ever a practical legion, rather than simply putting these maddened brothers down, the IXth instead installed these warriors within modified suits of Terminator armour that could be immobilised by remote signal, and the Irontide Terminators were born. Howling in impotent rage within their prisons of armour, Irontide Terminators are teleported directly into battle before their armour is unlocked, allowing them to unleash their rage upon those they are directed against. Armed with thunder hammers, the Irontide is a hammerblow designed to take the enemy off-guard from the normal constant, attritional pressure applied by the rest of the IXth Legion. In the wake of their unleashment and the achievement of victory, the Irontide are immobilised again and returned to confinement, the armour of their fallen salvaged to create new sets for the inevitable future members.

Accensi - Formed from the newest Inductii of the legion, the Accensi are the IXth’s vanguard units. Determined to earn a reputation for themselves within the ranks of the legion, they charge forwards heedless of losses or tactics or strategy, simply seeking to close with the enemy to kill. Armed with bolt pistol and chainsword, they are largely regarded as disposable bodies to be spent by their superiors. The survivors consume their dead to ensure their experience and death is not wasted on them.

Legion Wargear: None notable.
History: The history of the IXth, like all the legions, began upon Terra in the Unification Wars. Spoken of in hushed whispers and dark rumours, the IXth were among the largest of the proto-legions, for they were the Emperor’s inferno; uncontrolled and unrestrained, unleashed upon the most dangerous wastelands of Terra where rad-plagues and chem-strains had left the lands desolate and only the most twisted could survive. These same outcasts formed the IXths initial recruitment ground, being unselective in who they accepted, taking in entire tribes and prisoners of war to attempt the induction process to upkeep and grow the IXth’s numbers. In the wake of battle the IXth would seek out the finest of the fallen and feast upon their corpses, learning from the corpses of the enemy they consumed in macabre rites, enabling the most raw recruits to be swiftly made battle-ready, a vital ability in the wastelands of Terra.

The IXth, much like on Terra and despite being among the largest of the early legions from its unselectiveness in recruitment, the IXth was sent to the most dangerous and hostile environment the Sol System had to offer; the artificial moons of distant Neptune. The IXth, numbering 12,000 strong, was sent by the Emperor to die amidst the labyrinthine tunnels and dark halls to buy time for the conquest of the Inner System, for Neptune held nothing but xenos raiders and debased humans that could yet imperil the Great Crusade at this most early juncture. Few expected to find anything except frozen corpses and a handful of survivors, but the IXth endured, their numbers kept up by intake from the dregs of the barely-human population of Neptune, earning the cognomen of Revenants from Malcador the Sigillite for their tenacity.

As the Great Crusade moved out from Sol, the IXths way of warfare remained much the same. Massed ranks of statuesque line infantry equipped for close quarters assault engaged the enemy in a bloody battle, ending in a victorious slaughter or a slaughter, either way the enemy would be in no state to resist a follow-up assault by other legions or units of the Imperial Army. The IXth were spectres that lurked on the fringes of the Great Crusade, not outriders and scouts but a fire burning outwards, scouring worlds in their path with no thought of what was to come afterwards. They were the Emperor’s bloody hand, merciless, unyielding and unstoppable. Yet their bloody nature and the growing mad rage among them lent them few supporters, and so the IXth slipped into infamy and isolation.

In their isolation the IXth became home to quixotic rituals around the cannibalism of their fallen, held by charnel cults and presided over by bloody-handed prophets of war. Condemnation after condemnation stalked the IXth, from the Second Siege of Yarant where the IXth executed and cannibalised prisoners of war atop the walls to demoralise the enemy and gain intelligence to the retreat from Shedim where the IXth cannibalised soldiers of the Malagant Rifles. Undersupplied by the Divisio Militaris, which was reluctant to give such a legion more potent arms and armour, the IXth turned to their own methods of bloody, attritional massed assault more and more. Increasing numbers of the legion fell into a blind rage in the midst of battle, relying on the brutality of their charge and their willingness to take losses to secure victory, sustained by a grim, bitter pride and comradeship in the bloody rituals and cults that dominated the legion.

Where another legion might have been saved by the lucky discovery of their Primarch, at this critical juncture, the IXth were not. Constantly on the verge of censure, and with relations between the IXth and other Imperial organisations rapidly deteriorating, the IXth was effectively banished to the fringes of the Great Crusade. Because of this isolation, they found a close ally in Legio Audax, a similarly-isolated titan legion owing to their lack of a parent forge-world and their own censure for the Lorin Alpha Massacre, and Crusade Command took to assigning other hard to control formations to the IXth’s Expeditionary Fleets.

The Golgothan Campaign in 912.M30 handed them a lifeline, however, in the form of the forge-world of Sarum. Brutally subjugated by the IXth and the Legio Audax, Sarum became the home of the latter and a supply of much-needed heavy materiel for the former as the first cases of what would become known as the ‘Curse of Iron’ appeared in the wake of the Golgothan Campaign.

Although cases may have occurred earlier, and simply not been noticed owing to the afflicted dying, the intensity and length of the Golgothan Campaign likely raised the number afflicted to the point where the IXth’s bloody-handed nature could simply not suppress cases through casualties any longer. Initially, the afflicted were simply killed, but the ever-practical IXth eventually chose to simply use them as one would unguided munitions, kept restrained within their armour and then released towards the enemy as a first wave of shock troops.

It was late in the Great Crusade that the IXth, ever-hovering just above the bounds of censure and with the War Council already quietly discussing what to do with the Primarch-less legion and its obvious unsuitability for the Galaxy after the end of the Great Crusade that they finally discovered their Primarch.

Atarian had come to rule the feudal world of Brass through force of arms and terror, a bloody, cannibal warlord that ruled over the planet. With a uniquely advanced propaganda apparatus for a world of its technological level, previously used to indoctrinate about the dangers of sorcery and its users, Atarian used it to rule through fear. Any of the feudal lords who he had cowed into submission that thought of challenging him were simply butchered, their corpses consumed to let him gain their knowledge and skills.

When he returned to his legion, Atarian found his sons to be mirrors of himself, and accepted them without reservation. Where others might have been disgusted or horrified, Atarian understood. They might be brutal and bloody savages to others eyes, barely restrained from wholesale slaughter, but to him? They were simply pragmatic, exploiting a quirk of their gene seed to its fullest.

Leading them for the remainder of the Great Crusade, Atarian made little change. The command structure was already brutally simplistic with matters of promotion largely governed by single combat, their doctrine and means of warfighting remained the same, Atarian approving of the brutality and effectiveness of it all. But the Great Crusade was drawing to a close, and Atarian found himself angry at the injustice of it. He did not care for records or status, but rather the simple fact of the ending of the Great Crusade gnawed. Peace would not suit him, and he knew this well.

And so Atarian took his legion to the northern fringes of the Galaxy, far from politics or the rest of the Imperium, to conquer and butcher and subjugate worlds into Compliance. Only the barest acknowledgement was given to the wishes of the War Council and his siblings, his legion as ever verging on the edge of censure as the occasional report of their conduct trickled back to Terra. He would be recalled to the Galactic center in the wake of Ullanor, the Iron Circle ordered by the new Warmaster to pursue the surviving orks as both a show of the Warmaster’s control and the sowing of treacherous seeds to reap later.

PostPosted: Tue Mar 14, 2023 3:32 pm
by Revlona
Name: Victoria Ave Aldatia
Alias: The Eagle, The Favored Daughter, The Aquila, Primarch of the 14th, Queen of Aldatia.
Appearance:
Image

Archetype: Knight/Leader of Men
Powers:
Nudge- Victoria has the ability if she wills it to pass unnoticed in the minds of all but the strongest. It is as if she was simply not there, this ability extends to small groups of people and smaller vehicles and craft when the Primarch wills it.
Personality: Dignified and soft spoken, Victoria is the perfect outcome of her breeding and upbringing and can almost be said to be kind hearted. As the Daughter of the Emperor certain things are expected of her and she does them. As the Queen of Aldatia she is stern and cold when needed but also warm and welcoming. Victoria is also one who tries to hold herself to the highest standard when judging others, there is always more than one side to a story and to be just and fair one must hear everything out. This is why when dealing with her siblings she is genuinely friendly and happy, for they are her equals and no matter what she might hear of them, their side of the story must be heard too.

The love she holds for her siblings is displayed often. The extravagant, or simple if her sibling so wishes it, welcome parties that are thrown by Victoria whenever she meets her siblings can be the stuff of legend. So are the gifts she gives each sibling. Upon seeing them she ensures to gift them something, one gift for each anniversary of their founding by the emperor has passed. Each gift is usually worthy of an king yet all of them share the same love and thoughtfulness which mark them as being from Victoria, each Primarch would know she had put great time and effort into selecting the gifts.

She can also be very dramatic in how she operates.
Fault: Ironically suited for the planet she grew up on, Victoria is blessed with a pair of wings that allow her to bear her large figure and which can protect her from blade and bullet. At the same time she is also cursed with a sense of Foresight. Through feverish dreams she has seen her own death a hundred times, always in flashes and always uncertain. She hopes that the unclear ways that she sees her own death when compared to the clarity of some other visions means that her end is far off still.
Backstory:
Like all of her siblings, Victoria was created underneath the Emperors Palace within his laboratory and was stolen away by the forces of chaos. Her life pod touched down upon the feudal world of Aldatia in the Segmentum Solar. Aldatia is a planet unlike any other in the known galaxy. Through a combination of magnetic irregularity and dark age technology, much of the planets landmass floated.

Victoria landed upon the largest of such land masses, Aldatia Prima. Named after the planet the floating continent was home to a single nation which also was the world's single super power. Victoria was initially adopted by a father and mother she doesn't know the names of, for they were of the peasant class and when her abnormal growth came as it did to all her siblings, she was taken away from the family and adopted into the Royal family.

Her second adoption did not come merely because of her abnormal growth, no it came because of her wings. On many other planets, Victoria may have been put to death for such a mutation, but not on Aldatia. For the people of Aldatia worshipped a species of Giant Eagles now known as the Aldatian Great Eagle. The backwards people of Victorias home planet saw her as basically a Demigod.

As Victoria grew under the tutelage of the finest minds the world could muster, she also came into another of her abilities. Many a night she would awaken, out of breath and covered in sweat. Her dreams of death, war, and other factors of her later life came back to her vividly. Victoria had been blessed with a manner of Foresight. She could see, mostly uncontrollably, into the future. She learned this when one such dream of a dagger flying past her face came true when an assasination attempt upon her life by a group of heretics was foiled.

One dream always seems to come back to her though and that is of her death. Blood, blades, and feathers cover her view in these dreams and she can never glimpse at the how, when, or why of her death. But she does know from the bottom of her soul that these glimpses she is seeing is indeed of her death, she can only hope that the fact it is so unclear only means it is not close.

Warfare on Aldatia was an uncommon thing, it was made this way when her adoptive grandfather Imperius Ave Aldatia conquered the largest land mass and made it so. However Aldatias adoptive father, Imperius the Second, had decided that it wasn’t enough and planned to use Victoria to make it that way.

Imperius the Second had always treated Victoria as nothing but a tool. He bought her tutors, her arms and her armor, her friends, and he even tried to buy her a lover. He groomed her to be the perfect heir. She was regal and dignified to the fault. This was something that made her adoptive mother loathe her.

With three children sired by Imperius, her Adoptive mother felt slighted that Victoria had basically ruined her and her children's chances at true power. So it came on her 3rd “birthday” when she had reached full maturity, that her mother and the other traitorous conspirators struck. All three of her adoptive siblings included.

In a victory parade following the capitulation of the final holdouts upon the planet, an explosion rocked her fathers Sky Carriage, killing him instantly. In a flash of foreboding Victoria had just left the carriage, unsure as to what was about to happen but simply knowing that she had to move. At the same time attacks were occurring across the capital city and elsewhere by traitors upon those troops thought to be loyal to her.

The Civil War which followed was a brutal but short affair. Victoria rallied her troops and using the experience she had gained from wagging her fathers wars, lead a campaign to retake the capital and kill the traitors.

The Battle to Retake the capital lasted a standard terran month and saw the use of Victorias potential to the fullest. She excelled both as a front line fighter as she soared into enemy fortifications and caused death with every stroke of her blade and as a strategist, using her innate knowledge of both her foes and of the city to drive them back step by step.

The Traitors final stand came in the throne room as they attempted to set off a derelict nuclear bomb which would have taken Victoria and many of her troops out with them. It was only due to the daring assault by wing troopers (using machines which were precursors to the jump pack) lead by Victoria herself took the throne room and destroyed the bomb before it could go off.

The trials of the surviving traitor leadership were swift and their executions announced. They were thrown from the floating continent as was customary of the planet. Peace had finally come after half a year of warfare and Victoria now ruled uncontested as the Eagle Queen of Aldatia.

Victoria would rule fairly and without much political upheaval for the next 14 years before everything changed, before the Emperor came. The Emperor in all his glory came down upon Aldatia like the rays of the sun breaking through the clouds of a long storm. His golden vessel Bucephelus was viewed by the people of Aldatia as he came down to meet his daughter. She had been created almost fifty years before and had arrived on Aldatia barely 4 years past, now she would be going “Home”.

It was with great fanfare and joy that the people of Aldatia gave to the Emperor as he met with his daughter. Unbeknownst to them, the rest of the Imperium celebrated as they did, for the news had reached them as well, another lost child of the Emperor had been found. The Great Crusade was still in its infancy yet already good news had reached home.

Victoria greeted her fathers arrival as she thought best, embracing her long lost sire in front of the gathered peoples of Aldatia before kneeling before him and swearing herself to him as was right. What came next for her however, she had not seen in her wildest dreams.

She had been bread to lead the Imperiums armies to victory in her fathers name. She expected to lead her people and other mortals into battle but instead, she would lead her children. Upon hearing of her finding, the fourteenth Legio Astartes, then called the Sky Phantoms, rushed to her.

In a great ceremony, which would be echoed only a few years later, Victoria was raised to the head of the Sky Phantoms. She and her legion would go on to win great victories in the Emperors name, often fighting beside the Emperor and His custodes.

In one such campaign, now known as the Giviana Cleansing, the Emperor and Victoria lead a Diplomatic mission to bring the Planet into the fold. Meeting the leaders of the planet in their palace, the Emperor and Victoria were ambushed by the foe.

Due to the effect of two Psychic Blanks among the assassins, the Emperor was weakened. Though we later would learn this was feigned by the Emperor in order to gauge the Worthiness of his Daughter and her Legions, the Actions of the 14th legion and Victoria were not feigned.

Victoria and her Personal Guard, then known as the Winged Talons and now as the Eagle Guard, lept into action. Throwing their bodies in front of the Archeo-Tech bolts of energy which were aimed at the Emperor, the Guard were struck down. Their duty in the moment to protect the Emperor was done. Victoria herself struck down the two Blanks and with the two present Custodes, went to work eradicating the remaining Assassins.

Judging her and her Legion worthy, the Emperor in a grand ceremony, granted the 14th Legion the right to bear his personal mark, the Aquila. With this done, Victoria renamed the Legion to honor her father and to thank him for such a reward. The Sky Phantoms were no more, for they were now the Emperors Eagles, the Legio Aquila.

With its new Adornment the Emperors Eagles cast the entirety of their minds and bodies into the Great Crusade. Conquering swaths of planets and stellar nations, both human and xeno, and bringing them into the fold which was the Imperium of Man.

War Gear:
Fate: A mastercrafted power sword gifted to Victoria by the Emperor when he granted her legion the right to the Aquila. It’s pommel is in the likeness of the Aquila.
Image

Arma Aquliae: Found in a hidden vault during one of the many conquests of the Second Legion, this power armor is greater than any barring those worn by her siblings and the Emperor. It is thought to be lost technology from the Dark Age of Technology and has been fitted to be worn by Victoria.
Image

The Talon of Aldatia: A mastercrafted power gaunlet with a built in bolter which allows Victoria to both crush her enemy and to strike them down from afar. (Basically Hand of Dominion)
The Helm Aquila: A piece of her armor which was which was gifted to her by the emperor.. Within it lies a powerful Refractor shield to protect her when all else fails.

The Legion
Preferred Numeration: 2nd, II
Primogenitor: Victoria Ave Aldatia
Noteworthy Domains: Aldatia (Homeworld), Teria V and Ultima Signari (Allied Forgeworlds, Calrad and Revin (Recruiting Worlds).
Combat Doctrine: Fast attacks using aerial drops, jump packs, and drop pods to get in close and cause damage to the morale, infrastructure, and wellbeing of enemy forces. This would be followed by more conventional Astartes and Mortal troops moving into mop up the hopefully fractured enemy.
Gene-Seed: The Geneseed of the Eagles is among the most stable of the gene-seeds available to the Legions. However it does possess one noticeable effect in that 1 in about 7500 marines shares the Genetic Mutation of their gene mother. These Astartes are blessed with the growth of wings from their backs. While not comparable to the strength nor toughness of their mothers wings, they still get the job done and allow the marines to soar better than any jump back would otherwise allow them to. These marines are immediately taken from basic training and are instead subjected to an even more rigorous regime before being inducted into the Primarchs own unit and bodyguard.
Preferred Size: 85,000
Appearance:
Image

Origins and History: Originally the Sky Phantoms, the fourteenth Legion was the second of the Legio Astartes to be formed. They did not serve for long without their Gene Mother, but in the time that they did, they earned much accolades.

Their Original name “Sky Phantoms” came during one of many campaigns when an attached Imperial Officer was quoted as saying “They came down upon the foe like Phantoms from the Sky”.

After reuniting with their Gene Mother and Earning their new name as the Legio Aquila. The fourteenth Legion began to change, being reorganized into what it is now. A sense of arrogance has crept into the Legion at being granted the Aquila, however it is kept hidden and is frowned upon by their Mother.
Legion Organization and Structure:
Chevron: Paper Strength 10,000 Marines and are lead by a Legatus. There are currently 8 such full strengthChevrons and one half strength chevron which make up the Legions main unit which it wages war with.
Winged Spear: Paper strength of 1,000 Jump Pack Equipped Marines, Lead by a Winged Captain.
Spear: Paper Strength 1,000 Marines and are lead by a Captain.
Blade: Paper Strength 100 Marined, Lead by a Lieutenant.
Winged Blade: Paper strength of 100 Jump Pack Equipped Marines, Lead by a Winged Lieutenant .
Legion Command Hierarchy:
Eagle Queen: Victoria
Legatus Primaris: Temporary leader of multiple Chevrons. Can only be Appointed by Victoria.
Legatus: Marines must earn their wings and have served as a Sergeant to be available for promotion to Legatus.
Captain/Winged Captain: While the same rank, they lead different types of formations. Marines must have earned their wings and have served as a Sergeant to earn this rank.
Lieutenant/Winged Lieutenant: While the same rank, they lead different types of formations. Marines must have earned their wings and have served as a Sergeant to earn this rank.
Sergeant: The Leader of 10 man Squads, these Marines are always former Assualt Marines who have given up their wings in order to either be eligible to advance in rank or to lead the inexperienced ground marines, usually both.
Marine/Winged Marine: Technically the same rank however serving in different formations. The Winged Marines are always above Marines in Seniority however.

Specialist Formations:
Aquila Singulare: Also known as the Eagle Guard, these Marines are the Bodyguard of the Primarch and are almost all Veterans of countless campaigns. These Marines are armed with the Eagle Talon Power Spears (Phoenix Power Spears)
The Eagles: Those Marines who have been blessed with the growth of wings much like their gene mother. They are a subset of the Eagle Guard and are looked upon as the closest that Marines can get to their mothers level.
Image

Legion Wargear: Almost half of all marines are assault marines and so the legion is home to a much larger amount of Jump Packs and melee weapons than seen in others. Otherwise standard loadout.
Legion Vehicles: Standard other than the Incaendius Contemptor Dreadnought
Legion Fleet: Gloriana Class Battleship Wrath of the Eagle which is armed with a dual Nova Cannon beneath its prow along with several dozen lance batteries, bombardment cannons, and macro cannons, the Wrath also is home to a very sizable hangar system. The fleet also consists of 14 Battle Barges, 7 Battleships, 6 Battlecruisers, 32 Strike Cruisers, 63 Light Cruiser sized equivalent vessels, 143 Escort vessels.
Legion Relics: The Eagle Banner: Carried into battle at some point by each of the Eagle guard. This banner bears the Aquila and was given to the Legion by the emperor upon earning that right. It both is a monument of great pride for the Legion and also a way for Marines to spot their Primarchs location at all times.

PostPosted: Tue Mar 14, 2023 3:38 pm
by Orostan
I'd like to reserve a traitor legion, number 19 if possible. Will probably want a lot of baseline human auxiliaries and be a more traditional space warlord rather than be super into chaos. What program are you guys using to make your character's appearances?

PostPosted: Tue Mar 14, 2023 4:07 pm
by Krugmar
Orostan wrote:I'd like to reserve a traitor legion, number 19 if possible. Will probably want a lot of baseline human auxiliaries and be a more traditional space warlord rather than be super into chaos. What program are you guys using to make your character's appearances?


Noted.

I'm using paint.net, and the templates I get from the 40K Homebrew Wiki discord. Any image software which uses layers can make them, it's not too difficult just a bit time consuming. I can also do them on request.

PostPosted: Wed Mar 15, 2023 6:37 am
by Cilicia-Antioch
Hey - am an occassional lurker, have dipped my toes once in the past. Seems interesting so will do an app for consideration! Not particularly tied to any Legion number, though will be a Traitor legion. Specialisation will be naval warfare and boarding actions, a la Marines Errant.

PostPosted: Wed Mar 15, 2023 10:58 am
by Krugmar
Cilicia-Antioch wrote:Hey - am an occassional lurker, have dipped my toes once in the past. Seems interesting so will do an app for consideration! Not particularly tied to any Legion number, though will be a Traitor legion. Specialisation will be naval warfare and boarding actions, a la Marines Errant.


Noted.

Just a note to all that I've added 'Abilities' to the character and primarch apps. Nothing major so no worries if it hasn't been included since it's only relevant if they have any particular quirks, such as being a pysker, having wings or visions etc.

PostPosted: Wed Mar 15, 2023 12:34 pm
by Lilitou
Moiraille Moros
Name: Moiraille Moros [pronounced “MOH-RAY MOH-ROS”]
Titles: Primarch of the Eternity’s Children, Lady of Chronos, the Clockkeeper
Appearance: Here. Her defining features are fair almost paper white skin, raven black hair which is long and unkempt sometimes tied into a bun, a large scar stretching across the left side of her face, and a host of cybernetic augments; most notably a bionic goggle over her left eye which partially obscures her scarring. She stands at 9' 5'' tall. Her armour is like that of other Primarchs, coloured in the lavender blue of her legion, but again accompanied by a host of augments such as a cybernetic right arm and four tentacle-esque mechadendrites protruding from her back. She is often accompanied by a host of her ‘favourite’ servitors.
Legion: Eternity’s Children
Archetype: Mechanist/Engineer
Personality: Moiraille is a black sheep among the Primarchs. A reclusive loner, she is far more content to tinker with augments or scour for archeotech than mingle with other Primarchs, or even with her own Legion. She is, to put it lightly, socially inept, and has few true friendships, preferring the company of the mindless cybernetic servitors on which she tests new augments and other inventions. Those few bonds she does make tend to be strong ones, however, and once her trust is gained it is not easily lost.
Abilities: Moiraille is a psyker, and eye augment functions as a psi-booster which strengthens the application of this; though she mostly uses it for research into ‘warp-time’, which her eye allows her to “see”. Whether this is science or some version of psychic vision, she refuses to say. Her bionic augments also give her abilities such as ‘remote’ control of servitors - a number of whom usually accompany her - and her flagship via an MIU. She is skilled in archeotech and other tinkery.
Equipment: A host of bionic implants and augments that function as equipment but are part of her being; a Mind Impulse Unit connecting her to her host of servitors and her flagship (The Wheel of Fate), sense and organ augments, cyber-mantle, potentia coil, the works. She has four tentacle-esque mechadendrites protruding from her back essentially functioning as extra limbs. Her three most notable pieces of equipment, however, are her three weapons; Praeterita, Praesens and Posterum.
  • Praeterita is her heavily modified Laspistol, which is partially integrated into her right arm. It is able to be removed, unlike her other augments, and rests neatly in a holster to enable the use of her right hand. When in use, however, it links up to a mesh of wires and capillaries in her hand (not unlike a plug socket) to connect to her potentia coil for limitless energy. It is similar, for all intents and purposes, to an upgraded Integrated Lathe-Laspistol.
  • Praesens is her bionic right arm, which has increased strength but also far more dexterity than your average servo-arm. This arm’s defining feature, however, is at its end. In the place of her right hand is the multitool with which Praesens is most associated. This is equal parts weapon and tool; a veritable swiss-army knife, which can switch between countless settings whenever needed. The most widely used settings are various tools for tinkering and making repairs; and the combat mode, which is essentially a Power Sword.
  • Posterum is her left eye augment, and it functions as a plasma digi-weapon and psi-booster. It also extends her visible spectrum of colour all the way from ultraviolet to infrared, also enabling her to “see” the warp and - particularly importantly for her - to “see” time.
  • Pepromeno is her artificer power armour. It is more “slender” than most given her relative diminutive frame, but nevertheless it is powerful and imposing. It is coloured in the blue steel of her Legion. It has jump packs and all manner of techy augments. It is also partially integrated into her bionics.
History: The Primarchs were created in 792.M30 and soon after thrust into the warp. It’s unclear how long Moiraille was in the warp, as time functions differently in the Immaterium, but what is clear is that it felt like eternity. In warpspace, she began to grow up, to age and de-age, to be reborn and die again and again. This, it is safe to say, is not an excellent environment for child-rearing. Eternity finally came to an end in 821.M30, when she was ejected from warpspace and emerged on the planet Chronos.

Chronos was not a hospitable world. It was a frozen world far from its star, subject to subzero temperatures. There were no sapient inhabitants; there were only a few living beings on the world at all. Chronos was also unique in that it was a planet which existed even more at the mercy of the warp than others; at the centre of a sui generis warp storm, Chronos phased through different times, through realspace and warspace, and even through existence itself. It was functionally a planet within the Warp, even though it technically existed outside.

It was difficult growing up under these circumstances. Moiraille Moros - this is what she had decided to name herself, based on a feeling or dream she had within the warp - learnt to fend for herself, hunting what few savage beasts persisted on the cursed world even as a child. A whole planet to herself, it took surprisingly little time for her to uncover its secrets. The planet had actually been subject to limited settlement during the Dark Age of Technology, and it was in the ruins of this settlement that Moiraille discovered her first STC hard copy and it was here that - craving companionship - she created her first mechanical friends. These were not artificial intelligences, and were merely fully-mechanical servitors, she claims, but they nevertheless began her fascination with archeotech, tinkering and - in conjunction with her warp experience - time itself.

A hundred years after she had been dumped on the world out of place and out of time, her experiments and talents had grown exponentially. Chronos now hosted an army of tinmen who toiled and tinkered with tools, maintaining a vast complex of workshops and research laboratories based on the data contained within the STC hard copy, which sought to understand the warp, time, and existence itself. This Hall of Destiny which she had built was covered in clocks and other timepieces, in addition to all manner of scientific contraptions and mechanical works. As lord of this world out of time, she styled herself as the Lady of Chronos to her mechanical citizens, but her reign was not long. This bustling of activity attracted the attention of the Imperium, and so Moiraille was to be reunited with her siblings. In 921.M30, Chronos phased into realspace in the prime timeline, where reports of the reappearance of the planet and rumours of Men of Iron found their way to the leaders of the Great Crusade.

It was Warmaster Atlas who descended to the cursed world, initially intent on wiping out the artificial intelligences on the world. Instead, he met the reclusive mechanist, and immediately recognised her as a sibling; a socially inept sibling, but a sibling nevertheless. He laid out the usual spiel, and Moiraille’s response was initially muted. She would have preferred to stay on Chronos and continue her research and experiments; Atlas made it clear to her that she would be able to continue to do just that, but with infinitely more resources at her disposal. Moiraille found that cost-benefit analysis to hold water, and so she agreed; the 18th Primarch had been found and recruited to the Great Crusade. Her mechanical workers were quickly branded as servitors, and she began the process of augmenting them to be ‘true’ servitors in time. Not long after her discovery, she bowed before the Emperor of Man; but her true connection was forged on that day instead to Atlas.

Moiraille was mentored by and served under Atlas for some time, and the two quickly grew close, like true siblings. This was all while Moiraille was distrusted and disliked by most Primarchs due to her social ineptitude and preoccupation with research. She was eventually reunited with her Legion, which she christened the Eternity’s Children, but focused on her own plans she left the leadership of the Legion largely to the Lord Commander prior to her arrival, who she named as First Captain. On a few occasions, she did take charge of the Legion; usually to prove her commitment to the cause had not faltered or because the goals of the Crusade aligned with her own plans, such as to recover archeotech. Her primary research during this time, however, was instead related to the true nature of time and the Warp. Her early life on Chronos had been dedicated to uncovering the true nature of reality, and she continually returned to her private workshop to continue delving into these mysteries. It’s unclear how much the Emperor was aware of this fact, but he was either ignorant or tacitly approved as her experiments and research were never stopped. During this time she managed to use a combination of archeotech, modern Astropath and Navigator knowledge and her own research to gain greater control over the temporal and phasing properties of Chronos, enabling her to keep it in the Warp or realspace at will.

Moiraille also gained a reputation for closeness to the Mechanicum due to shared appreciation for archeotech, though she always kept the organisation at arm’s length. Her personal opinion was always that the Mechanicum was too rooted to its spiritual nature, though she appreciated many tenets of the Cult Mechanicus such as the reverence in archeotech, with her own views being - however unintentionally on her part - fairly close to the Imperial Truth. Nevertheless, she was seen as a useful go-between for both the Imperium and the Mechanicum. She also harboured concerns about some of the more ambitious tech-priests who sought to exploit the power of the Warp; despite her own fascination with the Warp, throughout her time in the Imperium she made clear that her belief that such research should only be carried out by those not susceptible to its corruption. This view was made clear at the Council of Nikaea, where Moiraille made one of her rare appearances to argue heavily in favour of implementing restrictions on psykers which would essentially allow only Primarchs, Astropaths and Navigators to continue to draw on the powers of the Warp. It was also due to this that she called for the censure of Ravadania.

She remains outside the mould of most Primarchs, generally uninterested in warfare and politicking except when it suits her. She built up few friendships or connections outside of her friendship with Atlas, the only real exception being that she maintained correspondences with Malcador, Kelbor-Hal and other similar individuals.


Eternity’s Children
Name: Eternity’s Children
Nicknames: Automatons, Techies, The Heterodoxy (Pre-Primarch name)
Number: XII
Primarch: Moiraille Moros
Preferred Size: 60-80,000
Appearance: Here. The Legion’s colour is lavender blue, with white tincture. Their visors and eyepieces are green. Their emblem is an hourglass made of two skulls. They embrace augmentation, and so it is very common for members of the Legion to have all manner of bionic augmentation, which makes them particularly distinctive among their contemporaries.
Combat doctrine: The Legion specialises in mechanised assault typically - and indeed the Legion has above-average numbers of vehicles and servitors - but they are better known for their use of unconventional warfare and heterodox strategy, which stems from their Primarch’s personality and scientific approach to warfare. They are known for their "problem-solving" skills, and are often brought into a stalemate in order to use an experimental doctrine to turn the tide. The flip side, of course, of this is that they are prone to reasonable losses when one of these gambits fails.
Legion Organisation and Structure: The Legion has a fairly complex chain of command, owing to its Primarch’s general absence. The Primarch (and, through delegation of power, Legion Master Locke) sits at the top of the pyramid with technical command over the entire Legion, but below that is a patchwork system that tends to value localised command.

The majority of the Legion is organised into Clusters, each of which is anywhere from 2,500 to 10,000 in size and is usually led by a Keeper. It’s common for the Keeper to share power with or at least regularly heed the advice of their Mechguide, who fulfil the role of both Techmarine and Chaplain. In some Clusters close to the Mechanicum, this role might even be fulfilled by a bona fide Tech-Priest, but this is by no means the norm.

Clusters are usually made up of any number of Cell Groups, with the addition of any number of specialist divisions such as mechanised units, usually in addition to an abnormally high number of servitors. These Cell Groups are usually led by a Commander and number anywhere between 200 and 1,000 members. In turn, Cell Groups are made up of Cells, which number 100 members and are led by a Captain. These in turn are made of Fireteams of no more than 10 members, led by an Officer.

  • Legion / Primarch (Legion Master)
  • Cluster / Keeper (Mechguide)
  • Cell Group / Commander
  • Cell / Captain
  • Fireteam / Officer
  • Individual / Legionnaire
Legion Wargear: Here. They embrace augmentation, and so it is very common for members of the Legion to have all manner of bionic augmentation, which makes them particularly distinctive among their contemporaries, and the Legion has above-average numbers of vehicles and servitors.
History: The XII Legion was known informally as The Heterodoxy prior to being reunited with its Primarch; and it was one of the Legions to go longest before that happened with her discovery in 921.M30. It was primarily a mechanised-focus Legion prior to her discovery, but still was known for the use of unconventional tactics; hence its name. The Legion changed little after her discovery due to her unconventional leadership, with the prior Legion Master Locke retaining his position and leading the Legion almost entirely in place of the absent Primarch. Nevertheless, Moiraille’s influence was felt, and the Legion gained its reputation for appreciating bionic augmentation, and for its heavy use of servitors.

PostPosted: Wed Mar 15, 2023 1:06 pm
by Lunas Legion
Hesta Khelena

Name: Hesta Khelena
Appearance:
Image

Legion: Ashen Host
Archetype: Zealot/Strategist
Personality: Hesta, at her core, is a true believer in the Imperial Truth and the cause of the Great Crusade. She views it as her duty to bring the light of the Imperial Truth to the dark places of the Galaxy, to banish common superstition and false religion from the minds of humanity. She holds herself somewhat aloof, but she is careful to avoid the perception of arrogance from others. She takes great pride in the strength of her beliefs and the success of her legion in spreading the Imperial Truth, and in how her legion is a smoothly-oiled machine, flexible and versatile. Places a very heavy emphasis on the value of belief.

Abilities: N/A
Equipment: Authority, her Chainglaive and Justice, a Relic Nanyte Blaster gifted by Gulgorahd
History: See Legion.


The Ashen Host
Name: Ashen Host
Number: XVII
Primarch: Hesta Khelena
Preferred Size: 220,000
Appearance: As per OP.
Combat doctrine: Psychological Warfare, Terror Assaults, Enforced Pacification, Gnoetic Purgation, Suppression of Ideological Revolt, Combined Arms Warfare
Legion Organisation and Structure: The XVIIth has an extensive and, to other legions, sometimes labrynthine command chain extending from the Primarch through the Lord Commanders (each responsible for operations in an Imperial Segmentum) through Masters (heads of specialised legion departments, Wardens (garrison commanders), Commanders, Sub-Commanders, Tribunes in multiple grades, Captains, Centurions, Tetrarchs and Sergeants down to individual legionaries. In addition to this there exists parallel chaplaincy ranks and the Lictorate, which serves as Hesta's inner circle of advisors and is unique in ignoring all other restrictions of rank.

The Sign of the Raging Storm - The 1st Chapter of the legion, formed from the two below units. Rarely deployed as a single Chapter and instead held as a strategic reserve, normally being seconded out to resolve difficult campaigns that have dragged out beyond the estimates of Lord Commanders or as signs of the Primarch’s favour to a commander.

Sagittarii - The 1st Battalion of the 1st Chapter of the Legion, formed entirely from Terminators taken from the best of the veteran companies into the XVIIth’s terminator elite. Always deployed as a single formation led by First Captain and Lictor Zso Sahaal ‘the Talonmaster’, they form the Ashen Host’s main force for resolving a campaign that has dragged on for too long beyond the will of the Primarch or Lord Commanders, being the clenched fist of the legion.

Evocati - The 2nd Battalion of the 1st Chapter of the Legion, the Evocati are melee assault specialists, equipped with jump-packs armed with Charnabal Sabres, power weapons of all kinds, Nostraman Chainglaives or Flay-Whips incorporated from that night-shrouded world, two-handed Excoriator Chainaxes or other, more unusual weapons such as the flail-like Meteor Hammer, the two-handed Headsman’s Axe, paired Falax Blades, Escaton Power Claws or Barbed Hook-lashes depending on the personal preference of the Legionary. In battle they act as elite melee shock troops, often acting as the spearhead of a mass assault or held in reserve to be sent in at the crucial point of the battle. Unlike the 1st Battalion, they are rarely deployed as a single formation, instead being assigned by Triarchy to those Commanders and Sub-Commanders with the Lady Primarch’s favour, or to a Lord Commander to be assigned per their own initiative.

Penitents - Individual Legionaries deemed to have failed the Lady Primarch or the Emperor in their conduct by an Executioner, by themselves or have volunteered for the duty are collected into squads of 20 marines armed as Breacher Squads with lascutters, flamers and bolters for Zone Mortalis operations. Service in a Penitent squad for a certain number of battles qualifies a Legionary to return to the ranks, with their service signalled by black shoulderpads. Some marines after their service are instead recruited as Heralds of the Legion, especially those who volunteered for the Penitents. Penitent squads are formed per Cohort and are assigned out to Chapters by Chaplains, or are used as bodyguards for the Chaplaincy, especially Heralds.

Idolators - A variant of the Destroyer squad, the Idolators are Astartes equipped with jump-packs and armed with axe-rakes, a form of modified chain-axe, and hand-flamers, sometimes carrying normal promethium, sometimes carrying anti-psyker Toxiferrian chemicals. They also sometimes carry Phospex bombs but eschew the Rad weaponry common among their Destroyer brothers. They are charged with the destruction of works of culture, learning and faith contrary to the Imperial Truth and the hunting down of false works and false purveyors after a world is subjugated, burning libraries, churches, parliaments and sepulchres, the eradication of a world’s lies. On the battlefield they are tasked with hunting down the symbols of the enemy, their leaders, their priests, their banners and idols and champions, to cast them down and break the spirit of the enemy.

Templars - A variant of the Assault Squad, the Templars are a brotherhood apart from the rest of the legion, a haughty warrior elite recruited from the best of the assault squads. Where the Idolators are charged with the destruction of a world’s lies, the Templars are charged with breaking the morale of the enemy’s troops and causing a mass rout with the intent to round up and recruit the survivors afterwards, for the dead cannot be taught of the lies and falsehoods they have been peddled. Equipped with jump-packs, their armour covered in grisly trophies of past battles and armed with a mixture of bolt pistols wielded with chain and power weapons or lightning claws along with special weapons such as plasma guns or meltaguns, the Templars break the enemy’s line with a single, overwhelming onslaught to compel them to rout and then harass them as they retreat, massacring those that attempt to rally and letting the rest flee. Off the battlefield, each Templar squad is charged with the keeping of their Battalion's Temple, where their Pentients, Heralds and Executioner reside when not elsewhere.

Flagellants - The Flagellants are the Ashen Host’s terror troops, only fully unleashed when retribution must be meted out against those that have embraced and yet turned upon the Emperor or those possessed of a particularly strong ideological conviction in their defiance. Their duty is to inflict the most visceral punishments upon the enemies of the Emperor, breaking their spirits through the infliction of fear and terror. Filled with the strange mix of the most coldly dispassionate and the most zealously devoted of the Host, often veterans of the Penitent Squads, and armed with normal Astartes equipment bedecked with the gruesome trophies of previous battles, the Flagellants set themselves apart from the rank and file through the simple brutality they inflict on those they are unleashed upon.


Legion Wargear:
Psyk-Out Munitions - Originally limited solely to the Orders Militant of the Astronomican, but since issued out to the Legiones Astartes in limited quantities, Psyk-Out munitions have a payload akin to psychically-charged ash. Available in grenade and missile forms, such munitions are commonly issued to Destroyer squads, Moritats and Vigilators in war zones plagued by esoteric phenomena or rogue sorcerors. Due to the Host's mandate, it maintains higher than usual stockpiles of such weapons for exterminating psykers both human and xenos.

Toxiferrian Chemicals - An improvised chemical mixture tested by the XVIIth during the First Xabian War against the psychic tentacled monstrosities of that world, toxiferrian compounds are a highly volatile mixture of chemicals laced with horrific toxins and psi-reactive particulate matter. Placed into standard prometheum tanks, Toxiferrian chemicals are issued to Destroyer or Idolator units and Contemptor dreadnoughts to counter threats of a sorcerous nature. Although the formula has since been shared to other legions, the XVIIth remains the main user of the substance.


History: The Iconoclasts, the original name of the XVIIth legion, were initially recruited from the sons of exterminated enemies of the Emperor and those held in the vast linked prison-sinks upon Terra. They were taught of the weight of their sins, their crimes and those of their forebears and of the price of forgiveness, swiftly becoming zealots in the pursuit of spreading the Imperial Truth in the way only those who desperately seek redemption for something greater can be. They took no glory or pride in conquest, being grim and dutiful but zealous warriors, taking some malicious glee as they slaughtered those who defied the Emperor. Branching out from the Principia Belicosa early on in the Great Crusade, the Iconoclasts swiftly adopted the practice of sending out Heralds to seek peaceful compliance. This offer, if rejected, would result in an Expeditionary Fleet arriving to subjugate the planet. The legion used massed infantry waves and auxiliary units in merciless sledgehammer actions, regardless of losses incurred.. Through superior firepower and weight of numbers, they would overwhelm those who rejected the Imperial Truth, destroying any resistance without mercy and only relenting when the enemy were broken and bowed.

They would remain on the worlds they conquered for a time to hunt down temples, shrines and demagogues, destroying the symbols of false belief, making examples of those who did not convert, turning them into examples for their fellows. The children of the worlds they conquered would be taught as they were, of the sins of their fathers, to become Inductii to grow the legion. Those they conquered would be offered the choice of rebuilding their ruined world and redemption through labour, or joining the bands of militant followers recruited from those they conquered to seek redemption through battle and, eventually, a new world to be settled upon for their loyal service throughout years of campaigning and to assist in rebuilding should they survive. The legion remained like this for much of the Great Crusade until around 907.M30, when they were reunited with their Primarch upon the world of Thramas.

Thramas was a hive world, the beating heart of an interstellar empire ruled by their Primarch, Hesta, defended by the armies and fleets of the Thramasi Nightwatch and stretching across the northern parts of the Eastern Fringes. Hesta had landed upon the world several decades earlier, and had been taken in by the Khelena family, one of the many strato-aristocratic families that ruled over Thramas since the death of the last Baron of Thrame and the start of the Regency of Thramas, where the families would vote on who would assume the mantle of Regent after the death of the previous Regent.

Hesta, being adopted rather than a member of the Khelena family by blood, was excluded from the aristocratic court of Thramas but still received the typical education of a Thramasi aristocrat, in rhetoric, history, philosophy, linguistics and politics, before enlisting into the Thramassi Nightwatch as an officer. Thramas had long been the seat of empires in the Eastern Fringe under the Centauran Republic and then the Tenebris Freehold, and the Regency was no different. Thramas still had an empire, although vastly reduced to a handful of nearby systems that supplied the hive world with raw materials and foodstuffs in exchange for the security against raiding xenos and pirates provided by the Thramassi Nightwatch. Hesta served in the Nightwatch with distinction, her keen intellect allowing her to rise through the ranks at speed, rising to command a company, and then a regiment of the Thramassi Nightwatch, leading them in combat against orks, Drukari reavers, fleets of Khrave and human marauders. After several years leading her regiment, Hesta would be promoted to the Regent’s Military Staff, overseeing the wider, strategic picture of Thramas.

To say it was not good would be an understatement. Even with the industrial production of Thramas, and the discipline and training of its regiments of Nightwatch, the strategic calculus was undeniably against Thramas. There were simply too many threats, too many worlds to defend, and not enough ships and manpower to do it. Thramas would, over time, be ground down by the attrition of war. Retreat to consolidate forces wasn’t an option; Thamas needed to hold the line where it was, to allow the supplies of minerals and food that fed the Hive World to continue to flow in.

Hesta was not about to simply give up and fight the war to an end that had seemed inevitable, however. Xenos could simply not be reasoned with or negotiated with; but human pirates, mercenaries and marauders were another matter entirely. Negotiations were held, and Hesta, arguing with rhetoric and passion, persuaded the marauders and pirates to cease their assaults for tributes, instead turning them against one another, while the mercenaries were hired to be spent in the campaigns to come in place of Thramassi forces.

The campaign that was to come was a bloody one, as Thramas’ armies went on the offensive, liberating worlds lost to the xenos, or reuniting with those worlds once under Thramas’ protection but since forced to look to their own defences as the horrors of Old Night grew too much for the armies of Thramas to bear. Gradually expanding outwards over the course of decades, first northwards towards the night-shrouded world of Nostramo, its vast reserves of adamantium known to Thramas and needed to fuel the industry needed to support the ongoing wars.

Nostramo, divided among its hundreds of feuding families and gangs, fell in line quickly, too disunited to offer resistance, its nobility given promises their status would be retained and eager for the wealth and goods to be gained from trading their adamantium off-world and its violent gangs were suitable for recruitment into Thramas’ army, even if they were ill-disciplined and prone to infighting compared to their Thramasi counterparts. Nostramo’s peaceful incorporation would mark the height of Hesta’s success, with the Regent of Thramas naming her as his Marshal, the military commander of all of Thramas’ forces.

Thramas’ next contact of importance would be the ancient forge-world of Gulgorahd, too proud and powerful to swear fealty to a world such as Thramas, but more than willing to accept an alliance with it to pool their resources against the horrors of the Old Night, Thramas’ resources a welcome gift to Gulgorahd’s forges, while with the Crucible Zone thought to be blocking any warp routes to the Galactic South, Gulgorahd’s heavily fortified zone of space provided a corridor for further Thramasi expansion towards the worlds of Memlock and Heraldor. Hesta’s campaign into these systems would be delayed by her return to Thramas, where following her conquests and the death of the previous regent, Hesta was chosen as the new Regent of Thramas. Her new responsibilities slowed Thramas’ campaign into the Aegis Sector, and before the area was fully conquered, the advance scouts of the Great Crusade would come into contact with the Regency of Thramas.

The Emperor, pleased by what His daughter had conquered, saw little need to delay His conquests, and departed soon after, leaving Hesta to be reunited with her legion. Upon being reunited with her legion Hesta was appalled by the XVIIth’s brutish and forceful way of war but approving of their discipline and zeal in its prosecution, and immediately set about channelling their characteristics as warriors into a more constructive and effective means of conquest. She focused on adapting the mechanised, combined arms tactics that had brought the Thramassi victory but also adjusting their post-Compliance undertakings, having those who remained behind on worlds also construct fortifications and logistical infrastructure to support the ever-advancing fronts of the Great Crusade in addition to the destruction of symbols of false belief, while their hosts of penitent followers were formed and organised into more formal units based around their planets of origin, trained and organised in the manner of the Thramasi Nightwatch.

Hesta’s transformation of the Iconoclasts into the Ashen Host was undertaken as she led her legion out into securing those areas around her burgeoning empire that she had not yet finished the conquest of, such as Memlock, Heraldor and Kehdure IV, before continuing into the Aether Reefs and the Storm’s Jaws. The brutal campaigns against the cannibal legions of Glabro, the battle-psykers of the lost moons of Thex, the monstrous, Ogryn-like warriors of Tohruk, and a dozen more aberrations and xenos races besides would reforge the XVIIth into the Ashen Host as it campaigned alongside the various regiments raised by Hesta in the pattern of the Nightwatch and the Taghmata Gulgorahd, scouring the worlds so that they would not threaten her realm like they had in the past.

Yet success breeds envy and jealousy, and Hesta’s domain brought much of it down upon her. The three forge-worlds of the Triplex Sector, favoured by both the Imperium and Mars over battered Gulgorahd, views her empire with disdain, envy and some wariness, while there are those within Hesta’s domain that would rise in revolt if provoked and the xenos threat, although reduced, is not yet gone.

PostPosted: Wed Mar 15, 2023 5:11 pm
by Orostan
WIP

PrimarchName: Tarun Yanu
Appearance: WIP
Legion: XIX
Archetype: Warlord/Soldier
Personality: Tarun is direct and disdainful of excessive ceremony and social custom. When speaking he is short and to the point and cares far more for the general picture of something than the precise details surrounding it. Despite what appears to be an unemotional and aggressive disposition, Tarun detests waste and never wastes more resources on something than is necessary. In his role as a leader on the Imperium's campaigns to unite the galaxy and end old night he often took time to try to take planets intact rather than ruined and peoples alive rather than dead in a slow, methodical, and efficient method. He saw a conquest not as ending when its resistance is over but instead it only ended when the planet was convinced it was wrong to resist at all. He has been criticized by his siblings for failing to come to decisions quickly and taking his time on his assignments but can never be criticized for using excessive force or inefficiency.
Abilities: Tarun's presence in the warp is similar but less intense to that a blank, and his sons have similar characteristics. This causes discomfort among psykers who have to work with Tarun or his legion. Because of this psykers among the ranks of the 19th Legion are entirely nonexistent and the Legion as a whole preforms better against warp based threats.
Equipment:

Pike of Balaryk: A spear produced on the world of Balaryk during the beginning of the Age of Strife. At first sight it is an unremarkable weapon apart from the black ribbon wrapped around the shaft under its spear head that marks it as belonging to Tarun. In combat is capable of discharging warp energy into whatever it penetrates.

History:
When he and his siblings were scattered throughout the galaxy, Tarun's pod fell down on the dry world of Balaryk. There he would be recovered by the family of a shepard, and raised as one of their children. He gained two mortal brothers and one sister because of this, all older than him. As his growth outstripped theirs quickly his ambition did as well. He constructed bridges, dug wells, and preformed other types of difficult work by himself until he passed the age of 18 and his strength got him conscripted into the local lord's army. His ability made him an officer quickly and because of his contributions his local lord became a great king and his mortal family became nobles. When his lord died and his inept son succeeded him Tarun served him loyally for a time until the incompetent and cruel new king ordered his mortal sister killed as punishment for a perceived slight. Tarun immediately usurped the kingdom and became a king in his own right. Governing through a regime that prioritized clear laws, heavy punishments and light rewards, bringing wastelands under cultivation, and militarism Tarun would conquer much of Balaryk and uncover the Pike of Balaryk in the course of that before Imperial scouts discovered and touched down on the world. Recognizing the threat an interstellar civilization posed to him and his people, Tarun invited the Imperial scouts to land their ship at a field outside his palace. When at a feast the Imperial scouts informed King Tarun that the goal of the Imperium was the unification of humanity with force if necessary he immediately ordered their ship be stormed by his best troops. By the time the next Imperial scouts discovered Balaryk again he had united the rest of the world and replicated stolen Imperial technology to prepare to repel an invasion.

Despite an overwhelming disadvantage the King of Balaryk fought the Imperial invaders for years and turned the fighting on the surface into a stalemate. Orbital bombardment, airstrikes, and heavy artillery could not force an end to the fighting on the Imperium's terms. It took the deployment of Space Marines to begin shifting the war against Tarun and nearly two decades after the war on Balaryk had begun Tarun was finally captured at great expense in baseline human troops and Space Marines of the 19th legion. Upon his identification as a Primarch the Emperor set off for Balaryk and convince Tarun to serve him and order that his people surrender to the Imperium and that he lead his sons, who without his knowledge he had been killing before, in the 19th Legion. Many of the veterans of the war against the Imperium would find themselves as part of Tarun's campaigns again - this time fighting for the Imperium.


Legion
Name: "The Black Guard"
Number: XIX
Primarch: Tarun Yanu
Preferred Size: 150,000 Marines, 150,000 Baseline Human Auxiliaries
Appearance: Black, grey
Combat doctrine: Combined arms, infiltration and shock
Legion Organisation and Structure: The legion is divided into 15 divisions of 10,000 Marines and an equal number of human auxiliaries. Each of these divisions is further divided into regiments of Marines and baseline Human troops as well as support elements including supporting armored vehicles and artillery. Baseline Humans are employed heavily in support roles and as infantry are organized independently to support Marines. Aircraft and naval assets are both grouped into squadrons such as light warship screening or air bombing squadrons.
Legion Wargear: The armor of marines is usually very uniform and painted black with grey trim in most cases. All armor features the symbol of the Legion which is a single color white triangle pointing downwards with a circular black mark in the center. Division, brigade, regiment, and company markings are also present on the pauldrons. Specialized units feature different patterns such as stripes on sections of their armor. Human auxiliaries have light armor equipped with similar markings and are equipped similarly to the Imperial Auxilia.
History:
WIP

PostPosted: Thu Mar 16, 2023 4:27 am
by Waith
Primarch
Name: Cavor Verne
Appearance:
Legion: Truth's Wardens
Archetype: Propagandist/Censor
Personality: Cavor Verne is hypocrisy incarnate; he will speak with his brothers and sisters extensively on the merits and beauties of many of the civilisations he has encountered in the Emperor's conquests while on crusade he orders for the libraries and museums to burn first so that the one culture of Mankind may take it's place. It is a hypocrisy born out of shame and guilt for while Verne does hold a fascination for the

On the surface Verne presents themselves affably to their fellow primarchs and is more than willing to
Fault: When one is offered the entire galaxy on a platter how could one possibly be bound to a singular task; While the mere implications of abandoning his tasks would cause an untold amount of disdain from the Primarch he is not above admitting that he is prone to dropping matters at hand in favour of other more interesting affairs. Furthermore Verne tends to extend his exacting expectations of his legion to all those beneath his command meaning that he has few friends amongst the Imperium at large.
Equipment:

History: From the endless and burning hellscape of the Warp came Cavor Verne to Hain. A world of steep and snowy mountains where the day was embraced by a cold blue sky and the nights were illuminated by lights that danced in the sky, these lights were the first thing that Verne ever saw as his pod cracked open in the middle of a tall and lonely forest. It was a sparsely populated world with most of the population being confined to monasteries that perched upon these isolated mountains; Hain had once been a communications centre for mankind yet when the long night came mankind went silent, the Hainish would come to believe that it was only they that were left amongst mankind and in mourning they made it their duty to record all those messages, no matter how mundane, that had passed through their world.

As a caravan from one of these monasteries passed through a valley of tall and lonely trees they saw a child, half-naked and shivering, carving images of the mountains into a tree. The caravan would take pity upon the poor creature and would bring them back to their settlement. Verne took to the arts of reading and writing with remarkable speed and even at his young age he would volunteer to create vast manuscripts of mankind's logs. Despite the glories of his birthright Verne would hold no greater ambition than to peacefully listen to the last songs of mankind and mourn silently.

Verne's abilities did not simply extend to manuscripts however as he would use his artistic abilities to embellish his monastery with grand depictions of the fabled void-ships as they reached further and further towards the heavens. A life of simple and contented melancholy would be all that Verne could expect and while he, like every other human on Hain, longed for those days when mankind prowled the stars in glory he knew that the twilight had come.

The Drukhari would be the end of Hain. There was no question of resistance, the planet was far too scarcely populated for any proper fight to be made and what leftover weapons the Hainish had could not hope to compete with the arcane implements of torture the invaders used. To the shock of Drukhari and Human alike Verne was able to lead his monastery in a defence. Sculptures were torn down and used as barricades while tomes were ceaselessly interrogated for any knowledge that might prove their salvation. It was all for naught and after months of resistance Verne was all that remained.

The corsairs that were still upon the world held a vendetta against Verne and he knew they would be able to track him down. The Primarch collected as much of the knowledge as he could from what was once his home and began his pilgrimage, he knew of the ancient communication arrays that still stood on the other side of the continent and rumour had it that they were still functioning. He would travel there and would transmit all that was left of mankind to the galaxy.

The journey was harrowing, countless miles across a land of always winter, never enough food to be found thanks to the Drukhari's acts of mindless cruelty and all the while the corsairs found endless pleasure in tormenting Verne along his quest. The Primarch would march those many miles, he would eat naught but bone marrow and one by one would he strangle the scum that killed his world. Finally he would come to old arrays, dominating structures of cold and cyclopean design, he knew the bare essentials of how they functioned; matters concerning the arrays were treated like religious scripture for the monasteries, and so he found his way to the still functioning control centre and sent off a final message and tribute to Mankind.

And so the Master of Mankind turned his gaze to Hain.


Legion
Name: Truth's Wardens
Number: III
Primarch: Cavor Verne
Preferred Size: I'll leave this up to the OP
Combat doctrine: Ideological Propagation, Counter-Insurgency Warfare, Mass Assault, Pacification,
Legion Organisation and Structure:
Legion Wargear:
History:


WIP

PostPosted: Thu Mar 16, 2023 3:00 pm
by Krugmar
Orostan wrote:-snip-


Just some notes:

Primarchs are unable to be blanks (for this RP the view is taken that Primarchs are warp entities), and it wouldn't be passed via the geneseed.

The Emperor, or other Primarchs, would also likely quickly realise the reason Imperial forces are getting bogged down is a Primarch so it'd be unlikely that he'd hold out for 20 years.

Regular soldiers wouldn't be part of the Legion. Solar Auxilia and Imperial Army regiments might routinely fight with a legion, or be permanently attached, but they'd still be separate and liable to getting re-assigned.

PostPosted: Thu Mar 16, 2023 3:07 pm
by Orostan
Krugmar wrote:
Orostan wrote:-snip-


Just some notes:

Primarchs are unable to be blanks (for this RP the view is taken that Primarchs are warp entities), and it wouldn't be passed via the geneseed.

The Emperor, or other Primarchs, would also likely quickly realise the reason Imperial forces are getting bogged down is a Primarch so it'd be unlikely that he'd hold out for 20 years.

Regular soldiers wouldn't be part of the Legion. Solar Auxilia and Imperial Army regiments might routinely fight with a legion, or be permanently attached, but they'd still be separate and liable to getting re-assigned.

Is it possible for my primarch to have some sort of warp suppressing ability then even if that ability uses the warp itself? Would a resistance to warp based nonsense that could be passed by geneseed also be possible in some way?

PostPosted: Thu Mar 16, 2023 4:17 pm
by Krugmar
Orostan wrote:
Krugmar wrote:
Just some notes:

Primarchs are unable to be blanks (for this RP the view is taken that Primarchs are warp entities), and it wouldn't be passed via the geneseed.

The Emperor, or other Primarchs, would also likely quickly realise the reason Imperial forces are getting bogged down is a Primarch so it'd be unlikely that he'd hold out for 20 years.

Regular soldiers wouldn't be part of the Legion. Solar Auxilia and Imperial Army regiments might routinely fight with a legion, or be permanently attached, but they'd still be separate and liable to getting re-assigned.

Is it possible for my primarch to have some sort of warp suppressing ability then even if that ability uses the warp itself? Would a resistance to warp based nonsense that could be passed by geneseed also be possible in some way?


That wouldn't really be possible. Only way to combat pyskers like that is to be a blank, or be a pysker yourself.

PostPosted: Thu Mar 16, 2023 4:28 pm
by Lunas Legion
Cambyses

Name: Cambyses
Appearance: Cambyses is a square-faced man with a close-cut brown beard and short hair. Not the most imposing of Primarchs physically, his green eyes are his most distinctive feature, always looking somewhere between bitter sadness and barely repressed rage no matter what emotions his voice carries.
Legion: Shield Bearers
Archetype: Perfectionist/Lone Wolf
Personality: Cambyses is a mild-mannered, calm person, serene. Unbreakable, implacable, slow to make a decision but resolute once he has made it. Not someone who makes friends easily, but is deeply loyal to those he does make. He holds a deep hatred of the Emperor and blames him, however undeservedly, for the fate of his sons.

Abilities: N/A
Equipment: Cambyses wields an unnamed hand flamer and thunder hammer, as well as a massive Primarch-sized breacher shield.
History: See Legion.


The Shield Bearers
Name: Shield Bearers
Number: XVI
Primarch: Cambyses
Preferred Size: 72,000
Appearance: As per OP.
Combat doctrine: Combined Arms Warfare, Complex Manoeuvre and Discursive Tactical Planning, Orbital Drop Operations, Macro-Scale Strategic Decapitation Strikes, Infiltration, Multi-Vector Attack, Surprise Assault
Legion Organisation and Structure: Below the Primarch lies an semi-informal, but complex chain of command.

Captain (Commander of a Chapter of 5,000, captains of lower-numbered Chapters usually have seniority over those of higher-numbered Chapters unless experience or lack thereof causes a Captain to defer to another Captain on campaign. Deference to specialists regardless of rank on their subject of expertise is expected.)
Specialist - (Officer with no subordinates, but expertise in a matter such as siege warfare, boarding actions etc)
Sergeant (Commander of a squad, more experienced Sergeants have seniority with the most experienced under a Captain being the Senior Sergeant)
Legionary


Kill-Squad - A Kill-Squad is a ten-Legionary team of the most skilled infiltrators the XVIth has among their ranks, equipped with cameleoline recon armour and the most advanced wargear the legion can provide, normally chosen specifically for the mission. Expected to operate alone without support for extended periods in advance of full legion and/or Imperial Army operations, the Kill-Squads engage in sabotage of key enemy assets and assassination of key enemy leaders to sow chaos and disorder to soften up a target, and identify weak points for an assault to exploit.

Wraiths - The Wraiths are Kill-Squad veterans, Legionaries that are skilled enough in the art of stealth, assassination and sabotage that they operate alone and are expected to do the work of an entire Kill-Squad by themselves. Extremely rare, they nonetheless are the closest thing the XVIth has to inspiring figures to emulate.

Immortals - A unit of 300 Terminators that form the honour guard of the Primarch. Equipped with ornately patterned Tartaros-pattern Terminator Armour, Venom Spheres and Power Spears, the Immortals fight in complete silence, their experience fighting alongside one another and the Primarch making such commands unnecessary.

Simurghs - The Simurghs are the Legion’s elite assault force, forming the head of any planetary assault force. Typically wielding lightning claws and terminator armour of varying patterns, the Simurghs are teleported directly into battle to secure a drop-zone into which follow-up forces can land or to eliminate targets marked by Kill-Squads in advance but judged as being too difficult for a Kill-Squad to assail.


Legion Wargear:

Eclipse’ Missiles - A unique missile variant used by the XVIth, the Eclipse Missile substitutes the conventional warhead for a mixture of concussive charges and clinging chemical smoke to sow confusion and break up enemy formations prior to an attack.

Venom Spheres - A modified frag grenade that replaces the fragmentation component with toxin-laced crystalline splinters.

History:

The history of the XVIth is not a happy one. Initially, the XVIth was primarily used to support the Imperial Army and in some cases directly lead Imperial Army troops in battle, in stark contrast to their brother legions who were primarily used for independent operations as shock troops.

In this, the XVIth performed well; although their name is never listed along a campaign in the Unification Wars alone, they nonetheless accorded themselves well. During the initial stages of the Great Crusade, the Emperor kept them as a strategic reserve and as equerries; they were frequently attached to Imperial diplomatic missions and emissaries as bodyguards and heralds of the Emperor’s will. Those of the XVIth not assigned to such duties were held back by the Emperor to be sent to areas of the Great Crusade where other forces were faltering and where progress was not deemed rapid enough, always engaging in the most bitter fighting, always fighting to the last man standing regardless of the odds.

Unfortunately, these glory days were short-lived. A series of tragedies in the early part of the Great Crusade saw the destruction of much of their stock of gene-seed during transfer to Luna and the ravaging of their Terran gene-stock reserves by a fast acting viral blight left them tainted and unusable.

From this point on, the XVIth legion would die a long, drawn out death. As the Crusade expanded and other legions grew tremendously in size and strength, the XVIth withered and died. Every marine lost had to be retrieved for the valuable gene-seed, for the loss of even a single marine was unacceptable. It became clear that even with the Emperor’s personal attention on the matter, the XVIth would fall far below the effective strength of a legion before their gene-seed stocks were rebuilt.

And so it was. The XVIth became a ghost legion, not out of choice, but necessity. They only ever deployed in whole, at the personal direction of the Emperor, clad in the finest equipment because with their numbers so low, but still receiving the allocation of a legion, why should they not?

All of the XVIth’s legionaries were Captains, each the head of a company of one, numbering barely 300 Astartes and only able to sustain that number because of the meticulous planning and preparation before every assault, every last move carefully thought out and considered. Due to their low numbers every possible force multiplier was to be used, and where other legions might use Imperial Army assets in support, the XVIth became unique in using them as their main forces owing to circumstance.

The lack of honour and glory in such tactics rankled the XVIth as many of them longed for the glory days of the early Crusade, and as the decades passed a deep-seated bitterness set in within the legion, a regard that they could do better than the other legions and would be doing better, would be conquering worlds faster and conquering more, if they had not been struck by fate so early on.

As the Great Crusade dragged on, and Primarchs were discovered, this only grew deeper. As other legions added honour upon honour and glory upon glory, the XVIth’s bitterness and dislike towards their brothers festered.
Even the discovery of their Primarch, as late in the Crusade as it was, couldn’t heal this wound, so deep was it. Their Primarch, Cambyses, landed on the feral ice world of Honoria, far to the Galactic North. His return was the cause of much celebration among the few hundred marines of the XVIth, for it meant not only the chance to rebuild their legion, but also to avenge the mark against them of their absence from the Great Crusade.

Cambyses threw himself and his legion into the closing stages of the Great Crusade, taking on the impossible challenge of erasing the self-marked stain on their legion, winning campaign after campaign, expanding the meticulously planned operations and use of stealth and surprise that had characterised the XVIth’s earlier campaigns onto larger formations, no longer needing the Imperial Army to do the heavy lifting.

But the XVIth never forgot the bitterness, passed onto their new Honorian recruits, the legion’s few Terrans passing on the feeling of shame and the drive to prove themselves.

PostPosted: Thu Mar 16, 2023 4:43 pm
by Great Confederacy of Commonwealth States
As I understand it, there is still room for one reservation with the traitor legions, no? Then I would like to reserve Legion XII as the Praetorians.

PostPosted: Fri Mar 17, 2023 3:14 pm
by Krugmar
Great Confederacy of Commonwealth States wrote:As I understand it, there is still room for one reservation with the traitor legions, no? Then I would like to reserve Legion XII as the Praetorians.


Noted.

PostPosted: Fri Mar 17, 2023 3:40 pm
by Orostan
basically done. I edited this in a way I hope meets all the requirements.

PrimarchName: Tarun Yanu
Appearance: Short for a primarch and lacking much of the physical bulk that characterize a primarch, what Tarun lacks in height and strength compared to his brothers he makes up for in agility and toughness. His hair, which is always cut short, is black and his face features a sharp nose and angular features. His eyes are grey.
Legion: XIX
Archetype: Warlord/Warrior-Philosopher
Personality: Tarun is direct and disdainful of excessive ceremony and social custom. When speaking he is short and to the point and cares far more for the general picture of something than the precise details surrounding it. Despite what appears to be an unemotional and aggressive disposition, Tarun detests waste and never wastes more resources on something than is necessary. In his role as a leader on the Imperium's campaigns to unite the galaxy and end old night he often took time to try to take planets intact rather than ruined and peoples alive rather than dead in a slow, methodical, and efficient method. He saw a conquest not as ending when its resistance is over but instead it only ended when the planet was convinced it was wrong to resist at all. He has been criticized by his siblings for failing to come to decisions quickly and taking his time on his assignments but can never be criticized for using excessive force or inefficiency.
Abilities: Tarun exerts a constant presence in the warp that demoralizes enemies while having the opposite effect on allies. Psykers, friendly or otherwise, have difficulty being near Tarun for extended periods.
Equipment:

Pike of Balaryk: A spear produced on the world of Balaryk during the beginning of the Age of Strife. At first sight it is an unremarkable weapon apart from the black ribbon wrapped around the shaft under its spear head that marks it as belonging to Tarun. In combat is capable of discharging warp energy into whatever it penetrates.

History:
When he and his siblings were scattered throughout the galaxy, Tarun's pod fell down on the dry world of Balaryk. There he would be recovered by the family of a shepard, and raised as one of their children. He gained two mortal brothers and one sister because of this, all older than him. As his growth outstripped theirs quickly his ambition did as well. He constructed bridges, dug wells, and preformed other types of difficult work by himself until he passed the age of 18 and his strength got him conscripted into the local lord's army. His ability made him an officer quickly and because of his contributions his local lord became a great king and his mortal family became nobles. When his lord died and his inept son succeeded him Tarun served him loyally for a time until the incompetent and cruel new king ordered his mortal sister killed as punishment for a perceived slight. Tarun immediately usurped the kingdom and became a king in his own right. Governing through a regime that prioritized clear laws, heavy punishments and light rewards, bringing wastelands under cultivation, and militarism Tarun would conquer much of Balaryk and uncover the Pike of Balaryk in the course of that before Imperial scouts discovered and touched down on the world. Recognizing the threat an interstellar civilization posed to him and his people, Tarun invited the Imperial scouts to land their ship at a field outside his palace. When at a feast the Imperial scouts informed King Tarun that the goal of the Imperium was the unification of humanity with force if necessary he immediately ordered their ship be stormed by his best troops. By the time the next Imperial scouts discovered Balaryk again he had united the rest of the world and replicated stolen Imperial technology to prepare to repel an invasion.

Despite an overwhelming disadvantage the King of Balaryk fought the Imperial invaders for years and turned the fighting on the surface into a stalemate. Orbital bombardment, airstrikes, and heavy artillery could not force an end to the fighting on the Imperium's terms. Two years after the start of fighting on Balaryk Tarun was identified as a Primarch. Immediately after that the Emperor set off for Balaryk and convince Tarun to serve him and order that his people surrender to the Imperium and that he lead his sons, who without his knowledge he had been killing before, in the 19th Legion. Many of the veterans of the war against the Imperium would find themselves as part of Tarun's campaigns again - this time fighting for the Imperium.


Legion
Name: "The Black Guard"
Number: XIX
Primarch: Tarun Yanu
Preferred Size: 200,000 Marines
Appearance: Black, grey
Combat doctrine: Infiltration and shock, massed infantry tactics.
Legion Organisation and Structure: The legion is divided into 10 divisions of 20,000 Marines. Each of these divisions is further divided into regiments of Marines and support elements including supporting armored vehicles and artillery. Every division is expected to act as its own independent combat unit without support from other divisions if necessary. Aircraft and naval assets are both grouped into squadrons such as light warship screening or air bombing squadrons.
Legion Wargear: The armor of marines is usually very uniform and painted black with grey trim. All armor features the symbol of the Legion which is a single color white triangle pointing downwards with a circular black mark in the center. Division, brigade, regiment, and company markings are also present on the pauldrons. Specialized units feature different patterns such as stripes on sections of their armor among terminator units for example.
History:

The 19th Legion was created to be a fighting force with the staying power and numbers to defeat what usually would give Space Marines trouble, namely extremely advanced Xenos. To do that emphasis was placed on resiliency and numbers, and the 19th is expected to fight in the most hostile environments at a disadvantage and win. In such circumstances the individual abilities of each marine are of less concern than their ability to cooperate. This is why while marines of the 19th will often not win strength contests against their brothers but will win a contest of small unit tactics or battlefield cooperation and coordination. The less physically intensive process of becoming a marine that would be legionaries of the 19th go through results in a lower rejection rate and allows the 19th to maintain higher numbers than most other legions.

Its first deployments during the Great Crusade found the legion favoring light vehicles and mobility rather than heavy armaments and heavily armored vehicles that were slow even if they were effective. Its emphasis on using many teams of infantry to accomplish objectives and attack incessantly created the impression of a wave of black-armored marines among its enemies which is why it was called "The Black Horde" by those it fought. That name was taken up by the marines and used to describe their own group as the legion's list of successful campaigns grew longer.

When the Black Horde was assigned to conquer the world of Balaryk it came into contact with its Primarch for the first time. The 19th first encountered its Primarch as a dangerous commander and powerful enemy when directly on the battlefield. Whenever the King of Balaryk was on the battlefield his presence was unmistakable especially to the Legion's psykers and soon the Emperor recognized the King as their own primarch. Despite the fact that they and Tarun had been enemies before Tarun had joined his father's campaign the legion took well to their genefather who they had already learned to respect on the battlefield. Tarun also renamed the legion "The Black Guard" as he believed "Horde" to be an inappropriate descriptor for a legion of space marines.