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The Khand Protectorate [FT Factbook]

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Khandosia
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The Khand Protectorate [FT Factbook]

Postby Khandosia » Mon May 31, 2010 2:05 pm

The Protectorate of Khand


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History

The Khand Sector is a collection of planetary systems that formed an extended celestial arm of the galaxy at the furthest extent of what was once the Imperium of Man. However with the ending of the Emperor's Great Crusade to unite the far reaches of the galaxy under the banner of mankind, many former Imperial worlds fell back into darkness, over a slow and agonizing process. The Khand Sector held its ties with Terra for several millenium after the Horus Heresy, until the Age of Apostasy in the 36th Millenium. Seeing the horror and bloodshed that was ripping apart the Imperium, the Imperial sector governor at the time, Siegfried Josef Ananias von Markanian, cut all ties with the Imperium. The extortionate tithes that the then head of the Ecclesiarchy, Goge Vandire, extricated from the Khand Sector by threat of force was bringing the economy of the sector to its knees and causing mass shortages in food due to many foodstuffs being requisitioned for nearby shrineworlds. Before the situation could deteriorate any further, the Sector Governor took immediate action in concert with the local Astartes Chapter Master and Adeptus Mechanicus overlord.

This was not done out of self interest or rebellion against the Golden Throne, but rather to preserve and protect the Khand Sector which, by M36, had become a large and powerful sector with its own forge worlds, agri-worlds, and hive worlds. Feeling that the governor's choice was the correct one, an entire Space Marine Chapter, the Knights of Sanguinius, vowed to protect the Khand Sector and the bloodline of House Markanian as the hereditary rulers of the sector. With the backing of the Knights of Sanguinius Lord Governor Markanian was able to gain the allegiance of the Arch-Magos Heskarad and his Adeptus Mechanicus underlings, who agreed to serve House Markanian in return for certain bits of technology and the right to unlimited natural resources. The local Ecclesiarchy overlords either agreed to continue serving and backing House Markanian, knowing that they were too far away from the center of the Imperium for Ecclesiarch Fraternis Templars to reach them, or were executed for heresy by several Inquisitors that agreed to help Markanian preserve a slice of His Majesty's Imperium.

Now, in M42.23.128, the current Lord Governor and Commander Justinian Maximus Siegfried von Markanian has decreed that the Khand Sector must expand and try to once again reach out to find the lost vestiges of the God-Emperor's Imperium of Man.

[The following details are unknown to my nation at the present time, but help to make more clear the circumstances of my nation's existence]

The Khand Sector was fortunate and blessed by its decision to separate itself from the catastrophe that was the Age of Apostasy. Seeing that His Imperium was threatened by dire circumstances, the God-Emperor of mankind summoned his power and encircled the Khand Sector with a massive warp storm that lasted, for those within, for a few decades and was believed to simply be another of the usual anomalies that are known to happen with the warp. However this warp storm created by the Emperor of Mankind did far more than that. It transported the entire Khand Sector through time and space and shoved them into a different universe all together. While largely the planets and systems of this universe mirrored that of the old, this was no longer the direct domain of Him on Earth. The Khand sector and all of its dependents had been sent to the Delta Quadrant of the Milky Way Galaxy.

While investigations by the Navis Nobilite, Adeptus Astra Telepathica and the Inquisition are ongoing, they are stumped. For though they are within a separate galaxy and different time, the light of the God-Emperor still shines through the ether. The Astronomican, that guiding light that allows for safe warp travel between the stars, continues to shine. This confuses authorities that discover more and more evidence that they are no longer within the Emperor's domains. As well as the clear evidence of the ever present light of the Astronomican, the necessary steps of soul-binding a psyker so that they become sanctioned and marginally safe from the enticements of daemon possession are still in evidence as they require the power of the God-Emperor to function properly.

So while the Khand Sector must come to terms with its new reality, it can be safe in its assurance that while they are far from their original home the guiding light of the God-Emperor of Mankind remains with them.





Economy

The economy of the Khand Sector is a varied and myriad beast. Inter-planetary trade is what maintains the largest section of taxable income that the Imperial Government requires through tithes. The main arbitrators of this trade are the trade cartels, large hereditary aristocratic families that were founded by rogue traders or wealthy nobles. Trade fleets scour the entire sector with goods and in search of new sources of wealth at the behest of the various heads of the cartels. In partnership with many of these cartels are several houses of the Navigator Houses, who provide the necessary navigators for safe travel through the warp. In return for the services of these special psykers, the trade cartels pay large sums of money to the various Navigator Houses.

The Administratum maintains all of the port facilities that are used by the merchantmen and via various taxes are able to procure money off of tarrifs and the very ability to dock at a facility. Though the cartels are kept from owning their own docking ports, there are a few shadow ports that are owned by a few criminal organizations that charge sums of money from the cartels in return for turning a blind eye to any and all merchandise that passes through their ports. While the Inquisition has known of these ports for millennia, they have decided to use them for their own purposes from time to time instead of shutting them down.

In order to compete economically with other more well endowed planets, some planetary governments devoted their entire surfaces to the production of a few specialized items. This is a large example of the agri-worlds, who concentrate on various types of grain, tuber plants, and the ubiquitous grox, a reptilian livestock that provides ample amount of meat and nutrition; though there are of course specialty foods and pleasures that only the rich and powerful can obtain.

Society

Society and life-styles within the Khand Sector varies greatly from planet to planet. Planet Khand, for example, is the height of civilization and progress; as is its just due as the sector capital. It's massive hive spires are filled with the various economically endowed members of high and middle class society. However there are only a few noble houses that could be considered super-rich and powerful, leaving a fairly broad plain of casual wealth that is spread fairly evenly amongst the rest of the population, meaning that there are very few very poor people on Khand. While the Imperial Governor does inherit and rule as part of a dynasty, there is little evidence of the other feudal aspects of the ruling hierarchy. The reigning governor and his line are looked upon as the saviors of the sector, this thought reinforced by the Ecclesiarchy, and generally have ruled and governed for the betterment of the people. This is reinforced by the high standard of living that exists throughout the Khand Sector thanks to the efforts of the Adeptus Mechanicus, through whom the great secrets of the STC Archives has revealed thousands of machines capable of easing life for the common man and woman of the Khand Sector.

Each planet has its own traditions and ways of ruling itself, though all ultimately pay obeisance to the Imperial Sector Governor. However life is very different on the forge worlds of the sector, where the Mechanicus holds power over the lives of trillions of citizens. Because they are born on forge worlds, most of these citizens are raised with the ideals and beliefs of the Mechanicus, instead of what would normally be taught on other Imperial worlds not run by the Mechanicus. This has allowed for a wide base from which the Mechanicus to draw recruits into the ranks of its tech priests and skitarii guards. Innovation is looked upon with favor, with few restrictions to what the Mechanicus may be allowed to achieve, so long as it serves the Protectorate as a whole. This arrangement is carefully looked after by the Inquisition.

[In terms of technology and the relative high standard of living, this is due to the STC archive that my nation discovered and maintains. These archives are not an STC machine in itself, but is a large library (in essence) filled with STC blueprints, allowing the Mechanicus to build more advanced machines than would have been available to a regular world or sector of the Imperium of Man. This allows my nation to have a level of technology comparable to what the IoM had at the height of the Great Crusade (see the Horus Heresy series for details).]

The Adeptus Ministorum, or the Ecclesiarchy, that oversees the Cult of Terra and its worship of the God-Emperor of Mankind has a fairly muted presence. This is not to say that the Protectorate is a secular society, but rather that in favor of order and in light of what was causing the original split of the Khand Sector from the Imperium (a split of power caused by the power-hungry members of the Ministorum) the church of the God-Emperor maintains a secondary role. Many still remember, through the history lessons of the schola progenium, those dark days of the Age of Apostasy.


Government of the Khand Sector

Organizational Chart of the Imperial Government

All power is ultimately derived from the God-Emperor of Man, and his acting regent in the Khand Sector, the reigning scion of House Markanian, in the ruling of the Protectorate, as it has come to be colloquially called. House Markanian's ruling head acts with supreme power, acting as head of the Adeptus Administratum within the Khand Sector. Nearly all the major merchant houses and trade fleets are either directly owned by House Markanian or lesser houses that are related to them. As such, House Markanian keeps a firm grip on the economy of the sector, ensuring that they have control of not only the Imperial Guard via the Departmento Munitorum but also the means by which the Adeptus Mechanicus supplies its forge worlds with food, workers, and materials.

Beneath the Lord Governor, who has the title of Lord Protector in his position as supreme authority in the Khand Sector, is the Council of Nine, made up of representatives from the most powerful organizations within the Khand Sector. They are made up of a representative of House Markanian acting on the part of the Administratum, the Arch-Magos of the Mechanicus, a Lord General of the Imperial Guard, Cardinal of Khand for the Ecclesiarchy and Cult of Terra, a High Inquisitor representing all Ordos, the Master of the Astronomica, the Chief Envoy of the Navigator's Guild, the Master of the Adeptus Astra Telepathica, and the Grand Master of the Knights of Sanguinius for the Adeptus Astartes. They are known as the Council of Nine by many, and for major matters of state act as the governing body for the sector by majority vote. House Markanian has traditionally and usually always held the majority vote, as it controls directly the Administratum, the Imperial Guard, and the Navigator's Guild, and cherishes the support of the Space Marines and the Astropaths; though occasionally the Grand Master of the Knights of Sanguinius has been known to change sides on certain issues.

Beneath the Council of Nine are the planetary governors, or Imperial Commanders, who are lesser nobles that rule the different planets of the Khand Sector in the name of House Markanian. They also, together, form the Lesser House of Nobles, that decide smaller trade issues and problems that need never bother their betters on the Council of Nine.

The Full Title of the Lord Governor:

His Imperial and Lord Commander, Governor Justinian Maximus Siegfried von Markanian, by the Grace of the God-Emperor, Margrave of Bandenburn, Count of Hohenzollern, Duke of Zilesia and of the County of Glatz, Grand Duke of the Lower Riverine and of Saxoni, of Angria, of Westkalia, of Lunenburg, Prince of Rugen, of East Friesland, Prince of Halberstadt, of Verden, of Ravensberg, of Hohenstein, of Tecklenburg and of Lingen, Count of Mansfeld, of Sigmaringen and of Veringen, Lord of Xenophon.




Administratum
Controlled by: Sector Governor, Lord Protector, Master of the Administratum Justinian Maximus Siegfried von Markanian
Function: is comprised of innumerable divisions and offices, consisting of untold billions of clerks, scribes and administrative staff constantly working to manage the Sector at every level, from assembling war fleets to levying taxes. It is unlikely that any one man, even the Master of the Administratum himself, has an idea of how many divisions exist within the monstrous Administratrum. Each office or department is involved in some specific aspect of administration, including even the administration of the Administratum itself. Most of the divisions are petty and of little interest. Most well known are the Departmento Munitorum and the Estate Imperium. The Estate Imperium is not a powerful enough organization within the Khand Sector to be deserving of a seat on the Council of Nine, it's purpose is to keep and furnish records of Imperial organizations, and to keep track of planetary tithes for the Imperial Tithe. The Departmento Munitorum however is vitally important to the functioning of the Imperial war machine.

Adeptus Astra Telepathica
Controlled by: Lord Severus Valerius
Function: responsible for the recruitment and training of psykers into the service of the Imperium. The Adeptus Astra Telepathica trains the majority of Imperial psykers, which become known as Sanctioned Psykers.
Organization: The Adeptus Astra Telepathica is divided into a recruitment body (the League of Blackships) and a training body (the Scholastia Psykana). These two are united under the Master of the Adeptus Astra Telepathica and his advisory council of several hundred senior officials from the two divisions.

Departmento Munitorum
Controlled by: Lord General Tiberius Plautus
Function: a department of the Administratum devoted to the general administration, supply and command of the Imperial Guard. The Munitorum has ultimate responsibility for the raising of new regiments, training of troops, provision of equipment and supplies, and transportation of troops and equipment to and from theatres of war. It is primarily a logistical organization, like the Administratum, but while the Administratum deals with civilian logistics, the Munitorum deals with the logistics of war.

Adeptus Arbites
Controlled by:Grand Provost Marshal Lucullus Markanian
Function: Lex Imperialis, Imperial law, embodied within the great Book of Judgment. Their organization represents the soldiers and police of the Adeptus Terra. Each of the Khand Sector's worlds have their own government, laws, and their own local police forces to enforce those laws. The Arbites concern themselves only with the enforcement of the Imperial law, the broader laws to which the entire Khand Sector is subject.




Hierarchy of the Administratum

Besides the management of the Imperial Guard, Officio Assassinorum, and other organizations as vital to the Imperium, the Administratum is charged with overseeing the Imperial Tithe -- the price owed to the Imperium by order of the Emperor himself. Each planet within the Imperium is calculated to such a degree as to make clear how it may contribute to the greater whole of the Imperium. If a planet is not able to pay it's tithe, then it is considered to either be under unusual circumstances (such as a xenos invasion), or in open rebellion against the Master of Mankind. The tithe comes predominantly in three forms. A planet must:

  • They must pay a tithe of manpower in regiments for the the Imperial Guard.
  • They must provide goods for warfare, such as food, weapons, vehicles, or minerals to make any of the above.
  • They must provide the league of Black Ships with all the unsanctioned-psykers that the planet has managed to capture.

The Sector Governor, Sub-Sector Tribune, or Lord Solar may change a local system's tithe grade and the terms by which it must fulfill that tithe. This decision is made for a variety of reasons. The tithe grades are as follows, from the largest to smallest:

Exactis Extremis - The largest Tithe Grade
Exactis Particular
Exactis Median
Exactis Prima
Exactis Secundus
Exactis Tertius
Decuma Extremis
Decuma Particular
Decuma Prima
Decuma Secundus
Decuma Tertius
Solutio Extremis
Solutio Particular
Solutio Prima
Solutio Secundus
Solutio Tertius
Adeptus Non or Aptus Non - No tithe allowed due to past events like an Exterminatus or if the world is a Space Marine Chapter Homeworld.


Military & Clandestine Organizations of the Khand Sector



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The Imperial Guard is the primary fighting force of the Imperium and of the Protectorate, so numerous in size that even the Departmento Munitorum cannot place a figure on the number of Guardsmen under arms at any one time; the daily lists of new recruits and toll of casualties can run into the millions in a single day. It would be infeasible trying to put any exact number on the strength of the Guard; however, it is believed that there must be many hundreds of millions of Imperial Guardsmen, divided into millions of regiments. This absolute numeracy provides the Guard with its main power; their ability to deploy in numbers that, eventually, result in victory.

The Guard forms the very backbone of the Imperium; without it, Mankind would surely perish. Whilst Guardsmen are hardly the equals of Space Marines, fighting neither with the advantages of genetic enhancement or the most powerful personal weaponry, the Guard possesses the courage and the manpower to face and annihilate the enemies of the Emperor across the galaxy.

Within the Khand Protectorate there are several different worlds that pay large tithes each decade for fielding new Imperial Guard regiments to protect and safeguard the Khand Sector, either from internal rebellions and heresy or from attack without against insidious Eldar pirates, Ork incursions, or the malign forces of Chaos. Such has been the traditions of the Imperial Guard within the Khand Sector that the Imperial Guard has become very much a home-grown lifestyle, coloring the command levels and below with its own particular regional elements. It has given rise to different, and often times competing, types of Guard units. Within these regiments, it is up to the Commissars trained by the Schola Progenium on the planet Khand to ensure discipline and to find that no Guardsman is ever found wanting in the eyes of the God-Emperor.

Iron Legions
Recruited from their homeworld of Titania, these regiments of the Imperial Guard have gained the name of the Iron Legions, a traditional title that stretches back for over two millenia. Hive gangers and hardened criminals forged in the depths of their hive cities, the recruits are then tempered by the drill instructors of the Schola Progenium with an iron discipline that has given the Iron Legions their reputation for being some of the toughest soldiers of the Khand Sector.

Barbaroi Guard
Renown throughout the Khand Sector as the best mountaineers and tunnel fighters, the Barbaroi regiments of Imperial Guard are an impressive group. With a long military tradition stretching back to the founding of the Protectorate, the Barbaroi Guard have become a byword for stubborn, being the most tenacious of defenders. This has earned them the reputation as the best fortifiers and earned them the honor of protecting some of the most vital installations within the Khand Sector.

Beres Praetorians
Beres is ruled in the Emperor's name by a body known as the Tetrarchs, on behalf of the Imperial Guard. The rule of the Tetrarchs is harsh, autocratic and above all absolute. This environment has bred a regimental system dedicated to the chain of command and an iron discipline at all levels. The Beresian troops themselves are named and renowned for their iron resolve and their dour and unforgiving natures, and as the guardians of the entrance to the Khand Sector, have earned the name of "Praetorians." The Praetorians believe in drill and discipline above all. Regiments are drilled in close formation heavy infantry tactics and volley fire, presenting their lasrifles to deliver devastating blasts from densely packed shoulder to shoulder formations. The Praetorian uniform is a deep blue dress uniform of the parade ground, which they wear even into combat. This has often times fooled their enemies into thinking that they are simple and ill-trained "pretty soldiers," a underestimation which has cost many an enemy their lives.

Khandosian Hellraisers
Named after the thirty Imperial Guard regiments that were raised from the hive world capital of the sector, Khand, for the defense against a large Chaos Incursion in M40.970 that threatened to take over the fortress world of Beres; these regiments were instrumental in defeating the heretics. In recognition of this, the then Lord General Adomar Ferst granted them the name "Hellraisers." It is a title which those regiments and their successors have cherished ever since and continue to bear with pride. The regiments raised from Khand and those from Beres are perhaps the most competitive than any other regiments due to the fact that the Praetorians resent having to have relied upon the Hellraisers to save their homeworld. (Khandosian Planetary Defenses Force trooper)

Beresian Stormtroopers
The elite cream of the Imperial Guard crop from the tithes raised by the planet of Khand. They are highly-trained shock troops forming the elite force that is a Storm Trooper regiment. They are trained to carry out special operations such as deep strike assaults, reconnaissance, and infiltration beyond enemy lines. Storm Troopers are the very best soldiers the Imperial Guard has to offer, being trained to the peak of human perfection, their combat skills are unmatched within the ranks of the Imperial Guard.

Ruthalian Grenadiers
The regiments raised from this forge world are some of the most hardened in the entire Imperial Guard, use to living and fighting in the most toxic locations and wastes. Because they come from a forge world, they are all equipped with hellguns and superior equipment than other Imperial Guard regiments.

Mantuan Drop Troopers
Recruited from the newly conquered territory of Mantua Prime, these Imperial Guardsmen are eager to prove their loyalty to the Emperor by employing their skilled methods of warfare. They are especially trained to operate behind enemy lines, delivered via air drops from Valkyrie Assault Carriers. They are shock troops and are well trained to quickly take important objectives ahead of an assault, helping to clear a path to victory.




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Saint Celestine and her retinue, M38
Though it is not unknown for women to serve in some regiments of the Imperial Guard, there are no other warriors like the Brides of the Emperor, also known as the Daughters of the Emperors, or the Sisters of Battle. Formed from women who were orphaned and raised within the convents of the Ecclesiarchy and acting primarily as the militant arm of the Cult of Terra, the Daughters are true fanatics in whatever cause they commit themselves to. Several saints of the God-Emperor have originated from the ranks of the Sisters of Battle, many of the Imperial Guard units considering them holy warriors. The Sisters of Battle are under no allegiance other than that of the Ecclesiarchy and only ever cooperate with the Imperial Guard when it suits their needs. This is a fact which has frustrated many Guard commanders in need of precise planning and discipline instead of blind fanaticism that the Sisters are known for. There are several different Orders within the Adepta Sororitas, but the main one that sticks out is the Order of the Violet Rose which believes that it is their duty to defend the God-Emperor's domain and to spread his word and faith throughout the stars, making them a strong force for Imperial Guard officers wishing to expand beyond the borders of the Khand Sector and beyond.

Previous known as the Brides of the Emperor, it was during the reign of Saint Celestine that the Emperor's Saint had a vision and proclaimed that to called the "Brides of the Emperor" was too much a show of hubris on behalf of their order. In recognition to the fact that the Emperor's Angels of Death, the Space Marines, call each other battle-brother, Saint Celestine decreed that from thence forth their orders would bear the title of "Sisters of Battle" and thus was the Adepta Sororitas born.

Each member of the Sisters of Battle is called a Battle Sister, the most common rank. Above them are the Seraphim, who are the elite of the Sororitas. And then commanding large groups of battle sisters, are the Sister Superiors. The current Sister Superior of the Order of the Violet Rose is Sister Marian Drexel.


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Primarch: Sanguinius - The Angel
Founding Chapter: Blood Angels
Chapter Motto: Cruor testis est sperma imperiosus. The blood of martyrs is the seed of the Imperium.
Specialty: Planetary Assault, Deep Striking
Battle Cry: Primarch-Progenitor, to your glory and the glory of Him on Earth!
Codex: Liber Sanguinary Aeternum
Note: Space Marine Size Comparison Chart

Founded in the year M34 by the Blood Angels chapter, the Knights of Sanguinius entered the Khand Sector as part of the original crusading army that took control of it. In the wake of their victory and in honor of their first Chapter Master who died, they consecrated and developed the world of Sanguinary, making it their home. Following the last words of their dead Chapter Master, the Knights of Sanguinius vowed to protect the Khand Sector and ultimately, in the wake of the Age of Apostasy, the ruling Imperial governors of House Markanian.

The Knights are currently led by Chapter Master Leonidas Dante, who wears a set of artificer armor forged upon Holy Terra itself and blessed by the God-Emperor's Saints and by the very blood of their Primarch, Sanguinius. Beneath Chapter Master Leonidas is his second in commander, First Captain Eridus Drask who also holds the chapter title 'Bearer of the Cup.'


Organization of the Chapter

The Knights do not follow the Codex Astartes as rigidly as other Space Marine chapters might. Seeing the need for more than the mandated 1,000 battle brothers that the Codex claims to be the full strength of a chapter, the Knights of Sanguinary have a full 3,000 battle brothers, forming 30 companies of 100 space marines each. Though it has not been claimed as yet, there is talk amongst the brothers for the founding of a second Space Marine chapter from the ranks of the Knights. Their increase in numbers was due to the plea of the ruling Lord Protector in the year M39, when several dozen threats were falling upon the Khand Sector at once. The need for more space marines became paramount and thus the Chapter Master agreed. With the help of the Adeptus Biologus of the Mechanicus, the gene seed of the chapter was replicated efficiently enough for more novices to reach the rank and abilities of a fully fledged Astartes.

The chapter maintains sixteen battle-barges and a strike cruiser, one for each company of the chapter.

The Soul of the Chapter

Space Marine Chaplains are the spiritual leaders of Space Marine chapters. They are also warriors, and live and fight alongside their battle-brothers. In battle they are frequently found in the fiercest fighting, chanting the Chapter's sacred battle creeds, and inspiring their brethren to further feats of bravery. They are spiritual leaders as well as Marines, which means they fight with as much savagery as any of their brothers. To enemies they appear as terrifying and sinister figures in black power armour and skull-visaged helmets.

In order to maintain the spirituality of the chapter, there is the High Chaplain, the head chaplain of the chapter who commands the other 29 chaplains, one of each attached to a company. Their armor is different from the rest of the Chapter's, painted black and decorated with votive scripts to the God-Emperor. The current High Chaplain is Chaplain Thanatos, who took a new name upon receiving the rank and honor of his post. As High Chaplain Thanatos, upon reaching that position, a battle-brother gives up his former identity and none of his fellows may ever again refer to him by his former name or rank. Master artificer armor is given to him, inherited from their founding Legion, the Blood Angels. Those that have reached this rank are considered to be the most devout and exemplary of the teachings of the Primarch Sanguinius.

Master of the Forge

One of the most sacred positions within the Chapter alongside that of the High Chaplain and Chapter Master, is the position of 'Master of the Forge.' Over a hundred of the Marines within chapter are Techmarines. Prospective Techmarines are chosen from those within the Space Marine Chapter who show an affinity for machines. They are sent to Nahiliast Prime for thirty years of training and taught the machine lore. Techmarines are fully members of the chapter, and although not directly connected to the Adeptus Mechanicus, they are still considered members of the Cult Mechanicus. Their armour is modified to accommodate their cybernetic enhancements and their backpacks are upgraded with several servo-arms and mechadendrites. Their armour is painted the rust red of the Adeptus Mechanicus, but their Chapter badge is retained and displayed on one of the shoulder guards, so as not to disrespect the armour's spirit. The current Master of the Forge is Techmarine Lycurgus. It is his duty to oversee the maintenance of the Chapter's war gear, vehicles, and weaponry; as well as to make new and more powerful weapons for the Chapter to use in battle. Lycurgus is also famous for adapting the Penitent Engine to a more useful design.

Librarium

The Knights of Sanguinius also maintain at their chapter fortress a Librarium, the command and communications center of a Space Marine chapters' fortress-monastery, and its repository for centuries of wisdom and history, culled from the reports, treatises and memoirs of the chapter's greatest warriors and finest minds. Most of the servants who work in the Librarium are psykers - those who are full battle-brothers of the chapter are known as Librarians. A Librarian is a Space Marine psyker and command unit. They fulfill several important specialist roles in the Chapter: off the battlefield they are responsible for interstellar psychic communications. In battle they utilize their abilities as powerful psykers. They also among the most knowledgeable of the Chapter's history and traditions.

All potential recruits into a Chapter are scrutinized by Librarians for psychic ability. Those with psychic powers undergo judgment that divides them into those who will join the Chapter as Librarians, and those who are too weak in power or character that they would present a danger. Worthy psychic candidates are passed on to the chapter Librarium for training. The rate of attrition is the greatest for psychically gifted candidates, as they must not only be strong enough to survive the training that the normal candidate must undergo, but possess the mental strength to endure the shaping of their minds and to fend off the daemons and entities of the Warp who see the strong form and mind of a Librarian as a great prize. The four battlefield ranks of Librarian, in ascending order of importance, are Initiate, Codicier, Epistolary and Chief Librarian.

On the battlefield, Librarian psychic powers often manifest in useful, and often destructive, ways. These can include anything from projecting energy bolts to erecting powerful protective fields. The more powerful Librarians tend to use their powers in more subtle ways, stepping out of time for a moment to anticipate their enemy's next move or redirecting bullets away from friendly targets. To aid them in using these powers, and protecting themselves, Librarians wear psychic hoods. These devices incorporate psychically-nullifying crystals which provide defense against enemy psychic attacks. They are often armed with force weapons, which only Librarians and other psykers can use to full effect, channeling their powers through the weapon.

The current master of the Chapter Librarium and possessor of the title Lord of the Blood Secrets, is Chief Librarian Tacitus Faunus, believed to be one of the most powerful psykers in the Chapter's history and the most powerful living psyker besides the Master of the Adeptus Astra Telepathica: Severus Valerius. Beneath him are four other battle-brothers that hold the rank of Chief Librarian, eighteen Epistolaries, thirty-two Codiciers, and fifty Initiates.


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At the time of the split of the Khand Sector from the Imperium of Man at the height of the Age of Apostasy, there was already a hidden temple of assassins located in the sector. Sensing that there was no true corruption within the Sector Governor Markanian in his decisions and that he may be guided by visions from the Emperor, the temple master appeared before Markanian and in return for the support of the sector government, the assassin master would pledge his skills and temple to House Markanian. Thus it was that a new branch of the Officio Assassinorum was created in miniature, a mirror copy of what once existed on Terra.

The Officio Assassinorum (Office of Assassins) is the Imperial organisation responsible for the recruitment, training, and deployment of elite assassins. The Officio's head, the Grand Master of Assassins, due to the power of his organization and by tradition, was once a member of the Council of Nine, and by tradition only by their edicts allow for deployments of assassins. Targets are key figures, such as rebellious Imperial governors, heretic prophets, powerful demagogues, successful alien leaders, etc. The Officio consists of different types of temples; each temple is unique and specializes in its own methods of killing. The heads of individual temples are called directors.

Assassins are recruited at a very young age, from the orphans of Imperial servants raised in the Schola Progenium, and from the populations of feral worlds. They then undergo ten years of intensive training at the School of Assassins on Khand. From then onwards they live and operate from one of the Assassin temples said to be located somewhere throughout the sector. They are harshly tested and trained, their senses and resolve heightened with implants. Even after the initial training, the life of an agent of the Officio remains hard, unforgiving, and completely secret. The temples use many exotic types of equipment, such as synskin, a substance that once sprayed onto the body, forms a black outer skin which protects the wearer from the environment and enhances strength.

There are four temples that follow divergent paths to accomplishing their assassinations:
Vindicare Temple - sharpshooters, specialists in sniping and marksmanship.
Callidus Temple - chameleons, specialists in infiltration and impersonation.
Eversor Temple - berserkers, drug-fueled killing machines.
Culexus Temple - Pariahs, psykers are their exclusive targets.

In recognition to the tremendous power that the Officio holds and how their small but poignant force can massively shift events around them, the Inquisition created a small department to monitor the Officio Assassinorum and see to it that they do not fall astray or become corrupted, either by human failings or the influence of Chaos.


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The Inquisition is the most secretive and powerful organization within the Khand Sector alongside the Adeptus Mechanicus, the Administratum, and the Knights of Sanguinius. Unknown to all but the Lord Governor and a few select members of the Council of Nine, the Inquisition maintains several hidden fortresses and even a deep space shipping station throughout the Khand Sector. It is by their vigilant eye and hand that the worst threats, both within and without, to the Khand Sector are eliminated while the citizens of the sector remain blissfully ignorant. Such is their creed: to hunt out and destroy the heretic, the mutant, and the xenos.

When the Age of Apostasy first split the Khand Sector from the Imperium of Man, there was already a strong Inquisitorial presence in the sector. As it was a fringe area, the Ordos Xenos and Hereticus kept a watchful eye on the sector. However in the wake of the tragedy that split the Imperium of Man in two in M36, events came to a head, leading the Inquisition down a path that they had never before walked upon. And Imperial sector governor proposed to break off all contact and communication with the Imperium. It was a radical thought and one that nearly had Lord Governor Markanian killed. However as more and more information entered the Khand Sector concerning the events taking place within the Imperium, several agents of the Ordos Hereticus and Ordo Malleus were the first to bring word of the civil war, it became clear that the Khand Sector had to act before it too was swallowed by the turbulent times.

The then highest ranking member of the Inquisition in the sector agreed to support the lord governor. High Inquisitor Vespasian of the Ordos Xenos, the largest faction present of the Inquisition, united the Ordos together in order to provide solidarity to the continuation of the peace and preserve part of the God-Emperor's realm from falling into Chaos.

In the decades following this forced isolation, a grand conclave was called for all Inquisitors within the sector. There it was decided to elect a Inquisitorial Representative to sit upon the Council of Nine and to act as the head of the Inquisition in the Khand Sector. Unsurprisingly, High Inquisitor Vespasian was chosen. Because he required that all three ordos be united in their efforts and did not harbor grudges over his being raised from the Ordos Xenos, Vespasian supplied massive amounts of funding and support for all arms of the Inquisitorial ordos, making it so that all three had an even footing.

Within the Ordos there is a small splinter of surviving Grey Knights, numbering only thirty, that had escaped into the Khand Sector and refounded themselves there, making it their home. They have kept their order as pure as it ever was since its inception and have maintained that since thirty there was at the beginning, so shall there always be until the end. This small group is led by an Astartes warrior that exemplifies the ethos of the Grey Knights, elected by conclave, and is given the title of Justicar.

Current Inquisitorial Representative and Lord Inquisitor
[url]Lord Inquisitor Demetrius van Wulff[/url]

Current Justicar and Leader of the Grey Knights
Justicar Lazarus Oberron
Last edited by Khandosia on Wed Jun 13, 2018 1:31 pm, edited 86 times in total.
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Postby Khandosia » Mon May 31, 2010 6:45 pm

His Imperial Majesty's Navy – the Imperial Fleet


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When the Age of Apostasy rose about and the Khand Sector was cut off from the rest of the Imperium of Man, the sector had already become a strong focal point for the Imperial Navy, with an established orbital docking system and base above the planet Khand and with the orbital dockyards above the forge world of Nahiliast Prime. Several dozen Emperor, Victory, and Retribution-class battleships in the sector along with their hundreds of escorts and smaller ships. These ships became the nucleus of the Khand Sector Imperial Navy, the commander of which was granted by the Lord Protector the title of Admiral Solar and full command of the Imperial Navy in the sector. With the growth of the naval fleet, it was divided into five flotillas, one of each devoted to the five different systems of the Khand Sector. The flotilla in the Khandosia System is naturally the largest, as it is both the capital of the sector and the entrance into the entire sector.

Lance Batteries and Macro-cannon
Lance Battery Technicals
[url]Macro-cannon Technicals[/url]

Imperial Naval Ships

Battleships

Apocalypse-class Battleship
Length: 7,300 meters
Primary Armament(s): 1 x Nova Cannon
18 x Heavy Lance Batteries
20 x Medium Lance Batteries
Secondary Armament(s): Mid-to-Close Range CIWS
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: 6 x General Service Transport Tenders
2 x Aquila Shuttles
Crew: 250,700 crew; approx.
Description: Primarily a lance attack ship, the Apocalypse-class is one of the only Imperial battleships to be armed with a nova cannon. Because it does not have any other primary armament, it allows the majority of the ships power output to be put towards the lance batteries and the nova cannon. Though it's CIWS system is proficient, an Apocalypse-class must rely on escort ships and fighters to effectively defend against massed fighter attacks.


Emperor-class Battleship
Length: 7,450 meters
Primary Armament(s): 5 x Heavy Lance Batteries
8 x Macro-cannon Batteries
Mid-to-Long Range CIWS
Secondary Armament(s): Close-to-Mid Range CIWS
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: 8 x Squadrons of attack craft (Fury-class Interceptors and Starhawk-class Bombers)
Crew: 230,000; approx.
Description: The Emperor-class is a command ship and carrier combined together. It is one of the oldest designs still in use. It's mix of primary weaponry is meant to allow it tactical flexibility in what ships it fights directly – while allowing it's attack craft squadrons to help deal with other threats or in concert with their mother ship.


Victory-class Battleship
Length: 7,600 meters
Primary Armament(s): 20 x Bombardment Cannon batteries
Secondary Armament(s): Close-to-Mid Range CIWS
8 x Medium Macro-cannon Batteries
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: 8 x squadrons of attack craft (Fury-class Interceptors and Starhawk-class Bombers)
Crew: 190,650; approx.
Description: Built upon the central hull of the older Emperor-class, the Victory-class was designed to be a ship-of-the-line killer. It's primary armament is dedicated to two port and starboard side mounted batteries of bombardment cannons – which when firing in concert at a single target, even of large vessels, can render terrifyingly destructive results. Because it does not have lance batteries, it's engine output is higher and makes it faster than most battleship class ships, allowing it to compete with cruisers in speed. Along with its compliment of strike craft, which are heavily composed of interceptors for support against enemy fighter craft, the Victory-class is strong when supported. Because of it's main batteries, it is also constantly being requested for planetary bombardment duties.


Nemesis-class Fleet Carrier
Length: 7,500 meters
Primary Armament(s): 4 x Heavy Lance Batteries
Secondary Armament(s): Close-to-Mid CIWS
Mid-to-Long CIWS
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: 32 x squadrons of attack craft
Crew: 290,100 crew; approx.
Description: An extremely rare design of battleship, though many naval officers are sorely tempted to not give the Nemesis-class that designation, the Nemesis-class is a fleet carrier unparalleled in the Imperial Navy. Essentially the hull of the venerable Emperor-class Battleship, it has been converted to be almost entirely composed for flight decks, allowing it to hold four times the amount of attack craft that an Emperor-class Battleship is capable of carrying. Because it's primary armament is so lacking, the Nemesis-class is almost as quick as the Victory-class, able to remain distant from the main battle zones, continually launching attack craft waves into the enemy.


Infernus-class Battlebarge/Battleship
Length: 8,100 meters
Primary Armament(s): 32 x Macro-cannon Batteries
6 x Capitol-ship Torpedo Tubes
6 x Heavy Lance Batteries
26 x Medium Lance Batteries
Secondary Armament(s): Close-to-Mid Range CIWS
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: [capable of holding thirty Astartes drop pods or fifteen Astartes Thunderhawks]
Crew: 156,000 crew; approx.
Description: A venerable design that dates back to the Unification Wars on Holy Terra, the Infernus-class has, at times, been a point of contention between the Imperial Navy and the Knights of Sanguinius Space Marine Chapter. The Infernus was designed to be either a battlebarge or a battleship based upon its compliment of support craft. When fielded by the Imperial Navy, it is devoted to being a ship-of-the-line par excellence. It's port and starboard mounted macro-cannon arrays are capable of devastating results, especially when compounded by its massed array of lance weaponry and ship-killer torpedoes. However, due to its immense array of weaponry and sheer size, the Infernus tends to be quite slow and requires escort craft to help deal with massed enemy attack craft.


Vanquisher-class Battleship
Length: 7,500 meters
Primary Armament(s): 14 x Capitol-ship Torpedo Tubes
8 x Macro-cannon Batteries
16 x Medium Lance Batteries
Secondary Armament(s): Close-to-Mid Range CIWS
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Compliment: -
Crew: 240,000 crew; approx.
Description: Ancient even by the counting of the Imperium, the Vanquisher-class is a powerful addition to the Imperial Navy, hosting the largest number of capitol-ship grade torpedo launch tubes than any other battleship. Thanks to this armament, it is capable of acting as a first strike vessel, engaging enemy ships at extreme ranges until moving closer to finish off targets with its macro-cannon batteries and medium lance batteries. It's engine output is better than an Infernus-class battleship by far, but cannot keep up with the quicker Nemesis-class or Victory-class ships. The Vanquisher is also unique in that eight of its capitol-ship grade torpedo launch tubes are mounted on its starboard and port sides, allowing for quick reaction launches of opportunity.


Oberon-class Battleship
Length: 7,100 meters
Primary Armament(s): 8 x Macro-cannon batteries
4 x Bombardment cannon batteries
5 x Heavy Lance Batteries
Secondary Armament(s): 8 x cruiser-grade missile launchers
Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars
Close-to-Mid Range CIWS
Compliment: 6 x attack craft squadrons
Crew: 200,500 crew; approx.
Description: The Oberon-class is the Imperial Navy's “jack of all trades”. It is able to perform in all the roles of a battleship-sized vessel, but excels in none of them. It was designed to deal with any threat and thus does not require escorts unless a mission mandates it so. It lacks the swarming effect of an Emperor-class' attack craft and cannot equal the sheer amount of firepower that either the Apocalypse-class or the Victory-class. It can however deliver a combined attack of ordnance, lances, and weapons that few other battleships can put out. The ship design is as old as the Emperor-class, but is not as well used in major fleet engagements anymore by many Imperial admirals. It is most often seen on patrols in dangerous or contests areas of space.


Grand Cruisers


Avenger-class Grand Cruiser
Length: 5,300 meters
Primary Armament(s): 32 x medium Macro-cannon batteries
10 x cruiser-grade missile launch tubes
14 x medium-grade lance batteries
10 x non-standard template medium bombardment cannon batteries
Secondary Armament(s): Close-to-Mid CIWS
Compliment: -
Crew: 112,000 crew; approx.
Description: The Avenger-class grand cruiser was built for a single purpose: to take the fight to the enemy at short (knife fight) range, and deliver as much firepower as possible to them. It is well suited to this task, having multiple decks of mixed weapon batteries on both flanks of the ship. While it does lack heavy frontal armor plating, the Avenger-class is swift and capable of dishing back punishment in return of any it has taken. Some captains have been known to alter their ship configuration, removing the lance batteries and installing heavier shielding to the craft's frontal and flank arcs.


Exorcist-class Grand Cruiser
Length: 6,000 meters
Primary Armament(s): 30 x medium-grade lance batteries
Secondary Armament(s): Close-to-Mid Range CIWS
Compliment: 20 x attack craft squadrons
Crew: 92,000 crew; approx.
Description: The Exorcist-class is able to match the firepower of some larger vessels and can launch a terrifically large attack craft strike from its flight bays. These advantages make the Exorcist useful on extended patrol duties, with its smaller requirement of an escort able to fulfill the same duties that several standard cruisers and additional escorts might be needed to field. Though many admirals and captains have switched to the newer model Mars-class, the Exorcist-class is still utilized on the frontier.


Retaliator-class Grand Cruiser
Length: 5,800 meters
Primary Armament(s): 2 x Heavy Lance Batteries
Secondary Armament(s): Multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars (weapon batteries)
Close-to-Mid Range CIWS
Compliment: 4 x attack craft squadrons
Crew: 100,000 crew; approx.
Description: The Retaliator is a well-rounded class of vessel, able to perform in several roles. Its defenses and weapon batteries allow it to engage in broadside shootouts, it's long-range Lances allow it to provide fire support, and it's launch bays can support four attack craft squadrons. Unfortunately, this versatility comes at the cost of not quite being able to match up to specialist ships in a given area.


Conqueror-class Grand Cruiser
Length: 5,500 meters
Primary Armament(s): 12 x Capitol-ship grade torpedo tubes
8 x Heavy Lance Batteries
Secondary Armament(s): three tiers of multiple plasma projectors, laser cannons, missile launchers, fusion beamers and graviton pulsars (weapon batteries)
Compliment: -
Crew: 100,000 crew; approx.
Description: The Conqueror-class has a colorful history, to say the least. Several of its class were captured by Traitor Space Marines during the Scouring, supposedly by the Alpha and Death Guard Legions. Subsequent conflicts centuries later had these same craft fighting against Imperial forces throughout the Eastern fringe re-named as the 'Repulsive-class'. Repulsive indeed for those Imperial forces that had to face them again. The design is that of a prototypical grand cruiser but with a hitch: the firepower of a battleship carried on the hull of a cruiser. Though it's defenses are nowhere near those of a battleships, the Conqueror-class' firepower is nothing short of phenomenal with lances, torpedoes, and massive amounts of long-ranged broadside weapon batteries. A favored tactic amog Conqueror captains is to pretend fright or hurt, lulling an enemy ship into getting at such close range that when the full firepower of the Conqueror is truly unmasked, the enemy is soon thereafter dead.


Heavy Cruisers


Acheron-class Heavy Cruiser
Length: 4,000 meters
Primary Armament(s): 12 x Experimental Heavy Lance Batteries
Secondary Armament(s): Close-to-Mid Range CIWS, 2 x tiers of weapon batteries
Compliment: -
Crew: 80,000; approx.
Description: The Acheron-class was built based upon an ancient STC design found within the vaults of the Adeptus Mechanicus' STC Library. The hull was designed to support the especially designed Experimental Heavy Lance Batteries -- which have a longer range and strength than normal lance weapons. Due to the expense of it's production cost, only a handful currently exist within the Khand Sector Navy.


Cardinal-class Heavy Cruiser
Length: 4,000 meters
Primary Armament(s): 8 x Lance Batteries, 2 x Heavy Torpedo Tubes
Secondary Armament(s): Three Tiers of mid-range Weapon Batteries
Compliment: -
Crew: 90,000; approx.
Description: Based upon the same hull design as the Acheron-class, the Cardinal-class is known for it's speed and agility within the cruiser-class range of ships. It is capable of fighting well outside it's weight class, combining both speed and hitting power. It however lacks the experimental suite of weaponry that the Acheron-class contains.


Hades-class Heavy Cruiser
Length: 3,850 meters
Primary Armament(s): 2 x Heavy Lance Batteries
Secondary Armament(s): 4 x Tiers of Long-Range Weapon Batteries
Compliment: -
Crew: 70,000; approx.
Description: The Hades-class is a long-range gunboat used by the Imperial Navy. Its broadside weapons batteries pack a hefty long-range punch, and are accompanied by even longer-ranged lances. In ship-to-ship duels, this gives a deadly one-two combo of heavy firepower beating down an enemy ship before the kill shot is delivered by lances, and all from out of range of most enemy ships' weaponry.


Hectate-class Heavy Cruiser
Length: 3,700 meters
Primary Armament(s): 2 x Heavy Lance Batteries
Secondary Armament(s): 3 x Tiers of Mid-Range Weapon Batteries
Compliment: 4 Strike Craft Squadrons
Crew: 75,000; approx.
Description: The Hecate-class Heavy Cruiser is a potent warship that has been modified to serve as an Attack Craft carrier for the Imperial Navy. Any Imperial fleet that requires a front-line Attack Craft carrier where the use of Battleships is impractical wants to make use of the Hecate-class Heavy Cruiser. The Hecate-class is steadily becoming more and more common amongst anti-raider and anti-pirate mission commanders. It has been surmised by Imperial Navy tacticians that a need was seen for a carrier that was capable of defending itself against a modest fleet without the need for supporting escort vessels. In this role, the Hecate has proved itself a dangerous foe for most enemies and is often seen undertaking minor missions by itself. Though its attack craft capability has been reduced compared to the more heavyweight carriers like the Emperor-class Battleship, it carriers enough additional weaponry to earn the respect of any Imperial Cruiser's captain and it can readily see off almost any type of escort squadron on its own.


Cruisers


Dominator-class Cruiser
Length: 4,800 meters
Primary Armament(s): Spine-mounted Nova Cannon, Port and Starboard Linked Macro Cannon Batteries
Secondary Armament(s): Mid-to-Short Range Plasma Cannon Batteries
Compliment: -
Crew: 69,000
Description: The Dominator-class was originally designed as a long range support vessel, using its massive Nova Cannon from behind fleet battle lines. In this function, however, it never really excelled and only gained a handful of victories to its name. It was never truly appreciated by its crew(s) the Dominator's true role was found that day when the Dominator-class Cruiser Hammer of Justice gave both of its rival Ork attackers a full broadside assault, crippling them in a matter of seconds. The Dominators flanking weapon batteries are nearly as powerful as those on a Retribution Class Battleship but they do not however, share the range of the larger ship's guns. The ship still retains the Nova Cannon, and uses it to devastating effect whilst closing on the enemy fleet. Once amongst enemy ships, having caused destruction and confusion from afar, the Dominators weapons batteries roar into life, ripping the enemy apart at brutally close range. Almost all Dominators have teleporter attack groups to finish off any enemy ships not yet destroyed by their plasma batteries.

Ambition-class Cruiser
Length: 4,900 meters
Primary Armament(s): Capital-grade Torpedo Launchers, Port and Starboard Linked Macro Cannon Batteries
Secondary Armament(s): Mid-to-Short Range Plasma & Lancer Cannon Batteries
Compliment: -
Crew: 69,000
Description: The Ambition-class Cruiser is an extremely rare class of Cruiser, produced by the Kormisoshi Dockyards of the Khand Sector for private clients like unusually wealthy Rogue Traders rather than the Imperium itself. Despite the fact that they are intended for use by private citizens, these formidable Cruisers posses firepower comparable to that of the Lunar-class and Tyrant-class Cruisers of the Imperial Navy. Invariably incorporating the most luxurious and opulent quarters, the Ambition-class is a briskly efficient spacecraft that lacks some of the ultra-conservative redundancies built into true naval vessels. Though they were intended for civilian consumption, the needs of the Imperial Navy meant that Battefleet Command purchased several for their own use.


Other Vessels

Collido-class Imperial Dropship
Length: 230 meters
Height: 45 meters
Primary Armament(s): 3 x Heavy Lascannon Turrets
Secondary Armament(s): 2 x Rear-mounted Lascannon Turrets
Compliment: [Standard Configuration] 1,000 Guardsmen, 10 Leman Russ pattern Tanks, 27 Sentinel Walkers; [Configurations malleable]
Crew: 15
Description: Described by it's pilots as the "flying brick", the Collido-class Dropship is one of the heaviest armored dropships in the Imperium. Designed at some point in M32, based on an STC template drawn and recovered from the Ural Terrawatt Clan. The template was recovered and disseminated by Mars to those forgeworlds willing to pay a 5% tithe increase for two thousand years. It has proven itself effective at landing in hostile environments and, at need, acting as a veritable pre-fabricated fortress; it's construction allowing it to be converted easily into a fixed position.


Viper-class Scout Sloop
Length: 950 meters
Mass: 4.9 megatonnes
Primary Armament(s): 2 x Lancer Batteries
Secondary Armament(s): Short Range Plasma & Lancer Cannon Batteries
Compliment: -
Crew: 7,500; approx.
Description: The Viper is the smallest warp-capable vessel used by the Imperial Navy. The Viper is a fast scout ship, with immensely powerful realspace plasma engines. It is used for short-term spy missions aimed at specific hostile regions: unlike, for example, a Dauntless-class Light Cruiser, which will conduct broad patrols over a wide area, the Viper charges into hostile territory at high speed. There it uses powerful Auspex and Augur scanners to collate as much information as possible, before retreating to a safe Warp jump point while usually pursued by enemy ships. Given its specialist role, the Viper is unsurprisingly limited in many ways. It is a tiny starship, with very restricted space for additional components. Furthermore, it is not heavily armed, as extensive weapon batteries would draw vital power from the sensor arrays and engines.


Psykers & Psyker Power Hierarchy

The Imperium of Man regards most psykers as extremely dangerous, because these are people with scary powers, and the influence of the Warp tends not to let them stay sane for very long. There is also the threat of Chaos possessing them and summoning daemons. Thus, the Inquisition hunts them down so they can either be sacrificed to feed the Emperor or sanctioned and made to serve the Imperium (under the Inquisition's watchful eyes). Space Marines make their psykers into Librarians; in addition to psychic support on the battlefield, they compile records in the Librarium, serve to assist in battlefield communications, and test their brothers for Chaotic contamination. Imperial Guard Sanctioned Psykers combine psychic powers with the tenacity that every Imperial Guard member has. "Rogue Psykers" is the official designation for any psyker who hasn't been collared by the Imperium yet and are often hated on more puritan worlds, and, in extreme cases, routinely hunted down and killed; but on most worlds being sactioned (assuming you survive and don't mind the side affects) gives an air of authority and orthodoxy to an otherwise hated thing. People still hate you, but instead of treating you like a particularly verbose bit of dung, now you're hated the way tax collectors are hated. Astropaths are beyond such venom, partly because they are less prone to possession and mostly because they are a planet's only way of communicating with the greater Imperium.

The Imperium of Man uses a twenty-four point scale to determine the comparative psychic power of an individual and they are as follows:

Alpha-Plus
Alpha-plus does not represent the top point of the scale, but in fact are completely beyond the scale entirely, these individuals operate on a completely different wavelength from normal people and are owners of completely alien mindsets. In terms of power they are akin to weapons-of-supreme-mass-destruction (depending on their particular discipline; for instance a Alpha-Plus Pyromancer is entirely different from a Telepath) However, in theory there is nothing that a trained Alpha-Plus psyker cannot accomplish through force of will; from snapping a Titan in half to summoning a legion of Greater Daemons. There is the tacit assumption that this category contains the Emperor and his "notably-psychic" Primarch sons. It's conceivable that if an Alpha-Plus Psyker were born, the sheer power of the being could cause mass destruction by entering life.

Alpha \ Beta
Exceedingly rare and dangerous. The Imperium believes that human beings have not sufficiently evolved enough to contain Beta and Alpha levels of psionic talent without going completely insane, though there are exceptions. It is believed, according to historical records, that Malcador the Sigilite -- the Emperor's right-hand man -- was at least a Beta-level Psyker.

Gamma \ Delta
Approximately every 1 per 1,000,000,000 human births you have a chance to get a Delta or Gamma level psyker who represent the "useful" upper limit of psychic potential without being too dangerous to let live, though it's up to the Inquisition to be the judge of that. Gamma Psykers are capable of world-changing acts of power, such as when the Primaris-Exequis Damian von Kelbrach caused a five-hundred kilometer long and ten kilometers wide fissure to crack open the continental plate on planet Sentinel III, in order to keep a rampaging Ork Waaagh! from reaching Sentinel Hive; though he died after the feat, having expended his power and was executed by Commissariat order in order to keep any daemons from possessing him in his weakened state.

Epsilon \ Theta
These represent your ranks of relatively "powerful" psykers. If a Gamma-level can break a continent and a Delta destroy cities, an Epsilon Psyker can lay waste to thousands of beings at will. Theta, less so. Primaris Psyker is a rank bestowed upon Epsilon Psykers that have proven themselves in battle with the Imperial Guard and can often be found protecting Imperial Guard forces from malign powers of the Warp.

Eta \ Theta \ Iota
Iota represents the first "true" psykers, and are able to manifest and control psychic abilities with a modicum of training. These are the people that find their way into the various Imperial institutions at nearly every level. Eta and Theta-level Psykers are most often utilized as Battle Psykers in the Imperial Guard.

Kappa \ Lambda \ Mu \ Xi \ Omicron
You get a broad range of people who can manifest psychic talents either unconsciously or so subtly as to be beneath the notice of everyone but the Inquisition, such as performing minor "magic" tricks or divinations. Most of the time they are quite useless but still represent a danger since they can be possessed. Despite the Inquisition being too busy to sort out everyone at this level, the Imperial public is conditioned well enough to spot and ostracize these witches if the truth ever came to light.

Pi \ Rho
Basic Humans, neither psy-active or psy-inert. Generally a safe place to be.

Sigma \ Tau
When you start descending below the scale of humans you start going psy-inert. At the earliest point, when psychic effects start manifesting subtle phenomena that everyone describes as "something feeling wrong" these people can't even tell anything is happening.

Upsilon \ Phi \ Chi \ Psi
Subjects with varying degrees of immunity to psyker powers, not true blanks, but quite possibly enough to reduce an incoming power from being absolutely lethal to something survivable and are much more difficult to mind-read than normal.

Omega
Usually referred to as Untouchables, Pariahs, or Blanks. Not only are they immune to psychic powers, but they can also inhibit the powers of psykers around them and/or neutralize effects on an area around themselves. There are a broad range of effects and these can be different from person-to-person, much like high level psykers can have different powers and disciplines.

True Untouchables have such a psy-negative effect that even normal people can sense it, and manifests in an irrational loathing for that person, though in some cases it can be passed off by either a good personality or an odd character trait. For psykers, however, Omega-level persons are physically and mentally painful to be near. After some training Pariahs can actually benefit from the psychic power they suck from their surroundings (having psykers or even normal living beings in that surroundings really helps), which they use to empower and invigorate themselves, and Culexus assassins (which are Omega level at minimum) move it even further with their Animus Oculum helm by shooting mind-bullets, formed from that energy.

Omega-Minus
Yin to Alpha-plus Yang, Black Pariahs, as Omega-Minus beings are known, are so extremely rare it's a safe estimate only one or two of them ever existed in our Galaxy at any point of time. In fact there are only two persons of that level in recorded history, details of which are locked away in Inquisition vaults. Their null-aura was so powerful, it would drive even normal humans into instant fits of insanity (and eventually kills them, unless they kill themselves first); and psykers, daemons and psychic artifacts within their aura simply cease to exist, turning into dust in a matter seconds. Even other Pariahs are terrified of them. Basically anybody with the classification Omega-minus is a warp black hole that only exists to suck in all souls and chaos energies and turn it into void. That means the people who get killed by these terrifying abominations have their soul sucked out and completely destroyed.

Other Factors

Level of Control
There is an old expression from ancient Terra: "Where there's a will, there's a way." So it is with the mind and body of a psyker. The Willpower (read: control) of a given individual holds almost about as much sway in saying who is more powerful than who, so just because a psyker has an mid-high psy rating, if their Willpower is low they're less likely to successfully manifest their powers but are more likely to create a powerful effects when they do. Inversely, a low-mid rated psyker with a strong willpower is more likely to successfully manifest and is also more likely to be able to resist/counter incoming psychic effects.

Sorcery
The second thing to consider when using warp power are the whims of the Chaos Gods, (particularly Tzeentch). Sorcery is entirely separate from Psy Rating/Assignment and even a non-psyker with the correct rites and incantations can pull off similar (if not the same) manifestations as a true psyker. There are many notable examples of this dating back to the time of the Horus Heresy.

A true psyker with access to sorcery can increase his power levels even higher and can easily outstrip more powerful psykers than himself, though Sorcery comes with its own perils and generally leads to damnation and corruption by the Chaos Gods. Furthermore, certain favors gifted from the Gods also increase psychic output. If a being were so blessed that he receive the Mark of Tzeentch, this greatly enhances psychic potential.

Pushing
Separate from either willpower or sorcery is the fact that Psykers can theoretically increase their assignment rating for a brief instant in order to grant themselves more power. There are common, recorded instances of psykers being able to boost themselves and create larger effects in order to overcome more powerful opponents. This is not so prevalent as not all psykers have the ability to do this to the same degree. The method is to "Push" their powers further, basically taking a gamble and temporarily adding more power to their manifestation.

Bound psykers (that is to say, nearly every Imperial psyker who has undergone a Sanctioning process [Including Librarians] or Soul-Binding) can only push themselves so much and they are at greater risk of something bad happening (ie: daemons are always watching) when they do so.

Unbound psykers (Rogue Psykers / Sorcerers) on the other hand can reach even higher degrees of power but nearly every time it leads to catastrophic consequences.

Daemonic psykers who attempt to push their powers can go yet higher, but are considerably more likely to cause dangerous psychic phenomena. However since their mere existence on the material plane can be considered a dangerous psychic phenomena, they are less likely to be bothered by it; unless it is interpreted as a threat to one or another Chaos God -- whom will then use their godlike power to punish said daemonic psyker.

Psychic Disciplines

Biomancy is about flesh/life force manipulation and shooting warp-lightning.
Divination is about predicting and tweaking the future.
Pyromancy is about conjuring and throwing all variations of fire at enemies.
Telepathy is the reading and translating of minds. Mind control and mind rape goes there, as well as invisibility.
Telekinesis moving things with a mind. Here also goes psychic shields and dimensional gates.
Daemonology is a sixth common discipline, although it's by no means basic, being much more difficult to learn and dangerous to use (as anything that directly deals with chaos daemons carries the possibility of the psyker's head exploding into a warp portal). It's split into two sub-disciplines - Malefic is about summoning daemons and using their power, and Sanctic is about banishing them and killing things with the refined unshaped Warp energy.

Territory


Map

[under construction]

Warhammer Technology

Stealth
Here is how 40K stealth works, provided via Gav Thorpe. I consider them quite fair, since there are good pros and cons to using my style of stealth.

  • Reflex Shields
    A modified version of void shields that protects starships. A void shield works by using the power of the warp to displace incoming projectiles and energy attacks. The reflex shields changes a ship's warpcore output to a higher tolerance level and turning them inwards, so that matter and energy generated by the ship, all forms of radiation, are redirected into the warp; thus rendering them undetectable. This includes the visible spectrum as well.

    There are however serious downsides to the use of reflex shields. By employing the reflex shields, a ship has no defense besides its hull armor against physical attacks and it takes a period of time before a ship's shields can be re-calibrated to function as proper void shields, leaving it vulnerable for a period of time when it has neither the masking effect of the reflex shields or the defensive capabilities of the void shields.

    One other problem when using the reflex shield is that it has a low energy threshold. A ship's engine reactors using reflex shields can only be run at half-power, thus keeping the level of energy that the reflex shield has to displace down to a minimum, and thus reducing the top speeds of the vessel under the reflex shield and limiting the range to which it can use its sensors.







Extra NPC Characters and Factions


Warsmith Honsou
Image

Honsou is an Iron Warrior Warsmith. He is currently in control of an army 17,000 strong, comprising of Traitor Marines, Xenos and Renegades. He was looked down upon by his fellow marines, due to the fact that his gene-seed was a meld of that of the Iron Warriors, and that of the Imperial Fists. He was often referred to as "Half-Breed." He cares little for anything other than his own glory and power, everything is but a means to an end for him. As a Warsmith, a high rank within the Iron Warriors Space Marine Legion, he commands a Great Company of his fellow Chaos Marines.

The Iron Warriors are one of the nine Space Marine Legions which betrayed the Emperor during the Horus Heresy, becoming Chaos Space Marines. The Iron Warriors' specialty lies in siege warfare. Right after they set up their fortifications and before the initial bombardment, they will commonly send infiltration units ahead of the main force to disable the enemy's defenses and set up ambushes and flank attacks while the main force charges the fortifications. They are also fierce close range fighters when they must come to grips with the enemy, witnesses comparing their ferocity to the berserkers of the World Eaters traitor legion or the loyalist Blood Angels. They make common use of slave-soldiers as cannon fodder to whither the ammunition supplies of the besieged and to locate the positions of enemy gun emplacements.

Honsou's chief lieutenant and fellow Iron Warrior is Cadaras Grendel, who delights in slaughter and massacre about as much as the followers of Khorne. The Iron Warriors are not dedicated to any one Chaos God in particular, and Honsou himself, while recognizing their existence, pays no true fealty to any of them; believing he can achieve all of his objectives by the strength of his own arm.







------------------------------------------------------------------------------------------



The Eldar of Craftworld Han-Asar


A Short History

The craftworlds were originally large trading ships sung from wraithbone, aboard which lived hundreds of Eldar families. These colossal spacecraft would travel across the galaxy using the webway, trading with the many alien races they encountered before returning centuries later to Eldar homeworlds. When they returned a few years before the Fall, the craftworlds' inhabitants were horrified by the changes in Eldar society. The Eldar seers who had remained behind enlisted their aid to undertake a titanic effort to save their people. Onto each Eldar craftworld, the last uncorrupted people from each Eldar world were loaded from each homeworld, along with works of art, plant life and animals, and whatever else of Eldar culture that could be saved. Though the Eldar race is now dying, it still remains vibrant in small ways. They are determined to never go quietly into the night...

Han-Asar was a close trading partner and sister-craftworld to Iyanden, the largest and most prosperous of all the remaining Eldar craftworlds, garnering a great wealth of knowledge and skilled Eldar families through intermarriage and emigration.

Led by the advice of the leader of the Han-Asar Seer Council, Farseer Alran Beithir, the craftworld left their usual course of travel in the southern regions of the universe and traveled to the galactic east. There they encountered the fledgling planets that had been only recently settled and populated by the Imperium of Man. Though it was considered folly to stay in the sector, which the monkeigh called the Khand Sector, Alran Beithir convinced his people to remain. Through his visions he saw that the craftworld must stay in the region and act as guardians, striking from the shadows when it was deemed necessary.

Alran Beithir's main reason for wanting to stay in the Khand Sector was that one of the oldest and most secret of the Eldar maiden worlds lay in the darkest reaches of the sector, successfully hidden from the prying eyes of the Imperium and so left alone and pure. On this planet was a Soul Well, an ancient relic from the dawn of Eldar creation. It is a tool that allows the psychically inclined Eldar to commune with their long forgotten dead; a gift from their creators, the Old Ones. This repository of knowledge has been closely guarded by the Han-Asar Craftworld and allowed them to gain from past generations.

Because he knew that the monkeigh would discover their presence eventually, Alran Beithir took the first step in contacting the members of the Ordos Xenos agents of the Inquisition that were prevalent in the region. In return for helping to identify and defeat threats to both Eldar and monkeigh, the Ordos Xenos signed a treaty with Alran Beithir. So long as the Imperium does not seek to destroy Han-Asar and the Eldar do not attack Imperium citizens or vital targets, there shall be peace between them.

It was noted by Alran Beithir that the Ordos Xenos have kept the existence of the Eldar secret from the vast populous of the region; only those of the highest rank within the Inquisition in the Khand Sector and the Chapter Master of the Knights of Sanguinius know that the Eldar are there, lurking amidst the shadows.


Description

The craftworld of Han-Asar is space-faring vessel of gargantuan size. Thanks to editions added by later bonesingers, the craftworld currently lies at over forty kilometers long and thirty-four kilometers wide. It has several protruding spires and towers that are all integral parts of the ship. Large, crystal-clear view ports allow for great swathes of space within the craftworld to observe the stars of space beyond the walls of the craftworld.

Government of Han-Asar

The Seer Council is one of the main ruling bodies of the craftworld, led by its leader, Farseer Alran Beithir. His leading opposition on the council is Farseer Ilianna Talrien, who is considered to be alran Beithir's equal in terms of psykic power, if less gifted in the use of FarSight.

The Autarch of Han-Asar is a mighty warrior, Prince Koriel Uldrana, who leads the army and fleet of Han-Asar in times of war. While he is bellicose in most regards, Prince Koriel is highly renown for his quick understanding of political and military problems.
Last edited by Khandosia on Thu Jul 12, 2018 9:02 am, edited 20 times in total.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Postby Khandosia » Mon May 31, 2010 7:25 pm

Important Characters of Note


Imperial Guard & Navy Commanders

Name: Tiberius Plautus
Age: 78
Homeworld: Khand
Rank: Lord General, Exultant & Commander of the Imperial Guard
Current Status: The current supreme commander of the Imperial Guard and the Munitorium, the overarching organization that is responsible for seeing to the needs (supply, recruitment, training, payment, etc) of the Imperial Guard and Imperial Navy both. Formerly the commander of the Khandosian Hellraiser's 1st Army Group.

Name: Drakon Martonius
Age: 39
Homeworld: Bellatrix II
Rank: Commander
Current Status: Commanding officer of the Barbaroi Guard Regiment 757th. The men of the 757th are currently on rotation on the fortress world of Megov, training in the ash wastes there against savage ork bands.

Name:Julius Aule
Age: 63
Homeworld: Titania
Rank: Admiral
Current Status: Admiral Aule is currently on extended patrol with the 8th Fleetgroup out of Titania. He commands his forces from the bridge of his flagship, the Victory-class Battleship Mourning of Mortality.

Name: Lucius Narses
Age: 43
Homeworld: Xenophon
Rank: Admiral
Current Status: A Spire-Lordling since his birth on the planet Xenophon, Lucius Narses rose quickly through the ranks of His Imperial Majesty's Navy. By all accounts he has earned his position as much through skill and intelligence as he has through connections with the sub-sector government. Currently he is commanding a flotilla of ships in orbit of fortress world Megov from the bridge of his flagship, the Infernus-class Battleship Baleful Giant.

Name: Nipsus Aquilinus
Age: 40
Homeworld: Beres
Rank: Admiral
Current Status: Commander of the Beresian System Defense Fleet and of the Imperial Navy's 4th Fleetgroup, which Nipsus commands from the bridge of his flagship, the Emperor-class Battleship Chariot of Terra. One of the youngest fleet admirals, Nipsus is often more cautious than others as it was the opinion of the Munitorium Promotion Board that a man so young may not have the temperament needed of a full Fleet Admiral.

Name: Alexander Victorious
Age: 68
Homeworld: Khand
Rank: Arch Lector and General
Current Status: A man who has not seen a single battlefield in his life that was not an office desk covered in overly late orders and affidavits, Alexander Victorious rose through the ranks of the Munitorium as an organizer and statistician. Because his father was a member of the Ecclesiarchy, Alexander inherited his father's title of Arch Lector after his passing -- giving him influence in two of the major organizations that rule the Khand Sector.

Name: Quintus Rullianus
Age: 83
Homeworld: Sanguinary
Rank: Admiral
Current Status: Retired from active line duty, Quintus Rullianus is the commanding officer of the Sanguinary System Defense Fleet. He was once one of the most aggressive naval commanders in living memory, until he was wounded in an Ork boarding action during a short-lived Waaaagh! that invaded from the Reaver Reach. After that he became more withdrawn, though he never lost a single iota of his keen wit. His current flagship is the Avenger-class Grand Cruiser Imperator Invictus.

Name: Flavius Corbulo
Age: 37
Homeworld: Khand
Rank: Commander
Current Status: Distantly related to the ruling family of House Markanian, the eldest scion of House Corbulo, Flavius, is an impressionable and eager young Imperial Guard commander. He is charged with command of the 20th Khandosian Hellraisers Regiment. Currently the 20th is on watch duty on the fortress world of Beres -- but they have been given orders to board ship. The 20th has been earmarked for a campaign of conquest outside the Khand Sector.

Name: Joseph Pertinax
Age: 28
Homeworld: Khand
Rank: Vice-Commander
Current Status: Executive officer of the 20th Khandosian Hellraisers regiment. Joseph is from another great house from the planet of Khand, though not quite as illustrious as that of his commanding officer's, Commander Corbulo. Nevertheless, Joseph Pertinax has proved to be a highly intelligent tactician and a good leader.

Name: Nerva Olympias
Age: 32
Homeworld: Beres
Rank: Commander
Current Status: Not as well connected as those born to the sector capitol of Khand, Nerva Olympias was practically born into the ranks of the Imperial Guard. On the planet Beres, the birthrate is synonymous with the conscription rate. Having discovered a knack for things mechanical during his days at the Schola Progenium, Nerva was transferred to the Armored sections. He currently commanders the 7th Beresian Armored Regiment and is quite competent by all accounts.

Name: Aurelius Parmenio
Age: 55
Homeworld: Megov
Rank: General
Current Status: The current ranking commander on the fortress world of Megov -- and head of the planet's ruling family -- Aurelius Parmenio is seen as one of the toughest Imperial Guard commanders that the Khand Sector military has. He is the commanding officer of the 1st Megovian Army Group, station on the fortress planet.

Name: Albucius Varro
Age: 43
Homeworld: Benhalt
Rank: General
Current Status: If there was ever a man who rose through the ranks through skill alone, it must be Albucius Varro. Born on the fringe mining world of Benhalt, he ran away from home at the age of 14 in order to escape a life of drudgery in the mines. He signed a contract with the Imperial Guard recruitment center on Benhalt and entered the ranks as a private. From initial training to his first assignment, Albucius displayed a flexible mind with lightning quick decision-making abilities that would prove to be tactical, operational, or strategic victories. He gained his Lieutenant's rank during Waaagh! Gutsnick, when he and a platoon held off over two thousand orks at the Battle of Penitent Bridge. For his performance at the Battle of Orks Drift, he gained his captaincy. Ever after, throughout several ork invasions and reaving Eldar pirates, he continued to perform great feats of arms and gain promotion as a result. His men, of the 32nd Iron Legion, love him -- for they know that if they are in combat, that their general is right alongside them.

Name: Claudius Soranus
Age: 37
Homeworld: Titania
Rank: General
Current Status: The current commander of the 1st Titan Legion, Claudius Soranus is considered to be a living legend of the Imperial Guard. Nicknamed the "Emperor's Hammer" by his men, Soranus has a reputation for relentlessness that borders on the psychotic. If there is an advance to be made into enemy held territory, he is the man for the job. If there is a gap in the line that needs to be re-filled and the enemy halted, he is the man for the job. It has even been recorded via servo-skull pictcaster that Soranus faced an Ork warboss in hand-to-hand combat, ripping the beast's head off with one mighty swing of his power fist.

Name: Cornelius Galba
Age: 52
Homeworld: Beaumonde
Rank: General
Current Status: Known by his men as "the Lynx" for his speed and skill, Cornelius Galba is one of the more eccentric commanders of the Imperial Guard. Unusual for a man hailing from the feral world of Beaumonde, Cornelius has an deep and seemingly innate ability for advance calculi and logistics. As commander of the 69th Barbaroi Guard Army, he has had to earn the respect of his men and officers alike -- though none now question him after the Onesti Campaign when a war host of Eldar invaded the Knight World. Within a fortnight General Galba has cut the Eldar off from their webway portals and surrounded them, resulting in a complete massacre of the insidious foe. He is currently stationed with his men on the fortress world of Beres.

Name: Cornelius Lentulus
Age: 62
Homeworld: Titania
Rank: General
Current Status: Known as the "Titan" due to his tall stature and unflinching gaze, General Lentulus is a hard-bitten man. He had the misfortune to lose both his wife and son during an Eldar raid on his homeworld, while he himself was trying to command the defense of his hive city. The experience left him seemingly without empathy, but continually moving forward like an unstoppable force of nature. He is the commander of the 9th Titan Legion.

Name: Crassus Paullus
Age: 38
Homeworld: Khand
Rank: General
Current Status: Commander of the 6th Beresian Army. Considered by many to be too jovial and friendly with his underlings, General Paullus nevertheless has a near-perfect record. He has never failed to achieve his objectives and is considered to be more politically astute than nearly any other Imperial Guard general. Though Lord General Plautus is not close to retirement, many note that General Paullus has been subtly positioning himself to replace him as Lord General when the old man dies.

Name: Gallus Glabrio
Age: 78
Homeworld: Khand
Rank: General
Current Status: Commander of the Palace Guard, Gallus Glabrio is charged with commanding the Sector Governor's lifeguard and palace defenses. Formerly, he had commanded the 80th Khandosian Hellraisers Division before transferring to a more sedate posting as a reward for faithful and good service.

Name: Gaius Nero
Age: 44
Homeworld: Hadir
Rank: General
Current Status: Commanding officer of the 7th Ruthalian Army Group, Gaius Nero has always been a dedicated infantry officer. Though he does not lack the operational understanding of mobile warfare, it is on the defense with infantry that he has been seen at his best. Gaius Nero is considered to be a savant of siege warfare, either on the defense or offense.

Name: Nicholas Marcellus
Age: 41
Homeworld: Titania
Rank: General
Current Status: Commander of the 101st Titan Legion. General Marcellus has had a lively career and is one of the only generals to be posted to the Megov front for five consecutive campaigns.

Name: Persius Justus
Age: 48
Homeworld: Icarus Mundi
Rank: General
Current Status: Commander of the 3rd Beres Praetorians Division and currently being assigned to out-sector conquests. Persius is considered to be one of the most devout generals, as is to be expected from a man born to the elite of the shrineworld, Icarus Mundi. As befits a shining son of Icarus Mundi, a higher percentage of faith militant follow in the general's wake.

Name: Junius Sextus
Age: 46
Homeworld: Nekor
Rank: General
Current Status: Considered to be one of the greatest officers to ever hail from the feudal worlds of the rimward reaches, Junius Sextus gained fame for his ability to meld the old style tactics of his knightly homeworld with that of modern armored warfare. He is the current commander of the 10th Titan Armored Legion.

Name: Tarkus Furius
Age: 76
Homeworld: Khand
Rank: Grand Admiral
Current Status: Current supreme commander of the Imperial Navy and acting adjutant to Lord Commander Plautus, Tarkus Furius is a renown fleet commander who many know as the "Shark of Megov" when he hunted down every last ork ship that had attacked the fortress world during Waaaagh! Snotfist. Currently he is charged with all Imperial Navy business, holding his flag aboard the defensive orbital fortresses above Beres.

Name: Titus Metellus
Age: 63
Homeworld: Ruthal
Rank: General
Current Status: Commanding officer of the 12th Ruthalian Grenadiers Division. Considered to be a stout and able commander, if slightly unimaginative, Titus Metellus is nevertheless a politically wise choice for commanding an out-sector Imperial Guard army, as he has strong ties to the Mechanicum and Ecclesiarchy.

Name: Serius Titus
Age: 81
Homeworld: New Victoria
Rank: General
Current Status: Semi-Retired due to an old injury, General Titus is the current acting-commander of the Khand Planetary Defense Forces. He reports directly to Lord Governor Markanian.

Name: Herod Lycean
Age: 62
Homeworld: Titania
Rank: Grand General
Current Status: Commander of the Northern Frontier and Grand General of Fortress World Megov. Herod Lycean is considered to be the eventual successor to Lord General Plautus. He is experienced, well liked, well feared, and maintains strong relations with the Mechanicum and Knightly Houses of Illyria. He was proclaimed the 'Hero of Nespos' by the planetary governor of the mining world after Herod led a relief expedition that saw a Chaos uprising put down and smothered into ashes.

Name: Pius Corvinus
Age: 36
Homeworld: Barbaroi
Rank: General
Current Status: Commander of the 50th Barbaroi Guard Division. Despite his namesake, Pius Corvinus is not particularly pious, but has been called "The Butcher" by his men, due to his willingness to trade murderous blows between enemies and the Imperial Guard.

Name: Tiberius Donatus
Age: 70
Homeworld: Xenophon
Rank: Grand Marshal
Current Status: The commanding officer of all Imperial Guard forces on the forgeworld of Xenophon. He has been known to lead joint Mechanicum-Imperium expeditions.

Name: Gnaeus Markanian
Age: 121
Homeworld: Khand
Rank: Lord Commander
Current Status: Retired. Gnaeus Markanian was the former supreme commander of the Imperial Guard before he chose to step down after the ascension to rule of the sector by his nephew, the Lord Governor Markanian. He now spends his time advising Imperial Guard commanders and delivering lectures on strategy and tactics at the Schola Progenium on Khand Prime.

Name: Gaius Romanus
Age: 102
Homeworld: Ruthal
Rank: Lord Commander
Current Status: Current commander of all Imperial Guard forces assigned to the forgeworld of Ruthal. Gaius Romanus is also responsible for overseeing the training programs, equipping, and indoctrination of the Ruthalian Grenadiers. He has been known to lead joint Mechanicum-Imperium expeditions.

Name: Shaemus Galerius
Age: 58
Homeworld: Khand
Rank: Lord Commander
Current Status: The current commander-in-chief of the Khandosian Stormtroopers, that elite part of the Imperial Guard that forms the most lethal and effective fighting force in the Imperial Guard. Shaemus Galerius was an orphan who grew up in the Schola Progenium, his parentage unknown. He was selected as a stormtrooper candidate and quickly rose through their ranks to be where he is today. He is known by other Imperial Guard units as "the Storm Blade" due to his signature power sword and the providence of his command. He overseas all stormtrooper training and picks which missions they are sent on.

Name:
Age:
Homeworld:
Rank:
Current Status:
Last edited by Khandosia on Mon Mar 14, 2016 1:36 pm, edited 9 times in total.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Founded: May 30, 2010
Iron Fist Consumerists

Postby Khandosia » Mon May 31, 2010 7:51 pm

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There is no truth in flesh, only betrayal;
There is no strength in flesh, only weakness;
There is no constancy in flesh, only decay;
There is no certainty in flesh but death.

-+ Credo Omnissiah +-



Few Imperial organizations have more mystery to them or influence upon the running of the Imperium than that of the Adeptus Mechanicus. It is a technological organization, often known as the Priesthood of Mars, that holds a monopoly on technological knowledge in the Imperium. Their Forge Worlds turn out the Imperium's most powerful and advanced weaponry and equipment. The organization's adepts, the Tech-priests, are vital in maintaining much of the Imperium's more technologically advanced equipment, not the least of which is the Emperor's life-sustaining Golden Throne.

While the Adeptus Mechanicus is a part of the Imperium, it has developed separately and enjoys a considerable degree of independence. Due to the great amount power it wields, the Adeptus Mechanicus is more like an allied empire than an organization within the Imperium. An empire within an empire. The Adeptus Mechanicus also follows a different religion from the rest of the Imperium. The religion and religious structure of the Adeptus Mechanicus is known as the Cult Mechanicus.

The symbol of the Adeptus Mechanicus is a skull, half-bone and half-machine, set against the background of a black and white cog.

Adepts of the Adeptus Mechanicus are known as tech-priests. Any member of the Cult Mechanicus over the rank of menial will often be referred to as a tech-priest, though magi, magos, adept and higher ranks are usually referred to by specific rank.

As befits the religious nature of the Mechanicus, tech-priests usually wear robes, which are usually either rust-red or white. Techpriests nearly always have augmetics of some kind. The level of a techpriest's augmentation is highly dependent on his rank within the Cult Mechanicus; a novice may have only one or two augmented systems, if any, while very senior members may have only a few biological organs left in their bodies.

* _ * _ * _ *



The Mechanicus as it exists in the Khand Sector is the work of its former leader, Arch-Magos Heskarad. An ally of the noble House Markanian since the schism of the Age of Apostasy, the Mechanicus off-shoot that exists within the Khand Sector is forever in the debt of the the Markanians. Even with the high position and rank of Arch Magos, Heskarad took great risk in agreeing to help aid the errant Siegfried Markanian in his decision to split away from the Imperium during the outbreak of civil war. However the risk was, to the leadership of the Mechanicus in the region, was well worth the possible repercussions in light of the prize that Markanian offered.

The prize in question was an ancient repository discovered by the Knights of Sanguinius on their declared homeworld of Sanguinary. Unlike some ancient library or archive filled with books recording the history of man through the trials and tribulations of Old Night, this was a Standard Template Construct Archival Precinct; a veritable compendium of documents and blue prints for tens of thousands of STC templates. While no STC machine was found, this horde of priceless information was such that Heskarad agreed to join with Markanian in preserving it and searching elsewhere within the Khand Sector for what could perhaps be a link to the great Age of Technology that allowed mankind to venture forth from Holy Terra and into the stars.

With these templates the Mechanicus within the Khand Sector was able to recover several lost technologies and improve on designs for future ones. Most importantly were the templates allowing for the advanced construction methods and tempering of the tools of war. From great star ships to the legendary god machines of the Mechanicus Titans and more, this archive of priceless information allowed the Khand Sector to flourish and assured the Mechanicus' loyalty to House Markanian and its scions.

The current Fabricator-Archmagos is Arch Magos Logastus.

* _ * _ * _ *



Hierarchy of the Adeptus Mechanicus

Adeptus Ranks and Titles

Adepts Superior
  • The first rank of the Adepts Superior, which do not have a divisio attached to it is Archmagos Ultima, and it is the second in command of the Forge World, controlling the archmagi and is effectively chief in command of the armed forces of a forge world. The most powerful archmagos ultima is the archmagos ultima of Holy Mars, and is often regarded as the Archmagos Primus Ultima.

    Next is the Frabricator Locum, who serves as the ruling deputy of a forge world, subordinate to the Fabricator General. The Fabricator-General, also known as the Magos Mechanicus, is the highest ranking position within the Adeptus Mechanicus. A Fabricator-General oversees his respective forge world along with his deputy. While many forge worlds have its own Fabricator-General, it is the Fabricator-General of the Mechanicum homeworld of Mars that is the most powerful and prestigious.

Ranks (Highest to Lowest)
Fabricator General of Mars
Fabricator General
Fabricator Locum
Archmagos Ultima
Archmagos Veneratus
Archmagos Intendent*
Magos Dominus**
Archmagos
High Magos
Techno Magos [Prime, Secundus, Tertius]
Prime Hermeticon
Lord Dogma***
Mechae Moribundus
Invictus Acquisitor
Gerontocrat
Magos Errant****
Data-Predator Primus

Notes: *On vassal domains and worlds (non-forge worlds), the leading Archmagos is known as an Archmagos Intendent. This rank roughly corresponds with the role of Planetary Governor, or Planetary Commander -- and are sworn under the fealty of their more powerful and sovereign forge worlds.

**The vaunted rank of Dominus is bestowed only on those Cult Mechanicus adepts with a true talent for war; those who believe the supremacy of the Machine God is to be proven at every opportunity -- usually upon the fields of war.

***The Lord Dogma is the tech-priest charged with overseeing the Prefecture Magisterium, which is the doctrinal covenant of the Machine Cult charged with preserving dogma and the persecution of techno-heresy. Magisterium cohorts and hunter-killer claves are maintained on all forge worlds under the direct authority of the Fabricator General or Archmagos Intendent.

****Masters of many trades, the Magos Errant is expected to go forth on behalf of the Mechanicus, to explore new frontiers, worlds, and technologies. Privy to all manner of secret knowledge, the Magos Errant is usually prepared for all eventualities.



Adepts Majoris
  • The first of the Adepts Majoris is simply an adaptation of the divisio name, prefixed with the honorific Adeptus. These are the first of the Ruling Members of the Cult Mechanicus, or Synod, upon a forge world. The Synod members are entitled to do research, but still undergo the rota of work, study, and dissemination required of lesser adepts. These all have the suffix: primaris, primus, secundus, tertius. These senior Tech-Priests attend the Machine Altars of the Forge Worlds, data repositories, which contain the sum knowledge of the Adeptus Mechanicus, which in turn represents the Will of the Omnissiah.

    Note: Technomagi are often referred to as magi. Occasionally, Magi are known as [x]-Magos, where X represents the divisio to which they belong. As such a 'Divisio Genetor' magos would be called 'Genetor-Magos', or a 'Divisio Fabricator' would be a 'Fabricator-Magos'.


Adepts Minoris
  • Each Divisio within the Mechanicus has different Adepts Minoris ranks, and each of these is an expert in a particular subset of the skills within the divisio, such as munitions (in Artisan), or generation, augury, cryostasis (in Technicus), etc. At the highest strata of the Adepts Minoris, adepts are named as an adaption of their respective Divisio. These have ratings with appending suffixes: primus, secundus, terius, etc. When working in teams or covenants, the highest ranked among their equals is known as the Chief Tech Priest, or Chief-[Divisio Name]. These are in charge of all the Adepts MInoris of their divisio within a voidship, institution, or research station. The longest serving, highest ranking members of the tech clergy present, if a Magos is not present, is known as a Tech-Priest Major. Likewise, the longest serving, highest ranking member of each of the divisiones is known as a [Divisio Name]-Major.


Adept Novitiates
  • Those who have technical potential can become a tech-priest, and these tech-acolytes are trained in Seminaries and selected out of the menial and lay-brother/sister population. These, like all Mechanicus personnel below the rank of Fabricator-General, are on constant rotas of work, study, or dissemination. They begin to learn of the Sixteen Universal Lores, and to learn of the Mysteries of Technology.

Ranks (Highest to Lowest)
Technographer*
Chief Initiate
Tech Acolyte
Technomat

Note: *Technographers learn the mysterious of the mathematical precision of the Hex Signs and how to entreat the Machine Spirit directly. They become proficient in a particular divisio that reflects their abilities best, and are apprenticed to that divisio. They will learn the ways of that divisio and, when working or disseminating, they will chiefly be serving as either more advanced technicians (for when their simple rites and preparations fail) or servicing and using more complicated technology at the direction of their superiors.

Adepts Inferior
  • First in the Adepts Inferior, you have the lay brothers/sisters, those whose only connection to the Machine Cult is a brief tutelage in a temple of the Machine God. These use the skills that they learn in their everyday lives or jobs. Beneath them are the menials, those who do routine work on the various forge worlds that is not delegated to servitors. These menials have various ranks, and stand above the existence of servitors.

Ranks (Highest to Lowest)
Technomat Minoris
Repair Mechanic
Under-Technician
Crew Chief
Menial
Servitor**
Secularis*

Notes: *There does exist one group of Mechanicus servants that are considered to be lower even than the mindless and lobotomized servitors, known also as 'tech-thralls'. They are commonly created from captured prisoners or criminals requisitioned by local authorities. Considered a lower order of being than even servitors by their masters, the ultimate fate of tech-thralls is to end their lives recycled into servitor components and their implants, once their bodies fail, harvested for use in future thralls as their bodies fail under the relentless toil to which they are subjected.

**Servitors cannot rise through the ranks, but anyone can become a servitor if they commit a crime against the Omnissiah.





The Mechanica Curia Bellicosa
"The War Court of the Mechanicus"


"The various military forces that make up the military forces of the trans-Martian Mechanicum are vast. Within the somewhat archaic and, some would argue, "feudal" web of alliances and oaths that bind the various adepts and magi of the Mechanicum together, there are numerous organizations. Bare in mind that while the Mechanicum is unified without, it is somewhat disparate within."

- Magos Xan-Ebon of the Ordo Reductor




The Tagmata Omnissiah


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The Taghmata Omnissiah (translated from Lingua Technis as 'that which is divinely ordered for war') is one of the three largest operational military forces; alongside the Legiones Skitarii and the Collegia Titanica (often referred to as the Triad Majorus), the Taghmata Omnissiah is a type of feudal military organization enacted in times of war and urgency. It represents the feudalistic power structure that each Forge World could muster through in times of war. This type of feudalized command was necessary, as at the time of the Horus Heresy, the forge worlds of the Mechanicum were each a kingdom in and of themselves, each with its own complex hierarchies and traditions.

The forces of a gathered war host of the Tagmata Omnissiah include a scattering of forces from across the spectra: militant tech-priests, cybernetica, indentured Knights, combat servitors, Thallaxi, Myrmidons, tech-thralls, Ordinatus engines, and a variety of other miscellaneous forces that may or may not be at a single forge world's disposal.

The Muster

When a Forge World's master, the Fabricator Archmagos or Archmagos Archimandrite under whose rule the synod serves, calls a Taghmata into being, it is the sworn duty of each Magos and senior adept to provide such troops and assets as is demanded of them, and through them such lesser Tech-Priests and adepts, sub-cults and esoteric orders who owe fealty and vassalage to the High Magos are called on, and so on throughout the patterns of seniority and allegiance that criss-cross the Forge World.

In many cases, such calls to arms reach far beyond a Forge World and its star system to distant outposts, Expeditionary fleets and client worlds tied together by patronage or ancient treaty or pacts of allegiance. From its number of the Forge World's ruling synod will choose several of its own, well versed in the arts of destruction or with proven battlefield experience, to operate as the Taghmata's command structure. Such commands are much sought after by many Magos, both for the power and prestige they bring, and for the potential for acquisition of new knowledge and reward they offer.

In practice a Taghmata can be of greatly varying size, disposition, and scope, the nature of which is often determined by the role it was called on to serve. Before the Horus Heresy rocked the Imperium of Mankind to its foundations, the Taghmata was primarily mustered as a purely defensive measure, commonly when a Forge World came under direct attack. However due to the proximity of hostile xenos forces, some Forge Worlds were forced to create effectively create standing armies out of the Taghmata, their experience leading to veteran and powerful Taghmata formations.

Small Taghmata formations are often formed to arm and equip Explorator expeditions, and to garrison outposts in hostile or hazardous regions of the void. They are also formed more rarely, in small elements, to provide armed diplomatic escorts or deputations to the Expeditionary fleets and Rogue Trader Militant fleets. The latter two needs, however, are primarily the province of the specialist military commands of the Mechanicum not loyal to any single Forge World: the Titan Legions, the Ordo Reductor, the Legio Cybernetica, and the Legiones Skitarii.

Organization and Ranks of the Taghmata Omnissiah

Magos Prime
  • The Magos Prime is the commander of the Taghmata; a high adept of the Machine Cult armed and girded for war with the finest armaments and defenses their arcane arts can provide. They are chosen from their peers to lead in battle. IN most cases this will not merely mean the carrying of sophisticated weaponry but effectively a physical transformation, and they may elect to exchange or add to their augmetics with devices and exoskeletal armored frames better suited to war than to artifice. In the most extreme cases, the Magos will choose to have what remains of their organics re-housed in a purpose-built body more reminiscent in use and function to an Adeptus Astartes Dreadnought than a mere environmental or battlefield armor.

Magos Dominus
  • The Magos Dominus is a title often carried by a master of the arts of the Legio Cybernetica. Due to the terrible secrets they are privy to from the creation and control of the cortex-automata of war, such figures forgo an easy route to power within the Mechanicum. Instead they and their acolytes make up one of the many factions and sects within the Mechanicum, divided by technological specialization as well as rivalry and ancient feud. Less human than even their peers, and often skirting the edge of tech-heresy with the modifications they subject themselves to, they are renown as much for their insane obsessions and eccentricities as for their skills in the arcana of the cybernetica. They serve a vital but subordinate role beneath the Magos Prime either under terms of personal fealty or in fulfillment of binding pacts of mutual support between their Legio Cybernetica cohort and a Forge World's Fabricator Archmagos.

Adept Auxillia
  • Operating in a support role, covenants or maniples of Tech-Priest Adepts and lesser magos also form a key part of the Taghmata leadership. They act as aides or assisstants to the Magos Prime and Magos Dominus. Of those whose firepower and expertise is called to the Taghmata by feudal obligation, Enginseers are perhaps the most common. These Adept Auxillia accompany their masters and the mighty war machines they administer onto the battlefield, enabling the Taghmata to make field repairs, assuage fevered machine-spirits, and perform the required micro-calibrations to arms and systems to ensure the holy engines of battle perform to their optimal efficiency.






The Legiones Skitarii


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The Skitarii are the bionic heart of the Adeptus Mechanicus' legions. Their tireless legions defend the forge worlds of the Imperium, annihilate the enemies of the Tech-Priests, and fight at the vanguard of the Quest for Knowledge. As the technocracy of the Cult Mechanicus extends its reach into the stars, the cyber-augmetic Skitarii are always at the fore.

Underneath their augmetic battleware, the warriors of the Legiones Skitarii are still technically human, yet each has been mutilated, dismembered, and extensively rebuilt to better serve the Omnissiah's will. Their manifold augmentations ensure not only their lethality, but also their utmost obedience. Neurosync implants allow the strictly ordered Skitarii cohorts to fight in perfect concert, each maniple permanently uplinked to their masters via noospheric streams of information. To compare a maniple of Skitarii to a platoon of Imperial Guardsmen is to compare a well oiled Gatling gun to a simple iron hammer. The Skitarii do not simply crush their foes, but instead pitilessly blast them into bloody chunks of flesh. Even as they do so they record every tiny screed of battle data for later analysis.

Just as the Skitarii exload the martial capabilities of the foe to their masters, the commanding adepts inload their own programs into the Skitarii. It is usual practice for a legion's commander, known simply as the ' Magos Militant' or 'Magos Commander', to monitor each battle from a protected area to the rear, or a scryer-ship high above. Floating in a sea of data, each adept that makes up the command staff under the Magos Militant sends battlefield commands down via data-tethers to the Skitarii on the battlefield. In this way their soldiers can be remotely augmented, used as eyepieces, forced into suicidal engagements, or even possessed entirely. The ever-devout Skitarii see these incidents as the divine motive spirit of the Omnissiah entering them and acting through them to the betterment of the Mechanicum and Imperium. To the adept commanders, their minions are little more than electric puppets jerking upon strings of preprogrammed impulses.

The Skitarii Legions do not fight alone, for it is they that escort the mighty engines of the Ordo Reductor, or fight within the shadows of the god-machines of the Collegia Titanica. It is the Skitarii that bolster the fighting power of the Legio Cybernetica battle robots, or act as bodyguards for tech-priest adepts brave enough to take to the field. They have fought alongside every military fighting force that exists within the Imperium of Mankind. The Adeptus Mechanicus forgets nothing, and throughout their millennia-long service the Skitarii have accumulated and assimilated a functionally infinite amount of information for their masters; and have applied this in the sacred duty to protect their forge worlds.


Organization and Ranks of the Legiones Skitarii

A Skitarii Legion

Organizational Chart

Ranks

Consul-Primus
  • The Consul-Primus is the commander of a Skitarii Macroclade, often being centuries old and with the same amount of experience to match. They are often attended by special bodyguard Skitarii known as Huscarls.

Tribune
  • A Skitarii Tribune is the commander of a Skitarii War Cohort. They are often officers that were formerly Alpha-Primes. Through either necessity or by demonstrating the ability to adapt more adroitly to accepting the Motive Force, they are promoted to the senior cadre of warrior-leaders of the legion.

Alpha-Primus
  • An Alpha-Primus are the commander of a Skitarii Battle Maniple, and is an individual Skitarii warrior that has passed what is known as the Crux Mechanicus -- the point where their body is far more machine than flesh. Those that reach this point of mechamorphosis are considered to be blessed by the Machine God. An Alpha-Primus are overseers who can operate independently, sometimes for decades if need be.

Centurion
  • A Skitarii Centurion is usually the sub-commander of a Battle Maniple, but is often times called upon to act as the commander of a demi-maniple, or battalion. Though they are not as use to independent operations as Alphas, they are nevertheless a vital component of the cog.


Skitarii Legion Battle Maniple/Unit Types


Skitarii Legion Battle Maniples consist of units that fulfill a wide range of battlefield roles. Each of these form various sub-cults and specializations within the Legiones Skitarii that are required for various roles and requirements across not only the legions, but the entire Taghmata Ominissiah.

Hypaspist
  • Known also by the more mundane title of 'Tech Guard', they are the most basic of Skitarii infantry. Most Tech-Guard are armed with lasguns, hellguns, or other specialist weaponry as able by their respective Forge Worlds. They are more augmented than a normal Imperial Guardsman, with nerve-extraction and emotional-suppression surgery having been implemented upon them. While not as augmented as the Vanguard or Ranger, they are still considered to be better than your average Imperial Guardsman.

Praetorians
  • The most elite troops to be found amongst the Skitarii. Praetorians often come from the ranks of the Skitarii Vanguard, battle-hardened veterans who have been blessed by holy augmentation by the benefice of their liege adepts and magos. A Skitarii Legion lucky enough to have a Praetorian Battle Maniple, let alone an entire Cohort, counts itself particularly favored by the Machine God. They are heavily modified and are considered to be near the equal of a Space Marine -- though this has never been tested under battlefield conditions.

Protectors
  • Specially chosen and modified Skitarii officers that have been hand-picked by Adepts Minoris and above to act as personal bodyguards. They often have great pride in their martial abilities and are quite bellicose in personality.

Vanguard
  • The Vanguard are informally known as 'Rad-Troopers'. They act as the primary infantry component for most of the Skitarii legions. Their nom de guerre, such as it is, is sourced from the radium-weaponry that they most often employ; though they are easily familiar with all other weaponry available to the Imperium's armed forces. Their augmentations and radioactive conditioning has allowed Skitarii Vanguards to be deployed to the most hazardous war zones the galaxy has to offer.

Rangers
  • Renown throughout the Taghmata for their endurance and lethal accuracy, the Rangers are an integral component to the Skitarii Legions. They employ a range of specialist weaponry, from Galvanic rifles, arc rifles, or transuranic arquebus', or plasma calivers. Whereas Vanguard units will operate in battalions and companies, the Rangers prefer to act in hunter-killer teams.

Sicarian Ruststalkers/Infiltrators
  • Once, upon ancient and distant Mars, there was a secretive order of assassins known as the Sicarians. To them fell the duty of killing off rogue servitors, cybernetic monstrosities, or heretical tech-priests. Eventually, such was their skill, that the ruling Synod of Mars ordered them brought to the fore and added to the forces of the Legiones Skitarii. Ruststalkers take the form of lithe and deadly assassination squads, acting as physics-manipulating commandos with their transonic weaponry. The Infiltrators, contrary to their name, are brutal scout troops that are capable of being a hideous, frightening strike force; for when hunting they emit from their domed helmets a white noise that fills all sensory spectrum's with static, leaving their foe disorientated and helpless. Enemies fall, deafened and blinded by the scree of a brutally disruptive audiovisual assault.

    Every Sicarian was once a Skitarii who was grievously injured in battle. If these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to be augmented into lethal killing machines. This process can take place as long as a Tech-Priest possesses a head and most of a torso.

Herakli
  • Large beings that are vat-grown within the laboratories of the Mechanicus, the Herakli are roughly the same size of Space Marines; though sometimes they are produced from altered and augmented ogryn or similar abhumans. Their slabs of muscle are covered by composite steel and ceramite. They're heavy weapon specialists armed with multi-barreled gatling cannon or las cannon, carrying them as naturally as a human would carry a rifle. They are kept under the control of a Skitarii Minder, as the Herakli are often dumb or not very intelligent. Without a commander, or orders, they will be completely overwhelmed by surprising situations. They exist in a strange grey zone between being a combat servitor to that of a full fledged battle robot of the Legio Cybernetica.

Ballisteria
  • Ballisteria Skitarii act as crew members of the various minor war engines that serve within the Skitarii Legiones, artillerymen in a word. To be a member of the Ballisteria is considered to be a step towards the honored path of becoming an Ordinatus Menial -- those that help to man the sacred war engines and weapons of the Centurio Ordinatus. Most Skitarii Ballisteria use anything from the towed Thudd guns to heavy siege Earthshaker cannons.

Sagitarii
  • A specialist rank that belongs to those Skitarii that include the dedicated heavy weapon squads that accompany Vanguard or Ranger units. They're sometimes promoted to being Ballisteria, if they prove worthy.

Cataphractii
  • The Skitarii who act as the crew of legion vehicles ranging from small transports, to walkers, to super-heavy tanks such as Baneblades.



* _ * _ * _ *



From the weakness of the mind, Omnissiah save us;
From the lies of the Antipath, circuit preserve us;
From the rage of the Beast, iron protect us;
From the temptations of the Flesh, silica cleanse us;
From the ravages of the Destroyer, anima shield us;
From this rotting cage of biomatter, Machine God set us free.

+Chant Verse III/w+
++Credo Omnissiah++



* _ * _ * _ *




The Collegia Titanica


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One of the most ancient pillars of the Mechanicus, the Collegia Titanica operates the mighty God-Machines, Titans, each a bipedal metal giant armed with weapons able to level entire districts, and protected by armor and void shields capable of shrugging off attacks from all but the heaviest of foes. Though few in number compared to the uncountable hosts of the greater Imperium, the Titan Legions have fought at the forefront of the Imperium's expansion, carrying the light of Unification to the benighted worlds of Mankind; to every corner of the galaxy.

However, the so-called 'god-engines' of the Titan Legions have served Mankind since long before the Age of Strife, their origins lost in the Dark Age of Technology. The Legios themselves came into being on Mars during the anarchy of Old Night, when the fabled 'Triad Ferrum Morgulus' was established. This trio of nascent Orders consisted of the Legio Tempestus, Legio Mortis, and Legio Ignatum, and while all three stood against the horrors of Old Night, from ravening xenos to thinking-machine aberrations, they were just as equally likely to fight one another; for each served the interests of its home Forge above all else, so that throughout the long age of anarchy, rivalries were established that much later would bear bitter fruit.

Among the stars beyond the Solar home system of Mars the Great Crusade would discover the lost tendrils of humanity -- including worlds not unlike Mars and ruled by similar techno-theocracies. The greatest of these newly-discovered Forge Worlds were found to host their own Titan Orders, and while many had developed their own unique and sometimes idiosyncratic cultures, others were found to have organized themselves along a similar line to the original Martian triad, suggesting some underlying machine principle or pattern at work, which the Lords of Mars looked up and found pleasing. For those lesser Forge Worlds not possessed of the necessary templates, resources or expertise to construct and operate their own Titans, Mars favored those who swore fealty with such patronage that they might do so. Such was the case of Nihiliast Prime - Forge World Primaris of the Khand Sector. Such the expertise granted by the then junior adept Magos Cornelius Logastus at the order of the Fabricator-General of Mars.

It was also by order of the Fabricator-General that the Titan Orders were proclaimed to be independent, recognized as a distinct class within the greater corpus of the Mechanicum, that it's doctrines, traditions, and battle honors might be propagated and preserved for the good of all Mankind. This body was to be known as the Collegia Titanica, and while the Legios would remain subservient to the will of the individual forge lords, it would become a politically influential entity within the emerging structure of the nascent Imperium of Mankind.


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The Collegia Titanica rate the strength of each Titan Legion according to a complex formula that allotted each a Militaris grade. First tier designations ranged from 'primus' to 'denarii', with a range of further clausal numerical definitions describing the Legio's specific capabilities, specializations, and other characteristics. Though it rarely told the whole truth, the most obvious measure of a Titan Legion's strength was ever the number of god-engines it could field, with the largest maintaining as many as 200-300, while the smallest might be able to muster barely a dozen. In reality however, the mixture of Titan classes was a far more reliable indicator of potency than raw numbers.

Most Titan Legions have a particular mix of god-engines they prefer to commit to battle, exemplifying their own specific battle doctrines. Legio Audax, renown as the 'Ember Wolves', for example, fielded large numbers of Warhound Scout Titans, employing them as fast-moving hunting packs capable of bringing down far larger enemy engines. Most Legios however, seek to maintain a balanced and flexible force able to prosecute a wide range of operations and confront many different foes.


Titan Legion Organizational Chart


Depending on their role, Titans are fully capable of operating individually, and often do so when supporting conventional ground units. In practice, they are often deployed in formations of anything from two to tend god-engines, but broken into formal units known as a 'war maniple' comprising five god-engines. The most senior Titan commander - or princeps - is appointed as the maniple's leader. This force is considered sufficient to prosecute all but the most apocalyptic of battles.

Each war maniple is accompanied by a host of Legionnes Secutarii -- or Titan-Guard -- that are an ancient order of warriors similar to that of the Skitarii, but especially trained to fight within the shadows of the god-engines and safeguard them from threats that may be too small to adequately be engaged by the god-engines themselves without causing undue harm to friendly forces. They also guard the ships and supply groups that tend to the needs of the Titans. Their cohorts march relentlessly and without fear alongside the god-engines of their respective legions -- worshiping the titans as avatars of the Machine God.


Legionnes Secutarii

Secutarii Hoplite
  • One of the primary types of augmented, Skitarii-like warriors of the Secutarii Titan Guard is the Hoplite. Their role is to mop up survivors in the wake of the advance of the Titans, using short range weaponry that nonetheless can devastate enemy armored vehicles. They bear the deadly Arc Lance and storm shields. The arc lance inflicts damage through short range blasts of coruscating energy that can burn through the thickest armor as well as any melta charge.

Secutarii Peltast
  • The second of the primary types of augmented, Skitarii-like warriors of the Secutarii Titan Guard is the Paltast. Their role is the same as the Hoplites which is to mop up any straddlers left after the devastation made by the Titans of the Adeptus Mechanicus. Peltasts are equipped with longer-ranged weaponry meant to counter enemy infantry. They seek targets of flesh and bone that would attempt harm on the great God-Machines of the Legio Titanicus. These warriors typically go into battle with Galvanic-casters. The Secutarii Peltasts are equipped for all manner of targets. This electro-galvanically driven, multi-function projectile launcher has multiple firing modes that may fire rapid bursts of low velocity, razor-edged metallic flechettes; attack concealed targets with retina-burning ignis charges; fire an armor-piercing inert slug-shot at supersonic velocities; or even fire a barrage of blind canister shot to confuse and disorientate the enemy.

Secutarii Axiarch
  • The battlefield commanders of the Secutarii forces dedicated to any single Legio War Maniple. These officers are the elite of the Secutarii and have displayed perfect dedication and application to the Secutarii art of war. Each has served on a battlefield where a fallen Titan has been successfully recovered or protected from the enemy. This is the most holy task that a Secutarii can perform, and as such the Axiarchs are considered to be blessed by the Omnissiah.


Types of Titan God-Machines

[under construction]



The Ordo Reductor


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The Ordo Reductor is a specialized military division of the Adeptus Mechanicus that makes use of the forbidden weapons of a bygone age. The Ordo Reductor, also known as the "Bringers of Blessed Ruin," is a military division of the Adeptus Mechanicus known for shock assaults, siege warfare, and blitzkrieg-style attacks. They worship the Omnissiah as Destruction Itself, as the Unmaker God.

Their given title, whose prefix was unusual for the servants of the Mechanicum, was invoked first by the great treaty between the Lords of Mars and the Emperor of Humanity, although their true and forgotten origins delve back into the dust and blood of the Age of Strife on the red world of their birth. By this order, a sub-clause of the very compact by which the alliance between the Mechanicum and Terra was sealed, was the Ordo Reductor created for the express purpose of sundering and destroying those who would stand against the Great Crusade.

Where a new and terrible alien form of life was encountered that would not succumb to the Imperium's panoply of war, it would be the Biologis of the Ordo Reductor who would find a way to kill it, where a recalcitrant human techno-empire stood strong against the Great Crusade fleets, it would be the preceptors of the Ordo Reductor who observed and analysed their weapons and defences to find their weakness and, most famously, where a fortress stood seemingly impregnable, it would be the Ordo Reductor who would find a way to bring it low.

The Ordo Reductor's numbers are always relatively few, accounting only for a handful of the most bellicose of the magos of Mars in the beginning, split from their forges and domains henceforth to serve the Great Crusade first and their feudal masters of the Mechanicum second in all things. Even as other Forge Worlds were contacted and brought into the fold, their numbers did not increase greatly and it is often said, and not without evidence, that those Tech-Priests and magos given up to the Ordo Reductor by their birth worlds or who were drawn to it of their own volition were often already seen as outcasts; either dangerously heretical in their leanings or overly-independent and perhaps psychologically unstable by their peers.

However, within the fold of the Ordo Reductor were such individuals redeemed in the doctrine of the Cult of the Unmaker God and given righteous purpose in the service of the Mechanicum - as well as removed largely from the feudal politics of the Forge Worlds - and so while they became 'other' to those who remained directly under the shadow of Mars, they were not considered with the same levels of suspicion and often distrust as followed that parallel Mechanicum faction which also shared the battlefields of the Great Crusade with them, the Legio Cybernetica.

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In structure the Ordo Reductor , fight and operate as autonomous war bands, self-sufficient in almost all respects, containing a mixture of Magos and Tech-priest savants whose specialties ranged from tactical assault to macro-firepower to mimetic and forensic battlefield analysis, to munitions production. Its weapons were many and deadly beyond reason, for to the Ordo Reductor was the right given to bear arms forbidden since the Dark Age of Technology and arcana deemed too unpredictable and dangerous for general deployment. The individual commands of Ordo Reductor Magi and their attendant servants and war machines, known commonly as "Covenants", were based almost entirely on purpose-configured warships. These were often long-range, self-sustaining Galleass types first designed within the Saturnine shipyards of Ancient Sol.

The Reductor's own forces were seldom seen to act directly in battle save to conduct targetted raids and probing strikes ahead of a main advance, or to haunt still-burning battlefields making a tally of the dead and the destroyed to further their studies. This disposition held true in most cases except one; that of siegecraft. This sphere of warfare with all of its lethal complexities and unforgiving logic was to the Magi of the Ordo Reductor a thing of sublime and dark mystery, and in its discipline they found purity and in its merciless execution they found the echo of the divine Omnissiah. In the arts of the siege, the Magi of the Ordo Reductor acknowledged no superior and few equals in their cold pride, save a handful of the Primarchs of the Legiones Astartes. This presumption was not without its justification, as in countless sieges and assaults, the Covenants of the Ordo Reductor proved able to sunder defences thought unconquerable and survive Zone Mortalis battles located where no human and perhaps no Astartes could have fought and lived.

Theirs by Diktat Imperialis was the right -- within certain parameters -- to innovate new weapons and war machines in order to overcome the countless enemies the Great Crusade faced. This license bore fruit in many ways during the countless wars which made up the Great Crusade, from the development in concert with the Imperial Fists Legion of the peerlessly durable Land Raider Achilles, to the development of the powerful Eradication Cannon mounted on the Hellion-Minoris war machines of the Centurio Ordinatus, devised expressly for the Rangdan Campaign.

Perahps the most widespread of the Ordo Reductor's creations is however the Thallaxii; heavily augmented cybernetic shock troops created by the Ordo Reductor to replace the Skitarii legions of Mars, to which, owing to their own separated status, they no longer had direct or ready access to for support. As well as serving first and foremost as the Ordo Reductor's soldiers of the line, the extremely potent and durable Thallax were also gifted or traded by the Ordo Reductor Magi to other factions of the Mechanicum in return for reciprocal agreements of supply and allegiance. Though they would never admit it, the magos of the Legio Cybernetica have long harbored a distaste for the practices of the Ordo Reductor and their mastery of the cyborg warriors of the Thallaxii -- jealousy, pure and simple.



Warriors and Organization of the Ordo Reductor



Reductor Covenant
  • The size of any one Ordo Reductor Covenant is unlike any other. It may be organized around Thallaxii or Usarax Cohorts, or around a series of ancient siege artillery pieces, or a single arcane weapon platform designed from schemata recovered from ancient and forbidden repositories. It all depends entirely upon the nature of the battlefield that the Covenant is being asked to assist. To command a Covenant is no easy task, but it falls upon the most militant of magi within the ranks of the Adeptus Mechanicus.

    Magos Reductors, as they are called, are the supreme officers of the Ordo, these Tech-Priests are a breed apart from their politicking kin on Forge Worlds. A Magos Reductor is a master of siegecraft, extermination, and warfare rather than creation and the acquisition of techno-arcane lore. They are renowned for their cold and ruthless demeanor, seeing everything through the lenses of the teachings of the Unmaker God.

    Beneath the Magos Reductor the Covenant is staffed primarily by myrmidons of the Auxillia Myrmidon. They often apprentice themselves to the ranks of the Ordo Reductor in order to become expert killers as well as weapon masters and destroyers. The fact that the Ordo Reductor has access to some of the most ancient and powerful weapons from the Lost Age of Technology is also the largest draw for the Auxilia Myrmidon.


Thallax Shock Troops
  • The Thallax are specialized cybernetic shock troops used by the Ordo Reductor in lieu of having ready access to the Legiones Skitarii. Organized into Cohorts, Thallax differ from Skitarii Regiments both in their purpose and unique degree of cybernetic augmentations. The Lorica Thallax, the armor from which they draw their name, which encases each Thallaxii was developed from Astartes Power Armor, though in the case of Thallaxii this protection only covers their organs, nervous systems, and cerebrum. The skeleton and limbs of Thallax warriors are replaced entirely with mechanical supports, weapons, and servos powered by an internal reactor. The agony of this process, along with the replacement of most human sensory organs, leaves Thallaxii notoriously cold and calculating killing machines that, unlike Servitors, still retain a high degree of independent human thought.

    The Standard equipment for a Thallax warrior is a jump pack, lightning gun, and heavy chainsword. However, heavy weapon teams do carry multi-lasers, phase-plasma fusils, irrad-cleansers, multi-meltas, or photon thruster cannon.

Ursarax Assault Troops
  • The Ursarax were first designed on behalf of the Ordo Reductor by Magos Explorator Enabrin Falkan as a heavy, rapid-moving close combat unit. Using a fusion of existing technologies sacred to the Mechanicum, materials and patterns taken from the Thallax of the Ordo Reductor, and the fruits of Falkan's own discoveries, he created a monstrous killing engine. Like the Thallaxii, they are thralls rather than Servitors, selected from suitable human candidates for conversion so their living components retain a consciousness and dim recollection of their former selves. Neural anesthesia is automatically administered for the successful fulfillment of their battle orders, providing them with temporary relief from their tortured existence. They're armed primarily with a matched pair of lightning claws and chest mounted Volkite Incinerators.

Ordo Reductor Artillery Tank Battery
  • In addition to the more unique and esoteric war machines commonly employed by the Mechanicum's military, the Ordo Reductor often makes use of modified and augmented patterns of mobile artillery platforms and self-propelled weapons more commonly found elsewhere in the Imperium's armed forces. Such vehicles and devices are to the Odo Reductor almost disposable assets to be hurled into the breach in order to preserve their more important and doctrinally more sacred engines of war. Such an attitude is not only lamented by many of the Mechanicus faithful outside the Ordo Reductor's order, but considered openly blasphemous in its implications.
Last edited by Khandosia on Thu Jun 14, 2018 12:54 pm, edited 6 times in total.
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Thrashia
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Postby Thrashia » Mon May 31, 2010 7:52 pm

Nice work and welcome back to the forums! Anagonia is a good player, so I am sure he will be a great start for you to get back into things.
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Anagonia
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Postby Anagonia » Mon May 31, 2010 7:53 pm

Khandosia wrote:
Anagonia wrote:
Khandosia wrote:
Anagonia wrote:Awesome Job.


Thank you! I'm looking for some rps at the moment as well. Any chance you know of any Anagonia? Speaking of which I recognize your name, but I don't think we ever rp'd together.


We can probably start one up if ya want. Diplomatic sounds fine. Don't think I remember you, who were you before?


My old nation was named "Khand," funnily enough. I just kinda watched from the outside on some of the FT rps back in the day. I was never big enough or well known to get into things. So I've decided to re-energize myself and really get into the mess of things! A diplo thread sounds good to me. I'll go about getting one set up and then TG you the link to it?


Sure! I don't have a FT factbook set up, mostly doing MT right now. I do remember you, never saw you post honestly. In any regard I will gladly do a diplo thread in either tech era.

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Khandosia
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Postby Khandosia » Mon May 31, 2010 9:10 pm

Anagonia wrote:Sure! I don't have a FT factbook set up, mostly doing MT right now. I do remember you, never saw you post honestly. In any regard I will gladly do a diplo thread in either tech era.


Is it possible I could wrangle you into doing FT? I don't mind that you don't have a factbook. It can just be for the rp.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Postby Khandosia » Mon May 31, 2010 10:47 pm

Anyone else have any suggestions?
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"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Morningstar Coalition
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Postby Morningstar Coalition » Mon May 31, 2010 10:49 pm

Khand welcome to the Great Galactic Stage! Hope you like dealing with Xenos, cause there's a lot more out here than back home. Difference being not all the Xenos out here will try to shoot you first.

Heh, more seriously, are you planning to play the Imperium of Man angle straight, and no mercy or treating with non-humans or those who refuse to bow to the Emperor?
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Khandosia
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Postby Khandosia » Mon May 31, 2010 11:02 pm

Morningstar Coalition wrote:Khand welcome to the Great Galactic Stage! Hope you like dealing with Xenos, cause there's a lot more out here than back home. Difference being not all the Xenos out here will try to shoot you first.

Heh, more seriously, are you planning to play the Imperium of Man angle straight, and no mercy or treating with non-humans or those who refuse to bow to the Emperor?


Well, my nation is basically a cut-off section of the Imperium of Man at the beginning of the 36th millenium of the WH40K timeline, due to the Age of Apostasy, which was a large civil war similar to the Horus Heresy in size in not nature. In the seven millenia thence my nation has survived and prospered and managed to stave off every incursion of Chaos warbands, Ork Waaaghs, and Eldar pirates. So naturally we are distrustful of most xenos that are not at least partly, or recognizably, human in nature.

Most of the ruling bodies within my nation will be in favor of making friendly relations with some xenos cultures that are obviously not human, though it will naturally create dissent from hardliners in the Ecclesiarchy that follow the Imperial Creed: Suffer not the Xenos to live.

Any xenos we run into at the moment will undoubtedly be treated with hostility and caution above all else. better to shoot what you don't understand than give it time to get you, in other words. Until any relations with said xenos can be proven to be profitable and peaceful in nature, that would be the norm, and even after such relations were fostered there would still be a strong faction of Imperials that would rather see the xenos dead than exchanging any kind of agreement or trade with them.

The spreading of the Cult of Terra, or veneration for the God-Emperor, will not be proselytized until after a firm foothold in the greater galaxy has been created by the regiments of the Imperial Guard and my Space Marine Chapter. The current Cardinal of Khand is a slippery fellow who would rather use small, insidious methods to slowly worm the cult of terra into the cultures around nation's home sector.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Anagonia
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Postby Anagonia » Mon May 31, 2010 11:52 pm

Khandosia wrote:
Anagonia wrote:Sure! I don't have a FT factbook set up, mostly doing MT right now. I do remember you, never saw you post honestly. In any regard I will gladly do a diplo thread in either tech era.


Is it possible I could wrangle you into doing FT? I don't mind that you don't have a factbook. It can just be for the rp.


Sure!

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Chronosia
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Postby Chronosia » Tue Jun 01, 2010 10:36 am

Epic. Finally; worthy prey :D
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"But the one guy who really scares the shit out of me, is Chronosia. That guy is so into Warhammer 40k Chaos, that I have no doubts that he could somehow summon a Bloodthirster of Khorne to appear through your computer screen. Seriously."- Thrashia"
"Banhammer is simply the galaxy's hygiene"

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Khandosia
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Postby Khandosia » Tue Jun 01, 2010 10:47 am

---
Last edited by Khandosia on Mon Mar 21, 2016 7:03 am, edited 2 times in total.
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"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Hornopolis
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Founded: Sep 26, 2009
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Postby Hornopolis » Tue Jun 01, 2010 10:50 am

Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.

Chron means no harm. He's just like that.
4/11/11

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Chronosia
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Postby Chronosia » Tue Jun 01, 2010 10:53 am

Hornopolis wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.

Chron means no harm. He's just like that.


On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption :D
Chronosia: Be patient, I'm old and crazy

"But the one guy who really scares the shit out of me, is Chronosia. That guy is so into Warhammer 40k Chaos, that I have no doubts that he could somehow summon a Bloodthirster of Khorne to appear through your computer screen. Seriously."- Thrashia"
"Banhammer is simply the galaxy's hygiene"

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Hornopolis
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Ex-Nation

Postby Hornopolis » Tue Jun 01, 2010 10:54 am

Chronosia wrote:
Hornopolis wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.

Chron means no harm. He's just like that.


On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption :D

Then, Khand is indeed fraked.
4/11/11

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Anagonia
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Founded: Dec 18, 2003
Inoffensive Centrist Democracy

Postby Anagonia » Tue Jun 01, 2010 11:01 am

Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.


He's mostly harmless. All you need to do is throw a cookie to him and he usually goes away. :3

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United Former America
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Posts: 247
Founded: Apr 29, 2010
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Postby United Former America » Tue Jun 01, 2010 11:34 am

Chronosia wrote:
Hornopolis wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.

Chron means no harm. He's just like that.


On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption :D

Very err...poetic...

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Morningstar Coalition
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Founded: Aug 23, 2009
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Postby Morningstar Coalition » Tue Jun 01, 2010 3:55 pm

Anagonia wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.


He's mostly harmless. All you need to do is throw a cookie to him and he usually goes away. :3


No... The proper diversionary tribute for Chron is a six-pack of virgins. Which is ironically the same tribute one would use to divert Mekanta.
FT: The Morningstar Coalition
Morningstar OOC Thread | Dossier of Embassies | The Morningstar Grand Conclave IC Thread/OOC Thread - The multi-faction ruling body of Morningstar meets here, | The Phoenix Initiative - Morningstar's bid for "immortality".
My sigged quotes got too long for Nationstates' signature limits, so now I'm collecting all future sig quotes HERE.

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Anagonia
Minister
 
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Founded: Dec 18, 2003
Inoffensive Centrist Democracy

Postby Anagonia » Tue Jun 01, 2010 4:35 pm

Morningstar Coalition wrote:
Anagonia wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.


He's mostly harmless. All you need to do is throw a cookie to him and he usually goes away. :3


No... The proper diversionary tribute for Chron is a six-pack of virgins. Which is ironically the same tribute one would use to divert Mekanta.


This is true. :geek:

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Khandosia
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Founded: May 30, 2010
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Postby Khandosia » Tue Jun 01, 2010 5:35 pm

Anagonia wrote:
Morningstar Coalition wrote:
Anagonia wrote:
Khandosia wrote:
Chronosia wrote:Epic. Finally; worthy prey :D


...frak.


He's mostly harmless. All you need to do is throw a cookie to him and he usually goes away. :3


No... The proper diversionary tribute for Chron is a six-pack of virgins. Which is ironically the same tribute one would use to divert Mekanta.


This is true. :geek:


So I just chain a bunch of sacrificial virgins out somewhere for him to come eat? Seems like a waste...
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Founded: May 30, 2010
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Postby Khandosia » Thu Jun 03, 2010 5:05 pm

Updated the Inquisition section!
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Founded: May 30, 2010
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Postby Khandosia » Tue Jun 22, 2010 1:11 am

Update! Added a few ships to the Naval Section and a few new vehicles, such as the BAMF Baneblade, to the Imperial Guard vehicle section. Also be sure to check out the technology specs sections that I added to the Naval Section as well.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Postby Khandosia » Sat Jun 26, 2010 7:51 am

Added specifics for the economy and extra explanations for the history section explaining how exactly my nation got from the Warhammer 40K universe to the NS universe. :D
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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Khandosia
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Postby Khandosia » Thu Jul 08, 2010 7:32 pm

Updated the section on the Adeptus Mechanicus.
My FT Factbook|Liber Sanguinary Aeternum| Return of the Lion


"On the contrary; this gentleman is my nemesis, my opposite number, the Holmes to my Moriarty, the blessed image of purity next to be defiled oozing corruption." - Chronosia

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