User:Doomhammer015/Sandbox2

Sector Magnatius
Sector Magnatius is located north of the Cadian Sector within the Segmentum Obscurus, making up the Westernmost fringe of the Imperium's reach before the Halo Stars. Sector Magnatius is divided into 5 Sub-Sectors and there are about 100 or so planets in its jurisdiction. Sector Magnatius is a cluster of star systems that are barely able to access the Astronomicon, making it the furthest extent of the Imperium's domain acknowledged by the High Lords of Terra. Not only is Sector Magnatius isolated from the Imperium by thousands of light years from the nearest sector, numerous Warp Storms are consistently erupting around the Sector, making warp travel to and from the Sector, as well as within, difficult and dangerous. In some instances, the sector has been plagued with such powerful and disruptive warp storms that it has been isolated for over a standard century. The reasons for these storms is unknown to this day but some Imperial Scholars believe they are heralding Chaos incursions and growing chaotic influence within the Sector.

Iberia
Most active and inspired Subsector, highly militarized and devout, focussed on expanding into the Halo stars; defeating renengades, traitors, and xenos. Has come into conflict with every other subsector within the Magnatius Sector and has drawn the ire of numerous Rogue Traders, though is considered in high regard by the Teuton Brotherhood, Sisters of the Righteous Lance, GVTC, and (insert barbaric Astartes Chapter here). Must defend from Steelblood Legion and Children of Barbarus incursions along with Rak'Gol raids. Numerous minor xenos raids as well.

Gaulica
Formerly a rich subsector, utterly devasted during the Nova Terra Interregnum when the subsectors of Iberia and Rhein launched punitive crusades with Astartes, Mechanicum, and Adeptus Sororitas elements. Now a weak, poorly populated, but highly devout people serving as vassals to either Subsector Iberia or the Astartes Chapter (insert here).

Rhein
Heavily populated subsector, very rich and influential. Constantly attempting to subjugate the Brugan Subsector. Competes with the King of Castilla for control of numerous Halo Star systems, proxy wars waged across numerous systems against both the Kingdom of Castilla and those who call the Halo Stars home. preyed upon by the Steelblood Legion, White Wolves, Crimson Skulls, and Rak'Gol.

Brugan
The Subsector known for its lawlessness and mercenaries. The warring Rogue Traders and planetary governors are a major cause of this. Constant invasion by the Rhein, renegades, traitors, and xenos of all sorts. Haven for pirates, raiders, and cultists, making Astartes, Inquisitorial, and Ecclesiastical raids the norm.

Ianthros
The Ianthros sub-sector is a region with numerous feral, barbaric, and civilized planets that are of little note. Only two planets of true note exist in the sub-sector; an Astartes homeworld named Eden, a mega-hive world named Tekar. Held together by the Imperial Guard regiments raised upon Tekar, the sub-sector would be a much poorer and far less unified compared to the Rhein and Iberia sub-sectors. Constant rebelling, civil wars, and uprisings are being waged throughout the sub-sector but few last for long due to the cruelty and oppressive nature of the Tekar leadership.

Sub-Sector Iberia
Sub-Sector Iberia is a cluster of systems located in the northernmost corner of the Magnatius Sector of the Segmentum Obscurus. This cluster contains 7 systems and a total of 25 planets, barren and inhabited. The Sub-Sector is ruled over by the King of Castilla, the Planetary Governor of the Capital Planet of Castilla located in the Hispania System. Because Sector Magnatius is isolated from the Imperium, each Sub-Sector is ruled over by the pre-existing empire that had been placated by the Imperium during the various points the Sector had been that target of Crusades. Having established the reigning dynasty during the Age of Apostasy, the King of Castilla is given free reign to rule however he seems fit as long as his tithes to the Imperium are paid in full. This has resulted in a unique culture within the Sub-Sector with the creation of numerous organizations that are inspired by the Imperium's own grandiose organizations. The Ecclesiarchy and Inquisition are also highly influential within the Sub-Sector, the Cardinal-Astra and Grandmaster, are permanent members of the King's Council, which is made up of 9 seats with the other heads of the organizations of the Sub-Sector.

Department of Munitions
Much like the Departmento Munitorum, the Department of Munitions is tasked with arming new Guard regiments and PDF, supplying and resupplying these units, and gathering the military tithes from each planet within the Kingdom of Castilla. The major difference from the wider Imperium's Departmento Munitorum is that the Department is not the organization raising new regiments, merely supplying them, making it an entirely logistical Department. It oversees the production and distribution of weapons, armor, munitions, food, fuel, vehicles, and all necessary supplies for the Imperial Guard and PDF forces of the Sub-Sector.

Adminstratum
The Administratum is the Kingdom's department meant to oversee the administration of the realm of Castilla. The Kingdom of Castilla is very feudal in nature and most planets are ruled over by a noble dynasty and must be kept in check by the Administratum, ensuring that all tithes are paid, populations grow, corruption is stamped out, and production remains at high levels of efficiency. It is also responsible for the book keeping of the Kingdom, ensuring all records are written down, catalogued, and stored safely for future usage. This is the largest and most important department of the Sub-Sector, for all other Departments must work with the Administratum to acquire the records or resources they need. This makes the head of the Administratum the most influential man other than the King within the Kingdom of Castilla.

Colonial Affairs
The Office of Colonial Affairs is a department that oversees the colonizations efforts of the Kingdom of Castilla as well as controling the administration, tithes, and raising of regiments upon vassal planets and systems both within and without Sector Magnatius. The leader of the offcie of Colonial Affairs is the Viceroy who answers to the King of Castilla alone and wields great power along the frontiers of the Kingdom and beyond. He works closely with Rogue Traders for military and economic support as well as information and the exchange of contacts. The Office of Colonial Affairs has also created close ties to the Ordo Xenos of the Magnata Order and has made use of Deathwatch Kill-Teams as well as providing information of these xenos, making a mutually beneficial relationship that has lasted for millennia.

Ecclesiarchy
The Ecclesiarchy is very powerful within the sub-sector and control the planet of Barkalon. From Barkalon, the Cardinal-Astra is the leading Ecclesiarchical representative within Sector-Magnatius and therefore, all Ecclesiarchy officials, planets, property, and arms are under his control. This means he is capable of calling upon the Sisters of Battle, Knights of Sanjago, and Shrine World PDF for aid. This power makes the Inquisitional Ordo Magnatius wary and both offices have come to blows in the past.

Inquisition
The Inquisition has taken a particular interest in sub-sector Iberia as well as Sector Magnatius as a whole. A Sector spanning Inquisitorial Order has been created to oversee and protect the sector from heretics, xenos, and chaos. This Order is known as the Ordo Magnata whose leader is called Grand Master. There are 3 branches of the Ordo and these mimic those of the overarching Inquisition of the Imperium; Hereticus, Malleus, and Xenos. Each of these orders maintains a number of Lord Inquisitors who answer directly to the Grand Master who is based upon the Fortress world of Gibralta. The Ordo Magnata can call upon the aid of the Rodelero Tercios, the Astartes of the Teuton Brotherhood, and their own Grey Knights, Stormtroopers, and fleets when the need arises. Every inhabited world within the sub-sector has a Lord Inquisitor stationed upon it so that heresy or xenos infiltration can be rooted out as soon as possible. The Inquisition is known to be extremely brutal and repressive within the sub-sector which have proven effective in quashing rebellions and heresy though it is rumored that these harsh tactics are the very cause of such dissent.

Royal Army Corps
The Royal Army Corps is responsible for the raising, training, and commanding of the Rodelero Tercios raised within the Sub-Sector. Any man or office that wishes to make use of the Imperial Guard forces within the sub-sector must convince the Lord Commander in anyway possible. This can be through gifts, threats, favors, and many other political tools. Though, the Inquisition and Ecclesiarchy have strong ties to the regiments raised in the sub-sector and their requests to make use of these soldiers are rarely declined.

Department of the Armada
The Department of the Armada is responsible for maintaining Battlefleet Iberia. This department is given control of all shipwrights, shipyards, and defense platforms of the sub-sector as well as controlling the navy and all associated personnel. This department is quite powerful and for any other office to make use of the fleets of the sub-sector, gifts and favors must be granted to the High Admiral.

Castilla - Hive World - Capital
Castilla is the seat of power for the Kings of Castilla. It is a Mega Hive World with a population hundreds of billions in number. Its manufactories capable of competing with industrial worlds and its Guard Regiments seeming numberless. Castilla is jewel of the Iberia Sub-Sector and is the home to the majority of the Organizations that keep the realm from falling apart. It was one a planet of numerous continents and vast oceans but its ecosystems have been destroyed and the oceans evaporated, now it is but a single vast Hive encompassing the planet, similar to Terra.

Neapol - Forge World
Neapol is the sole Forge World of the Sub-Sector of Iberia and is the second most important world after Castilla. Neapol is completely dedicated to arming the forces of the Sub-Sector, both naval and ground forces. This has resulted in not only a vast contingent of Tech-Guard on the planet but numerous Tercian Regiments supplementing the already formidable defenses of the world due to its strategic importance. Without the world of Neapol, the Sub-Sector would lose some 35% of its production capacity and would be unable to build the powerful warmachines that support its armed forces.

Barkalon - Shrine World
Barkalon is a Shrine World dedicated to Saint Kristopher Columbiano. This planet is the home to the Castillan Inquisition and the Knights of Sanjago. This planet is deemed to be the third most important world within the Sub-Sector, for it is the center of the religious devotion within the realm. The Sisters of Battle of the Order of the Righteous Lance have been founded on Barkalon soon after it had been designated a Shrine World and pose a direct challenge to the Castillan Inquisition and the Knights of Sanjago, there have been numerous occasions where the Ecclesiarchy and the Castillan Inquisiton have come to blows over the dominance of Barkalon.

Gibralta - Fortress World
Gibralta is the sole Fortress World of the Sub-Sector and is the first line of defense against incursions from the Halo Stars just as Cadia is to the Eye of Terror. The System of Cadiz, wherein Gibralta is located, is the only known system that leads directly to and from the Halo Stars into the realm of Iberia. Gibralta is the only inhabited planet within the system and is home to the major naval station within the region, making it the 3rd most heavily defended system of the realm after Castilla and Neapol. The majority of Battlefleet Iberia are stationed above Gibralta to see off any potential invaders or raiders from the Halo Stars, xenos and traitor alike.

Sub-Sector Ianthros
Ianthros is a sub-sector that holds 19 planets within the 5 systems. Ianthros is a sub-sector that has little in way of administration besides that of the rule of the warlords of Ianthros. Romania, the mega-hive world of the Raventa system, is a world of hundreds of billions that is the only major human settled world within the sub-sector. Ianthros is the northwestern most of the sub-sectors and borders the Halo Stars, constantly being raided by Orks, Raesiks, Traitors, Rak'Gol, Tijati, and the Sicaria Necron Dynasty. A sub-sector of constant war, the people within are hardy, proud, and unyielding.

Administration
Ianthros is ruled over by the warlords who owe allegiance to the Caesarian Dynasty of the mega-hive world of Romania. A feudalistic society, the Ianthros sub-sector is a fractured state that is constantly warring with itself and under siege by xenos and traitors as well.

Caesarian Dynasty
The Caesarian Dynasty is the defacto ruling faction of the Ianthros. No warlord within the sub-sector that rival the power of Romania and therefore the Caesarian Dynasty's word is law. The Maniples that march from Romania are numerous and well armed but are spread thin throughout the sub-sector and if the various warlords unite, then they can rival the power of Romania and therefore the Caesarian dynasty ensures that they rule through fear and cruelty. They rely on loyal sons and captains to lead their armies to collect tithes and bring unruly warlords to heel.

Warlords of Ianthros
The warlords of Ianthros are the various planetary governors of the sub-sector that rule their respective planets with the power of their mercenaries and levy armies. They are rulers that owe their allegiance to Romania but are unruly and always attempt to unshackle themselves to the capital. Xenos and traitor invasions are times of tested loyalty and on many occasions, warlords betray their fealty to Romania and end up fighting for freedom or joining forces with the enemies of the Imperium to gain power and influence for themselves. The major reason few ever do fight for the xenos or traitors is because of the Astartes Homeworld within the system and so most fight to free themselves of Romania. They will wage war amongst one another just as often as with Romania and therefore few alliances will ever be forged but there are periods wherein such alliances are formed and can rival the power of Romania.

Romanian Maniples
Romanian Maniples are the major Imperial Guard presence within the sub-sector and are completely loyal to Romania and the Caesarian Dynasty that rules from their home planet. These soldiers serve as the police, PDF, and Imperial Guard regiments of Romania and are the troops that are used to keep the sub-sector of Ianthros under the yoke of Caesarian rule. These are mostly infantry regiments with numerous mechanized units and a handful of armored variants. These troops are trained and equipped similar in effectiveness as Cadian Regiments but are more brutal and merciless when dealing with human enemies than their Cadian counterparts. Making use of mostly autoguns, combat shotguns, and flamers, the troopers are a brutal brunt instrument thrown into the thick of fighting and expected to come out on top of a pile of corpses victorious.

Planets of Importance
Romania

Eden

Caironia

Systems
Raventa

Tytos
The Rogue Trader Dynasty of Tytos is a highly militarized and piratical house originating from the time of the Great Crusade. Ecthelion Tytos was a charismatic and ambitious man in service to the Emperor of Mankind as a captain of a battleship which originated from the shipyards of Saturn. Ecthelion Tytos had, in fact, met the Emperor of mankind in person before the Great Crusade had left the Sol System wherein the Emperor would see the potential in this man for something more than a simple soldier. Ecthelion was offered the role of a Rogue Trader and immediately accepted this great honor, setting out with one of the earliest expeditions from the Sol System and into the wider galaxy. House Tytos, like all other Rogue Trader Dynasties that were founded during this time, was small and needed to amass both wealth and power. Ecthelion led his family alongside the various Imperial expeditionary fleets; fighting, raiding, and looting from various human and xenos civilizations. This set the Tytos family onto a course that would be rarely be delineated from. Throughout the millennia, house Tytos has amassed vast amounts of power as military dictatorships over conquered territories, acting as mercenaries for xenos, Imperial, and non-Imperial buyers, as well as engaging in piracy and the selling of black market goods which have been either produced or stolen by the family.

Heraldry
The Tytos House Sigil is that of a Bright Red Eagle against a midnight blue sky atop a bone white skull. Originally the sigil was merely the eagle and midnight blue background but with the ascension of Pirate King Grimwald Tytos, he added the skull to the house sigil. It is now a symbol that many fear along the frontier of the Imperium.

Military
House Tytos maintains a very powerful army and navy. Due to their major areas of operation being in the Segmentum Obscurus and the Halo Stars, House Tytos understood that many worlds, systems, and sectors would require mercenary armies to fight against their enemies and therefore makes a large portion of its profits from acting as mercenaries and preying on the weak as pirates. However, these armies are also used to ensure that the planets the family have subjugated remain in check, using brutal and terrifying tactics to subdue any perceived threat of rebellion.

Armies
The armies of the Dynasty are organized very much in the same manner as the Imperial Army would have been organized during the Great Crusade, although on a much smaller scale, meaning that the armies are directly attached to the various fleets of the Dynasty. Their armies are renowned for their effectiveness but also for their brutality, being warriors who show no mercy once unleashed into battle. Despite their fierce reputation, the soldiers of House Tytos are of high discipline and maintain very strict organization.

Marines
Tytos maintains a military branch of marines that are drawn up from the various planets that the Dynasty has subjugated, made treaties with, or have hired. These soldiers are the bulk of the Dynasty's armed forces and are meant to be an all purpose unit. They are trained for both naval boarding actions and planetary defense and attack. These Marines, known as Death's Heads, are terrifying foes to stand against because they are well trained and fairly well equipped soldiers who are forced to undergo brutal training regimes and whose only respite is the field of battle, wherein they unleash all their rage and bloodlust upon their victims. Being organized into Companies (1,200 men per company) and the number of companies that a fleet will possess entirely depends upon the number and class of ships. The organizational breakdown of marines is as follows: Company (1,200), Battalion (300), and Platoon (30). These men are expert warriors when it comes to boarding actions, both repelling and assaulting, and are therefore rightly feared by enemy captains and admirals. Their thick carapace armor allows for much needed protection in the tight spaces of ships and allows for them to close with their enemies where they excel.

The Tytos Dynasty has its own Department of Weapons and Armor which is responsible for the arming the soldiers of the House and therefore have standardized weapons, ammunition, and uniforms for the marines. The marines of the Dynasty are given an RFT (Rapid Fire Titan) Mark III (an autogun unique to the Tytos Dynasty), 6 magazines (45 rounds each), a bearded boarding axe, combat knife/bayonet, shovel, backpack, gas mask and rebreather (painted bone white and in the shape of human skulls), thick black carapace armor (chest, shoulders, thighs, and arms), midnight blue uniforms with a crimson lace trim, black boots and gloves, black plasteel helmet (capable of being sealed when the gas mask and rebreather are attached), frak grenade, and 2 weeks of rations.

However, the rank of file of the Household are granted far more "privileges" than that of their Astra Militarum cousins in the Imperium. Death's Heads are given leave to loot the battlefields they fight on and the halls of ships they capture. This allows for these men to both acquire wealth through the misfortune of others but also to gather exotic and better equipment than the standard gear they are issued. The household has taken this into account and therefore do not allow for any other weapon besides the RFT Mark III to be issued as the primary weapon for these men because many veterans will be wielding xenos or advanced Imperial weaponry from the various campaigns and raids they have carried out. This means that the soldiers of the household have far greater motivation to join the fray than most soldiers because they know that the more they kill, the more loot they can keep.

Marines are recruited from adolescent males ranging in age from 16 - 21. Each marine will undergo a year long training regime and after that training is complete, they will serve in the armed forces of the Household for 15 years. The pay is abysmal but is made up for with the ability to acquire loot from every battle. Most veterans who retire end up settling down as well of men, able to buy a small estate on a planet and live out the rest of his days as a relatively wealthy man who will undoubted send his own sons into the marines to follow in his footsteps.

Elite Infantry
House Tytos maintains numerous kinds of Elite Infantry and most are variations of the Marines who have been specialized for certain kinds of warfare.

The Grenadiers are a unit directly inspired by the Stormtroopers of the Imperial Guard and are the biggest and strongest men of the marines. The Grenadiers are given even heavier carapace armor than the average trooper which covers the majority of their body and are given heavier weapons as well. Grenadiers are given 4 weapon choices to take into battle instead of the RFT Mark III; the SLDI (Self Loading Direct Impact) Mark VI grenade launcher, the LBSS (Long Barrell Slug Shooter) Mark II Shotgun, a light machine gun, or a heavy flamethrower. Grenadiers specialized for close quarters fighting and perform well in urban, naval, and trench warfare. These men are organized into units of 150, called Grenadier Battalions, and are normally attached to standard companies of marines.

Jaegers are a relatively new class of soldier in the Dynasty's arsenal and came about after the House of Tytos lost multiple wars due to their enemy's ability to outshoot them at a distance and pick apart their forces from range. Jaegers some of the best marksmen within the ranks of the Household army and are tasked with single man recon and carrying out long range assassinations as well as targeting enemy leaders on the battlefield. After trade had been established with the Dark Forge World of Thessalonika, Galvanic Rifles and the Plasma-Galv Rifles began to be purchased by the Dynasty in bulk and given to the marines with the highest marksman scores who were then promoted to Jaegars. Jaegars do not make up their own units but rather are attached to platoons, usually 1 Jaeger per platoon. However, per Company there is usually a Platoon of 30 Jaegars who are meant to skirmish with enemies or launch punitive long range raids.

Housecarls are House Tytos' oldest elite formation and are soldiers entirely dedicated to boarding actions. House Tytos saw firsthand the effectiveness of Mark III Power Armor and the dedicated boarding teams of Astartes, therefore they decided to create their own mortal version of such warriors and equipment. These men are armored in low-quality power armor with thick frontal plating named Mark II Titan Power Armor and given boarding shields. Their duty is to lead boarding actions, breaking through heavily defended choke points and clearing the way to vital sections of vessels. These men are armed with the SBSS (Short Barrel Slug Shooter) Mark I Shotgun, plasma guns, flamers, or chainswords and bolt pistols (discarding the boarding shield). Housecarls are the favored soldiers of the Dynasty and act as the personal guard to the Patriarch and his household as well as this elite boarding formation. The men who make up this formation come from the House itself or nobility of the various planets that swear fealty or have been subjugated by the Dynasty. They are no match for Astartes but are more than a match for most mortals.

The Kill-Team is a squad of men who have been trained for decapitation strikes against enemy leaders, both on and off the battlefield. These are made up of men from the various Elite formations wherein they will make a Kill-Team from the cream of the crop from this already elite group. They will have the close range expertise of Housecarls, the heavy weapon support from the grenadiers, and the long range abilities of the Jaegers.

Administration
The Tytos Dynasty has a vast swathe of territory under its authority, either by treaty or direct rule, and therefore requires a large administrative apparatus to oversee it. It has multiple departments, similar to that of the Imperium, to oversee the various aspects of the Household's assets and holdings.

The Department of War
The Department of War handles the raising, training, and arming of the Household's armies. This means that it oversees the production of weapons, armor, equipment, and foodstuffs required for the armed forces as well as overseeing the reinforcement, rearming, and logistical needs of the various armed forces of the Household. This department is the major military logistics organization that ensures the armies and fleets of the Household are well manned, well armed, and fully supplied.

The Department of the Navy
The Department of the Navy is tasked with the building and maintenance of the Navy of the Tytos Dynasty. This means that the Department is tasked with running the various shipyards, shipwrights, docks, and military installations within the void.

The Department of Trade and Commerce
Despite being mostly renowned for their ability to wage war, House Tytos has quite the trade network. The Department of Trade and Commerce is tasked with the maintenance of the Dynasty's trade fleets, warehouses, and its resource gathering and production on its various planets and holdings. Due to many of the worlds that the family holds being long lost human colonies with limited technological development, most of the resources produced by the household are agriculturally based, however, this does not mean it is all foodstuff. Despite a significant portion being food to both feed the people and armies as well as to trade, a large portion of the goods grown and harvested are building materials like trees and also numerous plants that can be turned into drugs. The foodstuff and lumber is in high demand along the borders of the Imperium but drugs are in much greater demand, especially by pirates, xenos, and Imperial planets of all categories.

The Department of Law and Order
This Department is the equivalent of the Adeptus Administorum, Adeptus Arbites and Planetary Defense Forces combined into one organization. Every planetary governor is an agent of the Department of Law and Order and the men assigned to his command are also agents of this Department. Upon every planet, the Planetary Governor has a leading advisor from the Departments of War, Navy, and Trade and Commerce who will both advise him on the state of the planet but also ensure that the demands of their respective departments are met. There are five kinds of agents of this department; Planetary Governors, Regional Administrators, Infiltrators, Militia, and clerks of all kinds.

The Department of Colonial Affairs
This department is the most autonomous and powerful department in the furthest reaches of the Milky Way Galaxy. The Department of Colonial Affairs is tasked with the subjugation, a.......

Palatina Guard
The Palatina Guard are Imperial Guard Regiments that are noted for their brutality and sheer lack of empathy or mercy whatsoever. Palatina Guardsmen hail from the planet of Romania, acting as the planet's Arbites, PDF, and Imperial Guard tithe. The standard troopers within the Palatina Guard are referred to as Limitanei whereas the Stormtroopers are called Comitatenses. Large numbers of Limitanei will be deployed with special units of Comitatenses held in reserve or deployed on vital missions. Deployed and used as mostly offensive infantry, the Palatina Guard are very effective on the attack when supported by artillery and armored elements. They show particular effectiveness in attacking and sweeping through urban environments, tunnel fighting, and combating hordes. Their spartan-like features are also noteworthy when in contrast to regiments like the Rodelero Tercios and the Hasian Cuirassiers. The Palatina Guard usually deploy in a spread out formation, fighting by squads, but when confronted in an open field or fighting hordes, the Guard will form up into firing lines, hold their position, and fire upon the enemy until either their own lines break or the enemy's. Both allies and enemies have noted the sheer bravery and stubbornness of these guardsmen which also makes them effective on the defense. The Palatina Guard can be classified as Mechanized infantry for the majority of their troops are carried into battle by Chimera transports. The Palatina Guard are also known for their high numbers of Commissars and sanctioned psykers, making moral a problem that few commanders have to worry about and the psychic powers of the psykers allows for devastating strikes against enemies that would have otherwise been impervious to the weapons of the Guard. Their major fault is the very strict command structure. The Palatina Guard have, on more than one occasion, complied with suicidal orders or held ground to the last man that any logical officer would have pulled back from. When contact with command is lost, officers and the regiments of Palatina Guard will prosecute the last known command from their commanding officers until otherwise told. Crippling decapitation strikes are brutally effective against these regiments but this discipline and complete and utter devotion to the command structure and the following orders makes these Guardsmen highly sought after by Imperial Commanders.

Combat Doctrine
The Palatina Guard are an offensive specialist regiment type. This means that the Palatina Guardsmen must make use of numerous mechanized and artillery supporting elements. This will mean that when deployed into combat zones, the Palatina Guard regiments will be mixed in that numerous infantry regiments will be deployed alongside artillery, mechanized, and armored regiments for support. This combined arms approach is permitted by the Departmento Munitorum because the regiments are still separate entities and only combine during combat. The usage of super heavy armor such as baneblades and shadowswords are particularly favored by the Palatina Guard along with the extensive use of both the Chimera transports and Basilisk guns. The standard Palatina Guard deployment will consist of superheavy tanks in the center supported by numerous infantry regiments, mechanized infantry along the flanks, and various artillery batteries in the rear. However, this is only possible when there is a significant amount of time and space to allow such a deployment and such resources are at hand. In most cases, the Palatina Guard will have to make due with minimal heavy armor support and will deploy numerous infantry regiments with Chimera support and occasionally have artillery regiments providing supporting fire. The Palatina Guard are experts in close quarters combat, making combat shotguns and flamers a common sight amongst the Palatina Guard. However they suffer greatly from enemies with a particular adeptness at long range and skirmishing capabilities. This makes the Palatina Guard very effective in urban and tunnel combat.

Homeworld
Romania is a mega-hive world wherein the hive cities encompass the vast majority of the planet's surface. Populated with hundreds of billions of human souls, the planet is a vast complex of towering cities, sleepless manufactorums, filled with beautiful and artistically filled upper spires and cramped, impoverished, and squalor filled lower and under hives, and is host to a vast trading fleet and innumerable Imperial Guardsmen. The planet of Romania is ruled over by the planetary governor whose title is Legatus and is the patriarch of the Caesarian Dynastic line. Numerous noble families hold great influence in the upper hives of the planet's various hive cities but none can rival the power of the Caesaria family. The Legatus holds ultimate and complete authority over Romania and his word is law. The Imperial Guard regiments raised upon the planet are completely loyal to him and him alone. These regiments, the Palatina Guard, are raised from the middle classes of the planet's hives and are used as the police and defense forces of the planet as well as to serve as the Imperial Guard tithes to the Imperium as a whole. The planet is known for its numerous underhive uprisings that are savagely suppressed by the Palatina Guard. The planet is also known for its large trading fleets that trade within the whole of the Magnatius Sector. The various royal families control trade fleets of their own but by far the largest is under the personal command of the Caesarian Legatus himself and these trade fleets will commonly have Imperial Navy and Palatina Guard elements attached to them to defend these vital vessels. The planet is known for its extensive production in weapons and armor but also the exquisite luxury goods and art which are readily bought by traders all around the sector in exchange for foodstuffs, ores, and other natural resources that Romania lacks.

Organization
Palatina Guard regiments are called Maniples, similar to that of the Tech-Guard of the Mechanicum's Forge Worlds. Each Maniple is commanded by a Praefector, who comes from the highest ranking noble families of Romania. Praefectors are the highest ranking officers of the Palatina Guard, they are equivalent to the Cadian Colonel, and hold ultimate authority over their Maniple. Like the Colonel, the Praefectors have very few superiors and will only answer to such men during campaigns and are ordered to serve under their authority. Praefectors command from their 1st Cohort, which consists of entirely Comitatenses, special and heavy weapon users, and his command staff. Command Staff usually include his: Principus (second in command), Centurion (1st Cohort Captain, equivalent to the Company Commander), Standard Bearer, Eagle Bearer, Vox-Caster, sanctioned psyker, along with other necessary command staff.

Under the Praefector are the Centurions, the commanders of the various Cohorts within the Maniple. The Palatina Guard has no set number of Cohorts per Maniple due to the constant attrition that the various Maniples suffer daily on the various front they are deployed on. However, each cohort numbers anywhere from 300 to 600 men strong when combat effective and are divided into Platoons of 100 men, so a combat effective Cohort will have anywhere from 3 to 6 Platoons. Centurions will have their own command staff similar to that of the Praefector and will lead from their Command Platoon. Usually, Company Commanders will take a pragmatic role in commanding their company/cohort, but the Centurions of Romania do not. They only act and command their troops at the behest of the Praefector, and if communication is cut off form their Praefector, the Centurion will prosecute his last known command until either communication is reestablished with the Praefector or there is confirmation that the Praefector has fallen and command has been taken by the next in line.

Platoons are led by a Triarius and, like the Praefector and Centurion, he leads from his command squad. Each platoon consists of 10 squads of 10 men. Each squad will led by a Sergeant and will mostly have Chimera's attached to them for transport.

Every Cohort will also have at least one Commissar attached to it, however there are normally more, and Commissars can be found anywhere in the Cohort's ranks, ensuring the all Palatina Guardsmen, from the Centurion to the standard trooper, are completely loyal and obey all commands. The fact that so many commissars are attached to the Palatina Guard are not because of lack of bravery or ability but because Romania is host to a Commissariat Training Academy and the close connections between the Maniples and the Commissariat are highly valued. Some believe that it's because of this high number of Commissars that the Palatina Guard Maniples are so strict about their hierarchy and command structure. Compared to most other regiments, the troopers of the Palatina Guard have a significantly lower battlefield execution rate which goes to show the standard of discipline and bravery of the Palatina Guard. Some have also noted that because of this high number of Commissars, the Palatina Guard are allowed more sanctioned psykers in battle than what is standard for the Commissars are ever watchful and observant for any hints of corruption in the psykers and their high numbers allow for multiple psykers to be deployed.

Wargear
The Standard Palatina Guardsmen is fairly well equipped by Imperial Guardsmen standards. Like most regiments, the lasgun is the standard weapon of the Palatina Guardsmen, but these weapons are handcrafted on Romania by skilled craftsmen and are treasured by the troopers of the Palatina Guard. They also sport the iconic Lorica carapace plate over their white tunic trimmed with crimson.

Pila Lasrifle - The Pila Lasrifle is the standard issued weapon of the Palatina Guard. These lasguns are handcrafted rifles that are exquisite in their design due to their sturdy wooden frame and sleek nature. These rifles are treasured by the Palatina Guardsmen, passed down the generations as treasured relics of families that have a long lineage of service in the Palatina Guard. These weapons are finely crafted and make use of an archeo-tech charge back that allows for double the standard charge for lasgun charge packs. This discovery early in the Imperial history allowed for the craftsmen of Romania to develop the Pila Lasrifle to fire las-bolts that are more powerful than standard lasguns with the same amount of shots per charge pack. The Pila Lasrifle allows for automatic and semi-automatic fire.

5 Charge Packs

Laspistol

2 Laspistol Charge Packs

2 Frag Grenades

2 Krak Grenades

Gladius Combat Knife - The Gladius Combat Knife is a double edged blade that is about 12 inches in length. It is used both as a single handed weapon or can be mounted as a long and thick bayonet. The Gladius is very durable and capable of enduring high amounts of strain before becoming damaged. It is both a weapon and a tool for the Palatina Guardsman and is sheathed at the hip at all times and during camp, many guardsmen can be found sharpening, polishing, or using these blades for various tasks.

Lorica Pattern Helmet - The Lorica Pattern Helmet is a design unique to the Palatina Guard. The Lorica Helmet is manufactured in Romania's vast manufactora districts and is of flak material meant to protect the wearer's head from concussive blows and indirect ballistic hits. Made for a snug fit, the Lorica Helmet is silver in appearance and can be fully enclosed when the standard issue gas mask is incorporated. It appears similar to the Cadian Pattern from the front but from the rear one will notice a skirt like piece of the helmet protruding out, so as to protect the neck from downward strikes.

Lorica Carapace Armor

Palatina Guard Uniform

Gas Mask

Micro-Bead

Poor Weather Gear

Rucksack

Basic Tool Kit

Basic Survival Kit

Mess Kit and Canteen

Two Weeks' Rations

Sleeping Bag and Blanket

Rechargeable Lamp Pack

Grooming Kit

Dog Tags

Imperial Infantryman's Uplifting Primer

Overview
The Rodelero Tercios are Imperial Guardsmen hailing from the planet of Castilla within the Iberian Sub-Sector of the Segmentum Obscurus. The Rodelero Tercios make up the bulk of the King of Castilla's tithe to the Imperium's warmachine, their brutal and merciless nature thriving in the eternal war that engulfs the Imperium. The Rodeleros are act as PDF troops for the planets within the Iberia Sub-Sector as well as forming Imperial Guard Regiments. These soldiers are highly devout warriors to the God-Emperor and will do all in their power to destroy all heretics, real and presumed. The Rodeleros of Castilla are known for three things, their piety, their mercilessness, and their fanciful dress. Appearing archaic in their armament, the Rodelero Tercios are, in fact, very effective due to their discipline and drill. Due to being mostly deployed along the Western Frontier of the Imperium, the Tercios of Castilla are battle-hardened and brave soldiers who have fought against foes of all kinds. They are highly effective as infantry and the usage of artillery support, making siege and infantry regiments the most common, though armored and mechanized units are also deployed.

Regimental Culture
The men that make up the rank and file of the Tercios are zealous and disciplined. The Rodeleros are considered to be merciless zealots by some but those who have served beside these troops understand that it is not fanatical zeal that drives them alone but pride, discipline, and some greed. Many of the volunteers who have become Rodeleros were poor men who wanted to escape their poverty and decided to join the Imperial Guard. Many of these volunteers were highly pious men but mostly joined because of their desperation. After the year of training and many more years of drill, combat, and indoctrination, Rodeleros have become a unique kind of soldier.

Many Rodeleros are grizzled men, hardened by years of drill, labor, and combat and this makes them quite proud of themselves, the Imperial Guard, and the Kingdom of Castilla. However, many are also very much looking out for themselves, the greed and self-interest that motivated their decision to join the Tercio ranks becoming more pronounced as their time in the Guard progresses. This results in large amounts of looting after battles that the Rodelero Tercios participate in and many heretic and xenos weapons and artifacts will be sold to representatives of the Department of Munitions attached to Tercios or located on planets they are based upon. A large underground "Black Market" exists within the military but is tolerated by the Royalty of Castilla because they believe their men should be able to profit from the battles they participate in. This makes it so that Rodeleros are very loyal to the Kingdom of Castilla and only very rarely have any Tercios become traitor throughout the millennia. However, this greed also results in large amounts of theft, cheating, and lying when the Rodeleros are stationed with other regiments and is the cause for many disputes that arise between Rodeleros and other Guardsmen.

Rodeleros are also known for being very crude, vulgar, and playful with one another but with foreigners they are very serious and arrogant. Before battles, the Rodeleros can be seen gambling, smoking, and competing in various activities when not drilling, praying, or laboring. However, this is solely within the Rodelero ranks and with any other regiments or organizations they maintain aloof, arrogant, and self important attitudes towards them. They also maintain very neat and proper dress, ensuring their uniforms are in pristine condition. Beards and mustaches are very popular within the Tercio ranks and few men will ever been seen not sporting either one or both. A tight brotherly bond is created because of their unique customs and also because the Rodeleros serve the Kingdom of Castilla for life. Soldiers will fight alongside one another for their entire lives until they are either killed in action or become to old to serve in the frontlines. This brotherhood, arrogance, zeal, greed, and pride all combine to create a unique culture amongst the Rodeleros and makes them highly effective when fighting with other Rodeleros but is very controversial when fighting alongside other Imperial Forces. Brawls, murders, and small scale skirmishes are common when the Rodeleros are ordered to work and fight with other regiments. Though considered to be very effective soldiers, their reputation as zealots, thieves, crude, and arrogant bastards makes it so that they are not often deployed outside of the Kingdom of Castilla.

Combat Doctrine
Rodeleros are effective close quarters soldiers, excelling in trench, urban, and siege warfare but also capable in forested and jungle regions, though artillery and vehicular support is limited in these environments. Mountainous and mobile warfare are a struggle for these soldiers to fight because of their lack of mobile support and skirmishers. Static battles are their expertise and when given a chance to dig in and fortify, the Rodeleros are very difficult to dislodge.

The infantry of the Rodelero Tercios are classified as heavy infantry, due to their thick carapace plate armor and numerous heavy and special weapons teams. They also are effective in melee, their built in bayonets and shortswords allowing for them to hold off infantry defensively or overwhelm enemy positions. However, these men stand little chance against melee experts such as Orks, Astartes, or Necrons and their melee ability is wasted against hordes such as the Tyrannids, again Orks, and fanatical humans. Though, in regards to hordes, their artillery support is able to tear such foes apart, greatly reducing their numbers before the Rodelero Infantry even engage.

These soldiers rely on overwhelming artillery bombardments in the opening moments of battle to whittle down their enemies, both on the defense and attack. If on the defense, the artillery will fire all throughout the battle, until ammunition or enemies are exhausted. The infantry will take up defensive positions along fortifications or trenches, or if on the open field they will form blocks of infantry and hold for as long as they can. When on the attack, the artillery will continually batter the enemy's frontline until the infantry engage them, and so the artillery will then adjust and then open fire upon the enemy's rear while the infantry lay down saturating fire and charge enemy positions with reckless abandon. Few Commissars ever need to be seconded to the Tercios for the Chaplains and officers of the units along with their own piety and training already drive the soldiers onward even if they are commanded to march on the gates of hell itself. These men, though not as skilled as the Cadians, are proud, effective, and utterly loyal soldiers, more than willing to give their lives for the God-Emperor and his Imperium.

Homeworld
The Rodelero Tercios originated from Castilla during the age of Strife where the Magnatius Empire had levied troops from all planets within the Magna Cluster. The Rodelero soldiers were considered one of the elite troops of the Empire and fought in every single engagement against Imperial forces, most fighting till the last man. By the time the Magnatius Empire fell, the Imperium had noted the bravery and effective fighting ability of the Castilla natives and the planet was allowed to join the Imperium without much change and ever since, Castilla has been raising Rodelero Tercios for the Imperium of Man.

Castilla is a Mega-Hive world, the hive cities spanning across the entirety of the planet with hundreds of billions of inhabitants living upon it. It used to be that Rodelero Tercios were only raised upon Castilla but ever since the Royal Family subjugated the Iberia Sub-Sector, the Rodelero Tercios are raised from every inhabited planet of Iberia. The officers of the Tercios hail from the noble families of the various planets and the line infantry are from all walks of life. The very pious, repressive, and hard lives that the citizens of the Sub-Sector live in makes it so there is never a lack of manpower for many join to escape the everyday hell of their private lives but many more join because they truly believe it is their duty to serve the Emperor of mankind by laying their lives down for the God of Man. Only men are allowed to join the Tercios, for the mixing of men and women is considered to be too scandalous and threatening for the purity of the soldiers, for soldiers take vows of chastity and devote the rest of their lives to the Emperor of Man and are never allowed to leave the Imperial Guard until death takes them. To serve the Imperial Guard is to serve for life, either as a soldier or if too old, as a clerk and support personnel.

Castilla itself is almost as religiously important as the Shrine World of Barkalon and therefore the people of the planet are of a highly pious nature. Though Tercios are raised across the Sub-Sector, it is from Castilla that the best warriors are raised and the Castillan Tercios have proven to be the most effective in battle. The other planets' Tercios are of varied ability and none can match the Jewel of Iberia's stock. The Tercios raised from Castilla are demarcated with the "Royal" prefix, for example, the 75th 'Royal' Rodelero Infantry Tercio. The Castillano Tercios are numbered separately from the Tercios raised from other planets and so there is both the 75th Rodelero Infantry Tercio and the 75th 'Royal' Rodelero Infantry Tercio.

Recruitment
The planets within the realm of the Kingdom of Castilla are each ruled by a noble family or families and must provide levies to the Royal Army, this taking the form of Rodelero Tercios. Fortresses and noble palaces double as recruitment offices, all volunteers signing up with recruitment officers. There are never a lack of volunteers upon Castilla itself but other planet populations are less enthusiastic about joining the Royal Army and conscription and press ganging are common practice by the various ruling noble dynasties to ensure they make their full contribution to their tithes. The men making up the soldiery of the Rodelero Tercios can range from the noblest of stock to street urchins, all men can and must serve. Though the way in which men are coerced to join the ranks of the Tercios, the training regime is exactly the same on each planet because these are organized by the Royal Army Corps and not the Noble Families of each planet.

Recruits are trained for 12 months, undergoing extensive physical training, being given minor tactical knowledge, are given marksman and melee training, have discipline drilled into them, are made to attend ecclesiastical services and to study the Imperial Creed, and they are drilled every; day morning and night. Their diets are nutrient rich, though, lacking in flavor and quantity. They are allowed 6 hours of sleep a day and are given a maximum of 3 hours for leisure, which many use as time to sleep, write, or pray. This makes it so that the remaining 15 hours are either physical training, mental exercises, drill, or group prayer/religious study. Every Rodelero must become proficient marksmen with their Lasrifle and pass various melee courses; using knives, bayonets, sword and buckler, and bare hands. By the end of their 12 months of training, the mostly weak and poorly nourished men that entered as recruits leave as strong, well trained, disciplined, and extremely pious troopers.

After their training, most 'green' Rodeleros are stationed along the frontier worlds; erecting forts, digging trenches, drilling, praying, and always being prepared for combat. Most 'green' Tercios will be deployed to fight against colonial uprisings and to deal with minor xenos or traitor threats so that they can become battle hardened in these minor conflicts with little risk of the Kingdom suffering due to their lack of experience. It could be argued that the following 2 or 3 years after the official training period, the Rodeleros are still technically training for they are the majority of the labor along the frontiers and they are under much heavier scrutiny and drilled much more harshly than the older and more experienced Tercios.

Organization
The Rodeleros of Castilla are organized into Tercios, which are the equivalent of Regiments. Every Tercio consists of 3,000 infantry along with whatever support personnel are required. These are further divided into 10 sub-units called Companias which consist of 300 men each. A Tercio is commanded by a Colonel and each Compania is commanded by a Captain. Tercios have a command staff consisting of a Major, Quartermaster, Drummer, Vox-Officer, Chaplain, Doctor, Standard Bearer, and four Reiter bodyguards. Each Company has a command staff of a Sergeant-Major, Chaplain, Medic, Company Standard Bearer, and a vox-officer. Every Compania is then further divided into platoons of 30 men, each led by a Lieutenant, and ever platoon is divided into squads of 10 men led by a sergeant.

The nature of their organization means that Companies are capable of acting independently of one another, though because they lack vehicular support in most cases, to do so means that the companies are likely to be cut off and picked apart. This means that companies will usually work in unison, with multiple working together to support one another. This allows for the Tercio to effectively fight on two and sometimes three fronts because the Colonel can rely upon his Captains to lead their companies without his direct commands. Usually the Colonel will attach himself and his command squad to either the supporting units of artillery or with the 1st Company, which is usually made up of veterans and/or the largest soldiers of the Tercio. To command from the artillery allows the Colonel to prioritize which companies to support most with artillery and to command from the rear also gives them the ability to give an impartial overview of the situation and act with cold and calculated logic rather than rash and hotblooded decisions. Though, those Colonels that lead from the front inspire their men to fight harder and longer than normal with his presence and the colonel is better able to see the on the ground tactical situation on the front he is fighting on, though he will likely be biased in his orders regarding artillery support as well as being in a high risk of being wounded or killed in action.

Wargear
The Rodelero Infantryman is considered to be heavy infantry and is provided good armament and decent supplies compared to the average Imperial Guardsmen. Due to the very close ties between Castilla and Neapol, the Rodelero Tercio Guardsmen are armed with a variant of the Galvanic Rifle rather than the typical lasguns so commonly found in the Imperial Guard ranks. They are also afforded much better gear than the average guardsmen because of the entire sub-sector's contribution to the arming and maintenance of these regiments.
 * Mk II Galvanic Catalan Rifle - The Hive World of Castilla and the Forge World of Neapol have always had close ties and during the Age of Strife and the Twilight of the Imperium, the two planets would have very intermingled economies and militaries. The armies of Castilla would be armed with many of the weapons of the Forge World but the favored weapon would be the Galvanic Rifle and even after the subjugation by the Imperium, the Galvanic Rifle still remains the favored and most common weapon of the Rodelero Infantryman. This Rifle is handcrafted upon Neapol with exquisite and sturdy wooden stocks and frames with an integrated sight and built in bayonet that is found on the right side of the barrel. The rounds fired by the rifle are not the typical handcrafted servitor rounds used by Skitarii Rangers but are solid slugs with a powerful electrical charge. They are not nearly as effective as the servitor rounds of the Skitarii variant but are still very reliable weapons. These weapons are considered relics by the Rodeleros and, like the Vostroyan Firstborn Guardsmen with their own weapons, the weapons are passed down for generations and revered by their wielders. Every shot has a loud and booming discharge, similar to autoguns but with a small zap as well due to the electric shock applied to the round.


 * 5 Drum Magazines - Every magazine holds 40 rounds and each round is given an electric charge as soon as it is fired from the chamber from the integrated charge pack in the magazine at its center.
 * Catalan Shortsword - The Catalan Shortsword issued to every Rodelero is two feet in length and worn on the side of the guardsman's belt. These swords are dual edged with a small crossguard. Like the Galvanic Rifles, these shortswords are handcrafted by smiths but upon Castilla and are revered by their wielders for they are also passed down for generations.
 * 2 Frag Grenades
 * Carapace Armor Breastplate, Morion Helmet, and Vambraces - Rodelero Guardsmen are issued the plasteel-alloy carapace armor that is standard issue for the Tercios. This armor provides magnificent protection to the wearer compared to most regiments and this is only possible because of the Forges of Neapol being devoted to arming the Rodeleros along with the industrial output of Castilla, Laion, Toleda, and Gibralta.
 * Rodelero Imperial Guard Uniform
 * Combat Belt with 4 Pouches - Each pouch can hold a magazine, the 5th already loaded into the rifle, and the belt has two slots for the frag grenades issued to each Guardsman.
 * Rucksack
 * Poor Weather Gear
 * Respirator
 * Survival Kit
 * Basic Tool Kit - Hatchet, Shovel, and knife
 * Mess Kit & Water Canteen
 * 2 Weeks' Rations
 * Blanket & Sleeping Bag
 * Rechargeable Lamp Pack
 * Grooming Kit
 * Dog Tags
 * Castillano Oath of Loyalty - The Castillano Oath of Loyalty is the pledge that ever Rodelero must make to the King of Castilla, pledging his lifelong service to him and him alone, for the King is the "anointed" ruler that the Emperor has granted the right to rule the Magna Cluster. This is a small parchment with the oath that the Rodelero had pledged and has a red wax seal at the bottom of the sheet next to his signature. Rodeleros must have the oath memorized and recite it every time they are in formation. This is a must have for every Rodelero and to lose it would mean summary execution which makes it so that every Rodelero has this on his person at all times.
 * Imperial Infantryman's Uplifting Primer

Vehicles
The Rodelero Tercios make extensive use of Basilisk, Medusa, and Hydra guns. This is due to the static warfare the Tercios are known to employ and the extensive use and attacking of fortifications. They also make use of Leman Russ Battle Tanks as well as Chimeras for their armored and mechanized regiments, though these regiments are few and far between. Extensive use of supply trucks are used as well because they are cheap, fast, and able to carry both troops, equipment, and supplies quickly and with little fear of heavy artillery or aerial assault upon these convoys due to their miniscule strategic importance compared to other targets. These supply trucks can vary in design, from four wheeled flat beds to lightly armored half-tracks. These vehicles are very common within the Tercios because most forges are focussed on producing large numbers of artillery, rifles, shells, and infantry armor as well as producing the materials required for fortifications. This leaves only minor industrial zones and manufactora to produce APCs and supply vehicles and so these trucks were the economic compromise the Department of Munitions found most effective.

Uniforms
Every Tercio makes use of the same uniform despite the planet they originate from. They wear baggy breeches, baggy long sleeved shirts, high brown leather combat boots, and the armor and feathers found upon the helmet. The Rodeleros do not have a uniform groomed appearance but many Rodeleros maintain beards of all sorts.

Their shirts and breaches will be a mixture of red, gold, and white, in vertical stripes. Their boots and all other leather straps and pouches would be dark brown. Their armor would be a shining silver, for they must always keep their armor clean and polished and uniforms must be in pristine condition. The three feathers upon their morion helmets will also be of white, red, and gold. These uniforms make it so that the Rodeleros are proud of their appearance and that they feel a certain amount of superiority over the masses of the Imperium and their enemies. However, this makes it so that the Rodeleros are very easy to stop and so skirmishing and sniping are hardly every used by the Tercios.

Banners
Every Tercio and Compania make use of a banner. Tercio banners have upon them the crimson X atop a white background with a golden Crown at its center. There is a small and distant golden star above the crown and two golden lions, one of each side of the crown, facing the center. The Tercio banner is a rectangular shape, the longer portion going vertically so that the lions can be drawn within the largest portions of the banner. Below the crown are low gothic numerals designating the number of the Tercio. The banner itself will be decorated with holy parchments that hang from the edges of the banner, most along the bottom edge. Campaign honors are marked by metal crests that symbolize the various campaigns the Tercio has participated in.

Compania Standards are much less ornate; they are red backgrounds with a white X atop it. An ornate halberd will go down along the center and the Compania number will be found on the left side of the banner in high gothic numerals with the Tercio number it it belongs to on the right. The Compania honors will be placed along the bottom of the banner as well.

Overview
The Hasian Cuirassiers hail from the hive world of Hasia and are known for being deployed in small but highly disciplined and vainglorious troops. The Hasian Cuirassiers deploy in various kinds of regiments but are best known for their mechanized and cavalry regiments. These regiments excel in mobile and blitz warfare, taking the fight to the enemy and dictating the way a battle will unfold while their heavy infantry counterparts hold the line.

Regimental Culture
The Hasian Cuirassiers are known as a highly disciplined though vainglorious soldiers. The people of Hasia are divided into 5 castes and only the top 2 castes are recruited from for the Hasian Cuirassiers. The Cuirassiers are therefore only consistent of the nobility and Freemen. Due to being from the higher castes of their world, the Cuirassiers are very arrogant and have little respect for other guard regiments, especially those who fight from the rear such as light infantry or artillery. These men, though highly competitive, are bound together by a bond of brotherhood and friendship that has been built into their ranks not only because of the culture of their world but also the training they underwent. There have been times that when a fellow Cuirassier Regiment has been cut off or is being overrun, fellow regiments would abandon their position and defy orders to go and help their brothers.

These regiments are also known for being vainglorious and foolhardy, fighting when all sense tells a man to retreat, and charging down foes for much longer and farther than necessary. Numerous officers would challenge enemy champions or officers to duels because of their pride and many nobles of Hasia have fallen because of these fool hardy traits. Cuirassiers never loot and despise many other regiments because of this peasant like attitude they maintain. Few regiments like fighting alongside the Cuirassiers, for they are deemed suicidal in their attempts to both outdo their comrades but also are deemed highly independent, defying commands from high command unless it is from a fellow Hasian. A common saying amongst the Cuirassiers is, "We fight the way we want and to hell anyone that tells us otherwise." These men are stubborn and on many occasions, when they are told the odds of a battle and are ordered to retreat, they will march against the foe with heads held high, banners in the air, and trumpets blazing. Many a commissar has been attached to various regiments of the Cuirassiers but most are dead by the first engagement, the manner of their deaths being undisclosed by the soldiers.

Combat Doctrine
The art of war for the Hasian Cuirassiers is simple and direct. They want to be pointed towards the enemy and will march headlong at them. Heavy Infantry Regiments will usually have cavalry regiments attached to them in support, so the Heavy Infantry will engage the enemy head on while the cavalry will sweep around the enemy's flanks and attempt to make a hole in their line or at least disrupt the enemies' back line for the infantry to break through. Retreat is considered a great dishonor as well as skirmishing, so the Hasian Cuirassiers will hold their ground until they are completely overrun. Though not specialized for melee combat, the Cuirassiers revel in cutting down their enemies with sabers and bayonets, making enemy human cultists particularly favored foes.

When fighting as mechanized units, the Cuirassiers will dismount for their chimeras and march alongside their transports firing in small disciplined blocks, firing and advancing. Though, a particular favorite is combining the strength of a cavalry regiment with a mechanized infantry regiment and charging through the enemy ranks and disgorging the infantry into the enemy while the cavalry and chimeras trample any foe that stands before them and providing mobile support to the infantry.

Despite this reckless approach, the Cuirassiers are not as reckless when combating foes of overwhelming strength. They are proficient in lightning raids with their cavalry and more than capable in fortifying and defending positions. Orks are foes that the Cuirassiers despise and are fairly efficient in fighting but foes with heavy armor support and air superiority make life hell for these regiments.

Homeworld
Hasia is a hive world within the Cadian Sector of the Segmentum Obscurus. The planet is fairly feudal in nature for the population is divided into a caste system consistent of 5 caste types: Nobles, Freeman, Peasants, Serfs, and Slaves. The planet is very fertile and large swathes of land have been converted into agricultural fields growing various foodstuffs and raising animals of all sorts. Hasia could be considered to almost be on the level of an agriworld in its fertility, but it is home to numerous hive cities spread throughout the planet. Hasia is a planet that is fairly self sufficient when it comes to food, water, energy, and troops, however the minerals upon the planet are few and manufactura on the planet are incapable of supplying all the manufactured goods the population and troops require.

The planet itself is ruled by a planetary governor who is of the leading noble household which rules from the capital hive of Kassel. The hives of the planet are considered small in comparison to the average hive world, meaning the population of the planet is only about 20 billion in number. The majority of the population is made up by the lower 3 castes, working the fields, manufactora, and the various small businesses and villages throughout the planet. Slaves and Serfs are both equally the lowest castes of the planet, the major difference being that slaves work within manufactorums and mines whereas the serfs work the fields around the hives. These people live in the worst slums and underhives of the planet, living in constant squalor, crime, and horrible abuse by their masters. The peasants caste makes up the PDF, the overseers, the minor business owners and workers, lesser clerks, artisans, servants, and private farmers.

The Freemen are the second highest caste on the planet and are the people who make up the majority of the Hasian Cuirassier Guardsmen, merchants, higher class artisans, bodyguards, Arbites, upper class clerks, business owners, and small plantation owners. Nobles are the ruling class and whose lives are filled with luxury and pleasure while running the planet's vast plantations, mines, manufactora, mines, and much else. The planet itself is known to have numerous serf and slave uprisings that are violently put down by either the Overseers, Arbites, or if all else fails; the Hasian Cuirassiers. The Caste system is a rigid and unchangeable system, those born to serfs or slaves will also be serfs or slaves, peasants will remain peasants, and so on. There is no upward mobility and the upper castes wish for this to remain so. Each Hives is heavily fortified and vast food and water stores are kept within the upper levels of each hive to keep the upper castes safe from uprising as well as from siege from enemies of man. There are numerous small outposts and fortresses built throughout the planet to act as points of garrison and swift response positions to deal with any lower caste uprisings which also doubles as strategic positions and choke-points for defense. Hasia is considered to be quite rich due to its food production but its Imperial Guard regiments also bring it quite some renown.

Recruitment
The Hasian Cuirassiers are solely recruited from the Castes of Freemen and Nobles. The Freemen make up the rank and file of the regiments whereas the Nobles will make up the officers corps. The requirements to join the Cuirassiers are strict and very hard on the body. All Cuirassiers are expected to be of the best physical condition possible, their bodies sculpted to perfection like the marble statues found throughout the upper hives. This means that very strict yet nutritious diets are imposed upon all troops, both officers and standard troopers, constant drill and training, and various competitions that pit the men against one another in physical tests. This results in a hardy, well trained, and competitive group of soldiers that pride themselves in their appearance, physical strength and stamina, and their ability to outdo on another.

Organization
The Hasian Cuirassiers are organized into numerous types of regiments, the most common being; heavy infantry, cavalry regiments, and mechanized infantry.

The Cavalry Regiments usually consist of about 1,000 Cuirassiers led by a Commandant, all mounted upon their trademark Hasian Warhorses, large beasts that have grown to be large and resilient. These regiments would be divided into smaller companies of 200 men, each led by a Leftenant and further divided into squadrons of 20 riders led by a Sergeant. These regiments are meant to work in unison with other regiments such as infantry, armored, or mechanized and act as a skirmishing unit along the flanks, harrying the enemy and acting as the hammer while their allies take on the role of the anvil.

The mechanized regiments are significantly larger than their cavalry counterparts, consisting of around 3,500 troops and are transported into battle in chimeras and supported by a number of Leman Russ Battle Tanks and Cavalry. These men are similarly divided as the cavarly regiments and have a battle company of 500 riders to support them.

Heavy Infantry Regiments consist of some 6,000 soldiers and they make up the bulk of the regiments deployed from Hasia. These are divided similarly to the other two regiments but do not maintain any cavalry due to a cavalry regiment usually being attached to the Heavy Infantry as a support unit. These regiments lack mechanized and artillery support, making them particullary vulnerable to enemy armor, but they make up for this with their usage of missile launchers, autocannons, and flamers to deal with hordes. Though not being specialized for melee, the Cuirassiers that make up the Heavy Infantry regiments are particularly fond of counter-charging human enemies and cutting them down with bayonets or sabers.

Armament
The Hasian Cuirassiers are well armed for Imperial Guard standards, able to be classified as heavy infantry. The standard weapons, armor, and equipment of the men are as follows:

Cavalry:

Explosive Tip Lance, Cavalry Saber, Lascarbine, 5 power packs, Combat Knife, Rucksack, Sleeping Bag, Canteen, 2 weeks of rations (for rider and horse), shovel, cloak, carapace cuirasse armor (breastplate, greaves, shinguards, and a helmet), and gas masks (one for the rider and for the mount).

Infantry

Kassel Assault Lasgun, 8 power packs, Infantry Saber, Laspistol, 2 power packs, Combat Knife, Rucksack, Sleeping Bag, 2 weeks of rations, Shovel, Cloak, Carapace Cuirasse armor (Breatplate, Shinguards, Greaves, and helmet), and a gas mask.

Unique Equipment
Kassel Assault Lasgun - This variant of the lasgun originated upon Hasia during the Nova Terra Interregnum. This weapon was developed when the Hasian Cuirassiers were deployed upon numerous campaigns that required close quarters fighting against traitor guardsmen where their lascarbines proved too short and underpowered. The Kassel Assault Lasgun standard length lasgun with two slots for power packs, a power level switch from standard to high, fires semi or burst, and has a built in bayonet. These weapons are heavy compared to the average lasgun but the are sturdier, have more powerful shots, and are very reliable.

Cuirasse Armor - The Cuirasse Carapace Armor is a unique variant for which the Cuirassiers are named after. During the Great Crusade, Hasia was a world that reunited with Terra during an age of black powder weapons and the cuirassier heavy cavalry were the most esteemed warriors of the armies deployed. They wore archaic steel armor that did little to stop a musket ball from killing the rider but were perfect for deflecting melee weapons. The Carapace armor is still modeled after this archaic design due to the very traditional nature of the nobility. It is very effective in protecting the wearer bur can prove to be uncomfortable because of its lack of flexibility. The helmets are also not entirely functional because of the crest and plume atop them, but again due to the traditionalist nature of the nobility it has remained as such. Despite these inconveniences, the Cuirasse armor proves very effective and can be compared to the armor worn by Stormtroopers in its ability to weather damage, though the neck, thighs, and arms of the Cuirassier are still unprotected.

Vehicles
Hasian Warhorse - The Hasian Warhorses are beautiful, noble, and fierce beasts raised upon the planet of Hasia. They stand around 17 - 18 hands high and are very strong. The horses are mostly black with a few brown variants. They capable of running for hours on end without needing a break, can endure numerous wounds that would cripple other horses, and unlike most horses, their bones can heal. These warhorses are only lightly armored with a kind of shock absorptive fabric and bits of carapace plate for the frontal half of the beast along with a helmet and eye protection. They can easily trample fully grown men and the average orc would be hard-pressed to stand against a charging Hasian Warhorse. The main downside to making use of these noble beasts is their heavy consumption of food and water, these warhorses require much of both because of their size and role.

Mule - The Mule is a Chimera variant that has had its troop transport capabilities converted into a supply carriage. These are a common sight in both the mechanized and cavalry regiments due to the large amount of resources the Hasian Warhorses require. They are less armored than the standard chimera but they still have the autocannon turret and therefore can still defend themselves, but not for long without support.

Livery
The Hasian Cuirassiers are dressed in deep blue uniforms, with black accents, their armor painted gold, and their plumes crimson. Each Regiment brings two kinds of banners into battle, their Regimental Banner; depicting their Regimental Number, Type, and all accolades they have gained, and the Banner of the Imperium; the Golden Twin-Headed Eagle with a Deep Blue Background accented with white and gold.

Akadian Mamloks - Arabic Regiment
Overview

The Akadian Mamloks are the Imperial Guard Regiments that hail from the desert world of Caironia. The Akadian Mamloks are divided into light infantry regiments and are known for their guerilla and skirmishing capabilities. Each regiment is small and usually attached to larger Imperial forces, for the Akadian Mamloks lack heavy vehicles, artillery, and infantry numbers. They are renowned marksmen, making use of powerful custom las-locks from Caironia, firing powerful lasbolts but in slow order. They excel in desert and arid warfare along with being capable to make war in tropical and forested regions efficiently as well.

Homeworld
Caironia

Caironia is a desert world within the Adriatic Sub-Sector within the Cadian Sector of the Segmentum Obscurus. Caironia is an inhabited world with little to offer the Imperium in regards to resources, for all the ore and plant life that once could be found on the planet has been mined and gathered and shipped off to forge worlds or other planets in greater need of the planet's scarce resources. For the past millennia, Caironia's only contribution to the Imperium has been its manpower which makes up the Akadian Mamlok Regiments.

Caironia is a large planet, around twice the size of Terra, with a few billion inhabitants spread throughout the surface. They live in large sprawling cities or make up the innumerable desert tribes that roam the planet's deserts and arid regions. The inhabitants born upon Caironia find themselves in a hellscape of scorching heat, few resources, and crime ridden streets or bandit filled deserts. The people of Caironia have been forced to adopt a martial tradition to combat local insurrections, bandit raids, and hostile attacks from off planet. In particular, the inhabitants of the planet's capitol, Akadia, are well known for their hatred of traitors, rebels, and enemies of the Imperium. Akadia is the only hive found upon Caironia and is the heart of the planet's government and military. This hive is the location wherein the Akadian Mamlok regiments are mustered, equipped, and trained as well as being home to the Imperial Governor, the single ground to orbital dockyard, and the majority of the planet's manufactories.

Caironia has had a long and troubled history regarding insurrection and rebellion which has resulted in a very demanding role of its PDF and Imperial Guard regiments who are forced to constantly fight against these rebels. However, this constant warfare has resulted in hardened and experienced warriors being shipped off planet to combat the enemies of the Imperium wherever they are sent. Numerous Imperial Commanders have noted that the Akadian Mamloks are fiecely devoted soldiers and exceptional marksmen, but the Mamloks have also garnered a reputation of theft, resulting in low cooperation levels with other Imperial Guard regiments, especially those of the Cadian style.

Recruitment
The Akadian Mamloks are recruited from the entire planet's populace of Caironia but the majority of the recruits come from hive of Akadia and the neighboring cities. These men are put throw grueling trials of strength, endurance, and mental capacity. The majority of the men recruited, either through conscription or volunteering, are of decent physical stock and the training is meant to shape them into fine warrior specimens. No man is allowed to quit the training, for manpower is not a luxury Caironia has and therefore any man attempting to desert the training or Guard, or attempting to dodge the draft is given a summary execution on the spot. Every man is expected to be able to fight for days without food or water, be able to run 20 miles without stopping in full gear, and be an expert marksman by the end of the training, which takes about 2 years time. All men that are recruited into the Akadian Mamlok regiments are in the Imperial Guard for 30 years time, meaning very few men make it back home. This length of service results in the recruitment pool being from 16 - 26 years of age and will result in these men being in the Imperial Guard for the majority of their lives.

Organization
The Akadian Mamlok Regiments are divided into units of 5,000 troops per regiment. Each regiment is commanded by an Emir, a high noble from the planet of Caironia (mostly hailing from Akadia), who wield ultimate authority over the command of his regiment. The regiment is then divided into 5 battalions of 1,000 troops each which are commanded by a Sejukhan, a lesser noble from Caironia (usually from the lower levels of Akadia or the outlying cities). Each battalion is then further divided into 10 companies, each led by a captain from the rank and file who has shown skill in command and strategy.

Regiment: 5,000 - Emir

Battalion: 1,000 - Seljukhan

Company: 100 - Captain

Every Akadian Mamlok Regiment is organized in the same fashion, with a handful of exceptions. Every battalion will have 9 companies of light infantry and 1 company of mounted skirmishers. The light infantry are transported by lightly armored APCs augmented for speed rather than firepower or armor.

Infantry Company

Each infantry company is structured identically to others, except for a handful of exceptions. The majority of the infantry will be armed with Akadian pattern laslocks and perform the role of skirmisher infantry. A handful of weapon specialists will be armed with krak missile launchers and grenade launchers to deal with enemy armor or heavy infantry.

Mount Skirmisher Company

Mounted Skirmishers are essentially cavalry armed with Akadian pattern carbines, single handed shotguns, explosive tipped lancers, and sabers. These men are tasked with getting behind enemy lines and causing as much havoc as they can before the enemy can muster an effective fighting force to dispatch this unit. The mounted skirmishers will usually work in concert with the infantry regiments, who will draw enemy fire from the front and allow for a cavalry charge into the rear or flank of the enemy's ranks. These men are especially trained to fight in prolonged isolation and are usually the largest and strongest of the Mamloks, for their role usually means getting into the thick of enemy formations and fighting in melee.

Armament
Akadian Mamloks are designated as light infantry and therefore their armament is light. This means that they maintain little heavy weapons or special weapons, rather focussing on their role as skirmishers and harrying the enemy from range. Due to the regressed nature of Caironia, the armament of the Akadian Mamloks is considered to be archaic by most Imperial forces but is nonetheless effective for their form of combat.

Unique Weapons

Akadian Pattern Laslock

The Akadian Laslock is a breach loading las rifle which has a frame built of mostly wood, only the barrel and the firing mechanism being metal. Unlike normal lasguns, the Akadian Laslock does not use powerpacks but rather makes use of powercells. A powercell takes on the shape and size of a standard slug round but instead of being a slug, houses a powerful lasbolt within. Each powercell houses a single lasbolt which has the same amount of power behind it as a hellgun shot. These lasbolts have a much longer effective engagement range than the standard lasgun along with being far deadlier. The problem with this weapon is that it is a single shot rifle, for after every shot, the Mamlock must take out the exhausted powercell by sliding back the breechblock and taking out the shell then replacing it with a fresh powercell then he must close the breechblock again and now take aim and fire, repeating the cycle afterwards. This process only takes a few seconds, for the Akadian Laslock has 6 slots alongside the side of the barrel for powercells to be housed for "quick" reloading. However, those few seconds could mean life or death in an engagement, especially at close range against rapid fire weapons. This means that the Akadian Mamloks want to avoid close quarters at all costs, usually unleashing a few volleys into unsuspecting enemies from afar and then retreating to a new position before the enemy can close with them. The Akadian Laslock is about 5 feet in length, including the stock, and is issued with a scope, that can zero in to about a mile's distance, along with a 15 inch bayonet.

Akadian Pattern Carbine

The Akadian Pattern Carbine is a weapon prized by any Mamlok. These weapons are similar in build to the Akadian Laslock but rather than being a breach loading rifle, these weapons have a cylinder that can house 5 powercells within. These revolving lascarbines fire just as powerful rounds as the laslocks. However, due to being a carbine, the Akadian lascarbine is only 3 feet in length and therefore has a much shorter effective range than the laslock variant. These weapons, when fired, automatically rotate the cylinder allowing for "rapid" firing of the weapon but they are extremely difficult to reload on the move. This means that these weapons are usually only fired in the opening charge before being holstered and replaced by explosive lances or sabers. These weapons are not issued with a bayonet or a scope, but despite their shorter length can still be used to skirmish with enemy troops akin to the distance to that of the average lasgun.

Armor

Akadian Flak Armor

The Akadian Mamloks are armored in the standard issue Akadian Flak Armor produced on Caironia. This armor is a set of clothing articles along with flak armor. The most important piece of gear in this set is the flak vest which is the primary piece of armor the Mamloks have. Then there are the flak pauldrons, gauntlets, and greaves. Along with this flak armor, the Mamloks are issued a Caironian Cloak, a turban, a red sash, boots, trousers, shirts, and other articles of necessary clothing. This armor is fairly light along with the clothing, compared to other Imperial Guard uniforms, and therefore allow the Mamloks to run, fight, and perform duties longer and move quicker, quieter, and with ease while sacrificing their ability to weather incoming fire.

Angels of the Grail
The Angels of the Grail are a successor Chapter of the Blood Angels of an unknown Founding. These warriors are known for their affinity for using chain weapons in melee combat and utilizing a combat doctrine similar to that of the Blood Angels in that they prefer rapid assault actions and have a high number of jump assault marines. The Chapter is based within the Magnatius Sector and are honor bound to defend the Imperium's interests there, leading to numerous ventures into the Halo Stars to quell threats to the Imperium's frontier. They are ferocious yet noble Astartes, in fact, the Astartes of the Chapter are known to take on many physical features of Sanguinius; their hair turning a bronze-like blonde, their faces growing to have sharp and pronounced features, among others. This physical traits also come with a compassion and charisma that Sanguinius himself possessed, yet they are also cursed with the Black Rage and Red Thirst like their brothers. These noble warriors are like the angelic warriors of the old terran religions but when either of their flaws take hold, they resemble the fallen angels also described in the same ancient texts. They are prone to be rash, proud, and highly aggressive, coupled with their sense of honor, the Angels of the Grail have found themselves in many combat situations that could have easily been avoided with self-restraint and a cool tactical awareness. The Angels of the Grail have always suffered grievous losses in the wars they fight mostly alone and the flaws of their geneseed have only added to these losses. This has meant that almost never has the Chapter ever been at full strength and at most times the Chapter is considered understrength. Now with the 13th Black Crusade and the wars that ravage the Imperium, the Chapter is facing extinction with the assault upon their Sector by the Renegade's Crusade.

Geneseed
The Angels of the Grail are a descendant Chapter of the Blood Angels and therefore are the indirect sons of Sanguinius. Similar to their primogenitors the Blood Angels, the Angels of the Grail's geneseed is greatly flawed and has a very pronounced effect upon the initiates. Should the Chapter have its aspirants undergo the implantation process like other Chapters not of the Blood Angels bloodline, almost all aspirants would die from the process due to the inherit flaws of the gene-seed. So, just as the Blood Angels, the Angels of the Grail have their aspirants undergo the Insanguination process before the rights of implantation so that their bodies may more readily accept and survive the geneseed. The Sanguinary Priests of the Chapter are one and the same as the Blood Angels and carry out the same role as the living hosts of the Primarch's blood. It is their blood that the aspirants must consume for any hope of surviving the implantation and even then the mortality rate is still high. Those that survive the process are transformed into warriors of astounding beauty and might, taking on the appearance of warrior angels of the ancient Terran religions with thick flowing blonde hair, sharp features, and strong builds (for Astartes) along with the inherent compassion and nobility that the Blood Angels bloodline is known for. However, their is a duplicitous nature to this transformation and that is the bloodlust and savagery that comes with these noble traits and that the Astartes of the Chapter must always fight to restrain or else be consumed by them and become akin to the fallen Angels of those very same ancient Terran religions.

Accursed Inheritance
The Angels of the Grail are of the Blood Angels bloodline and therefore have inherited the two terrible flaws of their primogenitors. The Chapter does its best to hide these flaws and the argument for the Death Company is that they are the Chapter's reserve elite but those who have seen these warriors in battle know that there is a much darker secret about them. The Chapter attempts to hide its two flaws as best as possible, especially that of the Red Thirst because any such sightings of this bloodlust would undoubtedly intrigue numerous inquisitors and other Imperial agents.

Black Rage
The Black Rage has been a curse upon the Blood Angels bloodline ever since the death of Sanguinius upon the Vengeful Spirit. This affliction can affect any Astartes of the Chapter in the midst of battle, turning the once noble warrior into psychotic butchers that will murder all in their path once they are unleashed in battle. Unlike other Chapters, the Angels of the Grail treat these warriors who have fallen to the curse as honored warriors, for the Chapter suffers greatly from this affliction and to treat them as expendable is both wasteful but also against their code of honor and brotherhood. The warriors who have fallen to the Black Rage are sent into the Death Company, repaint their armor a pitch black, and are watched over by both Sanguinary Priests and the Chapter's Chaplains. Though they have become psychotic butchers, those who have fallen victim to the Black Rage are still capable of some higher reasoning and understand that the other warriors of their Chapter are still their brothers, not once have they ever turned a blade against their brothers but have in fact sacrificed themselves for their brothers on many occasions.

Combat Doctrine
The Angels of the Grail fight in a very similar style to their primogenitors and favor the usage of mobile and rapid assault. They are highly efficient in finding a weakness in an enemy's battle line and use overwhelming force to exploit the weakness and break the enemy's' front, allowing for the Astartes to then move quickly to cut off and annihilate other enemy units that are now exposed due to the breach. Like their primogenitors, the Angels of the Grail can employ various tactics during battle but they are most efficient in assault, especially in melee. They are not resolute defenders like the sons of Dorn or Guilliman, for their geneseed flaws and their natural aggression lead to the Astartes abandoning their positions and charging headlong into the enemy's ranks. Skirmishing tactics are also not effectively employed by the Chapter because of the very same reasons, a skirmish would quickly devolve into a bloody melee once the Astartes become engaged and their ferocity and savagery take hold.

Chapter Organization
The Angels of the Grail is a non-codex Compliant Chapter that completely deviates from Guilliman's vision for the Astartes of the Imperium. The Chapter maintains 10 companies as the codex demands but has deviated greatly in the roles and structure of the companies. The 1st Company consists of the Chapter's veterans, the 2nd and 3rdare Assault Companies, the 4th to 8th Companies are Tactical Companies, the 9th is the Chapter's Death Company and the 10th is the Scout Company.

The Chapter's 1st Company is where the most experienced and greatest warriors of the Chapter are organized and they are deployed to the most dire and dangerous missions. The warriors of the 1st have also garnered a reputation for being very efficient in slaying renegade Astartes and are always on the forefront of any Crusade into the Halo Stars to subdue the renegade presence there. The best of the Chapter's armory and machines of war are for the 1st Company's use; their centuries of experience combined with the best weapons and armor the Chapter has to offer make them more than a match for most of the Chapter's foes.

The 2nd and 3rd Companies are the Chapter's "strike force" and are deployed wherever the 1st Company is not either because it is already deployed or the mission does not require the Chapter's elite. For most missions, these Assault Companies will be despatched and are considered the backbone of the Chapter's forces. As their name suggests, these Companies are solely made up by Assault Marines, but unlike other Chapters, Assault Marines are grizzled warriors who have served for decades, if not centuries, as Tactical Marines. These warriors have served on the line as the "anvil" and now they are the "hammer", crashing upon their foes from the sky in a rain of bolter shells and roaring chainswords.

The Companies of the 4th to the 8th are support Companies made up of completely Tactical Marines. Whenever the 1st, 2nd, or 3rd Companies are deployed, one or two Tactical Companies will be deployed as support. These companies, despite being considered support companies, will be at the forefront of the fight whereas the elite companies will find the weakest point in the enemies' battle line and punch through. Despite being Tactical Marines, the warriors of the Tactical Companies favor close combat and their arsenal consists of bolters, chainswords, flamers, and meltas much like their primogenitors. Neither the Assault nor Tactical Companies make use of any Devastators, for their slow and immobile nature do not go well with the Chapter's rapid assault doctrine and should heavy weapons be required, Tactical Squads will mix in a heavy weapon or two to bring extra firepower.

The 9th and 10th Companies are very similar to the Blood Angels in function. Almost never is the 10th deployed as a single unit but rather squads of scouts accompany different strike forces or crusades formed by other companies. The Death Company is a highly honored unit within the Chapter and unlike many of their cousins, they do not waste the lives of their battle brothers who have fallen to the curse of their geneseed. The Death Company is used as a field reserve, unleashed upon foes when the battle is at its peak and could go in either of the sides' favor. The Death Company are allowed the same access to weapons as the Assault companies and make extensive use of Jump Packs, though many still prefer to fight on foot. These warriors, unlike in other Chapters, are a sight of inspiration for their brothers, many an Angel of the Grail has fought harder and fervently when the Death Company are unleashed. They may have become psychotic killers but they are still brothers of the Chapter and because the Angels of the Grail maintain similar noble and honorable traits as their primogenitors, their Death Company is held in high esteem and honored. Though, despite the honor of the Death Company, it is a fate no battle brother of the Chapter hopes to befall him though he can live knowing that should he fall victim to the curse of the sons of Sanguinius, he will still be a respected brother in arms in his Chapter.

Unlike their primogenitors, the Death Company is an official Company within the Chapter's Company Organization. Due to high numbers of the Angels of the Chalice falling victim to the curse of their geneseed, the Death Company is almost always at full company strength and occasionally is larger than the even a full strength company. Also, the lack of devastators within the Chapter made it so the 9th could be easily made to be the Death Company and act as a third Assault Company for the Chapter.

Specialist Formations

 *  Death Company  - The Death Company, unusually, make up an official company within the Chapter's Company Structure. This Company is filled by the Astartes who have fallen to the curse of the Black Rage. These warriors have become psychotic killers and have painted their armor a pitch black in a symbolic act wherein they are the fallen angels of old. They are armed and used just as the Assault Companies are, making extensive use of Jump Packs, chain weapons, and bolters but numerous warriors do still fight as Tactical Marines. These warriors are only used when situations are dire for their savage fighting style is far too brutal in nature for most Imperials to even witness. It is only when it appears that the other companies appear to be breaking that the Death Company will be unleashed to turn the tide of battle with their psychotic brutality. The Chapter has many more Astartes than normal for the gene-sons of Sanguinius falling to the Black Rage and therefore the Death Company is almost always at full strength if not over strength.
 *  Sanguinary Guard  - The Sanguinary Guard are the elite of the Chapter and tasked with the protection of the Chapter Master. These warriors don the Silver Artificer armor, Death Masks, and Winged Jump Packs while wielding their Glaive Encarmine blades and Angelus Bolt Guns. Everyone of these warriors are equal to an entire squad of their brothers and when they enter the fray of battle, these warriors can turn the tide against any foe. Only the greatest champions of the Chapter are honored with a place in the Sanguinary Guard. These warriors carry on the legacy of the Sanguinary Guard of their Primogenitors and they will defend their Chapter Master with their lives should the need come to it. A total of 20 Sanguinary Guard are the maximum number of warriors within their honored ranks and every warrior who enters their ranks have their names written upon the scrolls of the Chapter history and all their deeds are recorded. A very long list of these warriors and their deeds exist and prove to be a great inspiration for their brothers. To their allies, these warriors are the Primarch's wrath incarnate coming to fight alongside them in battle while to their enemies the sight of these warriors coming crashing down upon their ranks are as though angels of death have come to reap their souls.
 *  Honor Guard  - The officers of the Chapter are accompanied by a unit of honor guard. These warriors are chosen from the ranks of the veterans to defend these leaders of the Chapter. These warriors are granted full access to the Chapter's armory so that they may defend the Captains and command personnel of the Chapter. Most of these men are armed in the fashion of Vanguard veterans; wielding power weapons, storm shields, and bolters.
 *  The Vanguard  - The Vanguard is a group of Veteran Angels of the Chalice who have been chosen to carry out the most difficult missions the Chapter is asked or has chosen to undertake. These warriors are armored in the Chapter's few Terminator suits and given full access to the heavy and special weapons of the armory. Missions that the Vanguard are deployed will normally involve cleansing Space Hulks, leading boarding parties, fighting daemonic incursions, performing surgical decapitation strikes, and much more. Never numbering more than 20 marines, the Vanguard is a separate unit from the 1st because the Vanguard is often deployed away from the Company and the Terminator armor means that these warriors are far too immobile to fight alongside their much more rapid advancing brothers.

Specialist Ranks

 *  Sanguinary Priests  - Sanguinary Priests are vessels of the blood of Sanguinius himself. They are both the Apothecaries and the Spiritual Guides of the Chapter. They perform sermons and ceremonies to help their battle brothers to embrace and control the Red Thirst, turning the curse into a tool to be used in battle to grant a savagery and strength that only the Red Thirst can provide. The Chief Sanguinary Priest is the keeper of the Silver Grail and it is from this cup that the Chapter's aspirants sup the blood of Sanguinius and the same cup that the Priests serve to their battle-brothers the same blood so that they may quench their thirst and control the curse that plagues them. They are also keepers of the Sanguine Shrine within the Fortress Monastery as well as overseeing the Apothecarium. The Sanguinary Priests are not only the spiritual leaders of the Chapter but are charged with overseeing and preserving the Chapter's sacred Geneseed and uplifting an Aspirant and turning these young mortals into the Emperor's Angels of Death.
 *  Erelim  - Rising from the ranks the Chapter's Chaplains, the Erelim of the Chapter are silent guardians of the Chapter's Reclusiam. These 5 Angels are armored in pitch-black artificer armor and jump packs wielding their Death-Black Glaive Encarmine. Taking vows of silence, these warriors are the shadowy twins of the Sanguinary Guard and whereas their brothers guard the Chapter Master and the leading officers of the Chapter, these warriors keep vigil over the Chapter's relics and honored dead, for the heroes of the Chapter whose bodies remain intact after death are kept in stasis fields and put to rest in Reclusiam to rest eternally. For, it is the Chapter's belief that Sanguinius will raise from the dead and once again fight with his sons to secure the future of the Imperium and these heroes will rise with their Primarch and fight alongside him.
 *  Death Company Chaplains  - Death Company Chaplains are the spiritual and military leaders of the Chapter's Death Company, leading the fallen angels into glorious battle. Being some of the most devout and charismatic warriors within the Chaplain ranks, these warriors are the only beacon of sanity for their cursed brethren. They adopt a fatherly position in the Death Company and care for their brothers as spiritual guide, brotherly companion, and stern father. In peace, they preach and organize sermons to calm and stay the hands of their brothers. In battle, they are the wrath of Sanguinius reborn, swooping down upon the Imperium's foes and leading his brothers to glory and death. They are the Death Company's most important officers and are veterans of hundreds of battles, and when one does fall, the Death Company will fight even harder to avenge their beloved leader, fighting tooth and nail to preserve his body.
 *  Chaplains  - Chaplains of the Chapter are responsible for overseeing the Chapter's battle brothers and ensuring the Black Rage is kept at bay for as long as possible. These warriors preach and give sermons to the Chapter's battle brothers, preaching about self-control, patience, and nobility. For, despite their aggressive nature, the Angels of the Grail are very devout; embodying the ideals of self-control, patience, and nobility. It is in battle that these traits appear to disappear and the aggressive and bloodthirsty nature appears to overtake the battle brothers it is the Chaplains' duty to maintain discipline and control over the Chapter's ranks. They are the rock on which the Chapter's spiritual livelihood is based for they are the only solace the warriors can find when the Black Rage threatens to overtake them. These warriors not only act as guardians against the Black Rage but maintain and preserve the Chapter's relics and help oversee the training and ascension of aspirants and scouts to the ranks of Battle Brother with the Sanguinary Priests.
 *  Vanguards  - The Chapter maintains a special unit of veterans that are not part of the 1st Company but rather make up a special hammerhead strike force. The Vanguards are a 20 man strong unit, armored in either terminator or artificer armor and wielding potent mastercrafted weapons. Each Vanguard has ascended from the Veterans of the 1st and have shown expertise in assault, even for the Blood Angels descendants, and are honored with the position of Vanguard. These warriors are given a similar duties to that of the Dark Angels Deathwing in that they are a hammer of brute force and meant to break the enemy's backs with one savage strike. The Vanguard Squad is deployed in engagements that are going to be particularly brutal and thrown into the thickest fighting. They are also deployed on special missions to usually cleanse daemonic, tyrannid, ork, and other xenos or chaos infestations that would be very costly for their less experienced battle brothers to participate in. Led into battle by one of the Sanguinary Guard, the Vanguards are always blessed with the presence of Sanguinary Priests, Chaplains, and a small Honor Guard, making the Vanguard Strike force an extremely deadly force to be reckoned with.

Chapter Homeworld
The Angels of the Grail's distinct culture not only comes from their inheritance from the Blood Angels but also their homeworld of Eden. Eden was colonized by humans long ago before the Age of Strife and was once a paradise world where a thriving and advanced human civilization once resided. However, once the Age of Strife and the warp storms fell upon humanity, the world changed with the influence of the warp and the internal wars that plagued the planet. When rediscovered by the Imperium, Eden was no longer recognizable as the paradise world that it once was. Eden is now a feral world covered in immense jungles and deserts with all manner of deadly life forms. The human population is spread throughout the planet in a state of techno-barbarism, waging endless war against the feral planet itself and one another. It is from these techno-barbarian states that the Chapter recruits its initiates. The techno-barbarians have grown to be much larger than the average human, more akin to the population of Catachan, which means that the Astartes of the Chapter are also above the average size of Astartes. This can be attributed to the hard lifestyle that the barbarians must live to survive their world as well as the slightly stronger gravity of the planet and the mineral rich plants and creatures that they consume. These humans, though considered to be feral techno-barbarians, have a strong sense of honor but are also ruthless and merciless in battle, which only adds to the already aggressive nature that the sons of Sanguinius have inherited.

They fight in brutish melee, making use of primitive chain, blade, and slug weapons. This has developed alongside their martial culture where all members of society are warriors, though that means that little to no artistic culture has developed that does not coincide with warfare. The society is similar to that of the barbarian tribes of ancient terra that resided within Alemania, the warriors covering themselves in warpaints as well as armor and sporting long hair and tattoos. A dark tradition that prevails across the planet is the cannibalistic tradition of consuming one's enemies after battle. This is a dark secret the Chapter hides from the rest of the Imperium and many Imperial officers and agents have gone missing after having visited the Chapter's Fortress Monastery and ventured forth to inspect the local human population. The tribesmen speak a bastardized language of low gothic and are very xenophobic, even to other humans. However, all tribes view the Chapter as almost godlike beings and adhere to anything they are asked and will always provide shelter, food, and company for any of the Chapter's Angels that find themselves within the territory of one of the many tribes.

The Chapter maintains their Fortress Monastery within the northern rad-waste deserts of Eden named the Castra Sanguinia in High Gothic, known as the Fortress of Blood in the common tongue. The Fortress Monastery is a sprawling and massive fortified series of structures, easily defensible for the Chapter but can host thousands of Astartes at once, bolstering the defensive capabilities tenfold. Such a massive fortress was designed for the gathering of multiple Chapters so that they may launch crusades into the Halo Stars and eradicate the traitor and xenos threats there and expand the Imperium further, however such ambitions have yet come to pass.

Recruitment
The Angels of the Grail follow the same recruitment process as their primogenitors. The Time of Challenge will be announced by Thunderhawks across the planet to the various tribes, very much like the Blood Angels with the inhabitants of Baal Secundus. The first stage is the Place of Challenge, wherein the adolescents of the feral tribes must make their way to the Fortress Monastery from the interim jungles of the planet. This is a very hard and perilous trek for the jungles are host to all sorts of predatory creatures, hostile tribes, and dangerous plantlife. Once the adolescents get past the jungles they will be confronted with miles of rad-wasted deserts that separate them from the Fortress Monastery. The deserts are filled with mutant humans and creatures and only the smartest and strongest of the adolescents who partake in the challenge will have any hope of making it to the gates of the Castra Sanguinia. Of those that arrive, only 64 of the potential hundreds of contestants will be allowed to pass to the next stage so the adolescents must fight in gladiatorial combat to compete for a place in the 64. Those that survive will finally be admitted entry into the Fortress Monastery and the Battle Brothers will be ready to greet them with cheers and congratulations.

The Battle Brothers will be clad in their wargear, sporting their parade regalia but leaving their faces unmasked showing their beautiful and noble features to their future brothers who had never witnessed such beauty before. These adolescents, much like those on Baal Secundus, suffer from the radiation of the planet and numerous wounds and scars from the hard lives they had so far endured and to lay eyes upon the sons of Sanguinius is like looking at the divine beauty of the angels of old.

These aspirants are led by the Chief Apothecary and Reclusiarch of the Chapter to the Temple of Sanguinius and find themselves faced with the Chapter Master who is hold in both hands the Silver Chalice and is flanked by the full complement of Sanguinary Guard. Each of the 64 aspirants will drink from the Silver Chalice the blood of Sanguinius and soon will be overcome by sleep. During their slumber the aspirants will have the gene-seed of the Chapter implanted into them and will be taken to to separate sarcophagi. Mimicking their primogenitors, the Chapter erected a Hall of Sarcophagi wherein 64 silver sarcophagi will be host to the aspirants. Each sarcophagus is covered in life support systems and the aspirants will slumber within for one year, being fed both nutrient rich liquids and the blood of the Primarch while the gene-seed works to transform their bodies. Most of the aspirants will die during this period because of the strain the gene-seed places upon their bodies will be too much to bear.

During their slumber, the Blood of Sanguinius will have numerous effects upon the aspirants for it is the direct essence of Sanguinius himself. The aspirants will dream the memories of their Primarch both the beautiful and peaceful and the terrible and chaotic. A piece of the Primarch's essence will also become part of the aspirant's own and the noble, charismatic, and rash nature of their primarch will shape the aspirant's own personality to be like the Angel. They will also grow extremely quickly, putting on muscle, growing numerous Astartes organs, and their bones growing in density and size until they become the giant Astartes of the Chapter. By the time they emerge from from their sarcophagi, the aspirants will now be tall, strong, and wield the power and might that only an Astartes can. Their bodies and faces having transformed into the chiseled work of artisans of old, bearing all the beauty and elegance of the angelic beings that many ancient cultures prayed to and believed in. They still bear the unique faces they were born with but their features will become sharper, stronger, and mixed with a shard of the Angel's own complexion. The aspirants will now be ready to serve in the Chapter's 10th Company and will train for decades before being deemed ready to join the ranks of fully fledged Battle Brothers. A unique bond is formed between the neophytes and battle brothers that had undergone the Time of Challenge together and these bond will mark these warriors as Blood Brothers.

Deathwatch Service
The Battle Brother's seconded to the Deathwatch are held in great honor by the Chapter. The Chapter is known for providing headstrong and capable warriors and those in the Deathwatch prove no different. Being experts in melee combat, these veterans make up highly effective assault troops in the Deathwatch, crashing down upon the xenos and breaking the backs of the enemies of man. When Battle Brothers of the Chapter are promoted to higher ranks within the Deathwatch, they lead with the same charisma, drive, and aggressiveness as they would if they were leading their own Battle Brothers from the Chapter. However, for any warriors seconded to the Deathwatch, these Battle Brothers must suffer the afflictions of their curse silently and alone, fighting to hold back the flaws of their gene-seed without the spiritual guidance of the Chapter's Sanguinary Priests or Chaplains. Though it is a great honor to serve in the Deathwatch, it is an honor that would preferably not be given to the veterans of the Chapter for the fear of the curse overtaking them and the dishonor it would bring to both themselves and the Chapter is great.

Chapter Fleet
Ark Angelus - Battle Barge

Primarch's Honor - Battle Barge

Dauntless Revenge - Strike Cruiser

Angel's Wrath - Strike Cruiser

Wrath of Eden - Strike Cruiser

Pride of Eden - Strike Cruiser

Chapter Colours
The Chapter's armor is painted Maroon. The decals and trim on the armor are painted black for standard marines, brass for sergeants, and officers will have silver.

Helmet Design
Tactical Marines will have standard Maroon Helmets, Assault Marines will sport white yellow helms, and veterans will have white helms.

Honor Scrolls
Upon their power armor, Angels of the Grail will have Honor Scrolls affixed with records of their deeds. This serves as both a personal honor as well as a way to remember and honor those battle brothers that fall in battle. These scrolls will have copies in the Chapter's Librarium and when heroes of the Chapter do fall, their honor scrolls will be interred with their bodies within the stasis fields tombs in the Reclusiam.

Weapon Decoration
The weapons of the Chapter do not bear the same simplicity as their primogenitors. Their weapons being painted black, the handcrafted weapons of the Chapter will sport various precious metals and jewels while also being adorned with scrolls and prayer seals, denoting the grand deeds that have been accomplished be past wielders of the weapon. Mastercrafted, relic, and ancient weapons are covered in such decoration and adornment, yet their deadliness is not hampered whatsoever by these decorations.

Armor Decoration
Similarly to their weapons, the Chapter sees no fault with displaying pride and beauty. Each personally crafted suit of power armor is filled with decoration of gold, jewels, and iconography. Chalices, blood drops, angelic wings, and the like are also common and when the Battle Brothers march into battle, their ornate armor is a sign of both inspiration and awe for allies along with being a signal of a confident, proud, and determined foe for enemies.

Chapter Badge
The Chapter Badge is a silver chalice with a blood drop above in represented by a ruby outline in black. The chalice will have five gems; three rubies; one large on in the center and two smaller next to it, then 2 green jades; next to the smaller rubies.

Their Chapter Badge is found on their left pauldron and their right knee. The company number is found on the left knee and their troop marker is on their right shoulder.

Friends

 * Teuton Brotherhood
 * Order of the Righteous Lance
 * Knights of Sanjago
 * Kingdom of Castilla

Enemies

 * White Wolves
 * Crimson Skulls
 * Blood Hounds
 * Children of Barbarus
 * Steelblood Legion

Talons of the Emperor
The Talons of the Emperor is a non-Codex compliant Space Marine Chapter of great renown. These Astartes are most known for their vanity and arrogance just as they are renowned for their skill in close combat. Their primogenitor is unknown as well as their founding, which for most Chapters is a sad and regrettable reality, however the Talons of the Emperor take pride in this fact because it allows them to not be subservient to any of the Founding Chapters. The Talons of the Emperor are feared by many foes of the Imperium but surprisingly their favored opponents are traitors. They relish the slaying of Chaos worshippers and renegades, in particular, traitor or renegade Astartes. The Imperial Talons, as they are referred to, are greatly disliked by fellow Astartes not only because of their unrivaled arrogance and vanity but also due to their brash and glory-seeking culture. The Imperial Talons are currently waging war against the Praetorian Sons as well as fending off a Chaos invasion upon their Homeworld of Romula.

Recruitment
The Talons of the Emperor recruit solely from their Homeworld of Romula, a temperate civilized world. Romula is a world known for its mineral wealth and vast mines, but so too is it known for the grandiose palaces and cities that the upper classes of the world live in. The Chapter, very unlike most Astartes, does not recruit from the violent gangs and miners of the planet but solely from the world's nobility. This is in part because of the fairly superior and arrogant culture of the Chapter but is also due to the Chapter's obsession with skill and precision in combat. The nobility of Romula train from birth to fight in the arts of warfare and the skill of master swordsmanship is highly praised. The nobles with the best potential as refined and gifted warriors with the blade are brought before the Imperator. They are each examined, questioned, and tested under the supervision of the Imperator, Chief Apothecary, Reclusiarch, and Legate.

As all Astartes do, the Imperial Talons train their neophytes in the arts of war and strategy. They drill day and night, with blade, bolter, and pen, learning the various arts of warfare and perfecting them for years, pausing only to rest or eat. There are no blood rights or other barbaric traditions within the training regime of the Chapter like many of their cousins, rather to determine who is fit to become an Astartes is through the passion and will to become the perfect soldier for the Emperor. The training period for Imperial Talon Neophytes greatly exceeds that of most other Chapters; they train for decades under the tutelage of the Archons before they are deemed ready to be promoted into ranks of the Chapter.

Neophytes of the Chapter are usual observed by the Battle Brothers of the Chapter during their training and sparing duels, and many times the Battle Brothers will join in the training. Despite the Chapter's arrogant and superior attitude towards others, within the ranks of the Chapter and with the Neophytes, the Battle Brothers adopt very friendly and brotherly attitudes; teaching and aiding the younger warriors, both Neophyte and Battle Brother, in training. However, despite this brotherly community, a deep sense of competition is instilled into the Neophytes to become perfect warriors and to truly master the art of war, not through deception but through straight forward combat and strategy. This is why this brotherly and fatherly attitude is able to persist because every Battle Brother wants their brothers to become the best warriors they can be so that they themselves may test their skills against worthy opponents. They don't hoard knowledge and skills but teach even their rivals within the Chapter so that they can overcome their opponents by sheer skill and training rather than through secrets or deception.

This creates ideology and obsession with being perfect warriors creates Astartes that are perhaps not the strongest or fastest, like their barbaric cousins that recruit from feral worlds, but instead produces warriors who have such a deeply ingrained sense of duty and honor along with such strict discipline, amazing swordsmanship skills, and bluntness which ensures their total and utter obedience and loyalty to the Chapter. However, because they are such straightforward and uncompromising warriors; wars of attrition, guerrilla or hit and run tactics, and the fighting of overwhelming odds takes a very heavy toll on the warriors of the Chapter because of their refusal to retreat, fight 'dishonorably', and their complete devotion to the duty set by their Imperator.

Combat Doctrine
The Talons of the Emperor seek to become warriors like the Emperor himself. They believe that mankind must strive to become like the Emperor and that means to seek perfection in all things they do because the Emperor himself was perfect. This means that the Talons of the Emperor seek to carry out their duties, whatever they may be, to the best of their ability. This has led to the adoption of a relatively flexible approach to warfare for the Chapter, allowing for the usage of various tactics. The Chapter tends to favor the usage of overwhelming force and frontal assaults, seeing these as the way in which the Emperor intended for his warriors to fight. However, the Chapter also makes use of decapitating strikes, spearheads, and rapid assault when necessary. Despite their relative flexible approach to warfare, the Chapter refuses to fight either guerilla warfare or make use of the cowardly hit and run tactics of other Chapters even when it would be the only logical way to wage war. The warriors of the Chapter would rather fight in a bitter last stand than dishonor themselves by making use of those cowardly strategies. Also, the Talons of the Emperor never give up ground willingly and will hold whatever territory they occupy till the last Astartes falls, meaning victory or death are the only options for the Chapter's warriors. This has led to many unnecessary losses for the Chapter and has led to many other Chapters looking upon the Talons of the Emperor unfavorably but made them legends in the eyes of many Imperial Citizens and mortal soldiers.

Organization
The Chapter is divided into Cohorts, each being led by a Centurion. There are 10 Cohorts, each containing 100 Battle Brothers but does not follow the Codex Astartes in its organization.

Chapter Ranks and Special Troops
Imperator - Chapter Master

The Imperator is the Chapter's equivalent of a Chapter Master. He is a Battle Brother that has perfected all 6 styles of swordsmanship, has shown incredible aptitude in strategy, is ambitious, and is completely devoted to the Chapter. To master the 6 styles of swordsmanship is incredibly rare and marks an individual of great discipline, patience, skill, and endurance. This usually means that this individual will rise to become a great leader or champion within the Chapter and even Chapter Master. Chapter Masters are perhaps the greatest warriors of the Chapter because of this but also means that these men enjoy to get into the thick of combat. Imperators are armed in the Chapter's greatest wargear and therefore don the Regium Arimus (Mastercrafted Artificer Armor), Brachium Eus (Mastercrafted Powerfist with a wrist mounted storm bolter), and the Lucendi Mallus (Charnabal Blade - Hand and Half with slightly curved end). However, despite this amazing armament, the Chapter Master is always accompanied by his 6 Archons and his Equitain Guard to ensure both his safety and that whomever he encounters understands the majesty of his presence.

Legate - Regent

Normally the ruling of Romula is the task of the Imperator, but when the Imperator is engaged in a matter that leaves him unable to administer to the Chapter's Homeworld, the Legate is left in command.

Archon - Swordmaster

The Archons are the Swordmaster of the Chapter. Each Archon is a master in a single form of swordsmanship and are responsible for training the Battle Brothers of the Chapter as well as the Neophytes in the ways of the blade. This means that there are 6 Archons, each based within the Fortress Monastery, both guarding the ancestral home of the Chapter as well as training the Neophytes and Battle Brothers living there. The Archons are some of the most experienced warriors within the Chapter and also act as advisors to the Imperator and the other leaders of the Chapter. They are each armed with ancient artificer armor and jewel encrusted charnabal blades. To become an Archon is a great honor but has great responsibility for they are the men entrusted with teaching the future warriors of the Chapter the ways of the blade.

Equitain Guard - Honor Guard

The Equitain Guards are the Chapter's Honor Guard. The Equitain Guards are the Imperator's bodyguards as well as his agents; acting as envoys, champions, and informants. The Equitain Guards number around 20 members and are the greatest warriors within the Chapter, besides the Imperator and the Archons. These men are utterly loyal to the Imperator himself and to no one else, they are willing to shed the blood of their own brothers should their master order it of them. Each are armed with mastercrafted power swords, artificer armor, and wrist mounted storm bolters, making them incredibly formidable foes.

Centurion - Captain

Myrmidons

Myrmidons are the Chapter's equivalent of Tactical Marines. The Chapter does not make use of Devastator Squads and rather has the Myrmidon Squads make use of a mixed arsenal of light and heavy weapons. Myrmidon squads can be found making use of Bolters, Chainswords, Plasma guns, melta guns, and flamers as well as Heavy flamers, Plasma Cannons, Missile Launchers, Heavy Bolters, and Multi Meltas. The reason for this combining of roles is to allow for a flexible approach to warfare that the Chapter did not believe was possible with the Codex's restrictions. Usually a squad will consist of 2 or 3 Myrmidons making use of heavy weapons while the remainder will make use of the standard tactical weapons. Though this means that the Chapter's squads will lack the maneuverability of specialized tactical squads or the firepower for devastator squads, the combined arms tactic allows for Myrmidon Squads to fight all kinds of enemies.

Murmillos

Murmillos are the Chapter's Assault Squads. Murmillos....

Ordo of the Righteous Lance - Militant
The Sisters of the Ordo of the Righteous Lance are a Sisters of Battle Militant Order based upon the Shrine World of Barkalon. They are a powerful order, drawing recruits in from the entire sector and have a strong presence on various worlds within Sector Magnatius. They are renowned for making heavy use of flamers and power spears which they use with deadly efficiency. They excel in close quarters combat and have been used to both defend against traitor and xeno invasion as well as to purge any chaotic taint within the sector. They are rarely deployed beyond Sector Magnatius because they are directly under the authority of the Cardinal-Astra of the Sector and are primarily used to defend and purify the Sector. They have close ties to the Angels of the Grail and work extensively alongside the Rodelero Tercios. They have a deep seeded hatred towards traitor and renegade warbands from the Halo Stars and are seconded to the Ordo Magnata of the Inquisition as well as support the Angels of the Grail in campaigns to weaken the traitors before they can strike at the Sector quite often. They maintain numerous strongholds throughout the Sector and the Halo Stars to provide aid whenever and wherever they can.

Ordo of the Sacred Tear - Hospitaller
The Sisters of the Ordo of the Sacred Tear is a Sisters of Battle Hospitaller Order that was founded alongside the Ordo of the Righteous Lance to protect and serve the Magnatius Sector. The Sisters of the Order act as medics for the Imperial troops fighting against xenos, traitors, and heretics throughout the Sector but also act as charitable workers for the poor and sick civilians. They tend Imperial "flock", spreading the Imperial Creed as well as providing humanitarian aid for whomever they can. These sisters are perhaps the most pleasant and caring of the Emperor's servants, having devoted their lives to preaching, caring, and healing the Imperial Citizenry of the Imperium. These Sisters can be found all over the sector and maintain numerous hospitals and temples for the Imperial Citizens.